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Jan Peters

Publications and source records attributed to Jan Peters.

At least 19 recordsLinked to original sources

It Takes Two to Tangram: Multi-Agent Object Centric Reinforcement Learning for Assembly

Geometric assembly requires fine spatiotemporal coordination to place parts without causing collisions or deadlocks under tight clearances. To address this, we present an object-centric reinforcement learning framework that treats each part as an agent and learns a shared policy for continuous assembly control. A graph neural network represents the pieces, their target poses, and their spatial relationships, and predicts translational and angular velocities for each component. Per-agent proximal policy optimization with a centralized graph critic directly learns motion and temporal coordination within a single feedback policy. We study this formulation through planar Tangram assembly, where pieces must slide and rotate into a given configuration while remaining on the assembly surface. Procedural generation of target configurations and randomized initial arrangements support training and evaluation across diverse assembly problems. Our experiments isolate the roles of relational structure and multi-agent optimization, and compare learned control with sampling-based planning. We demonstrate concurrent assembly in simulation and transfer the policy to sequential execution on a real robot, as our object-centric formulation decouples learned assembly coordination from low-level physical control. Project page: https://tangrambench.org/

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STRIDE: Learning Humanoid Locomotion in Minutes with Acceleration-Based Rewards

Learning locomotion directly on a humanoid robot is a promising direction to avoid the sim-to-real gap. However, locomotion rewards in Reinforcement Learning (RL) typically track the base velocity, which cannot be measured onboard without an external motion capture system or well-calibrated state estimator. This is why we introduce \method{}, which learns humanoid locomotion from minutes of samples with a reward that only requires the onboard Inertial Measurement Unit (IMU). Instead of tracking the base velocity, STRIDE rewards the robot for following a commanded acceleration profile. To learn efficiently from this reward, we use the off-policy RL algorithm XQC and combine a high gain setting for the joint position controllers with left-right symmetry augmentation. In simulation, STRIDE learns to walk on the Unitree G1 and Booster T1 humanoids within 14 minutes of samples. Compared to learning without these two components, it reduces the falls during training by 81%, while without them the robot learns only in over an hour.

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Coherent Off-Policy Improvement of Large Behavior Models with Learned Rewards

Distilling expert demonstration data into large generative models using behavioral cloning is a scalable approach to learning capable policies for robotic control, particularly for dexterous manipulation. Reinforcement learning (RL) can be used as a means to finetune these policies further using additional experience. An open question is whether RL is more sample-efficient than collecting more expert demonstrations. Prior work has finetuned large pretrained policies in a scalable fashion by applying RL to a smaller residual policy that corrects the pretrained model. However, for typical sparse reward tasks, RL algorithms can struggle to optimize the behavior in a sample-efficient manner. We explore inverse reinforcement learning, where a dense reward function is learned from expert demonstrations, potentially reducing the challenge of RL finetuning. We specifically consider coherent imitation learning, an IRL method that facilitates improvement of the BC policy by using a specific learned reward formulation with theoretical guarantees for imitation learning. We show that our IRL method maintains or improves the performance of pi-0.5 on all six sparse manipulation tasks and achieves a $\geq 90\%$ success rate on five out of six complex manipulation tasks, outperforming RL-based baselines using sparse rewards. We also demonstrate real-world learning on a robot manipulation task, finetuning pi-0.5 to success with less than 30 minutes of environment interaction time. By ensuring our initial pretrained finetuning policy is optimal for our initial reward and critic, our method circumvents the initial drop commonly seen in RL finetuning and enables faster improvement.

