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Andrew Goldberg

Publications and source records attributed to Andrew Goldberg.

5 recordsLinked to original sources

WARP-RM: A Warp-Augmented Relative Progress Reward Model for Data Curation

Scaling imitation learning requires large datasets, yet human teleoperation inevitably produces mixed-quality demonstrations containing hesitations, retries, and pauses. Prior frame-level progress reward models supervise on absolute temporal progress proxies that suffer from label noise, or require costly human annotations to define subtask boundaries. We present WARP (Warp-Augmented Relative Progress), a novel fully self-supervised algorithm for learning dense, signed relative progress magnitudes directly from successful demonstrations. WARP generates per-frame progress targets via time-warp augmentations of demonstrations (variable playback speeds and reversals) and we train WARP-RM to predict normalized signed temporal displacement from the start of each sampled window. Aggregating these predictions across overlapping windows yields a dense frame-level progress signal. We then introduce WARP-BC, which uses these scalar reward estimates to filter and reweight action chunks during behavior cloning. We evaluate our approach on a physical bimanual robot system performing a long-horizon deformable object manipulation task: folding T-shirts from a random crumpled start. To evaluate policy robustness against suboptimal data, we construct training datasets of varying quality using episode length as a proxy for teleoperation sub-optimality. Across these training tiers, WARP-BC improves successful-folding throughput by up to ~18x over vanilla BC. Furthermore, we evaluate bottle-in-bin placement in the real world and in simulation. Across 512 paired simulated scenes, WARP-BC achieves 290 bottles/hr versus 237 for vanilla BC and 271 for DemInf, with all curation methods retaining 31.5% of the data. We release open simulation data, code, checkpoints, and evaluation artifacts for end-to-end reproduction of the WARP pipeline. Project page: https://uynitsuj.github.io/warp-rm/

cs.RO

2D and 3D Grasp Planners for the GET Asymmetrical Gripper

In this paper, we introduce GET-2D-1.0, a fast grasp planner for the GET asymmetrical gripper that operates from a single-view RGB-D image, using the Ferrari-Canny metric and a novel sampling strategy, and GET-3D-1.0, a mesh-based method using a 3D gripper model and ray-tracing. We evaluate both grasp planners against baselines with physical experiments, which suggest that GET-2D-1.0 can improve over a bounding box baseline by over 40% in lift success, shake survival, and force resistance. Experiments with GET-3D-1.0 suggest slight improvement compared to GET-2D-1.0 on lift success and shake survival, but are more computationally expensive, averaging 17 seconds of planning compared to 683 ms for GET-2D-1.0.

cs.RO

AURA: Autonomous Upskilling with Retrieval-Augmented Agents

Designing reinforcement learning curricula for agile robots traditionally requires extensive manual tuning of reward functions, environment randomizations, and training configurations. We introduce AURA (Autonomous Upskilling with Retrieval-Augmented Agents), a schema-validated curriculum reinforcement learning (RL) framework that leverages Large Language Models (LLMs) as autonomous designers of multi-stage curricula. AURA transforms user prompts into YAML workflows that encode full reward functions, domain randomization strategies, and training configurations. All files are statically validated before any GPU time is used, ensuring efficient and reliable execution. A retrieval-augmented feedback loop allows specialized LLM agents to design, execute, and refine curriculum stages based on prior training results stored in a vector database, enabling continual improvement over time. Quantitative experiments show that AURA consistently outperforms LLM-guided baselines in generation success rate, humanoid locomotion, and manipulation tasks. Ablation studies highlight the importance of schema validation and retrieval for curriculum quality. AURA successfully trains end-to-end policies directly from user prompts and deploys them zero-shot on a custom humanoid robot in multiple environments - capabilities that did not exist previously with manually designed controllers. By abstracting the complexity of curriculum design, AURA enables scalable and adaptive policy learning pipelines that would be complex to construct by hand. Project page: https://aura-research.org/

cs.RO

Blox-Net: Generative Design-for-Robot-Assembly Using VLM Supervision, Physics Simulation, and a Robot with Reset

Generative AI systems have shown impressive capabilities in creating text, code, and images. Inspired by the rich history of research in industrial ''Design for Assembly'', we introduce a novel problem: Generative Design-for-Robot-Assembly (GDfRA). The task is to generate an assembly based on a natural language prompt (e.g., ''giraffe'') and an image of available physical components, such as 3D-printed blocks. The output is an assembly, a spatial arrangement of these components, and instructions for a robot to build this assembly. The output must 1) resemble the requested object and 2) be reliably assembled by a 6 DoF robot arm with a suction gripper. We then present Blox-Net, a GDfRA system that combines generative vision language models with well-established methods in computer vision, simulation, perturbation analysis, motion planning, and physical robot experimentation to solve a class of GDfRA problems with minimal human supervision. Blox-Net achieved a Top-1 accuracy of 63.5% in the ''recognizability'' of its designed assemblies (eg, resembling giraffe as judged by a VLM). These designs, after automated perturbation redesign, were reliably assembled by a robot, achieving near-perfect success across 10 consecutive assembly iterations with human intervention only during reset prior to assembly. Surprisingly, this entire design process from textual word (''giraffe'') to reliable physical assembly is performed with zero human intervention.

cs.RO

Route Planning in Transportation Networks

We survey recent advances in algorithms for route planning in transportation networks. For road networks, we show that one can compute driving directions in milliseconds or less even at continental scale. A variety of techniques provide different trade-offs between preprocessing effort, space requirements, and query time. Some algorithms can answer queries in a fraction of a microsecond, while others can deal efficiently with real-time traffic. Journey planning on public transportation systems, although conceptually similar, is a significantly harder problem due to its inherent time-dependent and multicriteria nature. Although exact algorithms are fast enough for interactive queries on metropolitan transit systems, dealing with continent-sized instances requires simplifications or heavy preprocessing. The multimodal route planning problem, which seeks journeys combining schedule-based transportation (buses, trains) with unrestricted modes (walking, driving), is even harder, relying on approximate solutions even for metropolitan inputs.

cs.DS