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Jul 28

OmniVTA: Visuo-Tactile World Modeling for Contact-Rich Robotic Manipulation

Contact-rich manipulation tasks, such as wiping and assembly, require accurate perception of contact forces, friction changes, and state transitions that cannot be reliably inferred from vision alone. Despite growing interest in visuo-tactile manipulation, progress is constrained by two persistent limitations: existing datasets are small in scale and narrow in task coverage, and current methods treat tactile signals as passive observations rather than using them to model contact dynamics or enable closed-loop control explicitly. In this paper, we present OmniViTac, a large-scale visuo-tactile-action dataset comprising 21{,}000+ trajectories across 86 tasks and 100+ objects, organized into six physics-grounded interaction patterns. Building on this dataset, we propose OmniVTA, a world-model-based visuo-tactile manipulation framework that integrates four tightly coupled modules: a self-supervised tactile encoder, a two-stream visuo-tactile world model for predicting short-horizon contact evolution, a contact-aware fusion policy for action generation, and a 60Hz reflexive controller that corrects deviations between predicted and observed tactile signals in a closed loop. Real-robot experiments across all six interaction categories show that OmniVTA outperforms existing methods and generalizes well to unseen objects and geometric configurations, confirming the value of combining predictive contact modeling with high-frequency tactile feedback for contact-rich manipulation. All data, models, and code will be made publicly available on the project website at https://mrsecant.github.io/OmniVTA.

  • 14 authors
·
Mar 22

ReflexiCoder: Teaching Large Language Models to Self-Reflect on Generated Code and Self-Correct It via Reinforcement Learning

While Large Language Models (LLMs) have revolutionized code generation, standard "System 1" approaches, generating solutions in a single forward pass, often hit a performance ceiling when faced with complex algorithmic tasks. Existing iterative refinement strategies attempt to bridge this gap at inference time, yet they predominantly rely on external oracles, execution feedback, or computationally expensive prompt-response cycles. In this work, we propose ReflexiCoder, a novel reinforcement learning (RL) framework that internalizes the structured reasoning trajectory, encompassing initial generation, bug and optimization aware reflection, and self-correction, directly into the model's weights. Unlike prior methods, ReflexiCoder shifts the paradigm from external-dependent refinement to an intrinsic, fully autonomous self-reflection and self-correction capabilities at inference time. We utilize an RL-zero training paradigm with granular reward functions to optimize the entire reflection-correction trajectory, teaching the model how to debug without reliance on ground-truth feedback or execution engines at inference time. Extensive experiments across seven benchmarks demonstrate that our ReflexiCoder-8B establishes a new state-of-the-art (SOTA) among leading open-source models in the 1.5B-14B range, achieving 94.51% (87.20%) on HumanEval (Plus), 81.80% (78.57%) on MBPP (Plus), 35.00% on BigCodeBench, 52.21% on LiveCodeBench, and 37.34% on CodeForces in a single-attempt setting, rivaling or surpassing proprietary models like GPT-5.1. Notably, our framework is significantly more token-efficient than base models, reducing inference-time compute overhead by approximately 40% through disciplined, high-speed reasoning and reflection patterns. Source code is available at https://github.com/juyongjiang/ReflexiCoder.

  • 6 authors
·
Mar 5 2

Bresa: Bio-inspired Reflexive Safe Reinforcement Learning for Contact-Rich Robotic Tasks

Ensuring safety in reinforcement learning (RL)-based robotic systems is a critical challenge, especially in contact-rich tasks within unstructured environments. While the state-of-the-art safe RL approaches mitigate risks through safe exploration or high-level recovery mechanisms, they often overlook low-level execution safety, where reflexive responses to potential hazards are crucial. Similarly, variable impedance control (VIC) enhances safety by adjusting the robot's mechanical response, yet lacks a systematic way to adapt parameters, such as stiffness and damping throughout the task. In this paper, we propose Bresa, a Bio-inspired Reflexive Hierarchical Safe RL method inspired by biological reflexes. Our method decouples task learning from safety learning, incorporating a safety critic network that evaluates action risks and operates at a higher frequency than the task solver. Unlike existing recovery-based methods, our safety critic functions at a low-level control layer, allowing real-time intervention when unsafe conditions arise. The task-solving RL policy, running at a lower frequency, focuses on high-level planning (decision-making), while the safety critic ensures instantaneous safety corrections. We validate Bresa on multiple tasks including a contact-rich robotic task, demonstrating its reflexive ability to enhance safety, and adaptability in unforeseen dynamic environments. Our results show that Bresa outperforms the baseline, providing a robust and reflexive safety mechanism that bridges the gap between high-level planning and low-level execution. Real-world experiments and supplementary material are available at project website https://jack-sherman01.github.io/Bresa.

  • 3 authors
·
Mar 27, 2025

MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.

  • 5 authors
·
Sep 22, 2024 2

Multi-Stage Cable Routing through Hierarchical Imitation Learning

We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.

  • 8 authors
·
Jul 17, 2023

DexTrack: Towards Generalizable Neural Tracking Control for Dexterous Manipulation from Human References

We address the challenge of developing a generalizable neural tracking controller for dexterous manipulation from human references. This controller aims to manage a dexterous robot hand to manipulate diverse objects for various purposes defined by kinematic human-object interactions. Developing such a controller is complicated by the intricate contact dynamics of dexterous manipulation and the need for adaptivity, generalizability, and robustness. Current reinforcement learning and trajectory optimization methods often fall short due to their dependence on task-specific rewards or precise system models. We introduce an approach that curates large-scale successful robot tracking demonstrations, comprising pairs of human references and robot actions, to train a neural controller. Utilizing a data flywheel, we iteratively enhance the controller's performance, as well as the number and quality of successful tracking demonstrations. We exploit available tracking demonstrations and carefully integrate reinforcement learning and imitation learning to boost the controller's performance in dynamic environments. At the same time, to obtain high-quality tracking demonstrations, we individually optimize per-trajectory tracking by leveraging the learned tracking controller in a homotopy optimization method. The homotopy optimization, mimicking chain-of-thought, aids in solving challenging trajectory tracking problems to increase demonstration diversity. We showcase our success by training a generalizable neural controller and evaluating it in both simulation and real world. Our method achieves over a 10% improvement in success rates compared to leading baselines. The project website with animated results is available at https://meowuu7.github.io/DexTrack/.

  • 5 authors
·
Feb 13, 2025 2

TACTIC: Tactile and Vision Conditioned Contact-Centric Control for Whole-Arm Manipulation

Whole-arm manipulation involves direct contact with the environment while the robot completes a task by distributing contact across multiple links as contacts form, slide, and break. This setting breaks common implicit assumptions in many learning-based manipulation pipelines: arm configuration tightly couples motion and contact forces, contact state is partially observed under occlusion, and purely learned rollouts can become physically inconsistent under distribution shift because many multi-link contact configurations are sparsely represented in the data. To address this, we propose TACTIC (Tactile and Vision Conditioned Contact-Centric Control), a receding-horizon controller for whole-arm manipulation. TACTIC uses a contact-centric hybrid predictive model that combines RGB-D, distributed tactile sensing, and a compact 2D proximity representation. The model couples a learned, action-conditioned latent dynamics model with analytical kinematics through contact Jacobians, enabling rollouts of future contact configurations and interaction forces. TACTIC integrates these rollouts into a sampling-based MPC planner with contact-aware action sampling: contact Jacobian-based projections steer sampled action sequences toward force-modulating directions, and objectives defined over predicted proximity and interaction forces trade task progress against whole-arm force regulation. We evaluate TACTIC in simulation against state-of-the-art model-based and model-free methods, and perform ablations that isolate the contribution of each design choice. TACTIC consistently outperforms other methods. We further demonstrate real-world performance on a robot with distributed tactile sensing across three whole-arm manipulation tasks that require multi-contact trajectories: turning over and repositioning a manikin, and goal-reaching in a 3D dynamic maze. Website: https://emprise.cs.cornell.edu/tactic

