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AnyCar to Anywhere: Learning Universal Dynamics Model for Agile and Adaptive Mobility

Recent works in the robot learning community have successfully introduced generalist models capable of controlling various robot embodiments across a wide range of tasks, such as navigation and locomotion. However, achieving agile control, which pushes the limits of robotic performance, still relies on specialist models that require extensive parameter tuning. To leverage generalist-model adaptability and flexibility while achieving specialist-level agility, we propose AnyCar, a transformer-based generalist dynamics model designed for agile control of various wheeled robots. To collect training data, we unify multiple simulators and leverage different physics backends to simulate vehicles with diverse sizes, scales, and physical properties across various terrains. With robust training and real-world fine-tuning, our model enables precise adaptation to different vehicles, even in the wild and under large state estimation errors. In real-world experiments, AnyCar shows both few-shot and zero-shot generalization across a wide range of vehicles and environments, where our model, combined with a sampling-based MPC, outperforms specialist models by up to 54%. These results represent a key step toward building a foundation model for agile wheeled robot control. We will also open-source our framework to support further research.

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A comparison of controller architectures and learning mechanisms for arbitrary robot morphologies

The main question this paper addresses is: What combination of a robot controller and a learning method should be used, if the morphology of the learning robot is not known in advance? Our interest is rooted in the context of morphologically evolving modular robots, but the question is also relevant in general, for system designers interested in widely applicable solutions. We perform an experimental comparison of three controller-and-learner combinations: one approach where controllers are based on modelling animal locomotion (Central Pattern Generators, CPG) and the learner is an evolutionary algorithm, a completely different method using Reinforcement Learning (RL) with a neural network controller architecture, and a combination `in-between' where controllers are neural networks and the learner is an evolutionary algorithm. We apply these three combinations to a test suite of modular robots and compare their efficacy, efficiency, and robustness. Surprisingly, the usual CPG-based and RL-based options are outperformed by the in-between combination that is more robust and efficient than the other two setups.

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Safe Reinforcement Learning in a Simulated Robotic Arm

Reinforcement learning (RL) agents need to explore their environments in order to learn optimal policies. In many environments and tasks, safety is of critical importance. The widespread use of simulators offers a number of advantages, including safe exploration which will be inevitable in cases when RL systems need to be trained directly in the physical environment (e.g. in human-robot interaction). The popular Safety Gym library offers three mobile agent types that can learn goal-directed tasks while considering various safety constraints. In this paper, we extend the applicability of safe RL algorithms by creating a customized environment with Panda robotic arm where Safety Gym algorithms can be tested. We performed pilot experiments with the popular PPO algorithm comparing the baseline with the constrained version and show that the constrained version is able to learn the equally good policy while better complying with safety constraints and taking longer training time as expected.

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Autonomous Improvement of Instruction Following Skills via Foundation Models

Intelligent instruction-following robots capable of improving from autonomously collected experience have the potential to transform robot learning: instead of collecting costly teleoperated demonstration data, large-scale deployment of fleets of robots can quickly collect larger quantities of autonomous data that can collectively improve their performance. However, autonomous improvement requires solving two key problems: (i) fully automating a scalable data collection procedure that can collect diverse and semantically meaningful robot data and (ii) learning from non-optimal, autonomous data with no human annotations. To this end, we propose a novel approach that addresses these challenges, allowing instruction-following policies to improve from autonomously collected data without human supervision. Our framework leverages vision-language models to collect and evaluate semantically meaningful experiences in new environments, and then utilizes a decomposition of instruction following tasks into (semantic) language-conditioned image generation and (non-semantic) goal reaching, which makes it significantly more practical to improve from this autonomously collected data without any human annotations. We carry out extensive experiments in the real world to demonstrate the effectiveness of our approach, and find that in a suite of unseen environments, the robot policy can be improved 2x with autonomously collected data. We open-source the code for our semantic autonomous improvement pipeline, as well as our autonomous dataset of 30.5K trajectories collected across five tabletop environments.

