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Dongyoon Hwang

Publications and source records attributed to Dongyoon Hwang.

18 recordsLinked to original sources

All-For-One: Distilling Visual Foundation Models to a Fast, Memory-Efficient Visuomotor Policy

Visual Foundation Models (VFMs) provide semantic cues such as depth and segmentation useful for robotic manipulation, but directly deploying them in closed-loop control is impractical due to high computational cost, temporal inconsistency, and distribution shift between static internet images and egocentric robot observations. We propose All-For-One (AFO), a two-stage distillation framework that leverages VFMs strictly as privileged information during training, using downstream robotic data. Following the privileged learning paradigm, AFO decouples semantic representation learning from inference-time policy execution. In the All stage, a teacher policy fuses RGB observations with outputs from multiple VFMs to learn a semantically enriched representation. In the For-One stage, this knowledge is distilled in-distribution into a lightweight RGB-only student policy. Evaluated on two Adroit tasks and five MetaWorld tasks in simulation, as well as three real-world manipulation tasks, AFO outperforms prior foundation-model-based approaches while using over 30x fewer parameters than VFM-based encoders and 50x lower latency than its own teacher in simulation benchmarks, providing an efficient pathway for transferring foundation-model knowledge to robotic control.

cs.RO↗

DiscoDemo: Discovering Efficient and Diverse Robot Demonstrations for Imitation Learning

Behavior cloning for robotic manipulation is highly sensitive to the coverage of its training data, yet collecting diverse successful demonstrations remains costly. We study reinforcement learning (RL) not as a deployable controller, but as a data generator for downstream visuomotor imitation learning. Our key premise is that multiple successful solution modes cover a broader range of successful trajectories than repeatedly collecting a single narrow solution. We introduce DiscoDemo, which trains a privileged latent-conditioned RL generator with a parallel reverse curriculum and a success-gated diversity objective to discover diverse solutions while preserving task success. The trained generator produces multiple successful closed-loop behaviors, which are safety-filtered and exported as a static dataset for downstream imitation learning. Across four manipulation tasks, DiscoDemo produces broader successful-state coverage and improves downstream visuomotor policies in both simulation and the real world. Averaged across tasks, downstream success increases to 62% from 40% for the strongest baseline in simulation, and to 78% from 39% on the real robot, respectively. These results suggest that successful solution diversity improves imitation learning for a pretrained flow-matching VLA and remains complementary to corrective data collection. Project page: https://davian-robotics.github.io/DiscoDemo

cs.RO↗

An Agentic Framework for Proactive Robots with Procedural Assistance Memory

Proactive robots should anticipate user needs and provide assistance before being explicitly asked. A straightforward approach is to infer human intentions from commonsense knowledge, but the same observed behavior can imply different needs across users, potentially leading to unwanted assistance. We observe that everyday routines in the real world exhibit recurring patterns, so learning these patterns can reduce ambiguity in proactive decisions. Based on this, we propose a memory-based agentic framework in which a VLM task predictor reads a Procedural Assistance Memory (PAM) alongside the current observation to decide when to assist and what task to perform, and a VLA executor performs the predicted task. PAM is structured as a finite-state machine over activity phases, per-state assistance rules, and event-driven transitions; a reflection VLM revises PAM from each day's interaction trace without weight updates or retraining. In our 5-day desk-assistance evaluation, memory-free baselines remain conservative, with limited recall on proactive tasks. Our system improves consistently with accumulated experience, achieving the highest precision, recall, and F1 and reducing first-fire delay from approximately 5 seconds on Day 1 to 1 second by Day 5. Our approach also adapts to changes in the user's routine through continued memory reflection, recovering from memory--routine misalignment after a single memory update. The project page is available at https://davian-robotics.github.io/PAM/

