Search arXiv⌕ Search

SEARCH · Search arXiv

Results for “robot learning”

Search indexed arXiv papers on artificial intelligence, large language models, computer vision and robotics. Read source abstracts and follow links to arXiv.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 469 records · Page 26Linked to original sources

DexCanvas: Bridging Human Demonstrations and Robot Learning for Dexterous Manipulation

A dexterous hand succeeds or fails through contact, yet every scalable record of human manipulation (video, vision-based hand tracking, motion capture) observes how the hand moves and misses how it pushes. We present DexCanvas, a hybrid real-synthetic dataset of 7,000 hours of dexterous hand-object interaction with per-frame contact points and contact forces, grown from 70 hours of optical motion capture that spans 21 manipulation types, from power and precision grasps to in-hand manipulation. The forces come from a real-to-sim pipeline: one reinforcement learning (RL) policy, conditioned on object geometry and manipulation type, drives an actuated MANO hand in physics simulation to reproduce each captured object trajectory, and the simulator measures the contacts that produce the reproduced motion. The policy reproduces 87.5% of the demonstrations and still succeeds on 80.9% of rollouts from perturbed initial object poses; these perturbed rollouts expand the 70 captured hours a hundredfold. On six YCB objects absent from the capture set it succeeds 72.5% of the time. The contact channels make better policies: a Diffusion Policy that observes DexCanvas contact features succeeds 82.2% of the time, against 67.5% without them, over 18,522 trials. Contact-driven retargeting carries the same demonstrations to two dexterous robot hands, where the RL stage again produces stable rollouts. A first release of 111,857 force-annotated trajectories is publicly available on Hugging Face.

cs.RO↗

Chronos Policy: Learning Robot Policies on Physical Time

Robot policies often convert sensing and control into fixed-rate observation-action sequences, leaving physical time implicit in sequence position. This assumption breaks when observation rates or delays vary, or when inference latency changes. We introduce Chronos Policy, which makes physical time explicit by conditioning on observation capture times and desired action execution times. We study two ways to incorporate time into a diffusion transformer: adding timestamp embeddings to token features, or encoding physical time in positional encoding through time-aware rotary positional encodings (time-aware RoPE). We find that time-aware RoPE is more robust, allowing attention to depend directly on physical time while keeping token content unchanged. During training, we temporally randomize which observations are sampled and when the action chunk begins, exposing the policy to a wider range of sensing and execution schedules that may occur during deployments. This also enables learning from asynchronous, multi-rate data without forcing all measurements onto a fixed temporal grid. Across simulation and real-world experiments, Chronos Policy improves performance on dynamic tasks, where observation-to-action timing is critical, and on multisensory tasks, where the relative timing between observations matters. On standard quasi-static tasks, it preserves nominal performance while improving robustness to changes in sensing and inference timing.

cs.RO↗

Action-Quantized Offline Reinforcement Learning for Robotic Skill Learning

The offline reinforcement learning (RL) paradigm provides a general recipe to convert static behavior datasets into policies that can perform better than the policy that collected the data. While policy constraints, conservatism, and other methods for mitigating distributional shifts have made offline reinforcement learning more effective, the continuous action setting often necessitates various approximations for applying these techniques. Many of these challenges are greatly alleviated in discrete action settings, where offline RL constraints and regularizers can often be computed more precisely or even exactly. In this paper, we propose an adaptive scheme for action quantization. We use a VQ-VAE to learn state-conditioned action quantization, avoiding the exponential blowup that comes with naïve discretization of the action space. We show that several state-of-the-art offline RL methods such as IQL, CQL, and BRAC improve in performance on benchmarks when combined with our proposed discretization scheme. We further validate our approach on a set of challenging long-horizon complex robotic manipulation tasks in the Robomimic environment, where our discretized offline RL algorithms are able to improve upon their continuous counterparts by 2-3x. Our project page is at https://saqrl.github.io/

