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Update inputs: engineering/humanoid_velocity_tracking_policy/base

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  1. .gitattributes +46 -0
  2. tasks/engineering/humanoid_velocity_tracking_policy/base/input/PROPRIO_SPEC.md +84 -0
  3. tasks/engineering/humanoid_velocity_tracking_policy/base/input/SUCCESS.md +95 -0
  4. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/__init__.py +1 -0
  5. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/articulation_cfg.py +192 -0
  6. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/AL1.STL +3 -0
  7. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/AL2.STL +3 -0
  8. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/AL3.STL +3 -0
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  13. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/AR1.STL +3 -0
  14. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/AR2.STL +3 -0
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  17. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/AR5.STL +0 -0
  18. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/AR6.STL +0 -0
  19. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/AR7.STL +3 -0
  20. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Ankle_Cross_Left.STL +0 -0
  21. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Ankle_Cross_Right.STL +0 -0
  22. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Crank_Down_Left.STL +3 -0
  23. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Crank_Down_Right.STL +3 -0
  24. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Crank_Up_Left.STL +3 -0
  25. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Crank_Up_Right.STL +3 -0
  26. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Down_Left_XX_Ball.STL +3 -0
  27. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Down_Left_X_Ball.STL +3 -0
  28. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Down_Left_Y_Ball.STL +3 -0
  29. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Down_Right_XX_Ball.STL +3 -0
  30. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Down_Right_X_Ball.STL +3 -0
  31. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Down_Right_Y_Ball.STL +3 -0
  32. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/H1.STL +3 -0
  33. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/H2.STL +3 -0
  34. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Hip_Pitch_Left.STL +0 -0
  35. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Hip_Pitch_Right.STL +0 -0
  36. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Hip_Roll_Left.STL +0 -0
  37. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Hip_Roll_Right.STL +0 -0
  38. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Hip_Yaw_Left.STL +3 -0
  39. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Hip_Yaw_Right.STL +3 -0
  40. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Link_Long_Left.STL +3 -0
  41. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Link_Long_Right.STL +3 -0
  42. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Link_Short_Left.STL +3 -0
  43. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Link_Short_Right.STL +3 -0
  44. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Logo.STL +3 -0
  45. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Shank_Left.STL +3 -0
  46. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Shank_Right.STL +3 -0
  47. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Trunk.STL +3 -0
  48. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Up_Left_XX_Ball.STL +3 -0
  49. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Up_Left_X_Ball.STL +3 -0
  50. tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/meshes/Up_Left_Y_Ball.STL +3 -0
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tasks/engineering/humanoid_velocity_tracking_policy/base/input/PROPRIO_SPEC.md ADDED
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+ # Proprioceptive State Vector Spec
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+
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+ The `obs["state"]` tensor passed to `Policy.inference` is a fixed-order
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+ concatenation of six terms, totalling **S = 78**. The commanded velocity
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+ (`[vx, vy, omega]`, 3-dim) is delivered separately via `obs["command"]`
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+ and is **NOT** part of `S`.
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+
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+ Ordering matches the eval env's observation group, minus
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+ `velocity_commands` (which is pulled out into `obs["command"]`). If
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+ your submission recombines `command` and `state` into a single MLP
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+ input, place `command` at the position your training used. The
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+ reference training order is `[base_lin_vel, base_ang_vel,
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+ projected_gravity, command, joint_pos_rel, joint_vel, last_action]`,
14
+ so `command` is inserted after `projected_gravity` at state offset 9.
