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Changliu Liu

Publications and source records attributed to Changliu Liu.

At least 19 recordsLinked to original sources

TouchScale: 500 Hours of Human Vision and Touch for Visual-Tactile Learning

Large-scale egocentric human interaction data is becoming an important source of physical supervision for embodied learning, yet video alone leaves the contact and pressure that characterize physical interaction unrecorded. Recent visual-tactile datasets provide this missing supervision, but their synchronized tactile data remain far smaller in volume than human video. Moreover, the largest resources often merge recordings from different sensors or annotation procedures, which makes the effect of data scale difficult to isolate. We therefore introduce TouchScale, a 500-hour dataset of contact-rich human interaction recorded with a single unified wearable setup. Its approximately 2K predefined task descriptions span everyday activities and structured manipulation, and each recording temporally aligns egocentric RGB-D video with wrist RGB video and dense full-hand bimanual tactile measurements. Compared with prior tactile data, training on the full TouchScale raises zero-shot contact IoU on data from an unseen tactile sensor from 0.134 to 0.383. Pretraining a visual encoder on TouchScale also yields the highest action recognition accuracy on three benchmarks among the compared visual-tactile datasets. Used for visual-tactile mid-training of a robot policy, TouchScale improves the average real-world success rate across four contact-rich manipulation tasks from 22.5% to 57.5%. With the sensor and collection protocol held fixed, both zero-shot tactile prediction and robot success show an overall upward trend as more TouchScale data is used. These results suggest that human visual-tactile data collected at scale with consistent sensing benefits both perception and robot manipulation. We will publicly release TouchScale, including all synchronized visual-tactile recordings and reconstructed object models, to support future research on scalable visual-tactile learning.

cs.CV↗

Inference-Time Robot Behavior Steering through Physically-Aware Reconfiguration of Task-Structure

A central challenge in deploying robot policies is inference-time policy steering: redirecting a policy to satisfy natural-language preferences unseen in training, without retraining. Existing methods fail in two modes: end-to-end policies such as vision-language-action models (VLAs) require fine-tuning or expert-level guidance, while neuro-symbolic methods rely on predefined symbols whose edits can yield logically valid but physically infeasible plans. We propose ReStruct, a zero-shot method built on a neural automaton policy that decomposes a visuomotor policy into a high-level state-machine skeleton and a low-level residual controller. A vision-language model (VLM) grounds the preference in the skeleton's learned symbols, refining them if needed, and compiles it into a temporal-logic automaton, whose synchronous product with the skeleton reconfigures the task structure. With the controller frozen, the skeleton's action priors are updated for physically-aware control. In simulation and real-world experiments, ReStruct steers preferences from object-centric specifications to temporal-logic constraints, including novel combinations of demonstrated behaviors that require compositional generalization. Average preference-following success is 70.9% in simulation and 92.5% on a real robot, surpassing baselines like the prompt-steered vision-language-action model π0.5.

cs.RO↗

BrickWright: Agentic Creation of Physically Feasible Brick Builds

Frontier coding agents are becoming increasingly adept at 3D modeling. Yet, they still face challenges when building objects meant to be assembled in the physical world, often creating invalid assemblies with floating, colliding, or disconnected parts. We argue that providing agents with tools for assembling builds and verifying their physical feasibility is sufficient for them to produce physically valid assemblies that still adhere to input prompts. Focusing on the domain of LEGO brick builds, we present BrickWright, a framework for generating physically feasible brick builds from text or image prompts using pre-trained agents, where a build is physically feasible if it uses only real parts, has no colliding or floating parts, and forms a connected structure if possible. BrickWright guides agents to create builds by writing code with BrickLayer, a Python toolkit with two main components: an ergonomic brick assembly API that halves inference cost compared to working in raw LDraw, and a validator that provides feedback on physical feasibility. Whereas baseline agents achieve physical validity rates ranging from only 9% (GPT-6 Luna) to 69% (GPT-6 Astra), BrickWright-guided agents achieve 100% validity on a sample of 512 prompts, while improving prompt adherence for lightweight agents and maintaining it for stronger agents. Additionally, they outperform specialized models on the text-to-brick task. Code is available on our project page: https://avalovelace1.github.io/brickwright/

