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At least 1,153 records · Page 64Linked to original sources

Implicit Offline Reinforcement Learning via Supervised Learning

Offline Reinforcement Learning (RL) via Supervised Learning is a simple and effective way to learn robotic skills from a dataset collected by policies of different expertise levels. It is as simple as supervised learning and Behavior Cloning (BC), but takes advantage of return information. On datasets collected by policies of similar expertise, implicit BC has been shown to match or outperform explicit BC. Despite the benefits of using implicit models to learn robotic skills via BC, offline RL via Supervised Learning algorithms have been limited to explicit models. We show how implicit models can leverage return information and match or outperform explicit algorithms to acquire robotic skills from fixed datasets. Furthermore, we show the close relationship between our implicit methods and other popular RL via Supervised Learning algorithms to provide a unified framework. Finally, we demonstrate the effectiveness of our method on high-dimension manipulation and locomotion tasks.

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Leveraging Large Language Models for Robot-Assisted Learning of Morphological Structures in Preschool Children with Language Vulnerabilities

Preschool children with language vulnerabilities -- such as developmental language disorders or immigration related language challenges -- often require support to strengthen their expressive language skills. Based on the principle of implicit learning, speech-language therapists (SLTs) typically embed target morphological structures (e.g., third person -s) into everyday interactions or game-based learning activities. Educators are recommended by SLTs to do the same. This approach demands precise linguistic knowledge and real-time production of various morphological forms (e.g., "Daddy wears these when he drives to work"). The task becomes even more demanding when educators or parent also must keep children engaged and manage turn-taking in a game-based activity. In the TalBot project our multiprofessional team have developed an application in which the Furhat conversational robot plays the word retrieval game "Alias" with children to improve language skills. Our application currently employs a large language model (LLM) to manage gameplay, dialogue, affective responses, and turn-taking. Our next step is to further leverage the capacity of LLMs so the robot can generate and deliver specific morphological targets during the game. We hypothesize that a robot could outperform humans at this task. Novel aspects of this approach are that the robot could ultimately serve as a model and tutor for both children and professionals and that using LLM capabilities in this context would support basic communication needs for children with language vulnerabilities. Our long-term goal is to create a robust LLM-based Robot-Assisted Language Learning intervention capable of teaching a variety of morphological structures across different languages.

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SPECI: Skill Prompts based Hierarchical Continual Imitation Learning for Robot Manipulation

Real-world robot manipulation in dynamic unstructured environments requires lifelong adaptability to evolving objects, scenes and tasks. Traditional imitation learning relies on static training paradigms, which are ill-suited for lifelong adaptation. Although Continual Imitation Learnin (CIL) enables incremental task adaptation while preserving learned knowledge, current CIL methods primarily overlook the intrinsic skill characteristics of robot manipulation or depend on manually defined and rigid skills, leading to suboptimal cross-task knowledge transfer. To address these issues, we propose Skill Prompts-based HiErarchical Continual Imitation Learning (SPECI), a novel end-to-end hierarchical CIL policy architecture for robot manipulation. The SPECI framework consists of a multimodal perception and fusion module for heterogeneous sensory information encoding, a high-level skill inference module for dynamic skill extraction and selection, and a low-level action execution module for precise action generation. To enable efficient knowledge transfer on both skill and task levels, SPECI performs continual implicit skill acquisition and reuse via an expandable skill codebook and an attention-driven skill selection mechanism. Furthermore, we introduce mode approximation to augment the last two modules with task-specific and task-sharing parameters, thereby enhancing task-level knowledge transfer. Extensive experiments on diverse manipulation task suites demonstrate that SPECI consistently outperforms state-of-the-art CIL methods across all evaluated metrics, revealing exceptional bidirectional knowledge transfer and superior overall performance.