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Tactile MNIST: Benchmarking Active Tactile Perception

Tactile perception has the potential to significantly enhance dexterous robotic manipulation by providing rich local information that can complement or substitute for other sensory modalities such as vision. However, tactile sensing is an inherently local sensor modality, providing information only at the points of contact. This strict locality necessitates the use of active perception techniques to acquire useful, task-relevant information from manipulated objects or the environment in general. Hence, the agent must actively guide sensors toward regions with more informative or significant features and integrate this information over time to understand a scene or complete a task. While active perception and tactile sensing methods have received significant attention recently, both fields lack standardized benchmarks. To bridge this gap, we introduce the Tactile MNIST Benchmark Suite, an open-source, Gymnasium-compatible benchmark specifically designed for active tactile perception tasks, including classification, localization, pose estimation, and volume estimation. Our benchmark suite offers diverse simulation scenarios, from simple toy environments to complex tactile perception tasks using vision-based tactile sensors. Furthermore, we offer a comprehensive dataset comprising 13,580 synthetic 3D MNIST digit models and 153,600 real-world tactile samples collected from 600 3D-printed digits. Using this dataset, we train a CycleGAN for realistic tactile simulation rendering. By providing standardized protocols and reproducible evaluation frameworks, our benchmark suite facilitates systematic progress in tactile sensing and active perception more broadly.

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Investigating Active Sampling for Hardness Classification with Vision-Based Tactile Sensors

Hardness is one of the most important object properties that humans and robots perceive through touch. This paper investigates active sampling strategies for sample-efficient hardness classification with vision-based tactile sensors (VBTS), using information-theoretic measures of model uncertainty. We evaluated three probabilistic classifier models and two active sampling strategies and a random sampling baseline on a hardness classification task, with our own dataset of VBTS samples collected by a robot and a previously published dataset. In addition, we conducted a human study on the hardness classification task with the same objects as our dataset. Our findings indicate that the active sampling approaches, driven by variance and entropy as measures of model uncertainty, perform best with accuracy reaching 90%, compared to human accuracy of 48%, demonstrating the effectiveness of using VBTS for hardness classification. More information can be found at: https://fheller1.github.io/ActiveHardness

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Whole-Body Humanoid Control via Stochastic Motion Tokenization

While velocity-commanded RL policies are effective for controlling quadrupeds, they are a limited interface for humanoids that need to perform complex whole-body motions. Furthermore, RL tracking policies for whole-body motions typically have limited information about the desired future motion, preventing them from performing controlled deviations to achieve long-term task success; such information is particularly relevant when a controller must prepare for transitions between behaviors. We address these challenges using concise motion representations that can be generated by a high-level controller, given a behavior label or text command. These representations can be fed directly into a tracking policy to provide a detailed motion reference. Our method exhibits a high degree of flexibility in performing real-world robot motions such as dancing, fighting, or walking based on conditional information. At matched capacity, our adopted stochastic motion tokenizer reconstructs motions from the Unitree G1 at a level that exceeds state-of-the-art approaches such as finite scalar quantization (FSQ) and the vector-quantized autoencoder (VQ-VAE). The resulting discrete interface conditions whole-body tracking policies that execute generated dance, fight, and walk motions lasting 16.8 s each and a 35 s fight-to-dance sequence on a physical Unitree G1.

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Remember Where You Walk: Learning Spatial Memory for End-to-End Legged Robot Exploration

Humanoids and other legged robots operating in complex environments must remember information that leaves their field of view and only becomes relevant much later. Reinforcement learning policies address this using memory networks such as LSTMs that are trained end-to-end with the policy to memorize such task-relevant aspects. Yet, such architectures often fail to preserve sufficient information over long horizons. In this work, we propose a network architecture based on Hadamard memory that specifically targets robot navigation. Our Local Spatial Matrix Memory (LSMM) enables RL agents to store generic task-relevant information at specific, position-based memory cells, enabling flexible and spatially grounded memorization. We evaluate LSMM on the task of autonomous maze exploration, where it matches the maze coverage of strong recurrent and finite-history baselines while being the only architecture that remembers the maze layout, reducing the reconstruction error threefold.

