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Jeffrey Ichnowski

Publications and source records attributed to Jeffrey Ichnowski.

At least 19 recordsLinked to original sources

SemAnCorr: Semantic Anchored Correspondence for Zero-Shot Manipulation Skill Transfer

Transferring manipulation skills across object instances that share functionality but differ in geometry remains a fundamental challenge in robot learning. While recent correspondence methods leverage dense visual descriptors and 3D feature fields, nearest-neighbor feature matching often produces spatially incoherent correspondences that fail to recover the local geometric frames required for reliable skill transfer. We introduce SemAnCorr, a training-free framework that establishes dense correspondence by selecting semantically consistent anchor regions through joint pose-correspondence optimization and propagating these constraints over the object surface using functional maps. The resulting correspondences preserve both semantic consistency and geometric coherence, enabling object-centric manipulation skills to transfer across geometrically diverse instances. We evaluate SemAnCorr on a dense correspondence benchmark built on PartNet-Mobility, achieving 90.8% semantic accuracy in our benchmark evaluation while improving geometric coherence over recent state-of-the-art baselines. Finally, we show that these improvements translate directly into real-world manipulation performance: using a single demonstration, SemAnCorr enables substantially more reliable zero-shot manipulation skill transfer to previously unseen objects than existing correspondence methods. Videos and additional visualizations are available at https://semancorr.github.io .

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Modality-Autoregressive World-Action Models

World-action models (WAMs) jointly model future observations and actions, typically predicting the future as RGB images. Other visual modalities such as depth, pretrained visual features, and point tracks can more efficiently capture geometric, semantic, and motion features. However, how best to combine these modalities within WAMs remains an open question. We introduce ModAR, the first WAM to autoregressively denoise multiple future modalities before predicting actions. This allows each prediction to condition on previously generated modalities. We train from scratch to systematically study how training-data mixtures, predicted modalities, and WAM formulations affect performance. In our evaluations, WAMs benefit from predicting point tracks, DINO features, and depth maps, while additionally predicting future RGB does not provide a consistent benefit. We also find that ModAR's sequential generation outperforms existing WAM formulations, with the highest average success rate at all evaluated data scales. We also fine-tune the video-model-initialized WAM Flex-$π$ on the same data; ModAR achieves a slightly higher observed average success rate (75% vs. 72%) while using approximately $20\times$ fewer training FLOPs and no pretraining. On three real-world bimanual tasks, ModAR outperforms baselines and improves with human videos.

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PointZero: 3D Point Track Completion for Learning Transferable 3D Dynamics

World models endow perceptual systems with the ability to predict how scenes evolve under interaction. They are most beneficial when trained on diverse volumes of data, to instill a rich prior into downstream applications. Existing methods typically require robot action labels to learn action-conditioned 3D dynamics, which excludes web video data from the training pool. We study 3D point track completion as a pre-training objective for learning transferable 3D dynamics without robot data. Given a single RGB-D observation and sparse partial 3D trajectories (tracks), we predict future 3D tracks of all observed points. We show this objective produces a rich 3D dynamics prior, without requiring robot action labels. We contribute a diverse dataset of 2.9 million synthetic frames spanning deformable, articulated, and rigid objects, and use it to train PointZero. We show that a flexible and expressive transformer, PointZero, outperforms prior methods on the same data. We demonstrate the utility of our pre-training objective by post-training PointZero for two downstream applications: (1) action-conditioned 3D dynamics prediction and (2) imitation learning. When fine-tuned to condition on end-effector pose, PointZero outperforms the baselines on the recent PGND 3D dynamics benchmark. When fine-tuned to predict robot actions and 3D tracks, PointZero outperforms or matches the baselines on 6/7 simulated and real-world robot manipulation tasks. We furthermore evaluate training PointZero from scratch to isolate the benefits of our proposed architecture from those of our proposed pre-training objective and dataset. We release the dataset, checkpoints, and full training recipe.