  • 10 authors
·
Jul 12

CRISP -- Compliant ROS2 Controllers for Learning-Based Manipulation Policies and Teleoperation

Learning-based controllers, such as diffusion policies and vision-language action models, often generate low-frequency or discontinuous robot state changes. Achieving smooth reference tracking requires a low-level controller that converts high-level targets commands into joint torques, enabling compliant behavior during contact interactions. We present CRISP, a lightweight C++ implementation of compliant Cartesian and joint-space controllers for the ROS2 control standard, designed for seamless integration with high-level learning-based policies as well as teleoperation. The controllers are compatible with any manipulator that exposes a joint-torque interface. Through our Python and Gymnasium interfaces, CRISP provides a unified pipeline for recording data from hardware and simulation and deploying high-level learning-based policies seamlessly, facilitating rapid experimentation. The system has been validated on hardware with the Franka Robotics FR3 and in simulation with the Kuka IIWA14 and Kinova Gen3. Designed for rapid integration, flexible deployment, and real-time performance, our implementation provides a unified pipeline for data collection and policy execution, lowering the barrier to applying learning-based methods on ROS2-compatible manipulators. Detailed documentation is available at the project website - https://utiasDSL.github.io/crisp_controllers.

  • 6 authors
·
Sep 8, 2025

Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes

In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.

  • 6 authors
·
Nov 21, 2022

Heracles: Bridging Precise Tracking and Generative Synthesis for General Humanoid Control

Achieving general-purpose humanoid control requires a delicate balance between the precise execution of commanded motions and the flexible, anthropomorphic adaptability needed to recover from unpredictable environmental perturbations. Current general controllers predominantly formulate motion control as a rigid reference-tracking problem. While effective in nominal conditions, these trackers often exhibit brittle, non-anthropomorphic failure modes under severe disturbances, lacking the generative adaptability inherent to human motor control. To overcome this limitation, we propose Heracles, a novel state-conditioned diffusion middleware that bridges precise motion tracking and generative synthesis. Rather than relying on rigid tracking paradigms or complex explicit mode-switching, Heracles operates as an intermediary layer between high-level reference motions and low-level physics trackers. By conditioning on the robot's real-time state, the diffusion model implicitly adapts its behavior: it approximates an identity map when the state closely aligns with the reference, preserving zero-shot tracking fidelity. Conversely, when encountering significant state deviations, it seamlessly transitions into a generative synthesizer to produce natural, anthropomorphic recovery trajectories. Our framework demonstrates that integrating generative priors into the control loop not only significantly enhances robustness against extreme perturbations but also elevates humanoid control from a rigid tracking paradigm to an open-ended, generative general-purpose architecture.

  • 16 authors
·
Mar 30

Emergent temporal abstractions in autoregressive models enable hierarchical reinforcement learning

Large-scale autoregressive models pretrained on next-token prediction and finetuned with reinforcement learning (RL) have achieved unprecedented success on many problem domains. During RL, these models explore by generating new outputs, one token at a time. However, sampling actions token-by-token can result in highly inefficient learning, particularly when rewards are sparse. Here, we show that it is possible to overcome this problem by acting and exploring within the internal representations of an autoregressive model. Specifically, to discover temporally-abstract actions, we introduce a higher-order, non-causal sequence model whose outputs control the residual stream activations of a base autoregressive model. On grid world and MuJoCo-based tasks with hierarchical structure, we find that the higher-order model learns to compress long activation sequence chunks onto internal controllers. Critically, each controller executes a sequence of behaviorally meaningful actions that unfold over long timescales and are accompanied with a learned termination condition, such that composing multiple controllers over time leads to efficient exploration on novel tasks. We show that direct internal controller reinforcement, a process we term "internal RL", enables learning from sparse rewards in cases where standard RL finetuning fails. Our results demonstrate the benefits of latent action generation and reinforcement in autoregressive models, suggesting internal RL as a promising avenue for realizing hierarchical RL within foundation models.

google Google
·
Dec 23, 2025 5

Stable Agentic Control: Tool-Mediated LLM Architecture for Autonomous Cyber Defense

Agentic systems involved in high-stake decision-making under adversarial pressure need formal guarantees not offered by existing approaches. Motivated by the operational needs of security operations centers (SOCs) that must configure endpoint detection and response (EDR) policies under adversarial pressure, we present a tool-mediated architecture: LLM agents use deterministic tools (Stackelberg best-response, Bayesian observer updates, attack-graph primitives) and select from finite action catalogs enforced at the tool-output interface. A composite Lyapunov function machine-checked in Lean 4 with zero sorry certifies controllability, observability from asymmetric sensor data, and Input-to-State Stability (ISS) robustness under intelligent adversarial disturbance, with two corollaries extending the certificate to any controller or adversary from the catalogs. On 282 real enterprise attack graphs, the claims hold with margin. On paired offensive/defensive telemetry, a tool-mediated Claude Sonnet 4 controller reduces the attacker's expected payoff (game value) by 59% relative to a deterministic greedy baseline, with zero variance across 40 runs at four temperatures. A Claude Haiku 4.5 controller converges to suboptimal game values but stays catalog-bounded over an additional 40 runs, demonstrating that architectural stability is not dependent on the controller capability. The LLM agent's non-determinism furthers creative exploration of strategies, while the tool-mediated architecture ensures system stability.

  • 8 authors
·
May 3

SPIKE: An Adaptive Dual Controller Framework for Cost-Efficient Long-Horizon Game Agents

Long-horizon multimodal agents in open-world games must stay goal-directed across many low-level interactions under tight token and latency budgets. Existing approaches often trade off costly per-step reasoning against reactive execution that can drift, repeat failures, and recover poorly. Our key idea is to reuse strategic reasoning across locally stable segments and reinvoke it at event boundaries. We present SPIKE, an adaptive dual controller framework for cost-efficient long-horizon game control. Its Strategic Controller performs low-frequency global planning, failure analysis, and recovery, while its Reactive Controller handles fast local execution under a strict token budget. An Event Trigger monitors visual change, task progress, repeated actions, and failure signals to decide when control should stay reactive or escalate to strategic reasoning. Hierarchical Memory separates short-term experience reuse in the State-Action Memory Bank (SA-MB) from structured evidence in the State Action Knowledge Graph (SA-KG), allowing each controller to retrieve the context it needs. This design reuses strategic proposals over multiple reactive steps, supports local override when plans become stale, and reserves expensive reasoning for moments where extra deliberation is useful. On the Lite-100 split of StarDojo, SPIKE improves Lite-100 success rate (SR) by 5.0 percentage points (38.5% relative) over the strongest Lite-100 baseline and Budgeted SR by 9.3 points (75.6% relative) over the strongest budgeted baseline. It also reduces token consumption by 54.9% and latency by 40.8%. Ablations show that event triggering, reactive override, and heterogeneous memory each contribute to success and recovery, supporting selective reasoning rather than reasoning at every step.

