# Phase 2 configuration: scripted expert, grasp validation, domain randomisation, # LeRobot export. Every randomisation range lives here so it can be widened later. # Units: metres, radians unless a key says _deg or _mm. [lo, hi] means uniform. [dataset] repo_id = "local/so101_chess_sim" root = "data/so101_chess_sim" # relative to the project root fps = 30 # control and recording rate. Real UVC cameras run 30 fps. cameras = ["overhead", "rover", "wrist"] image_width = 640 # 4:3 like the real cameras; SmolVLA pads to 512 x 512 image_height = 480 instruction = "move the piece on the red square to the blue square" episodes = 20000 # successful episodes to collect workers = 8 episodes_per_piece_set = 25 # a worker draws a new piece set this often vcodec = "h264" # libsvtav1 is smaller but much slower to encode on a laptop [overlay] source_rgb = [230, 40, 30] # translucent red over the source square destination_rgb = [70, 90, 255] # translucent blue over the destination square or bin alpha = 0.5 jitter_mm = 3.0 # per camera, per episode: imitates board-calibration error jitter_rot_deg = 2.0 jitter_scale = 0.03 wrist_frame_jitter_mm = 0.6 # extra per-frame noise on the wrist view (hand-eye error) [piece_sets] # Staunton sets for 25 mm squares, varied around the 46 mm-king reference meshes. scale = [0.90, 1.08] # whole set height_stretch = [0.95, 1.08] # taller, slimmer sets per_kind_height = [0.96, 1.04] # proportions differ between makers max_foot_mm = 20.0 # a foot wider than 80% of the square is rejected [grasp] # Fingertip height above the base, as a fraction of piece height. The jaws then # close on the widest part just above the tips: pawn head, rook turret, bishop mitre, # queen and king upper-body collar. Knights are pinched on the flat sides of the # head, jaws across the direction they face (diagonal jaws let them tilt 8-16 deg). tip_fraction = { pawn = 0.63, rook = 0.55, knight = 0.40, bishop = 0.63, queen = 0.45, king = 0.39 } fixed_gap_mm = 0.8 # piece axis this far off the fixed finger when descending open_margins_mm = [3.0, 2.0] # moving jaw clearance before closing; the smaller if neighbours crowd release_margins_mm = [3.0, 1.8] # how far the jaw opens to let go, likewise close_q = -0.17453 # "closed" command, the gripper's lower limit [expert] home = [0.0, -1.2, 0.95, 1.45, 0.0] # folded; clear of self-contact under jitter home_jitter = 0.06 # per joint, start and end pose home_gripper = [-0.05, 0.30] speed_scale = [0.8, 1.2] # all segment durations divided by this joint_speed = 0.8 # rad/s, free moves from and to rest carry_speed = 0.08 # m/s; faster lets the servos lag at full stretch vertical_speed = 0.045 # m/s, descents and lifts travel_clearance_mm = 10.0 # carried piece base above the tallest piece nearby # Planning clearances. Sideways moves lag behind the plan by a few mm; slow vertical # moves (descend, grasp, lift, place, release) track within about 0.3 mm. plan_margin_mm = 2.0 # arm to other pieces, sideways moves carry_margin_mm = 4.0 # carried piece to other pieces, sideways moves vertical_margin_mm = 1.0 # arm to other pieces during vertical moves vertical_carry_margin_mm = 1.5 # carried piece, which leans a few degrees in the hand lift_carry_margin_mm = 0.5 # carried piece during the lift, which starts beside its neighbours place_nudge_mm = 2.5 # drop point moved this far from crowding neighbours static_margin_mm = 1.5 # ... from the deck, camera mounts, board edge and tray self_margin_mm = 0.5 # hand from the upper links (their hulls are already bulky) place_drop_mm = 1.5 # piece base released this high above the board bin_release_mm = 30.0 # piece base above the bin floor when released retreat_mm = 45.0 plan_budget_s = 300.0 # a pick or place plan gives up after this long (successes take seconds, # the last fallbacks near the base up to a few minutes) [layout] # Board and tray geometry, drawn with each piece set (every episodes_per_piece_set # episodes). Piece sizes follow the square size, as real sets do. square_mm = [22.0, 25.0] border_mm = [6.0, 22.0] board_thickness_mm = [3.0, 20.0] # vinyl mat to thick wooden board tray_half_x_mm = [39.0, 50.0] # outer half extents tray_half_y_mm = [30.0, 40.0] tray_rim_mm = [12.0, 25.0] min_slack_m = 0.003 # a board square and flush with the deck keeps this much reach to spare [board] # Per episode; redrawn until every square centre is within reach_m of the pan axis # (the arm reaches 0.282 m straight down) and the board clears the deck. robot_plays_white_probability = 0.5 # board turned half a turn: white pieces nearest the robot yaw_deg = [-15.0, 15.0] # casually set down, not square to the robot offset_x = [0.0, 0.05] # from flush against