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David Held

Publications and source records attributed to David Held.

At least 19 recordsLinked to original sources

From Grasps to Dexterity: Large-Scale Grasp Pretraining for Dexterous Manipulation

Large-scale dexterous grasp datasets encode rich priors over hand-object interaction, but their use has largely been confined to grasp generation and pick-and-place manipulation. We study whether such data can instead support functional dexterity in articulated tool use, where a robot must acquire a tool, maintain contact, and operate its functional moving parts. We adapt a hierarchical imitation learning framework that combines high-level hand sub-goal prediction with a low-level goal-conditioned controller. We construct a 355k-trajectory grasp-pretraining dataset from large-scale dexterous grasp annotations and use it to pretrain the low-level controller. The controller is then fine-tuned on downstream task demonstrations. To evaluate this setting, we introduce DexCraft, a simulation benchmark with six articulated tool-use tasks requiring coordinated finger motion. Across simulation and real-world experiments, our approach outperforms end-to-end diffusion policy baselines and hierarchical policies trained from scratch. In the real world, it improves full-task success by 33.3 percentage points over DP3. These results show that grasp datasets can serve not only as resources for grasp synthesis, but also as scalable pretraining data for contact-rich dexterous manipulation. Videos are shown on https://yingyuan0414.github.io/grasp2dexterity/ .

cs.RO

3D-DLP: Self-Supervised 3D Object-Centric Scene Representation Learning

We introduce 3D-DLP, a self-supervised object-centric representation learning model that decomposes scene-level RGB-D or voxel observations into a set of 3D latent particles. Building on the Deep Latent Particles (DLP) framework, each particle encodes disentangled attributes, including 3D keypoint position, bounding box dimensions, and appearance features, and represents a distinct entity in the scene. The model learns interpretable per-particle segmentation maps through an end-to-end self-supervised reconstruction objective. We demonstrate on both simulated and real-world datasets that the learned latent space is interpretable and controllable: by manipulating particle positions and decoding, we can generate novel scene configurations. Furthermore, we show that leveraging these compact 3D latent particles for downstream robotic manipulation improves performance over baselines that either lack explicit 3D information or rely on memory-intensive dense 3D inputs without object-centric structure. Code and videos are available at https://eubooks3003.github.io/3d-dlp.

cs.LG

GHOST: Hierarchical Sub-Goal Policies for Generalizing Robot Manipulation

We present GHOST, a framework for learning visuomotor manipulation policies that generalize beyond the training distribution. GHOST factorizes control into (i) a high-level policy that predicts the next sub-goal as a distribution over 3D end-effector poses from multi-view RGB-D observations, and (ii) a low-level goal-conditioned controller that executes embodiment-specific actions. To condition image-based policies on 3D goals, we introduce a simple spatial interface that projects predicted goals into the image plane and represents them as end-effector heatmaps. Across a suite of manipulation tasks, this hierarchical factorization consistently improves performance and robustness compared to a flat Diffusion Policy. Further, we show that this hierarchical interface also makes it easy to incorporate human demonstrations without relying on (noisy) action retargeting. As sub-goals are largely embodiment-agnostic, we train the high-level policy on human video to specify how learned skills should be applied and composed, while keeping the low-level policy trained purely on robot data. This hierarchy enables adaptation to novel objects and task variations using a small number of human demonstrations.