  • 9 authors
·
May 17

EgoMI: Learning Active Vision and Whole-Body Manipulation from Egocentric Human Demonstrations

Imitation learning from human demonstrations offers a promising approach for robot skill acquisition, but egocentric human data introduces fundamental challenges due to the embodiment gap. During manipulation, humans actively coordinate head and hand movements, continuously reposition their viewpoint and use pre-action visual fixation search strategies to locate relevant objects. These behaviors create dynamic, task-driven head motions that static robot sensing systems cannot replicate, leading to a significant distribution shift that degrades policy performance. We present EgoMI (Egocentric Manipulation Interface), a framework that captures synchronized end-effector and active head trajectories during manipulation tasks, resulting in data that can be retargeted to compatible semi-humanoid robot embodiments. To handle rapid and wide-spanning head viewpoint changes, we introduce a memory-augmented policy that selectively incorporates historical observations. We evaluate our approach on a bimanual robot equipped with an actuated camera head and find that policies with explicit head-motion modeling consistently outperform baseline methods. Results suggest that coordinated hand-eye learning with EgoMI effectively bridges the human-robot embodiment gap for robust imitation learning on semi-humanoid embodiments. Project page: https://egocentric-manipulation-interface.github.io

  • 6 authors
·
Mar 9

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

  • 5 authors
·
May 29, 2024

Neural Dynamic Policies for End-to-End Sensorimotor Learning

The current dominant paradigm in sensorimotor control, whether imitation or reinforcement learning, is to train policies directly in raw action spaces such as torque, joint angle, or end-effector position. This forces the agent to make decisions individually at each timestep in training, and hence, limits the scalability to continuous, high-dimensional, and long-horizon tasks. In contrast, research in classical robotics has, for a long time, exploited dynamical systems as a policy representation to learn robot behaviors via demonstrations. These techniques, however, lack the flexibility and generalizability provided by deep learning or reinforcement learning and have remained under-explored in such settings. In this work, we begin to close this gap and embed the structure of a dynamical system into deep neural network-based policies by reparameterizing action spaces via second-order differential equations. We propose Neural Dynamic Policies (NDPs) that make predictions in trajectory distribution space as opposed to prior policy learning methods where actions represent the raw control space. The embedded structure allows end-to-end policy learning for both reinforcement and imitation learning setups. We show that NDPs outperform the prior state-of-the-art in terms of either efficiency or performance across several robotic control tasks for both imitation and reinforcement learning setups. Project video and code are available at https://shikharbahl.github.io/neural-dynamic-policies/

  • 4 authors
·
Dec 4, 2020

Local Linearity of LLMs Enables Activation Steering via Model-Based Linear Optimal Control

Inference-time LLM alignment methods, particularly activation steering, offer an alternative to fine-tuning by directly modifying activations during generation. Existing methods, however, often rely on non-anticipative interventions that ignore how perturbations propagate through transformer layers and lack online error feedback, resulting in suboptimal, open-loop control. To address this, we show empirically that, despite the nonlinear structure of transformer blocks, layer-wise dynamics across multiple LLM architectures and scales are well-approximated by locally-linear models. Exploiting this property, we model LLM inference as a linear time-varying dynamical system and adapt the classical linear quadratic regulator to compute feedback controllers using layer-wise Jacobians, steering activations toward desired semantic setpoints in closed-loop with minimal computational overhead and no offline training. We also derive theoretical bounds on setpoint tracking error, enabling formal guarantees on steering performance. Using a novel adaptive semantic feature setpoint signal, our method yields robust, fine-grained behavior control across models, scales, and tasks, including state-of-the-art modulation of toxicity, truthfulness, refusal, and arbitrary concepts, surpassing baseline steering methods. Our code is available at: https://github.com/trustworthyrobotics/lqr-activation-steering

  • 3 authors
·
Apr 20

SCI: A Metacognitive Control for Signal Dynamics

Modern deep learning systems are typically deployed as open-loop function approximators: they map inputs to outputs in a single pass, without regulating how much computation or explanatory effort is spent on a given case. In safety-critical settings, this is brittle: easy and ambiguous inputs receive identical processing, and uncertainty is only read off retrospectively from raw probabilities. We introduce the Surgical Cognitive Interpreter (SCI), a lightweight closed-loop metacognitive control layer that wraps an existing stochastic model and turns prediction into an iterative process. SCI monitors a scalar interpretive state SP(t), here instantiated as a normalized entropy-based confidence signal, and adaptively decides whether to stop, continue sampling, or abstain. The goal is not to improve accuracy per se, but to regulate interpretive error ΔSP and expose a safety signal that tracks when the underlying model is likely to fail. We instantiate SCI around Monte Carlo dropout classifiers in three domains: vision (MNIST digits), medical time series (MIT-BIH arrhythmia), and industrial condition monitoring (rolling-element bearings). In all cases, the controller allocates more inference steps to misclassified inputs than to correct ones (up to about 3-4x on MNIST and bearings, and 1.4x on MIT-BIH). The resulting ΔSP acts as a usable safety signal for detecting misclassifications (AUROC 0.63 on MNIST, 0.70 on MIT-BIH, 0.86 on bearings). Code and reproducibility: https://github.com/vishal-1344/sci

  • 1 authors
·
Nov 15, 2025

ObjectReact: Learning Object-Relative Control for Visual Navigation

Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to estimating control from a given pair of current observation and subgoal image. However, image-level representations of the world have limitations because images are strictly tied to the agent's pose and embodiment. In contrast, objects, being a property of the map, offer an embodiment- and trajectory-invariant world representation. In this work, we present a new paradigm of learning "object-relative" control that exhibits several desirable characteristics: a) new routes can be traversed without strictly requiring to imitate prior experience, b) the control prediction problem can be decoupled from solving the image matching problem, and c) high invariance can be achieved in cross-embodiment deployment for variations across both training-testing and mapping-execution settings. We propose a topometric map representation in the form of a "relative" 3D scene graph, which is used to obtain more informative object-level global path planning costs. We train a local controller, dubbed "ObjectReact", conditioned directly on a high-level "WayObject Costmap" representation that eliminates the need for an explicit RGB input. We demonstrate the advantages of learning object-relative control over its image-relative counterpart across sensor height variations and multiple navigation tasks that challenge the underlying spatial understanding capability, e.g., navigating a map trajectory in the reverse direction. We further show that our sim-only policy is able to generalize well to real-world indoor environments. Code and supplementary material are accessible via project page: https://object-react.github.io/

  • 8 authors
·
Sep 11, 2025 1

ULTRA: Unified Multimodal Control for Autonomous Humanoid Whole-Body Loco-Manipulation

Achieving autonomous and versatile whole-body loco-manipulation remains a central barrier to making humanoids practically useful. Yet existing approaches are fundamentally constrained: retargeted data are often scarce or low-quality; methods struggle to scale to large skill repertoires; and, most importantly, they rely on tracking predefined motion references rather than generating behavior from perception and high-level task specifications. To address these limitations, we propose ULTRA, a unified framework with two key components. First, we introduce a physics-driven neural retargeting algorithm that translates large-scale motion capture to humanoid embodiments while preserving physical plausibility for contact-rich interactions. Second, we learn a unified multimodal controller that supports both dense references and sparse task specifications, under sensing ranging from accurate motion-capture state to noisy egocentric visual inputs. We distill a universal tracking policy into this controller, compress motor skills into a compact latent space, and apply reinforcement learning finetuning to expand coverage and improve robustness under out-of-distribution scenarios. This enables coordinated whole-body behavior from sparse intent without test-time reference motions. We evaluate ULTRA in simulation and on a real Unitree G1 humanoid. Results show that ULTRA generalizes to autonomous, goal-conditioned whole-body loco-manipulation from egocentric perception, consistently outperforming tracking-only baselines with limited skills.

Bridging Handheld and Teleoperated Supervision for Contact-Rich Manipulation via State-Gated Experts

Handheld data collection systems, such as the Universal Manipulation Interface (UMI), enable scalable data collection across diverse environments but only capture observed actions rather than the desired actions executed by a robot controller. In contrast, teleoperation captures desired actions directly, but is prohibitively time-consuming to collect. We revisit this trade-off through the lens of action validity across task phases. We observe that handheld trajectories provide valid supervision in tolerant, free-space phases, but lack dynamic feasibility in contact-sensitive phases, where tracking observed trajectories at high stiffness produces large, unsafe contact forces. We study the interaction between these two supervision types for contact-rich manipulation and find that training policies that combine handheld data with a small number of targeted teleoperated demonstrations provide an efficient hybrid strategy. Specifically, rather than teleoperating the entire task, we only collect partial teleoperated demonstrations for task segments where base handheld policies fail. However, naively mixing handheld and teleoperated phase-specific data yields worse performance than training on handheld data alone. To address this mismatch between observed and desired supervision, we propose Bi-modal Routing for Imitation Data via Gated Experts (BRIDGE), a mixture of diffusion policy experts that routes between specialist task phase heads conditioned on the current robot state. Notably, our approach enables task-phase specific use of desired actions during contact sensitive segments and improves success rates over handheld-only baselines by up to 36.7% across three contact-rich manipulation tasks.

