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Fernando Palafox

Publications and source records attributed to Fernando Palafox.

7 recordsLinked to original sources

Simulation Distillation: Pretraining World Models in Simulation for Rapid Real-World Adaptation

Robot learning requires adaptation methods that improve reliably from limited, mixed-quality interaction data. This is especially challenging in long-horizon, contact-rich tasks, where end-to-end policy finetuning remains inefficient and brittle. World models offer a compelling alternative: by predicting the outcomes of candidate action sequences, they enable online planning through counterfactual reasoning. However, training action-conditioned robotic world models directly in the real world requires diverse data at impractical scale. We introduce Simulation Distillation (SimDist), a framework that uses physics simulators as a scalable source of action-conditioned robot experience. During pretraining, SimDist distills structural priors from the simulator into a world model that enables planning from raw real-world observations. During real-world adaptation, SimDist transfers the encoder, reward model, and value function learned in simulation, and updates only the latent dynamics model using real-world prediction losses. This reduces adaptation to supervised system identification while preserving dense, long-horizon planning signals for online improvement. Across contact-rich manipulation and quadruped locomotion tasks, SimDist rapidly improves with experience, while prior adaptation methods struggle to make progress or degrade during online finetuning. Project website and code: https://sim-dist.github.io

cs.RO

Generalized Information Gathering Under Dynamics Uncertainty

An agent operating in an unknown dynamical system must learn its dynamics from observations. Active information gathering accelerates this learning, but existing methods derive bespoke costs for specific modeling choices: dynamics models, belief update procedures, observation models, and planners. We present a unifying framework that decouples these choices from the information-gathering cost by explicitly exposing the causal dependencies between parameters, beliefs, and controls. Using this framework, we derive a general information-gathering cost based on Massey's directed information that assumes only Markov dynamics with additive noise and is otherwise agnostic to modeling choices. We prove that the mutual information cost used in existing literature is a special case of our cost. Then, we leverage our framework to establish an explicit connection between the mutual information cost and information gain in linearized Bayesian estimation, thereby providing theoretical justification for mutual information-based active learning approaches. Finally, we illustrate the practical utility of our framework through experiments spanning linear, nonlinear, and multi-agent systems.

cs.LG

Data-Driven Modeling and Correction of Vehicle Dynamics

We develop a data-driven framework for learning and correcting non-autonomous vehicle dynamics. Physics-based vehicle models are often simplified for tractability and therefore exhibit inherent model-form uncertainty, motivating the need for data-driven correction. Moreover, non-autonomous dynamics are governed by time-dependent control inputs, which pose challenges in learning predictive models directly from temporal snapshot data. To address these, we reformulate the vehicle dynamics via a local parameterization of the time-dependent inputs, yielding a modified system composed of a sequence of local parametric dynamical systems. We approximate these parametric systems using two complementary approaches. First, we employ the DRIPS (dimension reduction and interpolation in parameter space) methodology to construct efficient linear surrogate models, equipped with lifted observable spaces and manifold-based operator interpolation. This enables data-efficient learning of vehicle models whose dynamics admit accurate linear representations in the lifted spaces. Second, for more strongly nonlinear systems, we employ FML (Flow Map Learning), a deep neural network approach that approximates the parametric evolution map without requiring special treatment of nonlinearities. We further extend FML with a transfer-learning-based model correction procedure, enabling the correction of misspecified prior models using only a sparse set of high-fidelity or experimental measurements, without assuming a prescribed form for the correction term. Through a suite of numerical experiments on unicycle, simplified bicycle, and slip-based bicycle models, we demonstrate that DRIPS offers robust and highly data-efficient learning of non-autonomous vehicle dynamics, while FML provides expressive nonlinear modeling and effective correction of model-form errors under severe data scarcity.

