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Chenjia Bai

Publications and source records attributed to Chenjia Bai.

At least 37 records · Page 2Linked to original sources

Unifying Value Alignment and Assignment in Cross-Domain Offline Reinforcement Learning with Heterogeneous Datasets

Cross-domain offline reinforcement learning (RL) aims to learn a policy in the target domain with a limited target domain dataset and a source domain dataset that exhibits a dynamics shift. Training directly on the original source dataset typically leads to performance collapse. Recent studies perform data filtering from the perspective of dynamics alignment or value alignment to enable efficient policy transfer. However, these studies are typically validated on single-domain or single-behavior-policy source datasets. In this work, we explore a more general heterogeneous cross-domain offline RL setting, where the source datasets may be collected from multiple source domains by diverse behavior policies. We first uncover a critical yet overlooked issue in this setting: value misassignment. Empirically and theoretically, we demonstrate that value misassignment can undermine value alignment, mislead data filtering toward selecting suboptimal samples, and loosen the suboptimality gap, thereby degrading the agent's performance. To address this issue, we propose V2A, which integrates dynamics alignment, value alignment, and value assignment. V2A first employs temporally-consistent modality representation learning to extract dynamics modalities from the source dataset, followed by modality-aware advantage learning to rectify value alignment. Finally, it adopts a data filtering paradigm to selectively share source data for policy learning. Empirical results show that V2A significantly outperforms strong baseline methods under general heterogeneous cross-domain offline RL settings.

cs.LG↗

HUSKY: Humanoid Skateboarding System via Physics-Aware Whole-Body Control

While current humanoid whole-body control frameworks predominantly rely on the static environment assumptions, addressing tasks characterized by high dynamism and complex interactions presents a formidable challenge. In this paper, we address humanoid skateboarding, a highly challenging task requiring stable dynamic maneuvering on an underactuated wheeled platform. This integrated system is governed by non-holonomic constraints and tightly coupled human-object interactions. Successfully executing this task requires simultaneous mastery of hybrid contact dynamics and robust balance control on a mechanically coupled, dynamically unstable skateboard. To overcome the aforementioned challenges, we propose HUSKY, a learning-based framework that integrates humanoid-skateboard system modeling and physics-aware whole-body control. We first model the coupling relationship between board tilt and truck steering angles, enabling a principled analysis of system dynamics. Building upon this, HUSKY leverages Adversarial Motion Priors (AMP) to learn human-like pushing motions and employs a physics-guided, heading-oriented strategy for lean-to-steer behaviors. Moreover, a trajectory-guided mechanism ensures smooth and stable transitions between pushing and steering. Experimental results on the Unitree G1 humanoid platform demonstrate that our framework enables stable and agile maneuvering on skateboards in real-world scenarios. The project page is available on https://husky-humanoid.github.io/.

cs.RO↗

Towards Adaptive Humanoid Control via Multi-Behavior Distillation and Reinforced Fine-Tuning

Humanoid robots are promising to learn a diverse set of human-like locomotion behaviors, including standing up, walking, running, and jumping. However, existing methods predominantly require training independent policies for each skill, yielding behavior-specific controllers that exhibit limited generalization and brittle performance when deployed on irregular terrains and in diverse situations. To address this challenge, we propose Adaptive Humanoid Control (AHC) that adopts a two-stage framework to learn an adaptive humanoid locomotion controller across different skills and terrains. Specifically, we first train several primary locomotion policies and perform a multi-behavior distillation process to obtain a basic multi-behavior controller, facilitating adaptive behavior switching based on the environment. Then, we perform reinforced fine-tuning by collecting online feedback in performing adaptive behaviors on more diverse terrains, enhancing terrain adaptability for the controller. We conduct experiments in both simulation and real-world experiments in Unitree G1 robots. The results show that our method exhibits strong adaptability across various situations and terrains. Project website: https://ahc-humanoid.github.io.

