Download reference/robobench/suites/puzzle/grader/classify_objects.py from Travor278/EmbodiedSWE-Task-Examples: direct link, hf CLI and curl.
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https://huggingface.co/datasets/Travor278/EmbodiedSWE-Task-Examples/resolve/main/reference/robobench/suites/puzzle/grader/classify_objects.py
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hf download hf://datasets/Travor278/EmbodiedSWE-Task-Examples/reference/robobench/suites/puzzle/grader/classify_objects.py
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curl -L -o classify_objects.py https://huggingface.co/datasets/Travor278/EmbodiedSWE-Task-Examples/resolve/main/reference/robobench/suites/puzzle/grader/classify_objects.py
1.85 kB
| """Grader for the classify_objects scene: every coloured block sorted into its matching zone. | |
| Rubric stages (weights and modes live in RUBRIC): | |
| sorted_blocks fraction of the env's blocks correctly sorted — the scene's own | |
| `sorted_mask()`: centre within cfg.zone_half (xy) of ITS OWN category's | |
| (jittered) zone centre, resting on the surface (cfg.z_tol) and settled | |
| (cfg.settle_speed) | |
| The blocks are identical pick-and-place sub-goals, so they share this ONE fraction stage | |
| (k/B). It is LIVE: a block knocked off its zone loses the credit, which is what makes the | |
| final state the only one that counts. No grasp/lift rung: the scene defines no lift | |
| threshold, so it is dropped rather than invented. Success is the scene's own `success()` | |
| — every block sorted — read on the final state. | |
| """ | |
| from __future__ import annotations | |
| from robobench.core import BaseGrader | |
| from robobench.suites.puzzle.scenes.classify_objects import ClassifyObjectsScene | |
| class ClassifyObjectsGrader(BaseGrader): | |
| """Every block resting, settled, inside the zone of its own colour. | |
| Ladder (k / B blocks sorted; B = len(cfg.manifest), 3 by default): 1 block 0.333 · | |
| 2 blocks 0.667 · 3 blocks 1.00. | |
| """ | |
| SCENE = ClassifyObjectsScene | |
| RUBRIC = (("sorted_blocks", 1),) | |
| scene: ClassifyObjectsScene | |
| def setup(self) -> None: | |
| pass # zones are captured by the scene itself at reset (`_zones`); nothing to cache | |
| def check_success(self): | |
| return self.scene.success() # (num_envs,) — every block of that env sorted | |
| # ---- rubric stages — each returns a (num_envs,) fraction over that env's blocks -------- | |
| def sorted_blocks(self): | |
| return self.scene.n_sorted().float() / len(self.scene.cfg.manifest) | |