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Ding Zhao

Publications and source records attributed to Ding Zhao.

At least 19 recordsLinked to original sources

ELEVATE: Agentic Controller Acquisition from Task Failure for Quadrupedal Manipulation

Quadrupedal manipulators can extend their workspace through whole-body interaction, but task-planning agents' capabilities remain limited by their available controllers. We present ELEVATE, a framework that uses persistent failures during task-program refinement to identify and acquire missing whole-body control capabilities. When these failures suggest a missing physical capability, a coding agent formulates and iteratively refines a reinforcement-learning problem, specifying behavior-specific rewards, curricula, and termination conditions. Validated controllers are added to the capability library and composed with existing controllers to retry the task. Starting from a single pretrained loco-manipulation controller, ELEVATE autonomously acquires controllers for wall-supported elevation, supported manipulation, and wall descent across a sequence of seven simulation tasks. These controllers are reused in subsequent reaching and object-manipulation tasks. On the five tasks beyond the initial controller's workspace, ELEVATE achieves mean success rates of 98.4%-100% across five independent runs, while coding-agent baselines with a fixed controller library fail to complete these tasks. The synthesized task programs, together with the acquired controllers, also transfer to a physical quadrupedal manipulator without real-robot training or fine-tuning, achieving 18/20 successes in rack retrieval and 16/20 in floor-to-rack placement. Videos and demonstrations are available at https://agentic-quad-elevate.github.io/public/.

cs.RO↗

How High Can GPT-6 Astra Climb in Contact-Rich Manipulation? PhysLadder: A Hierarchical, Matched Sim-Real Benchmark for Physical Interaction

We introduce PhysLadder, a hierarchical Sim-Real benchmark for evaluating physical interaction capabilities in contact-rich manipulation. Its 16 household tasks span three cumulative levels: contact selection and geometric alignment (L1), force regulation within sustained contact (L2), and coordinated contact reconfiguration and force regulation (L3). Each task is instantiated in physically and visually matched simulated and real-world environments, with shared task definitions and success criteria. We evaluate GPT-6 Astra zero-shot with three trials per task in each environment. Real-world success rates decline from 80.0% at L1 to 47.6% at L2 and 0.0% at L3, with corresponding simulation rates of 66.7%, 47.6%, and 0.0%. Ten of the 16 tasks have identical success counts across environments; the remaining six differ by one success out of three trials. Across both environments, recurring difficulties in spatial reasoning, contact selection, force regulation, and coordination often prevent local physical progress from accumulating into task completion. These findings characterize Astra's observed capability boundary across increasing interaction demands and, for this model, support matched simulation as a repeatable, scalable testbed for studying the sustained, coordinated physical interactions that limit reliable manipulation.

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AgentPhishing: A Benchmark of LLM Email Agents Under Adaptive Attack

Computer-use agents increasingly handle private information and act on users' behalf across desktop and web applications, including email. Phishing therefore poses privacy and security risks that depend not only on whether agents recognize malicious messages, but also on how they respond. Existing phishing datasets were developed primarily for conventional detection, leaving agent susceptibility to persuasive malicious requests insufficiently characterized. To expose vulnerabilities that pre-existing datasets may miss, we introduce AgentPhishing, a benchmark for evaluating whether persuasive phishing attacks can evade detection and induce LLM email agents to comply with malicious requests. We develop PhishOpt, which optimizes reusable email-generation skills against individual agents under fixed benchmark constraints and a realism constraint. We analyze the generated emails using Cialdini's persuasion principles to identify strategies associated with agent failures and use these findings to construct a universal generation skill. Our evaluation shows that agents can handle pre-existing phishing emails safely yet remain susceptible to attacks adapted to agent behavior, while in an AgentPhishing evaluation of nine agents, four exhibit phishing-detection rates below $10\%$ and malicious-request compliance rates above $45\%$. These results highlight the limits of inferring agent safety from conventional phishing evaluations and the need to assess how agents respond to persuasive malicious requests.