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Unify Robot Actions in Camera Frame

Cross-embodiment robot learning requires a unified action representation with consistent semantics across robot platforms. Existing representations suffer from platform-specific inconsistencies, while current solutions either maintain embodiment-specific action heads or learn latent action spaces, without fundamentally resolving the mismatch. We propose to unify robot actions in the camera frame using camera extrinsics, so that actions share consistent geometric semantics across different robot embodiments, including both single-arm and bimanual robots. However, most existing datasets lack camera extrinsic annotations, and existing offline calibration methods either suffer from local minima or require robot-specific training data. To address this gap, we present CalibAll, a training-free, robot-independent annotation pipeline that estimates camera extrinsics for offline datasets and converts heterogeneous robot actions into standardized camera-frame actions. CalibAll follows a coarse-to-fine calibration strategy: temporal PnP provides a stable initialization, followed by differentiable rendering-based refinement for high precision. Beyond extrinsics, CalibAll produces standardized TCP-pose actions and auxiliary annotations. We apply CalibAll to 16 datasets across 4 robot platforms, producing approximately 97K calibrated data episodes. Downstream simulation and real-robot experiments show that cross-embodiment pretraining with camera-frame actions achieves state-of-the-art performance.

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Obstacle-Aware Navigation of Soft Growing Robots via Deep Reinforcement Learning

Soft growing robots, are a type of robots that are designed to move and adapt to their environment in a similar way to how plants grow and move with potential applications where they could be used to navigate through tight spaces, dangerous terrain, and hard-to-reach areas. This research explores the application of deep reinforcement Q-learning algorithm for facilitating the navigation of the soft growing robots in cluttered environments. The proposed algorithm utilizes the flexibility of the soft robot to adapt and incorporate the interaction between the robot and the environment into the decision-making process. Results from simulations show that the proposed algorithm improves the soft robot's ability to navigate effectively and efficiently in confined spaces. This study presents a promising approach to addressing the challenges faced by growing robots in particular and soft robots general in planning obstacle-aware paths in real-world scenarios.

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Masked World Models for Visual Control

Visual model-based reinforcement learning (RL) has the potential to enable sample-efficient robot learning from visual observations. Yet the current approaches typically train a single model end-to-end for learning both visual representations and dynamics, making it difficult to accurately model the interaction between robots and small objects. In this work, we introduce a visual model-based RL framework that decouples visual representation learning and dynamics learning. Specifically, we train an autoencoder with convolutional layers and vision transformers (ViT) to reconstruct pixels given masked convolutional features, and learn a latent dynamics model that operates on the representations from the autoencoder. Moreover, to encode task-relevant information, we introduce an auxiliary reward prediction objective for the autoencoder. We continually update both autoencoder and dynamics model using online samples collected from environment interaction. We demonstrate that our decoupling approach achieves state-of-the-art performance on a variety of visual robotic tasks from Meta-world and RLBench, e.g., we achieve 81.7% success rate on 50 visual robotic manipulation tasks from Meta-world, while the baseline achieves 67.9%. Code is available on the project website: https://sites.google.com/view/mwm-rl.

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Bridge Data: Boosting Generalization of Robotic Skills with Cross-Domain Datasets

Robot learning holds the promise of learning policies that generalize broadly. However, such generalization requires sufficiently diverse datasets of the task of interest, which can be prohibitively expensive to collect. In other fields, such as computer vision, it is common to utilize shared, reusable datasets, such as ImageNet, to overcome this challenge, but this has proven difficult in robotics. In this paper, we ask: what would it take to enable practical data reuse in robotics for end-to-end skill learning? We hypothesize that the key is to use datasets with multiple tasks and multiple domains, such that a new user that wants to train their robot to perform a new task in a new domain can include this dataset in their training process and benefit from cross-task and cross-domain generalization. To evaluate this hypothesis, we collect a large multi-domain and multi-task dataset, with 7,200 demonstrations constituting 71 tasks across 10 environments, and empirically study how this data can improve the learning of new tasks in new environments. We find that jointly training with the proposed dataset and 50 demonstrations of a never-before-seen task in a new domain on average leads to a 2x improvement in success rate compared to using target domain data alone. We also find that data for only a few tasks in a new domain can bridge the domain gap and make it possible for a robot to perform a variety of prior tasks that were only seen in other domains. These results suggest that reusing diverse multi-task and multi-domain datasets, including our open-source dataset, may pave the way for broader robot generalization, eliminating the need to re-collect data for each new robot learning project.

