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HiBerNAC: Hierarchical Brain-inspired Robotic Neural Agent Collective for Disentangling Complex Manipulation

Recent advances in multimodal vision-language-action (VLA) models have revolutionized traditional robot learning, enabling systems to interpret vision, language, and action in unified frameworks for complex task planning. However, mastering complex manipulation tasks remains an open challenge, constrained by limitations in persistent contextual memory, multi-agent coordination under uncertainty, and dynamic long-horizon planning across variable sequences. To address this challenge, we propose \textbf{HiBerNAC}, a \textbf{Hi}erarchical \textbf{B}rain-\textbf{e}mulated \textbf{r}obotic \textbf{N}eural \textbf{A}gent \textbf{C}ollective, inspired by breakthroughs in neuroscience, particularly in neural circuit mechanisms and hierarchical decision-making. Our framework combines: (1) multimodal VLA planning and reasoning with (2) neuro-inspired reflection and multi-agent mechanisms, specifically designed for complex robotic manipulation tasks. By leveraging neuro-inspired functional modules with decentralized multi-agent collaboration, our approach enables robust and enhanced real-time execution of complex manipulation tasks. In addition, the agentic system exhibits scalable collective intelligence via dynamic agent specialization, adapting its coordination strategy to variable task horizons and complexity. Through extensive experiments on complex manipulation tasks compared with state-of-the-art VLA models, we demonstrate that \textbf{HiBerNAC} reduces average long-horizon task completion time by 23\%, and achieves non-zero success rates (12\textendash 31\%) on multi-path tasks where prior state-of-the-art VLA models consistently fail. These results provide indicative evidence for bridging biological cognition and robotic learning mechanisms.

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DeformX: A Versatile Co-Simulation Framework for Deformable Linear Objects

Deformable linear objects (DLOs) such as wires, cables, and ropes are common in robotic manipulation tasks, yet simulating them with both visual realism and physical accuracy remains challenging. Existing visual simulation methods typically rely on procedural geometric primitives that lack physically grounded deformation behavior, while physics-based approaches with robot learning support often approximate DLOs as rigid-link chains or generic soft bodies, failing to accurately capture the bending, twisting, and shear mechanics of slender elastic structures. In this work, we introduce DeformX, a co-simulation framework that integrates a dedicated Cosserat rod physics engine with NVIDIA Isaac Sim, enabling DLO simulations that are both physically faithful and visually realistic. Our Cosserat rod engine simulates the dynamics and self-collisions of DLOs, and contact interactions with arbitrary free-form meshes. To achieve high-fidelity visualization, we employ mesh skinning to map discrete rod deformations onto imported CAD models. To the best of our knowledge, DeformX is the one of the first frameworks for DLO simulation that unifies realistic visualization, principled physics, and compatibility with robot learning pipelines. We demonstrate its versatility across synthetic data generation and policy learning for DLO manipulation, and validate visual and physical fidelity through comparisons against real-world experiments. Notably, fine-tuning Segment Anything Model 3 (SAM3) on DeformX-generated data yields a 10.2% mAP@75 improvement in real-image wire segmentation, and a rope-swinging policy trained entirely in DeformX achieves a mean target-hitting error of 6.6 cm on a UR5e manipulator in real-world trials, highlighting its strong sim-to-real transfer capability.

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WARPED: Wrist-Aligned Rendering for Robot Policy Learning from Egocentric Human Demonstrations

Recent advancements in learning from human demonstration have shown promising results in addressing the scalability and high cost of data collection required to train robust visuomotor policies. However, existing approaches are often constrained by a reliance on multiview camera setups, depth sensors, or custom hardware, and are typically limited to policy execution from third-person or egocentric cameras. In this paper, we present WARPED, a framework designed to synthesize realistic wrist-view observations and actions from human demonstration videos to facilitate the training of visuomotor policies using only monocular RGB data. With data collected from an egocentric RGB camera, our system leverages vision foundation models to initialize the interactive scene. A hand-object interaction pipeline is then employed to track the hand and manipulated object and retarget the trajectories to a robotic end-effector. Lastly, photorealistic wrist-view observations are synthesized via Gaussian Splatting to directly train a robotic policy. We demonstrate that WARPED achieves success rates comparable to teleoperation on four of five rigid-object tabletop tasks and one articulated-object task, while requiring 4-9x less data collection time.