cs.RO↗

PHUMA: Physically Reliable Humanoid Locomotion Dataset

Motion imitation is a promising approach for humanoid locomotion, enabling agents to acquire humanlike behaviors. Existing methods typically rely on high-quality motion capture datasets such as AMASS, but these are scarce and expensive, limiting scalability and diversity. Recent studies attempt to scale data collection by converting large-scale internet videos, exemplified by Humanoid-X. However, they often suffer from physical artifacts such as floating, penetration, and foot skating, which hinder stable imitation. To address this, we introduce PHUMA, a Physically Reliable HUMAnoid locomotion dataset produced by a two-stage pipeline combining physics-aware curation and physics-constrained retargeting, aggregating both motion capture and internet video into a physically reliable, 73-hour corpus. On motion tracking benchmarks, PHUMA-trained policies achieve higher success rates than those trained on AMASS and Humanoid-X, and successfully transfer zero-shot to a real Unitree G1. The code is available at https://davian-robotics.github.io/PHUMA.

cs.RO↗

FlashDexRetarget: Accelerating Dexterous Manipulation Data Generation through Multi-Motion Retargeting

Human hand-object demonstrations provide a scalable source of data for dexterous robot learning, but transferring them across embodiments requires physically feasible retargeting. Existing physics-based methods typically optimize each demonstration independently, leading to either limited success under finite simulation budgets or training costs that grow with dataset size. We introduce FlashDexRetarget, an RL framework for multi-reference dexterous retargeting. We formulate retargeting as multi-reference tracking, jointly learning a single policy across many demonstrations with off-policy RL and geometric supervision of the demonstrated interactions. This shared training formulation amortizes optimization across references while enabling the policy to track diverse hand-object interactions. On a 50-motion benchmark from TACO, OakInk2, and HOT3D using XHand and Sharpa Wave Hand as target embodiments, FlashDexRetarget retargets 90% of demonstrations using about 30 GPU-hours, compared with about 46% at about 3,000 GPU-hours for CHORD. This corresponds to about 100 times lower training compute and a 44-percentage-point improvement in retargeting success. Ablations examine the key design choices, while experiments with up to 1,000 motions and real-world replay further demonstrate the scalability and practical applicability of our method.

cs.RO↗

See like a Robot: Robot-Centric Pointmaps for VLA Models

Vision-language-action (VLA) models require 3D spatial reasoning, yet RGB observations encode robot-object geometry only implicitly. Lifting depth with camera intrinsics makes this geometry explicit as dense, image-aligned pointmaps, but their camera-frame coordinates depend on camera placement. We propose SeeR-VLA, which transforms pointmaps into a robot-centric frame with an end-effector origin and robot-base-aligned axes. An encoder initialized from pretrained RGB weights extracts pointmap features, which are added to corresponding RGB tokens without increasing the token count. Across 24 RoboCasa tasks and four real-world tasks, SeeR-VLA improves average success over RGB-only $π_{0.5}$ by 6.4 and 32.5 percentage points, respectively. It also exceeds the strongest evaluated 3D-augmented baseline, PointVLA, by 3.5 and 23.7 percentage points, respectively. Beyond these gains, our ablations clarify how coordinate choices affect VLA performance, showing that end-effector centering is most effective with robot-base-aligned axes. The benefits grow as training viewpoints diversify, highlighting the importance of using robot-frame pointmaps when learning from diverse camera configurations.

cs.RO↗

3D HAMSTER: Bridging Planning and Control in Hierarchical Vision Language Action Models through 3D Trajectory Guidance

Hierarchical Vision-Language-Action (VLA) models decouple high-level planning from low-level control to improve generalization in robot manipulation. Recent work in this paradigm uses 2D end-effector trajectories predicted by a Vision-Language Model (VLM) as explicit guidance for a downstream policy. However, state-of-the-art low-level policies operate in 3D metric space on point clouds, and feeding them 2D guidance that lacks depth forces each waypoint to be assigned the depth of whatever scene surface lies beneath it, producing geometrically distorted trajectories. We propose 3D HAMSTER, a hierarchical framework that closes this gap by having the planner directly output metrically reliable 3D trajectories. We augment a VLM with a dedicated depth encoder and a dense depth reconstruction objective to predict 3D waypoint sequences, which are directly integrated into a pointcloudbased low-level policy. Across 3D trajectory prediction, simulation, and real-world manipulation, 3D HAMSTER consistently outperforms proprietary VLMs and 2D-guided baselines, with the largest gains under appearance-altering shifts and unseen language, spatial, and visual conditions. The project page is available at https://davian-robotics.github.io/3D_HAMSTER/.