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+
16
+ | Index range | Term | Dim | Units / frame |
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+ |-------------|-------------------|-----|----------------------------------------------------|
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+ | `[0:3]` | `base_lin_vel` | 3 | m/s, base frame (torso) |
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+ | `[3:6]` | `base_ang_vel` | 3 | rad/s, base frame |
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+ | `[6:9]` | `projected_gravity` | 3 | unit gravity vector in base frame (z ≈ −1 upright) |
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+ | `[9:32]` | `joint_pos_rel` | 23 | rad; `q − q_default`, URDF revolute order |
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+ | `[32:55]` | `joint_vel` | 23 | rad/s, URDF revolute order |
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+ | `[55:78]` | `last_action` | 23 | raw policy output (pre-scale, pre-offset) |
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+
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+ **Total `S` = 78.**
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+
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+ ## Joint ordering (A = 23)
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+
29
+ Revolute joint order as declared in `assets/robot.urdf`; Isaac Lab
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+ preserves this ordering via `env.scene["robot"].joint_names`:
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+
32
+ ```
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+ 0 AAHead_yaw
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+ 1 Head_pitch
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+ 2 Left_Shoulder_Pitch
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+ 3 Right_Shoulder_Pitch
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+ 4 Waist
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+ 5 Left_Shoulder_Roll
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+ 6 Right_Shoulder_Roll
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+ 7 Left_Hip_Pitch
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+ 8 Right_Hip_Pitch
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+ 9 Left_Elbow_Pitch
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+ 10 Right_Elbow_Pitch
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+ 11 Left_Hip_Roll
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+ 12 Right_Hip_Roll
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+ 13 Left_Elbow_Yaw
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+ 14 Right_Elbow_Yaw
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+ 15 Left_Hip_Yaw
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+ 16 Right_Hip_Yaw
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+ 17 Left_Knee_Pitch
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+ 18 Right_Knee_Pitch
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+ 19 Left_Ankle_Pitch
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+ 20 Right_Ankle_Pitch
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+ 21 Left_Ankle_Roll
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+ 22 Right_Ankle_Roll
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+ ```
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+
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+ The three columns `joint_pos_rel`, `joint_vel`, and `last_action` all
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+ follow this order. Isaac Lab orders DoFs breadth-first from the
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+ articulation root, so the per-body order can look unintuitive — but the
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+ same articulation is used at train and eval time, so submissions can
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+ rely on the runtime order matching this spec. The authoritative
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+ runtime order comes from ``env.scene["robot"].joint_names``; print it
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+ on first call if you want to confirm.
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+
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+ ## Notes
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+
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+ - All angles are radians; linear quantities are in SI units (m, m/s).
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+ - `base frame` means the `Trunk` link frame (URDF root rigid body).
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+ - `projected_gravity` is the gravity vector rotated into the base frame
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+ and normalised, so `z ≈ −1` when upright.
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+ - `joint_pos_rel` is `q − q_default`; the default pose is the one in
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+ `assets/articulation_cfg.py:_DEFAULT_JOINT_POS` (arms tucked with
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+ shoulder roll ±1.3 + shoulder pitch 0.2 + elbow yaw ±0.5, waist and
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+ head at 0, hip pitch −0.20, knee pitch 0.40, ankle pitch −0.25, rest
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+ 0).
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+ - `last_action` is the *raw* action the policy emitted at the previous
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+ step (before the env multiplies by `ACTION_SCALE = 0.5` and adds the
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+ default offset).
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+ - The baseline training env injects additive uniform noise on the
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+ proprio terms during rollout; the eval env disables that noise so the
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+ `obs["state"]` you see is the clean state. If your training relied on
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+ frame stacking / history, reproduce that buffering inside
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+ `Policy.inference` — the eval env provides only the single-step obs.
tasks/engineering/humanoid_velocity_tracking_policy/base/input/SUCCESS.md ADDED
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+ # Verifying Success
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+
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+ Strict, machine-checkable rules for the automated grader. Each gate is
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+ pass/fail with no subjective interpretation.
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+
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+ ## 1. Submission structure (hard gate — any failure = reject)
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+
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+ - Submission contains exactly two files at the expected paths:
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+ `policy.py` and `checkpoint.pt`.
