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Huazhe Xu

Publications and source records attributed to Huazhe Xu.

At least 37 records · Page 2Linked to original sources

MoE-DP: An MoE-Enhanced Diffusion Policy for Robust Long-Horizon Robotic Manipulation with Skill Decomposition and Failure Recovery

Diffusion policies have emerged as a powerful framework for robotic visuomotor control, yet they often lack the robustness to recover from subtask failures in long-horizon, multi-stage tasks and their learned representations of observations are often difficult to interpret. In this work, we propose the Mixture of Experts-Enhanced Diffusion Policy (MoE-DP), where the core idea is to insert a Mixture of Experts (MoE) layer between the visual encoder and the diffusion model. This layer decomposes the policy's knowledge into a set of specialized experts, which are dynamically activated to handle different phases of a task. We demonstrate through extensive experiments that MoE-DP exhibits a strong capability to recover from disturbances, significantly outperforming standard baselines in robustness. On a suite of 6 long-horizon simulation tasks, this leads to a 36% average relative improvement in success rate under disturbed conditions. This enhanced robustness is further validated in the real world, where MoE-DP also shows significant performance gains. We further show that MoE-DP learns an interpretable skill decomposition, where distinct experts correspond to semantic task primitives (e.g., approaching, grasping). This learned structure can be leveraged for inference-time control, allowing for the rearrangement of subtasks without any re-training.Our video and code are available at the https://moe-dp-website.github.io/MoE-DP-Website/.

cs.RO↗

Entropy Regularizing Activation: Boosting Continuous Control, Large Language Models, and Image Classification with Activation as Entropy Constraints

We propose ERA, a new paradigm that constrains the sampling entropy above given thresholds by applying specially designed activations to the outputs of models. Our approach demonstrates broad effectiveness across different domains: 1) for large language models(LLMs), boosting the AIME 2025 score for Qwen2.5-Math-7B by 37.4%; 2) for continuous control reinforcement learning agents, improving performance by more than 30% over strong baselines such as SAC on the challenging HumanoidBench; 3) for image classification, enhancing ImageNet top-1 accuracy by 0.69% for ResNet-50. These gains are achieved with a computational overhead of less than 7%. Our work validates output activation as a powerful tool for entropy control, opening a new direction for designing simpler and more robust algorithms.

cs.LG↗

Embodied Arena: A Comprehensive, Unified, and Evolving Evaluation Platform for Embodied AI

Embodied AI development significantly lags behind large foundation models due to three critical challenges: (1) lack of systematic understanding of core capabilities needed for Embodied AI, making research lack clear objectives; (2) absence of unified and standardized evaluation systems, rendering cross-benchmark evaluation infeasible; and (3) underdeveloped automated and scalable acquisition methods for embodied data, creating critical bottlenecks for model scaling. To address these obstacles, we present Embodied Arena, a comprehensive, unified, and evolving evaluation platform for Embodied AI. Our platform establishes a systematic embodied capability taxonomy spanning three levels (perception, reasoning, task execution), seven core capabilities, and 25 fine-grained dimensions, enabling unified evaluation with systematic research objectives. We introduce a standardized evaluation system built upon unified infrastructure supporting flexible integration of 22 diverse benchmarks across three domains (2D/3D Embodied Q&A, Navigation, Task Planning) and 30+ advanced models from 20+ worldwide institutes. Additionally, we develop a novel LLM-driven automated generation pipeline ensuring scalable embodied evaluation data with continuous evolution for diversity and comprehensiveness. Embodied Arena publishes three real-time leaderboards (Embodied Q&A, Navigation, Task Planning) with dual perspectives (benchmark view and capability view), providing comprehensive overviews of advanced model capabilities. Especially, we present nine findings summarized from the evaluation results on the leaderboards of Embodied Arena. This helps to establish clear research veins and pinpoint critical research problems, thereby driving forward progress in the field of Embodied AI.

