Search arXiv⌕ Search

arXiv · 2610.07882

CUSP: CUSUM-Governed Survival Hazard Alarms at the Perception Onset for Off-Road Navigation

Abstract

Off-road navigation exposes a robot to potentially hazardous terrain en route. Although learning-based navigation uses safety supervision to choose which path to drive, it provides no runtime alarm when the robot following that path is heading into danger. Such an alarm must be learned from field logs, where human intervention preempts the failure and the failure itself is therefore never observed. The human judges driving unsafe early but typically intervenes only once failure is clearly near, so the intervention marks that judgment late. That earlier judgment is what a runtime alarm must detect, yet no prior intervention-supervised method has targeted it. To address this problem, we introduce CUSP (CUSUM-governed Survival model of the Perception onset), a model-agnostic runtime hazard alarm that learns this moment from intervention-terminated logs. "Cusp" is a word for the point at which one state is about to turn into another, and the moment we target is exactly such a cusp: the point at which safe driving turns unsafe in a human's judgment. We call this point the perception onset and annotate it separately from the intervention. A visual hazard head is trained on the annotated onset with a discrete-time survival objective so that driving with and without an onset both supervise the head, and a CUSUM accumulates the predicted onset risk into alarms. We evaluate CUSP at five unseen sites, two autonomous and three teleoperated, with 142 events and every method tuned to the same rate of ten false alarms per hour. CUSP detected 85 events compared to 26 for the best of nine adapted baselines, and the margin comes from hazards to which every signal in the navigation model is blind.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Inuk Kang, Seung-Woo Seo. 2026-10-06. CUSP: CUSUM-Governed Survival Hazard Alarms at the Perception Onset for Off-Road Navigation. https://arxiv.org/abs/2610.07882

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

KEEP EXPLORING

Related papers

A Three-Stage Offline SDRE-Based Control Framework for Human Motion Reproduction on a Suspended Bipedal Robot

This paper presents a three-stage offline command generation framework for reproducing human lower-limb motion on a suspended bipedal robot while matching torque trajectories computed from the robot dynamic model. First, State-Dependent Riccati Equation (SDRE) control derives the reference torque trajectory for the measured motion. Second, parameterized optimization converts this trajectory into trapezoidal joint velocity commands under motor speed and acceleration limits. Third, a proportional-integral-derivative linear quadratic regulator (PID-LQR) compensation scheme refines these commands using experimental tracking data. The platform executes the resulting profiles to reproduce human walking and squatting motions recorded by a Vicon system, allowing evaluation of tracking accuracy and repeatability. Results show that the average root mean square error (RMSE) and standard deviation (STD) of joint angles across repeated trials remain below 7° and 0.33°, respectively. Joint angle and torque trajectory comparisons show lower maximum RMSE and STD values than those for MPC and IPSO-PID in every reported case. The framework enables accurate and repeatable motion reproduction within actuator limits, providing controlled and measurable conditions that can reduce reliance on human participation and associated risks during preliminary evaluation of devices for assistive walking, gait training, and rehabilitation.

cs.RO↗

LHM-Humanoid: Long-Horizon Human Motion Control for Continuous Object Transport in Cluttered Scenes

Physics-based human motion control can make a simulated character walk, sit, and manipulate objects with high physical realism. Almost always, though, this happens in short, isolated clips that are re-initialized between interactions. We instead aim for continuous, reset-free long-horizon motion: a physically simulated humanoid that repeatedly walks to a displaced object, lifts it with a balanced whole-body posture, carries it past obstacles, and places it at a goal, over and over within a single uninterrupted take. The hard part is not any individual motion but the transitions between them. Without a reset, each cycle must end in a state that both leaves the object just placed undisturbed and lets the next cycle begin, yet every placement leaves the character off-balance in a non-canonical pose where naive end-to-end reinforcement learning fails. Our key idea is to treat this handoff as a two-sided problem of recoverability: the character must disengage from the object it just placed so the prior success is preserved, and settle into a state from which a balanced continuation exists. Instead of engineering a transition by hand, we learn to shape where each cycle ends so that it lands in this recoverable region. We introduce LHM-Humanoid. One goal-conditioned controller completes a fetch--carry--place cycle and, through a learned release-and-retreat behavior, steers its terminal state into this region; a second controller then takes over from the resulting state distribution. Both are regularized by an adversarial motion prior and distilled into a single goal-conditioned policy that runs the whole sequence as one reset-free rollout. Across 350 cluttered layouts spanning four room types, LHM-Humanoid produces far more successful and stable long-horizon motion than end-to-end RL, hierarchical RL, and prior physics-based human-scene-interaction methods, on both seen and unseen scenes.

cs.RO↗

Learning from Hallucinating Critical Points for Navigation in Dynamic Environments

Generating large and diverse obstacle datasets to learn motion planning in environments with dynamic obstacles is challenging due to the vast space of possible obstacle trajectories. Inspired by hallucination-based data synthesis approaches, we propose Learning from Hallucinating Critical Points (LfH-CP), a self-supervised framework for creating rich dynamic obstacle datasets based on existing optimal motion plans without requiring expensive expert demonstrations or trial-and-error exploration. LfH-CP factorizes hallucination into two stages: first identifying when and where obstacles must appear in order to result in a near-optimal motion plan, i.e., the critical points, and then procedurally generating diverse trajectories that pass through these points while avoiding collisions. This factorization avoids generative failures such as mode collapse and ensures coverage of diverse dynamic behaviors. We further introduce a diversity metric to quantify dataset richness and show that LfH-CP produces substantially more varied training data than existing baseline. Experiments in simulation demonstrate that planners trained on a LfH-CP generated dataset achieves higher success rates compared to a prior hallucination method.

cs.RO↗