  • 3 authors
·
Jun 24

GCImOpt: Learning efficient goal-conditioned policies by imitating optimal trajectories

Imitation learning is a well-established approach for machine-learning-based control. However, its applicability depends on having access to demonstrations, which are often expensive to collect and/or suboptimal for solving the task. In this work, we present GCImOpt, an approach to learn efficient goal-conditioned policies by training on datasets generated by trajectory optimization. Our approach for dataset generation is computationally efficient, can generate thousands of optimal trajectories in minutes on a laptop computer, and produces high-quality demonstrations. Further, by means of a data augmentation scheme that treats intermediate states as goals, we are able to increase the training dataset size by an order of magnitude. Using our generated datasets, we train goal-conditioned neural network policies that can control the system towards arbitrary goals. To demonstrate the generality of our approach, we generate datasets and then train policies for various control tasks, namely cart-pole stabilization, planar and three-dimensional quadcopter stabilization, and point reaching using a 6-DoF robot arm. We show that our trained policies can achieve high success rates and near-optimal control profiles, all while being small (less than 80,000 neural network parameters) and fast enough (up to more than 6,000 times faster than a trajectory optimization solver) that they could be deployed onboard resource-constrained controllers. We provide videos, code, datasets and pre-trained policies under a free software license; see our project website https://jongoiko.github.io/gcimopt/.

  • 2 authors
·
Apr 23

Goal2Skill: Long-Horizon Manipulation with Adaptive Planning and Reflection

Recent vision-language-action (VLA) systems have demonstrated strong capabilities in embodied manipulation. However, most existing VLA policies rely on limited observation windows and end-to-end action prediction, which makes them brittle in long-horizon, memory-dependent tasks with partial observability, occlusions, and multi-stage dependencies. Such tasks require not only precise visuomotor control, but also persistent memory, adaptive task decomposition, and explicit recovery from execution failures. To address these limitations, we propose a dual-system framework for long-horizon embodied manipulation. Our framework explicitly separates high-level semantic reasoning from low-level motor execution. A high-level planner, implemented as a VLM-based agentic module, maintains structured task memory and performs goal decomposition, outcome verification, and error-driven correction. A low-level executor, instantiated as a VLA-based visuomotor controller, carries out each sub-task through diffusion-based action generation conditioned on geometry-preserving filtered observations. Together, the two systems form a closed loop between planning and execution, enabling memory-aware reasoning, adaptive replanning, and robust online recovery. Experiments on representative RMBench tasks show that the proposed framework substantially outperforms representative baselines, achieving a 32.4% average success rate compared with 9.8% for the strongest baseline. Ablation studies further confirm the importance of structured memory and closed-loop recovery for long-horizon manipulation.

  • 11 authors
·
Apr 14

Reflection-Driven Control for Trustworthy Code Agents

Contemporary large language model (LLM) agents are remarkably capable, but they still lack reliable safety controls and can produce unconstrained, unpredictable, and even actively harmful outputs. To address this, we introduce Reflection-Driven Control, a standardized and pluggable control module that can be seamlessly integrated into general agent architectures. Reflection-Driven Control elevates "self-reflection" from a post hoc patch into an explicit step in the agent's own reasoning process: during generation, the agent continuously runs an internal reflection loop that monitors and evaluates its own decision path. When potential risks are detected, the system retrieves relevant repair examples and secure coding guidelines from an evolving reflective memory, injecting these evidence-based constraints directly into subsequent reasoning steps. We instantiate Reflection-Driven Control in the setting of secure code generation and systematically evaluate it across eight classes of security-critical programming tasks. Empirical results show that Reflection-Driven Control substantially improves the security and policy compliance of generated code while largely preserving functional correctness, with minimal runtime and token overhead. Taken together, these findings indicate that Reflection-Driven Control is a practical path toward trustworthy AI coding agents: it enables designs that are simultaneously autonomous, safer by construction, and auditable.

  • 6 authors
·
Dec 21, 2025

Verified Synthesis of Optimal Safety Controllers for Human-Robot Collaboration

We present a tool-supported approach for the synthesis, verification and validation of the control software responsible for the safety of the human-robot interaction in manufacturing processes that use collaborative robots. In human-robot collaboration, software-based safety controllers are used to improve operational safety, e.g., by triggering shutdown mechanisms or emergency stops to avoid accidents. Complex robotic tasks and increasingly close human-robot interaction pose new challenges to controller developers and certification authorities. Key among these challenges is the need to assure the correctness of safety controllers under explicit (and preferably weak) assumptions. Our controller synthesis, verification and validation approach is informed by the process, risk analysis, and relevant safety regulations for the target application. Controllers are selected from a design space of feasible controllers according to a set of optimality criteria, are formally verified against correctness criteria, and are translated into executable code and validated in a digital twin. The resulting controller can detect the occurrence of hazards, move the process into a safe state, and, in certain circumstances, return the process to an operational state from which it can resume its original task. We show the effectiveness of our software engineering approach through a case study involving the development of a safety controller for a manufacturing work cell equipped with a collaborative robot.

  • 8 authors
·
Jun 11, 2021

Efficient Agentic Reasoning Through Self-Regulated Simulative Planning

How should an agent decide when and how to plan? A dominant approach builds agents as reactive policies with adaptive computation (e.g., chain-of-thought), trained end-to-end expecting planning to emerge implicitly. Without control over the presence, structure, or horizon of planning, these systems dramatically increase reasoning length, yielding inefficient token use without reliable accuracy gains. We argue efficient agentic reasoning benefits from decomposing decision-making into three systems: simulative reasoning (System II) grounding deliberation in future-state prediction via a world model; self-regulation (System III) deciding when and how deeply to plan via a learned configurator; and reactive execution (System I) handling fine-grained action. Simulative reasoning provides unified planning across diverse tasks without per-domain engineering, while self-regulation ensures the planner is invoked only when needed. To test this, we develop SR^2AM (Self-Regulated Simulative Reasoning Agentic LLM), realizing both as distinct stages within an LLM's chain-of-thought, with the LLM as world model. We explore two instantiations: recording decisions from a prompted multi-module system (v0.1) and reconstructing structured plans from traces of pretrained reasoning LLMs (v1.0), trained via supervised then reinforcement learning (RL). Across math, science, tabular analysis, and web information seeking, v0.1-8B and v1.0-30B achieve Pass@1 competitive with 120-355B and 685B-1T parameter systems respectively, while v1.0-30B uses 25.8-95.3% fewer reasoning tokens than comparable agentic LLMs. RL increases average planning horizon by 22.8% while planning frequency grows only 2.0%, showing it learns to plan further ahead rather than more often. More broadly, learned self-regulation instantiates a principle we expect to extend beyond planning to how agents govern their own learning and adaptation.

Contact-Grounded Policy: Dexterous Visuotactile Policy with Generative Contact Grounding

Contact-rich dexterous manipulation with multi-finger hands remains an open challenge in robotics because task success depends on multi-point contacts that continuously evolve and are highly sensitive to object geometry, frictional transitions, and slip. Recently, tactile-informed manipulation policies have shown promise. However, most use tactile signals as additional observations rather than modeling contact state or how their action outputs interact with low-level controller dynamics. We present Contact-Grounded Policy (CGP), a visuotactile policy that grounds multi-point contacts by predicting coupled trajectories of actual robot state and tactile feedback, and using a learned contact-consistency mapping to convert these predictions into executable target robot states for a compliance controller. CGP consists of two components: (i) a conditional diffusion model that forecasts future robot state and tactile feedback in a compressed latent space, and (ii) a learned contact-consistency mapping that converts the predicted robot state-tactile pair into executable targets for a compliance controller, enabling it to realize the intended contacts. We evaluate CGP using a physical four-finger Allegro V5 hand with Digit360 fingertip tactile sensors, and a simulated five-finger Tesollo DG-5F hand with dense whole-hand tactile arrays. Across a range of dexterous tasks including in-hand manipulation, delicate grasping, and tool use, CGP outperforms visuomotor and visuotactile diffusion-policy baselines.