cs.RO

RoboWits: Unexpected Challenges for Robotic Creative Problem Solving

The ability to reason, adapt, and creatively solve problems under unexpected challenges is essential for robots operating in real-world environments. However, current robotic benchmarks primarily emphasize skill-level execution and provide limited insight into such cognitive reasoning capabilities. We introduce RoboWits, a bi-manual robotic benchmark designed to systematically evaluate cognitive reasoning, creative tool use, and robustness to unexpected conditions. To enable scalable construction of high-quality reasoning-centric unexpected scenarios, we propose an automated task generation pipeline formulated as a multi-agent cooperative framework, comprising agents for seed task generation and verification, metric generation, scene generation, and task mutation. Using the pipeline, we curated 30 diverse seed tasks and 208 tasks with mutations and graded difficulty across geometry, material, and assembly-based reasoning. We benchmark popular robot policies, pre-trained VLAs, and oracle-state planners. Our results reveal a significant performance gap: while pre-trained VLAs exhibit preliminary success on seed tasks after single-task fine-tuning, they struggle to perform on mutated tasks, implying their brittleness in manipulation tasks requiring reasoning, strategy adaptation, and robustness to deceptive or constrained environments. Project page is available at https://umass-embodied-agi.github.io/RoboWits.

cs.RO

Disentangled Point Diffusion for Precise Object Placement

Recent advances in robotic manipulation have highlighted the effectiveness of learning from demonstration. However, while end-to-end policies excel in expressivity and flexibility, they struggle both in generalizing to novel object geometries and in attaining a high degree of precision. An alternative, object-centric approach frames the task as predicting the placement pose of the target object, providing a modular decomposition of the problem. Building on this goal-prediction paradigm, we propose TAX-DPD, a hierarchical, disentangled point diffusion framework that achieves state-of-the-art performance in placement precision, multi-modal coverage, and generalization to variations in object geometries and scene configurations. We model global scene-level placements through a novel feed-forward Dense Gaussian Mixture Model (GMM) that yields a spatially dense prior over global placements; we then model the local object-level configuration through a novel disentangled point cloud diffusion module that separately diffuses the object geometry and the placement frame, enabling precise local geometric reasoning. Interestingly, we demonstrate that our point cloud diffusion achieves substantially higher accuracy than a prior approach based on SE(3)-diffusion, even in the context of rigid object placement. We validate our approach across a suite of challenging tasks in simulation and in the real-world on high-precision industrial insertion tasks. Furthermore, we present results on a cloth-hanging task in simulation, indicating that our framework can further relax assumptions on object rigidity.

cs.RO

Latent Particle World Models: Self-supervised Object-centric Stochastic Dynamics Modeling

We introduce Latent Particle World Model (LPWM), a self-supervised object-centric world model scaled to real-world multi-object datasets and applicable in decision-making. LPWM autonomously discovers keypoints, bounding boxes, and object masks directly from video data, enabling it to learn rich scene decompositions without supervision. Our architecture is trained end-to-end purely from videos and supports flexible conditioning on actions, language, and image goals. LPWM models stochastic particle dynamics via a novel latent action module and achieves state-of-the-art results on diverse real-world and synthetic datasets. Beyond stochastic video modeling, LPWM is readily applicable to decision-making, including goal-conditioned imitation learning, as we demonstrate in the paper. Code, data, pre-trained models and video rollouts are available: https://taldatech.github.io/lpwm-web

cs.LG

Force-Modulated Visual Policy for Robot-Assisted Dressing with Arm Motions

Robot-assisted dressing has the potential to significantly improve the lives of individuals with mobility impairments. To ensure an effective and comfortable dressing experience, the robot must be able to handle challenging deformable garments, apply appropriate forces, and adapt to limb movements throughout the dressing process. Prior work often makes simplifying assumptions -- such as static human limbs during dressing -- which limits real-world applicability. In this work, we develop a robot-assisted dressing system capable of handling partial observations with visual occlusions, as well as robustly adapting to arm motions during the dressing process. Given a policy trained in simulation with partial observations, we propose a method to fine-tune it in the real world using a small amount of data and multi-modal feedback from vision and force sensing, to further improve the policy's adaptability to arm motions and enhance safety. We evaluate our method in simulation with simplified articulated human meshes and in a real world human study with 12 participants across 264 dressing trials. Our policy successfully dresses two long-sleeve everyday garments onto the participants while being adaptive to various kinds of arm motions, and greatly outperforms prior baselines in terms of task completion and user feedback. Video are available at https://dressing-motion.github.io/.