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In-Context Learning Enables Robot Action Prediction in LLMs

Recently, Large Language Models (LLMs) have achieved remarkable success using in-context learning (ICL) in the language domain. However, leveraging the ICL capabilities within LLMs to directly predict robot actions remains largely unexplored. In this paper, we introduce RoboPrompt, a framework that enables off-the-shelf text-only LLMs to directly predict robot actions through ICL without training. Our approach first heuristically identifies keyframes that capture important moments from an episode. Next, we extract end-effector actions from these keyframes as well as the estimated initial object poses, and both are converted into textual descriptions. Finally, we construct a structured template to form ICL demonstrations from these textual descriptions and a task instruction. This enables an LLM to directly predict robot actions at test time. Through extensive experiments and analysis, RoboPrompt shows stronger performance over zero-shot and ICL baselines in simulated and real-world settings. Our project page is available at https://davidyyd.github.io/roboprompt.

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Latent Policy Steering: An Efficient and Flexible Framework for Cross-Embodiment Transfer

The performance of learned robot visuomotor policies depends heavily on the size and quality of their training data, yet collecting high-quality demonstrations remains costly for robots in the real world. Although large-scale robot and human datasets are increasingly available, embodiment gaps and mismatched action spaces make them difficult to leverage directly. Cross-embodiment transfer, reusing experience from other embodiments to improve learning on a target embodiment, is therefore crucial for scaling robot learning beyond per-robot data collection. In this work, we find that efficient transfer can be achieved by learning from what is shared across embodiments, the visual dynamics of how the world responds to motion, and by effectively exploiting the scarce target-embodiment data at test time. The proposed framework, called Latent Policy Steering (LPS), implements an embodiment-agnostic pretraining phase, which trains an image-based World Model (WM) with optical flow across diverse embodiments. The resulting WM is finetuned on the target embodiment with robot actions. It then steers the base policy toward better actions by searching in the WM's latent space for plans that stay close to the finetuning data. LPS is a policy-agnostic framework: it can flexibly accommodate different policies without having to retrain them. In Robomimic and real-world evaluations, LPS improves the average performance of Diffusion Policy relatively by 16% and 62%, and Pi0.5 by 8% and 14%, with only 50 demonstrations on an unseen target embodiment.

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Learning Transferable Dynamics Priors from Action to World Modeling

We study action-conditioned world modeling as a scalable way to learn transferable dynamics priors for robot learning. By pretraining a model to predict how actions drive visual scene evolution, the resulting world model captures reusable interaction dynamics beyond appearance-level video generation. Concretely, we pretrain a multi-view interactive base diffusion world model, A2World, on large-scale robot manipulation data with real action annotations. We validate the learned dynamics priors from two complementary perspectives. First, we adapt A2World into a task- or scene-specialized real-world simulator, A2World-sim, whose long-horizon rollouts support simulator-based policy evaluation and scalable what-if analysis by replacing real-robot rollouts with world model rollouts. Second, starting from the same pretrained weights, we adapt A2World into a video-action joint prediction model, A2World-policy, that predicts actions under visual and instruction conditioning. Experiments across simulation benchmarks and real-robot settings demonstrate that action-conditioned world model pretraining yields transferable dynamics priors that benefit both simulator-centric and policy-centric robot learning.

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Lifelong Robot Library Learning: Bootstrapping Composable and Generalizable Skills for Embodied Control with Language Models

Large Language Models (LLMs) have emerged as a new paradigm for embodied reasoning and control, most recently by generating robot policy code that utilizes a custom library of vision and control primitive skills. However, prior arts fix their skills library and steer the LLM with carefully hand-crafted prompt engineering, limiting the agent to a stationary range of addressable tasks. In this work, we introduce LRLL, an LLM-based lifelong learning agent that continuously grows the robot skill library to tackle manipulation tasks of ever-growing complexity. LRLL achieves this with four novel contributions: 1) a soft memory module that allows dynamic storage and retrieval of past experiences to serve as context, 2) a self-guided exploration policy that proposes new tasks in simulation, 3) a skill abstractor that distills recent experiences into new library skills, and 4) a lifelong learning algorithm for enabling human users to bootstrap new skills with minimal online interaction. LRLL continuously transfers knowledge from the memory to the library, building composable, general and interpretable policies, while bypassing gradient-based optimization, thus relieving the learner from catastrophic forgetting. Empirical evaluation in a simulated tabletop environment shows that LRLL outperforms end-to-end and vanilla LLM approaches in the lifelong setup while learning skills that are transferable to the real world. Project material will become available at the webpage https://gtziafas.github.io/LRLL_project.