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MIRROR: Reflecting Hidden Symmetries from Offline Robot Interaction Data

Symmetry-aware robot policy learning requires coupled observation-action transformations. For pixel observations, even simple physical symmetries can induce complex, viewpoint-dependent image transformations that are difficult to specify by hand. Existing symmetry-aware methods often rely on representations with predefined transformations, requiring preprocessing tailored to the sensing setup and task. We introduce MIRROR, a framework that learns how a known symmetry group operates jointly on observations and actions in partially observable Markov decision processes (POMDPs) from offline interaction data. MIRROR couples these transformations through adversarial tuple matching over one-step transition tuples, while explicit group-consistency regularization penalizes violations of the group-operation axioms. On four Robosuite tabletop manipulation tasks, MIRROR achieves the lowest aggregate error on three of four symmetry-quality metrics, including a 61% reduction in compatibility error (which measures consistency under transformation composition) relative to an adapted LaLiGAN baseline. Using the learned transformations in frame-averaged behavior cloning (BC) yields higher mean success rates than vanilla BC on all four tasks, increasing average success from 80.48% to 85.12%, with per-task gains up to 9.66 percentage points. We also repeat symmetry discovery and policy training in simulation with heightmap and segmentation-mask observations, then deploy the resulting policy zero-shot on a real Kinova GEN3 arm. Project page: https://pomdp-mirror.github.io.

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Controllable and Photorealistic Pedestrian Risky Motion Generation for End-to-End Driving Safety Evaluation

Evaluating end-to-end autonomous driving under rare, safety-critical vehicle-pedestrian interactions requires photorealistic, sensor-level scenarios. However, trajectory-based scenario generators cannot synthesize raw visual observations, whereas video-based approaches lack controllability. To bridge this gap, we present ControlPed, a novel framework that combines trajectory-level conflict synthesis with 3D Gaussian Splatting (3DGS) to generate photorealistic, motion-controllable safety-critical scenarios. Built upon HazardPed, a dataset derived from 10,352 traffic videos comprising 422 conflict trajectories, HD maps, and 857 annotated 3D human motions, ControlPed first generates conflict trajectories, lifts them into 3D human motion sequences via text-conditioned motion diffusion, and finally renders multi-view sensor observations using animatable 3DGS avatars. Safety evaluation in 88 rendered photorealistic scenarios reveals that seven leading end-to-end driving models suffer a severe performance drop, with their mean HDScore plunging from 88.8 to 47.4, exposing major failure modes under dangerous pedestrian behaviors. The dataset and testing benchmarks will be released to facilitate safety assessment of vehicle-pedestrian interactions.

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Simple Agentic Memory for Generalist Robot Policies

Visual-memory systems commonly retain or compress past observations. Robot control additionally requires interaction-derived state that no individual frame may explicitly represent, such as persistent identity relations, accumulated progress, or ordered procedures. We introduce Simple Agentic Robot Memory (SimpleARM), a training-free memory layer for frozen generalist robot policies. From the task instruction, SimpleARM specifies what to monitor; frozen perceptual tools maintain compact typed state online; structured access retrieves that state only when a proposed subgoal depends on history; and current-view grounding resolves recalled entities before execution. We evaluate SimpleARM on RoboMME, a benchmark of memory-dependent robot manipulation tasks that require history information no longer available in the current observation. Across all 16 tasks and three policy seeds, SimpleARM achieves 67.17% mean success, compared with 44.51% for the strongest non-oracle baseline. Matched ablations show mechanism specificity: removing relation, reference, progress, or route state produces large losses where the affected state is retrieved for control, while largely sparing other tasks. These results support a state-based view of robot memory: effective memory for control is not simply retained visual history, but compact task-relevant state derived from the interaction history.

