get up demo
This commit is contained in:
13
rl_game/get_up/__init__.py
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13
rl_game/get_up/__init__.py
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import gymnasium as gym
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# 导入你的配置
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from rl_game.demo.config.t1_env_cfg import T1EnvCfg
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# 注册环境到 Gymnasium
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gym.register(
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id="Isaac-T1-GetUp-v0",
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entry_point="isaaclab.envs:ManagerBasedRLEnv", # Isaac Lab 统一的强化学习环境入口
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kwargs={
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"cfg": T1EnvCfg(),
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},
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)
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BIN
rl_game/get_up/asset/t1/T1_locomotion_base.usd
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rl_game/get_up/asset/t1/T1_locomotion_base.usd
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rl_game/get_up/asset/t1/T1_locomotion_physics_lab.usd
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rl_game/get_up/asset/t1/T1_locomotion_physics_lab.usd
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rl_game/get_up/config/ppo_cfg.yaml
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rl_game/get_up/config/ppo_cfg.yaml
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params:
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seed: 42
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algo:
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name: a2c_continuous
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model:
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name: continuous_a2c_logstd
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network:
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name: actor_critic
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separate: False
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space:
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continuous:
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mu_activation: None
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sigma_activation: None
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mu_init:
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name: default
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sigma_init:
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name: const_initializer
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val: 1.0
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fixed_sigma: False
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mlp:
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units: [512, 256, 128]
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activation: relu
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d2rl: False
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initializer:
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name: default
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config:
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name: T1_Walking
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env_name: rlgym # Isaac Lab 包装器
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multi_gpu: False
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ppo: True
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mixed_precision: True
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normalize_input: True
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normalize_value: True
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value_bootstrap: True
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num_actors: 8192 # 同时训练的机器人数量
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reward_shaper:
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scale_value: 1.0
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normalize_advantage: True
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gamma: 0.99
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tau: 0.95
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learning_rate: 5e-4
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lr_schedule: adaptive
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kl_threshold: 0.01
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score_to_win: 20000
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max_epochs: 500000
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save_best_after: 50
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save_frequency: 100
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grad_norm: 1.0
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entropy_coef: 0.01
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truncate_grads: True
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bounds_loss_coef: 0.01
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e_clip: 0.2
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horizon_length: 256
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minibatch_size: 65536
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mini_epochs: 4
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critic_coef: 1
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clip_value: True
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320
rl_game/get_up/config/t1_env_cfg.py
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rl_game/get_up/config/t1_env_cfg.py
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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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# ==========================================
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# 1. 核心逻辑区:非线性加法引导与惩罚机制
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# ==========================================
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def smooth_additive_getup_reward(
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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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foot_sensor_cfg: SceneEntityCfg,
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arm_sensor_cfg: SceneEntityCfg,
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) -> torch.Tensor:
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"""
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指数级纯加法平滑奖励 (完全修复版):
