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Daniel Rakita

Publications and source records attributed to Daniel Rakita.

At least 19 recordsLinked to original sources

Artificial Foveated Perception for Mitigating Shortcut Learning in Robotic Foundation Models

Robotic foundation models still need task-specific fine-tuning before deployment, and the fine-tuned policies often break under modest changes in scene layout, lighting, or nearby distractors. We trace this brittleness to \textit{shortcut learning}: fine-tuning supervises actions but not the visual evidence the policy uses, so the policy can settle on scene-level correlations that predict the demonstrations without causing success. We propose Artificial Foveated Perception (AFP), a lightweight, policy-agnostic module that takes the same vision and language inputs as existing Vision-Language-Action and World Action Model pipelines and predicts task-conditioned masks over the relevant objects, the robot, and other action-critical regions. During fine-tuning the masks serve as an auxiliary grounding signal that aligns the policy's visual attention with task-relevant regions; the policy architecture is unchanged, and at inference the policy runs on the original observation stream with no AFP call in the control loop. In simulation with four robotic foundation models and on a real robot with $π_{0.5}$, AFP improves generalization under environmental perturbations, reduces overfitting, and shortens fine-tuning. Ablations over mask quality and grounding-loss design show that these gains come from directing policy learning toward task-relevant visual evidence. Code, data, and videos are available at https://apollo-lab-yale.github.io/26-CoRL-AFP-website/.

cs.RO

Robust and Efficient MuJoCo-based Model Predictive Control via Web of Affine Spaces Derivatives

MuJoCo is a powerful and efficient physics simulator widely used in robotics. One common way it is applied in practice is through Model Predictive Control (MPC), which uses repeated rollouts of the simulator to optimize future actions and generate responsive control policies in real time. To make this process more accessible, the open source library MuJoCo MPC (MJPC) provides ready-to-use MPC algorithms and implementations built directly on top of the MuJoCo simulator. However, MJPC relies on finite differencing (FD) to compute derivatives through the underlying MuJoCo simulator, which is often a key bottleneck that can make it prohibitively costly for time-sensitive tasks, especially in high-DOF systems or complex scenes. In this paper, we introduce the use of Web of Affine Spaces (WASP) derivatives within MJPC as a drop-in replacement for FD. WASP is a recently developed approach for efficiently computing sequences of accurate derivative approximations. By reusing information from prior, related derivative calculations, WASP accelerates and stabilizes the computation of new derivatives, making it especially well suited for MPC's iterative, fine-grained updates over time. We evaluate WASP across a diverse suite of MJPC tasks spanning multiple robot embodiments. Our results suggest that WASP derivatives are particularly effective in MJPC: it integrates seamlessly across tasks, delivers consistently robust performance, and achieves up to a 2$\mathsf{x}$ speedup compared to an FD backend when used with derivative-based planners, such as iLQG. In addition, WASP-based MPC outperforms MJPC's stochastic sampling-based planners on our evaluation tasks, offering both greater efficiency and reliability. To support adoption and future research, we release an open-source implementation of MJPC with WASP derivatives fully integrated.

cs.RO

Turning Stale Gradients into Stable Gradients: Coherent Coordinate Descent with Implicit Landscape Smoothing for Lightweight Zeroth-Order Optimization

Zeroth-Order (ZO) optimization is pivotal for scenarios where backpropagation is unavailable, such as memory-constrained on-device learning and black-box optimization. However, existing methods face a stark trade-off: they are either sample-inefficient (e.g., standard finite differences) or suffer from high variance due to randomized estimation (e.g., random subspace methods). In this work, we propose Coherent Coordinate Descent (CoCD), a deterministic, sample-efficient, and budget-aware ZO optimizer. Theoretically, we formalize the notion of gradient coherence and demonstrate that CoCD is equivalent to Block Cyclic Coordinate Descent (BCCD) with ``warm starts,'' effectively converting historical (stale) gradients from a liability into a computational asset. This mechanism enables $O(1)$ query complexity per step while maintaining global descent directions. Furthermore, we derive error bounds revealing a counter-intuitive insight: larger finite-difference step sizes can induce an implicit smoothing effect on the optimization landscape by reducing the effective smoothness constant, thereby improving convergence stability. Experiments on MLP, CNN, and ResNet architectures (up to 270k parameters) demonstrate that CoCD significantly outperforms BCCD in terms of sample efficiency and convergence loss/accuracy, and exhibits superior stability over randomized ZO methods. Our results suggest that deterministic, structure-aware updates offer a superior alternative to randomization for lightweight ZO optimization.