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KPI: A Promptable Kernel for Physical Interaction on Humanoids

Humanoids now walk, balance and reach with remarkable generality: one whole-body tracking policy follows references from a human, or from an end-to-end policy. That generality travels in the trajectory, and a trajectory alone carries limited information about the interaction it should produce: at contact, the executing controller determines how the robot behaves. Single-task policies usually reach hard interactions by optimising trajectory and controller together in simulation; general stacks usually assume a preset or hand-chosen controller. We present KPI, a promptable kernel for physical interaction between the trajectory source and an unmodified whole-body tracker. Instead of a controller fixed before the task, the trajectory source sends a contract: per direction, track, comply, or hold a force range. From tracking error and a wrench estimate, the kernel adapts the arms' stiffness, damping, reference and feedforward toward it at contact rate. We demonstrate KPI through an agentic framework: from one instruction, a vision-language agent writes both the reference trajectory and the contract, with no task-specific code. We demonstrate instruction-driven winch operation, door opening, and box transport, alongside scripted surface-interaction experiments. In the winch demonstration, the humanoid is able to turn a crank to hoist a second robot fully off the ground.

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Learning Generalizable Behaviors for Terminal Agents

Terminal agents are a compelling application of large language models (LLMs), with the potential to integrate deeply into users' daily workflows. Reinforcement learning (RL) is a key technique for improving their capabilities, making scalable training environments a central challenge. Since public real-user interaction data are scarce, synthetic environments provide a practical alternative, but often suffer from domain gaps and limited fidelity, leading to poor generalization. Existing work mainly scales the quantity and diversity of synthetic environments, while reward-signal quality and the mechanisms governing generalization remain under-explored. We study how RL improves terminal agents and propose the Agentic Compositional Generalization hypothesis: rather than teaching new domain-specific skills from scratch, RL primarily shapes high-level decision-making behaviors that compose and route low-level skills acquired during pre-training and supervised fine-tuning (SFT). This account is consistent with our empirical results and suggests that verifier quality, which determines which behaviors are reinforced, is more important than simply increasing environment quantity or diversity. Motivated by this insight, we propose River, a simple training recipe that improves reward quality by filtering low-quality environments and augmenting outcome rewards with process-level behavior regularization. Using this recipe, our RL-trained agent achieves the best performance among evaluated open-source RL-trained 8B models across four terminal-agent benchmarks. River also generalizes across model families, scales, agent harnesses, and RL objectives. Using fewer than 30% of the TMax training environments, River improves RL gains by 106% and 30% on average for models ranging from 2B to 27B on Terminal-Bench-Lite and Terminal-Bench-v2.1, respectively.

cs.LG↗

Banana Kick: Response-Informed Skill Evolution for Humanoid Soccer

Humanoid kicking requires coordinated whole-body motion and precise contact, while a banana kick demands contact mechanics that generate ball spin and aerodynamic curvature. Motion imitation provides a reliable ordinary-kick prior, but reinforcement learning may improve shot speed and placement accuracy without changing the underlying kicking technique. Adapting this prior to a qualitatively different contact-rich skill can fail even when the reward is dense and optimization remains stable. The failure occurs when the task objective is locally flat over the current policy's responses. We term this condition first-order learning starvation. To address it, we propose response-informed skill evolution (RISE), a closed-loop objective-continuation method for policy adaptation. RISE ranks bounded objective changes using response sensitivity estimated from cached rollouts and accepts updates only when they produce verified response progress while preserving kicking reliability. Our analysis shows that rescaling a saturated spin reward cannot recover first-order sensitivity at zero spin, whereas adapting coupled contact responses can provide a learnable path to spin generation. We integrate RISE into a humanoid kicking pipeline under calibrated contact and Magnus-force aerodynamics, and sim-to-real transfer. Experiments show that RISE evolves the ordinary kick into a high-spin curved kick with 11.55 rad/s mean ball spin, improves the mean evaluation score by 19.8% over a learning-progress curriculum, and raises joint target attainment from 15.2% to 50.9%. Ablations and response diagnostics support the mechanism, while 30 motion-capture-recorded physical trials demonstrate consistent hardware transfer of the learned curved kick. Project website: https://haozhang-thu.github.io/bananakick/

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Anticipatory Robot Goalkeeping via Monotone Optimal Stopping