cs.CV↗

Not an Accident: Exploiting Safety Filter Inadequacy in Humanoid Robots

As humanoid robots move from research laboratories toward deployment in human-centered environments such as homes, hospitals, and warehouses, safe operation around nearby people and objects becomes a fundamental requirement. Safety filters have emerged as a promising technique to address this challenge by providing mathematical guarantees that generated control actions do not result in collisions. This paper shows that these guarantees hold only when the safety parameters are configured correctly. However, correct parameter configurations are task- and environment-specific, and no general method exists to determine them across diverse deployments. As a result, safety filters shipped with humanoid robots can fail after deployment in specific scenarios. We show that attackers can exploit these failures through only normal user interactions without any additional privileges or capabilities. To demonstrate this risk, we present goal insertion attacks and develop SIREN, an automated tool that identifies vulnerable inserting goals for a given task and environment. Experimental results show that SIREN identifies attacks in all vulnerable scenarios in the SPARK dataset. Compared with a baseline approach, SIREN discovers three times as many attacks. We also show that SIREN is able to generate attacks against a real humanoid and cause it to collide while executing tasks. These results demonstrate that current safety filters introduce exploitable vulnerabilities that can cause safety violations, which reveals that existing safety mechanisms can themselves become a source of safety risk for humanoid robots.

cs.CR↗

Emergent Neural Automaton Policies: Learning Symbolic Structure from Visuomotor Trajectories

Scaling robot learning to long-horizon tasks remains a formidable challenge. While end-to-end policies often lack the structural priors needed for effective long-term reasoning, traditional neuro-symbolic methods rely heavily on hand-crafted symbolic priors. We introduce ENAP (Emergent Neural Automaton Policy), a neuro-symbolic imitation learning framework in which a bi-level policy adaptively emerges from visuomotor demonstrations. Specifically, we employ adaptive clustering and an extension of the L* algorithm to learn the task structure from demonstrations as a Mealy state machine, which serves as an interpretable high-level planner capturing latent task modes. This discrete structure then guides a low-level reactive residual network to learn precise continuous control via behavior cloning (BC). By explicitly modeling discrete transitions and continuous residuals, ENAP achieves sample efficiency and interpretability without task-specific labels. Experiments on complex manipulation and long-horizon tasks show that ENAP outperforms state-of-the-art end-to-end vision-language-action (VLA) policies by up to 27% in low-data regimes. ENAP can also distill task structure from the latent space of a pre-trained VLA, surpassing it on CALVIN benchmark with 39% fewer parameters (Fig. 1).

cs.RO↗

What Makes a Good Symbol for Hybrid Discrete-Continuous Planning?

The physical world has continuous state and action spaces, yet robot planning often benefits from hybrid discrete-continuous formulations that explicitly expose combinatorial structure, such as contact modes or discrete primitive actions. Existing methods typically rely on human-defined symbol sets or symbols derived from language supervision, without asking what makes a symbol computationally useful. In this paper, we take an inference-algorithm--centric view to define usefulness: a good symbol should expose the discrete commitments that simplify solving the original planning problem. We first introduce the concept of solver-sufficient symbolization by studying finite-horizon piecewise-affine systems, for which solver sufficiency can be precisely characterized, and develop a counterexample-guided algorithm for symbol invention. We then extend this principle to invent symbols for optimization objectives parameterized by general neural networks as energy functions, showing that solver-sufficient symbols can nevertheless be induced from their continuous optimization landscapes. Experiments on simulated and real-robot tasks show that the resulting symbols reduce solving cost while preserving solution quality, while also improving interpretability and steerability. Furthermore, our theoretical and algorithmic insights help explain why certain human-defined symbols are computationally useful.

cs.RO↗

Manifold Generative Annealing for Contact Constraint-aware Impedance Control with Reinforcement Learning Prior

Contact-rich robotic tasks require coordinated motion and impedance under uncertain interaction dynamics and physical constraints. While recent methods on learned policies provide useful interaction strategies, they may fail when contact conditions differ from those encountered during training. Model-based generative methods show promising receding-horizon trajectories optimization results, but often lack structured behavioral guidance and refinement that jointly accounts for constraint geometry and actual contact responses. To this end, we propose Manifold Generative Annealing (MGA), a joint model-free and model-based generative framework for motion--impedance optimization. MGA first organizes pretrained reinforcement learning policies into structured sequence proposals, retaining task-specific interaction strategies without committing to their execution. It then evaluates these proposals alongside exploratory samples through model-based rollouts for refinement or separate execution selection. Crucially, realization-aware manifold refinement aligns updates from the refinement bank with both task constraints and locally achievable physical responses, allowing learned experience to guide online adaptation under changing contact conditions. Experiments cover surface scanning, peg insertion, and humanoid pushing, with improved safety success rate of impedance control under nominal and sensing-shift conditions.

