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Vector · The guide

The benchmark

Sixteen manipulation tasks on two Franka arms, each scored on its own: what one unit is, how its scenes are drawn, and how the scene distribution widens one factor at a time.

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Sixteen tasks

Every duel plays the same 16 tasks, each scored on its own as a success rate over its units. A model's score is the mean of its task rates, and every task gets 10 units, so no task counts for more than another.

Move stapler pad: Move the stapler onto the coloured mat.

move_stapler_pad

Pick and place · one arm

Place container plate: Place the container on the plate.

place_container_plate

Pick and place · one arm

Place empty cup: Place the empty cup on the coaster.

place_empty_cup

Pick and place · one arm

Place fan: Put the fan on the mat, facing the robot.

place_fan

Pick and place · one arm

Place mouse pad: Put the mouse on the coloured mat.

place_mouse_pad

Pick and place · one arm

Place object scale: Put the object on the scale.

place_object_scale

Pick and place · one arm

Place object stand: Place the object on the stand.

place_object_stand

Pick and place · one arm

Place shoe: Put the shoe on the mat.

place_shoe

Pick and place · one arm

Place bread skillet: One arm lifts the skillet, the other puts the bread in it.

place_bread_skillet

Pick and place · two arms

Place burger fries: Both arms pick up the burger and the fries and put them on the tray.

place_burger_fries

Pick and place · two arms

Place can basket: Put the can in the basket, then lift the basket with the other arm.

place_can_basket

Pick and place · two arms

Place cans plasticbox: Each arm picks up a can; both go into the plastic box.

place_cans_plasticbox

Pick and place · two arms

Place dual shoes: Both arms put the two shoes in the shoebox, toes to the left.

place_dual_shoes

Pick and place · two arms

Place object basket: Put the object in the basket, then move the basket with the other arm.

place_object_basket

Pick and place · two arms

Beat block hammer: Grab the hammer and strike the block.

beat_block_hammer

Press / push · one arm

Place phone stand: Seat the phone in its stand.

place_phone_stand

Insertion · one arm

The 16 tasks of Vector v1 (14 pick and place, 1 press / push, 1 insertion; 10 done with one arm, 6 with both), each shown mid-task by the benchmark's scripted expert. The bar marks the skill category.

The 16 Vector tasks

The first release concentrates on one skill, so that the adaptation it measures is not confounded with skill coverage: fourteen tasks are pick and place, with one press/push task and one insertion task. Ten are done with one arm, which the scene decides; six need both.

TaskWhat the expert doesSkillArms
move_stapler_padMove the stapler onto the coloured mat.Pick and place1
place_container_platePlace the container on the plate.Pick and place1
place_empty_cupPlace the empty cup on the coaster.Pick and place1
place_fanPut the fan on the mat, facing the robot.Pick and place1
place_mouse_padPut the mouse on the coloured mat.Pick and place1
place_object_scalePut the object on the scale.Pick and place1
place_object_standPlace the object on the stand.Pick and place1
place_shoePut the shoe on the mat.Pick and place1
place_bread_skilletOne arm lifts the skillet, the other puts the bread in it.Pick and place2
place_burger_friesBoth arms pick up the burger and the fries and put them on the tray.Pick and place2
place_can_basketPut the can in the basket, then lift the basket with the other arm.Pick and place2
place_cans_plasticboxEach arm picks up a can; both go into the plastic box.Pick and place2
place_dual_shoesBoth arms put the two shoes in the shoebox, toes to the left.Pick and place2
place_object_basketPut the object in the basket, then move the basket with the other arm.Pick and place2
beat_block_hammerGrab the hammer and strike the block.Press / push1
place_phone_standSeat the phone in its stand.Insertion1

Duels run on RoboTwin-Vector, Robotensor's fork of the RoboTwin 2.0 bimanual simulator, with a controlled scene-variation gate and a dedicated evaluation harness.

One unit

A unit is one task and two scenes of it, drawn independently.

  1. The demonstration scene. The benchmark's scripted expert does the task once. Its run, recorded by three cameras (the head and both wrists) with both arms' poses at every step, is the policy's prompt.
  2. The scored scene. A second scene of the same task, where the objects are somewhere else and, where a task allows either, the other arm may have to act. The expert must be able to solve it too, and the steps it takes there set the unit's step limit.
  3. The rollout. The policy is shown the demonstration once, then drives both arms from the live cameras and poses until the task succeeds or the step limit runs out.

The policy is never told the task's name, the scene's seed or the success condition. The demonstration is the only statement of the task it gets.

RobotTwo Franka arms; head and wrist cameras, 320 × 240 RGB
Step limit2× the expert’s steps in the scene, and never more than the task's own limit
Scene candidates20 per scene; the first the expert solves is used
Duel scene seeds[2,000,000, 2³¹ − 1), dealt from the seed block's hash

When a scene is rejected

A scene whose objects do not settle, or in which the expert cannot plan, raises an error, fails, or moves a joint past its limit, is rejected and the next of its 20 candidate seeds is tried. A rejected scene is never counted against a policy. A unit whose candidates all fail is void, and so is one the harness cannot finish; a void unit is scored for neither side.

Why the scenes cannot be learned

Duel seeds are dealt from the hash of a chain block finalized after the challenger committed, and sit above the range the benchmark reserves for training and evaluation (below 2,000,000). No policy can have trained on a duel's scenes. Training on the simulator itself is allowed, and is the intended way to compete: what Vector measures is generalization to new layouts of the same tasks.

Progressive diversification

Vector widens its scene distribution one factor at a time, so that every change in a champion's score can be put down to one source of variation. Today what changes between the demonstration and the scored scene is where the task's objects are (their position and, in most tasks, their yaw) and which arm does the job. Lighting, background, the objects' appearance and the table stay as they are.

LiveSpatialpose · armNextLighting &background+ table heightPlannedObjectappearancesize · colourPlannedObjectcategoryother instancesPlannedClutterdistractorsPlannedEmbodimentanother robotWhat changes between the demonstration and the scored scene
Each step switches on one more source of variation on the same scene layouts, so a change in a champion's score has one cause. Only the first step is live.

Progressive diversification

VariationWhat variesWhat it tests
SpatialObject position and yaw; the acting armMapping a demonstrated behaviour onto a new layout and, where needed, onto the other arm
Lighting and backgroundLight sources, wall and table texture, table heightVisual invariance of the encoder and of the prompt's reading of the scene
Object appearanceObject size and colourWhether the policy keys on an object's role rather than its pixels
Object categoryOther instances and categories of the task's objectsWhether a demonstration with one object transfers to another that plays the same role
ClutterDistractor objects on the tableAttention to the objects that matter, and dependence on the demonstration to find them
EmbodimentA robot other than the demonstration'sTransfer of demonstrated behaviour across bodies

The scene generator draws its random values in the same order whatever is switched on, so a seed keeps its object layout as lighting and background are added. A champion can be replayed on its own units with one more factor switched on, and the drop in its score estimates the price of that factor.

Clutter matters twice. A table that holds only the task's own objects can give the task away; distractors make the demonstration necessary to know what to do.

Growing the task set

After the scenes, the task set grows beyond pick and place, one skill category at a time. Each addition is published as a new contract version, and a duel's id includes the version, so results under different task sets are never mixed. With more tasks sharing the same objects and scenes, the demonstration becomes the only way to tell them apart.

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