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At least 883 records · Page 49Linked to original sources

GNM: A General Navigation Model to Drive Any Robot

Learning provides a powerful tool for vision-based navigation, but the capabilities of learning-based policies are constrained by limited training data. If we could combine data from all available sources, including multiple kinds of robots, we could train more powerful navigation models. In this paper, we study how a general goal-conditioned model for vision-based navigation can be trained on data obtained from many distinct but structurally similar robots, and enable broad generalization across environments and embodiments. We analyze the necessary design decisions for effective data sharing across robots, including the use of temporal context and standardized action spaces, and demonstrate that an omnipolicy trained from heterogeneous datasets outperforms policies trained on any single dataset. We curate 60 hours of navigation trajectories from 6 distinct robots, and deploy the trained GNM on a range of new robots, including an underactuated quadrotor. We find that training on diverse data leads to robustness against degradation in sensing and actuation. Using a pre-trained navigation model with broad generalization capabilities can bootstrap applications on novel robots going forward, and we hope that the GNM represents a step in that direction. For more information on the datasets, code, and videos, please check out our project page https://sites.google.com/view/drive-any-robot.

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RoboManipBaselines: A Unified Framework for Imitation Learning in Robotic Manipulation across Real and Simulation Environments

We present RoboManipBaselines, an open-source software framework for imitation learning research in robotic manipulation. The framework supports the entire imitation learning pipeline, including data collection, policy training, and rollout, across both simulation and real-world environments. Its design emphasizes integration through a consistent workflow, generality across diverse environments and robot platforms, extensibility for easily adding new robots, tasks, and policies, and reproducibility through evaluations using publicly available datasets. RoboManipBaselines systematically implements the core components of imitation learning: environment, dataset, and policy. Through a unified interface, the framework supports multiple simulators and real robot environments, as well as multimodal sensors and a wide variety of policy models. We further present benchmark evaluations in both simulation and real-world environments and introduce several research applications, including data augmentation, integration with tactile models, interactive robotic systems, 3D sensing evaluation, and hardware extensions. These results demonstrate that RoboManipBaselines provides a useful foundation for advancing research and experimental validation in robotic manipulation using imitation learning. https://isri-aist.github.io/RoboManipBaselines-ProjectPage

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Quantum Deep Reinforcement Learning for Robot Navigation Tasks

We utilize hybrid quantum deep reinforcement learning to learn navigation tasks for a simple, wheeled robot in simulated environments of increasing complexity. For this, we train parameterized quantum circuits (PQCs) with two different encoding strategies in a hybrid quantum-classical setup as well as a classical neural network baseline with the double deep Q network (DDQN) reinforcement learning algorithm. Quantum deep reinforcement learning (QDRL) has previously been studied in several relatively simple benchmark environments, mainly from the OpenAI gym suite. However, scaling behavior and applicability of QDRL to more demanding tasks closer to real-world problems e. g., from the robotics domain, have not been studied previously. Here, we show that quantum circuits in hybrid quantum-classic reinforcement learning setups are capable of learning optimal policies in multiple robotic navigation scenarios with notably fewer trainable parameters compared to a classical baseline. Across a large number of experimental configurations, we find that the employed quantum circuits outperform the classical neural network baselines when equating for the number of trainable parameters. Yet, the classical neural network consistently showed better results concerning training times and stability, with at least one order of magnitude of trainable parameters more than the best-performing quantum circuits. However, validating the robustness of the learning methods in a large and dynamic environment, we find that the classical baseline produces more stable and better performing policies overall.

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Towards Robot Skill Learning and Adaptation with Gaussian Processes