Robots engaged in fast physical interactions often need to act before the intent of another agent is fully known. Anticipatory goalkeeping illustrates this challenge. Waiting provides more reliable information about the target but reduces the physical opportunity for interception, whereas acting early preserves reachability but requires initiating motion under uncertainty. Given a fixed closed-loop save controller, we formulate the decision of when to initiate motion as a policy-conditional finite-horizon optimal stopping problem. Building on this formulation, we propose monotone optimal stopping (MOS), a structured release-timing method for dynamic robotic interception. The quadruped save policy is trained with reinforcement learning, while MOS determines when the policy should be activated from the evolving robot state and target belief. Rather than predicting a release time or relying on confidence alone, MOS learns the return advantage of acting now over waiting for one more observation. We derive a direct Bellman recursion for this act-versus-wait margin and impose monotonicity only with respect to physical urgency, reflecting the irreversible loss of interception opportunity as time elapses. This structure enables early activation for dynamically demanding saves while preserving closed-loop adaptation when later observations change the predicted target. Under a single-crossing condition, MOS admits a threshold release boundary with a bounded approximation error. Extensive simulation studies show that MOS improves the mean save rate from 67.7% to 74.4% over a parameter-matched learned gate and increases reversal saves from 52.1% to 66.5%. Real-robot experiments further demonstrate rapid interception and post-release direction correction under human shot-direction feints.

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Cognition to Control - Multi-Agent Learning for Human-Humanoid Collaborative Transport

Full-stack human-robot collaboration (HRC) can become brittle when replacing a planner, partner model, coordination policy, or controller changes the physical meaning of cross-layer signals. We introduce C2C, an object-centric cognition-to-control architecture that preserves these meanings through physical contracts. Rather than standardizing individual modules, C2C standardizes the physical semantics exchanged between them: task intent is represented by a geometrically verified payload path, partner information by a source-independent physical state, learned coordination by bounded 11-D task-space commands, and robot-specific feasibility remains inside whole-body control (WBC). The reference system combines a vision-language model with deterministic geometric verification and multi-agent reinforcement learning (MARL) for partner-aware coordination. Across nine transport scenarios, adaptive MARL variants achieve 77.1-82.1% mean success under unchanged interfaces, compared with 56.5% for a scripted-partner reference. The same contracts further support neural and interpretable hard-tree actors, two- and three-carrier teams, and simulated-to-human partner substitution. Physical Unitree G1-human tests achieve 100% success in spatially confined transport and 80% in super-long-object handling, while a three-carrier system with two G1 humanoids and one human validates the same interface structure on hardware. Together, these results show that C2C converts a tightly coupled HRC stack into a plug-compatible system in which key components can change without redefining the physical collaboration task.

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Dynamics-Induced Commitment in Learning-Based Robotic Penalty Kicks

Learning in robotic games is constrained not only by strategic information but also by what the body can still execute. We study this coupling in a hierarchical humanoid-quadruped penalty system in which game-level self-play policies command fixed soccer whole-body controllers (S-WBCs). The humanoid shooting skill is initialized from self-collected motion-capture data, whereas the quadruped saving skill is learned by reinforcement learning. We introduce dynamics-induced commitment mapping (DIC-Map), a body-grounded analysis that estimates continuation capability, identifies the first persistent loss of a terminal alternative, and tests whether the remaining interaction admits a reduced zero-sum game. For symmetric terminal alternatives, the reduced game yields a closed-form bound on optimal strategy concentration determined by the responder's value of deferring. We further show that, when the responder acts through an estimator, equal response values eliminate the direct terminal-allocation gradient and leave an estimator-mediated first-order learning channel. Experiments locate commitment about 0.29 s before contact, and changing only ball speed shifts deferral coverage. Across four responder policies, replacing the estimator raises save rate from 0.240 to 0.472, whereas a comparable gain in read accuracy obtained by waiting raises it only to 0.246. Posterior analysis is used for the equilibrium comparison because the available coverage terms are observational proxies. Project website: https://chris-ruizegeng.github.io/penaltykick/

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SAGE: Safety-Aligned Gradient Enforcement for Human--Robot Collaboration