  • 7 authors
·
May 7

Efficient Prompting via Dynamic In-Context Learning

The primary way of building AI applications is shifting from training specialist models to prompting generalist models. A common practice for prompting generalist models, often referred to as in-context learning, is to append a few examples (demonstrations) to the prompt to help the model better understand the task. While effective, in-context learning can be inefficient because it makes the input prompt much longer, consuming valuable space in the context window and leading to larger computational costs. In this paper, we propose DynaICL, a recipe for efficient prompting with black-box generalist models that dynamically allocate in-context examples according to the input complexity and the computational budget. To achieve this, we train a meta controller that predicts the number of in-context examples suitable for the generalist model to make a good prediction based on the performance-efficiency trade-off for a specific input. We then dynamically allocate the number of demonstrations for an input according to predictions from the meta controller and the given computation budget. Experimental results show that dynamic example allocation helps achieve a better performance-efficiency trade-off in two practical settings where computational resources or the required performance is constrained. Specifically, DynaICL saves up to 46% token budget compared to the common practice that allocates the same number of in-context examples to each input. We also find that a meta controller trained on a certain backbone model and tasks can successfully generalize to unseen models and tasks.

  • 4 authors
·
May 18, 2023

Complementary Reinforcement Learning

Reinforcement Learning (RL) has emerged as a powerful paradigm for training LLM-based agents, yet remains limited by low sample efficiency, stemming not only from sparse outcome feedback but also from the agent's inability to leverage prior experience across episodes. While augmenting agents with historical experience offers a promising remedy, existing approaches suffer from a critical weakness: the experience distilled from history is either stored statically or fail to coevolve with the improving actor, causing a progressive misalignment between the experience and the actor's evolving capability that diminishes its utility over the course of training. Inspired by complementary learning systems in neuroscience, we present Complementary RL to achieve seamless co-evolution of an experience extractor and a policy actor within the RL optimization loop. Specifically, the actor is optimized via sparse outcome-based rewards, while the experience extractor is optimized according to whether its distilled experiences demonstrably contribute to the actor's success, thereby evolving its experience management strategy in lockstep with the actor's growing capabilities. Empirically, Complementary RL outperforms outcome-based agentic RL baselines that do not learn from experience, achieving 10% performance improvement in single-task scenarios and exhibits robust scalability in multi-task settings. These results establish Complementary RL as a paradigm for efficient experience-driven agent learning.

AGI-LAB-HF AGI Lab
·
Mar 18 2

Guiding Giants: Lightweight Controllers for Weighted Activation Steering in LLMs

Controlling undesirable Large Language Model (LLM) behaviors, such as the generation of unsafe content or failing to adhere to safety guidelines, often relies on costly fine-tuning. Activation steering provides an alternative for inference-time control, but existing methods typically lack fine-grained, adaptive mechanisms. We introduce a novel approach using a lightweight, trainable controller network integrated during inference. This controller network observes specific intermediate LLM activations and predicts both a global scaling factor and layer-specific weights. The predicted global scaling factor and layer-specific weights then dynamically modulate the intensity of a steering patch, derived from a pre-computed "refusal direction" vector, applied across the LLM's layers during generation. Trained on activations from both harmful and benign prompts, our controller learns to discriminatively apply nuanced, layer-aware interventions, activating steering primarily for harmful inputs. Experiments using safety benchmarks like ToxicChat & In-The-Wild Jailbreak Prompts demonstrate that our weighted steering controller significantly increases refusal rates compared to the base LLM, achieving targeted behavioral modification without altering the original model parameters. Our experiments with Llama-3.1-8B, Llama-3.2-1B & Mistral-7B show our approach outperforms existing methods, presenting an efficient and adaptive method for fine-grained control over LLM behavior at inference time.

  • 3 authors
·
May 21, 2025

Enhancing Safety and Robustness of Vision-Based Controllers via Reachability Analysis

Autonomous systems, such as self-driving cars and drones, have made significant strides in recent years by leveraging visual inputs and machine learning for decision-making and control. Despite their impressive performance, these vision-based controllers can make erroneous predictions when faced with novel or out-of-distribution inputs. Such errors can cascade into catastrophic system failures and compromise system safety. In this work, we compute Neural Reachable Tubes, which act as parameterized approximations of Backward Reachable Tubes to stress-test the vision-based controllers and mine their failure modes. The identified failures are then used to enhance the system safety through both offline and online methods. The online approach involves training a classifier as a run-time failure monitor to detect closed-loop, system-level failures, subsequently triggering a fallback controller that robustly handles these detected failures to preserve system safety. For the offline approach, we improve the original controller via incremental training using a carefully augmented failure dataset, resulting in a more robust controller that is resistant to the known failure modes. In either approach, the system is safeguarded against shortcomings that transcend the vision-based controller and pertain to the closed-loop safety of the overall system. We validate the proposed approaches on an autonomous aircraft taxiing task that involves using a vision-based controller to guide the aircraft towards the centerline of the runway. Our results show the efficacy of the proposed algorithms in identifying and handling system-level failures, outperforming methods that rely on controller prediction error or uncertainty quantification for identifying system failures.

  • 3 authors
·
Oct 29, 2024

Toward smart composites: small-scale, untethered prediction and control for soft sensor/actuator systems

We present formulation and open-source tools to achieve in-material model predictive control of sensor/actuator systems using learned forward kinematics and on-device computation. Microcontroller units (MCUs) that compute the prediction and control task while colocated with the sensors and actuators enable in-material untethered behaviors. In this approach, small parameter size neural network models learn forward kinematics offline. Our open-source compiler, nn4mc, generates code to offload these predictions onto MCUs. A Newton-Raphson solver then computes the control input in real time. We first benchmark this nonlinear control approach against a PID controller on a mass-spring-damper simulation. We then study experimental results on two experimental rigs with different sensing, actuation and computational hardware: a tendon-based platform with embedded LightLace sensors and a HASEL-based platform with magnetic sensors. Experimental results indicate effective high-bandwidth tracking of reference paths (greater than or equal to 120 Hz) with a small memory footprint (less than or equal to 6.4% of flash memory). The measured path following error does not exceed 2mm in the tendon-based platform. The simulated path following error does not exceed 1mm in the HASEL-based platform. The mean power consumption of this approach in an ARM Cortex-M4f device is 45.4 mW. This control approach is also compatible with Tensorflow Lite models and equivalent on-device code. In-material intelligence enables a new class of composites that infuse autonomy into structures and systems with refined artificial proprioception.

  • 7 authors
·
May 22, 2022

InterPrior: Scaling Generative Control for Physics-Based Human-Object Interactions

Humans rarely plan whole-body interactions with objects at the level of explicit whole-body movements. High-level intentions, such as affordance, define the goal, while coordinated balance, contact, and manipulation can emerge naturally from underlying physical and motor priors. Scaling such priors is key to enabling humanoids to compose and generalize loco-manipulation skills across diverse contexts while maintaining physically coherent whole-body coordination. To this end, we introduce InterPrior, a scalable framework that learns a unified generative controller through large-scale imitation pretraining and post-training by reinforcement learning. InterPrior first distills a full-reference imitation expert into a versatile, goal-conditioned variational policy that reconstructs motion from multimodal observations and high-level intent. While the distilled policy reconstructs training behaviors, it does not generalize reliably due to the vast configuration space of large-scale human-object interactions. To address this, we apply data augmentation with physical perturbations, and then perform reinforcement learning finetuning to improve competence on unseen goals and initializations. Together, these steps consolidate the reconstructed latent skills into a valid manifold, yielding a motion prior that generalizes beyond the training data, e.g., it can incorporate new behaviors such as interactions with unseen objects. We further demonstrate its effectiveness for user-interactive control and its potential for real robot deployment.