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SkillWeave: Weaving Heterogeneous Demonstrations into Long-Horizon Manipulation Skills

Dexterous manipulation requires both large-scale task progression and precise contact-rich interaction, making it challenging to collect demonstrations that effectively support both regimes. We present SkillWeave, a heterogeneous demonstration framework for long-horizon dexterous manipulation that combines teleoperation for coarse reaching and transport with kinesthetic teaching for precise, contact-rich skills. To address the visual mismatch introduced by the demonstrator's presence during kinesthetic data collection, we propose an object-mask-conditioned diffusion policy that uses offline object segmentation for training supervision and a lightweight learned mask predictor at deployment, avoiding online segmentation and image inpainting. To mitigate distribution shift between independently trained sub-task policies, we introduce successor-aware terminal steering, which selects among actions sampled from the predecessor policy to guide the system toward states supported by the successor's demonstrated initial-state distribution. Across three real-world long-horizon tasks, SkillWeave achieves 27% average end-to-end success. Mask-conditioned kinesthetic policies improve dexterous sub-task success to an average of 65%, while successor-aware handoffs achieve an average composition efficiency of 87%. These results show that matching demonstration modality to interaction regime, explicitly addressing kinesthetic visual mismatch, and steering policy handoffs toward successor-supported states substantially improves long-horizon dexterous manipulation. Videos and code are available at skillweave-authors.github.io .

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FAR: Failure-Aware Retry for Test-Time Recovery and Continual Policy Improvement

Robot policies inevitably encounter failures when deployed in real environments. Naive retries often repeat the same mistakes, while many existing recovery methods rely on human intervention. In this paper, we propose Failure-Aware Retry (FAR), a framework that enables robots to learn from previous failures at test time, adapt their behavior accordingly, and eventually complete the task autonomously. FAR combines Failure-Contrastive Preference Adaptation, which constructs preference learning data from failures to steer the policy away from previously unsuccessful behaviors, with lightweight action perturbations during retries to encourage local exploration. We further incorporate successful recovery trajectories into a training loop for continual policy improvement. Experiments in both simulation and real-world manipulation tasks show that FAR substantially improves success rates and robustness, with average gains of 17.6% over the standard diffusion policy in simulation and 11.7% in the real world. In addition, FAR improves data efficiency under both reset and timestep budgets during continual policy improvement by exploiting informative failure cases. Videos and code are available at https://hoar012.github.io/FAR-Project.

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Intercepting the Future: Latent-Space Predictive World Model for Dynamic VLA Manipulation

Vision-Language-Action (VLA) models generalize across static manipulation but fail when objects move during task execution. They map the current observation to an action and assume the scene is stationary between observation and execution, so at any non-trivial object speed the resulting latency exceeds the time available to grasp. We close this gap with AHEAD (Anticipatory Horizon Extrapolation with Adaptive Dynamics), a predict-then-act wrapper that augments a frozen VLA with a motion-aware latent world model. A small world model trained on manipulation video forecasts future patch tokens in the VLA's feature space, conditioned on per-token velocity and acceleration from optical flow. A language-and-motion saliency mask concentrates prediction on task-relevant patches, and the model rolls forward for an adaptive horizon, halting when prediction uncertainty crosses a threshold. The frozen action decoder then receives the predicted future tokens in place of the current ones. AHEAD adds 4.9M parameters to a frozen 7B OpenVLA and reaches 79 to 97% success across 20 dynamic simulation scenarios where the strongest baseline reaches 31 to 58%. On a physical UFactory xArm 7, AHEAD succeeds on 29/30 to 30/30 on three conveyor and rolling-ball tasks, 23/30 on paddle interception, and 19/30 on projectile catching where every baseline scores 0/30.

