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 (
transportroutes 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_cloudalongside 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-objectssubgraph for the basket +perceiving-objects-oneshotfor the looping target. This skill deliberately re-localizes both each pass (robust to a nudged basket, one observation, one cleannone). - Cluttered scenes with look-alike distractors. Prefer
perceiving-objectsfor the target identity — its pairwise-tournament plusobject_descriptionhints disambiguate look-alikes (it lacks the clean loopnone, so you would add your owndecide).
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
textobserve → 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), addreject_unverified: Trueand 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")}. Mapsfound → 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)
pythonsg.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 withperceiving-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_successis telemetry only (GAP_DECIDE_TRUST_ENV=1opts 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.