cs.AI↗

The Curious Robot: Learning Visual Representations via Physical Interactions

What is the right supervisory signal to train visual representations? Current approaches in computer vision use category labels from datasets such as ImageNet to train ConvNets. However, in case of biological agents, visual representation learning does not require millions of semantic labels. We argue that biological agents use physical interactions with the world to learn visual representations unlike current vision systems which just use passive observations (images and videos downloaded from web). For example, babies push objects, poke them, put them in their mouth and throw them to learn representations. Towards this goal, we build one of the first systems on a Baxter platform that pushes, pokes, grasps and observes objects in a tabletop environment. It uses four different types of physical interactions to collect more than 130K datapoints, with each datapoint providing supervision to a shared ConvNet architecture allowing us to learn visual representations. We show the quality of learned representations by observing neuron activations and performing nearest neighbor retrieval on this learned representation. Quantitatively, we evaluate our learned ConvNet on image classification tasks and show improvements compared to learning without external data. Finally, on the task of instance retrieval, our network outperforms the ImageNet network on recall@1 by 3%

cs.CV↗

Learning Robotic Manipulation of Granular Media

In this paper, we examine the problem of robotic manipulation of granular media. We evaluate multiple predictive models used to infer the dynamics of scooping and dumping actions. These models are evaluated on a task that involves manipulating the media in order to deform it into a desired shape. Our best performing model is based on a highly-tailored convolutional network architecture with domain-specific optimizations, which we show accurately models the physical interaction of the robotic scoop with the underlying media. We empirically demonstrate that explicitly predicting physical mechanics results in a policy that out-performs both a hand-crafted dynamics baseline, and a "value-network", which must otherwise implicitly predict the same mechanics in order to produce accurate value estimates.

cs.RO↗

BlockPuzzle - A Challenge in Physical Reasoning and Generalization for Robot Learning

In this work we propose a novel task framework under which a variety of physical reasoning puzzles can be constructed using very simple rules. Under sparse reward settings, most of these tasks can be very challenging for a reinforcement learning agent to learn. We build several simple environments with this task framework in Mujoco and OpenAI gym and attempt to solve them. We are able to solve the environments by designing curricula to guide the agent in learning and using imitation learning methods to transfer knowledge from a simpler environment. This is only a first step for the task framework, and further research on how to solve the harder tasks and transfer knowledge between tasks is needed.

cs.AI↗

Using Approximate Models in Robot Learning

Trajectory following is one of the complicated control problems when its dynamics are nonlinear, stochastic and include a large number of parameters. The problem has significant difficulties including a large number of trials required for data collection and a massive volume of computations required to find a closed-loop controller for high dimensional and stochastic domains. For solving this type of problem, if we have an appropriate reward function and dynamics model; finding an optimal control policy is possible by using model-based reinforcement learning and optimal control algorithms. However, defining an accurate dynamics model is not possible for complicated problems. Pieter Abbeel and Andrew Ng recently presented an algorithm that requires only an approximate model and only a small number of real-life trials. This algorithm has broad applicability; however, there are some problems regarding the convergence of the algorithm. In this research, required modifications are presented that provide more powerful assurance for converging to optimal control policy. Also updated algorithm is implemented to evaluate the efficiency of the new algorithm by comparing the acquired results with human expert performance. We are using differential dynamic programming (DDP) as the locally trajectory optimizer, and a 2D dynamics and kinematics simulator is used to evaluate the accuracy of the presented algorithm.

cs.RO↗

Scaling Up Multiagent Reinforcement Learning for Robotic Systems: Learn an Adaptive Sparse Communication Graph

The complexity of multiagent reinforcement learning (MARL) in multiagent systems increases exponentially with respect to the agent number. This scalability issue prevents MARL from being applied in large-scale multiagent systems. However, one critical feature in MARL that is often neglected is that the interactions between agents are quite sparse. Without exploiting this sparsity structure, existing works aggregate information from all of the agents and thus have a high sample complexity. To address this issue, we propose an adaptive sparse attention mechanism by generalizing a sparsity-inducing activation function. Then a sparse communication graph in MARL is learned by graph neural networks based on this new attention mechanism. Through this sparsity structure, the agents can communicate in an effective as well as efficient way via only selectively attending to agents that matter the most and thus the scale of the MARL problem is reduced with little optimality compromised. Comparative results show that our algorithm can learn an interpretable sparse structure and outperforms previous works by a significant margin on applications involving a large-scale multiagent system.