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VibeAct: Vibration to Actions for Contact-Rich Reactive Robot Dexterity

Dexterous manipulation depends on contact events that are fast, local, and often visually occluded. Piezoelectric microphones provide compact, high-bandwidth sensing of these interactions, but the resulting vibro-acoustic signals are difficult to simulate faithfully for end-to-end sim-to-real policy learning on dexterous robot hands. We propose VibeAct, a framework that bridges real vibrotactile sensing and simulation-based reinforcement learning through a shared compact tactile representation. Guided by the microphones' sensitivity to contact transients and sliding-induced vibrations, we define this representation as binary contact onset, binary slip presence, and scalar slip magnitude for each fingertip. In the real world, we embed piezoelectric microphones in a dexterous robot hand and collect vibro-acoustic signals synchronized with robot and object states during teleoperation. We replay the recorded states in a calibrated digital clone to generate per-finger contact and slip labels for training a tactile estimator to infer the tactile representation from real microphone signals. In simulation, manipulation policies are trained using the same representation computed directly from simulated contact dynamics. This decoupling lets policies exploit rapid tactile feedback without simulating raw audio. Across eight contact-rich manipulation tasks, VibeAct improves average success from 21.6% to 50.5% over a baseline using proprioception and point clouds in simulation. The transferred policies also outperform the baseline on all three tasks evaluated on a physical dexterous hand-arm platform. Project videos and additional details are at https://vibeact.github.io/.

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3PoinTr: From Human Videos to Robot Policies with 3D Point-Track Plans

Human videos could reduce the reliance on expensive robot demonstrations, but extracting task-relevant features remains challenging. We introduce 3PoinTr, a method that provides robot policies with a global 3D point-track plan predicted from human videos. Given an initial point cloud, 3PoinTr predicts dense 3D point tracks spanning the full task and compresses them into a small set of tokens that remain fixed throughout execution. At each policy query, the policy combines these plan tokens with the current observation to predict robot actions. This formulation enables the policy to extract useful motion cues from human videos. We find this formulation transfers exceptionally well, even when human demonstration motions are infeasible for robots. In controlled simulation and real-world evaluations, 3PoinTr achieves an average success rate 25.0 percentage points higher than the strongest behavior-cloning and video-pretraining baselines on real-world tasks, and an improvement of 29.6 percentage points in simulation. Ablations establish the benefits of our method, including predicting non-embodiment 3D tracks once as a global plan, Perceiver-IO compression, and a residual cross-attention mechanism. Our point-track prediction network also outperforms a strong 3D-flow baseline by retaining supervision for temporarily occluded points. Project page: https://adamhung60.github.io/3PoinTr/

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Not All Layers Need Tuning: Diagnosing and Directing Adaptation in Vision-Language-Action Models

Fine-tuning a Vision-Language-Action (VLA) model for a new deployment environment is expensive, yet most methods apply uniform-capacity adapters to every network region as if every region requires equal adjustment. This paper tests that assumption on five architecturally diverse VLAs (OpenVLA-OFT, $π_0$, SmolVLA, DTP, Octo; 93M-7B parameters). Measuring per-region adaptation cost as normalized parameter displacement under region-isolated fine-tuning reveals an adaptation spectrum in which appearance shifts concentrate cost in the vision encoder, instruction shifts in the language backbone, and novel-object shifts in the vision encoder together with the action head, across all five architectures. To exploit this structure, we introduce a pipeline that observes, diagnoses, allocates, and adapts. From ten unlabeled target observations and without fine-tuning, the diagnostic estimates per-region cost by combining reference-free gradient and Monte Carlo Dropout signals with a Centered Kernel Alignment score against a cached source reference; the allocator converts the estimates into variable-rank LoRA adapters under a parameter budget and freezes well-calibrated regions; and standard LoRA fine-tuning trains the resulting adapters. The diagnostic ranks regions within each deployment at a median Spearman of 0.91, and the allocation matches or exceeds uniform LoRA at every budget we tested on LIBERO and CALVIN. On a physical xArm-7, the pipeline matches full fine-tuning under an instruction-wording shift with 0.04% of its trainable parameters, and on five held-out scenes evaluated without retraining it leads every baseline, with 11-23 successes of 30 rollouts against 8-18 for the strongest parameter-efficient baseline at equal or larger budgets and 2-11 for full fine-tuning. These results suggest that adaptation cost in VLAs is structured enough to measure before fine-tuning begins.

