Modifying an existing Direct RL Environment#
Having learnt how to create a task in Creating a Direct Workflow RL Environment, register it in Registering an Environment, and train it in Training with an RL Agent, we will now look at how to make minor modifications to an existing task.
Sometimes it is necessary to create, due to complexity or variations from existing examples, tasks from scratch. However, in certain situations, it is possible to start from the existing code and introduce minor changes, one by one, to transform them according to our needs.
In this tutorial, we will make minor modifications to the direct workflow Humanoid task to change the simple humanoid model to the Unitree H1 humanoid robot without affecting the original code.
The Base Code#
For this tutorial, we start from the direct workflow Humanoid environment defined in isaaclab_tasks.direct.humanoid
module.
Code for humanoid_env.py
1# Copyright (c) 2022-2025, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md).
2# All rights reserved.
3#
4# SPDX-License-Identifier: BSD-3-Clause
5
6# Copyright (c) 2022-2025, The Isaac Lab Project Developers.
7# All rights reserved.
8#
9# SPDX-License-Identifier: BSD-3-Clause
10
11from __future__ import annotations
12
13from isaaclab_assets import HUMANOID_CFG
14
15import isaaclab.sim as sim_utils
16from isaaclab.assets import ArticulationCfg
17from isaaclab.envs import DirectRLEnvCfg
18from isaaclab.scene import InteractiveSceneCfg
19from isaaclab.sim import SimulationCfg
20from isaaclab.terrains import TerrainImporterCfg
21from isaaclab.utils import configclass
22
23from isaaclab_tasks.direct.locomotion.locomotion_env import LocomotionEnv
24
25
26@configclass
27class HumanoidEnvCfg(DirectRLEnvCfg):
28 # env
29 episode_length_s = 15.0
30 decimation = 2
31 action_scale = 1.0
32 action_space = 21
33 observation_space = 75
34 state_space = 0
35
36 # simulation
37 sim: SimulationCfg = SimulationCfg(dt=1 / 120, render_interval=decimation)
38 terrain = TerrainImporterCfg(
39 prim_path="/World/ground",
40 terrain_type="plane",
41 collision_group=-1,
42 physics_material=sim_utils.RigidBodyMaterialCfg(
43 friction_combine_mode="average",
44 restitution_combine_mode="average",
45 static_friction=1.0,
46 dynamic_friction=1.0,
47 restitution=0.0,
48 ),
49 debug_vis=False,
50 )
51
52 # scene
53 scene: InteractiveSceneCfg = InteractiveSceneCfg(num_envs=4096, env_spacing=4.0, replicate_physics=True)
54
55 # robot
56 robot: ArticulationCfg = HUMANOID_CFG.replace(prim_path="/World/envs/env_.*/Robot")
57 joint_gears: list = [
58 67.5000, # lower_waist
59 67.5000, # lower_waist
60 67.5000, # right_upper_arm
61 67.5000, # right_upper_arm
62 67.5000, # left_upper_arm
63 67.5000, # left_upper_arm
64 67.5000, # pelvis
65 45.0000, # right_lower_arm
66 45.0000, # left_lower_arm
67 45.0000, # right_thigh: x
68 135.0000, # right_thigh: y
69 45.0000, # right_thigh: z
70 45.0000, # left_thigh: x
71 135.0000, # left_thigh: y
72 45.0000, # left_thigh: z
73 90.0000, # right_knee
74 90.0000, # left_knee
75 22.5, # right_foot
76 22.5, # right_foot
77 22.5, # left_foot
78 22.5, # left_foot
79 ]
80
81 heading_weight: float = 0.5
82 up_weight: float = 0.1
83
84 energy_cost_scale: float = 0.05
85 actions_cost_scale: float = 0.01
86 alive_reward_scale: float = 2.0
87 dof_vel_scale: float = 0.1
88
89 death_cost: float = -1.0
90 termination_height: float = 0.8
91
92 angular_velocity_scale: float = 0.25
93 contact_force_scale: float = 0.01
94
95
96class HumanoidEnv(LocomotionEnv):
97 cfg: HumanoidEnvCfg
98
99 def __init__(self, cfg: HumanoidEnvCfg, render_mode: str | None = None, **kwargs):
100 super().__init__(cfg, render_mode, **kwargs)
The Changes Explained#
Duplicating the file and registering a new task#
To avoid modifying the code of the existing task, we will make a copy of the file containing the Python
code and perform the modification on this copy. Then, in the Isaac Lab project
source/isaaclab_tasks/isaaclab_tasks/direct/humanoid
folder we make a copy of the humanoid_env.py
file and rename it to h1_env.py
.