cs.LG

Efficient On-policy Visual-RL via Stochastic Decoupled Policy Gradient

We present the stochastic decoupled policy gradient (SDPG), a lightweight visual reinforcement learning (RL) method that trains diverse visuomotor control policies end-to-end within a few hours on a single NVIDIA RTX 4080 GPU. SDPG estimates policy gradients via random perturbations of trajectory rollouts, requiring orders of magnitude fewer batch-rendered environments and substantially reducing compute and memory overhead. On visual MuJoCo benchmarks, SDPG consistently outperforms baseline methods in training time, memory usage, and rewards. Finally, to support future research, we introduce a suite of realistic visual robotics benchmarks spanning dexterous manipulation, challenging locomotion, and demonstrate effective sim-to-real transfer on physical hardware.

cs.RO

Hybrid Diffusion Policies with Projective Geometric Algebra for Efficient Robot Manipulation Learning

Diffusion policies are a powerful paradigm for robot learning, but their training is often inefficient. A key reason is that networks must relearn fundamental spatial concepts, such as translations and rotations, from scratch for every new task. To alleviate this redundancy, we propose embedding geometric inductive biases directly into the network architecture using Projective Geometric Algebra (PGA). PGA provides a unified algebraic framework for representing geometric primitives and transformations, allowing neural networks to reason about spatial structure more effectively. In this paper, we introduce hPGA-DP, a novel hybrid diffusion policy that capitalizes on these benefits. Our architecture leverages the Projective Geometric Algebra Transformer (P-GATr) as a state encoder and action decoder, while employing established U-Net or Transformer-based modules for the core denoising process. Through extensive experiments and ablation studies in both simulated and real-world environments, we demonstrate that hPGA-DP significantly improves task performance and training efficiency. Notably, our hybrid approach achieves substantially faster convergence compared to both standard diffusion policies and architectures that rely solely on P-GATr. The project website is available at: https://apollo-lab-yale.github.io/26-ICRA-hPGA-website/.

cs.RO

Towards Zero-Knowledge Task Planning via a Language-based Approach

In this work, we introduce and formalize the Zero-Knowledge Task Planning (ZKTP) problem, i.e., formulating a sequence of actions to achieve some goal without task-specific knowledge. Additionally, we present a first investigation and approach for ZKTP that leverages a large language model (LLM) to decompose natural language instructions into subtasks and generate behavior trees (BTs) for execution. If errors arise during task execution, the approach also uses an LLM to adjust the BTs on-the-fly in a refinement loop. Experimental validation in the AI2-THOR simulator demonstrate our approach's effectiveness in improving overall task performance compared to alternative approaches that leverage task-specific knowledge. Our work demonstrates the potential of LLMs to effectively address several aspects of the ZKTP problem, providing a robust framework for automated behavior generation with no task-specific setup.

cs.RO

APOLLO Blender: A Robotics Library for Visualization and Animation in Blender

High-quality visualizations are an essential part of robotics research, enabling clear communication of results through figures, animations, and demonstration videos. While Blender is a powerful and freely available 3D graphics platform, its steep learning curve and lack of robotics-focused integrations make it difficult and time-consuming for researchers to use effectively. In this work, we introduce a lightweight software library that bridges this gap by providing simple scripting interfaces for common robotics visualization tasks. The library offers three primary capabilities: (1) importing robots and environments directly from standardized descriptions such as URDF; (2) Python-based scripting tools for keyframing robot states and visual attributes; and (3) convenient generation of primitive 3D shapes for schematic figures and animations. Together, these features allow robotics researchers to rapidly create publication-ready images, animations, and explanatory schematics without needing extensive Blender expertise. We demonstrate the library through a series of proof-of-concept examples and conclude with a discussion of current limitations and opportunities for future extensions.

cs.RO

Beyond URDF: The Universal Robot Description Directory for Shared, Extensible, and Standardized Robot Models

