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compose/compose_face_the_stick_button_sequence_then_idle/11
keep the facing aligned with the left stick; and a press of the button starts style 8; after 875 milliseconds return to idle
compose_face_the_stick_button_sequence_then_idle
11
[ "{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.848, \"ly\": -0.069, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.016, \"ly\": 0.175, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.631, \"ly\": 0.024, \"btn\": false, \"tracker_ok\": true}, {\"lx\":...
[ { "candidate": "rank1", "rank": 1, "fbd_text": "program compose_face_the_stick_button_sequence_then_idle\nin lx : REAL\nin ly : REAL\nin btn : BOOL\nin tracker_ok : BOOL\nout face_x : REAL\nout face_z : REAL\nout style : INT\nvar b_greeting : BOOL\na_fx = MOVE(IN=lx)\na_fz = MOVE(IN=ly)\nb_press = R_TRI...
compose/compose_face_the_stick_button_sequence_then_idle/12
face the way the left stick points; and when the button is pressed play style 8 for 625 milliseconds, then idle
compose_face_the_stick_button_sequence_then_idle
12
[ "{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.333, \"ly\": -0.715, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.978, \"ly\": -0.25, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.452, \"ly\": 0.621, \"btn\": false, \"tracker_ok\": true}, {\"lx\"...
[ { "candidate": "rank1", "rank": 1, "fbd_text": "program compose_face_the_stick_button_sequence_then_idle\nin lx : REAL\nin ly : REAL\nin btn : BOOL\nin tracker_ok : BOOL\nout face_x : REAL\nout face_z : REAL\nout style : INT\nvar b_greeting : BOOL\na_fx = MOVE(IN=lx)\na_fz = MOVE(IN=ly)\nb_press = R_TRI...
compose/compose_face_the_stick_button_sequence_then_idle/13
turn to face the stick direction every frame; and on a button press, switch to style 5, hold it 625 ms, and go back to idle
compose_face_the_stick_button_sequence_then_idle
13
[ "{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.368, \"ly\": 0.699, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.629, \"ly\": -0.539, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.706, \"ly\": -0.55, \"btn\": false, \"tracker_ok\": true}, {\"lx\"...
[ { "candidate": "rank1", "rank": 1, "fbd_text": "program compose_face_the_stick_button_sequence_then_idle\nin lx : REAL\nin ly : REAL\nin btn : BOOL\nin tracker_ok : BOOL\nout face_x : REAL\nout face_z : REAL\nout style : INT\nvar b_greeting : BOOL\na_fx = MOVE(IN=lx)\na_fz = MOVE(IN=ly)\nb_press = R_TRI...
compose/compose_face_the_stick_button_sequence_then_idle/14
keep the facing aligned with the left stick; and a press of the button starts style 2; after 875 milliseconds return to idle
compose_face_the_stick_button_sequence_then_idle
14
[ "{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.304, \"ly\": 0.881, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.458, \"ly\": -0.488, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.468, \"ly\": 0.317, \"btn\": false, \"tracker_ok\": true}, {\"lx\":...
[ { "candidate": "rank1", "rank": 1, "fbd_text": "program compose_face_the_stick_button_sequence_then_idle\nin lx : REAL\nin ly : REAL\nin btn : BOOL\nin tracker_ok : BOOL\nout face_x : REAL\nout face_z : REAL\nout style : INT\nvar b_greeting : BOOL\na_fx = MOVE(IN=lx)\na_fz = MOVE(IN=ly)\nb_press = R_TRI...
compose/compose_face_the_stick_button_sequence_then_idle/15
face the way the left stick points; and when the button is pressed play style 4 for 375 milliseconds, then idle
compose_face_the_stick_button_sequence_then_idle
15
[ "{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.472, \"ly\": -0.684, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.973, \"ly\": -0.966, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.759, \"ly\": 0.363, \"btn\": false, \"tracker_ok\": true}, {\"lx\":...
[ { "candidate": "rank1", "rank": 1, "fbd_text": "program compose_face_the_stick_button_sequence_then_idle\nin lx : REAL\nin ly : REAL\nin btn : BOOL\nin tracker_ok : BOOL\nout face_x : REAL\nout face_z : REAL\nout style : INT\nvar b_greeting : BOOL\na_fx = MOVE(IN=lx)\na_fz = MOVE(IN=ly)\nb_press = R_TRI...
compose/compose_face_the_stick_button_sequence_then_idle/16
turn to face the stick direction every frame; and on a button press, switch to style 6, hold it 750 ms, and go back to idle
compose_face_the_stick_button_sequence_then_idle
16
[ "{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.166, \"ly\": -0.106, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.181, \"ly\": 0.315, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.482, \"ly\": 0.27, \"btn\": false, \"tracker_ok\": true}, {\"lx\"...
[ { "candidate": "rank1", "rank": 1, "fbd_text": "program compose_face_the_stick_button_sequence_then_idle\nin lx : REAL\nin ly : REAL\nin btn : BOOL\nin tracker_ok : BOOL\nout face_x : REAL\nout face_z : REAL\nout style : INT\nvar b_greeting : BOOL\na_fx = MOVE(IN=lx)\na_fz = MOVE(IN=ly)\nb_press = R_TRI...
compose/compose_face_the_stick_button_sequence_then_idle/17
keep the facing aligned with the left stick; and a press of the button starts style 9; after 750 milliseconds return to idle
compose_face_the_stick_button_sequence_then_idle
17
[ "{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.921, \"ly\": -0.421, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.532, \"ly\": 0.408, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.323, \"ly\": -0.78, \"btn\": false, \"tracker_ok\": true}, {\"lx\": ...
[ { "candidate": "rank1", "rank": 1, "fbd_text": "program compose_face_the_stick_button_sequence_then_idle\nin lx : REAL\nin ly : REAL\nin btn : BOOL\nin tracker_ok : BOOL\nout face_x : REAL\nout face_z : REAL\nout style : INT\nvar b_greeting : BOOL\na_fx = MOVE(IN=lx)\na_fz = MOVE(IN=ly)\nb_press = R_TRI...
compose/compose_face_the_stick_button_sequence_then_idle/18
face the way the left stick points; and when the button is pressed play style 3 for 375 milliseconds, then idle
compose_face_the_stick_button_sequence_then_idle
18
[ "{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.331, \"ly\": -0.604, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.021, \"ly\": -0.012, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.04, \"ly\": -0.083, \"btn\": false, \"tracker_ok\": true}, {\"lx...
[ { "candidate": "rank1", "rank": 1, "fbd_text": "program compose_face_the_stick_button_sequence_then_idle\nin lx : REAL\nin ly : REAL\nin btn : BOOL\nin tracker_ok : BOOL\nout face_x : REAL\nout face_z : REAL\nout style : INT\nvar b_greeting : BOOL\na_fx = MOVE(IN=lx)\na_fz = MOVE(IN=ly)\nb_press = R_TRI...
compose/compose_face_the_stick_button_sequence_then_idle/19
turn to face the stick direction every frame; and on a button press, switch to style 1, hold it 875 ms, and go back to idle
compose_face_the_stick_button_sequence_then_idle
19
[ "{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"lx\": 0.041, \"ly\": 0.023, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.213, \"ly\": 0.994, \"btn\": false, \"tracker_ok\": true}, {\"lx\": -0.421, \"ly\": -0.703, \"btn\": false, \"tracker_ok\": true}, {\"lx\"...
[ { "candidate": "rank1", "rank": 1, "fbd_text": "program compose_face_the_stick_button_sequence_then_idle\nin lx : REAL\nin ly : REAL\nin btn : BOOL\nin tracker_ok : BOOL\nout face_x : REAL\nout face_z : REAL\nout style : INT\nvar b_greeting : BOOL\na_fx = MOVE(IN=lx)\na_fz = MOVE(IN=ly)\nb_press = R_TRI...
compose/compose_speed_limited_run_face_the_stick/21
"run at 1.75 times the stick, never faster than 2.03 metres per second; and face the way the left st(...TRUNCATED)
compose_speed_limited_run_face_the_stick
21
["{\"dt\": 0.125, \"ticks\": [{\"lx\": 1.0, \"ly\": -1.0, \"btn\": false, \"tracker_ok\": true}, {\"(...TRUNCATED)
[{"candidate":"rank1","rank":1,"fbd_text":"program compose_speed_limited_run_face_the_stick\nin lx :(...TRUNCATED)
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taskweft-fbd-compose-train