General robot skill adaptation requires expressive representations robust to varying task configurations. While recent learning-based skill adaptation methods refined via Reinforcement Learning (RL), have shown success, existing skill models often lack sufficient representational capacity for anything beyond minor environmental changes. In contrast, Gaussian Process (GP)-based skill modelling provides an expressive representation with useful analytical properties; however, adaptation of GP-based skills remains underexplored. This paper proposes a novel, robust skill adaptation framework that utilises GPs with sparse via-points for compact and expressive modelling. The model considers the trajectory's poses and leverages its first and second analytical derivatives to preserve the skill's kinematic profile. We present three adaptation methods to cater for the variability between initial and observed configurations. Firstly, an optimisation agent that adjusts the path's via-points while preserving the demonstration velocity. Second, a behaviour cloning agent trained to replicate output trajectories from the optimisation agent. Lastly, an RL agent that has learnt to modify via-points whilst maintaining the kinematic profile and enabling online capabilities. Evaluated across three tasks (drawer opening, cube-pushing and bar manipulation) in both simulation and hardware, our proposed methods outperform every benchmark in success rates. Furthermore, the results demonstrate that the GP-based representation enables all three methods to attain high cosine similarity and low velocity magnitude errors, indicating strong preservation of the kinematic profile. Overall, our formulation provides a compact representation capable of adapting to large deviations from a single demonstrated skill.

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Facilitating Sim-to-real by Intrinsic Stochasticity of Real-Time Simulation in Reinforcement Learning for Robot Manipulation

Simulation is essential to reinforcement learning (RL) before implementation in the real world, especially for safety-critical applications like robot manipulation. Conventionally, RL agents are sensitive to the discrepancies between the simulation and the real world, known as the sim-to-real gap. The application of domain randomization, a technique used to fill this gap, is limited to the imposition of heuristic-randomized models. {We investigate the properties of intrinsic stochasticity of real-time simulation (RT-IS) of off-the-shelf simulation software and its potential to improve RL performance. This improvement includes a higher tolerance to noise and model imprecision and superiority to conventional domain randomization in terms of ease of use and automation. Firstly, we conduct analytical studies to measure the correlation of RT-IS with the utilization of computer hardware and validate its comparability with the natural stochasticity of a physical robot. Then, we exploit the RT-IS feature in the training of an RL agent. The simulation and physical experiment results verify the feasibility and applicability of RT-IS to robust agent training for robot manipulation tasks. The RT-IS-powered RL agent outperforms conventional agents on robots with modeling uncertainties. RT-IS requires less heuristic randomization, is not task-dependent, and achieves better generalizability than the conventional domain-randomization-powered agents. Our findings provide a new perspective on the sim-to-real problem in practical applications like robot manipulation tasks.

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BridgeACT: Bridging Human Demonstrations to Robot Actions via Unified Tool-Target Affordances

Learning robot manipulation from human videos is appealing due to the scale and diversity of human demonstrations, but transferring such demonstrations to executable robot behavior remains challenging. Prior work either relies on robot data for downstream adaptation or learns affordance representations that remain at the perception level and do not directly support real-world execution. We present BridgeACT, an affordance-driven framework that learns robotic manipulation directly from human videos without requiring any robot demonstration data. Our key idea is to model affordance as an embodiment-agnostic intermediate representation that bridges human demonstrations and robot actions. BridgeACT decomposes manipulation into two complementary problems: where to grasp and how to move. To this end, BridgeACT first grounds task-relevant affordance regions in the current scene, and then predicts task-conditioned 3D motion affordances from human demonstrations. The resulting affordances are mapped to robot actions through a grasping module and a lightweight closed-loop motion controller, enabling direct deployment on real robots. In addition, we represent complex manipulation tasks as compositions of affordance operations, which allows a unified treatment of diverse tasks and object-to-object interactions. Experiments on real-world manipulation tasks show that BridgeACT outperforms prior baselines and generalizes to unseen objects, scenes, and viewpoints.

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Scaling simulation-to-real transfer by learning composable robot skills

We present a novel solution to the problem of simulation-to-real transfer, which builds on recent advances in robot skill decomposition. Rather than focusing on minimizing the simulation-reality gap, we learn a set of diverse policies that are parameterized in a way that makes them easily reusable. This diversity and parameterization of low-level skills allows us to find a transferable policy that is able to use combinations and variations of different skills to solve more complex, high-level tasks. In particular, we first use simulation to jointly learn a policy for a set of low-level skills, and a "skill embedding" parameterization which can be used to compose them. Later, we learn high-level policies which actuate the low-level policies via this skill embedding parameterization. The high-level policies encode how and when to reuse the low-level skills together to achieve specific high-level tasks. Importantly, our method learns to control a real robot in joint-space to achieve these high-level tasks with little or no on-robot time, despite the fact that the low-level policies may not be perfectly transferable from simulation to real, and that the low-level skills were not trained on any examples of high-level tasks. We illustrate the principles of our method using informative simulation experiments. We then verify its usefulness for real robotics problems by learning, transferring, and composing free-space and contact motion skills on a Sawyer robot using only joint-space control. We experiment with several techniques for composing pre-learned skills, and find that our method allows us to use both learning-based approaches and efficient search-based planning to achieve high-level tasks using only pre-learned skills.