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融合了头部高度防驼背,以及脚底受力防跪地。
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"""
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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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foot_indices, _ = env.scene["robot"].find_bodies(".*_foot_link")
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head_h = env.scene["robot"].data.body_state_w[:, head_idx[0], 2]
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pelvis_pos = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], :3]
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pelvis_h = pelvis_pos[:, 2]
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foot_pos = env.scene["robot"].data.body_state_w[:, foot_indices, :3]
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feet_center_xy = torch.mean(foot_pos[:, :, :2], dim=1)
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pelvis_xy = pelvis_pos[:, :2]
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projected_gravity = env.scene["robot"].data.projected_gravity_b
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# --- 基础状态比率 ---
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upright_ratio = torch.clamp(1.0 - torch.norm(projected_gravity[:, :2], dim=-1), min=0.0, max=1.0)
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raw_height_ratio = torch.clamp(pelvis_h / min_pelvis_height, min=0.0, max=1.0)
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# 🌟 修复 1:把头部高度加回来,防驼背
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head_ratio = torch.clamp(head_h / min_head_height, min=0.0, max=1.0)
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# 指数级高度比例
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height_ratio_sq = torch.square(raw_height_ratio)
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# 1. 核心主线分:加入 head_ratio,促使它把上半身彻底挺直
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core_reward = (height_ratio_sq * 3.0) + (upright_ratio * 1.0) + (head_ratio * 1.0)
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# --- 辅助过渡分 ---
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foot_sensor = env.scene.sensors.get(foot_sensor_cfg.name)
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arm_sensor = env.scene.sensors.get(arm_sensor_cfg.name)
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foot_force_z = torch.clamp(torch.sum(foot_sensor.data.net_forces_w[:, :, 2], dim=-1), min=0.0)
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arm_force_z = torch.clamp(torch.sum(arm_sensor.data.net_forces_w[:, :, 2], dim=-1), min=0.0)
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feet_to_pelvis_dist = torch.norm(feet_center_xy - pelvis_xy, dim=-1)
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tuck_legs_reward = torch.exp(-3.0 * feet_to_pelvis_dist)
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arm_force_capped = torch.clamp(arm_force_z, min=0.0, max=200.0)
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arm_push_reward = arm_force_capped / 200.0
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# 🌟 修复 2:把脚底受力加回来,只要脚底板踩实了就给分,引导它脱离跪姿
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foot_contact_reward = (foot_force_z > 10.0).float()
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ground_factor = torch.clamp(1.0 - raw_height_ratio, min=0.0, max=1.0)
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# 将脚部接触分加入辅助奖励中
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aux_reward = ground_factor * (tuck_legs_reward * 0.5 + arm_push_reward * 0.5) + (foot_contact_reward * 0.5)
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return core_reward + aux_reward
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def ground_farming_timeout(
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env: ManagerBasedRLEnv,
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max_time: float,
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height_threshold: float
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) -> torch.Tensor:
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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episode_time = env.episode_length_buf * env.step_dt
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return ((episode_time > max_time) & (pelvis_h < height_threshold)).bool()
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def root_height_below_minimum(env: ManagerBasedRLEnv, minimum_height: float) -> torch.Tensor:
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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return (pelvis_h < minimum_height).bool()
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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).bool()
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def anti_flying_penalty(
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env: ManagerBasedRLEnv,
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foot_sensor_cfg: SceneEntityCfg,
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arm_sensor_cfg: SceneEntityCfg,
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) -> torch.Tensor:
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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foot_sensor = env.scene.sensors.get(foot_sensor_cfg.name)
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arm_sensor = env.scene.sensors.get(arm_sensor_cfg.name)
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foot_force_z = torch.clamp(torch.sum(foot_sensor.data.net_forces_w[:, :, 2], dim=-1), min=0.0)
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arm_force_z = torch.clamp(torch.sum(arm_sensor.data.net_forces_w[:, :, 2], dim=-1), min=0.0)
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# 必须双手双脚都悬空 (< 10N),才算是在天上飞
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is_flying = ((pelvis_h > 0.4) & (foot_force_z < 10.0) & (arm_force_z < 10.0)).float()
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return is_flying
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def base_ang_vel_penalty(env: ManagerBasedRLEnv) -> torch.Tensor:
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ang_vel = env.scene["robot"].data.root_ang_vel_w
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return torch.sum(torch.square(ang_vel), dim=-1)
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def anti_kneeling_penalty(env: ManagerBasedRLEnv) -> torch.Tensor:
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"""
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🛠️ 修复版防跪地机制:
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使用正则匹配小腿 "Shank.*"。一旦骨盆抬离地面试图站立时,严格惩罚小腿碰地!
