chess-sim: RL pilot summary and code (rl_env, rl_policy, rl_train, rl_check; eval_policy --fast/--expert-fp32)
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| # Simulation | |
| MuJoCo scene for the SO-101 arm playing chess (Phase 1), and the scripted expert, | |
| grasp validation, domain randomisation and LeRobot dataset export built on it | |
| (Phase 2). No policy is trained here; that is Phase 3. | |
| ## Files | |
| | File | Purpose | | |
| |---|---| | |
| | `make_scene.py` | Generates `chess_scene.xml` and the patched arm file. Board/robot layout parameters live at the top. | | |
| | `scene_environment.py` | Finite worktable, room, robot enclosure, cables, camera stand, materials and trim. | | |
| | `chess_scene.xml` | Generated. Do not edit by hand. | | |
| | `render_scene.py` | Renders every camera to `renders/*.png`. | | |
| | `check_reach.py` | Solves IK to every square and the bin using `--piece` grasp height. Kinematic reach only. | | |
| | `prepare_chess_assets.py` | Rebuilds metre-scale visual/collision assets from vendored source STLs. Optional asset dependencies required. | | |
| | `validate_scene.py` | Checks mesh scale, source hashes, collision fit at grasp sites, labels, and five seconds of stable settling. | | |
| | `assets/chess/` | Detailed Staunton models, collision hulls, dimension/inertia manifest, and MIT attribution. See its README for calibration limits. | | |
| | `assets/so101/so101_camera_upstream.xml` | Official SO-101 MJCF from TheRobotStudio/SO-ARM100, untouched except `meshdir`. | | |
| | `assets/so101/so101.xml` | Generated patch: base raised onto the deck, `wrist` camera added, printed-part material finish adjusted. Meshes and mechanics retained. | | |
| | `assets/environment/` | Vendored CC0 wood color maps and source attribution. | | |
| | `prepare_gripper_assets.py` | Rebuilds the finger contact hulls in `assets/so101/collision/` (optional asset dependencies). | | |
| | `prepare_arm_collision.py` | Rebuilds the convex-decomposition contact hulls of the bulky arm links in `assets/so101/collision/` (optional asset dependencies). | | |
| | **Phase 2** | | | |
| | `phase2_config.toml` | Every Phase 2 setting and randomisation range, in one file. | | |
| | `kinematics.py` | IK: pinch point position, jaw yaw on the table, optional outward (or, negative, inward) tilt. | | |
| | `grasp_geometry.py` | Exact jaw and piece profiles from the contact meshes; plans where the jaws close. | | |
| | `chess_world.py` | Board, squares, tray and piece placement helpers. | | |
| | `piece_sets.py` | Chess-set and board variants: piece size and proportions, square size, border, board thickness, tray size (make_scene.Layout), compiled with MjSpec. | | |
| | `randomize.py` | Per-episode randomisation: board pose and side, tray, table position, lamps, colours, clutter and cables, cameras, masses, friction. | | |
| | `camera_effects.py` | Webcam look on every image: auto-exposure, white balance, blur, noise, JPEG, vignetting. | | |
| | `expert.py` | Scripted expert with collision-checked planning in a copy of the model. | | |
| | `overlay.py` | Red source / blue destination squares drawn on camera images (sim and real). | | |
| | `episode.py` | One episode: chess position, set-up, execution, success judgement. | | |
| | `lerobot_export.py` | LeRobot v3.0 features and recorder. | | |
| | `validate_expert.py` | Grasp validation over every piece on every square; writes `reports/`. | | |
| | `generate_dataset.py` | Parallel dataset generation into LeRobot shards, merged at the end. `--seeds-from` repeats another dataset's episode seeds (same scenes, same order). | | |
| | `review_video.py` | Side-by-side video of random dataset episodes, read back through LeRobot. | | |
| | `make_train_view.py` | Training copy of a dataset with only the policy's cameras (overhead and wrist). | | |
| | `eval_policy.py` | Closed-loop test of a trained policy in simulation: unseen random scenes, or `--scenes` to rebuild training episodes from `phase2_episodes.jsonl`; records reach, lift and success. | | |
| | `phase2_baseline.toml` | Baseline settings profile, merged over `phase2_config.toml` with `PHASE2_PROFILE=baseline`: one fixed scene (overhead camera like the owner's, black and white pieces, white arm, fixed lamps, no clutter), outlined markers, 10 fixed moves, video at CRF 18 / 4:4:4. | | |
| | `marker_test.py` | Marker dependence: same scene and start, red square moved over several pieces; does the gripper follow it? | | |
| | `inspect_grasps.py` | Where the policy's jaws are when it starts closing, against the expert's grasp on the same piece. | | |