cs.RO↗

Can Large Language Models Develop Strategic Reasoning? Post-training Insights from Learning Chess

While reinforcement learning (RL) for large language models (LLMs) has shown promise in mathematical reasoning, strategic reasoning for LLMs using RL remains largely unexplored. We investigate whether LLMs can develop strategic reasoning capabilities through RL in chess. To this end, we leverage a chess-pretrained action-value network to provide dense reward on the LLM's output move quality, which can be seen as a form of knowledge distillation. Our experiments show that our distillation-based dense rewards often outperform sparse binary rewards. However, surprisingly, all models plateau far below expert levels. We provide SFT and RL ablations on chess reasoning training and find evidence that this limitation stems from a deficit in the pretrained models' internal understanding of chess-a deficit which RL alone may not be able to fully overcome. The code is available at https://github.com/krafton-ai/Chess-R1.

cs.AI↗

SimBa: Simplicity Bias for Scaling Up Parameters in Deep Reinforcement Learning

Recent advances in CV and NLP have been largely driven by scaling up the number of network parameters, despite traditional theories suggesting that larger networks are prone to overfitting. These large networks avoid overfitting by integrating components that induce a simplicity bias, guiding models toward simple and generalizable solutions. However, in deep RL, designing and scaling up networks have been less explored. Motivated by this opportunity, we present SimBa, an architecture designed to scale up parameters in deep RL by injecting a simplicity bias. SimBa consists of three components: (i) an observation normalization layer that standardizes inputs with running statistics, (ii) a residual feedforward block to provide a linear pathway from the input to output, and (iii) a layer normalization to control feature magnitudes. By scaling up parameters with SimBa, the sample efficiency of various deep RL algorithms-including off-policy, on-policy, and unsupervised methods-is consistently improved. Moreover, solely by integrating SimBa architecture into SAC, it matches or surpasses state-of-the-art deep RL methods with high computational efficiency across DMC, MyoSuite, and HumanoidBench. These results demonstrate SimBa's broad applicability and effectiveness across diverse RL algorithms and environments.

cs.LG↗

Do's and Don'ts: Learning Desirable Skills with Instruction Videos

Unsupervised skill discovery is a learning paradigm that aims to acquire diverse behaviors without explicit rewards. However, it faces challenges in learning complex behaviors and often leads to learning unsafe or undesirable behaviors. For instance, in various continuous control tasks, current unsupervised skill discovery methods succeed in learning basic locomotions like standing but struggle with learning more complex movements such as walking and running. Moreover, they may acquire unsafe behaviors like tripping and rolling or navigate to undesirable locations such as pitfalls or hazardous areas. In response, we present DoDont (Do's and Don'ts), an instruction-based skill discovery algorithm composed of two stages. First, in an instruction learning stage, DoDont leverages action-free instruction videos to train an instruction network to distinguish desirable transitions from undesirable ones. Then, in the skill learning stage, the instruction network adjusts the reward function of the skill discovery algorithm to weight the desired behaviors. Specifically, we integrate the instruction network into a distance-maximizing skill discovery algorithm, where the instruction network serves as the distance function. Empirically, with less than 8 instruction videos, DoDont effectively learns desirable behaviors and avoids undesirable ones across complex continuous control tasks. Code and videos are available at https://mynsng.github.io/dodont/

cs.LG↗

Investigating Pre-Training Objectives for Generalization in Vision-Based Reinforcement Learning