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RORA: Realistic Object Reconstruction with Articulation

Replicating real-world environments into simulation by realistic visual representation like NeRF and 3D Gaussian Splatting (3DGS) has emerged as an effective strategy to reduce the sim-to-real gap in robot learning. However, implementing object articulation during the real-to-sim process is still a challenging task. Existing motion tracking or learning based articulation methods shows low success rates on complex kinematic structures having multiple joints. Furthermore, those methods require scan of dynamic motion of objects, which makes reconstruction process much complicated. In this work, we propose the first end-to-end pipeline that reconstructs simulation-ready assets with accurate articulation from a single static object video input through suggestion based human-in-the-loop process. Our approach exports a hybrid representation combining 3DGS for photorealistic rendering and mesh-based geometry for physical interaction. In the reconstruction process, our pipeline performs convex decomposition followed by user grouping for intuitive part segmentation, subsequently binding 3D Gaussians to the corresponding mesh parts. An Automatic Joint Suggestion Algorithm then calculates candidate joint axes from local boundary geometries and presents them to users for efficient articulated asset reconstruction. We have shown that our method achieves precise articulation results on partnet-mobility-v0 dataset and real objects. Additionally we presented a potential usage of our framework on robot learning, deploying the reconstructed assets in Unreal Engine and NVIDIA Isaac Sim, demonstrating real-time dexterous hand manipulation tasks.

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Elastic ODYN: Differentiable Optimization for Infeasible Control and Learning in Robotics

Robotic systems routinely encounter conflicting objectives, modeling errors, and degenerate contact conditions that render quadratic programs (QPs) infeasible. Yet most optimization solvers and differentiable QP layers assume feasibility, leading to numerical failures, unstable gradients, or solver breakdown when constraints cannot be simultaneously satisfied. We present Elastic ODYN, a primal-dual non-interior-point QP solver that handles infeasibility through smooth squared-$\ell_2$ elastic relaxations. The formulation remains well posed under ill-conditioning and degeneracy, supports warm starting, and converges to closest-to-feasible solutions, with lightweight refinement recovering physically meaningful dual variables. Building on this framework, we develop Elastic ODYNLayer, a differentiable QP layer with stable gradients under infeasibility, and Elastic OdynSQP, an SQP method that resolves inconsistent subproblems and intrinsically infeasible optimal control tasks through selective constraint elasticity. Across benchmark QPs, singular contact mechanics, differentiable parameter identification, and quadrupedal and humanoid trajectory optimization, Elastic ODYN outperforms state-of-the-art elastic QP solvers in robustness, warm-start performance, and convergence reliability, enabling optimization, simulation, control, and learning beyond standard feasibility assumptions.

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Function-Preserving Data Generation for Zero-Shot Real-to-Sim-to-Real Manipulation

Robotic data generation is a promising paradigm for scaling robot learning without collecting large-scale real-world data. However, generating geometrically diverse yet physically valid data for contact-rich tasks remains challenging, especially when success depends on precise geometric interfaces. Standard shape augmentation methods often distort task-critical interfaces, resulting in invalid contact relationships, e.g., fit mismatches or interpenetration, rendering downstream interactions infeasible. To address these limitations, we propose a function-preserving Real-to-Sim-to-Real framework that generates synthetic demonstrations from reconstructed assets without teleoperated source trajectories. Our method augments task-relevant object geometries through constraint-guided mesh deformation, together with physically consistent transfer of task poses and collision proxies. Visual domain randomization is further applied during simulation rollouts, enabling robust zero-shot policy deployment without real-world fine-tuning. Extensive experiments in both real-world and simulation settings demonstrate that our method enables robust generalization across unseen object geometries and diverse visual conditions in contact-rich and long-horizon tasks. Our method provides a practical path toward scalable robot learning for contact-rich tasks via shape deformation.

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Setting up a Reinforcement Learning Task with a Real-World Robot

Reinforcement learning is a promising approach to developing hard-to-engineer adaptive solutions for complex and diverse robotic tasks. However, learning with real-world robots is often unreliable and difficult, which resulted in their low adoption in reinforcement learning research. This difficulty is worsened by the lack of guidelines for setting up learning tasks with robots. In this work, we develop a learning task with a UR5 robotic arm to bring to light some key elements of a task setup and study their contributions to the challenges with robots. We find that learning performance can be highly sensitive to the setup, and thus oversights and omissions in setup details can make effective learning, reproducibility, and fair comparison hard. Our study suggests some mitigating steps to help future experimenters avoid difficulties and pitfalls. We show that highly reliable and repeatable experiments can be performed in our setup, indicating the possibility of reinforcement learning research extensively based on real-world robots.

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Towards learning through robotic interaction alone: the joint guided search task

This work proposes a biologically inspired approach that focuses on attention systems that are able to inhibit or constrain what is relevant at any one moment. We propose a radically new approach to making progress in human-robot joint attention called "the joint guided search task". Visual guided search is the activity of the eye as it saccades from position to position recognizing objects in each fixation location until the target object is found. Our research focuses on the exchange of nonverbal behavior toward changing the fixation location while also performing object recognition. Our main goal is a very ambitious goal of sharing attention through probing synthetic foreground maps (i.e. what is being considered by the robotic agent) and the biological attention system of the human.