Intents and the IEC 61131-3 Function Block Diagrams that carry them out, as an EditScore-shaped corpus: one root row per intent, three candidates per row (rank1 the reference diagram, rank3 one that compiles and does the wrong thing, rank5 one the compiler refuses), and one score row per candidate from the compiler's reference scan over the composed controller's traces. Every row is constructed from a template and a seed, so the labels are true by construction and the corpus regenerates from the seeds. Controls were asserted on every row before the emit.

Three splits. train trains. test is the same distribution with every tenth seed held out: the gate after training. evaluation is whole held-out families and block kinds (compose_walk_from_stick_tracker_lost_freezes), never trained or tuned on.

What a row carries

Every artefact is in the parquet; nothing points outside it.

compose_root, one row per intent: key, intent, template_id, seed, frame_id, blocks (the block kinds and signatures the reference diagram uses), traces (the input traces as JSON strings, empty where the family has none), and the EditScore stub columns.

compose_candidates, three per row: candidate and rank, fbd_text (the compiler's text form, verbatim), fbd_xml (the PLCopen XML, verbatim), plan_json and result_json (what the compiler planned and what the runner returned, where the family has a runner), fbd_sha (sha256 of the text the candidate was built from), fbd_path (where the writer kept it on disk) and provenance. An artefact a family does not produce is an empty string, never a null.

compose_scores, three per row: parses, compiles, runs, effect_matches, steps, wall_ms, refusal.

compose is the joined view and the default config: the root row with its candidates, each carrying its scores.

Rows: 5000 (3600 train, 400 test, 1000 evaluation). Templates: {"compose_0": 0, "compose_1": 0, "compose_2": 0, "compose_3": 0, "compose_4": 0}. Compiler: taskweft-fbd-compiler ed1ac1d. Source: v-sekai-fabric/taskweft-fbd-teacher.

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