Recently, various pre-training methods have been introduced in vision-based Reinforcement Learning (RL). However, their generalization ability remains unclear due to evaluations being limited to in-distribution environments and non-unified experimental setups. To address this, we introduce the Atari Pre-training Benchmark (Atari-PB), which pre-trains a ResNet-50 model on 10 million transitions from 50 Atari games and evaluates it across diverse environment distributions. Our experiments show that pre-training objectives focused on learning task-agnostic features (e.g., identifying objects and understanding temporal dynamics) enhance generalization across different environments. In contrast, objectives focused on learning task-specific knowledge (e.g., identifying agents and fitting reward functions) improve performance in environments similar to the pre-training dataset but not in varied ones. We publicize our codes, datasets, and model checkpoints at https://github.com/dojeon-ai/Atari-PB.

cs.LG↗

Adapting Pretrained ViTs with Convolution Injector for Visuo-Motor Control

Vision Transformers (ViT), when paired with large-scale pretraining, have shown remarkable performance across various computer vision tasks, primarily due to their weak inductive bias. However, while such weak inductive bias aids in pretraining scalability, this may hinder the effective adaptation of ViTs for visuo-motor control tasks as a result of the absence of control-centric inductive biases. Such absent inductive biases include spatial locality and translation equivariance bias which convolutions naturally offer. To this end, we introduce Convolution Injector (CoIn), an add-on module that injects convolutions which are rich in locality and equivariance biases into a pretrained ViT for effective adaptation in visuo-motor control. We evaluate CoIn with three distinct types of pretrained ViTs (CLIP, MVP, VC-1) across 12 varied control tasks within three separate domains (Adroit, MetaWorld, DMC), and demonstrate that CoIn consistently enhances control task performance across all experimented environments and models, validating the effectiveness of providing pretrained ViTs with control-centric biases.

cs.CV↗

SARDINE: A Simulator for Automated Recommendation in Dynamic and Interactive Environments

Simulators can provide valuable insights for researchers and practitioners who wish to improve recommender systems, because they allow one to easily tweak the experimental setup in which recommender systems operate, and as a result lower the cost of identifying general trends and uncovering novel findings about the candidate methods. A key requirement to enable this accelerated improvement cycle is that the simulator is able to span the various sources of complexity that can be found in the real recommendation environment that it simulates. With the emergence of interactive and data-driven methods - e.g., reinforcement learning or online and counterfactual learning-to-rank - that aim to achieve user-related goals beyond the traditional accuracy-centric objectives, adequate simulators are needed. In particular, such simulators must model the various mechanisms that render the recommendation environment dynamic and interactive, e.g., the effect of recommendations on the user or the effect of biased data on subsequent iterations of the recommender system. We therefore propose SARDINE, a flexible and interpretable recommendation simulator that can help accelerate research in interactive and data-driven recommender systems. We demonstrate its usefulness by studying existing methods within nine diverse environments derived from SARDINE, and even uncover novel insights about them.

cs.IR↗

Learning to Discover Skills through Guidance

In the field of unsupervised skill discovery (USD), a major challenge is limited exploration, primarily due to substantial penalties when skills deviate from their initial trajectories. To enhance exploration, recent methodologies employ auxiliary rewards to maximize the epistemic uncertainty or entropy of states. However, we have identified that the effectiveness of these rewards declines as the environmental complexity rises. Therefore, we present a novel USD algorithm, skill discovery with guidance (DISCO-DANCE), which (1) selects the guide skill that possesses the highest potential to reach unexplored states, (2) guides other skills to follow guide skill, then (3) the guided skills are dispersed to maximize their discriminability in unexplored states. Empirical evaluation demonstrates that DISCO-DANCE outperforms other USD baselines in challenging environments, including two navigation benchmarks and a continuous control benchmark. Qualitative visualizations and code of DISCO-DANCE are available at https://mynsng.github.io/discodance.

cs.LG↗

Towards Validating Long-Term User Feedbacks in Interactive Recommendation Systems

