Add Functor
SkillDatabases & dataUse when adding a new observation, event, reward, action, dataset, or randomization functor to an EmbodiChain environment
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Add Functor skill
What this skill tells your AI
The instructions your AI receives, as published by dexforce/embodichain in .agents/skills/add-functor/SKILL.md and read by ahel’s review.
Scaffold a new functor following EmbodiChain's Functor/FunctorCfg pattern.
When to Use
- User asks to add an observation term, reward function, event handler, action term, dataset functor, or randomizer
- User says "add a reward", "new observation", "create a randomizer", "add event functor"
- Any new function needs to be registered in a manager config
Determine Functor Type
| Functor Type | Config Class | Module File | Manager | Signature |
|---|---|---|---|---|
| Observation | ObservationCfg (extends FunctorCfg) | managers/observations.py | ObservationManager | (env, obs, entity_cfg, ...) -> Tensor |
| Reward | RewardCfg (extends FunctorCfg) | managers/rewards.py | RewardManager | (env, obs, action, info, ...) -> Tensor |
| Event | EventCfg (extends FunctorCfg) | managers/events.py | EventManager | (env, env_ids, ...) -> None |
| Action | ActionTermCfg (extends FunctorCfg) | managers/actions.py | ActionManager | Varies |
| Dataset | DatasetFunctorCfg (extends FunctorCfg) | managers/datasets.py | DatasetManager | (env, ...) -> dict |
| Randomization | EventCfg (randomizations ARE events) | managers/randomization/<type>.py | EventManager | (env, env_ids, entity_cfg, ...) -> None |
Two Functor Styles
Function-style (Preferred for Simple Functors)
A plain function with the right signature. Registered via FunctorCfg(func=my_function, params={...}).
def my_reward(
env: EmbodiedEnv,
obs: dict,
action: EnvAction,
info: dict,
my_param: float = 1.0, # params become keyword args
) -> torch.Tensor:
"""Short one-line summary.
Longer description if needed.
Args:
env: The environment instance.
obs: The observation dictionary.
action: The action taken.
info: The info dictionary.
my_param: Description of this parameter.
Returns:
Reward tensor of shape (num_envs,).
"""
# implementation
return result
Class-style (Required When Functor Has State)
A class inheriting Functor, with __init__(cfg, env) and __call__(env, ...). Registered via FunctorCfg(func=MyClass, params={...}).
class my_randomizer(Functor):
"""One-line summary."""
def __init__(self, cfg: FunctorCfg, env: EmbodiedEnv):
super().__init__(cfg, env)
# Extract params and initialize state
self.entity_cfg: SceneEntityCfg = cfg.params["entity_cfg"]
def __call__(self, env: EmbodiedEnv, env_ids: torch.Tensor, **kwargs):
"""Apply the randomization.
Args:
env: The environment instance.
env_ids: Target environment IDs.
"""
# implementation
Steps
1. Identify Functor Type and Style
Ask the user:
- Which manager? (observation / reward / event / action / dataset / randomization)
- Function or class style? (function for stateless, class for stateful)
- What does it do? (brief description for naming + docstring)
2. Choose the Right Module File
Place the functor in the existing module for its type:
| Type | File |
|---|---|
| Observation | embodichain/lab/gym/envs/managers/observations.py |
| Reward | embodichain/lab/gym/envs/managers/rewards.py |
| Event | embodichain/lab/gym/envs/managers/events.py |
| Action | embodichain/lab/gym/envs/managers/actions.py |
| Dataset | embodichain/lab/gym/envs/managers/datasets.py |
| Physics randomization | embodichain/lab/gym/envs/managers/randomization/physics.py |
| Visual randomization | embodichain/lab/gym/envs/managers/randomization/visual.py |
| Spatial randomization | embodichain/lab/gym/envs/managers/randomization/spatial.py |
| Geometry randomization | embodichain/lab/gym/envs/managers/randomization/geometry.py |
3. Write the Functor
Follow the template for function-style or class-style (see above).
Key rules:
- First argument is always
env: EmbodiedEnv(useTYPE_CHECKINGguard for the import) - Use
from __future__ import annotationsat the top - Use
SceneEntityCfgfor entity references, not raw strings - For observation functors: add
shapekey toFunctorCfg.extradict - For randomization functors: second arg is
env_ids: torch.Tensor | list[int] - For reward functors: return shape must be
(num_envs,)
4. Update __all__
Add the new functor to the module's __all__ list. If no __all__ exists, create one.
5. Write a Test
Place at tests/gym/envs/managers/test_<functor_type>.py (append to existing file if present).
For functors that don't need a live simulation, use mock objects (MockEnv, MockSim, etc.) following the pattern in tests/gym/envs/managers/test_reward_functors.py.
6. Run black
black embodichain/lab/gym/envs/managers/<module>.py
black tests/gym/envs/managers/test_<functor_type>.py
Common Mistakes
| Mistake | Fix |
|---|---|
| Wrong first argument signature | Observation: (env, obs, ...), Reward: (env, obs, action, info, ...), Event/Randomization: (env, env_ids, ...) |
Importing EmbodiedEnv at module level | Use TYPE_CHECKING guard to avoid circular imports |
Forgetting SceneEntityCfg for entity refs | Always use SceneEntityCfg(uid="...") not bare strings |
| Returning wrong tensor shape | Rewards must return (num_envs,), observations must match declared shape |
Missing from __future__ import annotations | Required in every file |
Class-style functor not calling super().__init__ | Always call super().__init__(cfg, env) |
| Adding randomizer as standalone | Randomizations ARE events — they go in randomization/ but use EventCfg |
Quick Reference
| Step | Action |
|---|---|
| 1 | Identify manager type + function vs class style |
| 2 | Write functor in the correct module file |
| 3 | Update __all__ in that module |
| 4 | Write test with mocks (no sim needed for most) |
| 5 | Run black on changed files |
Signals
- GitHub stars
- 223
- Forks
- 24
- Last commit
- Sep 2026
Advanced
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add-functor- Source
- github.com/dexforce/embodichain