cs.RO↗

What Matters in Quality-Aware VLA Pretraining: A Benchmark and Empirical Study

How should demonstration quality be used during vision-language-action (VLA) pretraining to improve performance after target-task fine-tuning? We compare weighting, filtering, and conditioning across reward definitions and label granularities using 5,000 naturally suboptimal human demonstrations and 24 target tasks. Within each VLA, we match demonstrations and training budgets. Additional comparisons examine pretraining data size and the roles of quality tags during fine-tuning and inference. Across three VLAs, we find that approach-aware episode conditioning improves mean success over plain behavioral cloning; conditioning and filtering favor episode and chunk labels, respectively, on average, with model-dependent reversals; and constant-tag fine-tuning improves mean success after conditioned pretraining with either tagged or untagged inference. We introduce AXIS-Bench to support these controlled comparisons. Built on crowdsourced simulation demonstrations, it provides recorded object and contact states for recomputing quality labels on shared trajectories. Replayable trajectories support workspace-aligned rendering and user-defined real-world target tasks. In our real-world experiment, simulation pretraining raises success from 9.6\% to 31.7\%. Project page: https://axis-bench.github.io/.

cs.RO↗

BrickCraft: Visuomotor Skill Composition with Situated Manual Guidance for Long-Horizon Interlocking Brick Assembly

Autonomous robotic assembly of interlocking bricks demands seamless integration of long-horizon task reasoning, spatial grounding, and fine-grained manipulation. This paper presents BrickCraft, a compositional framework designed for long-horizon and generalizable interlocking brick assembly. BrickCraft models the assembly process using a relative formulation, where each step is anchored to a reference brick within the partial structure, thereby decomposing complex tasks into a finite set of reusable primitive skills. BrickCraft bridges the gap between high-level assembly plans and physical execution through situated manuals, which provide explicit spatial guidance for learned visuomotor skills by projecting the assembly intent onto real-time robot observations. Finally, BrickCraft employs a modular execution pipeline that chains these spatially grounded skills to accomplish long-horizon assembly tasks. Extensive experimental validations demonstrate that BrickCraft acquires proficient assembly skills from a limited set of demonstrations and effectively composes them for diverse long-horizon assembly tasks. The project website is available at https://intelligent-control-lab.github.io/BrickCraft.

cs.RO↗

Dynamic Neural Koopman Distillation for Fast Robot Control Using Diffusion Models

Diffusion models excel at generating diverse, multimodal trajectories for robotic control, yet their iterative denoising process introduces latency that can constrain real-time closed-loop execution. To address this problem, we propose a Dynamic Neural Koopman (DNK) distillation framework, which distills multistep diffusion inference into a single forward pass conditioned on observations and sampled noise. Specifically, we introduce a Factorized Dynamic Koopman (FDK) layer that models the denoising process through a latent linear transition. The noisy trajectory input is lifted into a latent space, where the FDK layer parameterizes a factorized linear operator with condition-dependent eigenvalues that adapt the noisy-to-denoised transition to the current context. We evaluate DNK across robot-control benchmarks that span locomotion, state-based, and image-based manipulation, comparing against accelerated generative-policy baselines. The results demonstrate that DNK achieves competitive or improved closed-loop performance relative to accelerated generative-policy baselines, while substantially reducing inference latency relative to the strongest high-performing one-step baselines. On long-horizon manipulation tasks, DNK achieves competitive performance with substantially fewer inference parameters than the one-step policy baselines. Hardware experiments on a physical Kinova manipulator further demonstrate millisecond-scale inference and reduced task completion time. A project page is available at https://fdkoopman.github.io/.

cs.RO↗

LLA-MPPI: Rapidly Adaptive Whole-body Control of Legged Robots with GPU-Accelerated Parallel Simulations

Real-time whole-body controllers for legged robots typically plan through a fixed nominal model and degrade when the deployed dynamics change. Adaptive methods typically require a model structure that contact dynamics do not provide, or they need offline training for each anticipated condition. We present Look-back and Look-ahead Adaptive Model Predictive Path Integral control (LLA-MPPI). The method converts whole-body adaptation into selection over a bank of GPU-batched contact simulators with different physical or structural parameters. Windowed prediction errors select the simulator that best explains recent motion. A whole-body MPPI planner optimizes controls through the selected model. The framework requires no offline training, and its selected hypotheses are physically interpretable. Across four simulated tasks, it achieves 97.5% success while the strongest baseline reaches 74% and an oracle with the true model reaches 98.5%. Hardware validation on a Unitree Go2 shows the robot walking under a payload added mid-run, walking after one leg is disabled, and pushing a box to its goal while increasing its mass on the fly. Code, videos, and project details are available at: https://lla-control.github.io

cs.RO↗

Model-Based Geometry-Aware Generative Optimization for Constrained Locomotion Planning