Interactive Recommender Systems (IRSs) have attracted a lot of attention, due to their ability to model interactive processes between users and recommender systems. Numerous approaches have adopted Reinforcement Learning (RL) algorithms, as these can directly maximize users' cumulative rewards. In IRS, researchers commonly utilize publicly available review datasets to compare and evaluate algorithms. However, user feedback provided in public datasets merely includes instant responses (e.g., a rating), with no inclusion of delayed responses (e.g., the dwell time and the lifetime value). Thus, the question remains whether these review datasets are an appropriate choice to evaluate the long-term effects of the IRS. In this work, we revisited experiments on IRS with review datasets and compared RL-based models with a simple reward model that greedily recommends the item with the highest one-step reward. Following extensive analysis, we can reveal three main findings: First, a simple greedy reward model consistently outperforms RL-based models in maximizing cumulative rewards. Second, applying higher weighting to long-term rewards leads to a degradation of recommendation performance. Third, user feedbacks have mere long-term effects on the benchmark datasets. Based on our findings, we conclude that a dataset has to be carefully verified and that a simple greedy baseline should be included for a proper evaluation of RL-based IRS approaches.

cs.IR↗

On the Importance of Feature Decorrelation for Unsupervised Representation Learning in Reinforcement Learning

Recently, unsupervised representation learning (URL) has improved the sample efficiency of Reinforcement Learning (RL) by pretraining a model from a large unlabeled dataset. The underlying principle of these methods is to learn temporally predictive representations by predicting future states in the latent space. However, an important challenge of this approach is the representational collapse, where the subspace of the latent representations collapses into a low-dimensional manifold. To address this issue, we propose a novel URL framework that causally predicts future states while increasing the dimension of the latent manifold by decorrelating the features in the latent space. Through extensive empirical studies, we demonstrate that our framework effectively learns predictive representations without collapse, which significantly improves the sample efficiency of state-of-the-art URL methods on the Atari 100k benchmark. The code is available at https://github.com/dojeon-ai/SimTPR.

cs.LG↗

DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games

This paper presents a personalized character recommendation system for Multiplayer Online Battle Arena (MOBA) games which are considered as one of the most popular online video game genres around the world. When playing MOBA games, players go through a draft stage, where they alternately select a virtual character to play. When drafting, players select characters by not only considering their character preferences, but also the synergy and competence of their team's character combination. However, the complexity of drafting induces difficulties for beginners to choose the appropriate characters based on the characters of their team while considering their own champion preferences. To alleviate this problem, we propose DraftRec, a novel hierarchical model which recommends characters by considering each player's champion preferences and the interaction between the players. DraftRec consists of two networks: the player network and the match network. The player network captures the individual player's champion preference, and the match network integrates the complex relationship between the players and their respective champions. We train and evaluate our model from a manually collected 280,000 matches of League of Legends and a publicly available 50,000 matches of Dota2. Empirically, our method achieved state-of-the-art performance in character recommendation and match outcome prediction task. Furthermore, a comprehensive user survey confirms that DraftRec provides convincing and satisfying recommendations. Our code and dataset are available at https://github.com/dojeon-ai/DraftRec.

cs.AI↗

MOI-Mixer: Improving MLP-Mixer with Multi Order Interactions in Sequential Recommendation

Successful sequential recommendation systems rely on accurately capturing the user's short-term and long-term interest. Although Transformer-based models achieved state-of-the-art performance in the sequential recommendation task, they generally require quadratic memory and time complexity to the sequence length, making it difficult to extract the long-term interest of users. On the other hand, Multi-Layer Perceptrons (MLP)-based models, renowned for their linear memory and time complexity, have recently shown competitive results compared to Transformer in various tasks. Given the availability of a massive amount of the user's behavior history, the linear memory and time complexity of MLP-based models make them a promising alternative to explore in the sequential recommendation task. To this end, we adopted MLP-based models in sequential recommendation but consistently observed that MLP-based methods obtain lower performance than those of Transformer despite their computational benefits. From experiments, we observed that introducing explicit high-order interactions to MLP layers mitigates such performance gap. In response, we propose the Multi-Order Interaction (MOI) layer, which is capable of expressing an arbitrary order of interactions within the inputs while maintaining the memory and time complexity of the MLP layer. By replacing the MLP layer with the MOI layer, our model was able to achieve comparable performance with Transformer-based models while retaining the MLP-based models' computational benefits.

cs.LG↗