cs.LG

A Player Selection Network for Scalable Game-Theoretic Prediction and Planning

While game-theoretic planning frameworks are effective at modeling multi-agent interactions, they require solving large optimization problems where the number of variables increases with the number of agents, resulting in long computation times that limit their use in large-scale, real-time systems. To address this issue, we propose 1) PSN Game-a learning-based, game-theoretic prediction and planning framework that reduces game size by learning a Player Selection Network (PSN); and 2) a Goal Inference Network (GIN) that makes it possible to use the PSN in incomplete-information games where other agents' intentions are unknown to the ego agent. A PSN outputs a player selection mask that distinguishes influential players from less relevant ones, enabling the ego player to solve a smaller, masked game involving only selected players. By reducing the number of players included in the game, PSN shrinks the corresponding optimization problems, leading to faster solve times. Experiments in both simulated scenarios and real-world pedestrian trajectory datasets show that PSN is competitive with, and often improves upon, the evaluated explicit game-theoretic selection baselines in 1) prediction accuracy and 2) planning safety. Across scenarios, PSN typically selects substantially fewer players than are present in the full game, thereby reducing game size and planning complexity. PSN also generalizes to settings in which agents' objectives are unknown, via the GIN, without test-time fine-tuning. By selecting only the most relevant players for decision-making, PSN Game provides a practical mechanism for reducing planning complexity that can be integrated into existing multi-agent planning frameworks.

cs.RO

Smooth Information Gathering in Two-Player Noncooperative Games

We present a mathematical framework for modeling two-player noncooperative games in which one player is uncertain of the other player's costs but can preemptively allocate information-gathering resources to reduce this uncertainty. We refer to the players as the uncertain player (UP) and the certain player (CP), respectively. We obtain UP's decisions by solving a two-stage problem where, in Stage 1, UP allocates information-gathering resources that smoothly transform the information structure in the second stage. Then, in Stage 2, a signal (that is, a function of the Stage 1 allocation) informs UP about CP's costs, and both players execute strategies which depend upon the signal's value. This framework allows for a smooth resource allocation, in contrast to existing literature on the topic. We also identify conditions under which the gradient of UP's overall cost with respect to the information-gathering resources is well-defined. Then we provide a gradient-based algorithm to solve the two-stage game. Finally, we apply our framework to a tower-defense game which can be interpreted as a variant of a Colonel Blotto game with smooth payoff functions and uncertainty over battlefield valuations. We include an analysis of how optimal decisions shift with changes in information-gathering allocations and perturbations in the cost functions.

cs.GT

Learning Hyperplanes for Multi-Agent Collision Avoidance in Space

A core challenge of multi-robot interactions is collision avoidance among robots with potentially conflicting objectives. We propose a game-theoretic method for collision avoidance based on rotating hyperplane constraints. These constraints ensure collision avoidance by defining separating hyperplanes that rotate around a keep-out zone centered on certain robots. Since it is challenging to select the parameters that define a hyperplane without introducing infeasibilities, we propose to learn them from an expert trajectory i.e., one collected by recording human operators. To do so, we solve for the parameters whose corresponding equilibrium trajectory best matches the expert trajectory. We validate our method by learning hyperplane parameters from noisy expert trajectories and demonstrate the generalizability of the learned parameters to scenarios with more robots and previously unseen initial conditions.

cs.RO

Scenario-Game ADMM: A Parallelized Scenario-Based Solver for Stochastic Noncooperative Games

Decision-making in multi-player games can be extremely challenging, particularly under uncertainty. In this work, we propose a new sample-based approximation to a class of stochastic, general-sum, pure Nash games, where each player has an expected-value objective and a set of chance constraints. This new approximation scheme inherits the accuracy of objective approximation from the established sample average approximation (SAA) method and enjoys a feasibility guarantee derived from the scenario optimization literature. We characterize the sample complexity of this new game-theoretic approximation scheme, and observe that high accuracy usually requires a large number of samples, which results in a large number of sampled constraints. To accommodate this, we decompose the approximated game into a set of smaller games with few constraints for each sampled scenario, and propose a decentralized, consensus-based ADMM algorithm to efficiently compute a generalized Nash equilibrium (GNE) of the approximated game. We prove the convergence of our algorithm to a GNE and empirically demonstrate superior performance relative to a recent baseline algorithm based on ADMM and interior point method.

eess.SY