Constrained Locomotion Planning (CLP) for quadrupeds and humanoids, where robots must satisfy collision avoidance, contact consistency, kinematic feasibility, and support constraints, is challenging under high-dimensional dynamics and highly non-convex environments. Recent Model-Based Diffusion (MBD) approaches recast trajectory optimization as posterior sampling over trajectories, using known dynamics and Monte Carlo rollouts to analytically estimate the denoising score function without demonstration learning. While constrained variants further incorporate feasibility into model-based score rollouts and show promising performance, they are still limited by (1) lacking a task-modulated active constraint geometry that shapes the score direction and reverse stochasticity, and (2) using deterministic DDPM-style reverse transport without adaptive scheduling across different generative transports. Therefore, we introduce Model-Based Geometry-Aware Generative Optimization (2GO) for constrained locomotion, which turns active constraint geometry into executable denoising operators through normal- induced metric shaping, tangent-space stochastic filtering, and CFS-based retraction. 2GO further decouples generative transport from reverse stochasticity through an adaptive diffusion and flow-like schedule. Experiments on constrained quadruped and humanoid locomotion demonstrate strong performance in discrete foothold selection and continuous posture planning, with higher success rates, fewer violations, and improved execution compatibility.

cs.RO↗

RoboFin3D: A Sim-to-Real Platform for Robotic Surface Finishing

Grinding and sanding are fundamental processes in industrial robotic surface finishing. However, physical trials are expensive and consume workpieces, making reproducible experiments difficult. We present RoboFin3D, a sim-to-real platform built on Isaac Sim and the Newton physics engine, that provides physics-based grinding and sanding simulation for cheap and repeatable robotic surface finishing experiments. RoboFin3D utilizes a signed distance field (SDF) to model the changing geometry of the workpiece, enabling contact computation, live updates and rendering without an intermediate mesh. It additionally uses a separate surface field to model progressive surface appearance change during sanding. We also introduce WeldGen, a weld sampling module, to generate weld beads on 8,918 real-world workpiece meshes for providing diverse simulation assets. The simulation parameters are calibrated on real experimental results and our evaluation demonstrates our simulation's fidelity against the real world. We also demonstrate that simulation-generated data can be used to improve the performance of perception models. Simulation-only fine-tuning of SAM2 improves IoU for segmentation of unsanded regions from 77.15% to 84.47%, while combined synthetic and real training reaches 97.41%.

cs.RO↗

BrickCraft-Duo: Efficient Dual-Arm Skill Learning and Refinement for Compositional Long-Horizon Assembly

Interlocking brick assembly provides a representative testbed for evaluating real-world robotic manipulation capabilities, where diverse structural designs, complex inter-step dependencies, intricate mechanical interactions and tight insertion tolerances pose substantial challenges. We present BrickCraft-Duo, a modular framework for long-horizon dual-arm collaborative assembly of interlocking bricks through data-efficient skill learning and composition. BrickCraft-Duo learns reusable single- and dual-arm assembly skills from diverse demonstrations, with bilateral symmetry alignment facilitating skill sharing across symmetric arms and assembly--support role assignments. Guided by stability-aware assembly reasoning, BrickCraft-Duo composes heterogeneous skills to achieve autonomous long-horizon execution, and further integrates human-in-the-loop correction for targeted skill refinement. The resulting system achieves long-horizon success rates of at least 60% and step-level completion rates of at least 95% across five real-world assembly tasks involving partially supported configurations, with horizons of up to nine steps. Project website: https://jichuan-yu.github.io/BrickCraft-Duo.

cs.RO↗

ManiSkillFormer: Demonstration-Free Compositional Manipulation via Geometric Contracts and Agentic Skill Graph