cs.RO

Geometric Red-Teaming for Robotic Manipulation

Standard evaluation protocols in robotic manipulation typically assess policy performance over curated, in-distribution test sets, offering limited insight into how systems fail under plausible variation. We introduce Geometric Red-Teaming (GRT), a red-teaming framework that probes robustness through object-centric geometric perturbations, automatically generating CrashShapes -- structurally valid, user-constrained mesh deformations that trigger catastrophic failures in pre-trained manipulation policies. The method integrates a Jacobian field-based deformation model with a gradient-free, simulator-in-the-loop optimization strategy. Across insertion, articulation, and grasping tasks, GRT consistently discovers deformations that collapse policy performance, revealing brittle failure modes missed by static benchmarks. By combining task-level policy rollouts with constraint-aware shape exploration, we aim to build a general purpose framework for structured, object-centric robustness evaluation in robotic manipulation. We additionally show that fine-tuning on individual CrashShapes, a process we refer to as blue-teaming, improves task success by up to 60 percentage points on those shapes, while preserving performance on the original object, demonstrating the utility of red-teamed geometries for targeted policy refinement. Finally, we validate both red-teaming and blue-teaming results with a real robotic arm, observing that simulated CrashShapes reduce task success from 90% to as low as 22.5%, and that blue-teaming recovers performance to up to 90% on the corresponding real-world geometry -- closely matching simulation outcomes. Videos and code can be found on our project website: https://georedteam.github.io/ .

cs.RO

Planning from Point Clouds over Continuous Actions for Multi-object Rearrangement

Long-horizon planning for robot manipulation is a challenging problem that requires reasoning about the effects of a sequence of actions on a physical 3D scene. While traditional task planning methods are shown to be effective for long-horizon manipulation, they require discretizing the continuous state and action space into symbolic descriptions of objects, object relationships, and actions. Instead, we propose a hybrid learning-and-planning approach that leverages learned models as domain-specific priors to guide search in high-dimensional continuous action spaces. We introduce SPOT: Search over Point cloud Object Transformations, which plans by searching for a sequence of transformations from an initial scene point cloud to a goal-satisfying point cloud. SPOT samples candidate actions from learned suggesters that operate on partially observed point clouds, eliminating the need to discretize actions or object relationships. We evaluate SPOT on multi-object rearrangement tasks, reporting task planning success and task execution success in both simulation and real-world environments. Our experiments show that SPOT generates successful plans and outperforms a policy-learning approach. We also perform ablations that highlight the importance of search-based planning.

cs.RO

Learn from What We HAVE: History-Aware VErifier that Reasons about Past Interactions Online

We introduce a novel History-Aware VErifier (HAVE) to disambiguate uncertain scenarios online by leveraging past interactions. Robots frequently encounter visually ambiguous objects whose manipulation outcomes remain uncertain until physically interacted with. While generative models alone could theoretically adapt to such ambiguity, in practice they obtain suboptimal performance in ambiguous cases, even when conditioned on action history. To address this, we propose explicitly decoupling action generation from verification: we use an unconditional diffusion-based generator to propose multiple candidate actions and employ our history-aware verifier to select the most promising action by reasoning about past interactions. Through theoretical analysis, we demonstrate that employing a verifier significantly improves expected action quality. Empirical evaluations and analysis across multiple simulated and real-world environments including articulated objects, multi-modal doors, and uneven object pick-up confirm the effectiveness of our method and improvements over baselines. Our project website is available at: https://liy1shu.github.io/HAVE_CoRL25/

cs.RO

ArticuBot: Learning Universal Articulated Object Manipulation Policy via Large Scale Simulation

