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Dorsa Sadigh

Publications and source records attributed to Dorsa Sadigh.

At least 55 records · Page 3Linked to original sources

Unified Video Action Model

A unified video and action model holds significant promise for robotics, where videos provide rich scene information for action prediction, and actions provide dynamics information for video prediction. However, effectively combining video generation and action prediction remains challenging, and current video generation-based methods struggle to match the performance of direct policy learning in action accuracy and inference speed. To bridge this gap, we introduce the Unified Video Action model (UVA), which jointly optimizes video and action predictions to achieve both high accuracy and efficient action inference. The key lies in learning a joint video-action latent representation and decoupling video-action decoding. The joint latent representation bridges the visual and action domains, effectively modeling the relationship between video and action sequences. Meanwhile, the decoupled decoding, powered by two lightweight diffusion heads, enables high-speed action inference by bypassing video generation during inference. Such a unified framework further enables versatile functionality through masked input training. By selectively masking actions or videos, a single model can tackle diverse tasks beyond policy learning, such as forward and inverse dynamics modeling and video generation. Via an extensive set of experiments, we demonstrate that UVA can serve as a general-purpose solution for a wide range of robotics tasks, such as policy learning, forward/inverse dynamics and video observation prediction, without compromising performance compared to methods tailored for specific applications. Results are best viewed on https://unified-video-action-model.github.io/.

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Latent Diffusion Planning for Imitation Learning

Recent progress in imitation learning has been enabled by policy architectures that scale to complex visuomotor tasks, multimodal distributions, and large datasets. However, these methods often rely on learning from large amount of expert demonstrations. To address these shortcomings, we propose Latent Diffusion Planning (LDP), a modular approach consisting of a planner which can leverage action-free demonstrations, and an inverse dynamics model which can leverage suboptimal data, that both operate over a learned latent space. First, we learn a compact latent space through a variational autoencoder, enabling effective forecasting of future states in image-based domains. Then, we train a planner and an inverse dynamics model with diffusion objectives. By separating planning from action prediction, LDP can benefit from the denser supervision signals of suboptimal and action-free data. On simulated visual robotic manipulation tasks, LDP outperforms state-of-the-art imitation learning approaches, as they cannot leverage such additional data.

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DROID: A Large-Scale In-The-Wild Robot Manipulation Dataset

The creation of large, diverse, high-quality robot manipulation datasets is an important stepping stone on the path toward more capable and robust robotic manipulation policies. However, creating such datasets is challenging: collecting robot manipulation data in diverse environments poses logistical and safety challenges and requires substantial investments in hardware and human labour. As a result, even the most general robot manipulation policies today are mostly trained on data collected in a small number of environments with limited scene and task diversity. In this work, we introduce DROID (Distributed Robot Interaction Dataset), a diverse robot manipulation dataset with 76k demonstration trajectories or 350 hours of interaction data, collected across 564 scenes and 84 tasks by 50 data collectors in North America, Asia, and Europe over the course of 12 months. We demonstrate that training with DROID leads to policies with higher performance and improved generalization ability. We open source the full dataset, policy learning code, and a detailed guide for reproducing our robot hardware setup.

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Robot Data Curation with Mutual Information Estimators

The performance of imitation learning policies often hinges on the datasets with which they are trained. Consequently, investment in data collection for robotics has grown across both industrial and academic labs. However, despite the marked increase in the quantity of demonstrations collected, little work has sought to assess the quality of said data despite mounting evidence of its importance in other areas such as vision and language. In this work, we take a critical step towards addressing the data quality in robotics. Given a dataset of demonstrations, we aim to estimate the relative quality of individual demonstrations in terms of both action diversity and predictability. To do so, we estimate the average contribution of a trajectory towards the mutual information between states and actions in the entire dataset, which captures both the entropy of the marginal action distribution and the state-conditioned action entropy. Though commonly used mutual information estimators require vast amounts of data often beyond the scale available in robotics, we introduce a novel technique based on k-nearest neighbor estimates of mutual information on top of simple VAE embeddings of states and actions. Empirically, we demonstrate that our approach is able to partition demonstration datasets by quality according to human expert scores across a diverse set of benchmarks spanning simulation and real world environments. Moreover, training policies based on data filtered by our method leads to a 5-10% improvement in RoboMimic and better performance on real ALOHA and Franka setups.