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Discovering Self-Protective Falling Policy for Humanoid Robot via Deep Reinforcement Learning

Humanoid robots have received significant research interests and advancements in recent years. Despite many successes, due to their morphology, dynamics and limitation of control policy, humanoid robots are prone to fall as compared to other embodiments like quadruped or wheeled robots. And its large weight, tall Center of Mass, high Degree-of-Freedom would cause serious hardware damages when falling uncontrolled, to both itself and surrounding objects. Existing researches in this field mostly focus on using control based methods that struggle to cater diverse falling scenarios and may introduce unsuitable human prior. On the other hand, large-scale Deep Reinforcement Learning and Curriculum Learning could be employed to incentivize humanoid agent discovering falling protection policy that fits its own nature and property. In this work, with carefully designed reward functions and domain diversification curriculum, we successfully train humanoid agent to explore falling protection behaviors and discover that by forming a `triangle' structure, the falling damages could be significantly reduced with its rigid-material body. With comprehensive metrics and experiments, we quantify its performance with comparison to other methods, visualize its falling behaviors and successfully transfer it to real world platform.

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H2R: A Human-to-Robot Data Augmentation for Robot Pre-training from Videos

Large-scale pre-training using egocentric human videos has proven effective for robot learning. However, the models pre-trained on such data can be suboptimal for robot learning due to the significant visual gap between human hands and those of different robots. To remedy this, we propose H2R, a human-to-robot data augmentation pipeline that converts egocentric human videos into robot-centric visual data. H2R estimates human hand pose from videos, retargets the motion to simulated robotic arms, removes human limbs via segmentation and inpainting, and composites rendered robot embodiments into the original frames with camera-aligned geometry. This process explicitly bridges the visual gap between human and robot embodiments during pre-training. We apply H2R to augment large-scale egocentric human video datasets such as Ego4D and SSv2. To verify the effectiveness of the augmentation pipeline, we introduce a CLIP-based image-text similarity metric that quantitatively evaluates the semantic fidelity of robot-rendered frames to the original human actions. We evaluate H2R through comprehensive experiments in both simulation and real-world settings. In simulation, H2R consistently improves downstream success rates across four benchmark suites-Robomimic, RLBench, PushT, and CortexBench-yielding gains of 1.3%-10.2% across different visual encoders and policy learning methods. In real-world experiments, H2R improves performance on UR5 and dual-arm Franka/UR5 manipulation platforms, achieving 3.3%-23.3% success rate gains across gripper-based, dexterous, and bimanual tasks. We further demonstrate the potential of H2R in cross-embodiment generalization and its compatibility with vision-language-action models. These results indicate that H2R improves the generalization ability of robotic policies by mitigating the visual discrepancies between human and robot domains.

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Investigating Robot Control Policy Learning for Autonomous X-ray-guided Spine Procedures

Imitation learning-based robot control policies are enjoying renewed interest in video-based robotics. However, it remains unclear whether this approach applies to X-ray-guided procedures, such as spine instrumentation, with sparse inputs. We examine the feasibility, opportunities and challenges for imitation policy learning in bi-plane-guided cannula insertion. We develop an in silico sandbox for scalable, automated simulation of X-ray-guided spine procedures with a high degree of realism. We curate a dataset of correct trajectories and corresponding bi-planar X-ray sequences that emulate the stepwise alignment of providers. We then train imitation learning policies for planning and open-loop control that iteratively align a cannula in a vertebroplasty setting solely based on visual information. This precisely controlled setup offers insights into limitations and capabilities of this method. Our policy succeeded on the first attempt in 68.5% of cases, maintaining safe intra-pedicular trajectories across diverse vertebral levels. The policy transferred to complex anatomy, including fractures, as well as varied anatomies and initializations. Rollouts on real X-ray indicate that partial sim-to-real transfer with plausible trajectories is possible. While these preliminary results are promising, we also identify limitations, especially in entry point precision. The current results present a clear benchmark for future efforts, while with more robust priors and domain knowledge, such models may provide a foundation for future efforts toward lightweight and CT-free robotic intra-operative spinal navigation.