the deck front offset_y = [-0.06, 0.06] deck_gap_m = 0.002 reach_m = 0.278 [tray] # Either side of the board, at an angle; redrawn until its drop area is within reach. left_probability = 0.5 azimuth_deg = [30.0, 60.0] # from straight ahead, measured at the pan axis: beside the board, radius_m = [0.18, 0.27] # not beside the deck (carries there pass the base out of reach) yaw_deg = [-25.0, 25.0] board_gap_m = 0.01 deck_gap_m = 0.01 rover_camera_clearance_m = 0.10 # tray centre from the rover camera housing (right side) reach_m = 0.272 [table] # The table slides under everything; edges and corners, with the floor in view, come # up often (U-shaped draw). margin_m = 0.03 # deck, board and tray at least this far inside the edge back_edge_min_x = -0.72 # the table stays clear of the back wall edge_bias = [0.6, 0.6] # beta distribution over the allowed range [pieces] offcentre_mm = 3.0 # radius of random placement error in a square knight_yaw_deg = 25.0 # knights face the opponent within this random_plies = [0, 70] # random legal plies from the opening free_move_probability = 0.15 # otherwise a legal move of the side to move capture_to_bin_probability = 0.5 # for a capture, record the bin primitive instead pieces_in_bin = [0, 3] # captured pieces lying in the tray (three slots) [physics] mass_scale = [0.7, 1.4] friction = [0.45, 1.0] # piece and jaw sliding friction board_friction = [0.4, 0.9] [appearance] flat_board_probability = 0.3 # vinyl tournament board instead of wood tint = 0.12 # multiplicative colour jitter on wood table_specular = [0.05, 0.7] # matte to glossy laminate (bright lamp spots) table_shininess = [0.1, 0.9] two_tone_arm_probability = 0.15 [lighting] # One key lamp plus up to three others. Intensities are MuJoCo diffuse values. key_weights = { window_key = 0.3, ceiling_fill = 0.3, desk_lamp = 0.25, sun = 0.15 } extra_probability = 0.3 max_lights = 4 max_shadows = 2 lamp_k = [2700.0, 6500.0] # warm bulb to daylight sun_k = [5000.0, 6500.0] ambient = [0.15, 0.5] intensity = { window_key = [0.25, 0.8], ceiling_fill = [0.15, 0.6], ceiling_2 = [0.1, 0.5], desk_lamp = [0.3, 0.9], sun = [0.2, 0.7], fill_2 = [0.05, 0.25] } cutoff_deg = { window_key = [50.0, 80.0], ceiling_fill = [55.0, 90.0], ceiling_2 = [55.0, 90.0], desk_lamp = [25.0, 50.0], fill_2 = [60.0, 90.0] } ceiling_height_m = [1.0, 1.6] window_distance_m = [0.7, 1.4] window_height_m = [0.5, 1.3] desk_lamp_distance_m = [0.25, 0.6] desk_lamp_height_m = [0.25, 0.6] sun_elevation_deg = [20.0, 70.0] [clutter] # Everyday things on the table, never on the board or the tray. Tall ones (laptop, mug) # stay out of the arm's reach or behind the robot. probability = { laptop = 0.4, phone = 0.5, mug = 0.4, notebook = 0.4, pen = 0.4 } cable_probability = [0.7, 0.4] cable_length_m = [0.35, 1.0] cable_radius_m = [0.0018, 0.003] keep_out_m = 0.02 tall_min_reach_m = 0.34 [cameras] # Overhead: anywhere a person could mount it at home (the owner's webcam is about 65 cm # up, looking straight down, about 44 degrees top to bottom). Azimuth 0 is the human's # side; the robot sits at 180, which is left out. overhead_height_m = [0.35, 0.80] # above the board overhead_tilt_deg = [0.0, 45.0] # from straight down overhead_azimuth_deg = [-150.0, 150.0] overhead_roll_deg = [-15.0, 15.0] overhead_fovy_deg = [38.0, 62.0] # common webcams, vertical overhead_target_jitter_m = 0.03 overhead_margin = 0.02 # board and tray corners this far inside the image # Rover and wrist cameras sit on the robot: remounting errors only. rover_pos_jitter = 0.01 rover_rot_jitter_deg = 4.0 rover_fovy_jitter_deg = 5.0 wrist_pos_jitter = 0.002 wrist_rot_jitter_deg = 1.0 wrist_fovy_jitter_deg = 1.5 [webcam] # Per camera, per episode: how a cheap UVC webcam renders the scene. Applied before # the red and blue squares, which are drawn on the captured frame. auto_exposure_target = [0.38, 0.55] # mean brightness the camera settles on white_balance = 0.12 # per-channel gain jitter, warm to cool exposure = [0.75, 1.3] # around the auto-exposure: under- to over-exposed gamma = [0.85, 1.2] saturation = [0.75, 1.2] contrast = [0.85, 1.15] blur_px = [0.0, 1.2] # Gaussian sigma noise = [0.0, 0.012] # per-pixel standard deviation, per frame (room light; noise is what inflates the videos) jpeg_quality = [45, 95] vignette = [0.0, 0.35] [validation] layouts = 4 # nominal board plus random boards, each with its own piece set piece_sets = 4 # reference set plus random sets (with their board and tray) bin_every = 4 # every nth trial drops into the bin success_center_mm = 6.0 # piece centre within this of the square centre success_tilt_deg = 10.0 disturb_mm = 2.0 # no other piece moves more than this workers = 8