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MotionTrans: Human VR Data Enable Motion-Level Learning for Robotic Manipulation Policies

Scaling real robot data is a key bottleneck in imitation learning, leading to the use of auxiliary data for policy training. While other aspects of robotic manipulation such as image or language understanding may be learned from internet-based datasets, acquiring motion knowledge remains challenging. Human data, with its rich diversity of manipulation behaviors, offers a valuable resource for this purpose. While previous works show that using human data can bring benefits, such as improving robustness and training efficiency, it remains unclear whether it can realize its greatest advantage: enabling robot policies to directly learn new motions for task completion. In this paper, we systematically explore this potential through multi-task human-robot cotraining. We introduce MotionTrans, a framework that includes a data collection system, a human data transformation pipeline, and a weighted cotraining strategy. By cotraining 30 human-robot tasks simultaneously, we direcly transfer motions of 13 tasks from human data to deployable end-to-end robot policies. Notably, 9 tasks achieve non-trivial success rates in zero-shot manner. MotionTrans also significantly enhances pretraining-finetuning performance (+40% success rate). Through ablation study, we also identify key factors for successful motion learning: cotraining with robot data and broad task-related motion coverage. These findings unlock the potential of motion-level learning from human data, offering insights into its effective use for training robotic manipulation policies. All data, code, and model weights are open-sourced https://motiontrans.github.io/.

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BlenDAgger: Blended Shared Control for Interactive Imitation Learning

Robot policies are frequently trained from human corrections, yet teleoperating a robot to provide corrections is burdensome, and human demonstrators are not always optimal. We propose Blended DAgger (BlenDAgger), an approach for collecting data to train imitation learning policies by using shared control to blend the policy's and demonstrator's actions during interventions. By blending human and policy actions, we aim to improve the autonomous performance of manipulation policies. We validate our approach across five manipulation tasks, two in the real world and three in simulation. Our approach achieves higher autonomous performance by 30 or more percentage points on two real-world tasks compared to a typical human-gated correction approach (HG-DAgger). We also investigate the advantages of BlenDAgger that allow for higher autonomous performance, finding that BlenDAgger results in 57% smoother transitions between policy control and human interventions, and 14% higher trajectory similarity to the training data. In a user study (n=14) on two real-world tasks, we find that BlenDAgger results in faster data collection (BF=13.32), and we do not find a difference in subjective perceptions. These results show that blended shared control leads to higher autonomous performance compared to typical methods for fine-tuning robot policies from fully teleoperated interventions.

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Leveraging Optimal Transport for Enhanced Offline Reinforcement Learning in Surgical Robotic Environments

Most Reinforcement Learning (RL) methods are traditionally studied in an active learning setting, where agents directly interact with their environments, observe action outcomes, and learn through trial and error. However, allowing partially trained agents to interact with real physical systems poses significant challenges, including high costs, safety risks, and the need for constant supervision. Offline RL addresses these cost and safety concerns by leveraging existing datasets and reducing the need for resource-intensive real-time interactions. Nevertheless, a substantial challenge lies in the demand for these datasets to be meticulously annotated with rewards. In this paper, we introduce Optimal Transport Reward (OTR) labelling, an innovative algorithm designed to assign rewards to offline trajectories, using a small number of high-quality expert demonstrations. The core principle of OTR involves employing Optimal Transport (OT) to calculate an optimal alignment between an unlabeled trajectory from the dataset and an expert demonstration. This alignment yields a similarity measure that is effectively interpreted as a reward signal. An offline RL algorithm can then utilize these reward signals to learn a policy. This approach circumvents the need for handcrafted rewards, unlocking the potential to harness vast datasets for policy learning. Leveraging the SurRoL simulation platform tailored for surgical robot learning, we generate datasets and employ them to train policies using the OTR algorithm. By demonstrating the efficacy of OTR in a different domain, we emphasize its versatility and its potential to expedite RL deployment across a wide range of fields.