cs.RO↗

4D Visual Pre-training for Robot Learning

General visual representations learned from web-scale datasets for robotics have achieved great success in recent years, enabling data-efficient robot learning on manipulation tasks; yet these pre-trained representations are mostly on 2D images, neglecting the inherent 3D nature of the world. However, due to the scarcity of large-scale 3D data, it is still hard to extract a universal 3D representation from web datasets. Instead, we are seeking a general visual pre-training framework that could improve all 3D representations as an alternative. Our framework, called FVP, is a novel 4D Visual Pre-training framework for real-world robot learning. FVP frames the visual pre-training objective as a next-point-cloud-prediction problem, models the prediction model as a diffusion model, and pre-trains the model on the larger public datasets directly. Across twelve real-world manipulation tasks, FVP boosts the average success rate of 3D Diffusion Policy (DP3) for these tasks by 28%. The FVP pre-trained DP3 achieves state-of-the-art performance across imitation learning methods. Moreover, the efficacy of FVP adapts across various point cloud encoders and datasets. Finally, we apply FVP to the RDT-1B, a larger Vision-Language-Action robotic model, enhancing its performance on various robot tasks. Our project page is available at: https://4d-visual-pretraining.github.io/

cs.CV↗

HERMES: Human-to-Robot Embodied Learning from Multi-Source Motion Data for Mobile Dexterous Manipulation

Leveraging human motion data to impart robots with versatile manipulation skills has emerged as a promising paradigm in robotic manipulation. Nevertheless, translating multi-source human hand motions into feasible robot behaviors remains challenging, particularly for robots equipped with multi-fingered dexterous hands characterized by complex, high-dimensional action spaces. Moreover, existing approaches often struggle to produce policies capable of adapting to diverse environmental conditions. In this paper, we introduce HERMES, a human-to-robot learning framework for mobile bimanual dexterous manipulation. First, HERMES formulates a unified reinforcement learning approach capable of seamlessly transforming heterogeneous human hand motions from multiple sources into physically plausible robotic behaviors. Subsequently, to mitigate the sim2real gap, we devise an end-to-end, depth image-based sim2real transfer method for improved generalization to real-world scenarios. Furthermore, to enable autonomous operation in varied and unstructured environments, we augment the navigation foundation model with a closed-loop Perspective-n-Point (PnP) localization mechanism, ensuring precise alignment of visual goals and effectively bridging autonomous navigation and dexterous manipulation. Extensive experimental results demonstrate that HERMES consistently exhibits generalizable behaviors across diverse, in-the-wild scenarios, successfully performing numerous complex mobile bimanual dexterous manipulation tasks. Project Page:https://gemcollector.github.io/HERMES/.

cs.RO↗

Galaxea Open-World Dataset and G0 Dual-System VLA Model

We present Galaxea Open-World Dataset, a large-scale, diverse collection of robot behaviors recorded in authentic human living and working environments. All demonstrations are gathered using a consistent robotic embodiment, paired with precise subtask-level language annotations to facilitate both training and evaluation. Building on this dataset, we introduce G0, a dual-system framework that couples a Vision-Language Model (VLM) for multimodal planning with a Vision-Language-Action (VLA) model for fine-grained execution. G0 is trained using a three-stage curriculum: cross-embodiment pre-training, single-embodiment pre-training, and task-specific post-training. A comprehensive benchmark spanning tabletop manipulation, few-shot learning, and long-horizon mobile manipulation, demonstrates the effectiveness of our approach. In particular, we find that the single-embodiment pre-training stage, together with the Galaxea Open-World Dataset, plays a critical role in achieving strong performance.

cs.RO↗

Morpheus: A Neural-driven Animatronic Face with Hybrid Actuation and Diverse Emotion Control

Previous animatronic faces struggle to express emotions effectively due to hardware and software limitations. On the hardware side, earlier approaches either use rigid-driven mechanisms, which provide precise control but are difficult to design within constrained spaces, or tendon-driven mechanisms, which are more space-efficient but challenging to control. In contrast, we propose a hybrid actuation approach that combines the best of both worlds. The eyes and mouth-key areas for emotional expression-are controlled using rigid mechanisms for precise movement, while the nose and cheek, which convey subtle facial microexpressions, are driven by strings. This design allows us to build a compact yet versatile hardware platform capable of expressing a wide range of emotions. On the algorithmic side, our method introduces a self-modeling network that maps motor actions to facial landmarks, allowing us to automatically establish the relationship between blendshape coefficients for different facial expressions and the corresponding motor control signals through gradient backpropagation. We then train a neural network to map speech input to corresponding blendshape controls. With our method, we can generate distinct emotional expressions such as happiness, fear, disgust, and anger, from any given sentence, each with nuanced, emotion-specific control signals-a feature that has not been demonstrated in earlier systems. We release the hardware design and code at https://github.com/ZZongzheng0918/Morpheus-Hardware and https://github.com/ZZongzheng0918/Morpheus-Software.