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Adversarial Game-Theoretic Algorithm for Dexterous Grasp Synthesis

For many complex tasks, multi-finger robot hands are poised to revolutionize how we interact with the world, but reliably grasping objects remains a significant challenge. We focus on the problem of synthesizing grasps for multi-finger robot hands that, given a target object's geometry and pose, computes a hand configuration. Existing approaches often struggle to produce reliable grasps that sufficiently constrain object motion, leading to instability under disturbances and failed grasps. A key reason is that during grasp generation, they typically focus on resisting a single wrench, while ignoring the object's potential for adversarial movements, such as escaping. We propose a new grasp-synthesis approach that explicitly captures and leverages the adversarial object motion in grasp generation by formulating the problem as a two-player game. One player controls the robot to generate feasible grasp configurations, while the other adversarially controls the object to seek motions that attempt to escape from the grasp. Simulation experiments on various robot platforms and target objects show that our approach achieves a success rate of 75.78%, up to 19.61% higher than the state-of-the-art baseline. The two-player game mechanism improves the grasping success rate by 27.40% over the method without the game formulation. Our approach requires only 0.28-1.04 seconds on average to generate a grasp configuration, depending on the robot platform, making it suitable for real-world deployment. In real-world experiments, our approach achieves an average success rate of 85.0% on ShadowHand and 87.5% on LeapHand, which confirms its feasibility and effectiveness in real robot setups.

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Wiggle and Go! System Identification for Zero-Shot Dynamic Rope Manipulation

Many robotic tasks are unforgiving; a single mistake in a dynamic throw can lead to unacceptable delays or unrecoverable failure. We introduce Wiggle and Go!, a two-stage framework for zero-shot rope manipulation: a brief, safe wiggle action is observed to predict descriptive rope parameters, which then conditions a trajectory optimizer for zero-shot goal-conditioned execution. Unlike prior dynamic rope manipulation methods that require large real-world datasets or iterative real-world refinement, our identification module is task-agnostic, supporting diverse manipulation policies without retraining. We achieve a 3.55\,cm average accuracy on 3D target striking in real using rope system parameters in comparison to 15.29\,cm for uninformed baselines, and over 50\% success on multi-objective lobbing and draping tasks. Predicted parameters transfer to unseen motions with 0.95 Pearson correlation between simulated and real rope dynamics, indicating that the identification module generalizes across the task corpus. Project website: https://wiggleandgo.github.io/

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Hierarchical Skill Retrieval for Data-Efficient Adaptation of Vision-Language-Action Models

While Vision-Language-Action (VLA) models pretrained on large-scale robot datasets provide a strong foundation for robot manipulation, their performance can degrade when adapted to new tasks with limited task-specific demonstrations. Retrieval offers a practical way to reuse existing demonstrations for data-efficient adaptation, but existing methods often rely on visual similarity, state-action representations, or task-level language matching. These approaches may overlook the hierarchical structure of long-horizon manipulation tasks, where complete task matches are rare but reusable skills are often abundant. To address this challenge, we propose Hierarchical Skill Retrieval (HSR), a retrieval framework for data-efficient VLA adaptation. Specifically, HSR first decomposes a target task into candidate skill sequences. It evaluates each plan based on both semantic plausibility and skill reliability estimated from the prior dataset. The selected decomposition is then used for hybrid retrieval. This combines subtask-level language retrieval with behavior-feature reranking to identify demonstrations that are both semantically relevant and compatible with the target task. Finally, we adapt the policy through a two-stage pretraining and finetuning pipeline, which separates general skill acquisition from task-specific adaptation. Experiments on the LIBERO benchmark and several real-world robot manipulation tasks show that HSR improves the average success rate by 10.3% and 21.3% over the strongest baseline, respectively. These results demonstrate the effectiveness of structured skill-level retrieval for data-efficient VLA adaptation. Videos and code are available at https://hoar012.github.io/HSR-Project.