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Diffusion-EDFs: Bi-equivariant Denoising Generative Modeling on SE(3) for Visual Robotic Manipulation

Diffusion generative modeling has become a promising approach for learning robotic manipulation tasks from stochastic human demonstrations. In this paper, we present Diffusion-EDFs, a novel SE(3)-equivariant diffusion-based approach for visual robotic manipulation tasks. We show that our proposed method achieves remarkable data efficiency, requiring only 5 to 10 human demonstrations for effective end-to-end training in less than an hour. Furthermore, our benchmark experiments demonstrate that our approach has superior generalizability and robustness compared to state-of-the-art methods. Lastly, we validate our methods with real hardware experiments. Project Website: https://sites.google.com/view/diffusion-edfs/home

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GaussGym: An open-source real-to-sim framework for learning locomotion from pixels

We present a novel approach for photorealistic robot simulation that integrates 3D Gaussian Splatting as a drop-in renderer within vectorized physics simulators such as IsaacGym. This enables unprecedented speed -- exceeding 100,000 steps per second on consumer GPUs -- while maintaining high visual fidelity, which we showcase across diverse tasks. We additionally demonstrate its applicability in a sim-to-real robotics setting. Beyond depth-based sensing, our results highlight how rich visual semantics improve navigation and decision-making, such as avoiding undesirable regions. We further showcase the ease of incorporating thousands of environments from iPhone scans, large-scale scene datasets (e.g., GrandTour, ARKit), and outputs from generative video models like Veo, enabling rapid creation of realistic training worlds. This work bridges high-throughput simulation and high-fidelity perception, advancing scalable and generalizable robot learning. All code and data will be open-sourced for the community to build upon. Videos, code, and data available at https://escontrela.me/gauss_gym/.

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OSMO: Open-Source Tactile Glove for Human-to-Robot Skill Transfer

Human video demonstrations provide abundant training data for learning robot policies, but video alone cannot capture the rich contact signals critical for mastering manipulation. We introduce OSMO, an open-source wearable tactile glove designed for human-to-robot skill transfer. The glove features 12 three-axis tactile sensors across the fingertips and palm and is designed to be compatible with state-of-the-art hand-tracking methods for in-the-wild data collection. We demonstrate that a robot policy trained exclusively on human demonstrations collected with OSMO, without any real robot data, is capable of executing a challenging contact-rich manipulation task. By equipping both the human and the robot with the same glove, OSMO minimizes the visual and tactile embodiment gap, enabling the transfer of continuous shear and normal force feedback while avoiding the need for image inpainting or other vision-based force inference. On a real-world wiping task requiring sustained contact pressure, our tactile-aware policy achieves a 72% success rate, outperforming vision-only baselines by eliminating contact-related failure modes. We release complete hardware designs, firmware, and assembly instructions to support community adoption.

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Dex-X: Learning Visual-Tactile Dexterous Manipulation From Human Videos with Simulated Interaction