cs.RO↗

PRTS: A Primitive Reasoning and Tasking System via Contrastive Representations

Vision-Language-Action (VLA) models advance robotic control via strong visual-linguistic priors. However, existing VLAs predominantly frame pretraining as supervised behavior cloning, overlooking the fundamental nature of robot learning as a goal-reaching process that requires understanding temporal task progress. We present \textbf{PRTS} (\textbf{P}rimitive \textbf{R}easoning and \textbf{T}asking \textbf{S}ystem), a VLA foundation model that reformulates pretraining through Goal-Conditioned Reinforcement Learning. By treating language instructions as goals and employing contrastive reinforcement learning, PRTS learns a unified embedding space where the inner product of state-action and goal embeddings approximates the log-discounted goal occupancy, the probability of reaching the language-specified goal from the current state-action, quantitatively assessing physical feasibility beyond static semantic matching. PRTS draws this dense goal-reachability supervision directly from offline trajectories without reward annotations, and folds it into the VLM backbone via a role-aware causal mask, incurring negligible overhead over vanilla behavior cloning. This paradigm endows the high-level reasoning system with intrinsic goal reachability awareness, bridging semantic reasoning and temporal task progress, and further benefits goal-conditioned action prediction. Pretrained on 167B tokens of diverse manipulation and embodied-reasoning data, PRTS reaches state-of-the-art performance on LIBERO, LIBERO-Pro, LIBERO-Plus, SimplerEnv, and a real-world suite of 14 complex tasks, with particularly substantial gains on long-horizon, contact-rich, and zero-shot novel-instruction settings, confirming that injecting goal-reachability awareness significantly improves both execution success and long-horizon planning of general-purpose robotic foundation policies.

cs.AI↗

Re$^2$MoGen: Open-Vocabulary Motion Generation via LLM Reasoning and Physics-Aware Refinement

Text-to-motion (T2M) generation aims to control the behavior of a target character via textual descriptions. Leveraging text-motion paired datasets, existing T2M models have achieved impressive performance in generating high-quality motions within the distribution of their training data. However, their performance deteriorates notably when the motion descriptions differ significantly from the training texts. To address this issue, we propose Re$^2$MoGen, a Reasoning and Refinement open-vocabulary Motion Generation framework that leverages enhanced Large Language Model (LLM) reasoning to generate an initial motion planning and then refine its physical plausibility via reinforcement learning (RL) post-training. Specifically, Re$^2$MoGen consists of three stages: We first employ Monte Carlo tree search to enhance the LLM's reasoning ability in generating reasonable keyframes of the motion based on text prompts, specifying only the root and several key joints' positions to ease the reasoning process. Then, we apply a human pose model as a prior to optimize the full-body poses based on the planned keyframes and use the resulting incomplete motion to supervise fine-tuning a pre-trained motion generator via a dynamic temporal matching objective, enabling spatiotemporal completion. Finally, we use post-training with physics-aware reward to refine motion quality to eliminate physical implausibility in LLM-planned motions. Extensive experiments demonstrate that our framework can generate semantically consistent and physically plausible motions and achieve state-of-the-art performance in open-vocabulary motion generation.

cs.CV↗

DeCoNav: Dialog enhanced Long-Horizon Collaborative Vision-Language Navigation

Long-horizon collaborative vision-language navigation (VLN) is critical for multi-robot systems to accomplish complex tasks beyond the capability of a single agent. CoNavBench takes a first step by introducing the first collaborative long-horizon VLN benchmark with relay-style multi-robot tasks, a collaboration taxonomy, along with graph-grounded generation and evaluation to model handoffs and rendezvous in shared environments. However, existing benchmarks and evaluations often do not enforce strictly synchronized dual-robot rollout on a shared world timeline, and they typically rely on static coordination policies that cannot adapt when new cross-agent evidence emerges. We present Dialog enhanced Long-Horizon Collaborative Vision-Language Navigation (DeCoNav), a decentralized framework that couples event-triggered dialogue with dynamic task allocation and replanning for real-time, adaptive coordination. In DeCoNav, robots exchange compact semantic states via dialogue without a central controller. When informative events such as new evidence, uncertainty, or conflicts arise, dialogue is triggered to dynamically reassign subgoals and replan under synchronized execution. Implemented in DeCoNavBench with 1,213 tasks across 176 HM3D scenes, DeCoNav improves the both-success rate (BSR) by 69.2%, demonstrating the effectiveness of dialogue-driven, dynamically reallocated planning for multi-robot collaboration.

cs.RO↗

PCHC: Enabling Preference Conditioned Humanoid Control via Multi-Objective Reinforcement Learning

Humanoid robots often need to balance competing objectives, such as maximizing speed while minimizing energy consumption. While current reinforcement learning (RL) methods can master complex skills like fall recovery and perceptive locomotion, they are constrained by fixed weighting strategies that produce a single suboptimal policy, rather than providing a diverse set of solutions for sophisticated multi-objective control. In this paper, we propose a novel framework leveraging Multi-Objective Reinforcement Learning (MORL) to achieve Preference-Conditioned Humanoid Control (PCHC). Unlike conventional methods that require training a series of policies to approximate the Pareto front, our framework enables a single, preference-conditioned policy to exhibit a wide spectrum of diverse behaviors. To effectively integrate these requirements, we introduce a Beta distribution-based alignment mechanism based on preference vectors modulating a Mixture-of-Experts (MoE) module. We validated our approach on two representative humanoid tasks. Extensive simulations and real-world experiments demonstrate that the proposed framework allows the robot to adaptively shift its objective priorities in real-time based on the input preference condition.