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"""
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shank_indices, _ = env.scene["robot"].find_bodies("Shank.*")
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shank_z = env.scene["robot"].data.body_state_w[:, shank_indices, 2]
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# 判断是否有任何小腿刚体高度低于 0.15 米
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is_kneeling = torch.any(shank_z < 0.15, dim=-1).float()
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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return is_kneeling * (pelvis_h > 0.35).float()
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# ==========================================
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# 2. 配置类区
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# ==========================================
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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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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": (-3.14, 3.14),
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"pitch": (-3.14, 3.14),
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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": (0.45, 0.65),
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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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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=0.8, 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=0.8, 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=0.8, use_default_offset=True
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)
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@configclass
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class T1GetUpRewardCfg:
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smooth_getup = RewTerm(
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func=smooth_additive_getup_reward, weight=15.0,
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params={
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"min_head_height": 1.08, "min_pelvis_height": 0.72,
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"foot_sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]),
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"arm_sensor_cfg": SceneEntityCfg("contact_sensor", body_names=["A[LR][23]", ".*_hand_link"])
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}
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)
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anti_fly = RewTerm(
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func=anti_flying_penalty,
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weight=-5.0,
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params={
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"foot_sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]),
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"arm_sensor_cfg": SceneEntityCfg("contact_sensor", body_names=["A[LR][23]", ".*_hand_link"])
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}
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)
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# 🌟 新增:重罚小腿触地的跪姿
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anti_kneeling = RewTerm(func=anti_kneeling_penalty, weight=-3.0)
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base_ang_vel = RewTerm(func=base_ang_vel_penalty, weight=-0.05)
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action_rate = RewTerm(func=mdp.action_rate_l2, weight=-0.05)
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joint_vel = RewTerm(func=mdp.joint_vel_l2, weight=-0.01)
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# 🌟 新增:大大降低成功的门槛,诱使它敢于站立
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is_success_bonus = 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": 1.05,
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"min_pelvis_height": 0.75,
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"max_angle_error": 0.4, # 允许一定的弯腰
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"standing_time": 0.2, # 仅需保持 0.1 秒即可拿走巨额赏金!
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"velocity_threshold": 0.8 # 允许身体轻微晃动
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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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anti_farming = DoneTerm(
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func=ground_farming_timeout,
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params={"max_time": 5.0, "height_threshold": 0.3}
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)
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base_height = DoneTerm(func=root_height_below_minimum, params={"minimum_height": -0.2})
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illegal_contact = DoneTerm(
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func=mdp.illegal_contact,
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params={"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=["Trunk"]), "threshold": 5000.0}
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)
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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": 1.05, "min_pelvis_height": 0.75,
|
||||
"max_angle_error": 0.2, "standing_time": 0.5, "velocity_threshold": 0.2
|
||||
}
|
||||
)
|
||||
|
||||
|
||||
@configclass
|
||||
class T1EnvCfg(ManagerBasedRLEnvCfg):
|
||||
scene = T1SceneCfg(num_envs=8192, env_spacing=2.5)
|
||||
observations = T1ObservationCfg()
|
||||
rewards = T1GetUpRewardCfg()
|
||||
terminations = T1GetUpTerminationsCfg()
|
||||
events = T1EventCfg()
|
||||
actions = T1ActionCfg()
|
||||
episode_length_s = 10.0
|
||||
decimation = 4
|
||||
81
rl_game/get_up/env/t1_env.py
vendored
Normal file
81
rl_game/get_up/env/t1_env.py
vendored
Normal file
@@ -0,0 +1,81 @@
|
||||
from isaaclab.assets import ArticulationCfg, AssetBaseCfg
|
||||
from isaaclab.scene import InteractiveSceneCfg
|
||||
from isaaclab.sensors import ContactSensorCfg
|
||||
from isaaclab.utils import configclass
|
||||
from isaaclab.actuators import ImplicitActuatorCfg
|
||||
from isaaclab import sim as sim_utils
|
||||
|
||||
import os
|
||||
|
||||
_DEMO_DIR = os.path.abspath(os.path.join(os.path.dirname(__file__), ".."))
