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Guanqi He

Publications and source records attributed to Guanqi He.

15 recordsLinked to original sources

OpenWAM: An Open, Modular Exploration Towards Systematic World-Action Model Pretraining

World-Action Models inherit world knowledge from video-generative priors, and channel it into executable control signals through embodied experience. Existing systems, however, are monolithic: the generative backbone, visual representation, architecture, information flow, inference procedure, and training data are tightly coupled, obscuring which design choices matter and why. We introduce OpenWAM, an open research stack that turns world-action pretraining into a controlled experimental program. OpenWAM-Infra factorizes the WAM design space into composable modules with unified training, inference, deployment, and evaluation. On this substrate, OpenWAM-Study examines three questions through controlled experiments: what to inherit, how world and action learning interact, and how their synergy scales; and distills three principles: upstream knowledge transfers through a sufficiently capable generative backbone and a compact, information-rich latent space; world-action synergy requires dedicated action capacity, explicit world-to-action information flow, and synchronized joint denoising; and embodied pretraining principally improves out-of-domain generalization, with one-stage co-training over egocentric and robot data integrating world coverage and action grounding. Composing these principles, we build OpenWAM-{\alpha}, an open WAM pretrained on roughly 6,400 hours of egocentric human and robot data and evaluated across simulation and real-world benchmarks. Across the eight simulation benchmarks and the real-robot experiments, which together span embodiments from single-arm and bimanual manipulation to dexterous hands, OpenWAM-{\alpha} delivers consistently excellent performance, sustaining its top-tier standing from simulation to the physical world. We release the full stack, including infrastructure, evaluation protocols, pretrained models, and data recipes, to facilitate future research.

cs.RO

MINT: A Unified Model for World-Space Camera and Hand Motion Estimation from Scalable Egocentric Pipeline Supervision

Recovering camera and hand motion in world coordinates from egocentric video is a key capability for activity understanding, robot learning, and augmented reality. Existing systems typically decompose this problem into separate stages for camera motion, depth estimation, hand reconstruction, and trajectory refinement, resulting in substantial computational overhead and preventing the joint modeling of camera and hand motion. We introduce MINT (Minting IN-the-Wild Trajectories), a foundation model for world-space hand motion reconstruction from ego-centric RGB video. From a single shared spatiotemporal video representation, MINT jointly predicts the camera trajectory, field of view (FoV), camera-frame hand states, and per-frame hand observability, and then produces world-space hand motion via explicit coordinate transformations. Training such a model at scale is challenging, since paired world-space camera and hand annotations are scarce. We therefore develop an open-source labeling EGOPIPELINE that converts large collections of public egocentric videos into structured camera-and-hand trajectory supervision. MINT is first pretrained on these large-scale pseudo-labels and then fine-tuned on a small set of high-quality camera-and-hand annotations. Across public benchmarks MINT approaches state-of-the-art accuracy without seeing either benchmark in training, reaching 0.945 frame accuracy, 13.646 mm PA-MPJPE-p and 55.058 px EPE-p for camera-frame bimanual reconstruction on HOT3D, 4.690 mm RPE-T and 0.284 degrees RPE-R for camera trajectory, and a 3.67x end-to-end speedup over the labeling pipeline that supervises it. We release the model, training and inference code, labeling pipeline, and a curated 1,021-hour egocentric trajectory dataset.

cs.CV

LD4WAM: Learning Latent Dynamics from Human Videos for World Action Models

Human video is playing an increasingly central role in training World Action Models (WAMs), owing to its diversity and low collection cost relative to teleoperated robot data. However, most WAMs learn from such video only by predicting pixel-level future frames, giving dynamics that are not directly actionable, whereas motion retargeting recovers directly actionable actions but leaves a large visual gap across embodiments. We therefore propose motion-aligned latent dynamics as an embodiment-agnostic representation to bridge video priors and low-level actions. We further present LD4WAM, which pairs a Latent Dynamics Model trained with semantic reconstruction and real motion alignment with a World Dynamics Action Model built as a mixture-of-transformers (MoT), which preserves full future-video generation and uses learnable queries to distill these latent dynamics from generated futures for action conditioning. Pretrained on our curated unified dataset of over 5{,}000 hours of human and robot data, LD4WAM performs strongly in RoboTwin simulation and on real robots equipped with both grippers and dexterous hands, while generalizing well to unseen objects and backgrounds.