cs.RO↗

Efficient Cross-Domain Offline Reinforcement Learning with Dynamics- and Value-Aligned Data Filtering

Cross-domain offline reinforcement learning (RL) aims to train a well-performing agent in the target environment, leveraging both a limited target domain dataset and a source domain dataset with (possibly) sufficient data coverage. Due to the underlying dynamics misalignment between source and target domains, naively merging the two datasets may incur inferior performance. Recent advances address this issue by selectively leveraging source domain samples whose dynamics align well with the target domain. However, our work demonstrates that dynamics alignment alone is insufficient, by examining the limitations of prior frameworks and deriving a new target domain sub-optimality bound for the policy learned on the source domain. More importantly, our theory underscores an additional need for \textit{value alignment}, i.e., selecting high-quality, high-value samples from the source domain, a critical dimension overlooked by existing works. Motivated by such theoretical insight, we propose \textbf{\underline{D}}ynamics- and \textbf{\underline{V}}alue-aligned \textbf{\underline{D}}ata \textbf{\underline{F}}iltering (DVDF) method, a novel unified cross-domain RL framework that selectively incorporates source domain samples exhibiting strong alignment in \textit{both dynamics and values}. We empirically study a range of dynamics shift scenarios, including kinematic and morphology shifts, and evaluate DVDF on various tasks and datasets, even in the challenging setting where the target domain dataset contains an extremely limited amount of data. Extensive experiments demonstrate that DVDF consistently outperforms strong baselines with significant improvements.

cs.LG↗

Beyond Short-Horizon: VQ-Memory for Robust Long-Horizon Manipulation in Non-Markovian Simulation Benchmarks

The high cost of collecting real-robot data has made robotic simulation a scalable platform for both evaluation and data generation. Yet most existing benchmarks concentrate on simple manipulation tasks such as pick-and-place, failing to capture the non-Markovian characteristics of real-world tasks and the complexity of articulated object interactions. To address this limitation, we present RuleSafe, a new articulated manipulation benchmark built upon a scalable LLM-aided simulation framework. RuleSafe features safes with diverse unlocking mechanisms, such as key locks, password locks, and logic locks, which require different multi-stage reasoning and manipulation strategies. These LLM-generated rules produce non-Markovian and long-horizon tasks that require temporal modeling and memory-based reasoning. We further propose VQ-Memory, a compact and structured temporal representation that uses vector-quantized variational autoencoders (VQ-VAEs) to encode past proprioceptive states into discrete latent tokens. This representation filters low-level noise while preserving high-level task-phase context, providing lightweight yet robust temporal cues that are compatible with existing Vision-Language-Action models (VLA). Extensive experiments on state-of-the-art VLA models and diffusion policies show that VQ-Memory consistently improves long-horizon planning, enhances generalization to unseen configurations, and enables more efficient manipulation with reduced computational cost. Project page: vqmemory.github.io

cs.RO↗

HALO:Closing Sim-to-Real Gap for Heavy-loaded Humanoid Agile Motion Skills via Differentiable Simulation

Humanoid robots deployed in real-world scenarios often need to carry unknown payloads, which introduce significant mismatch and degrade the effectiveness of simulation-to-reality reinforcement learning methods. To address this challenge, we propose a two-stage gradient-based system identification framework built on the differentiable simulator MuJoCo XLA. The first stage calibrates the nominal robot model using real-world data to reduce intrinsic sim-to-real discrepancies, while the second stage further identifies the mass distribution of the unknown payload. By explicitly reducing structured model bias prior to policy training, our approach enables zero-shot transfer of reinforcement learning policies to hardware under heavy-load conditions. Extensive simulation and real-world experiments demonstrate more precise parameter identification, improved motion tracking accuracy, and substantially enhanced agility and robustness compared to existing baselines. Project Page: https://mwondering.github.io/halo-humanoid/

cs.RO↗

InterReal: A Unified Physics-Based Imitation Framework for Learning Human-Object Interaction Skills