10
+ - `policy.py` imports cleanly under the Isaac Lab v2.3.2 / Isaac Sim 5.1.0
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+ environment with **no extra `pip install`**. Disallowed prefixes
12
+ (regex, whole-word): `rsl_rl\b`, `stable_baselines3\b`, `sb3\b`,
13
+ `ray\b`, `hydra\b`.
14
+ - `policy.py` defines a top-level class `Policy` whose
15
+ `__init__(checkpoint_path: str, device: str)` returns in ≤ 60 s on
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+ the grading host.
17
+ - `checkpoint.pt` is loadable by `Policy.__init__` — no download
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+ attempts, no filesystem writes outside the working dir, no network
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+ calls.
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+
21
+ ## 2. API contract (hard gate)
22
+
23
+ Invoke `Policy.inference({"command": C, "state": S})` once with a
24
+ smoke-test batch `N=4` on CUDA. The return value must satisfy, exactly:
25
+
26
+ - `isinstance(out, dict)` and `set(out.keys()) == {"action"}`.
27
+ - `out["action"].shape == (N, 23)`, `dtype == torch.float32`,
28
+ `device == C.device`.
29
+ - No NaNs, no Infs, `|action|.max() <= 100.0` (sanity clip — not a
30
+ performance gate).
31
+ - Call is idempotent: two back-to-back inferences on identical input
32
+ produce tensors with `torch.allclose(a, b, atol=1e-6)`.
33
+
34
+ ## 3. Evaluation protocol (reference command, byte-identical)
35
+
36
+ ```bash
37
+ python eval/run_eval.py \
38
+ --policy <submission>/policy.py \
39
+ --checkpoint <submission>/checkpoint.pt \
40
+ --seeds 0 1 2 3 4 5 6 7 8 9 \
41
+ --num_envs 64 --rollout_seconds 20.0 \
42
+ --device cuda --results_path results.json
43
+ ```
44
+
45
+ - Grader runs this command twice back-to-back. Both runs must emit a
46
+ valid `results.json` containing the fields `lin_vel_rmse_xy`,
47
+ `ang_vel_mae_z`, `fall_rate`, `per_seed`.
48
+ - **Determinism check:** per-seed metrics across the two runs must
49
+ agree to `atol=1e-4` (floating-point tolerance). Larger drift =
50
+ reject (submission introduced non-determinism, e.g. uninitialised
51
+ buffer, dropout in eval, stochastic sampling).
52
+
53
+ ## 4. Numerical acceptance (primary score)
54
+
55
+ Let `L = lin_vel_rmse_xy` (m/s), `A = ang_vel_mae_z` (rad/s),
56
+ `F = fall_rate` — all computed as the 10-seed mean from the reference
57
+ command above.
58
+
59
+ - **Fall gate (hard reject):** `F > 0.5` → fail, regardless of `L + A`.
60
+ - **Primary score:** `S = L + A` (lower is better).
61
+ - **Tiebreaker 1:** `F` (lower wins).
62
+ - **Tiebreaker 2:** `L` alone (lower wins) — used only if `S` and `F`
63
+ tie to 4 decimals.
64
+
65
+ ## 5. Baseline-relative pass bands (only if an absolute pass/fail is required)
66
+
67
+ Reference baseline: `S_base = 0.3324 + 0.1850 = 0.5174`, `F_base = 0.0`.
68
+
69
+ | Band | Condition |
70
+ |---|---|
71
+ | **Pass** | `F <= 0.05` **and** `S <= 0.5174 * 1.10` (i.e. `S <= 0.5691`) |
72
+ | **Strong pass** | `F <= 0.01` **and** `S <= 0.5174` |
73
+ | **Fail** | any other outcome |
74
+
75
+ ## 6. Comparison arithmetic (leaves no room for subjectivity)
76
+
77
+ - All metrics are rounded to **4 decimal places** before comparison
78
+ (banker's rounding, `numpy.round`).
79
+ - Ranking comparisons use the rounded values; ties at that precision
80
+ fall through to the next tiebreaker in §4.
