perceiving-next-item
The repeating head of a pack-all loop. One robot.get_observation feeds two
perceptions — the destination container and the next remaining item —
and a decide router turns the item verdict into the loop's continue/terminate
signal. It is perceiving-objects (the reliable pairwise-tournament perception)
composed with (a) a second perception for the container and (b) a clean none
exit, so a "pick up every object and place it in the basket" workflow has one
subgraph that answers "is there still an item, and where is the basket?" every
pass.
Detection uses the same pairwise VLM crop tournament as perceiving-objects
(~30% → 97% object-ID over a one-shot Set-of-Marks pick on the LIBERO-PosVar
study). The clean loop terminator comes from the item's container-excluding
object_description: once only the basket remains, the tournament + verify
gate answer "no grocery item", perceive_item returns found=False, and the
decide router emits none → the loop exits to done.
When to use
- The repeating head of a pack-all / clean-all-items loop (
transport
routes its success edge back here), where each pass must reliably decide
"grasp the next item" vs "everything is packed, stop".
- When the downstream place needs a fresh container OBB every pass (this
skill emits
container_obb/container_mask/container_cloud alongside the
target).
When NOT to use
- Single pick-and-place (grab ONE named object). Use
perceiving-objects
(one target, no loop, no container co-perception).
- You want the container localized once, out of the loop. If the container
never moves and you prefer to perceive it a single time before the loop, use a
plain
perceiving-objects subgraph for the basket + perceiving-objects-oneshot
for the looping target. This skill deliberately re-localizes both each pass
(robust to a nudged basket, one observation, one clean none).
- Cluttered scenes with look-alike distractors. Prefer
perceiving-objects for the target identity — its pairwise-tournament plus
object_description hints disambiguate look-alikes (it lacks the clean
loop none, so you would add your own decide).
vs. perceiving-objects-oneshot
oneshot also has a clean not_found loop terminator, but it identifies with a
single Set-of-Marks VLM pick (weaker on small/similar items) and perceives
only the target (no container). This skill uses the pairwise tournament
and co-localizes the container, so both the "is anything left?" decision and
the downstream place are more reliable — at the cost of a second perception per
pass.
Recommended subgraph state flow
observe → exterior_view → perceive_container → filter_obb_container
→ perceive_item → decide ──found──▶ filter_obb_item ──▶ found
└──none──▶ none
See examples/canonical_subgraph.json for the exact node/edge/output wiring —
emit it verbatim, adapting only the object_name/object_description literals
to the task's items and container.
State details:
observe — type: tool, robot.get_observation, inputs: {}.
exterior_view — type: script, scripts/<sg>/exterior_view.py,
inputs: {cameras: Ref("observe.cameras")}. Drops the wrist cam so the
container OBB is not bloated by the angled eye-in-hand view.
perceive_container — type: script, scripts/<sg>/perceive_dino_vlm.py,
inputs: {cameras: Ref("exterior_view.cameras"), object_name: "basket"}.
filter_obb_container — type: tool, geometry.filter_and_compute_obb,
inputs: {points: Ref("perceive_container.cloud")}.
perceive_item — type: script, scripts/<sg>/perceive_dino_vlm.py,
inputs: {cameras: Ref("observe.cameras"), object_name: "grocery item", object_description: "…never the wicker basket…"} (the exclusion is a HARD
rule above). For SUBSET tasks (specific items only), add
reject_unverified: True and name exactly the allowed items in the
literals — see the subset-scoping HARD rule.
decide — type: router, scripts/<sg>/decide_next_item.py,
inputs: {found: Ref("perceive_item.found"), cloud: Ref("perceive_item.cloud"), container_obb: Ref("filter_obb_container.obb")}. Maps
found → filter_obb_item, none → none.
filter_obb_item — type: tool, geometry.filter_and_compute_obb,
inputs: {points: Ref("perceive_item.cloud")}.