This paper presents ArticuBot, in which a single learned policy enables a robotics system to open diverse categories of unseen articulated objects in the real world. This task has long been challenging for robotics due to the large variations in the geometry, size, and articulation types of such objects. Our system, Articubot, consists of three parts: generating a large number of demonstrations in physics-based simulation, distilling all generated demonstrations into a point cloud-based neural policy via imitation learning, and performing zero-shot sim2real transfer to real robotics systems. Utilizing sampling-based grasping and motion planning, our demonstration generalization pipeline is fast and effective, generating a total of 42.3k demonstrations over 322 training articulated objects. For policy learning, we propose a novel hierarchical policy representation, in which the high-level policy learns the sub-goal for the end-effector, and the low-level policy learns how to move the end-effector conditioned on the predicted goal. We demonstrate that this hierarchical approach achieves much better object-level generalization compared to the non-hierarchical version. We further propose a novel weighted displacement model for the high-level policy that grounds the prediction into the existing 3D structure of the scene, outperforming alternative policy representations. We show that our learned policy can zero-shot transfer to three different real robot settings: a fixed table-top Franka arm across two different labs, and an X-Arm on a mobile base, opening multiple unseen articulated objects across two labs, real lounges, and kitchens. Videos and code can be found on our project website: https://articubot.github.io/.

cs.RO

Real-World Offline Reinforcement Learning from Vision Language Model Feedback

Offline reinforcement learning can enable policy learning from pre-collected, sub-optimal datasets without online interactions. This makes it ideal for real-world robots and safety-critical scenarios, where collecting online data or expert demonstrations is slow, costly, and risky. However, most existing offline RL works assume the dataset is already labeled with the task rewards, a process that often requires significant human effort, especially when ground-truth states are hard to ascertain (e.g., in the real-world). In this paper, we build on prior work, specifically RL-VLM-F, and propose a novel system that automatically generates reward labels for offline datasets using preference feedback from a vision-language model and a text description of the task. Our method then learns a policy using offline RL with the reward-labeled dataset. We demonstrate the system's applicability to a complex real-world robot-assisted dressing task, where we first learn a reward function using a vision-language model on a sub-optimal offline dataset, and then we use the learned reward to employ Implicit Q learning to develop an effective dressing policy. Our method also performs well in simulation tasks involving the manipulation of rigid and deformable objects, and significantly outperform baselines such as behavior cloning and inverse RL. In summary, we propose a new system that enables automatic reward labeling and policy learning from unlabeled, sub-optimal offline datasets.

cs.RO

Non-rigid Relative Placement through 3D Dense Diffusion

The task of "relative placement" is to predict the placement of one object in relation to another, e.g. placing a mug onto a mug rack. Through explicit object-centric geometric reasoning, recent methods for relative placement have made tremendous progress towards data-efficient learning for robot manipulation while generalizing to unseen task variations. However, they have yet to represent deformable transformations, despite the ubiquity of non-rigid bodies in real world settings. As a first step towards bridging this gap, we propose ``cross-displacement" - an extension of the principles of relative placement to geometric relationships between deformable objects - and present a novel vision-based method to learn cross-displacement through dense diffusion. To this end, we demonstrate our method's ability to generalize to unseen object instances, out-of-distribution scene configurations, and multimodal goals on multiple highly deformable tasks (both in simulation and in the real world) beyond the scope of prior works. Supplementary information and videos can be found at https://sites.google.com/view/tax3d-corl-2024 .

cs.RO

Visual Manipulation with Legs

Animals use limbs for both locomotion and manipulation. We aim to equip quadruped robots with similar versatility. This work introduces a system that enables quadruped robots to interact with objects using their legs, inspired by non-prehensile manipulation. The system has two main components: a visual manipulation policy module and a loco-manipulator module. The visual manipulation policy, trained with reinforcement learning (RL) using point cloud observations and object-centric actions, decides how the leg should interact with the object. The loco-manipulator controller manages leg movements and body pose adjustments, based on impedance control and Model Predictive Control (MPC). Besides manipulating objects with a single leg, the system can select from the left or right leg based on critic maps and move objects to distant goals through base adjustment. Experiments evaluate the system on object pose alignment tasks in both simulation and the real world, demonstrating more versatile object manipulation skills with legs than previous work. Videos can be found at https://legged-manipulation.github.io/

cs.RO

FlowBotHD: History-Aware Diffuser Handling Ambiguities in Articulated Objects Manipulation