Robots are typically described in software by specification files (e.g., URDF, SDF, MJCF, USD) that encode only basic kinematic, dynamic, and geometric information. As a result, downstream applications such as simulation, planning, and control must repeatedly re-derive richer data, leading to redundant computations, fragmented implementations, and limited standardization. In this work, we introduce the Universal Robot Description Directory (URDD), a modular representation that organizes derived robot information into structured, easy-to-parse JSON and YAML modules. Our open-source toolkit automatically generates URDDs from URDFs, with a Rust implementation supporting Bevy-based visualization. Additionally, we provide a JavaScript/Three.js viewer for web-based inspection of URDDs. Experiments on multiple robot platforms show that URDDs can be generated efficiently, encapsulate substantially richer information than standard specification files, and directly enable the construction of core robotics subroutines. URDD provides a unified, extensible resource for reducing redundancy and establishing shared standards across robotics frameworks. We conclude with a discussion on the limitations and implications of our work.

cs.RO

A New Software Tool for Generating and Visualizing Robot Self-Collision Matrices

In robotics, it is common to check whether a given robot state results in self-intersection (i.e., a self-collision query) or to assess its distance from such an intersection (i.e., a self-proximity query). These checks are typically performed between pairs of shapes attached to different robot links. However, many of these shape pairs can be excluded in advance, as their configurations are known to always or never result in contact. This information is typically encoded in a self-collision matrix, where each entry (i, j) indicates whether a check should be performed between shape i and shape j. While the MoveIt Setup Assistant is widely used to generate such matrices, current tools are limited by static visualization, lack of proximity support, rigid single-geometry assumptions, and tedious refinement workflows, hindering flexibility and reuse in downstream robotics applications. In this work, we introduce an interactive tool that overcomes these limitations by generating and visualizing self-collision matrices across multiple shape representations, enabling dynamic inspection, filtering, and refinement of shape pairs. Outputs are provided in both JSON and YAML for easy integration. The system is implemented in Rust and uses the Bevy game engine to deliver high-quality visualizations. We demonstrate its effectiveness on multiple robot platforms, showing that matrices generated using diverse shape types yield faster and more accurate self-collision and self-proximity queries.

cs.RO

Subsecond 3D Mesh Generation for Robot Manipulation

3D meshes are a fundamental representation widely used in computer science and engineering. In robotics, they are particularly valuable because they capture objects in a form that aligns directly with how robots interact with the physical world, enabling core capabilities such as predicting stable grasps, detecting collisions, and simulating dynamics. Although automatic 3D mesh generation methods have shown promising progress in recent years, potentially offering a path toward real-time robot perception, two critical challenges remain. First, generating high-fidelity meshes is prohibitively slow for real-time use, often requiring tens of seconds per object. Second, mesh generation by itself is insufficient. In robotics, a mesh must be contextually grounded, i.e., correctly segmented from the scene and registered with the proper scale and pose. Additionally, unless these contextual grounding steps remain efficient, they simply introduce new bottlenecks. In this work, we introduce an end-to-end system that addresses these challenges, producing a high-quality, contextually grounded 3D mesh from a single RGB-D image in under one second. Our pipeline integrates open-vocabulary object segmentation, accelerated diffusion-based mesh generation, and robust point cloud registration, each optimized for both speed and accuracy. We demonstrate its effectiveness in a real-world manipulation task, showing that it enables meshes to be used as a practical, on-demand representation for robotics perception and planning.

cs.RO

Mesh RAG: Retrieval Augmentation for Autoregressive Mesh Generation

3D meshes are a critical building block for applications ranging from industrial design and gaming to simulation and robotics. Traditionally, meshes are crafted manually by artists, a process that is time-intensive and difficult to scale. To automate and accelerate this asset creation, autoregressive models have emerged as a powerful paradigm for artistic mesh generation. However, current methods to enhance quality typically rely on larger models or longer sequences that result in longer generation time, and their inherent sequential nature imposes a severe quality-speed trade-off. This sequential dependency also significantly complicates incremental editing. To overcome these limitations, we propose Mesh RAG, a novel, training-free, plug-and-play framework for autoregressive mesh generation models. Inspired by RAG for language models, our approach augments the generation process by leveraging point cloud segmentation, spatial transformation, and point cloud registration to retrieve, generate, and integrate mesh components. This retrieval-based approach decouples generation from its strict sequential dependency, facilitating efficient and parallelizable inference. We demonstrate the wide applicability of Mesh RAG across various foundational autoregressive mesh generation models, showing it significantly enhances mesh quality, accelerates generation speed compared to sequential part prediction, and enables incremental editing, all without model retraining.