cs.RO

TopoRetarget: Interaction-Preserving Retargeting for Dexterous Manipulation

Human hand-object demonstrations provide dense reference motions for training dexterous manipulation reinforcement learning (RL) policies through reference tracking. However, to use such demonstrations for RL policy learning, retargeting must preserve hand pose and task-relevant hand-object contact structure. Otherwise, contact and feasibility artifacts can degrade downstream RL policy performance. We introduce TopoRetarget, an interaction-preserving retargeting framework that uses a single set of parameters across diverse retargeting conditions while maintaining task-relevant hand-object interaction and adapting human demonstrations to dexterous robot hands. The method constructs a sparse interaction graph over hand and object keypoints and optimizes distance-weighted Laplacian deformation with directional consistency, kinematic constraints, and penetration handling. Evaluations show that the generated references improve both interaction fidelity and policy learning: TopoRetarget achieves the best contact precision and alignment over all baselines on the ContactPose Dataset, improves Pen-Spin training success by 40.6 percentage points over the existing baseline methods, and enables zero-shot transfer to Wuji Hand hardware on cube reorientation and pen spinning.

cs.RO

OMG: Omni-Modal Motion Generation for Generalist Humanoid Control

Humanoid whole-body control has made significant progress in recent years, yet existing approaches remain limited to few-skill policies with heavy reward engineering, or motion trackers that are difficult to extend to new input modalities. We argue that the key to general-purpose humanoid control is to build a scalable brain, a module capable of reasoning with diverse conditioning modalities, atop a reactive motion tracking cerebellum, mirroring the hierarchical structure of biological motor systems. Two challenges arise in realizing this vision: acquiring a vast amount of high-quality data to achieve general purpose control, and equipping the generator with the capability to condition on compositional, extensible multi-modal inputs. We present OMG, which addresses these challenges with a meticulous data curation, filtering and labeling pipeline, as well as a diffusion-based motion generation backbone that conditions on language, audio, and human reference motions. Extensive experiments validate OMG as an omni-modal whole-body controller exhibiting state-of-the-art performance, model scaling behavior and efficient adaptation to new distributions and modalities, marking a concrete step toward foundation models for humanoid robots.

cs.RO

Hold My Beer: Learning Gentle Humanoid Locomotion and End-Effector Stabilization Control

Can your humanoid walk up and hand you a full cup of beer, without spilling a drop? While humanoids are increasingly featured in flashy demos like dancing, delivering packages, traversing rough terrain, fine-grained control during locomotion remains a significant challenge. In particular, stabilizing a filled end-effector (EE) while walking is far from solved, due to a fundamental mismatch in task dynamics: locomotion demands slow-timescale, robust control, whereas EE stabilization requires rapid, high-precision corrections. To address this, we propose SoFTA, a Slow-Fast Two-Agent framework that decouples upper-body and lower-body control into separate agents operating at different frequencies and with distinct rewards. This temporal and objective separation mitigates policy interference and enables coordinated whole-body behavior. SoFTA executes upper-body actions at 100 Hz for precise EE control and lower-body actions at 50 Hz for robust gait. It reduces EE acceleration by 2-5x relative to baselines and performs much closer to human-level stability, enabling delicate tasks such as carrying nearly full cups, capturing steady video during locomotion, and disturbance rejection with EE stability.

cs.RO

Sampling-Based System Identification with Active Exploration for Legged Robot Sim2Real Learning

Sim-to-real discrepancies hinder learning-based policies from achieving high-precision tasks in the real world. While Domain Randomization (DR) is commonly used to bridge this gap, it often relies on heuristics and can lead to overly conservative policies with degrading performance when not properly tuned. System Identification (Sys-ID) offers a targeted approach, but standard techniques rely on differentiable dynamics and/or direct torque measurement, assumptions that rarely hold for contact-rich legged systems. To this end, we present SPI-Active (Sampling-based Parameter Identification with Active Exploration), a two-stage framework that estimates physical parameters of legged robots to minimize the sim-to-real gap. SPI-Active robustly identifies key physical parameters through massive parallel sampling, minimizing state prediction errors between simulated and real-world trajectories. To further improve the informativeness of collected data, we introduce an active exploration strategy that maximizes the Fisher Information of the collected real-world trajectories via optimizing the input commands of an exploration policy. This targeted exploration leads to accurate identification and better generalization across diverse tasks. Experiments demonstrate that SPI-Active enables precise sim-to-real transfer of learned policies to the real world, outperforming baselines by 42-63% in various locomotion tasks.