Human videos are an abundant source of dexterous manipulation behaviors, but they lack tactile information that is crucial for contact-rich interaction. This raises a fundamental question: can robots learn deployable visual-tactile dexterous manipulation policies from human video demonstrations without robot-side data collection? We present DEX-X, a framework for learning visual-tactile dexterous manipulation from human videos through simulation. Our key insight is that simulation can serve as a tactile completion engine. Given monocular human demonstrations, DEX-X reconstructs hand-object interactions in simulation, where physically grounded contact dynamics provide tactile supervision unavailable in the original videos. Leveraging this recovered tactile information, we train visual-tactile dexterous manipulation policies and distill them into deployable policies operating on point-cloud observations and tactile sensing. We demonstrate zero-shot sim-to-real transfer on a dexterous hand-arm platform across diverse grasping and contact-rich tool-use tasks. The teacher policy achieves 65.9% average success across six task categories in simulation, while the distilled visual-tactile policy achieves 93% success on real-world cube picking and 53% on the challenging table-cleaning task. Zero-shot generalization to unseen object geometries is also observed on object-picking tasks. Our results suggest that simulated interaction is a key bridge between human videos and deployable dexterous manipulation policies, providing the missing physical supervision needed for scalable robot skill learning from Internet-scale human video data.

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Simulation of robot swarms for learning communication-aware coordination

Robotics research has been focusing on cooperative multi-agent problems, where agents must work together and communicate to achieve a shared objective. To tackle this challenge, we explore imitation learning algorithms. These methods learn a controller by observing demonstrations of an expert, such as the behaviour of a centralised omniscient controller, which can perceive the entire environment, including the state and observations of all agents. Performing tasks with complete knowledge of the state of a system is relatively easy, but centralised solutions might not be feasible in real scenarios since agents do not have direct access to the state but only to their observations. To overcome this issue, we train end-to-end Neural Networks that take as input local observations obtained from an omniscient centralised controller, i.e., the agents' sensor readings and the communications received, producing as output the action to be performed and the communication to be transmitted. This study concentrates on two cooperative tasks using a distributed controller: distributing the robots evenly in space and colouring them based on their position relative to others. While an explicit exchange of messages between the agents is required to solve the second task, in the first one, a communication protocol is unnecessary, although it may increase performance. The experiments are run in Enki, a high-performance open-source simulator for planar robots, which provides collision detection and limited physics support for robots evolving on a flat surface. Moreover, it can simulate groups of robots hundreds of times faster than real-time. The results show how applying a communication strategy improves the performance of the distributed model, letting it decide which actions to take almost as precisely and quickly as the expert controller.

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Interactive Learning of State Representation through Natural Language Instruction and Explanation

One significant simplification in most previous work on robot learning is the closed-world assumption where the robot is assumed to know ahead of time a complete set of predicates describing the state of the physical world. However, robots are not likely to have a complete model of the world especially when learning a new task. To address this problem, this extended abstract gives a brief introduction to our on-going work that aims to enable the robot to acquire new state representations through language communication with humans.

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Runtime Learning of Quadruped Robots in Wild Environments

This paper presents a runtime learning framework for quadruped robots, enabling them to learn and adapt safely in dynamic wild environments. The framework integrates sensing, navigation, and control, forming a closed-loop system for the robot. The core novelty of this framework lies in two interactive and complementary components within the control module: the high-performance (HP)-Student and the high-assurance (HA)-Teacher. HP-Student is a deep reinforcement learning (DRL) agent that engages in self-learning and teaching-to-learn to develop a safe and high-performance action policy. HA-Teacher is a simplified yet verifiable physics-model-based controller, with the role of teaching HP-Student about safety while providing a backup for the robot's safe locomotion. HA-Teacher is innovative due to its real-time physics model, real-time action policy, and real-time control goals, all tailored to respond effectively to real-time wild environments, ensuring safety. The framework also includes a coordinator who effectively manages the interaction between HP-Student and HA-Teacher. Experiments involving a Unitree Go2 robot in Nvidia Isaac Gym and comparisons with state-of-the-art safe DRLs demonstrate the effectiveness of the proposed runtime learning framework.