cs.MA↗

Dynamic Mirror Descent based Model Predictive Control for Accelerating Robot Learning

Recent works in Reinforcement Learning (RL) combine model-free (Mf)-RL algorithms with model-based (Mb)-RL approaches to get the best from both: asymptotic performance of Mf-RL and high sample-efficiency of Mb-RL. Inspired by these works, we propose a hierarchical framework that integrates online learning for the Mb-trajectory optimization with off-policy methods for the Mf-RL. In particular, two loops are proposed, where the Dynamic Mirror Descent based Model Predictive Control (DMD-MPC) is used as the inner loop Mb-RL to obtain an optimal sequence of actions. These actions are in turn used to significantly accelerate the outer loop Mf-RL. We show that our formulation is generic for a broad class of MPC-based policies and objectives, and includes some of the well-known Mb-Mf approaches. We finally introduce a new algorithm: Mirror-Descent Model Predictive RL (M-DeMoRL), which uses Cross-Entropy Method (CEM) with elite fractions for the inner loop. Our experiments show faster convergence of the proposed hierarchical approach on benchmark MuJoCo tasks. We also demonstrate hardware training for trajectory tracking in a 2R leg and hardware transfer for robust walking in a quadruped. We show that the inner-loop Mb-RL significantly decreases the number of training iterations required in the real system, thereby validating the proposed approach.

cs.RO↗

Initialization of Latent Space Coordinates via Random Linear Projections for Learning Robotic Sensory-Motor Sequences

Robot kinematics data, despite being a high dimensional process, is highly correlated, especially when considering motions grouped in certain primitives. These almost linear correlations within primitives allow us to interpret the motions as points drawn close to a union of low-dimensional linear subspaces in the space of all motions. Motivated by results of embedding theory, in particular, generalizations of Whitney embedding theorem, we show that random linear projection of motor sequences into low dimensional space loses very little information about structure of kinematics data. Projected points are very good initial guess for values of latent variables in generative model for robot sensory-motor behaviour primitives. We conducted series of experiments where we trained a recurrent neural network to generate sensory-motor sequences for robotic manipulator with 9 degrees of freedom. Experimental results demonstrate substantial improvement in generalisation abilities for unobserved samples in the case of initialization of latent variables with random linear projection of motor data over initialization with zero or random values. Moreover, latent space is well-structured wherein samples belonging to different primitives are well separated from the onset of training process.

cs.LG↗

Using Both Demonstrations and Language Instructions to Efficiently Learn Robotic Tasks

Demonstrations and natural language instructions are two common ways to specify and teach robots novel tasks. However, for many complex tasks, a demonstration or language instruction alone contains ambiguities, preventing tasks from being specified clearly. In such cases, a combination of both a demonstration and an instruction more concisely and effectively conveys the task to the robot than either modality alone. To instantiate this problem setting, we train a single multi-task policy on a few hundred challenging robotic pick-and-place tasks and propose DeL-TaCo (Joint Demo-Language Task Conditioning), a method for conditioning a robotic policy on task embeddings comprised of two components: a visual demonstration and a language instruction. By allowing these two modalities to mutually disambiguate and clarify each other during novel task specification, DeL-TaCo (1) substantially decreases the teacher effort needed to specify a new task and (2) achieves better generalization performance on novel objects and instructions over previous task-conditioning methods. To our knowledge, this is the first work to show that simultaneously conditioning a multi-task robotic manipulation policy on both demonstration and language embeddings improves sample efficiency and generalization over conditioning on either modality alone. See additional materials at https://deltaco-robot.github.io/