cs.RO

Flying Hand: End-Effector-Centric Framework for Versatile Aerial Manipulation Teleoperation and Policy Learning

Aerial manipulation has recently attracted increasing interest from both industry and academia. Previous approaches have demonstrated success in various specific tasks. However, their hardware design and control frameworks are often tightly coupled with task specifications, limiting the development of cross-task and cross-platform algorithms. Inspired by the success of robot learning in tabletop manipulation, we propose a unified aerial manipulation framework with an end-effector-centric interface that decouples high-level platform-agnostic decision-making from task-agnostic low-level control. Our framework consists of a fully-actuated hexarotor with a 4-DoF robotic arm, an end-effector-centric whole-body model predictive controller, and a high-level policy. The high-precision end-effector controller enables efficient and intuitive aerial teleoperation for versatile tasks and facilitates the development of imitation learning policies. Real-world experiments show that the proposed framework significantly improves end-effector tracking accuracy, and can handle multiple aerial teleoperation and imitation learning tasks, including writing, peg-in-hole, pick and place, changing light bulbs, etc. We believe the proposed framework provides one way to standardize and unify aerial manipulation into the general manipulation community and to advance the field. Project website: https://lecar-lab.github.io/flying_hand/.

cs.RO

ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

cs.RO

Self-Supervised Meta-Learning for All-Layer DNN-Based Adaptive Control with Stability Guarantees

A critical goal of adaptive control is enabling robots to rapidly adapt in dynamic environments. Recent studies have developed a meta-learning-based adaptive control scheme, which uses meta-learning to extract nonlinear features (represented by Deep Neural Networks (DNNs)) from offline data, and uses adaptive control to update linear coefficients online. However, such a scheme is fundamentally limited by the linear parameterization of uncertainties and does not fully unleash the capability of DNNs. This paper introduces a novel learning-based adaptive control framework that pretrains a DNN via self-supervised meta-learning (SSML) from offline trajectories and online adapts the full DNN via composite adaptation. In particular, the offline SSML stage leverages the time consistency in trajectory data to train the DNN to predict future disturbances from history, in a self-supervised manner without environment condition labels. The online stage carefully designs a control law and an adaptation law to update the full DNN with stability guarantees. Empirically, the proposed framework significantly outperforms (19-39%) various classic and learning-based adaptive control baselines, in challenging real-world quadrotor tracking problems under large dynamic wind disturbance.

cs.RO

Flying Calligrapher: Contact-Aware Motion and Force Planning and Control for Aerial Manipulation

Aerial manipulation has gained interest in completing high-altitude tasks that are challenging for human workers, such as contact inspection and defect detection, etc. Previous research has focused on maintaining static contact points or forces. This letter addresses a more general and dynamic task: simultaneously tracking time-varying contact force in the surface normal direction and motion trajectories on tangential surfaces. We propose a pipeline that includes a contact-aware trajectory planner to generate dynamically feasible trajectories, and a hybrid motion-force controller to track such trajectories. We demonstrate the approach in an aerial calligraphy task using a novel sponge pen design as the end-effector, whose stroke width is positively related to the contact force. Additionally, we develop a touchscreen interface for flexible user input. Experiments show our method can effectively draw diverse letters, achieving an IoU of 0.59 and an end-effector position (force) tracking RMSE of 2.9 cm (0.7 N). Website: https://xiaofeng-guo.github.io/flying-calligrapher/

cs.RO

Agile But Safe: Learning Collision-Free High-Speed Legged Locomotion

Legged robots navigating cluttered environments must be jointly agile for efficient task execution and safe to avoid collisions with obstacles or humans. Existing studies either develop conservative controllers (< 1.0 m/s) to ensure safety, or focus on agility without considering potentially fatal collisions. This paper introduces Agile But Safe (ABS), a learning-based control framework that enables agile and collision-free locomotion for quadrupedal robots. ABS involves an agile policy to execute agile motor skills amidst obstacles and a recovery policy to prevent failures, collaboratively achieving high-speed and collision-free navigation. The policy switch in ABS is governed by a learned control-theoretic reach-avoid value network, which also guides the recovery policy as an objective function, thereby safeguarding the robot in a closed loop. The training process involves the learning of the agile policy, the reach-avoid value network, the recovery policy, and an exteroception representation network, all in simulation. These trained modules can be directly deployed in the real world with onboard sensing and computation, leading to high-speed and collision-free navigation in confined indoor and outdoor spaces with both static and dynamic obstacles.