| | `collect_recovery.py` | DAgger-style correction demonstrations: the policy drives, the scripted teacher takes over (before the grasp, at a misaligned close, after a failed lift) and only its part is recorded. `--style v2` lines up from where the arm is; `v1` (first attempt) replanned from the approach height with a pause and made the policy hover. | | |
| | `phase2_dart.toml` | Perturbed (DART-style) teacher, merged after another profile (`PHASE2_PROFILE=baseline,dart`): in a share of episodes the executed approach drifts 2-10 mm off-centre and returns before the fingertips reach the piece, while the recorded actions stay the clean plan (`Expert.perturb_pick`). | | |
| | `validate_dart.py` | The perturbed teacher against the plain one on the same scenes, without cameras: success, touches on the target before closing, contacts with neighbours. | | |
| | `visual_probe.py` | Does the policy aim from the images? The teacher's hand frozen 40 and 20 mm above the piece, the piece moved 4 mm with the arm unchanged; how far each model's predicted grasp point follows it (1 = fully, 0 = ignores). Not yet run with a model. | | |
| | `rl_env.py` | The simulator as an RL environment for a chunked policy: one step = one 50-frame chunk, scenes and success as eval_policy; VecChessEnv runs several in worker processes. | | |
| | `rl_policy.py` | SmolVLA as a stochastic policy (ReinFlow noise at each denoising step), critic, stored prefixes, checkpoint with the baseline's processors. | | |
| | `rl_train.py` | PPO fine-tuning over parallel simulators (per-element clipped ratios), validation curve, checkpoints. | | |
| | `rl_check.py` | Checks before RL training: same as eval_policy, noise cost, likelihood, which weights change, save/reload. | | |
| | `paired_compare.py` | Two `eval_policy.py` runs on the same scenes, paired by episode index: success, discordant scenes with an exact McNemar test, per piece and per move. | | |
| | `train_policy.sh` / `train_act.sh` | SmolVLA (from the base model, or `BASE=` a checkpoint) and ACT training on the pod. | | |
| | `reports/grasp_validation.md` | Latest validation report (and `.json` with every trial). | | |
| ## Scene layout (metres, arm base at origin, +x toward the human, +z up) | |
| - Table: 120 x 80 x 4 cm wooden worktop on steel legs, centred at x=0.18. The top contact surface remains z=0; the room floor is z=-0.74. Pieces can now fall off the finite table. | |
| - Rover deck: 20.8 x 18 x 6 cm fixed enclosure (x from -0.110 to 0.098) with an aluminum top plate, rubber feet, screws and ventilation details. Arm base sits at z=0.06. The front stops at the board's near edge: at 0.11 the board border ran under the deck and diagonal grasps on rank 8 put a finger over it. **The real rover body must not reach further forward than 9.8 cm from the arm axis below finger height.** | |
| - Board: 20 cm playing area (8 x 2.5 cm squares) plus 1.2 cm border, centred at x = 0.21. Check per-piece reach with `check_reach.py`; this does not test approach collisions or grasp success. | |
| - Robot plays black. Rank 8 is nearest the robot, file a on the robot's right (-y). | |
| - Capture bin: 9 x 7 cm tray at (0.20, -0.18), with a visual felt liner and rounded rim. At the Phase 1 spot (0.13, -0.20) the forearm hit the rover camera stalk on 8 of 9 drop points. | |
| - Rest pose (`home` keyframe and episode start/end): (0, -1.2, 0.95, 1.45, 0). The earlier pose put the gripper servo's contact hull inside the shoulder's. | |
| - Physics timestep 1/600 s: exactly 20 steps per 30 fps frame. Piece contacts are stiff (solref 0.005, solimp 0.97/0.995) so the servo's full squeeze does not sink the jaws 2-3 mm into a piece. | |
| - Fingers: each finger's single convex hull filled the gap between the jaws, so nothing could be pinched. `prepare_gripper_assets.py` replaces them with slab hulls that follow the real fingers within 0.01 mm; `validate_scene.py` checks this and that nothing else in the arm differs from upstream. | |
| - Arm links: the single hulls of eight links were 1.7-4.3x the real part (wrist camera mount 4.3x, wrist motor holder 3.8x), so the folded arm "hit" itself in empty space. `prepare_arm_collision.py` replaces each with 12 CoACD convex pieces (now 1.05-1.7x, 96 hulls in all); `validate_scene.py` checks they contain every vertex of the real part, so they can be larger than the arm but never smaller. The STS3215 servos (1.1x) keep their single hull. | |
| - Pieces: 32 free bodies named `w_pawn_e`, `b_king_e`, etc. Each has a `*_grasp` site at a narrow cross-section of its actual mesh. Heights range from 25.36 mm (pawn) to 46 mm (king), preserving the source proportions. | |