|
||||
T1_USD_PATH = os.path.join(_DEMO_DIR, "asset", "t1", "T1_locomotion_physics_lab.usd")
|
||||
|
||||
@configclass
|
||||
class T1SceneCfg(InteractiveSceneCfg):
|
||||
"""最终修正版:彻底解决 Unknown asset config type 报错"""
|
||||
|
||||
# 1. 地面配置:直接在 spawn 内部定义材质
|
||||
ground = AssetBaseCfg(
|
||||
prim_path="/World/ground",
|
||||
spawn=sim_utils.GroundPlaneCfg(
|
||||
physics_material=sim_utils.RigidBodyMaterialCfg(
|
||||
static_friction=1.0,
|
||||
dynamic_friction=1.0,
|
||||
restitution=0.3,
|
||||
friction_combine_mode="average",
|
||||
restitution_combine_mode="average",
|
||||
)
|
||||
),
|
||||
)
|
||||
|
||||
# 2. 机器人配置
|
||||
robot = ArticulationCfg(
|
||||
prim_path="{ENV_REGEX_NS}/Robot",
|
||||
spawn=sim_utils.UsdFileCfg(
|
||||
usd_path=T1_USD_PATH,
|
||||
activate_contact_sensors=True,
|
||||
rigid_props=sim_utils.RigidBodyPropertiesCfg(
|
||||
disable_gravity=False,
|
||||
max_depenetration_velocity=10.0,
|
||||
),
|
||||
articulation_props=sim_utils.ArticulationRootPropertiesCfg(
|
||||
enabled_self_collisions=True,
|
||||
solver_position_iteration_count=8,
|
||||
solver_velocity_iteration_count=4,
|
||||
),
|
||||
),
|
||||
init_state=ArticulationCfg.InitialStateCfg(
|
||||
pos=(0.0, 0.0, 0.2), # 掉落高度
|
||||
joint_pos={".*": 0.0},
|
||||
),
|
||||
actuators={
|
||||
# 1. 核心承重关节:大腿、膝盖、腰部
|
||||
"heavy_joints": ImplicitActuatorCfg(
|
||||
joint_names_expr=["L.*_Hip_.*", "R.*_Hip_.*", "L.*_Knee_.*", "R.*_Knee_.*", "Waist.*"],
|
||||
effort_limit=800.0,
|
||||
velocity_limit=15.0,
|
||||
stiffness=600.0,
|
||||
damping=30.0,
|
||||
),
|
||||
# 2. 末端/轻型关节:手臂、脚踝、头部
|
||||
"light_joints": ImplicitActuatorCfg(
|
||||
joint_names_expr=["L.*_Shoulder_.*", "R.*_Shoulder_.*", "L.*_Elbow_.*", "R.*_Elbow_.*", ".*Ankle.*", ".*Head.*"],
|
||||
effort_limit=300.0,
|
||||
velocity_limit=25.0,
|
||||
stiffness=200.0,
|
||||
damping=10.0,
|
||||
),
|
||||
},
|
||||
)
|
||||
|
||||
contact_sensor = ContactSensorCfg(
|
||||
prim_path="{ENV_REGEX_NS}/Robot/.*",
|
||||
update_period=0.0,
|
||||
history_length=3,
|
||||
)
|
||||
|
||||
# 3. 光照配置
|
||||
light = AssetBaseCfg(
|
||||
prim_path="/World/light",
|
||||
spawn=sim_utils.DistantLightCfg(color=(0.75, 0.75, 0.75), intensity=3000.0),
|
||||
)
|
||||
101
rl_game/get_up/train.py
Normal file
101
rl_game/get_up/train.py
Normal file
@@ -0,0 +1,101 @@
|
||||
import sys
|
||||
import os
|
||||
import argparse
|
||||
|
||||
# 确保能找到项目根目录下的模块
|
||||
sys.path.append(os.path.dirname(os.path.abspath(__file__)))
|
||||
|
||||
from isaaclab.app import AppLauncher
|
||||
|
||||
# 1. 配置启动参数
|
||||
parser = argparse.ArgumentParser(description="Train T1 robot to Get-Up with RL-Games.")