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Learning Agile Robotic Locomotion Skills by Imitating Animals

Reproducing the diverse and agile locomotion skills of animals has been a longstanding challenge in robotics. While manually-designed controllers have been able to emulate many complex behaviors, building such controllers involves a time-consuming and difficult development process, often requiring substantial expertise of the nuances of each skill. Reinforcement learning provides an appealing alternative for automating the manual effort involved in the development of controllers. However, designing learning objectives that elicit the desired behaviors from an agent can also require a great deal of skill-specific expertise. In this work, we present an imitation learning system that enables legged robots to learn agile locomotion skills by imitating real-world animals. We show that by leveraging reference motion data, a single learning-based approach is able to automatically synthesize controllers for a diverse repertoire behaviors for legged robots. By incorporating sample efficient domain adaptation techniques into the training process, our system is able to learn adaptive policies in simulation that can then be quickly adapted for real-world deployment. To demonstrate the effectiveness of our system, we train an 18-DoF quadruped robot to perform a variety of agile behaviors ranging from different locomotion gaits to dynamic hops and turns.

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Attention Graph for Multi-Robot Social Navigation with Deep Reinforcement Learning

Learning robot navigation strategies among pedestrian is crucial for domain based applications. Combining perception, planning and prediction allows us to model the interactions between robots and pedestrians, resulting in impressive outcomes especially with recent approaches based on deep reinforcement learning (RL). However, these works do not consider multi-robot scenarios. In this paper, we present MultiSoc, a new method for learning multi-agent socially aware navigation strategies using RL. Inspired by recent works on multi-agent deep RL, our method leverages graph-based representation of agent interactions, combining the positions and fields of view of entities (pedestrians and agents). Each agent uses a model based on two Graph Neural Network combined with attention mechanisms. First an edge-selector produces a sparse graph, then a crowd coordinator applies node attention to produce a graph representing the influence of each entity on the others. This is incorporated into a model-free RL framework to learn multi-agent policies. We evaluate our approach on simulation and provide a series of experiments in a set of various conditions (number of agents / pedestrians). Empirical results show that our method learns faster than social navigation deep RL mono-agent techniques, and enables efficient multi-agent implicit coordination in challenging crowd navigation with multiple heterogeneous humans. Furthermore, by incorporating customizable meta-parameters, we can adjust the neighborhood density to take into account in our navigation strategy.

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With Whom to Communicate: Learning Efficient Communication for Multi-Robot Collision Avoidance

Decentralized multi-robot systems typically perform coordinated motion planning by constantly broadcasting their intentions as a means to cope with the lack of a central system coordinating the efforts of all robots. Especially in complex dynamic environments, the coordination boost allowed by communication is critical to avoid collisions between cooperating robots. However, the risk of collision between a pair of robots fluctuates through their motion and communication is not always needed. Additionally, constant communication makes much of the still valuable information shared in previous time steps redundant. This paper presents an efficient communication method that solves the problem of "when" and with "whom" to communicate in multi-robot collision avoidance scenarios. In this approach, every robot learns to reason about other robots' states and considers the risk of future collisions before asking for the trajectory plans of other robots. We evaluate and verify the proposed communication strategy in simulation with four quadrotors and compare it with three baseline strategies: non-communicating, broadcasting and a distance-based method broadcasting information with quadrotors within a predefined distance.

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EmbodiSwap for Zero-Shot Robot Imitation Learning

We introduce EmbodiSwap - a method for producing photorealistic synthetic robot overlays over human video. We employ EmbodiSwap for zero-shot imitation learning, bridging the embodiment gap between in-the-wild ego-centric human video and a target robot embodiment. We train a closed-loop robot manipulation policy over the data produced by EmbodiSwap. We make novel use of V-JEPA as a visual backbone, repurposing V-JEPA from the domain of video understanding to imitation learning over synthetic robot videos. Adoption of V-JEPA outperforms alternative vision backbones more conventionally used within robotics. In real-world tests, our zero-shot trained V-JEPA model achieves an $82\%$ success rate, outperforming a few-shot trained $π_0$ network as well as $π_0$ trained over data produced by EmbodiSwap. We release (i) code for generating the synthetic robot overlays which takes as input human videos and an arbitrary robot URDF and generates a robot dataset, (ii) the robot dataset we synthesize over EPIC-Kitchens, HOI4D and Ego4D, and (iii) model checkpoints and inference code, to facilitate reproducible research and broader adoption.

