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Gregory Dudek

Publications and source records attributed to Gregory Dudek.

At least 19 recordsLinked to original sources

The Prestige: Benchmarking Cognitive Visual Reasoning using Magic Tricks

We introduce The Prestige, a video understanding benchmark that probes cognitive visual reasoning through professional magic performances, where deliberate misdirection challenges models to track events and explain unexpected outcomes. The benchmark comprises open-ended questions ranging from temporal and causal understanding to robustness against adversarial questions. Evaluation of leading open-source and proprietary VLMs reveals a substantial gap between even the strongest model and human performance. We also find systematic discrepancies between human and automated grading and identify recurring model failure modes. Ablations further show that models can select correct multiple-choice answers even when they fail to generate correct explanations independently, motivating further investigations into question formats. Together, these findings highlight limitations in both VLM reasoning and its evaluation, underscoring the need for more reliable video understanding models and more rigorous benchmarks.

cs.CV↗

DexSuite: An All-in-One Framework for Dexterous Manipulation Across Arms, Hands, and Tasks

Human-level dexterity remains a central open problem in robotics, yet few simulation frameworks cover the full workflow of dexterous manipulation, from setting up a robot to collecting dexterous demonstrations and evaluating policies. We present DexSuite, an all-in-one simulation framework for dexterous manipulation built on the Genesis simulator. DexSuite provides 30 tasks and assembles its 10 arms and 12 end-effectors, from parallel-jaw grippers to dexterous hands, into more than 100 single-arm robots and thousands of bimanual pairs. It also ships a standardized environment API, integrated teleoperation, and simulated tactile sensing. Moreover, we define a benchmark of 16 task-embodiment pairs spanning diverse contact complexities and horizons, and release a dataset of 4,700 successful episodes in simulation from human teleoperation, scripted experts, and learned policies. We release DexSuite as open source and hope others will build on it. Videos and datasets are available at https://dexsuiteorg.github.io

cs.RO↗

Dungeon and Visibility World Generator

Robotic exploration, coverage, and multi-agent deployment algorithms require reproducible environments with controllable geometry and visibility. This paper presents the Dungeon and Visibility World Generator, an open-source framework for constructing two- and three-dimensional environments and evaluating geometric line-of-sight. The framework supports orthogonal, polygonal or polyhedral, and curvilinear geometries, with six construction families covering scattered rooms, clusters, winding passages, caverns, branches, and loops. Room dimensions, passage structures, obstacles, and spatial placement can be controlled through configurable parameters and probability distributions. Each generated environment provides continuous free-space geometry and a corresponding discrete occupancy representation. A Rust-based visibility engine supports line-of-sight queries in both representations, enabling the evaluation of observable regions from arbitrary agent positions. The framework records configurations, generated geometries, occupancy grids, and visibility results to support reproducible experiments. We demonstrate the generator across all six geometry classes, examine how geometry and spatial resolution affect visibility, and evaluate generation time and reproducibility. The resulting framework provides a configurable foundation for evaluating robotic exploration, coverage, and multi-agent deployment algorithms in diverse environments.

cs.RO↗

Improving Policy Learning from Delayed Interventions

In this work, we explore the idea of expert intervention delays in human-supervised robotic systems for imitation learning system. Previous works in imitation learning have primarily examined the impact of suboptimal experts, where the expert policy makes mistakes, but assumed expert interventions occur immediately after errors are made. Although delayed expert intervention can be viewed as a form of noise that might improve policy robustness, our results show that learning from delayed expert interventions is overall less effective than learning from non-delayed expert interventions; delayed expert interventions are less effective at demonstrating error avoidance behaviors. To address this, we propose Learning from Delayed Intervention (LfDI), which learns a cost function based on where and when the expert intervenes, combined with limited information about the extent of intervention delays provided by the expert. This cost function is then used to infer additional supervision for states without expert data, guiding the policy to avoid states that would likely trigger interventions. We evaluate our method, Learning from Delayed Intervention (LfDI), on simulated environments and show that it outperforms other methods that do not account for intervention delays.

