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Backdoors in Learning-Based Industrial Robotic Arm Manipulation: An Empirical Security Study

Learning-based models (e.g., visuomotor and Vision-Language-Action (VLA)) are increasingly explored for industrial robotic manipulation, where model predictions are directly translated into physical actions. This tight coupling between model behavior and physical execution makes hidden security vulnerabilities particularly consequential. While backdoor attacks have been widely studied in conventional AI models, their effects on deployed learning-based robotic arm manipulation systems remain less understood: a backdoored robot can behave normally during benign operation while inducing attacker-specified behaviors only when specific triggers are present, posing potentially serious risks in physical environments. In this work, we present a preliminary empirical security study of backdoor attacks and defenses in learning-based robotic manipulation on two real commercial industrial robotic arms (FANUC and xArm). We investigate whether a backdoor can reliably induce semantically incorrect manipulation behaviors while remaining stealthy under nominal task execution. We then develop an online defense pipeline that detects and neutralizes triggers at runtime, and compare its effectiveness against an offline fine-tuning defense. Beyond defense effectiveness, we further evaluate the computational latency and execution overhead introduced by the defense pipeline to assess its suitability for high-throughput industrial operation.

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Batch Active Learning of Reward Functions from Human Preferences

Data generation and labeling are often expensive in robot learning. Preference-based learning is a concept that enables reliable labeling by querying users with preference questions. Active querying methods are commonly employed in preference-based learning to generate more informative data at the expense of parallelization and computation time. In this paper, we develop a set of novel algorithms, batch active preference-based learning methods, that enable efficient learning of reward functions using as few data samples as possible while still having short query generation times and also retaining parallelizability. We introduce a method based on determinantal point processes (DPP) for active batch generation and several heuristic-based alternatives. Finally, we present our experimental results for a variety of robotics tasks in simulation. Our results suggest that our batch active learning algorithm requires only a few queries that are computed in a short amount of time. We showcase one of our algorithms in a study to learn human users' preferences.

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Autonomous learning of multiple, context-dependent tasks

When facing the problem of autonomously learning multiple tasks with reinforcement learning systems, researchers typically focus on solutions where just one parametrised policy per task is sufficient to solve them. However, in complex environments presenting different contexts, the same task might need a set of different skills to be solved. These situations pose two challenges: (a) to recognise the different contexts that need different policies; (b) quickly learn the policies to accomplish the same tasks in the new discovered contexts. These two challenges are even harder if faced within an open-ended learning framework where an agent has to autonomously discover the goals that it might accomplish in a given environment, and also to learn the motor skills to accomplish them. We propose a novel open-ended learning robot architecture, C-GRAIL, that solves the two challenges in an integrated fashion. In particular, the architecture is able to detect new relevant contests, and ignore irrelevant ones, on the basis of the decrease of the expected performance for a given goal. Moreover, the architecture can quickly learn the policies for the new contexts by exploiting transfer learning importing knowledge from already acquired policies. The architecture is tested in a simulated robotic environment involving a robot that autonomously learns to reach relevant target objects in the presence of multiple obstacles generating several different obstacles. The proposed architecture outperforms other models not using the proposed autonomous context-discovery and transfer-learning mechanisms.

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Deep Imitation Learning for Bimanual Robotic Manipulation

We present a deep imitation learning framework for robotic bimanual manipulation in a continuous state-action space. A core challenge is to generalize the manipulation skills to objects in different locations. We hypothesize that modeling the relational information in the environment can significantly improve generalization. To achieve this, we propose to (i) decompose the multi-modal dynamics into elemental movement primitives, (ii) parameterize each primitive using a recurrent graph neural network to capture interactions, and (iii) integrate a high-level planner that composes primitives sequentially and a low-level controller to combine primitive dynamics and inverse kinematics control. Our model is a deep, hierarchical, modular architecture. Compared to baselines, our model generalizes better and achieves higher success rates on several simulated bimanual robotic manipulation tasks. We open source the code for simulation, data, and models at: https://github.com/Rose-STL-Lab/HDR-IL.

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Learning Hand-Eye Coordination for Robotic Grasping with Deep Learning and Large-Scale Data Collection

We describe a learning-based approach to hand-eye coordination for robotic grasping from monocular images. To learn hand-eye coordination for grasping, we trained a large convolutional neural network to predict the probability that task-space motion of the gripper will result in successful grasps, using only monocular camera images and independently of camera calibration or the current robot pose. This requires the network to observe the spatial relationship between the gripper and objects in the scene, thus learning hand-eye coordination. We then use this network to servo the gripper in real time to achieve successful grasps. To train our network, we collected over 800,000 grasp attempts over the course of two months, using between 6 and 14 robotic manipulators at any given time, with differences in camera placement and hardware. Our experimental evaluation demonstrates that our method achieves effective real-time control, can successfully grasp novel objects, and corrects mistakes by continuous servoing.