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How to Train Your Robots? The Impact of Demonstration Modality on Imitation Learning

Imitation learning is a promising approach for learning robot policies with user-provided data. The way demonstrations are provided, i.e., demonstration modality, influences the quality of the data. While existing research shows that kinesthetic teaching (physically guiding the robot) is preferred by users for the intuitiveness and ease of use, the majority of existing manipulation datasets were collected through teleoperation via a VR controller or spacemouse. In this work, we investigate how different demonstration modalities impact downstream learning performance as well as user experience. Specifically, we compare low-cost demonstration modalities including kinesthetic teaching, teleoperation with a VR controller, and teleoperation with a spacemouse controller. We experiment with three table-top manipulation tasks with different motion constraints. We evaluate and compare imitation learning performance using data from different demonstration modalities, and collected subjective feedback on user experience. Our results show that kinesthetic teaching is rated the most intuitive for controlling the robot and provides cleanest data for best downstream learning performance. However, it is not preferred as the way for large-scale data collection due to the physical load. Based on such insight, we propose a simple data collection scheme that relies on a small number of kinesthetic demonstrations mixed with data collected through teleoperation to achieve the best overall learning performance while maintaining low data-collection effort.

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Unsupervised Trajectory Segmentation and Promoting of Multi-Modal Surgical Demonstrations

To improve the efficiency of surgical trajectory segmentation for robot learning in robot-assisted minimally invasive surgery, this paper presents a fast unsupervised method using video and kinematic data, followed by a promoting procedure to address the over-segmentation issue. Unsupervised deep learning network, stacking convolutional auto-encoder, is employed to extract more discriminative features from videos in an effective way. To further improve the accuracy of segmentation, on one hand, wavelet transform is used to filter out the noises existed in the features from video and kinematic data. On the other hand, the segmentation result is promoted by identifying the adjacent segments with no state transition based on the predefined similarity measurements. Extensive experiments on a public dataset JIGSAWS show that our method achieves much higher accuracy of segmentation than state-of-the-art methods in the shorter time.

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Quality Over Quantity: Curating Contact-Based Robot Datasets Improves Learning

In this paper, we investigate the utility of datasets and whether more data or the 'right' data is advantageous for robot learning. In particular, we are interested on quantifying the utility of contact-based data as contact holds significant information for robot learning. Our approach derives a contact-aware objective function for learning object dynamics and shape from pose and contact data. We show that the contact-aware Fisher-information metric can be used to rank and curate contact-data based on how informative data is for learning. In addition, we find that selecting a reduced dataset based on this ranking improves the learning task while also making learning a deterministic process. Interestingly, our results show that more data is not necessarily advantageous, and rather, less but informative data can accelerate learning, especially depending on the contact interactions. Last, we show how our metric can be used to provide initial guidance on data curation for contact-based robot learning.

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Emergent Real-World Robotic Skills via Unsupervised Off-Policy Reinforcement Learning

Reinforcement learning provides a general framework for learning robotic skills while minimizing engineering effort. However, most reinforcement learning algorithms assume that a well-designed reward function is provided, and learn a single behavior for that single reward function. Such reward functions can be difficult to design in practice. Can we instead develop efficient reinforcement learning methods that acquire diverse skills without any reward function, and then repurpose these skills for downstream tasks? In this paper, we demonstrate that a recently proposed unsupervised skill discovery algorithm can be extended into an efficient off-policy method, making it suitable for performing unsupervised reinforcement learning in the real world. Firstly, we show that our proposed algorithm provides substantial improvement in learning efficiency, making reward-free real-world training feasible. Secondly, we move beyond the simulation environments and evaluate the algorithm on real physical hardware. On quadrupeds, we observe that locomotion skills with diverse gaits and different orientations emerge without any rewards or demonstrations. We also demonstrate that the learned skills can be composed using model predictive control for goal-oriented navigation, without any additional training.