cs.RO

CoVO-MPC: Theoretical Analysis of Sampling-based MPC and Optimal Covariance Design

Sampling-based Model Predictive Control (MPC) has been a practical and effective approach in many domains, notably model-based reinforcement learning, thanks to its flexibility and parallelizability. Despite its appealing empirical performance, the theoretical understanding, particularly in terms of convergence analysis and hyperparameter tuning, remains absent. In this paper, we characterize the convergence property of a widely used sampling-based MPC method, Model Predictive Path Integral Control (MPPI). We show that MPPI enjoys at least linear convergence rates when the optimization is quadratic, which covers time-varying LQR systems. We then extend to more general nonlinear systems. Our theoretical analysis directly leads to a novel sampling-based MPC algorithm, CoVariance-Optimal MPC (CoVo-MPC) that optimally schedules the sampling covariance to optimize the convergence rate. Empirically, CoVo-MPC significantly outperforms standard MPPI by 43-54% in both simulations and real-world quadrotor agile control tasks. Videos and Appendices are available at \url{https://lecar-lab.github.io/CoVO-MPC/}.

cs.LG

Aerial Interaction with Tactile Sensing

While autonomous Uncrewed Aerial Vehicles (UAVs) have grown rapidly, most applications only focus on passive visual tasks. Aerial interaction aims to execute tasks involving physical interactions, which offers a way to assist humans in high-risk, high-altitude operations, thereby reducing cost, time, and potential hazards. The coupled dynamics between the aerial vehicle and manipulator, however, pose challenges for precision control. Previous research has typically employed either position control, which often fails to meet mission accuracy, or force control using expensive, heavy, and cumbersome force/torque sensors that also lack local semantic information. Conversely, tactile sensors, being both cost-effective and lightweight, are capable of sensing contact information including force distribution, as well as recognizing local textures. Existing work on tactile sensing mainly focuses on tabletop manipulation tasks within a quasi-static process. In this paper, we pioneer the use of vision-based tactile sensors on a fully-actuated UAV to improve the accuracy of the more dynamic aerial manipulation tasks. We introduce a pipeline utilizing tactile feedback for real-time force tracking via a hybrid motion-force controller and a method for wall texture detection during aerial interactions. Our experiments demonstrate that our system can effectively replace or complement traditional force/torque sensors, improving flight performance by approximately 16% in position tracking error when using the fused force estimate compared to relying on a single sensor. Our tactile sensor achieves 93.4% accuracy in real-time texture recognition and 100% post-contact. To the best of our knowledge, this is the first work to incorporate a vision-based tactile sensor into aerial interaction tasks.

cs.RO

Image-based Visual Servo Control for Aerial Manipulation Using a Fully-Actuated UAV

Using Unmanned Aerial Vehicles (UAVs) to perform high-altitude manipulation tasks beyond just passive visual application can reduce the time, cost, and risk of human workers. Prior research on aerial manipulation has relied on either ground truth state estimate or GPS/total station with some Simultaneous Localization and Mapping (SLAM) algorithms, which may not be practical for many applications close to infrastructure with degraded GPS signal or featureless environments. Visual servo can avoid the need to estimate robot pose. Existing works on visual servo for aerial manipulation either address solely end-effector position control or rely on precise velocity measurement and pre-defined visual visual marker with known pattern. Furthermore, most of previous work used under-actuated UAVs, resulting in complicated mechanical and hence control design for the end-effector. This paper develops an image-based visual servo control strategy for bridge maintenance using a fully-actuated UAV. The main components are (1) a visual line detection and tracking system, (2) a hybrid impedance force and motion control system. Our approach does not rely on either robot pose/velocity estimation from an external localization system or pre-defined visual markers. The complexity of the mechanical system and controller architecture is also minimized due to the fully-actuated nature. Experiments show that the system can effectively execute motion tracking and force holding using only the visual guidance for the bridge painting. To the best of our knowledge, this is one of the first studies on aerial manipulation using visual servo that is capable of achieving both motion and force control without the need of external pose/velocity information or pre-defined visual guidance.

cs.RO