81
+ - `per_seed` arrays are aligned by seed index, not by order — the
82
+ grader reads `results["per_seed"]["seeds"]` as the key.
83
+
84
+ ## 7. Resource gates (hard reject on violation)
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+
86
+ - End-to-end wall clock ≤ 30 min on the selected AgentHLE gpu-free VM (1× NVIDIA L4).
87
+ - Peak policy-side VRAM ≤ 8 GB (measured via
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+ `torch.cuda.max_memory_allocated` delta around `Policy.inference`).
89
+ - No subprocess spawns, no sockets opened from `policy.py`.
90
+
91
+ ## 8. Manual-review output (informational, not graded automatically)
92
+
93
+ When `--video` is passed, one `videos/seed_<i>.mp4` per seed is
94
+ produced for qualitative gait review. These are **not** used by the
95
+ automated grader but archived alongside the score for human audit.
tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/__init__.py ADDED
@@ -0,0 +1 @@
 
 
1
+ """Fixed articulation + URDF assets for the Humanoid Locomotion Challenge."""
tasks/engineering/humanoid_velocity_tracking_policy/base/input/assets/articulation_cfg.py ADDED
@@ -0,0 +1,192 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """Articulation config for the Humanoid Locomotion Challenge robot.
2
+
3
+ **DO NOT MODIFY** when submitting to the challenge — this file is part of
4
+ the fixed evaluation surface. Any change here will cause your
5
+ submission to be evaluated against a different articulation than the one
6
+ the baseline was trained against.
7
+
8
+ URDF: ``assets/robot.urdf``. All 23 joints are revolute — 12 legs
9
+ (Hip_Pitch/Roll/Yaw, Knee_Pitch, Ankle_Pitch/Roll × 2) + 8 arms
10
+ (Shoulder_Pitch/Roll, Elbow_Pitch/Yaw × 2) + Waist + 2 head (AAHead_yaw,
11
+ Head_pitch). The arm / waist / head joints are anchored near their
12
+ tucked init pose by reward-side ``joint_deviation_l1`` terms at training
13
+ time; at eval they are simply driven by the policy's action output.
14
+
15
+ Leg PD: Hip/Knee stiffness 200 damping 5, Ankle stiffness 50 damping 1,
16
+ armature 0. Arm / waist / head PD: ``k = armature * (2π fn)²`` /
17
+ ``b = 2 ζ armature (2π fn)`` with ``fn = 10 Hz`` and ``ζ = 2``.
18
+ """
19
+
20
+ from __future__ import annotations
21
+
22
+ from pathlib import Path
23
+
24
+ import isaaclab.sim as sim_utils
25
+ from isaaclab.actuators import ImplicitActuatorCfg
26
+ from isaaclab.assets import ArticulationCfg
27
+
28
+
29
+ # Resolve ``assets/robot.urdf`` relative to this file so the config works
30
+ # regardless of the harness's current working directory.
31
+ URDF_PATH: str = str((Path(__file__).resolve().parent / "robot.urdf"))
32
+
33
+
34
+ # 23-DoF default pose. Arms tucked to the sides via shoulder roll
35
+ # ±1.3, slight forward shoulder pitch +0.2, elbow yaw ±0.5; waist and
36
+ # head neutral; legs in a nominal crouch with Ankle_Pitch −0.25 rad.
37
+ _DEFAULT_JOINT_POS: dict[str, float] = {
38
+ # Arms tucked.
39
+ "Left_Shoulder_Pitch": 0.20,
40
+ "Right_Shoulder_Pitch": 0.20,
41
+ "Left_Shoulder_Roll": -1.30,
42
+ "Right_Shoulder_Roll": 1.30,
43
+ "Left_Elbow_Pitch": 0.0,
44
+ "Right_Elbow_Pitch": 0.0,
45
+ "Left_Elbow_Yaw": -0.50,
46
+ "Right_Elbow_Yaw": 0.50,
47
+ # Waist + head neutral.