cs.RO↗

MENTOR: Mixture-of-Experts Network with Task-Oriented Perturbation for Visual Reinforcement Learning

Visual deep reinforcement learning (RL) enables robots to acquire skills from visual input for unstructured tasks. However, current algorithms suffer from low sample efficiency, limiting their practical applicability. In this work, we present MENTOR, a method that improves both the architecture and optimization of RL agents. Specifically, MENTOR replaces the standard multi-layer perceptron (MLP) with a mixture-of-experts (MoE) backbone and introduces a task-oriented perturbation mechanism. MENTOR outperforms state-of-the-art methods across three simulation benchmarks and achieves an average of 83% success rate on three challenging real-world robotic manipulation tasks, significantly surpassing the 32% success rate of the strongest existing model-free visual RL algorithm. These results underscore the importance of sample efficiency in advancing visual RL for real-world robotics. Experimental videos are available at https://suninghuang19.github.io/mentor_page/.

cs.RO↗

A Forget-and-Grow Strategy for Deep Reinforcement Learning Scaling in Continuous Control

Deep reinforcement learning for continuous control has recently achieved impressive progress. However, existing methods often suffer from primacy bias, a tendency to overfit early experiences stored in the replay buffer, which limits an RL agent's sample efficiency and generalizability. In contrast, humans are less susceptible to such bias, partly due to infantile amnesia, where the formation of new neurons disrupts early memory traces, leading to the forgetting of initial experiences. Inspired by this dual processes of forgetting and growing in neuroscience, in this paper, we propose Forget and Grow (FoG), a new deep RL algorithm with two mechanisms introduced. First, Experience Replay Decay (ER Decay) "forgetting early experience", which balances memory by gradually reducing the influence of early experiences. Second, Network Expansion, "growing neural capacity", which enhances agents' capability to exploit the patterns of existing data by dynamically adding new parameters during training. Empirical results on four major continuous control benchmarks with more than 40 tasks demonstrate the superior performance of FoG against SoTA existing deep RL algorithms, including BRO, SimBa, and TD-MPC2.

cs.LG↗

H$^3$DP: Triply-Hierarchical Diffusion Policy for Visuomotor Learning

Visuomotor policy learning has witnessed substantial progress in robotic manipulation, with recent approaches predominantly relying on generative models to model the action distribution. However, these methods often overlook the critical coupling between visual perception and action prediction. In this work, we introduce $\textbf{Triply-Hierarchical Diffusion Policy}~(\textbf{H$^{\mathbf{3}}$DP})$, a novel visuomotor learning framework that explicitly incorporates hierarchical structures to strengthen the integration between visual features and action generation. H$^{3}$DP contains $\mathbf{3}$ levels of hierarchy: (1) depth-aware input layering that organizes RGB-D observations based on depth information; (2) multi-scale visual representations that encode semantic features at varying levels of granularity; and (3) a hierarchically conditioned diffusion process that aligns the generation of coarse-to-fine actions with corresponding visual features. Extensive experiments demonstrate that H$^{3}$DP yields a $\mathbf{+27.5\%}$ average relative improvement over baselines across $\mathbf{44}$ simulation tasks and achieves superior performance in $\mathbf{4}$ challenging bimanual real-world manipulation tasks. Project Page: https://lyy-iiis.github.io/h3dp/.

cs.RO↗

DemoSpeedup: Accelerating Visuomotor Policies via Entropy-Guided Demonstration Acceleration

Imitation learning has shown great promise in robotic manipulation, but the policy's execution is often unsatisfactorily slow due to commonly tardy demonstrations collected by human operators. In this work, we present DemoSpeedup, a self-supervised method to accelerate visuomotor policy execution via entropy-guided demonstration acceleration. DemoSpeedup starts from training an arbitrary generative policy (e.g., ACT or Diffusion Policy) on normal-speed demonstrations, which serves as a per-frame action entropy estimator. The key insight is that frames with lower action entropy estimates call for more consistent policy behaviors, which often indicate the demands for higher-precision operations. In contrast, frames with higher entropy estimates correspond to more casual sections, and therefore can be more safely accelerated. Thus, we segment the original demonstrations according to the estimated entropy, and accelerate them by down-sampling at rates that increase with the entropy values. Trained with the speedup demonstrations, the resulting policies execute up to 3 times faster while maintaining the task completion performance. Interestingly, these policies could even achieve higher success rates than those trained with normal-speed demonstrations, due to the benefits of reduced decision-making horizons. Project Page: https://demospeedup.github.io/

cs.RO↗

Make-An-Agent: A Generalizable Policy Network Generator with Behavior-Prompted Diffusion