Interaction is one of the core abilities of humanoid robots. However, most existing frameworks focus on non-interactive whole-body control, which limits their practical applicability. In this work, we develop InterReal, a unified physics-based imitation learning framework for Real-world human-object Interaction (HOI) control. InterReal enables humanoid robots to track HOI reference motions, facilitating the learning of fine-grained interactive skills and their deployment in real-world settings. Within this framework, we first introduce a HOI motion data augmentation scheme with hand-object contact constraints, and utilize the augmented motions to improve policy stability under object perturbations. Second, we propose an automatic reward learner to address the challenge of large-scale reward shaping. A meta-policy guided by critical tracking error metrics explores and allocates reward signals to the low-level reinforcement learning objective, which enables more effective learning of interactive policies. Experiments on HOI tasks of box-picking and box-pushing demonstrate that InterReal achieves the best tracking accuracy and the highest task success rate compared to recent baselines. Furthermore, we validate the framework on the real-world robot Unitree G1, which demonstrates its practical effectiveness and robustness beyond simulation.

cs.RO↗

Pro-HOI: Perceptive Root-guided Humanoid-Object Interaction

Executing reliable Humanoid-Object Interaction (HOI) tasks for humanoid robots is hindered by the lack of generalized control interfaces and robust closed-loop perception mechanisms. In this work, we introduce Perceptive Root-guided Humanoid-Object Interaction, Pro-HOI, a generalizable framework for robust humanoid loco-manipulation. First, we collect box-carrying motions that are suitable for real-world deployment and optimize penetration artifacts through a Signed Distance Field loss. Second, we propose a novel training framework that conditions the policy on a desired root-trajectory while utilizing reference motion exclusively as a reward. This design not only eliminates the need for intricate reward tuning but also establishes root trajectory as a universal interface for high-level planners, enabling simultaneous navigation and loco-manipulation. Furthermore, to ensure operational reliability, we incorporate a persistent object estimation module. By fusing real-time detection with Digital Twin, this module allows the robot to autonomously detect slippage and trigger re-grasping maneuvers. Empirical validation on a Unitree G1 robot demonstrates that Pro-HOI significantly outperforms baselines in generalization and robustness, achieving reliable long-horizon execution in complex real-world scenarios.

cs.RO↗

TextOp: Real-time Interactive Text-Driven Humanoid Robot Motion Generation and Control

Recent advances in humanoid whole-body motion tracking have enabled the execution of diverse and highly coordinated motions on real hardware. However, existing controllers are commonly driven either by predefined motion trajectories, which offer limited flexibility when user intent changes, or by continuous human teleoperation, which requires constant human involvement and limits autonomy. This work addresses the problem of how to drive a universal humanoid controller in a real-time and interactive manner. We present TextOp, a real-time text-driven humanoid motion generation and control framework that supports streaming language commands and on-the-fly instruction modification during execution. TextOp adopts a two-level architecture in which a high-level autoregressive motion diffusion model continuously generates short-horizon kinematic trajectories conditioned on the current text input, while a low-level motion tracking policy executes these trajectories on a physical humanoid robot. By bridging interactive motion generation with robust whole-body control, TextOp unlocks free-form intent expression and enables smooth transitions across multiple challenging behaviors such as dancing and jumping, within a single continuous motion execution. Extensive real-robot experiments and offline evaluations demonstrate instant responsiveness, smooth whole-body motion, and precise control. The project page and the open-source code are available at https://text-op.github.io/

cs.RO↗

Learning Soccer Skills for Humanoid Robots: A Progressive Perception-Action Framework

Soccer presents a significant challenge for humanoid robots, demanding tightly integrated perception-action capabilities for tasks like perception-guided kicking and whole-body balance control. Existing approaches suffer from inter-module instability in modular pipelines or conflicting training objectives in end-to-end frameworks. We propose Perception-Action integrated Decision-making (PAiD), a progressive architecture that decomposes soccer skill acquisition into three stages: motion-skill acquisition via human motion tracking, lightweight perception-action integration for positional generalization, and physics-aware sim-to-real transfer. This staged decomposition establishes stable foundational skills, avoids reward conflicts during perception integration, and minimizes sim-to-real gaps. Experiments on the Unitree G1 demonstrate high-fidelity human-like kicking with robust performance under diverse conditions-including static or rolling balls, various positions, and disturbances-while maintaining consistent execution across indoor and outdoor scenarios. Our divide-and-conquer strategy advances robust humanoid soccer capabilities and offers a scalable framework for complex embodied skill acquisition. The project page is available at https://soccer-humanoid.github.io/.

cs.RO↗

Steering Vision-Language-Action Models as Anti-Exploration: A Test-Time Scaling Approach