cs.CV

Optimizing Active Perception for Learning Simultaneous Viewpoint Selection and Manipulation with Diffusion Policy

Robotic manipulation tasks often rely on static cameras for perception, which can limit flexibility, particularly in scenarios like robotic surgery and cluttered environments where mounting static cameras is impractical. Ideally, robots could jointly learn a policy for dynamic viewpoint and manipulation. However, dynamic viewpoint control requires additional degrees of freedom and intricate coordination with manipulation, which results in more challenging policy learning than single-arm manipulation. To address this complexity, we propose an integrated learning framework that combines diffusion policy with a novel look-at inverse kinematics solver for active perception. Our framework helps better coordinating between perception and manipulation. It automatically optimizes camera orientation for viewpoint selection, while allowing the policy to focus on essential manipulation and positioning decisions. We demonstrate that our integrated approach achieves superior performance and learning efficiency compared to directly applying diffusion policies to configuration space or end-effector space with various rotation representations. Further analysis suggests that these performance differences are driven by inherent variations in the high-frequency components across different state-action spaces.

cs.RO

PRISM-DP: Spatial Pose-based Observations for Diffusion-Policies via Segmentation, Mesh Generation, and Pose Tracking

Diffusion policies generate robot motions by learning to denoise action-space trajectories conditioned on observations. These observations are commonly streams of RGB images, whose high dimensionality includes substantial task-irrelevant information, requiring large models to extract relevant patterns. In contrast, using structured observations like the spatial poses of key objects enables training more compact policies with fewer parameters. However, obtaining accurate object poses in open-set, real-world environments remains challenging, as 6D pose estimation and tracking methods often depend on markers placed on objects beforehand or pre-scanned object meshes that require manual reconstruction. We propose PRISM-DP, an approach that leverages segmentation, mesh generation, and pose tracking models to enable compact diffusion policy learning directly from the spatial poses of task-relevant objects. Crucially, by using a mesh generation model, PRISM-DP eliminates the need for manual mesh creation, improving scalability in open-set environments. Experiments in simulation and the real world show that PRISM-DP outperforms high-dimensional image-based policies and achieves performance comparable to policies trained with ground-truth state information.

cs.RO

Dynamic Rank Adjustment in Diffusion Policies for Efficient and Flexible Training

Diffusion policies trained via offline behavioral cloning have recently gained traction in robotic motion generation. While effective, these policies typically require a large number of trainable parameters. This model size affords powerful representations but also incurs high computational cost during training. Ideally, it would be beneficial to dynamically adjust the trainable portion as needed, balancing representational power with computational efficiency. For example, while overparameterization enables diffusion policies to capture complex robotic behaviors via offline behavioral cloning, the increased computational demand makes online interactive imitation learning impractical due to longer training time. To address this challenge, we present a framework, called DRIFT, that uses the Singular Value Decomposition to enable dynamic rank adjustment during diffusion policy training. We implement and demonstrate the benefits of this framework in DRIFT-DAgger, an imitation learning algorithm that can seamlessly slide between an offline bootstrapping phase and an online interactive phase. We perform extensive experiments to better understand the proposed framework, and demonstrate that DRIFT-DAgger achieves improved sample efficiency and faster training with minimal impact on model performance. The project website is available at: https://apollo-lab-yale.github.io/25-RSS-DRIFT-website/.