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On Motion Control and Machine Learning for Robotic Assembly

Industrial robots typically require very structured and predictable working environments, and explicit programming, in order to perform well. Therefore, expensive and time-consuming engineering work is a major obstruction when mediating tasks to robots. This thesis presents methods that decrease the amount of engineering work required for robot programming, and increase the ability of robots to handle unforeseen events. This has two main benefits: Firstly, the programming can be done faster, and secondly, it becomes accessible to users without engineering experience. Even though these methods could be used for various types of robot applications, this thesis is focused on robotic assembly tasks.

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On-Policy Robot Imitation Learning from a Converging Supervisor

Existing on-policy imitation learning algorithms, such as DAgger, assume access to a fixed supervisor. However, there are many settings where the supervisor may evolve during policy learning, such as a human performing a novel task or an improving algorithmic controller. We formalize imitation learning from a "converging supervisor" and provide sublinear static and dynamic regret guarantees against the best policy in hindsight with labels from the converged supervisor, even when labels during learning are only from intermediate supervisors. We then show that this framework is closely connected to a class of reinforcement learning (RL) algorithms known as dual policy iteration (DPI), which alternate between training a reactive learner with imitation learning and a model-based supervisor with data from the learner. Experiments suggest that when this framework is applied with the state-of-the-art deep model-based RL algorithm PETS as an improving supervisor, it outperforms deep RL baselines on continuous control tasks and provides up to an 80-fold speedup in policy evaluation.

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Adversarial Skill Networks: Unsupervised Robot Skill Learning from Video

Key challenges for the deployment of reinforcement learning (RL) agents in the real world are the discovery, representation and reuse of skills in the absence of a reward function. To this end, we propose a novel approach to learn a task-agnostic skill embedding space from unlabeled multi-view videos. Our method learns a general skill embedding independently from the task context by using an adversarial loss. We combine a metric learning loss, which utilizes temporal video coherence to learn a state representation, with an entropy regularized adversarial skill-transfer loss. The metric learning loss learns a disentangled representation by attracting simultaneous viewpoints of the same observations and repelling visually similar frames from temporal neighbors. The adversarial skill-transfer loss enhances re-usability of learned skill embeddings over multiple task domains. We show that the learned embedding enables training of continuous control policies to solve novel tasks that require the interpolation of previously seen skills. Our extensive evaluation with both simulation and real world data demonstrates the effectiveness of our method in learning transferable skills from unlabeled interaction videos and composing them for new tasks. Code, pretrained models and dataset are available at http://robotskills.cs.uni-freiburg.de

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SAFARI: Safe and Active Robot Imitation Learning with Imagination

One of the main issues in Imitation Learning is the erroneous behavior of an agent when facing out-of-distribution situations, not covered by the set of demonstrations given by the expert. In this work, we tackle this problem by introducing a novel active learning and control algorithm, SAFARI. During training, it allows an agent to request further human demonstrations when these out-of-distribution situations are met. At deployment, it combines model-free acting using behavioural cloning with model-based planning to reduce state-distribution shift, using future state reconstruction as a test for state familiarity. We empirically demonstrate how this method increases the performance on a set of manipulation tasks with respect to passive Imitation Learning, by gathering more informative demonstrations and by minimizing state-distribution shift at test time. We also show how this method enables the agent to autonomously predict failure rapidly and safely.

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Lyapunov Design for Robust and Efficient Robotic Reinforcement Learning

Recent advances in the reinforcement learning (RL) literature have enabled roboticists to automatically train complex policies in simulated environments. However, due to the poor sample complexity of these methods, solving RL problems using real-world data remains a challenging problem. This paper introduces a novel cost-shaping method which aims to reduce the number of samples needed to learn a stabilizing controller. The method adds a term involving a Control Lyapunov Function (CLF) -- an `energy-like' function from the model-based control literature -- to typical cost formulations. Theoretical results demonstrate the new costs lead to stabilizing controllers when smaller discount factors are used, which is well-known to reduce sample complexity. Moreover, the addition of the CLF term `robustifies' the search for a stabilizing controller by ensuring that even highly sub-optimal polices will stabilize the system. We demonstrate our approach with two hardware examples where we learn stabilizing controllers for a cartpole and an A1 quadruped with only seconds and a few minutes of fine-tuning data, respectively. Furthermore, simulation benchmark studies show that obtaining stabilizing policies by optimizing our proposed costs requires orders of magnitude less data compared to standard cost designs.