  • 7 authors
·
Feb 5 3

Agentic Robot: A Brain-Inspired Framework for Vision-Language-Action Models in Embodied Agents

Long-horizon robotic manipulation poses significant challenges for autonomous systems, requiring extended reasoning, precise execution, and robust error recovery across complex sequential tasks. Current approaches, whether based on static planning or end-to-end visuomotor policies, suffer from error accumulation and lack effective verification mechanisms during execution, limiting their reliability in real-world scenarios. We present Agentic Robot, a brain-inspired framework that addresses these limitations through Standardized Action Procedures (SAP)--a novel coordination protocol governing component interactions throughout manipulation tasks. Drawing inspiration from Standardized Operating Procedures (SOPs) in human organizations, SAP establishes structured workflows for planning, execution, and verification phases. Our architecture comprises three specialized components: (1) a large reasoning model that decomposes high-level instructions into semantically coherent subgoals, (2) a vision-language-action executor that generates continuous control commands from real-time visual inputs, and (3) a temporal verifier that enables autonomous progression and error recovery through introspective assessment. This SAP-driven closed-loop design supports dynamic self-verification without external supervision. On the LIBERO benchmark, Agentic Robot achieves state-of-the-art performance with an average success rate of 79.6\%, outperforming SpatialVLA by 6.1\% and OpenVLA by 7.4\% on long-horizon tasks. These results demonstrate that SAP-driven coordination between specialized components enhances both performance and interpretability in sequential manipulation, suggesting significant potential for reliable autonomous systems. Project Github: https://agentic-robot.github.io.

  • 11 authors
·
May 29, 2025

Towards a Reinforcement Learning Environment Toolbox for Intelligent Electric Motor Control

Electric motors are used in many applications and their efficiency is strongly dependent on their control. Among others, PI approaches or model predictive control methods are well-known in the scientific literature and industrial practice. A novel approach is to use reinforcement learning (RL) to have an agent learn electric drive control from scratch merely by interacting with a suitable control environment. RL achieved remarkable results with super-human performance in many games (e.g. Atari classics or Go) and also becomes more popular in control tasks like cartpole or swinging pendulum benchmarks. In this work, the open-source Python package gym-electric-motor (GEM) is developed for ease of training of RL-agents for electric motor control. Furthermore, this package can be used to compare the trained agents with other state-of-the-art control approaches. It is based on the OpenAI Gym framework that provides a widely used interface for the evaluation of RL-agents. The initial package version covers different DC motor variants and the prevalent permanent magnet synchronous motor as well as different power electronic converters and a mechanical load model. Due to the modular setup of the proposed toolbox, additional motor, load, and power electronic devices can be easily extended in the future. Furthermore, different secondary effects like controller interlocking time or noise are considered. An intelligent controller example based on the deep deterministic policy gradient algorithm which controls a series DC motor is presented and compared to a cascaded PI-controller as a baseline for future research. Fellow researchers are encouraged to use the framework in their RL investigations or to contribute to the functional scope (e.g. further motor types) of the package.

  • 4 authors
·
Oct 21, 2019 1

Flight Controller Synthesis Via Deep Reinforcement Learning

Traditional control methods are inadequate in many deployment settings involving control of Cyber-Physical Systems (CPS). In such settings, CPS controllers must operate and respond to unpredictable interactions, conditions, or failure modes. Dealing with such unpredictability requires the use of executive and cognitive control functions that allow for planning and reasoning. Motivated by the sport of drone racing, this dissertation addresses these concerns for state-of-the-art flight control by investigating the use of deep neural networks to bring essential elements of higher-level cognition for constructing low level flight controllers. This thesis reports on the development and release of an open source, full solution stack for building neuro-flight controllers. This stack consists of the methodology for constructing a multicopter digital twin for synthesize the flight controller unique to a specific aircraft, a tuning framework for implementing training environments (GymFC), and a firmware for the world's first neural network supported flight controller (Neuroflight). GymFC's novel approach fuses together the digital twinning paradigm for flight control training to provide seamless transfer to hardware. Additionally, this thesis examines alternative reward system functions as well as changes to the software environment to bridge the gap between the simulation and real world deployment environments. Work summarized in this thesis demonstrates that reinforcement learning is able to be leveraged for training neural network controllers capable, not only of maintaining stable flight, but also precision aerobatic maneuvers in real world settings. As such, this work provides a foundation for developing the next generation of flight control systems.

  • 1 authors
·
Sep 13, 2019

CoStream: Composing Simple Behaviors for Generalizable Complex Manipulation

Long-horizon, contact-rich complex manipulation tasks, such as seating a GPU into a PCIe slot, demand both millimeter high precision and out-of-the-box generalization to new tasks. Existing paradigms struggle to satisfy both: classical pipelines use brittle, task-specific interfaces to achieve high-precision control but require costly pipeline redesigns to adapt to new tasks, whereas monolithic end-to-end policies provide better generalization but lack high precision on complex, out-of-distribution tasks unless retrained with new data. Both paradigms share an implicit assumption: once a manipulation capability is acquired, it must be deployed as a rigid pipeline or monolithic whole, rather than being freely decomposed and recomposed. In this paper, we show that complex manipulation capabilities can emerge naturally from the composition of simple, independent behaviors. Rather than deploying a monolithic policy or a rigid pipeline, we propose CoStream, a framework orchestrating foundation models and diverse sensing modalities into multiple composable core behaviors: a semantic behavior extracting spatial constraints via foundation models; a predictive behavior forecasting trajectories by tracking keypoints in imagined videos; and a reactive behavior providing high-frequency tactile and force corrections. On a shared SE(3) interface, these outputs compose by right-multiplication into a single pose command at each control step, executed by a compliant controller. We demonstrate CoStream on 8 real-world tasks spanning everyday manipulation and precision assembly, with the strongest gains in contact-rich assembly and object transfer, and show robust recovery from manual perturbations during execution. Website: https://costream-simple.github.io

  • 10 authors
·
Jun 25

User-Conditioned Neural Control Policies for Mobile Robotics

Recently, learning-based controllers have been shown to push mobile robotic systems to their limits and provide the robustness needed for many real-world applications. However, only classical optimization-based control frameworks offer the inherent flexibility to be dynamically adjusted during execution by, for example, setting target speeds or actuator limits. We present a framework to overcome this shortcoming of neural controllers by conditioning them on an auxiliary input. This advance is enabled by including a feature-wise linear modulation layer (FiLM). We use model-free reinforcement-learning to train quadrotor control policies for the task of navigating through a sequence of waypoints in minimum time. By conditioning the policy on the maximum available thrust or the viewing direction relative to the next waypoint, a user can regulate the aggressiveness of the quadrotor's flight during deployment. We demonstrate in simulation and in real-world experiments that a single control policy can achieve close to time-optimal flight performance across the entire performance envelope of the robot, reaching up to 60 km/h and 4.5g in acceleration. The ability to guide a learned controller during task execution has implications beyond agile quadrotor flight, as conditioning the control policy on human intent helps safely bringing learning based systems out of the well-defined laboratory environment into the wild.

  • 3 authors
·
Nov 22, 2022

DexterityGen: Foundation Controller for Unprecedented Dexterity

Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.

  • 14 authors
·
Feb 6, 2025

Game On: Towards Language Models as RL Experimenters

We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.