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High Fidelity Capture, Reconstruction, and Transfer of Human Demonstrations for Robot-Assisted Bathing

Despite the demand for robots in high-value clinical tasks like bathing, contemporary systems still lack the safety and reliability required for complex, sustained physical interaction with humans. A key challenge hindering the development of such systems is that collecting, understanding, and effectively transferring highly dynamic, contact-rich human bathing demonstrations is difficult, even with modern motion and tactile sensing equipment. We present a straightforward, but effective framework for doing so with high fidelity by utilizing contact regions as a key processing primitive. We use our framework to build a dataset of bathing demonstrations performed by trained clinicians on human subjects. We then use this dataset to design and control an arm-mounted dexterous soft hand to perform bathing tasks on a mannequin using open- and closed-loop strategies. Our dataset is the first to provide high quality synchronized motion, shape, contact, and force during sustained, contact-rich human-human interaction, and our transfer strategies demonstrate effective use of these data across multiple levels of the robotics stack. All relevant materials will be publicly released to enable further advancements in physical human-robot interaction (pHRI) research.

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Web2Grasp: Learning Functional Grasps from Web Images of Hand-Object Interactions

Functional grasping is essential for enabling dexterous multi-finger robot hands to manipulate objects effectively. Prior work largely focuses on power grasps, which only involve holding an object, or relies on in-domain demonstrations for specific objects. We propose leveraging human grasp information extracted from web images, which capture natural and functional hand-object interactions (HOI). Using a pretrained 3D reconstruction model, we recover 3D human HOI meshes from RGB images. To train on these noisy HOI data, we propose to use: (1) an interaction-centric model to learn the functional interaction pattern between hand and object, and (2) geometry-based filtering to remove the infeasible grasps and physical simulation to retain grasps who can resist disturbance. In IssacGym simulation, our model trained on reconstructed HOI grasps achieves a 75.8% success rate on objects from the web dataset and generalizes to unseen objects, outperforming baseline methods in both grasp success and functional quality. In real-world experiments with the LEAP hand and Inspire hand, it attains a 77.5% success rate across 12 objects, including challenging ones such as a syringe, spray bottle, knife, and tongs. Project website is at: https://web2grasp.github.io/.

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Modality Forcing for Scalable Spatial Generation

Text-to-image (T2I) models contain rich spatial priors. Synthesizing photorealistic, cluttered scenes requires an understanding of geometry, including perspective and relative scale. Prior works adapt T2I models to leverage this prior for depth prediction, but they require dense depth data and involve complex recipes. We propose Modality Forcing, a simple, scalable post-training recipe for joint image-depth generation using a single DiT trained on sparse depth data. Modality Forcing enables conditional and joint generation of image and depth in any permutation by assigning separate noise levels per modality. Per-modality decoders let us train on sparse, real-world depth and achieve strong, generalizable depth prediction. We further show that Modality Forcing inherits the scalability of T2I pre-training: by training a set of T2I models from scratch (370M to 3.3B parameters), we find that larger models trained on more image data produce more accurate depth. Our strongest model is competitive with state-of-the-art monocular depth estimators and reduces AbsRel by 57% relative to existing joint image-depth generative models. These results provide strong evidence that image generation is a scalable pre-training objective for spatial perception. https://modality-forcing.github.io/

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A-SLIP: Acoustic Sensing for Continuous In-hand Slip Estimation

