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Andrew Melnik

Publications and source records attributed to Andrew Melnik.

At least 19 recordsLinked to original sources

LLM-Guided Future Hypotheses for Horizon-Aware Exploration in Multi-Step Robot Manipulation

Multi-step robot manipulation requires acting under uncertainty about how the scene will evolve, making exploration and policy adaptation challenging. We study whether short-horizon, task-consistent future videos can provide useful structured priors for control and reinforcement-learning fine-tuning. We formalize this idea through Future-Experience Conditioning (FEC), a simple interface that conditions closed-loop policies on a latent representation of a short future video. In our simulation setup, future clips are generated in three stages, an LLM reasoner operating over a task ontology initialized from the current scene state, a robot-free digital-twin rollout of the intended object motion, and a mask-free video diffusion model that synthesizes a robot-consistent future clip without requiring segmentation at inference. We instantiate this future-conditioning interface primarily with BC and BC+RL, and compare against a future-conditioned Streaming Flow Policy (SFP) baseline on RoboCasa and CALVIN under NoFuture, GTFuture, GenFuture, and WrongFuture. Generated futures improve performance over no-future conditioning, while mismatched futures degrade it, and our BC+RL instantiation achieves the strongest overall results. An average BC+RL learning-curve analysis across 8 CALVIN tasks further shows that GTFuture improves fastest, GenFuture improves earlier and to a higher level than NoFuture, and WrongFuture remains at zero throughout training. These results suggest that short-horizon future videos can serve as useful structured priors for exploration and policy adaptation under imperfect future predictions. https://enact2026.github.io/

cs.RO

QueST: Persistent Queries as Semantic Monitors for Drift Suppression in Long-Horizon Tracking

Tracking points in videos is typically formulated as frame-to-frame correspondence, where each point is matched locally to the next frame. While this works over short horizons, errors accumulate under articulation, occlusion, and viewpoint change, leading to silent semantic drift that existing trackers cannot detect or correct. In this work, we revisit long-horizon tracking from a monitoring perspective and introduce QueST, a monitoring-by-design framework that treats interaction-relevant entities as persistent semantic queries rather than transient point tracks. Instead of local propagation, each query attends globally over spatio-temporal video features at every time-step, providing a stable semantic anchor across time. We further constrain query trajectories with lightweight 3D physical grounding, using geometric plausibility to suppress unbounded drift under occlusion. We evaluate QueST on long-horizon articulated sequences from PartNet-Mobility in SAPIEN and compare against RAFT-3D, CoTracker, and TAP-Net. QueST substantially reduces terminal drift achieving a 67.7% Absolute Point Error (APE) improvement over TAP-Net while better preserving identity over extended horizons. Our results show that embedding semantic monitoring directly into perception enables more reliable long-horizon tracking under distribution shift.

cs.CV

GeoSceneGraph: Geometric Scene Graph Diffusion Model for Text-guided 3D Indoor Scene Synthesis

Methods that synthesize indoor 3D scenes from text prompts have wide-ranging applications in film production, interior design, video games, virtual reality, and synthetic data generation for training embodied agents. Existing approaches typically either train generative models from scratch or leverage vision-language models (VLMs). While VLMs achieve strong performance, particularly for complex or open-ended prompts, smaller task-specific models remain necessary for deployment on resource-constrained devices such as extended reality (XR) glasses or mobile phones. However, many generative approaches that train from scratch overlook the inherent graph structure of indoor scenes, which can limit scene coherence and realism. Conversely, methods that incorporate scene graphs either demand a user-provided semantic graph, which is generally inconvenient and restrictive, or rely on ground-truth relationship annotations, limiting their capacity to capture more varied object interactions. To address these challenges, we introduce GeoSceneGraph, a method that synthesizes 3D scenes from text prompts by leveraging the graph structure and geometric symmetries of 3D scenes, without relying on predefined relationship classes. Despite not using ground-truth relationships, GeoSceneGraph achieves performance comparable to methods that do. Our model is built on equivariant graph neural networks (EGNNs), but existing EGNN approaches are typically limited to low-dimensional conditioning and are not designed to handle complex modalities such as text. We propose a simple and effective strategy for conditioning EGNNs on text features, and we validate our design through ablation studies.