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Efficiently Generating Expressive Quadruped Behaviors via Language-Guided Preference Learning

Expressive robotic behavior is essential for the widespread acceptance of robots in social environments. Recent advancements in learned legged locomotion controllers have enabled more dynamic and versatile robot behaviors. However, determining the optimal behavior for interactions with different users across varied scenarios remains a challenge. Current methods either rely on natural language input, which is efficient but low-resolution, or learn from human preferences, which, although high-resolution, is sample inefficient. This paper introduces a novel approach that leverages priors generated by pre-trained LLMs alongside the precision of preference learning. Our method, termed Language-Guided Preference Learning (LGPL), uses LLMs to generate initial behavior samples, which are then refined through preference-based feedback to learn behaviors that closely align with human expectations. Our core insight is that LLMs can guide the sampling process for preference learning, leading to a substantial improvement in sample efficiency. We demonstrate that LGPL can quickly learn accurate and expressive behaviors with as few as four queries, outperforming both purely language-parameterized models and traditional preference learning approaches. Website with videos: https://lgpl-gaits.github.io/

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A Study of Perceived Safety for Soft Robotics in Caregiving Tasks

In this project, we focus on human-robot interaction in caregiving scenarios like bathing, where physical contact is inevitable and necessary for proper task execution because force must be applied to the skin. Using finite element analysis, we designed a 3D-printed gripper combining positive and negative pressure for secure yet compliant handling. Preliminary tests showed it exerted a lower, more uniform pressure profile than a standard rigid gripper. In a user study, participants' trust in robots significantly increased after they experienced a brief bathing demonstration performed by a robotic arm equipped with the soft gripper. These results suggest that soft robotics can enhance perceived safety and acceptance in intimate caregiving scenarios.

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Gemini Robotics: Bringing AI into the Physical World

Recent advancements in large multimodal models have led to the emergence of remarkable generalist capabilities in digital domains, yet their translation to physical agents such as robots remains a significant challenge. This report introduces a new family of AI models purposefully designed for robotics and built upon the foundation of Gemini 2.0. We present Gemini Robotics, an advanced Vision-Language-Action (VLA) generalist model capable of directly controlling robots. Gemini Robotics executes smooth and reactive movements to tackle a wide range of complex manipulation tasks while also being robust to variations in object types and positions, handling unseen environments as well as following diverse, open vocabulary instructions. We show that with additional fine-tuning, Gemini Robotics can be specialized to new capabilities including solving long-horizon, highly dexterous tasks, learning new short-horizon tasks from as few as 100 demonstrations and adapting to completely novel robot embodiments. This is made possible because Gemini Robotics builds on top of the Gemini Robotics-ER model, the second model we introduce in this work. Gemini Robotics-ER (Embodied Reasoning) extends Gemini's multimodal reasoning capabilities into the physical world, with enhanced spatial and temporal understanding. This enables capabilities relevant to robotics including object detection, pointing, trajectory and grasp prediction, as well as multi-view correspondence and 3D bounding box predictions. We show how this novel combination can support a variety of robotics applications. We also discuss and address important safety considerations related to this new class of robotics foundation models. The Gemini Robotics family marks a substantial step towards developing general-purpose robots that realizes AI's potential in the physical world.

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How to Train Your Robots? The Impact of Demonstration Modality on Imitation Learning

Imitation learning is a promising approach for learning robot policies with user-provided data. The way demonstrations are provided, i.e., demonstration modality, influences the quality of the data. While existing research shows that kinesthetic teaching (physically guiding the robot) is preferred by users for the intuitiveness and ease of use, the majority of existing manipulation datasets were collected through teleoperation via a VR controller or spacemouse. In this work, we investigate how different demonstration modalities impact downstream learning performance as well as user experience. Specifically, we compare low-cost demonstration modalities including kinesthetic teaching, teleoperation with a VR controller, and teleoperation with a spacemouse controller. We experiment with three table-top manipulation tasks with different motion constraints. We evaluate and compare imitation learning performance using data from different demonstration modalities, and collected subjective feedback on user experience. Our results show that kinesthetic teaching is rated the most intuitive for controlling the robot and provides cleanest data for best downstream learning performance. However, it is not preferred as the way for large-scale data collection due to the physical load. Based on such insight, we propose a simple data collection scheme that relies on a small number of kinesthetic demonstrations mixed with data collected through teleoperation to achieve the best overall learning performance while maintaining low data-collection effort.