Adapting robotic manipulation to new objects and tasks often requires additional demonstrations or manual engineering. Reusable manipulation skills can reduce this effort, but adapting these skills to new scenes remains challenging. We present ManiSkillFormer, a framework for demonstration-free and compositional manipulation that connects perception and action through explicit geometric contracts. Building on reusable skill schemas, LLM agents generate contracts specifying the geometry primitives required by each skill, together with corresponding motion templates for semantic objects and task contexts. These contracts guide a perception module to ground task-relevant 3D geometry from observations, which is then used to instantiate reusable motion templates in a skill library. We evaluate ManiSkillFormer on a dual-arm robot across demonstration-free pick-and-place with 30 instances from 8 object categories, functional manipulation including unscrewing, pouring, pressing, and folding, and three long-horizon tasks. ManiSkillFormer achieves an average success rate of 88.97% for pick-and-place, 75.00% for functional manipulation, and completion rates of 50--80% across the long-horizon tasks, outperforming the evaluated baselines and two ablated pipelines. These results demonstrate the potential of explicit geometric contracts to support skill reuse and composition across objects and tasks without per-object policy fine-tuning or additional robot demonstrations. The project website is at https://patricia1019.github.io/ManiSkillFormer/.

cs.RO↗

ARSTAG: An Agentic Real2Sim2Real System for Task-Specific Robot Data Generation

Adapting visuomotor policies to new manipulation tasks often requires substantial manual engineering or teleoperated data collection. Simulation can provide task-specific data at scale, but constructing the scene, designing expert behavior, and configuring data generation still require significant per-task effort. We present ARSTAG, an agentic Real2Sim2Real system that turns a single RGB image and a natural-language instruction directly into robot policy-learning data. A hierarchy of language agents constructs a task-scoped simulation scene, generates robot-feasible demonstrations, and expands the training distribution through task-consistent randomization, while a coordinator agent manages cross-stage feedback and recovery. Across seven manipulation tasks spanning grasping, placement, and stacking, the ARSTAG-generated demonstrations enable sim-to-real transfer of three visuomotor policy architectures to a dual-arm robot, with pi0.5 achieving an average real-world success rate of 74.6%. Ablations show that task-consistent randomization substantially improves robustness, and policy performance increases with generated dataset size. Project webpage: https://boweili666.github.io/ARSTAG/.

cs.RO↗

Motion Planning with Model-Based Diffusion via Constraint Optimization and Adaptive Scheduling

Single-Robot Motion Planning (SRMP) in highly non-convex constrained environments, where robots must satisfy collision-free guarantees, dynamic feasibility, and task-related constraints, is challenging under complex constraints and computational limits. Recent Model-Based Diffusion (MBD) approaches recast the SRMP as trajectory optimization that samples from a posterior over trajectories, using known dynamics, and analytically estimates the score function from rollout samples to guide diffusion denoising toward a low-cost, clean trajectory without demonstration learning. While existing works further adapt MBD to constrained environments and showcase promising performance, they are still limited by (1) enforcing safety either via soft feasibility diffusion priors or hard projection operators, but lack a unified framework to integrate both, and (2) fixing safety enforcement to neglect the changing of diffusion scheduling. Therefore, we introduce Model-Based Diffusion via Constraint Optimization and Adaptive Scheduling (MD-COAS) for SRMP that unifies the inexact Augmented Lagrangian Method (iALM) soft diffusion prior with a Convex Feasible Set (CFS)-based hard projection operator, and adaptively schedules and co-optimizes safety enforcement, along with diffusion scheduling. Experiments demonstrate that our method achieves higher safety \& success rates, faster convergence, and lower final costs than baseline planners on randomly generated highly non-convex 2D benchmarks and a 7-DoF robot arm avoidance task.

cs.RO↗

$λ$-Reachability: Geometric-Horizon Safety Bellman Equations for Humanoid Safety

We introduce $λ$-Reachability, a scalable approach to Hamilton--Jacobi safety analysis for high-dimensional robotic systems. Unlike prior discounted formulations that rely on fixed one-step Bellman updates, $λ$-Reachability employs a stochastic multi-step estimator of the safety value, using a geometrically distributed rollout horizon together with a randomly absorbed terminal. Conceptually analogous to TD($λ$), $λ$-Reachability interpolates between local self-consistency updates and long-horizon max-over-trajectory safety targets via an interpretable horizon-control parameter. Unlike TD($λ$), where the terminal value is always incorporated in learning targets, the terminal safety value in $λ$-Reachability is only used at a probability controlled by parameter $δ$. We formally show that for $δ<1$, the update induces a contraction mapping that allows temporal-difference learning; as $λ\to 1$, the estimator recovers the undiscounted reachability objective. We apply $λ$-Reachability to high-dimensional safety learning problems with both simulated and real humanoid robots under balance and collision avoidance constraints. Experimental results demonstrate that $λ$-Reachability significantly improves both safe-set boundary classification and safety margin estimation compared to single-step temporal-difference baselines.

cs.RO↗