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Learning to bag with a simulation-free reinforcement learning framework for robots

Bagging is an essential skill that humans perform in their daily activities. However, deformable objects, such as bags, are complex for robots to manipulate. This paper presents an efficient learning-based framework that enables robots to learn bagging. The novelty of this framework is its ability to perform bagging without relying on simulations. The learning process is accomplished through a reinforcement learning algorithm introduced in this work, designed to find the best grasping points of the bag based on a set of compact state representations. The framework utilizes a set of primitive actions and represents the task in five states. In our experiments, the framework reaches a 60 % and 80 % of success rate after around three hours of training in the real world when starting the bagging task from folded and unfolded, respectively. Finally, we test the trained model with two more bags of different sizes to evaluate its generalizability.

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Neural-Network-Driven Reward Prediction as a Heuristic: Advancing Q-Learning for Mobile Robot Path Planning

Q-learning is a widely used reinforcement learning technique for solving path planning problems. It primarily involves the interaction between an agent and its environment, enabling the agent to learn an optimal strategy that maximizes cumulative rewards. Although many studies have reported the effectiveness of Q-learning, it still faces slow convergence issues in practical applications. To address this issue, we propose the NDR-QL method, which utilizes neural network outputs as heuristic information to accelerate the convergence process of Q-learning. Specifically, we improved the dual-output neural network model by introducing a start-end channel separation mechanism and enhancing the feature fusion process. After training, the proposed NDR model can output a narrowly focused optimal probability distribution, referred to as the guideline, and a broadly distributed suboptimal distribution, referred to as the region. Subsequently, based on the guideline prediction, we calculate the continuous reward function for the Q-learning method, and based on the region prediction, we initialize the Q-table with a bias. We conducted training, validation, and path planning simulation experiments on public datasets. The results indicate that the NDR model outperforms previous methods by up to 5\% in prediction accuracy. Furthermore, the proposed NDR-QL method improves the convergence speed of the baseline Q-learning method by 90\% and also surpasses the previously improved Q-learning methods in path quality metrics.

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LineRides: Line-Guided Reinforcement Learning for Bicycle Robot Stunts

Designing reward functions for agile robotic maneuvers in reinforcement learning remains difficult, and demonstration-based approaches often require reference motions that are unavailable for novel platforms or extreme stunts. We present LineRides, a line-guided learning framework that enables a custom bicycle robot to acquire diverse, commandable stunt behaviors from a user-provided spatial guideline and sparse key-orientations, without demonstrations or explicit timing. LineRides handles physically infeasible guidelines using a tracking margin that permits controlled deviation, resolves temporal ambiguity by measuring progress via traveled distance along the guideline, and disambiguates motion details through position- and sequence-based key-orientations. We evaluate LineRides on the Ultra Mobility Vehicle (UMV) and show that the policy trained with our methods supports seamless transitions between normal driving and stunt execution, enabling five distinct stunts on command: MiniHop, LargeHop, ThreePointTurn, Backflip, and DriftTurn.

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ROBOGATE: Adaptive Failure Discovery for Safe Robot Policy Deployment via Two-Stage Boundary-Focused Sampling

Deploying learned robot manipulation policies in industrial settings requires rigorous pre-deployment validation, yet exhaustive testing across high-dimensional parameter spaces is intractable. We present ROBOGATE, a deployment risk management framework that combines physics-based simulation with a two-stage adaptive sampling strategy to efficiently discover failure boundaries in the operational parameter space. Stage 1 employs Latin Hypercube Sampling (LHS) across an 8-dimensional parameter space; Stage 2 applies boundary-focused sampling concentrated in the 30-70% success rate transition zone. Using NVIDIA Isaac Sim with Newton physics, we evaluate a scripted pick-and-place controller across four robot embodiments -- Franka Panda (7-DOF), UR3e (6-DOF), UR5e (6-DOF), and UR10e (6-DOF) -- totaling over 50,000 experiments. Our logistic regression risk model achieves AUC 0.780 and identifies a closed-form failure boundary equation. We further benchmark eight VLA (Vision-Language-Action) policies, including a fine-tuned NVIDIA GR00T N1.6 (3B) trained on LIBERO-Spatial for 20K steps. The same checkpoint achieves 97.65% success rate on LIBERO (MuJoCo) but 0% on RoboGate's 68 industrial scenarios in NVIDIA Isaac Sim -- a 97.65 percentage point cross-simulator gap on a single model that underscores the deployment validation challenge. Inspired by the validation-layer paradigm NVIDIA codified for quantum computing with Ising, ROBOGATE provides this validation layer for Physical AI. Open-source.