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Shared Autonomy for Proximal Teaching

Motor skill learning often requires experienced professionals who can provide personalized instruction. Unfortunately, the availability of high-quality training can be limited for specialized tasks, such as high performance racing. Several recent works have leveraged AI-assistance to improve instruction of tasks ranging from rehabilitation to surgical robot tele-operation. However, these works often make simplifying assumptions on the student learning process, and fail to model how a teacher's assistance interacts with different individuals' abilities when determining optimal teaching strategies. Inspired by the idea of scaffolding from educational psychology, we leverage shared autonomy, a framework for combining user inputs with robot autonomy, to aid with curriculum design. Our key insight is that the way a student's behavior improves in the presence of assistance from an autonomous agent can highlight which sub-skills might be most ``learnable'' for the student, or within their Zone of Proximal Development. We use this to design Z-COACH, a method for using shared autonomy to provide personalized instruction targeting interpretable task sub-skills. In a user study (n=50), where we teach high performance racing in a simulated environment of the Thunderhill Raceway Park with the CARLA Autonomous Driving simulator, we show that Z-COACH helps identify which skills each student should first practice, leading to an overall improvement in driving time, behavior, and smoothness. Our work shows that increasingly available semi-autonomous capabilities (e.g. in vehicles, robots) can not only assist human users, but also help *teach* them.

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Action-Free Reasoning for Policy Generalization

End-to-end imitation learning offers a promising approach for training robot policies. However, generalizing to new settings remains a significant challenge. Although large-scale robot demonstration datasets have shown potential for inducing generalization, they are resource-intensive to scale. In contrast, human video data is abundant and diverse, presenting an attractive alternative. Yet, these human-video datasets lack action labels, complicating their use in imitation learning. Existing methods attempt to extract grounded action representations (e.g., hand poses), but resulting policies struggle to bridge the embodiment gap between human and robot actions. We propose an alternative approach: leveraging language-based reasoning from human videos-essential for guiding robot actions-to train generalizable robot policies. Building on recent advances in reasoning-based policy architectures, we introduce Reasoning through Action-free Data (RAD). RAD learns from both robot demonstration data (with reasoning and action labels) and action-free human video data (with only reasoning labels). The robot data teaches the model to map reasoning to low-level actions, while the action-free data enhances reasoning capabilities. Additionally, we will release a new dataset of 3,377 human-hand demonstrations with reasoning annotations compatible with the Bridge V2 benchmark and aimed at facilitating future research on reasoning-driven robot learning. Our experiments show that RAD enables effective transfer across the embodiment gap, allowing robots to perform tasks seen only in action-free data. Furthermore, scaling up action-free reasoning data significantly improves policy performance and generalization to novel tasks. These results highlight the promise of reasoning-driven learning from action-free datasets for advancing generalizable robot control. Project page: https://rad-generalization.github.io

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Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning

Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/

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What's the Move? Hybrid Imitation Learning via Salient Points

While imitation learning (IL) offers a promising framework for teaching robots various behaviors, learning complex tasks remains challenging. Existing IL policies struggle to generalize effectively across visual and spatial variations even for simple tasks. In this work, we introduce SPHINX: Salient Point-based Hybrid ImitatioN and eXecution, a flexible IL policy that leverages multimodal observations (point clouds and wrist images), along with a hybrid action space of low-frequency, sparse waypoints and high-frequency, dense end effector movements. Given 3D point cloud observations, SPHINX learns to infer task-relevant points within a point cloud, or salient points, which support spatial generalization by focusing on semantically meaningful features. These salient points serve as anchor points to predict waypoints for long-range movement, such as reaching target poses in free-space. Once near a salient point, SPHINX learns to switch to predicting dense end-effector movements given close-up wrist images for precise phases of a task. By exploiting the strengths of different input modalities and action representations for different manipulation phases, SPHINX tackles complex tasks in a sample-efficient, generalizable manner. Our method achieves 86.7% success across 4 real-world and 2 simulated tasks, outperforming the next best state-of-the-art IL baseline by 41.1% on average across 440 real world trials. SPHINX additionally generalizes to novel viewpoints, visual distractors, spatial arrangements, and execution speeds with a 1.7x speedup over the most competitive baseline. Our website (http://sphinx-manip.github.io) provides open-sourced code for data collection, training, and evaluation, along with supplementary videos.