cs.RO↗

Spatial-Language Attention Policies for Efficient Robot Learning

Despite great strides in language-guided manipulation, existing work has been constrained to table-top settings. Table-tops allow for perfect and consistent camera angles, properties are that do not hold in mobile manipulation. Task plans that involve moving around the environment must be robust to egocentric views and changes in the plane and angle of grasp. A further challenge is ensuring this is all true while still being able to learn skills efficiently from limited data. We propose Spatial-Language Attention Policies (SLAP) as a solution. SLAP uses three-dimensional tokens as the input representation to train a single multi-task, language-conditioned action prediction policy. Our method shows an 80% success rate in the real world across eight tasks with a single model, and a 47.5% success rate when unseen clutter and unseen object configurations are introduced, even with only a handful of examples per task. This represents an improvement of 30% over prior work (20% given unseen distractors and configurations). We see a 4x improvement over baseline in mobile manipulation setting. In addition, we show how SLAPs robustness allows us to execute Task Plans from open-vocabulary instructions using a large language model for multi-step mobile manipulation. For videos, see the website: https://robotslap.github.io

cs.RO↗

What you need to know about a learning robot: Identifying the enabling architecture of complex systems

Nowadays, we are dealing more and more with robots and AI in everyday life. However, their behavior is not always apparent to most lay users, especially in error situations. As a result, there can be misconceptions about the behavior of the technologies in use. This, in turn, can lead to misuse and rejection by users. Explanation, for example, through transparency, can address these misconceptions. However, it would be confusing and overwhelming for users if the entire software or hardware was explained. Therefore, this paper looks at the 'enabling' architecture. It describes those aspects of a robotic system that might need to be explained to enable someone to use the technology effectively. Furthermore, this paper is concerned with the 'explanandum', which is the corresponding misunderstanding or missing concepts of the enabling architecture that needs to be clarified. We have thus developed and present an approach for determining this 'enabling' architecture and the resulting 'explanandum' of complex technologies.

cs.RO↗

SECURE: Semantics-aware Embodied Conversation under Unawareness for Lifelong Robot Learning

This paper addresses a challenging interactive task learning scenario we call rearrangement under unawareness: an agent must manipulate a rigid-body environment without knowing a key concept necessary for solving the task and must learn about it during deployment. For example, the user may ask to "put the two granny smith apples inside the basket", but the agent cannot correctly identify which objects in the environment are "granny smith" as the agent has not been exposed to such a concept before. We introduce SECURE, an interactive task learning policy designed to tackle such scenarios. The unique feature of SECURE is its ability to enable agents to engage in semantic analysis when processing embodied conversations and making decisions. Through embodied conversation, a SECURE agent adjusts its deficient domain model by engaging in dialogue to identify and learn about previously unforeseen possibilities. The SECURE agent learns from the user's embodied corrective feedback when mistakes are made and strategically engages in dialogue to uncover useful information about novel concepts relevant to the task. These capabilities enable the SECURE agent to generalize to new tasks with the acquired knowledge. We demonstrate in the simulated Blocksworld and the real-world apple manipulation environments that the SECURE agent, which solves such rearrangements under unawareness, is more data-efficient than agents that do not engage in embodied conversation or semantic analysis.

cs.RO↗

QUART-Online: Latency-Free Large Multimodal Language Model for Quadruped Robot Learning

This paper addresses the inherent inference latency challenges associated with deploying multimodal large language models (MLLM) in quadruped vision-language-action (QUAR-VLA) tasks. Our investigation reveals that conventional parameter reduction techniques ultimately impair the performance of the language foundation model during the action instruction tuning phase, making them unsuitable for this purpose. We introduce a novel latency-free quadruped MLLM model, dubbed QUART-Online, designed to enhance inference efficiency without degrading the performance of the language foundation model. By incorporating Action Chunk Discretization (ACD), we compress the original action representation space, mapping continuous action values onto a smaller set of discrete representative vectors while preserving critical information. Subsequently, we fine-tune the MLLM to integrate vision, language, and compressed actions into a unified semantic space. Experimental results demonstrate that QUART-Online operates in tandem with the existing MLLM system, achieving real-time inference in sync with the underlying controller frequency, significantly boosting the success rate across various tasks by 65%. Our project page is https://quart-online.github.io.