cs.RO↗

CollisionGAT: Controller-Agnostic One-Step Collision Screening for Multi-Agent Motion

Before a team of robots moves, each proposed step must be checked for collisions with other robots and with obstacles. We present CollisionGAT, a graph-attention network that reads the current and proposed states of moving agents together with locally relevant stationary obstacles and returns one collision-risk score per moving agent. Any controller can use these scores to accept, repair, replan, or postpone a proposed step. We mount CollisionGAT on a continuous path-following controller and on GATeD, an obstacle-blind D* Lite planner that uses typed vetoes to update its planning graphs. Exact geometric checks supply the training labels and independently audit every executed step.

cs.RO↗

On the Control of Mobile Ad-Hoc Agent Deployments in Partially Observed Space

We study the online deployment of mobile ad hoc networks in unknown orthogonal environments, formalized as the Partially Observable Cooperative Guard Art Gallery Problem. We give a full proof that CADENCE algorithms achieve full coverage while maintaining a connected visibility graph using at most $n/2 + h - 2$ agents in orthogonal worlds with $n$ corners and $h$ holes. We further evaluate deployment-order heuristics that reduce agent count and deployment time in practice.

cs.RO↗

Do LLMs Beat Nash? Testing Decentralized Coordination in Self-Play Multi-Agent Games

Large language model agents deployed without a central controller are often assumed to require communication to coordinate their actions. We ask what remains possible without it: when independent instances of the same model cannot communicate, can they still reason about their counterparts well enough to exceed the standard game-theoretic baseline for uncoordinated play? We introduce a benchmark of one-shot, no-communication games in which each of thirteen language models is told only that its counterparts are running the same model and is evaluated against the Nash equilibrium of the underlying game. In two-player matrix games spanning seven archetypes and two to ten actions per player, two frontier-hosted models consistently exceed their Nash benchmark, approaching the optimal joint outcome in several archetypes, while most open-weight models achieve only partial gains that vary sharply by game structure. Performance degrades substantially in team-based games with four or more interchangeable agents, particularly as the action space grows, suggesting that whatever capability drives self-play gains in dyadic games does not transfer to larger multi-agent teams.

cs.MA↗

Tactile Modality Fusion for Vision-Language-Action Models

We propose TacFiLM, a lightweight modality-fusion approach that integrates visual-tactile signals into vision-language-action (VLA) models. While advances in VLAs have introduced robot policies that are both generalizable and semantically grounded, these models mainly rely on vision-based perception. Vision alone, however, cannot capture the complex interaction dynamics that occur during contact-rich manipulation, including contact forces, surface friction, compliance, and shear. While recent attempts to integrate tactile signals into VLA models often increase complexity through token concatenation or large-scale pretraining, the heavy computational demands of behaviour models necessitate lightweight fusion strategies. To address these challenges, TacFiLM outlines a post-training finetuning approach that conditions intermediate visual features on pretrained tactile representations using feature-wise linear modulation (FiLM). Experimental results on insertion and drawer opening tasks demonstrate consistent improvements in success rate, direct task performance, completion time, and force stability across both in-distribution and out-of-distribution tasks. Together, these results support our method as an effective approach to integrating tactile signals into VLA models, improving contact-rich manipulation behaviours. Project page: https://charliem7.github.io/projects/TacFilm/

cs.RO↗

The Surprising Difficulty of Search in Model-Based Reinforcement Learning

This paper investigates search in model-based reinforcement learning (RL). Conventional wisdom holds that long-term predictions and compounding errors are the primary obstacles for model-based RL. We challenge this view, showing that search is not a drop-in replacement for a learned policy. Surprisingly, we find that search can harm performance even when the model is highly accurate. Instead, we show that mitigating overestimation bias matters more than improving model or value function accuracy. Building on this insight, we identify that taking the minimum over an ensemble of value functions effectively addresses this bias and enables effective search, achieving state-of-the-art performance across multiple popular benchmark domains.