cs.RO

Coherence-based Approximate Derivatives via Web of Affine Spaces Optimization

Computing derivatives is a crucial subroutine in computer science and related fields as it provides a local characterization of a function's steepest directions of ascent or descent. In this work, we recognize that derivatives are often not computed in isolation; conversely, it is quite common to compute a \textit{sequence} of derivatives, each one somewhat related to the last. Thus, we propose accelerating derivative computation by reusing information from previous, related calculations-a general strategy known as \textit{coherence}. We introduce the first instantiation of this strategy through a novel approach called the Web of Affine Spaces (WASP) Optimization. This approach provides an accurate approximation of a function's derivative object (i.e. gradient, Jacobian matrix, etc.) at the current input within a sequence. Each derivative within the sequence only requires a small number of forward passes through the function (typically two), regardless of the number of function inputs and outputs. We demonstrate the efficacy of our approach through several numerical experiments, comparing it with alternative derivative computation methods on benchmark functions. We show that our method significantly improves the performance of derivative computation on small to medium-sized functions, i.e., functions with approximately fewer than 500 combined inputs and outputs. Furthermore, we show that this method can be effectively applied in a robotics optimization context. We conclude with a discussion of the limitations and implications of our work. Open-source code, visual explanations, and videos are located at the paper website: \href{https://apollo-lab-yale.github.io/25-RSS-WASP-website/}{https://apollo-lab-yale.github.io/25-RSS-WASP-website/}.

cs.RO

ad-trait: A Fast and Flexible Automatic Differentiation Library in Rust

The Rust programming language is an attractive choice for robotics and related fields, offering highly efficient and memory-safe code. However, a key limitation preventing its broader adoption in these domains is the lack of high-quality, well-supported Automatic Differentiation (AD)-a fundamental technique that enables convenient derivative computation by systematically accumulating data during function evaluation. In this work, we introduce ad-trait, a new Rust-based AD library. Our implementation overloads Rust's standard floating-point type with a flexible trait that can efficiently accumulate necessary information for derivative computation. The library supports both forward-mode and reverse-mode automatic differentiation, making it the first operator-overloading AD implementation in Rust to offer both options. Additionally, ad-trait leverages Rust's performance-oriented features, such as Single Instruction, Multiple Data acceleration in forward-mode AD, to enhance efficiency. Through benchmarking experiments, we show that our library is among the fastest AD implementations across several programming languages for computing derivatives. Moreover, it is already integrated into a Rust-based robotics library, where we showcase its ability to facilitate fast optimization procedures. We conclude with a discussion of the limitations and broader implications of our work.

cs.RO

Sequential Discrete Action Selection via Blocking Conditions and Resolutions

In this work, we introduce a strategy that frames the sequential action selection problem for robots in terms of resolving \textit{blocking conditions}, i.e., situations that impede progress on an action en route to a goal. This strategy allows a robot to make one-at-a-time decisions that take in pertinent contextual information and swiftly adapt and react to current situations. We present a first instantiation of this strategy that combines a state-transition graph and a zero-shot Large Language Model (LLM). The state-transition graph tracks which previously attempted actions are currently blocked and which candidate actions may resolve existing blocking conditions. This information from the state-transition graph is used to automatically generate a prompt for the LLM, which then uses the given context and set of possible actions to select a single action to try next. This selection process is iterative, with each chosen and executed action further refining the state-transition graph, continuing until the agent either fulfills the goal or encounters a termination condition. We demonstrate the effectiveness of our approach by comparing it to various LLM and traditional task-planning methods in a testbed of simulation experiments. We discuss the implications of our work based on our results.

cs.RO

RangedIK: An Optimization-based Robot Motion Generation Method for Ranged-Goal Tasks

Generating feasible robot motions in real-time requires achieving multiple tasks (i.e., kinematic requirements) simultaneously. These tasks can have a specific goal, a range of equally valid goals, or a range of acceptable goals with a preference toward a specific goal. To satisfy multiple and potentially competing tasks simultaneously, it is important to exploit the flexibility afforded by tasks with a range of goals. In this paper, we propose a real-time motion generation method that accommodates all three categories of tasks within a single, unified framework and leverages the flexibility of tasks with a range of goals to accommodate other tasks. Our method incorporates tasks in a weighted-sum multiple-objective optimization structure and uses barrier methods with novel loss functions to encode the valid range of a task. We demonstrate the effectiveness of our method through a simulation experiment that compares it to state-of-the-art alternative approaches, and by demonstrating it on a physical camera-in-hand robot that shows that our method enables the robot to achieve smooth and feasible camera motions.

cs.RO