cs.RO↗

GS-Playground: A High-Throughput Photorealistic Simulator for Vision-Informed Robot Learning

Embodied AI research is undergoing a shift toward vision-centric perceptual paradigms. While massively parallel simulators have catalyzed breakthroughs in proprioception-based locomotion, their potential remains largely untapped for vision-informed tasks due to the prohibitive computational overhead of large-scale photorealistic rendering. Furthermore, the creation of simulation-ready 3D assets heavily relies on labor-intensive manual modeling, while the significant sim-to-real physical gap hinders the transfer of contact-rich manipulation policies. To address these bottlenecks, we propose GS-Playground, a multi-modal simulation framework designed to accelerate end-to-end perceptual learning. We develop a novel high-performance parallel physics engine, specifically designed to integrate with a batch 3D Gaussian Splatting (3DGS) rendering pipeline to ensure high-fidelity synchronization. Our system achieves a breakthrough throughput of 10^4 FPS at 640x480 resolution, significantly lowering the barrier for large-scale visual RL. Additionally, we introduce an automated Real2Sim workflow that reconstructs photorealistic, physically consistent, and memory-efficient environments, streamlining the generation of complex simulation-ready scenes. Extensive experiments on locomotion, navigation, and manipulation demonstrate that GS-Playground effectively bridges the perceptual and physical gaps across diverse embodied tasks. Project homepage: https://gsplayground.github.io.

cs.RO↗

Zero-Shot Sim-to-Real Robot Learning: A Dexterous Manipulation Study on Reactive Catching

Dexterous manipulation is physics-intensive and highly sensitive to modeling errors and perception noise, making sim-to-real transfer prohibitively challenging. Domain randomization (DR) is commonly used to improve the robustness of learned policies for such tasks, but conventional DR randomizes one instance per episode, offering very limited exposure to the variability of real-world dynamics. To this end, we propose Domain-Randomized Instance Set (DRIS), which represents and propagates a set of randomized instances simultaneously, providing richer approximation of uncertain dynamics and enabling policies to learn actions that account for multiple possible outcomes. Supported by theoretical analysis, we show that DRIS yields more robust policies and alleviates the need for real-world fine-tuning, even with a modest number of instances (e.g., 10). We demonstrate this on a challenging reactive catching task. Unlike traditional catching setups that use end-effectors designed to mechanically stabilize the object (e.g., curved or enclosing surfaces), our system uses a flat plate that offers no passive stabilization, making the task highly sensitive to noise and requiring rapid reactive motions. The learned policies exhibit strong robustness to uncertainties and achieve reliable zero-shot sim-to-real transfer.

cs.RO↗

Towards Predictive, Aligned, and Scalable Robot Learning

Learning, at its core, extends beyond memorization to the ability to reason and solve novel problems by navigating a space of possibilities. We introduce Lumo-2, a latent world-action model that generates actions by reasoning over world dynamics in latent space. The learned latent world dynamics capture physically grounded visual transitions, naturally encoding future possibilities and providing a unified substrate for cross-modal alignment. This formulation enables predictive reasoning akin to world modelling while remaining lightweight and focused on physical dynamics relevant to control. Central to our approach is the hypothesis that action generation quality is governed by the geometry of the latent space. We observe that standard reconstruction-based action tokenization objectives induce representations biased toward low-level signal fidelity, leading to misalignment between reconstruction quality and downstream control performance. To address this limitation, we propose a multi-stage modality pre-alignment strategy in which action representations are progressively aligned with latent world dynamics, vision, and language. This process enforces cross-modal consistency, promotes abstraction, and induces a structured latent space for predictive reasoning. We provide a systematic empirical study of latent world modelling and modality alignment, analyzing their roles in scaling laws and out-of-distribution generalization. Results show that Lumo-2 consistently outperforms strong vision-language-action (VLA) and world-action model (WAM) baselines, with gains on challenging real-world tasks requiring temporal reasoning, physical understanding, or high control complexity, including long-horizon and dexterous manipulation. These findings suggest that structured multimodal alignment and predictive reasoning are fundamental principles for advancing embodied intelligence.

cs.RO↗