cs.LG↗

Contractive Diffusion Policies: Robust Action Diffusion via Contractive Score-Based Sampling with Differential Equations

Diffusion policies have emerged as powerful generative models for offline policy learning, whose sampling process can be rigorously characterized by a score function guiding a stochastic differential equation (SDE). However, the same score-based SDE modeling that grants diffusion policies the flexibility to learn diverse behavior also incurs solver and score-matching errors, large data requirements, and inconsistencies in action generation. While less critical in image generation, these inaccuracies compound and lead to failure in continuous control settings. We introduce contractive diffusion policies (CDPs) to induce contractive behavior in the diffusion sampling dynamics. Contraction pulls nearby flows closer to enhance robustness against solver and score-matching errors while reducing unwanted action variance. We develop an in-depth theoretical analysis along with a practical implementation recipe to incorporate CDPs into existing diffusion policy architectures with minimal modification and computational cost. We evaluate CDPs for offline learning by conducting extensive experiments in simulation and real-world settings. Across benchmarks, CDPs often outperform baseline policies, with pronounced benefits under data scarcity.

cs.LG↗

MANSION: Multi-floor lANguage-to-3D Scene generatIOn for loNg-horizon tasks

Real-world robotic tasks are long-horizon and often span multiple floors, demanding rich spatial reasoning. However, existing embodied benchmarks are largely confined to single-floor in-house environments, failing to reflect the complexity of real-world tasks. We introduce MANSION, the first language-driven framework for generating building-scale, multi-floor 3D environments. Being aware of vertical structural constraints, MANSION generates realistic, navigable whole-building structures with diverse, human-friendly scenes, enabling the development and evaluation of cross-floor long-horizon tasks. Building on this framework, we release MansionWorld, a dataset of over 1,000 diverse buildings ranging from hospitals to offices, alongside a Task-Semantic Scene Editing Agent that customizes these environments using open-vocabulary commands to meet specific user needs. Benchmarking reveals that state-of-the-art agents degrade sharply in our settings, establishing MANSION as a critical testbed for the next generation of spatial reasoning and planning.

cs.CV↗

Scalable Aerial GNSS Localization for Marine Robots

Accurate localization is crucial for water robotics, yet traditional onboard Global Navigation Satellite System (GNSS) approaches are difficult or ineffective due to signal reflection on the water's surface and its high cost of aquatic GNSS receivers. Existing approaches, such as inertial navigation, Doppler Velocity Loggers (DVL), SLAM, and acoustic-based methods, face challenges like error accumulation and high computational complexity. Therefore, a more efficient and scalable solution remains necessary. This paper proposes an alternative approach that leverages an aerial drone equipped with GNSS localization to track and localize a marine robot once it is near the surface of the water. Our results show that this novel adaptation enables accurate single and multi-robot marine robot localization.

cs.RO↗

Stable Multi-Drone GNSS Tracking System for Marine Robots

Stable and accurate tracking is essential for marine robotics, yet Global Navigation Satellite System (GNSS) signals vanish immediately below the sea surface. Traditional alternatives suffer from error accumulation, high computational demands, or infrastructure dependence. In this work, we present a multi-drone GNSS-based tracking system for surface and near-surface marine robots. Our approach combines efficient visual detection, lightweight multi-object tracking, GNSS-based triangulation, and a confidence-weighted Extended Kalman Filter (EKF) to provide stable GNSS estimation in real time. We further introduce a cross-drone tracking ID alignment algorithm that enforces global consistency across views, enabling robust multi-robot tracking with cooperative aerial coverage. We validate our system in diversified complex settings to show the accuracy and robustness of the proposed algorithm.