Multi-party human-robot collaboration poses a dual challenge: robot decisions should remain interpretable and auditable, while executed actions must satisfy safety constraints during physical interaction. Combining explainable decision-tree policies with control-barrier-function (CBF) filtering provides a promising architecture but creates two learning mismatches in multi-agent reinforcement learning. Safety projection changes the action applied to the environment, while the coupled proposal graph can misalign independently optimized actor updates with a team-level update. We present safety-aligned gradient enforcement (SAGE) to address both mismatches. Its shield-annealed internalization layer (SAIL) uses a differentiable finite-penalty proposal map while retaining the exact CBF quadratic program for execution, preserving constraint-normal sensitivity to internalize repeatedly active safety constraints. Team-averaged Lyapunov policy optimization (TALO) constructs a team-aware update reference and applies a Lyapunov half-space correction to regulate independent actor updates. Physical experiments with two humanoid robots and a human partner demonstrate deployment feasibility. Across nine simulation scenarios, SAGE achieves a 71.0% success rate with 0.5 collision steps per thousand environment steps. Ablations show that direct CBF filtering reduces collision frequency by 98.5% but decreases success from 67.3% to 59.3%. SAIL reduces proposal violation by 48.8% and proposal-execution correction by 85.2%, while TALO reduces the update-consistency gap by 50.8%.

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Decoder Design Matters for ECG Delineation

Electrocardiogram (ECG) delineation identifies the boundaries of P waves, QRS complexes, and T waves, providing structural annotations that can guide AI models in learning to interpret ECGs. However, training accurate delineation models requires manual annotations that are scarce and time-consuming to obtain. Recent work addresses this limitation through semi-supervised learning (SSL), but the design of the architecture, particularly the decoder, has received less attention. To this end, we propose R-U-Net, an ECG delineation model that pairs a ResNet-18 encoder with a U-Net decoder. On SemiSegECG, R-U-Net outperforms the strongest evaluated ResNet-18 + fully convolutional network (FCN) head baseline in each of the 16 in-domain settings by 3.3-13.0 mIoU and achieves 82.6 mIoU in the cross-domain setting, an improvement of 8.1 mIoU. Controlled ablations show that decoder design contributes more to performance gains than the evaluated SSL methods, motivating further exploration of architectures for ECG delineation. All code is open-source at github.com/ELM-Research/ECG-Delineation.

cs.LG↗

GaussianDream++: Efficient 3D Gaussian World Modeling for Robotic Manipulation

Vision-Language-Action (VLA) policies have advanced language-conditioned robotic manipulation, yet action-imitation objectives provide only weak supervision for metric 3D structure and short-horizon physical evolution. Geometry-enhanced policies mainly improve current-scene grounding, whereas predictive policies often model future dynamics in RGB or latent spaces and may incur substantial deployment cost. GaussianDream demonstrates that training-time current Gaussian reconstruction and future Gaussian prediction provide effective 3D supervision, but its dense VGGT/TGE-based prefix jointly carries state, dynamics, and action-conditioning information. We present \textbf{\methodname}, a compact, policy-native extension that inserts \textbf{World State Tokens} and \textbf{World Prediction Tokens} directly into the VLA backbone. A training-only \textbf{World Representation Head} decodes these tokens into a Current World and coupled Future Prediction over shared Gaussian primitives, while static--dynamic factorization preserves persistent structure and focuses residual motion on interaction-relevant regions. At inference, the head, renderer, auxiliary objectives, and VGGT/TGE pathway are removed, leaving only 20 world tokens without online Gaussian decoding or rollout. \method achieves \textbf{98.6\%} on LIBERO and \textbf{87.8\%} on LIBERO-Plus, with clear gains under Camera and Layout shifts. Real-robot experiments further improve average success from 29.2\% to 52.5\% over reproduced $π_{0.5}$ while maintaining efficient closed-loop control.