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BooST: Bridging Semantics and Motions for Efficient Skill Transfer

Skill abstraction---the process of learning reusable and temporally extended behaviors---has emerged as a key paradigm for improving sample efficiency and generalization in robot learning. For efficient skill transfer to real robots, learned skills must generalize across tasks and domains, remain robust to visual and dynamic perturbations, and be efficient enough for practical deployment. However, existing methods typically satisfy only a subset of these properties, as they capture either high-level semantic intent (what) or low-level motion dynamics (how). This incomplete skill transfer yields weak priors for policy learning, thereby demanding substantial in-domain data for downstream adaptation. To address these challenges, we introduce BooST, a two-stage framework that explicitly bridges semantics and motions to satisfy all three desiderata. BooST first leverages a cross-modal VQ-VAE to capture both semantic intent and motion dynamics, yielding a unified skill representation. It then distills this representation into a lightweight policy for efficient downstream adaptation to new tasks. Extensive experiments across simulation and real-robot settings demonstrate that BooST achieves superior few-shot adaptation, cross-domain skill transfer, and robustness to dynamic visual distractors, while maintaining a lightweight yet expressive design suitable for real-world deployment.

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Training an Interactive Humanoid Robot Using Multimodal Deep Reinforcement Learning

Training robots to perceive, act and communicate using multiple modalities still represents a challenging problem, particularly if robots are expected to learn efficiently from small sets of example interactions. We describe a learning approach as a step in this direction, where we teach a humanoid robot how to play the game of noughts and crosses. Given that multiple multimodal skills can be trained to play this game, we focus our attention to training the robot to perceive the game, and to interact in this game. Our multimodal deep reinforcement learning agent perceives multimodal features and exhibits verbal and non-verbal actions while playing. Experimental results using simulations show that the robot can learn to win or draw up to 98% of the games. A pilot test of the proposed multimodal system for the targeted game---integrating speech, vision and gestures---reports that reasonable and fluent interactions can be achieved using the proposed approach.

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Reinforcement Learning for Robotic Insertion of Flexible Cables in Industrial Settings

The industrial insertion of flexible flat cables (FFCs) into receptacles presents a significant challenge owing to the need for submillimeter precision when handling the deformable cables. In manufacturing processes, FFC insertion with robotic manipulators often requires laborious human-guided trajectory generation. While Reinforcement Learning (RL) offers a solution to automate this task without modeling complex properties of FFCs, the nondeterminism caused by the deformability of FFCs requires significant efforts and time on training. Moreover, training directly in a real environment is dangerous as industrial robots move fast and possess no safety measure. We propose an RL algorithm for FFC insertion that leverages a foundation model-based real-to-sim approach to reduce the training time and eliminate the risk of physical damages to robots and surroundings. Training is done entirely in simulation, allowing for random exploration without the risk of physical damages. Sim-to-real transfer is achieved through semantic segmentation masks which leave only those visual features relevant to the insertion tasks such as the geometric and spatial information of the cables and receptacles. To enhance generality, we use a foundation model, Segment Anything Model 2 (SAM2). To eleminate human intervention, we employ a Vision-Language Model (VLM) to automate the initial prompting of SAM2 to find segmentation masks. In the experiments, our method exhibits zero-shot capabilities, which enable direct deployments to real environments without fine-tuning.

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CONTHER: Context-Aware Reinforcement Learning for Robotic Manipulation with Sparse Rewards

This paper investigates whether sequential context improves goal-conditioned Reinforcement Learning in sparse-reward manipulation tasks. While Hindsight Experience Replay (HER) addresses reward sparsity through goal relabeling, its operation on isolated transitions limits its ability to capture temporal dependencies inherent in joint-space control. We hypothesize that incorporating motion history can enhance policy learning and introduce CONTHER, which integrates a Transformer-based architecture with a modified HER replay buffer. The Transformer encodes sequences of prior states and goals to provide temporal awareness, while the buffer populates experience with artificially successful trajectories. Two architectural variants are analyzed to examine how contextual information should be integrated. In simulated point-reaching tasks with a UR3 manipulator, CONTHER achieves a 38.46% higher average success rate compared to baselines and outperforms the strongest baseline by 28.21%, with faster convergence and more stable learning. The framework is further evaluated on three dynamic tasks requiring complex trajectory following and obstacle avoidance, where temporal context is critical. By operating directly on joint velocities, the approach provides a foundation for transfer to physical systems. The primary contribution is a systematic investigation into fusing sequential context with goal relabeling, offering insights into how temporal awareness benefits policy learning.

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