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Uncertainty-Aware Robotic World Model Makes Offline Model-Based Reinforcement Learning Work on Real Robots

Reinforcement Learning (RL) has achieved impressive results in robotics, yet high-performing pipelines remain highly task-specific, with little reuse of prior data. Offline Model-based RL (MBRL) offers greater data efficiency by training policies entirely from existing datasets, but suffers from compounding errors and distribution shift in long-horizon rollouts. Although existing methods have shown success in controlled simulation benchmarks, robustly applying them to the noisy, biased, and partially observed datasets typical of real-world robotics remains challenging. We present a principled pipeline for making offline MBRL effective on physical robots. Our RWM-U extends autoregressive world models with epistemic uncertainty estimation, enabling temporally consistent multi-step rollouts with uncertainty effectively propagated over long horizons. We combine RWM-U with MOPO-PPO, which adapts uncertainty-penalized policy optimization to the stable, on-policy PPO framework for real-world control. We evaluate our approach on diverse manipulation and locomotion tasks in simulation and on real quadruped and humanoid, training policies entirely from offline datasets. The resulting policies consistently outperform model-free and uncertainty-unaware model-based baselines, and fusing real-world data in model learning further yields robust policies that surpass online model-free baselines trained solely in simulation.

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REvolveR: Continuous Evolutionary Models for Robot-to-robot Policy Transfer

A popular paradigm in robotic learning is to train a policy from scratch for every new robot. This is not only inefficient but also often impractical for complex robots. In this work, we consider the problem of transferring a policy across two different robots with significantly different parameters such as kinematics and morphology. Existing approaches that train a new policy by matching the action or state transition distribution, including imitation learning methods, fail due to optimal action and/or state distribution being mismatched in different robots. In this paper, we propose a novel method named $REvolveR$ of using continuous evolutionary models for robotic policy transfer implemented in a physics simulator. We interpolate between the source robot and the target robot by finding a continuous evolutionary change of robot parameters. An expert policy on the source robot is transferred through training on a sequence of intermediate robots that gradually evolve into the target robot. Experiments on a physics simulator show that the proposed continuous evolutionary model can effectively transfer the policy across robots and achieve superior sample efficiency on new robots. The proposed method is especially advantageous in sparse reward settings where exploration can be significantly reduced. Code is released at https://github.com/xingyul/revolver.

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The State of Lifelong Learning in Service Robots: Current Bottlenecks in Object Perception and Manipulation

Service robots are appearing more and more in our daily life. The development of service robots combines multiple fields of research, from object perception to object manipulation. The state-of-the-art continues to improve to make a proper coupling between object perception and manipulation. This coupling is necessary for service robots not only to perform various tasks in a reasonable amount of time but also to continually adapt to new environments and safely interact with non-expert human users. Nowadays, robots are able to recognize various objects, and quickly plan a collision-free trajectory to grasp a target object in predefined settings. Besides, in most of the cases, there is a reliance on large amounts of training data. Therefore, the knowledge of such robots is fixed after the training phase, and any changes in the environment require complicated, time-consuming, and expensive robot re-programming by human experts. Therefore, these approaches are still too rigid for real-life applications in unstructured environments, where a significant portion of the environment is unknown and cannot be directly sensed or controlled. In such environments, no matter how extensive the training data used for batch learning, a robot will always face new objects. Therefore, apart from batch learning, the robot should be able to continually learn about new object categories and grasp affordances from very few training examples on-site. Moreover, apart from robot self-learning, non-expert users could interactively guide the process of experience acquisition by teaching new concepts, or by correcting insufficient or erroneous concepts. In this way, the robot will constantly learn how to help humans in everyday tasks by gaining more and more experiences without the need for re-programming.

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Modular Deep Q Networks for Sim-to-real Transfer of Visuo-motor Policies

While deep learning has had significant successes in computer vision thanks to the abundance of visual data, collecting sufficiently large real-world datasets for robot learning can be costly. To increase the practicality of these techniques on real robots, we propose a modular deep reinforcement learning method capable of transferring models trained in simulation to a real-world robotic task. We introduce a bottleneck between perception and control, enabling the networks to be trained independently, but then merged and fine-tuned in an end-to-end manner to further improve hand-eye coordination. On a canonical, planar visually-guided robot reaching task a fine-tuned accuracy of 1.6 pixels is achieved, a significant improvement over naive transfer (17.5 pixels), showing the potential for more complicated and broader applications. Our method provides a technique for more efficient learning and transfer of visuo-motor policies for real robotic systems without relying entirely on large real-world robot datasets.

