"""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)