cs.RO↗

AMP2026: A Multi-Platform Marine Robotics Dataset for Tracking and Mapping

Marine environments present significant challenges for perception and autonomy due to dynamic surfaces, limited visibility, and complex interactions between aerial, surface, and submerged sensing modalities. This paper introduces the Aerial Marine Perception Dataset (AMP2026), a multi-platform marine robotics dataset collected across multiple field deployments designed to support research in two primary areas: multi-view tracking and marine environment mapping. The dataset includes synchronized data from aerial drones, boat-mounted cameras, and submerged robotic platforms, along with associated localization and telemetry information. The goal of this work is to provide a publicly available dataset enabling research in marine perception and multi-robot observation scenarios. This paper describes the data collection methodology, sensor configurations, dataset organization, and intended research tasks supported by the dataset.

cs.RO↗

On Mobile Ad Hoc Networks for Coverage of Partially Observable Worlds

This paper addresses the movement and placement of mobile agents to establish a communication network in initially unknown environments. We cast the problem in a computational-geometric framework by relating the coverage problem and line-of-sight constraints to the Cooperative Guard Art Gallery Problem, and introduce its partially observable variant, the Partially Observable Cooperative Guard Art Gallery Problem (POCGAGP). We then present two algorithms that solve POCGAGP: CADENCE, a centralized planner that incrementally selects 270 degree corners at which to deploy agents, and DADENCE, a decentralized scheme that coordinates agents using local information and lightweight messaging. Both approaches operate under partial observability and target simultaneous coverage and connectivity. We evaluate the methods in simulation across 1,500 test cases of varied size and structure, demonstrating consistent success in forming connected networks while covering and exploring unknown space. These results highlight the value of geometric abstractions for communication-driven exploration and show that decentralized policies are competitive with centralized performance while retaining scalability.

cs.RO↗

Decentralized Multi-Agent Goal Assignment for Path Planning using Large Language Models

Coordinating multiple autonomous agents in shared environments under decentralized conditions is a long-standing challenge in robotics and artificial intelligence. This work addresses the problem of decentralized goal assignment for multi-agent path planning, where agents independently generate ranked preferences over goals based on structured representations of the environment, including grid visualizations and scenario data. After this reasoning phase, agents exchange their goal rankings, and assignments are determined by a fixed, deterministic conflict-resolution rule (e.g., agent index ordering), without negotiation or iterative coordination. We systematically compare greedy heuristics, optimal assignment, and large language model (LLM)-based agents in fully observable grid-world settings. Our results show that LLM-based agents, when provided with well-designed prompts and relevant quantitative information, can achieve near-optimal makespans and consistently outperform traditional heuristics. These findings underscore the potential of language models for decentralized goal assignment in multi-agent path planning and highlight the importance of information structure in such systems.

cs.AI↗

Learning Heuristics for Transit Network Design and Improvement with Deep Reinforcement Learning

Planning a network of public transit routes is a challenging optimization problem. Metaheuristic algorithms search through the space of possible transit networks by applying heuristics that randomly alter routes in a network. Existing algorithms almost exclusively use heuristics that modify the network in purely random ways. In this work, we explore whether we can obtain better transit networks using more intelligent heuristics, that modify networks according to a learned preference function instead of at random. We use reinforcement learning to train graph neural nets to act as heuristics. These neural heuristics yield improved results on benchmark synthetic cities with 70 nodes or more, and achieve new state-of-the-art results on the challenging Mumford benchmark. They also improve upon a simulation of the real transit network in the city of Laval, Canada, achieving cost savings of up to 19% over the city's existing transit network.

cs.LG↗

Large Pre-Trained Models for Bimanual Manipulation in 3D

We investigate the integration of attention maps from a pre-trained Vision Transformer into voxel representations to enhance bimanual robotic manipulation. Specifically, we extract attention maps from DINOv2, a self-supervised ViT model, and interpret them as pixel-level saliency scores over RGB images. These maps are lifted into a 3D voxel grid, resulting in voxel-level semantic cues that are incorporated into a behavior cloning policy. When integrated into a state-of-the-art voxel-based policy, our attention-guided featurization yields an average absolute improvement of 8.2% and a relative gain of 21.9% across all tasks in the RLBench bimanual benchmark.

cs.CV↗