|
||||
parser.add_argument("--num_envs", type=int, default=8192, help="起身任务建议并行 4096 即可")
|
||||
parser.add_argument("--task", type=str, default="Isaac-T1-GetUp-v0", help="任务 ID")
|
||||
parser.add_argument("--seed", type=int, default=42, help="随机种子")
|
||||
AppLauncher.add_app_launcher_args(parser)
|
||||
args_cli = parser.parse_args()
|
||||
|
||||
# 2. 启动仿真器(必须在导入其他 isaaclab 模块前)
|
||||
app_launcher = AppLauncher(args_cli)
|
||||
simulation_app = app_launcher.app
|
||||
|
||||
import torch
|
||||
import gymnasium as gym
|
||||
import yaml
|
||||
from isaaclab_rl.rl_games import RlGamesVecEnvWrapper
|
||||
from rl_games.torch_runner import Runner
|
||||
from rl_games.common import env_configurations, vecenv
|
||||
|
||||
# 导入你刚刚修改好的配置类
|
||||
# 假设你的文件名是 t1_getup_cfg.py,类名是 T1EnvCfg
|
||||
from config.t1_env_cfg import T1EnvCfg
|
||||
|
||||
# 3. 注册环境
|
||||
gym.register(
|
||||
id="Isaac-T1-GetUp-v0",
|
||||
entry_point="isaaclab.envs:ManagerBasedRLEnv",
|
||||
kwargs={
|
||||
"cfg": T1EnvCfg(), # 这里会加载你设置的随机旋转、时间惩罚等
|
||||
},
|
||||
)
|
||||
|
||||
|
||||
def main():
|
||||
# --- 新增:处理 Retrain 参数 ---
|
||||
# 你可以手动指定路径,或者在 argparse 里增加一个 --checkpoint 参数
|
||||
checkpoint_path = os.path.join(os.path.dirname(__file__), "logs/T1_GetUp/nn/T1_GetUp.pth")
|
||||
# 检查模型文件是否存在
|
||||
should_retrain = os.path.exists(checkpoint_path)
|
||||
|
||||
env = gym.make("Isaac-T1-GetUp-v0", num_envs=args_cli.num_envs)
|
||||
|
||||
# 注意:rl_device 必须设置为 args_cli.device (通常是 'cuda:0')
|
||||
wrapped_env = RlGamesVecEnvWrapper(
|
||||
env,
|
||||
rl_device=args_cli.device,
|
||||
clip_obs=5.0,
|
||||
clip_actions=1.0
|
||||
)
|
||||
|
||||
vecenv.register('as_is', lambda config_name, num_actors, **kwargs: wrapped_env)
|
||||
|
||||
env_configurations.register('rlgym', {
|
||||
'vecenv_type': 'as_is',
|
||||
'env_creator': lambda **kwargs: wrapped_env
|
||||
})
|
||||
|
||||
config_path = os.path.join(os.path.dirname(__file__), "config", "ppo_cfg.yaml")
|
||||
with open(config_path, "r") as f:
|
||||
rl_config = yaml.safe_load(f)
|
||||
|
||||
# 设置日志和实验名称
|
||||
rl_game_dir = os.path.abspath(os.path.join(os.path.dirname(__file__), "."))
|
||||
log_dir = os.path.join(rl_game_dir, "logs")
|
||||
rl_config['params']['config']['train_dir'] = log_dir
|
||||
rl_config['params']['config']['name'] = "T1_GetUp"
|
||||
|
||||
# --- 关键修改:注入模型路径 ---
|
||||
if should_retrain:
|
||||
print(f"[INFO]: 检测到预训练模型,正在从 {checkpoint_path} 恢复训练...")
|
||||
# rl_games 会读取 config 中的 load_path 进行续训
|
||||
rl_config['params']['config']['load_path'] = checkpoint_path
|
||||
else:
|
||||
print("[INFO]: 未找到预训练模型,将从零开始训练。")
|
||||
|
||||
# 7. 运行训练
|
||||
runner = Runner()
|
||||
runner.load(rl_config)
|
||||
|
||||
runner.run({
|
||||
"train": True,
|
||||
"play": False,
|
||||
# 如果你想强制从某个 checkpoint 开始,也可以在这里传参
|
||||
"checkpoint": checkpoint_path if should_retrain else None,
|
||||
"vec_env": wrapped_env
|
||||
})
|
||||
|
||||
simulation_app.close()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Reference in New Issue
Block a user