241 lines
8.5 KiB
Python
241 lines
8.5 KiB
Python
import torch
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import random
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import numpy as np
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import isaaclab.envs.mdp as mdp
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from isaaclab.assets import ArticulationCfg
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from isaaclab.envs import ManagerBasedRLEnvCfg, ManagerBasedRLEnv
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from isaaclab.managers import ObservationGroupCfg as ObsGroup
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from isaaclab.managers import ObservationTermCfg as ObsTerm
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from isaaclab.managers import RewardTermCfg as RewTerm
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from isaaclab.managers import TerminationTermCfg as DoneTerm
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from isaaclab.managers import EventTermCfg as EventTerm
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from isaaclab.envs.mdp import JointPositionActionCfg
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from isaaclab.managers import SceneEntityCfg
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from isaaclab.utils import configclass
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from rl_game.get_up.env.t1_env import T1SceneCfg
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# --- 1. 自定义逻辑:阶段性解锁奖励 ---
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def sequenced_getup_reward(
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env: ManagerBasedRLEnv,
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crouch_threshold: float = 0.7, # 蜷缩完成度达到多少解锁下一阶段
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target_knee: float = 1.5,
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target_hip: float = 1.2
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) -> torch.Tensor:
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"""
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【核心修改】只有先蜷缩,才能拿高度分:
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1. 计算蜷缩程度。
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2. 记录当前 Episode 是否曾经达到过蜷缩目标。
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3. 返回 基础蜷缩奖 + (解锁标志 * 站立奖)。
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"""
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# --- 1. 初始化/重置状态位 ---
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if "has_crouched" not in env.extras:
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env.extras["has_crouched"] = torch.zeros(env.num_envs, device=env.device, dtype=torch.bool)
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# 每一回合开始时(reset_buf 为 1),重置该机器人的状态位
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env.extras["has_crouched"] &= ~env.reset_buf
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# --- 2. 计算当前蜷缩质量 ---
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knee_names = ['Left_Knee_Pitch', 'Right_Knee_Pitch']
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hip_names = ['Left_Hip_Pitch', 'Right_Hip_Pitch']
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knee_indices, _ = env.scene["robot"].find_joints(knee_names)
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hip_indices, _ = env.scene["robot"].find_joints(hip_names)
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joint_pos = env.scene["robot"].data.joint_pos
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knee_error = torch.mean(torch.abs(joint_pos[:, knee_indices] - target_knee), dim=-1)
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hip_error = torch.mean(torch.abs(joint_pos[:, hip_indices] - target_hip), dim=-1)
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# 蜷缩得分 (0.0 ~ 1.0)
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crouch_score = torch.exp(-(knee_error + hip_error) / 0.6)
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# --- 3. 判断是否触发解锁 ---
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# 只要在这一回合内,crouch_score 曾经超过阈值,就永久解锁高度奖
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current_success = crouch_score > crouch_threshold
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env.extras["has_crouched"] |= current_success
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# --- 4. 计算高度奖励 ---
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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curr_pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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# 只有解锁后,高度奖励才生效 (0.0 或 高度值)
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standing_reward = torch.clamp(curr_pelvis_h - 0.3, min=0.0) * 20.0
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gated_standing_reward = env.extras["has_crouched"].float() * standing_reward
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# 总奖励 = 持续引导蜷缩 + 只有解锁后才有的站立奖
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return 5.0 * crouch_score + gated_standing_reward
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def is_standing_still(
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env: ManagerBasedRLEnv,
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min_head_height: float,
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min_pelvis_height: float,
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max_angle_error: float,
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standing_time: float,
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velocity_threshold: float = 0.15
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) -> torch.Tensor:
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head_idx, _ = env.scene["robot"].find_bodies("H2")
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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current_head_h = env.scene["robot"].data.body_state_w[:, head_idx[0], 2]
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current_pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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gravity_error = torch.norm(env.scene["robot"].data.projected_gravity_b[:, :2], dim=-1)
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root_vel_norm = torch.norm(env.scene["robot"].data.root_lin_vel_w, dim=-1)
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is_stable_now = (
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(current_head_h > min_head_height) &
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(current_pelvis_h > min_pelvis_height) &
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(gravity_error < max_angle_error) &
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(root_vel_norm < velocity_threshold)
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)
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if "stable_timer" not in env.extras:
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env.extras["stable_timer"] = torch.zeros(env.num_envs, device=env.device)
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dt = env.physics_dt * env.cfg.decimation
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env.extras["stable_timer"] = torch.where(is_stable_now, env.extras["stable_timer"] + dt,
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torch.zeros_like(env.extras["stable_timer"]))
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return env.extras["stable_timer"] > standing_time
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# --- 2. 配置类 ---
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T1_JOINT_NAMES = [
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'AAHead_yaw', 'Head_pitch',
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'Left_Shoulder_Pitch', 'Left_Shoulder_Roll', 'Left_Elbow_Pitch', 'Left_Elbow_Yaw',
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'Right_Shoulder_Pitch', 'Right_Shoulder_Roll', 'Right_Elbow_Pitch', 'Right_Elbow_Yaw',
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'Waist',
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'Left_Hip_Pitch', 'Right_Hip_Pitch', 'Left_Hip_Roll', 'Right_Hip_Roll',
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'Left_Hip_Yaw', 'Right_Hip_Yaw', 'Left_Knee_Pitch', 'Right_Knee_Pitch',
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'Left_Ankle_Pitch', 'Right_Ankle_Pitch', 'Left_Ankle_Roll', 'Right_Ankle_Roll'
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]
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@configclass
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class T1ObservationCfg:
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@configclass
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class PolicyCfg(ObsGroup):
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concatenate_terms = True
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base_lin_vel = ObsTerm(func=mdp.base_lin_vel)
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base_ang_vel = ObsTerm(func=mdp.base_ang_vel)
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projected_gravity = ObsTerm(func=mdp.projected_gravity)
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root_pos = ObsTerm(func=mdp.root_pos_w)
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joint_pos = ObsTerm(func=mdp.joint_pos_rel,
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params={"asset_cfg": SceneEntityCfg("robot", joint_names=T1_JOINT_NAMES)})
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joint_vel = ObsTerm(func=mdp.joint_vel_rel,
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params={"asset_cfg": SceneEntityCfg("robot", joint_names=T1_JOINT_NAMES)})
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actions = ObsTerm(func=mdp.last_action)
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policy = PolicyCfg()
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@configclass
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class T1EventCfg:
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reset_robot_rotation = EventTerm(
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func=mdp.reset_root_state_uniform,
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params={
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"asset_cfg": SceneEntityCfg("robot"),
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"pose_range": {
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"roll": (-1.57, 1.57),
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"pitch": tuple(np.array([1.4, 1.6], dtype=np.float32) * random.choice([-1 , 1])),
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"yaw": (-3.14, 3.14),
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"x": (0.0, 0.0),
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"y": (0.0, 0.0),
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"z": (0.35, 0.45),
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},
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"velocity_range": {},
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},
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mode="reset",
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)
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@configclass
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class T1ActionCfg:
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# 拆分动作组以防止抽搐。由于不强制规定动作,我们可以给各个部位较为均衡的探索范围。
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arm_action = JointPositionActionCfg(
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asset_name="robot",
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joint_names=[
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'Left_Shoulder_Pitch', 'Left_Shoulder_Roll', 'Left_Elbow_Pitch', 'Left_Elbow_Yaw',
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'Right_Shoulder_Pitch', 'Right_Shoulder_Roll', 'Right_Elbow_Pitch', 'Right_Elbow_Yaw'
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],
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scale=1.0, # 给了手臂相对充裕的自由度去摸索
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use_default_offset=True
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)
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torso_action = JointPositionActionCfg(
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asset_name="robot",
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joint_names=['Waist', 'AAHead_yaw', 'Head_pitch'],
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scale=0.7,
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use_default_offset=True
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)
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leg_action = JointPositionActionCfg(
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asset_name="robot",
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joint_names=[
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'Left_Hip_Pitch', 'Right_Hip_Pitch', 'Left_Hip_Roll', 'Right_Hip_Roll',
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'Left_Hip_Yaw', 'Right_Hip_Yaw', 'Left_Knee_Pitch', 'Right_Knee_Pitch',
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'Left_Ankle_Pitch', 'Right_Ankle_Pitch', 'Left_Ankle_Roll', 'Right_Ankle_Roll'
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],
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scale=0.5,
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use_default_offset=True
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)
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@configclass
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class T1GetUpRewardCfg:
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# 核心:顺序阶段奖励
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sequenced_task = RewTerm(
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func=sequenced_getup_reward,
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weight=10.0,
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params={"crouch_threshold": 0.75} # 必须完成 75% 的收腿动作才解锁高度奖
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)
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# 姿态惩罚:即便解锁了高度奖,如果姿态歪了也要扣分
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orientation = RewTerm(
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func=mdp.flat_orientation_l2,
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weight=-2.5
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)
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# 抑制抽搐
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action_rate = RewTerm(func=mdp.action_rate_l2, weight=-0.08)
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# 最终站稳奖
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is_success_maintain = RewTerm(
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func=is_standing_still,
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weight=100.0,
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params={
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"min_head_height": 1.08,
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"min_pelvis_height": 0.72,
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"max_angle_error": 0.25,
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"standing_time": 0.4,
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"velocity_threshold": 0.2
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}
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)
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@configclass
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class T1GetUpTerminationsCfg:
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time_out = DoneTerm(func=mdp.time_out)
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standing_success = DoneTerm(
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func=is_standing_still,
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params={
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"min_head_height": 1.08,
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"min_pelvis_height": 0.72,
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"max_angle_error": 0.3,
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"standing_time": 0.3,
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"velocity_threshold": 0.4
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}
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)
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@configclass
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class T1EnvCfg(ManagerBasedRLEnvCfg):
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scene = T1SceneCfg(num_envs=8192, env_spacing=2.5)
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observations = T1ObservationCfg()
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rewards = T1GetUpRewardCfg()
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terminations = T1GetUpTerminationsCfg()
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events = T1EventCfg()
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actions = T1ActionCfg()
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episode_length_s = 10.0
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decimation = 4 |