Wiring the exit (HARD)
sg.add_exit("found")
sg.add_exit("none")
sg.set_exit(success_values=["found", "none"]) # BOTH are clean exits
sg.set_on_error("perception_failed")
sg.set_outputs(
target_obb=Ref("filter_obb_item.obb"),
target_mask=Ref("perceive_item.mask"),
container_obb=Ref("filter_obb_container.obb"),
container_mask=Ref("perceive_container.mask"),
container_cloud=Ref("perceive_container.cloud"),
)
At the top level, route this subgraph's found → grasp, none → done,
perception_failed → abort.
Required end states
| End state |
Meaning |
found |
A graspable item distinct from the container was localized. Route to a grasp skill. |
none |
Only the container remains — all items packed. Route to done (a success, not an abort). |
perception_failed |
Unexpected perception error (not "nothing left" — that is none). Route to abort. Lives only in on_error. |
See also
scripts/perceive_dino_vlm.py — the pairwise-tournament perception (shared with perceiving-objects).
scripts/decide_next_item.py — the unprivileged loop router: per-pass VLM
all-packed check (primary stop) + same-target no-progress guard + perception
verdict; sim.check_success is telemetry only (GAP_DECIDE_TRUST_ENV=1 opts
into trusting it on benchmarks).
scripts/exterior_view.py — wrist-cam drop for a clean container OBB.
prompts/vlm_pairwise.md — the pairwise-tournament VLM prompt template.
1---2name: perceiving-next-item3description: Loop-head perception for pack-all / clean-all-items tasks. From ONE observation it localizes BOTH the destination container (basket, bin, box) AND the next remaining target item, using the pairwise VLM crop tournament with a container-excluding description so the target is never confused with the basket, then makes a clean found / none decision: an item was found (grasp it) or only the container remains (all items packed — exit the loop to done). Use when a workflow must pick up EVERY object and place each into a container in a loop (pack-all / clean-all-items) and each pass must reliably answer "is there still a graspable item, or are we done?" while also exposing a fresh container OBB for the downstream place. This subgraph is self-contained and takes NO inputs (inputs: {}); the container and item phrases are literal strings written inside the perception nodes, never subgraph parameters — do not declare item_name / container_name / item_description as subgraph inputs.4license: MIT5---67# perceiving-next-item89The repeating **head of a pack-all loop**. One `robot.get_observation` feeds two10perceptions — the destination **container** and the **next remaining item** —11and a `decide` router turns the item verdict into the loop's continue/terminate12signal. It is `perceiving-objects` (the reliable pairwise-tournament perception)13composed with (a) a second perception for the container and (b) a clean `none`14exit, so a "pick up every object and place it in the basket" workflow has one15subgraph that answers *"is there still an item, and where is the basket?"* every16pass.1718Detection uses the same pairwise VLM crop tournament as `perceiving-objects`19(~30% → 97% object-ID over a one-shot Set-of-Marks pick on the LIBERO-PosVar20study). The clean loop terminator comes from the item's **container-excluding21`object_description`**: once only the basket remains, the tournament + verify22gate answer "no grocery item", `perceive_item` returns `found=False`, and the23`decide` router emits `none` → the loop exits to `done`.2425## When to use2627- The repeating head of a **pack-all / clean-all-items loop** (`transport`28 routes its success edge back here), where each pass must reliably decide29 "grasp the next item" vs "everything is packed, stop".30- When the downstream place needs a **fresh container OBB** every pass (this31 skill emits `container_obb`/`container_mask`/`container_cloud` alongside the32 target).3334## When NOT to use3536- **Single pick-and-place** (grab ONE named object). Use `perceiving-objects`37 (one target, no loop, no container co-perception).38- **You want the container localized once, out of the loop.