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Multi-Group Equivariant Augmentation for Reinforcement Learning in Robot Manipulation

Sampling efficiency is critical for deploying visuomotor learning in real-world robotic manipulation. While task symmetry has emerged as a promising inductive bias to improve efficiency, most prior work is limited to isometric symmetries -- applying the same group transformation to all task objects across all timesteps. In this work, we explore non-isometric symmetries, applying multiple independent group transformations across spatial and temporal dimensions to relax these constraints. We introduce a novel formulation of the partially observable Markov decision process (POMDP) that incorporates the non-isometric symmetry structures, and propose a simple yet effective data augmentation method, Multi-Group Equivariance Augmentation (MEA). We integrate MEA with offline reinforcement learning to enhance sampling efficiency, and introduce a voxel-based visual representation that preserves translational equivariance. Extensive simulation and real-robot experiments across two manipulation domains demonstrate the effectiveness of our approach.

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Deep Reinforcement Learning for Robotic Manipulation-The state of the art

The focus of this work is to enumerate the various approaches and algorithms that center around application of reinforcement learning in robotic ma- ]]nipulation tasks. Earlier methods utilized specialized policy representations and human demonstrations to constrict the policy. Such methods worked well with continuous state and policy space of robots but failed to come up with generalized policies. Subsequently, high dimensional non-linear function approximators like neural networks have been used to learn policies from scratch. Several novel and recent approaches have also embedded control policy with efficient perceptual representation using deep learning. This has led to the emergence of a new branch of dynamic robot control system called deep r inforcement learning(DRL). This work embodies a survey of the most recent algorithms, architectures and their implementations in simulations and real world robotic platforms. The gamut of DRL architectures are partitioned into two different branches namely, discrete action space algorithms(DAS) and continuous action space algorithms(CAS). Further, the CAS algorithms are divided into stochastic continuous action space(SCAS) and deterministic continuous action space(DCAS) algorithms. Along with elucidating an organ- isation of the DRL algorithms this work also manifests some of the state of the art applications of these approaches in robotic manipulation tasks.

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What can robotics research learn from computer vision research?

The computer vision and robotics research communities are each strong. However progress in computer vision has become turbo-charged in recent years due to big data, GPU computing, novel learning algorithms and a very effective research methodology. By comparison, progress in robotics seems slower. It is true that robotics came later to exploring the potential of learning -- the advantages over the well-established body of knowledge in dynamics, kinematics, planning and control is still being debated, although reinforcement learning seems to offer real potential. However, the rapid development of computer vision compared to robotics cannot be only attributed to the former's adoption of deep learning. In this paper, we argue that the gains in computer vision are due to research methodology -- evaluation under strict constraints versus experiments; bold numbers versus videos.

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Efficient Robotic Policy Learning via Latent Space Backward Planning

Current robotic planning methods often rely on predicting multi-frame images with full pixel details. While this fine-grained approach can serve as a generic world model, it introduces two significant challenges for downstream policy learning: substantial computational costs that hinder real-time deployment, and accumulated inaccuracies that can mislead action extraction. Planning with coarse-grained subgoals partially alleviates efficiency issues. However, their forward planning schemes can still result in off-task predictions due to accumulation errors, leading to misalignment with long-term goals. This raises a critical question: Can robotic planning be both efficient and accurate enough for real-time control in long-horizon, multi-stage tasks? To address this, we propose a Latent Space Backward Planning scheme (LBP), which begins by grounding the task into final latent goals, followed by recursively predicting intermediate subgoals closer to the current state. The grounded final goal enables backward subgoal planning to always remain aware of task completion, facilitating on-task prediction along the entire planning horizon. The subgoal-conditioned policy incorporates a learnable token to summarize the subgoal sequences and determines how each subgoal guides action extraction. Through extensive simulation and real-robot long-horizon experiments, we show that LBP outperforms existing fine-grained and forward planning methods, achieving SOTA performance. Project Page: https://lbp-authors.github.io

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