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Retrieve to Act: Motion Primitive Graph Retrieval for Robust VLA Execution

Vision-Language-Action (VLA) policies demonstrate remarkable semantic generalization, yet remain highly vulnerable to out-of-distribution (OOD) visual shifts during execution. While existing test-time methods attempt to suppress spurious visual cues, they fundamentally overlook the rich, uncorrupted kinematic priors embedded in the policy's own training experience. We introduce Retrieve to Act (R2A), a test-time scaling framework that formulates OOD robustness purely as a geometric motion primitive retrieval problem. R2A bypasses fragile visual features by structuring successful training demonstrations into an offline spatiotemporal motion primitive graph. During inference, a query-dependent Graph Neural Network dynamically localizes the robot's ongoing execution within this graph, retrieving structurally compatible future motion primitives. These retrieved geometric priors are then seamlessly harmonized with the frozen VLA's predicted actions via a learned, dimension-wise gating mechanism, adaptively rectifying erroneous spatial trajectories while preserving the policy's local reactivity. Extensive experiments across three state-of-the-art VLA architectures, GR00T N1.7, $π_{0.5}$, and StableVLA, demonstrate that R2A consistently and significantly enhances robustness against diverse contextual perturbations. R2A achieves absolute success rate improvements of up to +12% in simulation benchmarks (LIBERO-Plus, RoboTwin2.0-Plus) and +40% in real-world deployments, without requiring any finetuning of the base policies. Project page: https://retrieve2act.github.io/r2a/

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RoboWorM: Evaluating Movement Realism, Consistency and Acceleration Affects in Embodied Video World Models

Video world models (VWMs) are rapidly emerging as scalable neural simulators for robotic manipulation. However, most benchmarks only evaluate them as open-world video generators, using Vision-Language Models (VLMs) that lack strict 3D spatial and kinematic reasoning. To bridge this gap, we introduce RoboWorM, a comprehensive, deployment-aware benchmark that leverages known hardware priors such as robot kinematic trees and fixed camera configurations, to systematically examine structural and spatiotemporal fidelity. RoboWorM curates 1,605 episodes across single-arm, bimanual, and humanoid morphologies, spanning both Markovian and long-horizon non-Markovian tasks under single- and multi-view setups. To explicitly measure physical consistency, we propose two deterministic, VLM-free metrics: KIVA for intra-view kinematic stability, and RIGIS for multi-view geometric consistency. By exploiting intrinsic robotic invariants, KIVA improves hallucination detection alignment with human annotations by 25.8% relative to the strongest frontier VLMs, while RIGIS achieves a 130% higher Spearman correlation with human preferences. Furthermore, since real-world deployment requires low inference latency, we utilize RoboWorM to conduct the first large-scale audit of the quality-efficiency trade-off. Evaluating 9 state-of-the-art acceleration techniques across 3 leading world models (over 29,000 generated rollouts), we demonstrate how these acceleration methods can retain superficial visual quality while silently compromising deployment-critical physical constraints. Using our metrics, we achieve 2.3$\times$ maximum inference speed-up with minimal quality loss.

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Multi-Resolution Tactile Imitation Learning for Contact-Rich Robotic Manipulation

Touch sensing is beneficial for solving a wide variety of manipulation tasks. While there exists a wide range of tactile sensors with different properties, exploiting the fusion of multiple heterogeneous tactile sensors to improve manipulation learning remains underexplored. We present Multi-Resolution Tactile Sensing (MiTaS), a representation framework that leverages multiple tactile sensors operating at different temporal resolutions in order to solve complex contact-rich manipulation tasks. We propose an effective architecture using modality-specific convolutional stems and transformer-based fusion that effectively integrates information from an RGB camera stream, a vision-based GelSight Mini sensor and a high-frequency event-based Evetac sensor. This multisensory representation then conditions a flow-matching policy for solving downstream tasks. Our systematic study across five contact-rich manipulation tasks demonstrates the effectiveness of multi-resolution tactile features in imitation learning wherein MiTaS achieves an average success rate of 80 \%, while vision-only (35.5\,\%) and visuotactile (55.5\,\%, 63\,\%) baselines cannot solve the task reliably. Project Page: http://mitas-touch.github.io.