Can we generate a control policy for an agent using just one demonstration of desired behaviors as a prompt, as effortlessly as creating an image from a textual description? In this paper, we present Make-An-Agent, a novel policy parameter generator that leverages the power of conditional diffusion models for behavior-to-policy generation. Guided by behavior embeddings that encode trajectory information, our policy generator synthesizes latent parameter representations, which can then be decoded into policy networks. Trained on policy network checkpoints and their corresponding trajectories, our generation model demonstrates remarkable versatility and scalability on multiple tasks and has a strong generalization ability on unseen tasks to output well-performed policies with only few-shot demonstrations as inputs. We showcase its efficacy and efficiency on various domains and tasks, including varying objectives, behaviors, and even across different robot manipulators. Beyond simulation, we directly deploy policies generated by Make-An-Agent onto real-world robots on locomotion tasks. Project page: https://cheryyunl.github.io/make-an-agent/

cs.AI↗

FACET: Force-Adaptive Control via Impedance Reference Tracking for Legged Robots

Reinforcement learning (RL) has made significant strides in legged robot control, enabling locomotion across diverse terrains and complex loco-manipulation capabilities. However, the commonly used position or velocity tracking-based objectives are agnostic to forces experienced by the robot, leading to stiff and potentially dangerous behaviors and poor control during forceful interactions. To address this limitation, we present \emph{Force-Adaptive Control via Impedance Reference Tracking} (FACET). Inspired by impedance control, we use RL to train a control policy to imitate a virtual mass-spring-damper system, allowing fine-grained control under external forces by manipulating the virtual spring. In simulation, we demonstrate that our quadruped robot achieves improved robustness to large impulses (up to 200 Ns) and exhibits controllable compliance, achieving an 80% reduction in collision impulse. The policy is deployed to a physical robot to showcase both compliance and the ability to engage with large forces by kinesthetic control and pulling payloads up to 2/3 of its weight. Further extension to a legged loco-manipulator and a humanoid shows the applicability of our method to more complex settings to enable whole-body compliance control. Project Website: https://facet.pages.dev/

cs.RO↗

DittoGym: Learning to Control Soft Shape-Shifting Robots

Robot co-design, where the morphology of a robot is optimized jointly with a learned policy to solve a specific task, is an emerging area of research. It holds particular promise for soft robots, which are amenable to novel manufacturing techniques that can realize learned morphologies and actuators. Inspired by nature and recent novel robot designs, we propose to go a step further and explore the novel reconfigurable robots, defined as robots that can change their morphology within their lifetime. We formalize control of reconfigurable soft robots as a high-dimensional reinforcement learning (RL) problem. We unify morphology change, locomotion, and environment interaction in the same action space, and introduce an appropriate, coarse-to-fine curriculum that enables us to discover policies that accomplish fine-grained control of the resulting robots. We also introduce DittoGym, a comprehensive RL benchmark for reconfigurable soft robots that require fine-grained morphology changes to accomplish the tasks. Finally, we evaluate our proposed coarse-to-fine algorithm on DittoGym and demonstrate robots that learn to change their morphology several times within a sequence, uniquely enabled by our RL algorithm. More results are available at https://suninghuang19.github.io/dittogym_page/.

cs.RO↗

Reactive Diffusion Policy: Slow-Fast Visual-Tactile Policy Learning for Contact-Rich Manipulation