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Vision Language Models are In-Context Value Learners

Predicting temporal progress from visual trajectories is important for intelligent robots that can learn, adapt, and improve. However, learning such progress estimator, or temporal value function, across different tasks and domains requires both a large amount of diverse data and methods which can scale and generalize. To address these challenges, we present Generative Value Learning (\GVL), a universal value function estimator that leverages the world knowledge embedded in vision-language models (VLMs) to predict task progress. Naively asking a VLM to predict values for a video sequence performs poorly due to the strong temporal correlation between successive frames. Instead, GVL poses value estimation as a temporal ordering problem over shuffled video frames; this seemingly more challenging task encourages VLMs to more fully exploit their underlying semantic and temporal grounding capabilities to differentiate frames based on their perceived task progress, consequently producing significantly better value predictions. Without any robot or task specific training, GVL can in-context zero-shot and few-shot predict effective values for more than 300 distinct real-world tasks across diverse robot platforms, including challenging bimanual manipulation tasks. Furthermore, we demonstrate that GVL permits flexible multi-modal in-context learning via examples from heterogeneous tasks and embodiments, such as human videos. The generality of GVL enables various downstream applications pertinent to visuomotor policy learning, including dataset filtering, success detection, and advantage-weighted regression -- all without any model training or finetuning.

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RT-Affordance: Affordances are Versatile Intermediate Representations for Robot Manipulation

We explore how intermediate policy representations can facilitate generalization by providing guidance on how to perform manipulation tasks. Existing representations such as language, goal images, and trajectory sketches have been shown to be helpful, but these representations either do not provide enough context or provide over-specified context that yields less robust policies. We propose conditioning policies on affordances, which capture the pose of the robot at key stages of the task. Affordances offer expressive yet lightweight abstractions, are easy for users to specify, and facilitate efficient learning by transferring knowledge from large internet datasets. Our method, RT-Affordance, is a hierarchical model that first proposes an affordance plan given the task language, and then conditions the policy on this affordance plan to perform manipulation. Our model can flexibly bridge heterogeneous sources of supervision including large web datasets and robot trajectories. We additionally train our model on cheap-to-collect in-domain affordance images, allowing us to learn new tasks without collecting any additional costly robot trajectories. We show on a diverse set of novel tasks how RT-Affordance exceeds the performance of existing methods by over 50%, and we empirically demonstrate that affordances are robust to novel settings. Videos available at https://snasiriany.me/rt-affordance

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So You Think You Can Scale Up Autonomous Robot Data Collection?

A long-standing goal in robot learning is to develop methods for robots to acquire new skills autonomously. While reinforcement learning (RL) comes with the promise of enabling autonomous data collection, it remains challenging to scale in the real-world partly due to the significant effort required for environment design and instrumentation, including the need for designing reset functions or accurate success detectors. On the other hand, imitation learning (IL) methods require little to no environment design effort, but instead require significant human supervision in the form of collected demonstrations. To address these shortcomings, recent works in autonomous IL start with an initial seed dataset of human demonstrations that an autonomous policy can bootstrap from. While autonomous IL approaches come with the promise of addressing the challenges of autonomous RL as well as pure IL strategies, in this work, we posit that such techniques do not deliver on this promise and are still unable to scale up autonomous data collection in the real world. Through a series of real-world experiments, we demonstrate that these approaches, when scaled up to realistic settings, face much of the same scaling challenges as prior attempts in RL in terms of environment design. Further, we perform a rigorous study of autonomous IL methods across different data scales and 7 simulation and real-world tasks, and demonstrate that while autonomous data collection can modestly improve performance, simply collecting more human data often provides significantly more improvement. Our work suggests a negative result: that scaling up autonomous data collection for learning robot policies for real-world tasks is more challenging and impractical than what is suggested in prior work. We hope these insights about the core challenges of scaling up data collection help inform future efforts in autonomous learning.