48
+ "Waist": 0.0,
49
+ "AAHead_yaw": 0.0,
50
+ "Head_pitch": 0.0,
51
+ # Legs: nominal stance.
52
+ "Left_Hip_Pitch": -0.20,
53
+ "Right_Hip_Pitch": -0.20,
54
+ "Left_Hip_Roll": 0.0,
55
+ "Right_Hip_Roll": 0.0,
56
+ "Left_Hip_Yaw": 0.0,
57
+ "Right_Hip_Yaw": 0.0,
58
+ "Left_Knee_Pitch": 0.40,
59
+ "Right_Knee_Pitch": 0.40,
60
+ "Left_Ankle_Pitch": -0.25,
61
+ "Right_Ankle_Pitch": -0.25,
62
+ "Left_Ankle_Roll": 0.0,
63
+ "Right_Ankle_Roll": 0.0,
64
+ }
65
+
66
+
67
+ # ---------------------------------------------------------------------------
68
+ # Leg PD schedule.
69
+ # ---------------------------------------------------------------------------
70
+ _LEG_HIP_KNEE_K: float = 200.0
71
+ _LEG_HIP_KNEE_B: float = 5.0
72
+ _LEG_HIP_KNEE_EFFORT: float = 200.0
73
+ _LEG_HIP_KNEE_VEL: float = 20.0
74
+
75
+ _LEG_ANKLE_K: float = 50.0
76
+ _LEG_ANKLE_B: float = 1.0
77
+ _LEG_ANKLE_EFFORT: float = 100.0
78
+ _LEG_ANKLE_VEL: float = 20.0
79
+
80
+
81
+ # ---------------------------------------------------------------------------
82
+ # Stiff PD for arms / waist / head. Derivation:
83
+ # k = armature · (2π fn)² , b = 2 ζ armature (2π fn) with fn=10 Hz, ζ=2.
84
+ # ---------------------------------------------------------------------------
85
+ _NATURAL_FREQ_HZ: float = 10.0
86
+ _DAMPING_RATIO: float = 2.0
87
+ _TWO_PI_FN: float = 2.0 * 3.1415926535 * _NATURAL_FREQ_HZ
88
+ _STIFFNESS_COEFF: float = _TWO_PI_FN * _TWO_PI_FN # ≈ 3947.84
89
+ _DAMPING_COEFF: float = 2.0 * _DAMPING_RATIO * _TWO_PI_FN # ≈ 251.33
90
+
91
+
92
+ def _gains(armature: float) -> tuple[float, float]:
93
+ return armature * _STIFFNESS_COEFF, armature * _DAMPING_COEFF
94
+
95
+
96
+ # Per-motor specs.
