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| view | streamed | model input | tokens |
|---|---|---|---|
rgb (ego) | 1280x720 | 256x256 | 64 |
wrist_left | 1920x1080, centre-cropped to 1080x1080 | 448x448 | 196 |
wrist_right | 1920x1080, centre-cropped to 1080x1080 | 448x448 | 196 |
waist 3 | left_arm 7 | right_arm 7), 4 frames of
history at indices [-36, -24, -12, 0] (0.6 s @ 60 Hz).Attach a green pipette tip from the tip rack to the pipette. The tip is
green in this capture. There is no phase column; do not serve this through a
phase-conditioned lane.left_arm 7 | right_arm 7 | hand_right 6 |
root_height 1 | lin_vel_xy 2 | yaw_rate 1 | waist 3. Actions are
absolute joint targets (abs_qpos), and the Inspire hand values are raw
0–1000 registers, not radians.state_encoder is built for 132 * 4; passing
--no_state zero-fills all four history slots.action_hz 60 — the policy is velocity-conditioned.obs_image_size from config.yaml. Training
resizes once with PIL from the full-resolution stored frame; a resize
elsewhere substitutes a different resampler and hands the head an image the
training pipeline never produced.config.yaml and dataset_statistics.json sit two directories above the
checkpoint, which is where the starVLA loader looks
(share_tools.read_mode_config resolves them off checkpoint_pt.parents[1]).
Keep the layout intact:config.yaml
dataset_statistics.json
checkpoints/steps_8000_pytorch_model.pt| base | nvidia/GR00T-N1.7-3B (Cosmos-Reason2-2B truncated at select_layer=16 + 32-layer flow-matching DiT) |
| params | 3.1B |
embodiment_id | 25 |
| data | 53 episodes, 37,943 frames — the phase-1+2 truncation of 69,148 |
| steps | 10,000 @ global batch 128 (8 x B200), 33.7 epochs |
| optimiser | paged_adamw_8bit, lr 2e-5 base / 2e-4 action head, cosine with min_lr |
state_dropout_prob | 0.3 |
final_model. Step 8000 scored
mse_score 0.000663 against step 10000's 0.000715.mse_score is measured on data the model is
fitting, and it swings by a factor of 2 between adjacent log points. Judge
this checkpoint on a robot, not on that number.nvidia/GR00T-N1.7-3B. Check NVIDIA's license before
redistributing or using commercially.