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Learning to Shift Attention for Motion Generation

One challenge of motion generation using robot learning from demonstration techniques is that human demonstrations follow a distribution with multiple modes for one task query. Previous approaches fail to capture all modes or tend to average modes of the demonstrations and thus generate invalid trajectories. The other difficulty is the small number of demonstrations that cannot cover the entire working space. To overcome this problem, a motion generation model with extrapolation ability is needed. Previous works restrict task queries as local frames and learn representations in local frames. We propose a model to solve both problems. For multiple modes, we suggest to learn local latent representations of motion trajectories with a density estimation method based on real-valued non-volume preserving (RealNVP) transformations that provides a set of powerful, stably invertible, and learnable transformations. To improve the extrapolation ability, we propose to shift the attention of the robot from one local frame to another during the task execution. In experiments, we consider the docking problem used also in previous works where a trajectory has to be generated to connect two dockers without collision. We increase complexity of the task and show that the proposed method outperforms other approaches. In addition, we evaluate the approach in real robot experiments.

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Literal or Pedagogic Human? Analyzing Human Model Misspecification in Objective Learning

It is incredibly easy for a system designer to misspecify the objective for an autonomous system ("robot''), thus motivating the desire to have the robot learn the objective from human behavior instead. Recent work has suggested that people have an interest in the robot performing well, and will thus behave pedagogically, choosing actions that are informative to the robot. In turn, robots benefit from interpreting the behavior by accounting for this pedagogy. In this work, we focus on misspecification: we argue that robots might not know whether people are being pedagogic or literal and that it is important to ask which assumption is safer to make. We cast objective learning into the more general form of a common-payoff game between the robot and human, and prove that in any such game literal interpretation is more robust to misspecification. Experiments with human data support our theoretical results and point to the sensitivity of the pedagogic assumption.

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Decomposing the Generalization Gap in Imitation Learning for Visual Robotic Manipulation

What makes generalization hard for imitation learning in visual robotic manipulation? This question is difficult to approach at face value, but the environment from the perspective of a robot can often be decomposed into enumerable factors of variation, such as the lighting conditions or the placement of the camera. Empirically, generalization to some of these factors have presented a greater obstacle than others, but existing work sheds little light on precisely how much each factor contributes to the generalization gap. Towards an answer to this question, we study imitation learning policies in simulation and on a real robot language-conditioned manipulation task to quantify the difficulty of generalization to different (sets of) factors. We also design a new simulated benchmark of 19 tasks with 11 factors of variation to facilitate more controlled evaluations of generalization. From our study, we determine an ordering of factors based on generalization difficulty, that is consistent across simulation and our real robot setup.

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Parallel Heuristic Search as Inference for Actor-Critic Reinforcement Learning Models

Actor-Critic models are a class of model-free deep reinforcement learning (RL) algorithms that have demonstrated effectiveness across various robot learning tasks. While considerable research has focused on improving training stability and data sampling efficiency, most deployment strategies have remained relatively simplistic, typically relying on direct actor policy rollouts. In contrast, we propose \pachs{} (\textit{P}arallel \textit{A}ctor-\textit{C}ritic \textit{H}euristic \textit{S}earch), an efficient parallel best-first search algorithm for inference that leverages both components of the actor-critic architecture: the actor network generates actions, while the critic network provides cost-to-go estimates to guide the search. Two levels of parallelism are employed within the search -- actions and cost-to-go estimates are generated in batches by the actor and critic networks respectively, and graph expansion is distributed across multiple threads. We demonstrate the effectiveness of our approach in robotic manipulation tasks, including collision-free motion planning and contact-rich interactions such as non-prehensile pushing. Visit p-achs.github.io for demonstrations and examples.

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Render and Diffuse: Aligning Image and Action Spaces for Diffusion-based Behaviour Cloning

In the field of Robot Learning, the complex mapping between high-dimensional observations such as RGB images and low-level robotic actions, two inherently very different spaces, constitutes a complex learning problem, especially with limited amounts of data. In this work, we introduce Render and Diffuse (R&D) a method that unifies low-level robot actions and RGB observations within the image space using virtual renders of the 3D model of the robot. Using this joint observation-action representation it computes low-level robot actions using a learnt diffusion process that iteratively updates the virtual renders of the robot. This space unification simplifies the learning problem and introduces inductive biases that are crucial for sample efficiency and spatial generalisation. We thoroughly evaluate several variants of R&D in simulation and showcase their applicability on six everyday tasks in the real world. Our results show that R&D exhibits strong spatial generalisation capabilities and is more sample efficient than more common image-to-action methods.

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