97
+ _ARM_ARMATURE, _ARM_EFFORT, _ARM_VEL = 0.0282528, 38.3, 17.59
98
+ _WAIST_ARMATURE, _WAIST_EFFORT, _WAIST_VEL = 0.0478125, 68.0, 14.66
99
+ _HEAD_ARMATURE, _HEAD_EFFORT, _HEAD_VEL = 0.0018, 7.0, 12.57
100
+
101
+ _ARM_K, _ARM_B = _gains(_ARM_ARMATURE)
102
+ _WAIST_K, _WAIST_B = _gains(_WAIST_ARMATURE)
103
+ _HEAD_K, _HEAD_B = _gains(_HEAD_ARMATURE)
104
+
105
+
106
+ HUMANOID_CFG = ArticulationCfg(
107
+ spawn=sim_utils.UrdfFileCfg(
108
+ asset_path=URDF_PATH,
109
+ fix_base=False,
110
+ merge_fixed_joints=True,
111
+ make_instanceable=True,
112
+ activate_contact_sensors=True,
113
+ replace_cylinders_with_capsules=False,
114
+ joint_drive=sim_utils.UrdfConverterCfg.JointDriveCfg(
115
+ target_type="position",
116
+ gains=sim_utils.UrdfConverterCfg.JointDriveCfg.PDGainsCfg(
117
+ stiffness=0.0,
118
+ damping=0.0,
119
+ ),
120
+ ),
121
+ rigid_props=sim_utils.RigidBodyPropertiesCfg(
122
+ disable_gravity=False,
123
+ retain_accelerations=False,
124
+ linear_damping=0.0,
125
+ angular_damping=0.0,
126
+ max_linear_velocity=1000.0,
127
+ max_angular_velocity=1000.0,
128
+ max_depenetration_velocity=1.0,
129
+ ),
130
+ articulation_props=sim_utils.ArticulationRootPropertiesCfg(
131
+ enabled_self_collisions=True,
132
+ solver_position_iteration_count=8,
133
+ solver_velocity_iteration_count=4,
134
+ ),
135
+ ),
136
+ init_state=ArticulationCfg.InitialStateCfg(
137
+ pos=(0.0, 0.0, 0.72),
138
+ joint_pos=_DEFAULT_JOINT_POS,
139
+ joint_vel={".*": 0.0},
140
+ ),
141
+ soft_joint_pos_limit_factor=0.9,
142
+ actuators={
143
+ # Legs.
144
+ "hip_knee": ImplicitActuatorCfg(
145
+ joint_names_expr=[".*_Hip_Pitch", ".*_Hip_Roll", ".*_Hip_Yaw", ".*_Knee_Pitch"],
146
+ effort_limit_sim=_LEG_HIP_KNEE_EFFORT,
147
+ velocity_limit_sim=_LEG_HIP_KNEE_VEL,
148
+ stiffness=_LEG_HIP_KNEE_K,
149
+ damping=_LEG_HIP_KNEE_B,
150
+ armature=0.0,
151
+ ),
152
+ "ankle": ImplicitActuatorCfg(
153
+ joint_names_expr=[".*_Ankle_Pitch", ".*_Ankle_Roll"],
154
+ effort_limit_sim=_LEG_ANKLE_EFFORT,
155
+ velocity_limit_sim=_LEG_ANKLE_VEL,
156
+ stiffness=_LEG_ANKLE_K,
157
+ damping=_LEG_ANKLE_B,
158
+ armature=0.0,
159
+ ),
160
+ # Arms / waist / head — stiff PD.
161
+ "arms": ImplicitActuatorCfg(
162
+ joint_names_expr=[
163
+ ".*_Shoulder_Pitch",
164
+ ".*_Shoulder_Roll",
165
+ ".*_Elbow_Pitch",
166
+ ".*_Elbow_Yaw",
167
+ ],
168
+ effort_limit_sim=_ARM_EFFORT,
169
+ velocity_limit_sim=_ARM_VEL,
170
+ stiffness=_ARM_K,
171
+ damping=_ARM_B,
172
+ armature=_ARM_ARMATURE,
173
+ ),
174
+ "waist": ImplicitActuatorCfg(
175
+ joint_names_expr=["Waist"],
176
+ effort_limit_sim=_WAIST_EFFORT,
177
+ velocity_limit_sim=_WAIST_VEL,
178
+ stiffness=_WAIST_K,
179
+ damping=_WAIST_B,
180
+ armature=_WAIST_ARMATURE,
181
+ ),
182
+ "head": ImplicitActuatorCfg(
183
+ joint_names_expr=["AAHead_yaw", "Head_pitch"],
184
+ effort_limit_sim=_HEAD_EFFORT,
185
+ velocity_limit_sim=_HEAD_VEL,
186
+ stiffness=_HEAD_K,
187
+ damping=_HEAD_B,
188
+ armature=_HEAD_ARMATURE,
189
+ ),
190
+ },
191
+ )
192
+ """Fixed humanoid articulation used by the challenge eval harness."""
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