cs.CV

Object-centric Denoising Diffusion Models for Physical Reasoning

Reasoning about the trajectories of multiple, interacting objects is integral to physical reasoning tasks in machine learning. This involves conditions imposed on the objects at different time steps, for instance initial states or desired goal states. Existing approaches in physical reasoning generally rely on autoregressive modeling, which can only be conditioned on initial states, but not on later states. In fields such as planning for reinforcement learning, similar challenges are being addressed with denoising diffusion models. In this work, we propose an object-centric denoising diffusion model architecture for physical reasoning that is translation equivariant over time, permutation equivariant over objects, and can be conditioned on arbitrary time steps for arbitrary objects. We demonstrate how this model can solve tasks with multiple conditions and examine its performance when changing object numbers and trajectory lengths during inference.

cs.LG

Grounding Language Models with Semantic Digital Twins for Robotic Planning

We introduce a novel framework that integrates Semantic Digital Twins (SDTs) with Large Language Models (LLMs) to enable adaptive and goal-driven robotic task execution in dynamic environments. The system decomposes natural language instructions into structured action triplets, which are grounded in contextual environmental data provided by the SDT. This semantic grounding allows the robot to interpret object affordances and interaction rules, enabling action planning and real-time adaptability. In case of execution failures, the LLM utilizes error feedback and SDT insights to generate recovery strategies and iteratively revise the action plan. We evaluate our approach using tasks from the ALFRED benchmark, demonstrating robust performance across various household scenarios. The proposed framework effectively combines high-level reasoning with semantic environment understanding, achieving reliable task completion in the face of uncertainty and failure.

cs.RO

GRIM: Task-Oriented Grasping with Conditioning on Generative Examples

Task-Oriented Grasping (TOG) requires robots to select grasps that are functionally appropriate for a specified task - a challenge that demands an understanding of task semantics, object affordances, and functional constraints. We present GRIM (Grasp Re-alignment via Iterative Matching), a training-free framework that addresses these challenges by leveraging Video Generation Models (VGMs) together with a retrieve-align-transfer pipeline. Beyond leveraging VGMs, GRIM can construct a memory of object-task exemplars sourced from web images, human demonstrations, or generative models. The retrieved task-oriented grasp is then transferred and refined by evaluating it against a set of geometrically stable candidate grasps to ensure both functional suitability and physical feasibility. GRIM demonstrates strong generalization and achieves state-of-the-art performance on standard TOG benchmarks. Project website: https://grim-tog.github.io

cs.RO

Digital Twin Generation from Visual Data: A Survey

This survey examines recent advances in generating digital twins from visual data. These digital twins - virtual 3D replicas of physical assets - can be applied to robotics, media content creation, design or construction workflows. We analyze a range of approaches, including 3D Gaussian Splatting, generative inpainting, semantic segmentation, and foundation models, highlighting their respective advantages and limitations. In addition, we discuss key challenges such as occlusions, lighting variations, and scalability, as well as identify gaps, trends, and directions for future research. Overall, this survey aims to provide a comprehensive overview of state-of-the-art methodologies and their implications for real-world applications. Awesome Digital Twin: https://awesomedigitaltwin.github.io

cs.CV

STEVE-Audio: Expanding the Goal Conditioning Modalities of Embodied Agents in Minecraft

Recently, the STEVE-1 approach has been introduced as a method for training generative agents to follow instructions in the form of latent CLIP embeddings. In this work, we present a methodology to extend the control modalities by learning a mapping from new input modalities to the latent goal space of the agent. We apply our approach to the challenging Minecraft domain, and extend the goal conditioning to include the audio modality. The resulting audio-conditioned agent is able to perform on a comparable level to the original text-conditioned and visual-conditioned agents. Specifically, we create an Audio-Video CLIP foundation model for Minecraft and an audio prior network which together map audio samples to the latent goal space of the STEVE-1 policy. Additionally, we highlight the tradeoffs that occur when conditioning on different modalities. Our training code, evaluation code, and Audio-Video CLIP foundation model for Minecraft are made open-source to help foster further research into multi-modal generalist sequential decision-making agents.

cs.LG

SplatR : Experience Goal Visual Rearrangement with 3D Gaussian Splatting and Dense Feature Matching