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SoftVTBench: A Safety-Aware Visuo-Tactile Benchmark for Physically Constrained Robotic Manipulation of Deformable Objects (Early Version)

Deformable object manipulation poses challenges beyond task completion: successful execution must also maintain safe physical interaction, holding the object stably without slip or drop while avoiding excessive deformation. However, existing manipulation benchmarks are predominantly success-oriented and rarely evaluate whether a policy remains physically safe throughout execution. We present SoftVTBench, a safety-aware visuo-tactile benchmark for physically constrained deformable object manipulation. Built in Isaac Sim with finite-element-simulated deformable objects, SoftVTBench provides multi-view RGB observations, RGB tactile sensing with marker motion, proprioception, and language instructions, and defines four matched task suites over object type (deformable vs. rigid) and variation axis (object vs. spatial). It separately reports Goal Success and Safety Success; the latter additionally requires no drop and peak deformation below a calibrated object-specific threshold, measured from policy-hidden privileged Finite Element Method (FEM) states. We implement pi0.5-based baselines under this protocol. Experiments show that success-only evaluation substantially overstates policy performance, as a large fraction of goal-completing rollouts still violate physical safety. Furthermore, incorporating tactile sensing improves Safety Success (e.g., from 21.4% to 35.6% on object-centric deformable tasks) and reduces object deformation during execution, while maintaining comparable Goal Success. SoftVTBench provides a reproducible benchmark for studying visuo-tactile deformable manipulation under physical interaction constraints.

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SoftVTBench: A Deformation-Aware Visuo-Tactile Dataset and Benchmark for Deformable-Object Manipulation

Physical interaction quality is central to deformable-object manipulation, yet most benchmarks evaluate task success alone. A policy may complete the task while allowing slip or causing excessive compression. A primary bottleneck is the absence of visuo-tactile datasets that pair policy-visible contact observations with independent physical ground truth over complete tasks. We introduce SoftVTBench, a visuo-tactile dataset for physical-interaction-aware deformable-object manipulation. It contains 4,000 expert demonstrations and more than 50 assets, including volumetric deformable objects and visually matched rigid twins. At 20 Hz, each episode synchronizes multi-view RGB, dual-finger tactile RGB and marker motion, proprioception, language, and binary and continuous gripper actions, alongside evaluator-only finite-element (FEM) states. Building upon this dataset, we establish a closed-loop benchmark that uses fixed object-specific calibration to define the Deformation-aware Success Rate (DSR), which counts a rollout as successful only when it completes the task and keeps peak normalized deformation within tolerance. Across Diffusion Policy, $π_{0.5}$, and FastWAM, all 12 in-distribution configurations contain successful rollouts that violate the deformation tolerance, accounting for 0.7--24% of each configuration's successes. Under distribution shift, visuo-tactile variants achieve higher task success in all six policy--suite comparisons and higher DSR in five, whereas their in-distribution benefits are mixed. These results show that making touch available does not by itself ensure effective multimodal fusion. SoftVTBench therefore provides a common visuo-tactile resource for studying not only whether a policy succeeds, but how it physically interacts with deformable objects and when touch improves that interaction.

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Learning Versatile Humanoid Manipulation with Touch Dreaming

Humanoid robots promise general-purpose assistance, yet real-world humanoid loco-manipulation remains challenging because it requires whole-body stability, end-effector dexterity, and contact-aware interaction under frequent contact changes. In this work, we study dexterous, contact-rich humanoid loco-manipulation. We first develop an RL-based lower-body controller that serves as the stability backbone for whole-body execution during complex manipulation. Building on this controller, we develop a VR-based whole-body humanoid data collection system that integrates dexterous hands and tactile sensing for contact-rich manipulation. We then propose Humanoid Transformer with Touch Dreaming (HTD), a multimodal encoder-decoder Transformer that models touch as a core modality alongside multi-view vision and proprioception. HTD is trained in a single stage with behavioral cloning augmented by touch dreaming: in addition to predicting action chunks, the policy predicts future hand-joint forces and future tactile latents, with tactile-latent targets provided by an exponential moving average target encoder without requiring a separate tactile pretraining stage. This encourages the policy to learn contact-aware representations for dexterous manipulation. Across five real-world contact-rich tasks, HTD achieves a 90.9% relative improvement in average success rate over the stronger baseline for each task. Ablation results further show that latent-space tactile prediction is more effective than raw tactile prediction, yielding a 30% relative gain in success rate. These results demonstrate that our touch-dreaming-enhanced learning system enables versatile, high-dexterity humanoid manipulation in the real world. More information and open-source materials are available at humanoid-touch-dream.github.io.

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