  • 5 authors
·
Sep 5, 2024

Foundation Policies with Hilbert Representations

Unsupervised and self-supervised objectives, such as next token prediction, have enabled pre-training generalist models from large amounts of unlabeled data. In reinforcement learning (RL), however, finding a truly general and scalable unsupervised pre-training objective for generalist policies from offline data remains a major open question. While a number of methods have been proposed to enable generic self-supervised RL, based on principles such as goal-conditioned RL, behavioral cloning, and unsupervised skill learning, such methods remain limited in terms of either the diversity of the discovered behaviors, the need for high-quality demonstration data, or the lack of a clear prompting or adaptation mechanism for downstream tasks. In this work, we propose a novel unsupervised framework to pre-train generalist policies that capture diverse, optimal, long-horizon behaviors from unlabeled offline data such that they can be quickly adapted to any arbitrary new tasks in a zero-shot manner. Our key insight is to learn a structured representation that preserves the temporal structure of the underlying environment, and then to span this learned latent space with directional movements, which enables various zero-shot policy "prompting" schemes for downstream tasks. Through our experiments on simulated robotic locomotion and manipulation benchmarks, we show that our unsupervised policies can solve goal-conditioned and general RL tasks in a zero-shot fashion, even often outperforming prior methods designed specifically for each setting. Our code and videos are available at https://seohong.me/projects/hilp/

  • 3 authors
·
Feb 23, 2024

How to Peel with a Knife: Aligning Fine-Grained Manipulation with Human Preference

Many essential manipulation tasks - such as food preparation, surgery, and craftsmanship - remain intractable for autonomous robots. These tasks are characterized not only by contact-rich, force-sensitive dynamics, but also by their "implicit" success criteria: unlike pick-and-place, task quality in these domains is continuous and subjective (e.g. how well a potato is peeled), making quantitative evaluation and reward engineering difficult. We present a learning framework for such tasks, using peeling with a knife as a representative example. Our approach follows a two-stage pipeline: first, we learn a robust initial policy via force-aware data collection and imitation learning, enabling generalization across object variations; second, we refine the policy through preference-based finetuning using a learned reward model that combines quantitative task metrics with qualitative human feedback, aligning policy behavior with human notions of task quality. Using only 50-200 peeling trajectories, our system achieves over 90% average success rates on challenging produce including cucumbers, apples, and potatoes, with performance improving by up to 40% through preference-based finetuning. Remarkably, policies trained on a single produce category exhibit strong zero-shot generalization to unseen in-category instances and to out-of-distribution produce from different categories while maintaining over 90% success rates.

  • 5 authors
·
Mar 3

Recursive Self-Improvement in AI: From Bounded Self-Refinement to Autonomous Research Loops

AI systems increasingly participate in their own improvement: revising their outputs, adapting their own harnesses during deployment, training on data they generate, and, increasingly, conducting AI research itself. This literature is described under a vocabulary ("self-refine," "self-reward," "self-play," "self-evolve") that conflates fundamentally different ambitions. We survey 1,250 arXiv papers (2024-2026) along two axes: what the system improves -- its behavior in deployment, its policy through training, its evaluator, or the research process itself -- and the degree of loop closure (human-in-the-loop to fully closed). The taxonomy separates bounded self-refinement -- convergent, evaluable, and already industrial practice -- from open-ended recursive self-improvement (RSI), which remains bounded by grounding requirements, collapse dynamics, and compute constraints on every measured axis. Its distinctive feature is a dedicated category for self-evaluation: every improvement loop is a claim that some signal can substitute for human judgment. We survey the evaluator design space -- judges, process reward models, verifiers, rubrics, meta-evaluation -- order the signals into a verification hierarchy from formal verifiers (strongest) to intrinsic self-assessment (weakest), and observe that demonstrated self-improvement strength tracks this hierarchy, that its failure modes (self-confirming loops, model collapse, diversity collapse) follow from its violations, and that the "research direction-setting" bottleneck keeping humans in the loop sits at the top of that hierarchy. We connect the technical literature to the theory of RSI limits and to the safety and governance questions raised by frontier-lab accounts of closing the loop, and identify governance-grade measurement of self-improvement as the field's most underpopulated niche.

  • 3 authors
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Jul 7

ZeroMimic: Distilling Robotic Manipulation Skills from Web Videos

Many recent advances in robotic manipulation have come through imitation learning, yet these rely largely on mimicking a particularly hard-to-acquire form of demonstrations: those collected on the same robot in the same room with the same objects as the trained policy must handle at test time. In contrast, large pre-recorded human video datasets demonstrating manipulation skills in-the-wild already exist, which contain valuable information for robots. Is it possible to distill a repository of useful robotic skill policies out of such data without any additional requirements on robot-specific demonstrations or exploration? We present the first such system ZeroMimic, that generates immediately deployable image goal-conditioned skill policies for several common categories of manipulation tasks (opening, closing, pouring, pick&place, cutting, and stirring) each capable of acting upon diverse objects and across diverse unseen task setups. ZeroMimic is carefully designed to exploit recent advances in semantic and geometric visual understanding of human videos, together with modern grasp affordance detectors and imitation policy classes. After training ZeroMimic on the popular EpicKitchens dataset of ego-centric human videos, we evaluate its out-of-the-box performance in varied real-world and simulated kitchen settings with two different robot embodiments, demonstrating its impressive abilities to handle these varied tasks. To enable plug-and-play reuse of ZeroMimic policies on other task setups and robots, we release software and policy checkpoints of our skill policies.

  • 8 authors
·
Mar 31, 2025

ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills

Generalizable manipulation skills, which can be composed to tackle long-horizon and complex daily chores, are one of the cornerstones of Embodied AI. However, existing benchmarks, mostly composed of a suite of simulatable environments, are insufficient to push cutting-edge research works because they lack object-level topological and geometric variations, are not based on fully dynamic simulation, or are short of native support for multiple types of manipulation tasks. To this end, we present ManiSkill2, the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. ManiSkill2 includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D-input data simulated by fully dynamic engines. It defines a unified interface and evaluation protocol to support a wide range of algorithms (e.g., classic sense-plan-act, RL, IL), visual observations (point cloud, RGBD), and controllers (e.g., action type and parameterization). Moreover, it empowers fast visual input learning algorithms so that a CNN-based policy can collect samples at about 2000 FPS with 1 GPU and 16 processes on a regular workstation. It implements a render server infrastructure to allow sharing rendering resources across all environments, thereby significantly reducing memory usage. We open-source all codes of our benchmark (simulator, environments, and baselines) and host an online challenge open to interdisciplinary researchers.

  • 15 authors
·
Feb 9, 2023

Native Video-Action Pretraining for Generalizable Robot Control

The advent of video-action models offers a promising path for robot control. Nevertheless, we argue that repurposing video generative models designed for digital content creation is inherently inadequate for physical environments. To bridge this gap, we present LingBot-VA 2.0, a video-action foundation model built from the ground up for embodiment. Four core design principles showcase its evolution from LingBot-VA. (1) Departing from traditional reconstruction-focused VAEs, we introduce a semantic visual-action tokenizer, which aligns visual representations with both semantics and actions, improving instruction following and action precision in subsequent policy learning. (2) Given the strictly causal nature of temporal dynamics, we adopt a causal pretraining paradigm, training from scratch to circumvent the catastrophic forgetting that frequently occurs when adapting bidirectional architectures. (3) To meet the demands of high-frequency inference, our model employs a sparse MoE backbone, expanding model capacity without compromising efficiency. (4) Real-time closed-loop control is realized through an enhanced asynchronous inference scheme, which predicts future latents in parallel with action execution while re-grounding each rollout on the latest observation via learned forward dynamics. Real-world deployment validates LingBot-VA 2.0 as a robust foundation model, as evidenced by its few-shot generalization across complex manipulation tasks.

  • 29 authors
·
Jul 8

HOMIE: Humanoid Loco-Manipulation with Isomorphic Exoskeleton Cockpit

Generalizable humanoid loco-manipulation poses significant challenges, requiring coordinated whole-body control and precise, contact-rich object manipulation. To address this, this paper introduces HOMIE, a semi-autonomous teleoperation system that combines a reinforcement learning policy for body control mapped to a pedal, an isomorphic exoskeleton arm for arm control, and motion-sensing gloves for hand control, forming a unified cockpit to freely operate humanoids and establish a data flywheel. The policy incorporates novel designs, including an upper-body pose curriculum, a height-tracking reward, and symmetry utilization. These features enable the system to perform walking and squatting to specific heights while seamlessly adapting to arbitrary upper-body poses. The exoskeleton, by eliminating the reliance on inverse dynamics, delivers faster and more precise arm control. The gloves utilize Hall sensors instead of servos, allowing even compact devices to achieve 15 or more degrees of freedom and freely adapt to any model of dexterous hands. Compared to previous teleoperation systems, HOMIE stands out for its exceptional efficiency, completing tasks in half the time; its expanded working range, allowing users to freely reach high and low areas as well as interact with any objects; and its affordability, with a price of just $500. The system is fully open-source, demos and code can be found in our https://homietele.github.io/.

