Evaluates the transferability and performance of reinforcement learning policies for mobile robot navigation and pushing-based manipulation tasks. It probes how well policies trained in simulation handle real-world sim-to-real gaps, clutter, and sparse rewards across varying obstacle densities. Use when the user wants to benchmark on Bench-Push (Maze & Box-Delivery), or asks about evaluating this task. Reports $S_{\text{manip}}$.
Scanned 9/11/2026
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---
name: bench-push-eval
description: Evaluates the transferability and performance of reinforcement learning policies for mobile robot navigation and pushing-based manipulation tasks. It probes how well policies trained in simulation handle real-world sim-to-real gaps, clutter, and sparse rewards across varying obstacle densities. Use when the user wants to benchmark on Bench-Push (Maze & Box-Delivery), or asks about evaluating this task. Reports $S_{\text{manip}}$.
metadata:
skill_kind: dataset_eval
source_arxiv: 2512.11736
bibtex_key: zhong2025benchpush
confidence: high
---
# bench-push-eval
> Bench-Push: Benchmarking Pushing-based Navigation and Manipulation Tasks for Mobile Robots — Zhong et al. (2025) (arXiv:2512.11736, 2025)
## What this evaluates
Evaluates the transferability and performance of reinforcement learning policies for mobile robot navigation and pushing-based manipulation tasks. It probes how well policies trained in simulation handle real-world sim-to-real gaps, clutter, and sparse rewards across varying obstacle densities.
## Datasets
- **Bench-Push (Maze & Box-Delivery)** — total ?; splits: test (-1)
## Metrics
- `$S_{\text{manip}}$` **(primary)** — range: [0, 1]
- Task success rate: fraction of episodes where the robot successfully pushes the box to the receptacle. Values are normalized scores where higher is better.
- `$E_{\text{nav}}$` — range: [0, 1]
- Navigation efficiency: normalized score measuring path/collision efficiency during maze traversal. Higher is better.
- `$I_{\text{nav}}$` — range: [0, 1]
- Navigation interaction effort: normalized score measuring physical interaction intensity during navigation. Higher is better.
## Input / output format
**Input**: Overhead camera observations tracking robot pose and 3D-printed box positions at 10Hz, provided as state vectors to the deployed policy.
**Output**: Continuous control commands (velocity/steering) for the TurtleBot3 Burger.
## Scoring recipe
```python
def evaluate(episodes, task_type):
success = 0
eff_sum, int_sum = 0.0, 0.0
for ep in episodes:
if task_success(ep): success += 1
eff_sum += normalize_efficiency(ep)
int_sum += normalize_interaction(ep)
n = len(episodes)
return {
'S_manip': success / n,
'E_manip': eff_sum / n,
'I_manip': int_sum / n
}
```
## Common pitfalls
- Physical testbed scores are consistently lower than simulation due to sim-to-real gaps (localization noise, control imperfections, box slipping), which should not be mistaken for policy failure.
- Metrics degrade monotonically with increased obstacle/box counts; comparing across different clutter levels without normalization is misleading.
- Interaction effort and efficiency are normalized scores, not raw physical units, so cross-environment absolute comparisons require caution.
## Evidence (verbatim from paper)
> TABLE IV: Results for Box-Delivery in the physical testbed and Bench-Push simulations. $\uparrow$ indicates higher is better. ... Smanip↑ Emanip↑ Imanip↑
## Citation
```bibtex
@misc{zhong2025benchpush,
title={Bench-Push: Benchmarking Pushing-based Navigation and Manipulation Tasks for Mobile Robots},
author={Zhong et al. (2025)},
year={2025},
note={arXiv:2512.11736}
}
```
- arXiv: 2512.11736
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