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Sim-to-Real Transfer for Mobile Robots with Reinforcement Learning: from NVIDIA Isaac Sim to Gazebo and Real ROS 2 Robots

Unprecedented agility and dexterous manipulation have been demonstrated with controllers based on deep reinforcement learning (RL), with a significant impact on legged and humanoid robots. Modern tooling and simulation platforms, such as NVIDIA Isaac Sim, have been enabling such advances. This article focuses on demonstrating the applications of Isaac in local planning and obstacle avoidance as one of the most fundamental ways in which a mobile robot interacts with its environments. Although there is extensive research on proprioception-based RL policies, the article highlights less standardized and reproducible approaches to exteroception. At the same time, the article aims to provide a base framework for end-to-end local navigation policies and how a custom robot can be trained in such simulation environment. We benchmark end-to-end policies with the state-of-the-art Nav2, navigation stack in Robot Operating System (ROS). We also cover the sim-to-real transfer process by demonstrating zero-shot transferability of policies trained in the Isaac simulator to real-world robots. This is further evidenced by the tests with different simulated robots, which show the generalization of the learned policy. Finally, the benchmarks demonstrate comparable performance to Nav2, opening the door to quick deployment of state-of-the-art end-to-end local planners for custom robot platforms, but importantly furthering the possibilities by expanding the state and action spaces or task definitions for more complex missions. Overall, with this article we introduce the most important steps, and aspects to consider, in deploying RL policies for local path planning and obstacle avoidance with Isaac Sim training, Gazebo testing, and ROS 2 for real-time inference in real robots. The code is available at https://github.com/sahars93/RL-Navigation.

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Tactile-JEPA: Topology-Aware Self-Supervised Representation Learning for Distributed Tactile Sensors

Tactile sensing is an essential modality for robots performing contact-rich, dexterous manipulation, particularly under visual occlusion. While pre-trained image encoders are standard in robot learning pipelines, tactile encoders are still commonly trained from scratch from raw, noisy signals, which might limit their expressivity. Existing self-supervised learning (SSL) approaches focus predominantly on vision-based tactile sensors, leaving distributed electronic skins largely unaddressed. These sensors, however, have a distinctive property: their sensing elements are sparse and irregularly arranged over the surface they cover, which makes direct reuse of visual SSL methods suboptimal. We present Tactile-JEPA, an efficient self-supervised pre-training method that uses the spatial arrangement of tactile sensors to learn topology-aware representations. Specifically, it is trained to predict the embeddings of masked sensing elements from the unmasked remainder, using the sensor connectivity graph to guide spatial masking. Our analysis shows that effective tactile representations require capturing both local contact details and the global state of the tactile surface, which we achieve through dual-scale masking. Across three diverse datasets spanning magnetic and piezoresistive sensors, different robot embodiments, and single- and paired-sensor configurations, Tactile-JEPA reduces force estimation error by 6.3% and in-hand orientation error by 20.8% over the prior state-of-the-art, with consistent gains in other downstream applications, including policy learning. Overall, our results demonstrate that the benefit of tactile sensing depends critically on the quality of encoder pre-training, a problem which Tactile-JEPA addresses directly. Code is available at https://github.com/E-Kovtun/tactile.

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SCQ: Stabilizing Conservative Q-Learning with Sigmoid-Bounded Entropy

Offline-to-online reinforcement learning reduces interaction cost for real-world robot learning but suffers from persistent value estimation instability. Existing methods address this through pessimistic regularization, lower-bound calibration, and architectural normalization, but an overlooked source of instability lies in the entropy formulation: the standard log-entropy term can become negative, destabilizing policy updates. We introduce SCQ (Sigmoid-Bounded Conservative Q-Learning), which replaces this term with a sigmoid-bounded formulation that stays strictly positive. SCQ retains conservative Q regularization and return-based lower-bound calibration, stabilizing policy optimization without sacrificing exploration. We evaluate SCQ on D4RL (Minari) benchmarks under both single-demonstration and standard dataset settings, as well as on simulation and real-world visual tasks. SCQ matches or exceeds baseline performance while exhibiting more stable training dynamics across state-based and visual benchmarks, and transfers to four real-robot platforms including manipulation, wheeled, quadruped, and humanoid systems. A direct clipping intervention that removes negative log-probability contributions, together with gradient-matched positive-score controls, indicates that positivity rather than a particular score shape alone drives much of the improvement. Project website: https://scq-rl.github.io.

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