  • 6 authors
·
Feb 18, 2025

Enhancing Visual Place Recognition via Fast and Slow Adaptive Biasing in Event Cameras

Event cameras are increasingly popular in robotics due to beneficial features such as low latency, energy efficiency, and high dynamic range. Nevertheless, their downstream task performance is greatly influenced by the optimization of bias parameters. These parameters, for instance, regulate the necessary change in light intensity to trigger an event, which in turn depends on factors such as the environment lighting and camera motion. This paper introduces feedback control algorithms that automatically tune the bias parameters through two interacting methods: 1) An immediate, on-the-fly fast adaptation of the refractory period, which sets the minimum interval between consecutive events, and 2) if the event rate exceeds the specified bounds even after changing the refractory period repeatedly, the controller adapts the pixel bandwidth and event thresholds, which stabilizes after a short period of noise events across all pixels (slow adaptation). Our evaluation focuses on the visual place recognition task, where incoming query images are compared to a given reference database. We conducted comprehensive evaluations of our algorithms' adaptive feedback control in real-time. To do so, we collected the QCR-Fast-and-Slow dataset that contains DAVIS346 event camera streams from 366 repeated traversals of a Scout Mini robot navigating through a 100 meter long indoor lab setting (totaling over 35km distance traveled) in varying brightness conditions with ground truth location information. Our proposed feedback controllers result in superior performance when compared to the standard bias settings and prior feedback control methods. Our findings also detail the impact of bias adjustments on task performance and feature ablation studies on the fast and slow adaptation mechanisms.

  • 3 authors
·
Mar 25, 2024

Towards a Unified Understanding of Robot Manipulation: A Comprehensive Survey

Embodied intelligence has witnessed remarkable progress in recent years, driven by advances in computer vision, natural language processing, and the rise of large-scale multimodal models. Among its core challenges, robot manipulation stands out as a fundamental yet intricate problem, requiring the seamless integration of perception, planning, and control to enable interaction within diverse and unstructured environments. This survey presents a comprehensive overview of robotic manipulation, encompassing foundational background, task-organized benchmarks and datasets, and a unified taxonomy of existing methods. We extend the classical division between high-level planning and low-level control by broadening high-level planning to include language, code, motion, affordance, and 3D representations, while introducing a new taxonomy of low-level learning-based control grounded in training paradigms such as input modeling, latent learning, and policy learning. Furthermore, we provide the first dedicated taxonomy of key bottlenecks, focusing on data collection, utilization, and generalization, and conclude with an extensive review of real-world applications. Compared with prior surveys, our work offers both a broader scope and deeper insight, serving as an accessible roadmap for newcomers and a structured reference for experienced researchers. All related resources, including research papers, open-source datasets, and projects, are curated for the community at https://github.com/BaiShuanghao/Awesome-Robotics-Manipulation.

  • 18 authors
·
Oct 12, 2025

DexFuture: Hierarchical Future-State Visuomotor Targeting for Bimanual Dexterous Tool Use

Bimanual dexterous tool use remains challenging for robots due to high-dimensional hand configurations and complex hand-tool-object dynamics and contact. Most existing control policies depend on future configuration references provided from demonstrations, while future action-conditioned world models require slow online planning over high-dimensional action sequences. A significant challenge is generating a dynamically consistent future reference trajectory without relying on privileged states from demonstrations or slow counterfactual planning. We propose DexFuture, a hierarchical system that couples a high-level Future-State Visuomotor Target Predictor with a low-level Target-Conditioned Structured Dexterous Policy. Conditioned on egocentric RGB, proprioceptive and geometric history, the high-level predictor constructs structured hand-tool-object visuomotor embeddings and uses a horizon-conditioned transformer to generate a multi-step future target trajectory. Then, the low-level policy tracks them with a target-conditioned per-link transformer. This hierarchy decouples coarse future reference generation from fine-grained action control, and slow long-horizon semantic prediction from high-frequency execution. On OakInk2 bimanual tool-use tasks, DexFuture achieves 90% of the privileged-oracle performance, compared to 7% for a no-reference policy. DexFuture operates at 60 Hz, approximately 250 times faster than DexWM-style Cross-Entropy Method (CEM) planning with a future action-conditioned world model.

  • 9 authors
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Jun 3

Mozi: Governed Autonomy for Drug Discovery LLM Agents

Tool-augmented large language model (LLM) agents promise to unify scientific reasoning with computation, yet their deployment in high-stakes domains like drug discovery is bottlenecked by two critical barriers: unconstrained tool-use governance and poor long-horizon reliability. In dependency-heavy pharmaceutical pipelines, autonomous agents often drift into irreproducible trajectories, where early-stage hallucinations multiplicatively compound into downstream failures. To overcome this, we present Mozi, a dual-layer architecture that bridges the flexibility of generative AI with the deterministic rigor of computational biology. Layer A (Control Plane) establishes a governed supervisor--worker hierarchy that enforces role-based tool isolation, limits execution to constrained action spaces, and drives reflection-based replanning. Layer B (Workflow Plane) operationalizes canonical drug discovery stages -- from Target Identification to Lead Optimization -- as stateful, composable skill graphs. This layer integrates strict data contracts and strategic human-in-the-loop (HITL) checkpoints to safeguard scientific validity at high-uncertainty decision boundaries. Operating on the design principle of ``free-form reasoning for safe tasks, structured execution for long-horizon pipelines,'' Mozi provides built-in robustness mechanisms and trace-level audibility to completely mitigate error accumulation. We evaluate Mozi on PharmaBench, a curated benchmark for biomedical agents, demonstrating superior orchestration accuracy over existing baselines. Furthermore, through end-to-end therapeutic case studies, we demonstrate Mozi's ability to navigate massive chemical spaces, enforce stringent toxicity filters, and generate highly competitive in silico candidates, effectively transforming the LLM from a fragile conversationalist into a reliable, governed co-scientist.

LeTFuser: Light-weight End-to-end Transformer-Based Sensor Fusion for Autonomous Driving with Multi-Task Learning

In end-to-end autonomous driving, the utilization of existing sensor fusion techniques for imitation learning proves inadequate in challenging situations that involve numerous dynamic agents. To address this issue, we introduce LeTFuser, a transformer-based algorithm for fusing multiple RGB-D camera representations. To perform perception and control tasks simultaneously, we utilize multi-task learning. Our model comprises of two modules, the first being the perception module that is responsible for encoding the observation data obtained from the RGB-D cameras. It carries out tasks such as semantic segmentation, semantic depth cloud mapping (SDC), and traffic light state recognition. Our approach employs the Convolutional vision Transformer (CvT) wu2021cvt to better extract and fuse features from multiple RGB cameras due to local and global feature extraction capability of convolution and transformer modules, respectively. Following this, the control module undertakes the decoding of the encoded characteristics together with supplementary data, comprising a rough simulator for static and dynamic environments, as well as various measurements, in order to anticipate the waypoints associated with a latent feature space. We use two methods to process these outputs and generate the vehicular controls (e.g. steering, throttle, and brake) levels. The first method uses a PID algorithm to follow the waypoints on the fly, whereas the second one directly predicts the control policy using the measurement features and environmental state. We evaluate the model and conduct a comparative analysis with recent models on the CARLA simulator using various scenarios, ranging from normal to adversarial conditions, to simulate real-world scenarios. Our code is available at https://github.com/pagand/e2etransfuser/tree/cvpr-w to facilitate future studies.

  • 4 authors
·
Oct 19, 2023