We introduce a novel approach for manipulating articulated objects which are visually ambiguous, such doors which are symmetric or which are heavily occluded. These ambiguities can cause uncertainty over different possible articulation modes: for instance, when the articulation direction (e.g. push, pull, slide) or location (e.g. left side, right side) of a fully closed door are uncertain, or when distinguishing features like the plane of the door are occluded due to the viewing angle. To tackle these challenges, we propose a history-aware diffusion network that can model multi-modal distributions over articulation modes for articulated objects; our method further uses observation history to distinguish between modes and make stable predictions under occlusions. Experiments and analysis demonstrate that our method achieves state-of-art performance on articulated object manipulation and dramatically improves performance for articulated objects containing visual ambiguities. Our project website is available at https://flowbothd.github.io/.

cs.RO

SplatSim: Zero-Shot Sim2Real Transfer of RGB Manipulation Policies Using Gaussian Splatting

Sim2Real transfer, particularly for manipulation policies relying on RGB images, remains a critical challenge in robotics due to the significant domain shift between synthetic and real-world visual data. In this paper, we propose SplatSim, a novel framework that leverages Gaussian Splatting as the primary rendering primitive to reduce the Sim2Real gap for RGB-based manipulation policies. By replacing traditional mesh representations with Gaussian Splats in simulators, SplatSim produces highly photorealistic synthetic data while maintaining the scalability and cost-efficiency of simulation. We demonstrate the effectiveness of our framework by training manipulation policies within SplatSim and deploying them in the real world in a zero-shot manner, achieving an average success rate of 86.25%, compared to 97.5% for policies trained on real-world data. Videos can be found on our project page: https://splatsim.github.io

cs.RO

HACMan++: Spatially-Grounded Motion Primitives for Manipulation

Although end-to-end robot learning has shown some success for robot manipulation, the learned policies are often not sufficiently robust to variations in object pose or geometry. To improve the policy generalization, we introduce spatially-grounded parameterized motion primitives in our method HACMan++. Specifically, we propose an action representation consisting of three components: what primitive type (such as grasp or push) to execute, where the primitive will be grounded (e.g. where the gripper will make contact with the world), and how the primitive motion is executed, such as parameters specifying the push direction or grasp orientation. These three components define a novel discrete-continuous action space for reinforcement learning. Our framework enables robot agents to learn to chain diverse motion primitives together and select appropriate primitive parameters to complete long-horizon manipulation tasks. By grounding the primitives on a spatial location in the environment, our method is able to effectively generalize across object shape and pose variations. Our approach significantly outperforms existing methods, particularly in complex scenarios demanding both high-level sequential reasoning and object generalization. With zero-shot sim-to-real transfer, our policy succeeds in challenging real-world manipulation tasks, with generalization to unseen objects. Videos can be found on the project website: https://sgmp-rss2024.github.io.

cs.RO

Unfolding the Literature: A Review of Robotic Cloth Manipulation

The realm of textiles spans clothing, households, healthcare, sports, and industrial applications. The deformable nature of these objects poses unique challenges that prior work on rigid objects cannot fully address. The increasing interest within the community in textile perception and manipulation has led to new methods that aim to address challenges in modeling, perception, and control, resulting in significant progress. However, this progress is often tailored to one specific textile or a subcategory of these textiles. To understand what restricts these methods and hinders current approaches from generalizing to a broader range of real-world textiles, this review provides an overview of the field, focusing specifically on how and to what extent textile variations are addressed in modeling, perception, benchmarking, and manipulation of textiles. We finally conclude by identifying key open problems and outlining grand challenges that will drive future advancements in the field.

cs.RO