| - Sites `sq_a1` … `sq_h8` on the board body give square centres; `board_center`, `bin_drop`. | |
| ## Cameras | |
| | Name | Where | Role | | |
| |---|---|---| | |
| | `rover` | Camera stalk attached to the box's front-right corner; lens at (0.105, -0.14, 0.18), 90° vertical FOV, aimed at the board. | Rover-mounted board view; no external stand needed | | |
| | `overhead` | Camera at (0.42, 0, 0.56), aimed at board centre; 40° vertical FOV. Supported by a table-mounted boom from (-0.16, 0.23). | Policy input 1, board reading between moves; all 64 square centres clear at home | | |
| | `wrist` | On the official wrist camera mount, jaws at image bottom | Policy input 2, final approach | | |
| | `side`, `human` | Fixed world cameras | Viewing only | | |
| | `board_detail` | Closer fixed view of the board | Mesh inspection only | | |
| | `scene` | Wide view including the table and camera rig | Scene inspection only | | |
| Use `rover` + `wrist` for the rover camera pair. The `overhead` camera remains | |
| available for stationary v1 setups. The new camera mount is a child of `rover_deck`, | |
| so it moves with that platform; this scene still models a fixed platform, not rover | |
| locomotion. Its stalk rises from the enclosure and offsets the lens 5 cm outboard | |
| of the platform's right edge to avoid the parked arm. The housing and stalk have | |
| collision geometry. The whole board and clearance for the pieces fit in frame; | |
| pieces may occlude one another, and the moving arm can temporarily block the view. | |
| `ROVER_CAMERA_POS` and `ROVER_CAMERA_FOV` are in `scene_environment.py`. | |
| The view is written to `renders/rover.png`, with its pose in `renders/cameras.json`. | |
| The overhead camera has **new extrinsics and FOV**, replacing the view that was | |
| partly blocked by the arm. The wrist camera mounting transform is unchanged. | |
| `render_scene.py` saves the actual camera poses, image dimensions and vertical FOV | |
| to `renders/cameras.json`, using +x right, +y up, -z forward camera axes. The wrist | |
| pose in that file is a snapshot after settling; it moves with the arm. Mirror the | |
| overhead placement on the physical setup or replace it with measured calibration. | |
| ## Run | |
| ``` | |
| uv venv --python 3.11 .venv && uv pip install --python .venv/bin/python -e . | |
| .venv/bin/python sim/make_scene.py # regenerate chess_scene.xml | |
| .venv/bin/python sim/validate_scene.py # asset and settling checks | |
| .venv/bin/python sim/check_reach.py --piece pawn # IK at pawn grasp height (also rook/knight/bishop/queen/king) | |
| .venv/bin/python sim/render_scene.py # stills to sim/renders/ | |
| .venv/bin/python -m mujoco.viewer --mjcf sim/chess_scene.xml # interactive 3D viewer | |
| ``` | |
| Viewer note for macOS: launch the interactive viewer with plain `python`, not `mjpython`. | |
| On this machine `mjpython -m mujoco.viewer` dies with `RuntimeError: Caught an unknown exception!` | |
| inside `_Simulate` (seen with MuJoCo 3.2.7, 3.3.7 and 3.13.0 on macOS 26). `mjpython` is only | |
| needed for `mujoco.viewer.launch_passive`, and offscreen rendering does not work under `mjpython`. | |
| In the viewer, the `home` keyframe folds the arm and places all pieces. | |
| After regenerating the scene, close and reopen any existing viewer to load the new assets. | |
| Rendering also writes `all_views.png`, `board_detail.png`, `scene.png`, `piece_lineup.png`, | |
| and `cameras.json`. These are direct MuJoCo renders without image enhancement. | |
| The contact hulls use geom group 3; leave that group disabled in training cameras. | |
| The scene uses matte surfaces and explicit ambient/key/fill lights. Infinite | |
| mirror reflections were removed. Small hardware/cable/liner details are visual | |
| approximations and do not introduce flexible-cable or felt contact physics. | |
| The classic MuJoCo renderer uses Phong shading and hard shadow maps; this is a | |
| more detailed training environment, not a scanned replica of a measured room. | |
| ## Phase 2: expert, validation, dataset | |
| ``` | |
| uv pip install --python .venv/bin/python -e '.[dataset]' # lerobot 0.4.4, python-chess | |
| .venv/bin/python sim/validate_expert.py --workers 14 # ~25 min on the 4090 pod (14 CPU), writes sim/reports/ | |
| .venv/bin/python sim/generate_dataset.py --episodes 100 --overwrite # pilot, into data/so101_chess_sim | |
| .venv/bin/python sim/review_video.py --episodes 10 # data/so101_chess_sim/review_10_episodes.mp4 | |
| .venv/bin/python sim/push_dataset.py --repo-id Machanize/playful --name pilot_60 # into chess-sim/ of the repo | |
| ``` | |
| Heavy runs go on a Runpod GPU pod (RTX 4090): set `MUJOCO_GL=egl` for headless GPU | |
