Search arXivSearch

arXiv · 2511.17225

TP-MDDN: Task-Preferenced Multi-Demand-Driven Navigation with Autonomous Decision-Making

Abstract

In daily life, people often move through spaces to find objects that meet their needs, posing a key challenge in embodied AI. Traditional Demand-Driven Navigation (DDN) handles one need at a time but does not reflect the complexity of real-world tasks involving multiple needs and personal choices. To bridge this gap, we introduce Task-Preferenced Multi-Demand-Driven Navigation (TP-MDDN), a new benchmark for long-horizon navigation involving multiple sub-demands with explicit task preferences. To solve TP-MDDN, we propose AWMSystem, an autonomous decision-making system composed of three key modules: BreakLLM (instruction decomposition), LocateLLM (goal selection), and StatusMLLM (task monitoring). For spatial memory, we design MASMap, which combines 3D point cloud accumulation with 2D semantic mapping for accurate and efficient environmental understanding. Our Dual-Tempo action generation framework integrates zero-shot planning with policy-based fine control, and is further supported by an Adaptive Error Corrector that handles failure cases in real time. Experiments demonstrate that our approach outperforms state-of-the-art baselines in both perception accuracy and navigation robustness.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Shanshan Li, Da Huang, Yu He, Yanwei Fu, Yu-Gang Jiang, Xiangyang Xue. 2025-11-21. TP-MDDN: Task-Preferenced Multi-Demand-Driven Navigation with Autonomous Decision-Making. https://arxiv.org/abs/2511.17225

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Highly-Efficient Differentiable Simulation for Robotics

Robotics simulators have improved significantly in computational speed and scalability, enabling them to generate years of simulated data for complex systems in minutes or hours. Despite these advances, efficiently and accurately computing simulation derivatives remains an open challenge. Addressing this would accelerate the convergence of reinforcement learning and trajectory optimization algorithms, particularly for contact-rich problems. This paper introduces a unifying framework for robotic simulation that accounts for all factors, including dynamics, collisions, and friction. The resulting algorithm computes analytical derivatives of the simulation by implicit differentiation, explicitly handling the intrinsic non-smoothness of the collision and frictional stages while exploiting the sparsity induced by the multi-body structure. Benchmark results demonstrate state-of-the-art performance, with timings ranging from $5\,μ$s for a 7-dof manipulator to $95\,μ$s for a 36-dof humanoid, an improvement of at least two orders of magnitude over alternative methods. Implemented in C++, the code will be open-sourced after the review process to support applications such as simulation-driven learning and real-time control.

cs.RO

GeCCo -- a Generalist Contact-Conditioned Policy for Loco-Manipulation Skills on Legged Robots

Most modern approaches to quadruped locomotion focus on using Deep Reinforcement Learning (DRL) to learn policies from scratch, in an end-to-end manner. Such methods often fail to scale, as every new problem or application requires time-consuming and iterative reward definition and tuning. We present Generalist Contact-Conditioned Policy (GeCCo) --- a low-level policy trained with Deep Reinforcement Learning that is capable of tracking arbitrary contact points with a quadruped robot. We shift from task-specific end-to-end learning to a modular hierarchy in which a single planner-agnostic, contact-conditioned tracking policy serves as a robust interface between planning and control. By maintaining stable contact execution under dynamic uncertainty and planner mismatch, the policy enables high-level planners (e.g., handcrafted, learned, or optimization-based) to be composed and swapped without retraining. We demonstrate the scalability and robustness of our method by evaluating on a wide range of locomotion and manipulation tasks in a common framework and under a single generalist policy. These include a variety of gaits, traversing complex terrains (e.g., stairs and slopes) as well as previously unseen stepping-stones and narrow beams, and interacting with objects (e.g., pressing a button, pushing a barrel). Our framework acquires new behaviors more efficiently, simply by combining a task-specific high-level contact planner and the pre-trained generalist policy. Project website: https://vassil-atn.github.io/gecco.github.io

cs.RO

ERUPT: An Open Toolkit for Interfacing with Robot Motion Planners in Extended Reality

We present the Extended Reality Universal Planning Toolkit (ERUPT), an extended reality (XR) system for interactive motion planning. This paper serves to introduce our open-source system to others who can use it as a base to develop immersive robot interaction applications. Our system allows users to create and dynamically reconfigure environments while they plan robot paths. ERUPT uses XR to provide a broad range of natural interaction capabilities, allowing users to grab and adjust objects in the environment similar to interaction in the real world, rather than using a mouse and keyboard with the scene projected onto a 2D computer screen. Our system integrates with MoveIt, a manipulation planning framework, allowing users to send motion planning requests and visualize the resulting robot paths in virtual or augmented reality. We provide a broad range of interaction modalities, allowing users to modify objects in the environment and interact with a virtual robot. Our system allows operators to visualize robot motions, ensuring desired behavior as it moves throughout the environment, without risk of collisions within a virtual space, and to then deploy planned paths on physical robots in the real world. Code can be found at https://github.com/parasollab/erupt.

cs.RO