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Integrating Flow Matching and Model Predictive Control for Safe Robot Navigation

Learning-based path planners based on diffusion and flow matching can generate diverse trajectories from demonstrations but typically lack mechanisms for constraint satisfaction and collision avoidance during deployment. This work proposes a framework that combines flow-matching-based path planning with model predictive path-following control to integrate data-driven path generation with real-time, constraint-aware execution. The flow-matching model captures multimodal path distributions, while the predictive controller adapts motion online to satisfy state and input constraints and avoid obstacles using updated local sensor information. An event-triggered re-planning scheme incorporates predictive control solutions into subsequent path generation, promoting collision-free navigation in environments with previously unseen obstacles. Simulation results for mobile robot navigation demonstrate robust performance across cluttered environments. The framework provides a systematic approach to combining flow matching with predictive control for adaptive, data-driven navigation.

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Safe Reinforcement Learning with Receding-Horizon Safety Critic and Differentiable Action Shields

Despite the Markov assumption, safety failures in robot reinforcement learning rarely occur instantaneously; they typically emerge over several steps as the policy enters unfamiliar states under disturbances and domain shift. We address this limitation by learning a receding-horizon safety critic that predicts whether a state will remain non-terminating over the next receding horizon, enabling anticipatory detection of impending locomotion failures. The critic is trained from rollout-derived horizon labels with a composite objective that combines horizon classification, control-barrier-function-inspired temporal consistency, and smoothness regularization, and we aggregate an ensemble of critics with a conservative Conditional Value at Risk estimate to account for uncertainty. Building on the learned critic, we derive a closed-form, differentiable CBF-style safety filter that minimally modifies the policy action to improve predicted safety, and integrate it into PPO with an anticipation loss to reduce policy-filter mismatch during training. In simulated quadruped locomotion, our method improves robustness under action noise, external perturbations, and terrain shifts, reducing catastrophic failures while maintaining competitive returns.

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Shape Your Body: Value Gradients for Multi-Embodiment Robot Design

We propose to turn generalist multi-embodiment value functions into reusable models for robot design. Instead of running a new reinforcement learning co-design loop for each robot, we first train an embodiment-aware policy and value function across many robot designs. After training, the frozen value function is used as a differentiable surrogate to optimize candidate embodiments through value gradients. We evaluate our approach across different robot design settings, from perturbed single robots to held-out robots across morphology classes, with single models trained on up to 50 robots and design spaces of over 1100 continuous embodiment parameters. Beyond optimizing complete embodiments, we show that value gradients can identify performance-limiting design and control parameters, enabling both the optimization and the analysis of new robot designs.

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Continual Graph Multi-Agent Reinforcement Learning

In Continual Multi-Agent Reinforcement Learning (CMARL), agents learn cooperative policies across sequences of tasks, aiming to adapt effectively to new tasks while preserving the ability to solve previously encountered ones. In many applications, tasks differ in their underlying structure, which can represent, for example, distinct operational conditions or target configurations (e.g., different network topologies in power grids or arrangements in formation control). Existing CMARL methods lack dedicated mechanisms to leverage this structural information when learning new tasks, failing to promote transfer and mitigate forgetting. To fill this gap, we propose Continual Graph Multi-Agent Reinforcement Learning (CGMARL), a novel framework for CMARL problems in which task sequences are mapped into a series of attributed graphs, each modeling a task-specific structure. In CGMARL, each graph determines the environment dynamics (next states and/or rewards) and the number of agents for the corresponding task. Then, we present Graph-based Formation (GRAFO), the first CGMARL benchmark, and show how forgetting arises in this setting. Finally, to address this limitation, we propose Frozen Graph Encoder (FROG), a method that relies on a frozen graph backbone to preserve past structural information in graph-based CMARL policies. Experiments on GRAFO show that pairing FROG with existing CL methods substantially improves performance on multiple CGMARL scenarios.

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Do My Samples Help? Compute Budget Allocation for Real-World Sampling-Based MPC in Contact-Rich Manipulation

Sampling-based model predictive control (SMPC) is increasingly practical for contact-rich manipulation because GPU-based physics simulators enable real-time evaluation of large numbers of non-differentiable contact rollouts. However, this computation budget is finite and can be spent in competing ways, including denser control exploration, representing dynamics or state uncertainty, replanning more frequently, or aligning the simulation better with the physical state. Yet, the resulting trade-offs are not well understood in real-world sim-to-real control. In this work, we address this question through a systematic study of how to allocate a fixed computation budget for SMPC in contact-rich manipulation. To enable controlled comparisons, we develop a GPU-based framework named Budget-Allocating Model Predictive Control (BAMPC), which runs on MuJoCo Warp and exposes dynamics uncertainty, state uncertainty, and temporal alignment as independent dimensions of the computation budget while using the same control stack in simulation and on a real robot. Across three contact-rich manipulation tasks, we find that the best budget allocation depends on the dominant sim-to-real error, with dynamics randomization not universally the most effective one.