Humans can accomplish complex contact-rich tasks using vision and touch, with highly reactive capabilities such as fast response to external changes and adaptive control of contact forces; however, this remains challenging for robots. Existing visual imitation learning (IL) approaches rely on action chunking to model complex behaviors, which lacks the ability to respond instantly to real-time tactile feedback during the chunk execution. Furthermore, most teleoperation systems struggle to provide fine-grained tactile / force feedback, which limits the range of tasks that can be performed. To address these challenges, we introduce TactAR, a low-cost teleoperation system that provides real-time tactile feedback through Augmented Reality (AR), along with Reactive Diffusion Policy (RDP), a novel slow-fast visual-tactile imitation learning algorithm for learning contact-rich manipulation skills. RDP employs a two-level hierarchy: (1) a slow latent diffusion policy for predicting high-level action chunks in latent space at low frequency, (2) a fast asymmetric tokenizer for closed-loop tactile feedback control at high frequency. This design enables both complex trajectory modeling and quick reactive behavior within a unified framework. Through extensive evaluation across three challenging contact-rich tasks, RDP significantly improves performance compared to state-of-the-art visual IL baselines. Furthermore, experiments show that RDP is applicable across different tactile / force sensors. Code and videos are available on https://reactive-diffusion-policy.github.io.

cs.RO↗

Scaling Laws in Scientific Discovery with AI and Robot Scientists

Scientific discovery is poised for rapid advancement through advanced robotics and artificial intelligence. Current scientific practices face substantial limitations as manual experimentation remains time-consuming and resource-intensive, while multidisciplinary research demands knowledge integration beyond individual researchers' expertise boundaries. Here, we envision an autonomous generalist scientist (AGS) concept combines agentic AI and embodied robotics to automate the entire research lifecycle. This system could dynamically interact with both physical and virtual environments while facilitating the integration of knowledge across diverse scientific disciplines. By deploying these technologies throughout every research stage -- spanning literature review, hypothesis generation, experimentation, and manuscript writing -- and incorporating internal reflection alongside external feedback, this system aims to significantly reduce the time and resources needed for scientific discovery. Building on the evolution from virtual AI scientists to versatile generalist AI-based robot scientists, AGS promises groundbreaking potential. As these autonomous systems become increasingly integrated into the research process, we hypothesize that scientific discovery might adhere to new scaling laws, potentially shaped by the number and capabilities of these autonomous systems, offering novel perspectives on how knowledge is generated and evolves. The adaptability of embodied robots to extreme environments, paired with the flywheel effect of accumulating scientific knowledge, holds the promise of continually pushing beyond both physical and intellectual frontiers.

cs.CL↗

DemoGen: Synthetic Demonstration Generation for Data-Efficient Visuomotor Policy Learning

Visuomotor policies have shown great promise in robotic manipulation but often require substantial amounts of human-collected data for effective performance. A key reason underlying the data demands is their limited spatial generalization capability, which necessitates extensive data collection across different object configurations. In this work, we present DemoGen, a low-cost, fully synthetic approach for automatic demonstration generation. Using only one human-collected demonstration per task, DemoGen generates spatially augmented demonstrations by adapting the demonstrated action trajectory to novel object configurations. Visual observations are synthesized by leveraging 3D point clouds as the modality and rearranging the subjects in the scene via 3D editing. Empirically, DemoGen significantly enhances policy performance across a diverse range of real-world manipulation tasks, showing its applicability even in challenging scenarios involving deformable objects, dexterous hand end-effectors, and bimanual platforms. Furthermore, DemoGen can be extended to enable additional out-of-distribution capabilities, including disturbance resistance and obstacle avoidance.

cs.RO↗

Looking Backward: Retrospective Backward Synthesis for Goal-Conditioned GFlowNets

Generative Flow Networks (GFlowNets), a new family of probabilistic samplers, have demonstrated remarkable capabilities to generate diverse sets of high-reward candidates, in contrast to standard return maximization approaches (e.g., reinforcement learning) which often converge to a single optimal solution. Recent works have focused on developing goal-conditioned GFlowNets, which aim to train a single GFlowNet capable of achieving different outcomes as the task specifies. However, training such models is challenging due to extremely sparse rewards, particularly in high-dimensional problems. Moreover, previous methods suffer from the limited coverage of explored trajectories during training, which presents more pronounced challenges when only offline data is available. In this work, we propose a novel method called \textbf{R}etrospective \textbf{B}ackward \textbf{S}ynthesis (\textbf{RBS}) to address these critical problems. Specifically, RBS synthesizes new backward trajectories in goal-conditioned GFlowNets to enrich training trajectories with enhanced quality and diversity, thereby introducing copious learnable signals for effectively tackling the sparse reward problem. Extensive empirical results show that our method improves sample efficiency by a large margin and outperforms strong baselines on various standard evaluation benchmarks.

cs.LG↗