Open the h1_env.py
file in a code editor and replace all the humanoid task name (HumanoidEnv
) and its configuration
(HumanoidEnvCfg
) instances to H1Env
and H1EnvCfg
respectively.
This is necessary to avoid name conflicts during import when registering the environment.
Once the name change has been made, we proceed to add a new entry to register the task under the name Isaac-H1-Direct-v0
.
To do this, we modify the __init__.py
file in the same working folder and add the following entry.
Refer to the Registering an Environment tutorial for more details about environment registrations.
Hint
If the changes in the task are minimal, it is very likely that the same RL library agent configurations can be used to train it successfully.
Otherwise, it is advisable to create new configuration files (adjusting their name during registration under the kwargs
parameter)
to avoid altering the original configurations.
from .h1_env import H1Env, H1EnvCfg
gym.register(
id="Isaac-H1-Direct-v0",
entry_point="isaaclab_tasks.direct.humanoid:H1Env",
disable_env_checker=True,
kwargs={
"env_cfg_entry_point": H1EnvCfg,
"rl_games_cfg_entry_point": f"{agents.__name__}:rl_games_ppo_cfg.yaml",
"rsl_rl_cfg_entry_point": f"{agents.__name__}.rsl_rl_ppo_cfg:HumanoidPPORunnerCfg",
"skrl_cfg_entry_point": f"{agents.__name__}:skrl_ppo_cfg.yaml",
},
)
Changing the robot#
The H1EnvCfg
class (in the new created h1_env.py
file) encapsulates the configuration values of the environment,
including the assets to be instantiated. Particularly in this example, the robot
property holds the target articulation configuration.
Since the Unitree H1 robot is included in the Isaac Lab assets extension (isaaclab_assets
) we can just import it
and do the replacement directly (under the H1EnvCfg.robot
property), as shown below. Note that we also need to modify the
joint_gears
property as it holds robot-specific configuration values.
Hint
If the target robot is not included in the Isaac Lab assets extension, it is possible to load and configure it, from a USD file,
by using the ArticulationCfg
class.
See the Isaac-Franka-Cabinet-Direct-v0 source code for an example of loading and configuring a robot from a USD file.
Refer to the Importing a New Asset tutorial for details on how to import an asset from URDF or MJCF file, and other formats.
from isaaclab_assets import H1_CFG
robot: ArticulationCfg = H1_CFG.replace(prim_path="/World/envs/env_.*/Robot")
joint_gears: list = [
50.0, # left_hip_yaw
50.0, # right_hip_yaw
50.0, # torso
50.0, # left_hip_roll
50.0, # right_hip_roll
50.0, # left_shoulder_pitch
50.0, # right_shoulder_pitch
50.0, # left_hip_pitch
50.0, # right_hip_pitch
50.0, # left_shoulder_roll
50.0, # right_shoulder_roll
50.0, # left_knee
50.0, # right_knee
50.0, # left_shoulder_yaw
50.0, # right_shoulder_yaw
50.0, # left_ankle
50.0, # right_ankle
50.0, # left_elbow
50.0, # right_elbow
]
The robot changed, and with it the number of joints to control or the number of rigid bodies that compose the articulation, for example. Therefore, it is also necessary to adjust other values in the environment configuration that depend on the characteristics of the robot, such as the number of elements in the observation and action space.
action_space = 19
observation_space = 69
The Code Execution#
After the minor modification has been done, and similar to the previous tutorial, we can train on the task using one of the available RL workflows for such task.
./isaaclab.sh -p scripts/reinforcement_learning/rl_games/train.py --task Isaac-H1-Direct-v0 --headless
When the training is finished, we can visualize the result with the following command.
To stop the simulation, you can either close the window, or press Ctrl+C
in the terminal
where you started the simulation.
./isaaclab.sh -p scripts/reinforcement_learning/rl_games/play.py --task Isaac-H1-Direct-v0 --num_envs 64

In this tutorial, we learnt how to make minor modifications to an existing environment without affecting the original code.
It is important to note, however, that while the changes to be made may be small, they may not always work on the first try, as there may be deeper dependencies on the original assets in the environment being modified. In these cases, it is advisable to analyze the code of the available examples in detail in order to make an appropriate adjustment.