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BluffJAX: Adversarial Imperfect Information Games in JAX

We introduce BluffJAX: an open-source suite of adversarial imperfect information games in JAX. We provide canonical implementations of games designed for high simulation throughputs and parallelization on GPU accelerators. Our suite consists of well-studied benchmarks such as Texas Hold'Em Poker and Kuhn Poker, as well as games that have not been previously studied in reinforcement learning research, such as Bluff, Stud Poker, and Kemps. We hope that implementing a variety of game mechanics and difficulties will introduce new challenges and foster novel research directions in game-theoretic methods for RL. We benchmark the throughput performance and memory usage of our environments in single and multi-GPU settings, demonstrating scaling of up to hundreds of millions of samples per second, and motivating the usage of BluffJAX over related GPU and CPU-based libraries. We benchmark reinforcement learning, tree search, and game-solving algorithms in JAX in order to provide users with baseline results and facilitate future comparisons.

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Exploiting Hierarchical Controller Structure in Contextual Parameter Learning for Humanoid Loco-Manipulation

Hierarchical control architectures are widely used to decompose complex control problems into interacting control levels and are particularly important in robotics, where planning, whole-body motion, and lower-level control must be coordinated across different levels of abstraction and time scales. Their overall closed-loop performance, however, depends strongly on parameters distributed across the hierarchy, such that tuning controllers on different levels independently may neglect relevant cross-layer interactions. We propose a contextual Bayesian optimization framework for joint parameter learning in hierarchical control systems. Rather than modeling closed-loop performance only as a scalar black-box function, we retain separate observations of task performance, realization quality, and control effort. A correlated multi-output Gaussian process models these performance components, while their known aggregation into the overall closed-loop objective is evaluated analytically. The formulation exploits three complementary consequences of hierarchical control: informative performance quantities exposed by the hierarchy, coupling between parameters of different controller levels, and variations of these relations with operating conditions. We evaluate the approach for humanoid loco-manipulation, jointly tuning a centroidal predictive controller and a whole-body controller for physical box pushing under varying box mass. The proposed method achieves the lowest mean empirical regret during both training and adaptation among the considered baselines.

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Task-Error Residual Learning for Real-Robot Five-Ball Juggling

For residual learning that refines existing behavior, sample efficiency depends on two things: how much information each rollout returns, and how efficiently the learner uses that information. Reinforcement learning's standard scalar reward carries far less information than the directional task error that defines the task. Random exploration further discards whatever information each rollout returns. Through residual learning with directional task-error supervision and a task error model that drives sample selection, we achieve stable three-, four-, and five-ball juggling on anthropomorphic Barrett WAM arms. Despite planning and controlling through a simple, idealized stack, the system converges from the second attempt. The first attempt drops, after which task error decreases monotonically without further failures. In comparison, five-ball juggling typically takes humans years of practice. We compare residual learners across two ternary axes, the directional information in the learning feedback and the commitment of the analytic prior, spanning Newton-style Jacobian updates, Composite Bayesian Optimization, and stochastic search methods. Both axes prove necessary for fast convergence: neither directional feedback nor an informative prior alone matches their combination, and the simplest method that combines them, a fixed-Jacobian Newton update, is the fastest and fully reliable. The learned residual tolerates substantial prior misalignment and degraded joint tracking, affecting mainly convergence speed. The bottleneck for residual learning on real robots is therefore the information content of the supervision signal and how the learner uses it, not the accuracy of the surrounding stack. Video documentation of all experiments is available at https://kai-ploeger.com/residual-juggling.

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