Experience Goal Visual Rearrangement task stands as a foundational challenge within Embodied AI, requiring an agent to construct a robust world model that accurately captures the goal state. The agent uses this world model to restore a shuffled scene to its original configuration, making an accurate representation of the world essential for successfully completing the task. In this work, we present a novel framework that leverages on 3D Gaussian Splatting as a 3D scene representation for experience goal visual rearrangement task. Recent advances in volumetric scene representation like 3D Gaussian Splatting, offer fast rendering of high quality and photo-realistic novel views. Our approach enables the agent to have consistent views of the current and the goal setting of the rearrangement task, which enables the agent to directly compare the goal state and the shuffled state of the world in image space. To compare these views, we propose to use a dense feature matching method with visual features extracted from a foundation model, leveraging its advantages of a more universal feature representation, which facilitates robustness, and generalization. We validate our approach on the AI2-THOR rearrangement challenge benchmark and demonstrate improvements over the current state of the art methods

cs.RO

Object and Contact Point Tracking in Demonstrations Using 3D Gaussian Splatting

This paper introduces a method to enhance Interactive Imitation Learning (IIL) by extracting touch interaction points and tracking object movement from video demonstrations. The approach extends current IIL systems by providing robots with detailed knowledge of both where and how to interact with objects, particularly complex articulated ones like doors and drawers. By leveraging cutting-edge techniques such as 3D Gaussian Splatting and FoundationPose for tracking, this method allows robots to better understand and manipulate objects in dynamic environments. The research lays the foundation for more effective task learning and execution in autonomous robotic systems.

cs.CV

Towards Open-World Mobile Manipulation in Homes: Lessons from the Neurips 2023 HomeRobot Open Vocabulary Mobile Manipulation Challenge

In order to develop robots that can effectively serve as versatile and capable home assistants, it is crucial for them to reliably perceive and interact with a wide variety of objects across diverse environments. To this end, we proposed Open Vocabulary Mobile Manipulation as a key benchmark task for robotics: finding any object in a novel environment and placing it on any receptacle surface within that environment. We organized a NeurIPS 2023 competition featuring both simulation and real-world components to evaluate solutions to this task. Our baselines on the most challenging version of this task, using real perception in simulation, achieved only an 0.8% success rate; by the end of the competition, the best participants achieved an 10.8\% success rate, a 13x improvement. We observed that the most successful teams employed a variety of methods, yet two common threads emerged among the best solutions: enhancing error detection and recovery, and improving the integration of perception with decision-making processes. In this paper, we detail the results and methodologies used, both in simulation and real-world settings. We discuss the lessons learned and their implications for future research. Additionally, we compare performance in real and simulated environments, emphasizing the necessity for robust generalization to novel settings.

cs.RO

Video Diffusion Models: A Survey

Diffusion generative models have recently become a powerful technique for creating and modifying high-quality, coherent video content. This survey provides a comprehensive overview of the critical components of diffusion models for video generation, including their applications, architectural design, and temporal dynamics modeling. The paper begins by discussing the core principles and mathematical formulations, then explores various architectural choices and methods for maintaining temporal consistency. A taxonomy of applications is presented, categorizing models based on input modalities such as text prompts, images, videos, and audio signals. Advancements in text-to-video generation are discussed to illustrate the state-of-the-art capabilities and limitations of current approaches. Additionally, the survey summarizes recent developments in training and evaluation practices, including the use of diverse video and image datasets and the adoption of various evaluation metrics to assess model performance. The survey concludes with an examination of ongoing challenges, such as generating longer videos and managing computational costs, and offers insights into potential future directions for the field. By consolidating the latest research and developments, this survey aims to serve as a valuable resource for researchers and practitioners working with video diffusion models. Website: https://github.com/ndrwmlnk/Awesome-Video-Diffusion-Models

cs.CV

Lane Graph Extraction from Aerial Imagery via Lane Segmentation Refinement with Diffusion Models

The lane graph is critical for applications such as autonomous driving and lane-level route planning. While previous research has focused on extracting lane-level graphs from aerial imagery using convolutional neural networks (CNNs) followed by post-processing segmentation-to-graph algorithms, these methods often face challenges in producing sharp and complete segmentation masks. Challenges such as occlusions, variations in lighting, and changes in road texture can lead to incomplete and inaccurate lane masks, resulting in poor-quality lane graphs. To address these challenges, we propose a novel approach that refines the lane masks, output by a CNN, using diffusion models. Experimental results on a publicly available dataset demonstrate that our method outperforms existing methods based solely on CNNs or diffusion models, particularly in terms of graph connectivity. Our lane mask refinement approach enhances the quality of the extracted lane graph, yielding gains of approximately 1.5\% in GEO F1 and 3.5\% in TOPO F1 scores over the best-performing CNN-based method, and improvements of 28\% and 34\%, respectively, compared to a prior diffusion-based approach. Both GEO F1 and TOPO F1 scores are critical metrics for evaluating lane graph quality. Additionally, ablation studies are conducted to evaluate the individual components of our approach, providing insights into their respective contributions and effectiveness.

