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Work of @KaydenKnapik. Updates current BDX-R environment for rough terrain training, it also adds custom rewards functions.

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Hey @KaydenKnapik, great work! Just reviewed a few things, take a look at it and please provide me with your latest checkpoint and a tensorboard log file.

class PPORunnerCfg(RslRlOnPolicyRunnerCfg):
num_steps_per_env = 24
max_iterations = 30_000
max_iterations = 100000
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Is 100k really needed? Could you provide a tensorboard log file of your latest training with the current env.

Comment on lines +65 to +87
#COBBLESTONE_ROAD_CFG = terrain_gen.TerrainGeneratorCfg(
# size=(8.0, 8.0),
# border_width=20.0,
# num_rows=9,
# num_cols=21,
# horizontal_scale=0.1,
# vertical_scale=0.002, # This is already quite low, which is good for an easier terrain
# slope_threshold=0.75,
# difficulty_range=(0.0, 1.0),
# use_cache=False,
# sub_terrains={
# # Increase the proportion of flat ground
# "flat": terrain_gen.MeshPlaneTerrainCfg(proportion=0.8),
# # Decrease the proportion of rough ground
# "random_rough": terrain_gen.HfRandomUniformTerrainCfg(
# proportion=0.2,
# noise_range=(0.02, 0.05),
# noise_step=0.02,
# border_width=0.25
# ),
# },
#)

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do you want to cleanup comments in this PR or should we do a new one cleaning up the code/comments and adding some format testing

Comment on lines 88 to 90
# TODO: Are all critics necessary (i don't think so)
# TODO: In critic we should remove all noise
# TODO: Add some scales to avoid sim instabilities
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As it works, we can leave it as it is for now but I really think all that is non necessary and lots of critic obs should be removed/unnoised. You don't need that much imo.

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3 participants