| rendering and pass `--workers` to match the pod's CPU quota. | |
| **Primitive.** One episode moves one piece: rest, above source, descend, close, lift, | |
| carry, above destination, descend, open, retreat, rest. A capture is two episodes, | |
| the first into the tray. Joint targets at 30 Hz with minimum-jerk timing. | |
| **Grasp.** Gripper straight down. The fingers form a V opening upward, so with the | |
| tips just below a piece's head the jaws close on the head, as a person pinches it: | |
| pawn head, rook turret, bishop mitre, queen and king upper-body collar, knight head | |
| from the sides. If the squeeze slips, the head rests on the tips. Heights are | |
| fractions of piece height (`[grasp] tip_fraction`), so they follow every piece set. | |
| **Jaw direction.** Along a board diagonal where the fingers have most room, else | |
| along a rank or file (needed on rank 8 beside the deck); knights across the head. | |
| **Planning.** Every trajectory is checked frame by frame in a copy of the model with | |
| clearances: 2 mm arm to pieces and 4 mm carried piece to pieces while moving | |
| sideways, 1-1.5 mm during slow vertical moves, 1.5 mm to fixed obstacles, 0.5 mm arm | |
| to arm. The carry follows the height each point of the path needs. Over the far | |
| ranks, where straight-down reach runs out, the fingertips lean outward by the least | |
| tilt that clears (up to 20 degrees); grasps and releases stay straight down (except the | |
| near-base fallbacks below). After the | |
| grasp and again after the lift, the expert reads where the piece actually sits in the | |
| hand and plans from that. | |
| **Near the arm base.** Ranks 7-8 are 8.5-14 cm from the pan axis, where the folded arm | |
| can bring the wrist camera or the jaw into the shoulder for real, not only through | |
| bulky hulls. When every normal option fails, the expert tries, in order: jaw yaws | |
| 22.5 degrees off the diagonals and axes; a carry that leans the fingertips 10 or 20 | |
| degrees inward (toward the base) where it passes within 13-17 cm of the pan axis; and | |
| a grasp leaning 10 or 20 degrees inward. A piece grasped at a lean hangs at that lean, | |
| so it is set down with the wrist roll and lean that stand it upright again (only two | |
| yaws per destination can do that). Moves that succeed without these are unchanged. | |
| **Episodes.** Random legal positions (0-70 random plies), a legal move of the side to | |
| move or (15%) any piece to any empty square, captures as tray moves half the time, | |
| captured pieces lying in the tray. Pieces up to 3 mm off-centre, randomly turned, | |
| knights facing the opponent within 25 degrees. Everything else in `phase2_config.toml`. | |
| **Variety (phase 2b).** Every 25 episodes a new board and tray (22-25 mm squares, 6-22 mm | |
| border, 3-20 mm thick, tray size and rim) with pieces scaled to the squares; boards the | |
| arm cannot serve even square and flush against the deck are redrawn. Every episode: | |
| the robot plays white half the time (board turned round); board angle and position and | |
| the tray's side, angle and position are redrawn until every square and the tray's drop | |
| area are in reach (big boards end up nearly square, small ones turn up to about 10 | |
| degrees); the table slides so edges and corners, with the floor in view, come up often; | |
| one to four of six lamps (window, ceiling, desk lamp, sun; 2700-6500 K, dim to bright, | |
| shadows); table (matte to glossy), floor, wall, board, piece, arm (white most often), | |
| deck and tray colours; a laptop, phone, mug, notebook, pen and up to two cables around | |
| the board; the overhead camera anywhere a person would mount it (35-80 cm above the | |
| board, up to 45 degrees from vertical, any side but behind the robot, 38-62 degree | |
| lenses), checked so the whole board and tray are in frame and the resting arm hides no | |
| square; and a webcam look on every image (`camera_effects.py`). The rover and wrist | |
| cameras only get remounting errors. | |
| **Recording.** Each episode is simulated without cameras first; only successes are | |
| replayed from the same seed with rendering, which MuJoCo reproduces exactly. Frames: | |
| `observation.images.{overhead,rover,wrist}` 640x480 with the red and blue squares, | |
| `observation.state` and `action` in LeRobot SO-101 units (arm joints in degrees as with | |
| `use_degrees=True`, gripper 0-100 over its range), and the instruction | |
| "move the piece on the red square to the blue square". `phase2_episodes.jsonl` next to | |
| the dataset records each episode's move, piece set and randomisation. | |