Vision-Language-Action (VLA) models, trained via flow-matching or diffusion objectives, excel at learning complex behaviors from large-scale, multi-modal datasets (e.g., human teleoperation, scripted policies). However, since VLAs incorporate diverse data modes in the pre-training stage, and the finetuning dataset often contains demonstration data collected in a kinematically suboptimal or undesirable way, it exists redundant action modes that are irrelevant to the success action modes of the downstream task. Specifically, we observe a critical inference-time fragility among various sampled noises after supervised finetuning of pre-trained VLAs. In this paper, we attribute this instability to the distribution shift between the VLA policy and the policy induced by stable success modes of the downstream task dataset. Thus, we propose \textbf{TACO}, a test-time-scaling (TTS) framework that applies a lightweight pseudo-count estimator as a high-fidelity verifier of action chunks. The VLA models integrated with TACO can execute the actions with maximum pseudo-count from all sampled action chunks, thereby preventing distribution shifts while preserving the generalization ability of VLAs since the constraint is applied only during inference. Our method resembles the classical anti-exploration principle in offline reinforcement learning (RL), and being gradient-free, it incurs significant computational benefits compared to RL update, especially for flow or diffusion-based VLAs which are difficult to perform RL update due to denoising process. Extensive experiments across four simulation benchmarks (RoboTwin2.0, Robotwin, LIBERO, SimplerEnv) and a dual-arm platform demonstrate that our method significantly improves the inference stability and success rates in downstream-task adaptations.

cs.RO↗

HumanoidGen: Data Generation for Bimanual Dexterous Manipulation via LLM Reasoning

For robotic manipulation, existing robotics datasets and simulation benchmarks predominantly cater to robot-arm platforms. However, for humanoid robots equipped with dual arms and dexterous hands, simulation tasks and high-quality demonstrations are notably lacking. Bimanual dexterous manipulation is inherently more complex, as it requires coordinated arm movements and hand operations, making autonomous data collection challenging. This paper presents HumanoidGen, an automated task creation and demonstration collection framework that leverages atomic dexterous operations and LLM reasoning to generate relational constraints. Specifically, we provide spatial annotations for both assets and dexterous hands based on the atomic operations, and perform an LLM planner to generate a chain of actionable spatial constraints for arm movements based on object affordances and scenes. To further improve planning ability, we employ a variant of Monte Carlo tree search to enhance LLM reasoning for long-horizon tasks and insufficient annotation. In experiments, we create a novel benchmark with augmented scenarios to evaluate the quality of the collected data. The results show that the performance of the 2D and 3D diffusion policies can scale with the generated dataset. Project page is https://openhumanoidgen.github.io.

cs.RO↗

Adversarial Locomotion and Motion Imitation for Humanoid Policy Learning

Humans exhibit diverse and expressive whole-body movements. However, attaining human-like whole-body coordination in humanoid robots remains challenging, as conventional approaches that mimic whole-body motions often neglect the distinct roles of upper and lower body. This oversight leads to computationally intensive policy learning and frequently causes robot instability and falls during real-world execution. To address these issues, we propose Adversarial Locomotion and Motion Imitation (ALMI), a novel framework that enables adversarial policy learning between upper and lower body. Specifically, the lower body aims to provide robust locomotion capabilities to follow velocity commands while the upper body tracks various motions. Conversely, the upper-body policy ensures effective motion tracking when the robot executes velocity-based movements. Through iterative updates, these policies achieve coordinated whole-body control, which can be extended to loco-manipulation tasks with teleoperation systems. Extensive experiments demonstrate that our method achieves robust locomotion and precise motion tracking in both simulation and on the full-size Unitree H1 robot. Additionally, we release a large-scale whole-body motion control dataset featuring high-quality episodic trajectories from MuJoCo simulations deployable on real robots. The project page is https://almi-humanoid.github.io.

cs.RO↗

Information-Theoretic Reward Decomposition for Generalizable RLHF

A generalizable reward model is crucial in Reinforcement Learning from Human Feedback (RLHF) as it enables correctly evaluating unseen prompt-response pairs. However, existing reward models lack this ability, as they are typically trained by increasing the reward gap between chosen and rejected responses, while overlooking the prompts that the responses are conditioned on. Consequently, when the trained reward model is evaluated on prompt-response pairs that lie outside the data distribution, neglecting the effect of prompts may result in poor generalization of the reward model. To address this issue, we decompose the reward value into two independent components: prompt-free reward and prompt-related reward. Prompt-free reward represents the evaluation that is determined only by responses, while the prompt-related reward reflects the reward that derives from both the prompt and the response. We extract these two components from an information-theoretic perspective, which requires no extra models. Subsequently, we propose a new reward learning algorithm by prioritizing data samples based on their prompt-free reward values. Through toy examples, we demonstrate that the extracted prompt-free and prompt-related rewards effectively characterize two parts of the reward model. Further, standard evaluations show that our method improves both the alignment performance and the generalization capability of the reward model.

cs.AI↗