** If the container39 never moves and you prefer to perceive it a single time before the loop, use a40 plain `perceiving-objects` subgraph for the basket + `perceiving-objects-oneshot`41 for the looping target. This skill deliberately re-localizes both each pass42 (robust to a nudged basket, one observation, one clean `none`).43- **Cluttered scenes with look-alike distractors.** Prefer44 `perceiving-objects` for the target identity — its pairwise-tournament plus45 `object_description` hints disambiguate look-alikes (it lacks the clean46 loop `none`, so you would add your own `decide`).4748### vs. `perceiving-objects-oneshot`4950`oneshot` also has a clean `not_found` loop terminator, but it identifies with a51**single Set-of-Marks VLM pick** (weaker on small/similar items) and perceives52**only the target** (no container). This skill uses the **pairwise tournament**53and **co-localizes the container**, so both the "is anything left?" decision and54the downstream place are more reliable — at the cost of a second perception per55pass.5657## Recommended subgraph state flow5859```text60observe → exterior_view → perceive_container → filter_obb_container61 → perceive_item → decide ──found──▶ filter_obb_item ──▶ found62 └──none──▶ none63```6465See `examples/canonical_subgraph.json` for the exact node/edge/output wiring —66emit it verbatim, adapting only the `object_name`/`object_description` literals67to the task's items and container.6869State details:70711. **`observe`** — `type: tool`, `robot.get_observation`, `inputs: {}`.722. **`exterior_view`** — `type: script`, `scripts/<sg>/exterior_view.py`,73 `inputs: {cameras: Ref("observe.cameras")}`. Drops the wrist cam so the74 container OBB is not bloated by the angled eye-in-hand view.753. **`perceive_container`** — `type: script`, `scripts/<sg>/perceive_dino_vlm.py`,76 `inputs: {cameras: Ref("exterior_view.cameras"), object_name: "basket"}`.774. **`filter_obb_container`** — `type: tool`, `geometry.filter_and_compute_obb`,78 `inputs: {points: Ref("perceive_container.cloud")}`.795. **`perceive_item`** — `type: script`, `scripts/<sg>/perceive_dino_vlm.py`,80 `inputs: {cameras: Ref("observe.cameras"), object_name: "grocery item",81 object_description: "…never the wicker basket…"}` (the exclusion is a HARD82 rule above). For SUBSET tasks (specific items only), add83 `reject_unverified: True` and name exactly the allowed items in the84 literals — see the subset-scoping HARD rule.856. **`decide`** — `type: router`, `scripts/<sg>/decide_next_item.py`,86 `inputs: {found: Ref("perceive_item.found"), cloud: Ref("perceive_item.cloud"),87 container_obb: Ref("filter_obb_container.obb")}`. Maps88 `found → filter_obb_item`, `none → none`.897. **`filter_obb_item`** — `type: tool`, `geometry.filter_and_compute_obb`,90 `inputs: {points: Ref("perceive_item.cloud")}`.9192### Wiring the exit (HARD)9394```python95sg.add_exit("found")96sg.add_exit("none")97sg.set_exit(success_values=["found", "none"]) # BOTH are clean exits98sg.set_on_error("perception_failed")99100sg.set_outputs(101 target_obb=Ref("filter_obb_item.obb"),102 target_mask=Ref("perceive_item.mask"),103 container_obb=Ref("filter_obb_container.obb"),104 container_mask=Ref("perceive_container.mask"),105 container_cloud=Ref("perceive_container.cloud"),106)107```108109At the top level, route this subgraph's `found → grasp`, `none → done`,110`perception_failed → abort`.111112## Required end states113114| End state | Meaning |115|---|---|116| `found` | A graspable item distinct from the container was localized. Route to a grasp skill. |117| `none` | Only the container remains — all items packed. Route to `done` (a **success**, not an abort). |118| `perception_failed` | Unexpected perception error (not "nothing left" — that is `none`). Route to `abort`. Lives only in `on_error`. |119120## See also121122- `scripts/perceive_dino_vlm.py` — the pairwise-tournament perception (shared with `perceiving-objects`).123- `scripts/decide_next_item.py` — the unprivileged loop router: per-pass VLM124 all-packed check (primary stop) + same-target no-progress guard + perception125 verdict; `sim.check_success` is telemetry only (`GAP_DECIDE_TRUST_ENV=1` opts126 into trusting it on benchmarks).127- `scripts/exterior_view.py` — wrist-cam drop for a clean container OBB.128- `prompts/vlm_pairwise.md` — the pairwise-tournament VLM prompt template.