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Vocal Sandbox: Continual Learning and Adaptation for Situated Human-Robot Collaboration

We introduce Vocal Sandbox, a framework for enabling seamless human-robot collaboration in situated environments. Systems in our framework are characterized by their ability to adapt and continually learn at multiple levels of abstraction from diverse teaching modalities such as spoken dialogue, object keypoints, and kinesthetic demonstrations. To enable such adaptation, we design lightweight and interpretable learning algorithms that allow users to build an understanding and co-adapt to a robot's capabilities in real-time, as they teach new behaviors. For example, after demonstrating a new low-level skill for "tracking around" an object, users are provided with trajectory visualizations of the robot's intended motion when asked to track a new object. Similarly, users teach high-level planning behaviors through spoken dialogue, using pretrained language models to synthesize behaviors such as "packing an object away" as compositions of low-level skills $-$ concepts that can be reused and built upon. We evaluate Vocal Sandbox in two settings: collaborative gift bag assembly and LEGO stop-motion animation. In the first setting, we run systematic ablations and user studies with 8 non-expert participants, highlighting the impact of multi-level teaching. Across 23 hours of total robot interaction time, users teach 17 new high-level behaviors with an average of 16 novel low-level skills, requiring 22.1% less active supervision compared to baselines and yielding more complex autonomous performance (+19.7%) with fewer failures (-67.1%). Qualitatively, users strongly prefer Vocal Sandbox systems due to their ease of use (+20.6%) and overall performance (+13.9%). Finally, we pair an experienced system-user with a robot to film a stop-motion animation; over two hours of continuous collaboration, the user teaches progressively more complex motion skills to shoot a 52 second (232 frame) movie.

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FlowRetrieval: Flow-Guided Data Retrieval for Few-Shot Imitation Learning

Few-shot imitation learning relies on only a small amount of task-specific demonstrations to efficiently adapt a policy for a given downstream tasks. Retrieval-based methods come with a promise of retrieving relevant past experiences to augment this target data when learning policies. However, existing data retrieval methods fall under two extremes: they either rely on the existence of exact behaviors with visually similar scenes in the prior data, which is impractical to assume; or they retrieve based on semantic similarity of high-level language descriptions of the task, which might not be that informative about the shared low-level behaviors or motions across tasks that is often a more important factor for retrieving relevant data for policy learning. In this work, we investigate how we can leverage motion similarity in the vast amount of cross-task data to improve few-shot imitation learning of the target task. Our key insight is that motion-similar data carries rich information about the effects of actions and object interactions that can be leveraged during few-shot adaptation. We propose FlowRetrieval, an approach that leverages optical flow representations for both extracting similar motions to target tasks from prior data, and for guiding learning of a policy that can maximally benefit from such data. Our results show FlowRetrieval significantly outperforms prior methods across simulated and real-world domains, achieving on average 27% higher success rate than the best retrieval-based prior method. In the Pen-in-Cup task with a real Franka Emika robot, FlowRetrieval achieves 3.7x the performance of the baseline imitation learning technique that learns from all prior and target data. Website: https://flow-retrieval.github.io

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Gen2Act: Human Video Generation in Novel Scenarios enables Generalizable Robot Manipulation

How can robot manipulation policies generalize to novel tasks involving unseen object types and new motions? In this paper, we provide a solution in terms of predicting motion information from web data through human video generation and conditioning a robot policy on the generated video. Instead of attempting to scale robot data collection which is expensive, we show how we can leverage video generation models trained on easily available web data, for enabling generalization. Our approach Gen2Act casts language-conditioned manipulation as zero-shot human video generation followed by execution with a single policy conditioned on the generated video. To train the policy, we use an order of magnitude less robot interaction data compared to what the video prediction model was trained on. Gen2Act doesn't require fine-tuning the video model at all and we directly use a pre-trained model for generating human videos. Our results on diverse real-world scenarios show how Gen2Act enables manipulating unseen object types and performing novel motions for tasks not present in the robot data. Videos are at https://homangab.github.io/gen2act/

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