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An Active Learning Based Robot Kinematic Calibration Framework Using Gaussian Processes

Future NASA lander missions to icy moons will require completely automated, accurate, and data efficient calibration methods for the robot manipulator arms that sample icy terrains in the lander's vicinity. To support this need, this paper presents a Gaussian Process (GP) approach to the classical manipulator kinematic calibration process. Instead of identifying a corrected set of Denavit-Hartenberg kinematic parameters, a set of GPs models the residual kinematic error of the arm over the workspace. More importantly, this modeling framework allows a Gaussian Process Upper Confident Bound (GP-UCB) algorithm to efficiently and adaptively select the calibration's measurement points so as to minimize the number of experiments, and therefore minimize the time needed for recalibration. The method is demonstrated in simulation on a simple 2-DOF arm, a 6 DOF arm whose geometry is a candidate for a future NASA mission, and a 7 DOF Barrett WAM arm.

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Spatio-Temporal Transformer-Based Reinforcement Learning for Robot Crowd Navigation

The social robot navigation is an open and challenging problem. In existing work, separate modules are used to capture spatial and temporal features, respectively. However, such methods lead to extra difficulties in improving the utilization of spatio-temporal features and reducing the conservative nature of navigation policy. In light of this, we present a spatio-temporal transformer-based policy optimization algorithm to enhance the utilization of spatio-temporal features, thereby facilitating the capture of human-robot interactions. Specifically, this paper introduces a gated embedding mechanism that effectively aligns the spatial and temporal representations by integrating both modalities at the feature level. Then Transformer is leveraged to encode the spatio-temporal semantic information, with hope of finding the optimal navigation policy. Finally, a combination of spatio-temporal Transformer and self-adjusting policy entropy significantly reduces the conservatism of navigation policies. Experimental results demonstrate the effectiveness of the proposed framework, where our method shows superior performance.

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Cross-Domain Policy Adaptation via Value-Guided Data Filtering

Generalizing policies across different domains with dynamics mismatch poses a significant challenge in reinforcement learning. For example, a robot learns the policy in a simulator, but when it is deployed in the real world, the dynamics of the environment may be different. Given the source and target domain with dynamics mismatch, we consider the online dynamics adaptation problem, in which case the agent can access sufficient source domain data while online interactions with the target domain are limited. Existing research has attempted to solve the problem from the dynamics discrepancy perspective. In this work, we reveal the limitations of these methods and explore the problem from the value difference perspective via a novel insight on the value consistency across domains. Specifically, we present the Value-Guided Data Filtering (VGDF) algorithm, which selectively shares transitions from the source domain based on the proximity of paired value targets across the two domains. Empirical results on various environments with kinematic and morphology shifts demonstrate that our method achieves superior performance compared to prior approaches.

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Automatic Data Processing for Space Robotics Machine Learning

Autonomous terrain classification is an important problem in planetary navigation, whether the goal is to identify scientific sites of interest or to traverse treacherous areas safely. Past Martian rovers have relied on human operators to manually identify a navigable path from transmitted imagery. Our goals on Mars in the next few decades will eventually require rovers that can autonomously move farther, faster, and through more dangerous landscapes--demonstrating a need for improved terrain classification for traversability. Autonomous navigation through extreme environments will enable the search for water on the Moon and Mars as well as preparations for human habitats. Advancements in machine learning techniques have demonstrated potential to improve terrain classification capabilities for ground vehicles on Earth. However, classification results for space applications are limited by the availability of training data suitable for supervised learning methods. This paper contributes an open source automatic data processing pipeline that uses camera geometry to co-locate Curiosity and Perseverance Mastcam image products with Mars overhead maps via ray projection over a terrain model. In future work, this automated data processing pipeline will be leveraged for development of machine learning methods for terrain classification.

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Autoregressive Action Sequence Learning for Robotic Manipulation

Designing a universal policy architecture that performs well across diverse robots and task configurations remains a key challenge. In this work, we address this by representing robot actions as sequential data and generating actions through autoregressive sequence modeling. Existing autoregressive architectures generate end-effector waypoints sequentially as word tokens in language modeling, which are limited to low-frequency control tasks. Unlike language, robot actions are heterogeneous and often include continuous values -- such as joint positions, 2D pixel coordinates, and end-effector poses -- which are not easily suited for language-based modeling. Based on this insight, we introduce a straightforward enhancement: we extend causal transformers' single-token prediction to support predicting a variable number of tokens in a single step through our Chunking Causal Transformer (CCT). This enhancement enables robust performance across diverse tasks of various control frequencies, greater efficiency by having fewer autoregression steps, and lead to a hybrid action sequence design by mixing different types of actions and using a different chunk size for each action type. Based on CCT, we propose the Autoregressive Policy (ARP) architecture, which solves manipulation tasks by generating hybrid action sequences. We evaluate ARP across diverse robotic manipulation environments, including Push-T, ALOHA, and RLBench, and show that ARP, as a universal architecture, matches or outperforms the environment-specific state-of-the-art in all tested benchmarks, while being more efficient in computation and parameter sizes. Videos of our real robot demonstrations, all source code and the pretrained models of ARP can be found at http://github.com/mlzxy/arp.

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