cs.CV

Cognitive Planning for Object Goal Navigation using Generative AI Models

Recent advancements in Generative AI, particularly in Large Language Models (LLMs) and Large Vision-Language Models (LVLMs), offer new possibilities for integrating cognitive planning into robotic systems. In this work, we present a novel framework for solving the object goal navigation problem that generates efficient exploration strategies. Our approach enables a robot to navigate unfamiliar environments by leveraging LLMs and LVLMs to understand the semantic structure of the scene. To address the challenge of representing complex environments without overwhelming the system, we propose a 3D modular scene representation, enriched with semantic descriptions. This representation is dynamically pruned using an LLM-based mechanism, which filters irrelevant information and focuses on task-specific data. By combining these elements, our system generates high-level sub-goals that guide the exploration of the robot toward the target object. We validate our approach in simulated environments, demonstrating its ability to enhance object search efficiency while maintaining scalability in complex settings.

cs.RO

Natural Language as Policies: Reasoning for Coordinate-Level Embodied Control with LLMs

We demonstrate experimental results with LLMs that address robotics task planning problems. Recently, LLMs have been applied in robotics task planning, particularly using a code generation approach that converts complex high-level instructions into mid-level policy codes. In contrast, our approach acquires text descriptions of the task and scene objects, then formulates task planning through natural language reasoning, and outputs coordinate level control commands, thus reducing the necessity for intermediate representation code as policies with pre-defined APIs. Our approach is evaluated on a multi-modal prompt simulation benchmark, demonstrating that our prompt engineering experiments with natural language reasoning significantly enhance success rates compared to its absence. Furthermore, our approach illustrates the potential for natural language descriptions to transfer robotics skills from known tasks to previously unseen tasks. The project website: https://natural-language-as-policies.github.io/

cs.RO

Zero-shot Imitation Policy via Search in Demonstration Dataset

Behavioral cloning uses a dataset of demonstrations to learn a policy. To overcome computationally expensive training procedures and address the policy adaptation problem, we propose to use latent spaces of pre-trained foundation models to index a demonstration dataset, instantly access similar relevant experiences, and copy behavior from these situations. Actions from a selected similar situation can be performed by the agent until representations of the agent's current situation and the selected experience diverge in the latent space. Thus, we formulate our control problem as a dynamic search problem over a dataset of experts' demonstrations. We test our approach on BASALT MineRL-dataset in the latent representation of a Video Pre-Training model. We compare our model to state-of-the-art, Imitation Learning-based Minecraft agents. Our approach can effectively recover meaningful demonstrations and show human-like behavior of an agent in the Minecraft environment in a wide variety of scenarios. Experimental results reveal that performance of our search-based approach clearly wins in terms of accuracy and perceptual evaluation over learning-based models.

cs.AI

Benchmarks for Physical Reasoning AI

Physical reasoning is a crucial aspect in the development of general AI systems, given that human learning starts with interacting with the physical world before progressing to more complex concepts. Although researchers have studied and assessed the physical reasoning of AI approaches through various specific benchmarks, there is no comprehensive approach to evaluating and measuring progress. Therefore, we aim to offer an overview of existing benchmarks and their solution approaches and propose a unified perspective for measuring the physical reasoning capacity of AI systems. We select benchmarks that are designed to test algorithmic performance in physical reasoning tasks. While each of the selected benchmarks poses a unique challenge, their ensemble provides a comprehensive proving ground for an AI generalist agent with a measurable skill level for various physical reasoning concepts. This gives an advantage to such an ensemble of benchmarks over other holistic benchmarks that aim to simulate the real world by intertwining its complexity and many concepts. We group the presented set of physical reasoning benchmarks into subcategories so that more narrow generalist AI agents can be tested first on these groups.

cs.AI

UniTeam: Open Vocabulary Mobile Manipulation Challenge

This report introduces our UniTeam agent - an improved baseline for the "HomeRobot: Open Vocabulary Mobile Manipulation" challenge. The challenge poses problems of navigation in unfamiliar environments, manipulation of novel objects, and recognition of open-vocabulary object classes. This challenge aims to facilitate cross-cutting research in embodied AI using recent advances in machine learning, computer vision, natural language, and robotics. In this work, we conducted an exhaustive evaluation of the provided baseline agent; identified deficiencies in perception, navigation, and manipulation skills; and improved the baseline agent's performance. Notably, enhancements were made in perception - minimizing misclassifications; navigation - preventing infinite loop commitments; picking - addressing failures due to changing object visibility; and placing - ensuring accurate positioning for successful object placement.

cs.RO