Reliable in-hand manipulation requires accurate real-time estimation of slip between a gripper and a grasped object. Existing tactile sensing approaches based on vision, capacitance, or force-torque measurements face fundamental trade-offs in form factor, durability, and their ability to jointly estimate slip direction and magnitude. We present A-SLIP, a multi-channel acoustic sensing system integrated into a parallel-jaw gripper for estimating continuous slip in the grasp plane. The A-SLIP sensor consists of piezoelectric microphones positioned behind a textured silicone contact pad to capture structured contact-induced vibrations. The A-SLIP model processes synchronized multi-channel audio as log-mel spectrograms using a lightweight convolutional network, jointly predicting the presence, direction, and magnitude of slip. Across experiments with robot- and externally induced slip conditions, the fine-tuned four-microphone configuration achieves a mean absolute directional error of 14.1 degrees, outperforms baselines by up to 12 percent in detection accuracy, and reduces directional error by 32 percent. Compared with single-microphone configurations, the multi-channel design reduces directional error by 64 percent and magnitude error by 68 percent, underscoring the importance of spatial acoustic sensing in resolving slip direction ambiguity. We further evaluate A-SLIP in closed-loop reactive control and find that it enables reliable, low-cost, real-time estimation of in-hand slip. Project videos and additional details are available at https://a-slip.github.io.

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Functional Force-Aware Retargeting from Virtual Human Demos to Soft Robot Policies

We introduce SoftAct, a framework for teaching soft robot hands to perform human-like manipulation skills by explicitly reasoning about contact forces. Leveraging immersive virtual reality, our system captures rich human demonstrations, including hand kinematics, object motion, dense contact patches, and detailed contact force information. Unlike conventional approaches that retarget human joint trajectories, SoftAct employs a two-stage, force-aware retargeting algorithm. The first stage attributes demonstrated contact forces to individual human fingers and allocates robot fingers proportionally, establishing a force-balanced mapping between human and robot hands. The second stage performs online retargeting by combining baseline end-effector pose tracking with geodesic-weighted contact refinements, using contact geometry and force magnitude to adjust robot fingertip targets in real time. This formulation enables soft robotic hands to reproduce the functional intent of human demonstrations while naturally accommodating extreme embodiment mismatch and nonlinear compliance. We evaluate SoftAct on a suite of contact-rich manipulation tasks using a custom non-anthropomorphic pneumatic soft robot hand. SoftAct's controller reduces fingertip trajectory tracking RMSE by up to 55 percent and reduces tracking variance by up to 69 percent compared to kinematic and learning-based baselines. At the policy level, SoftAct achieves consistently higher success in zero-shot real-world deployment and in simulation. These results demonstrate that explicitly modeling contact geometry and force distribution is essential for effective skill transfer to soft robotic hands, and cannot be recovered through kinematic imitation alone. Project videos and additional details are available at https://soft-act.github.io/.

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DYMO-Hair: Generalizable Volumetric Dynamics Modeling for Robot Hair Manipulation

Hair care is an essential daily activity, yet it remains inaccessible to individuals with limited mobility and challenging for autonomous robot systems due to the fine-grained physical structure and complex dynamics of hair. In this work, we present DYMO-Hair, a model-based robot hair care system. We introduce a novel dynamics learning paradigm that is suited for volumetric quantities such as hair, relying on an action-conditioned latent state editing mechanism, coupled with a compact 3D latent space of diverse hairstyles to improve generalizability. This latent space is pre-trained at scale using a novel hair physics simulator, enabling generalization across previously unseen hairstyles. Using the dynamics model with a Model Predictive Path Integral (MPPI) planner, DYMO-Hair is able to perform visual goal-conditioned hair styling. Experiments in simulation demonstrate that DYMO-Hair's dynamics model outperforms baselines on capturing local deformation for diverse, unseen hairstyles. DYMO-Hair further outperforms baselines in closed-loop hair styling tasks on unseen hairstyles, with an average of 22% lower final geometric error and 42% higher success rate than the state-of-the-art system. Real-world experiments exhibit zero-shot transferability of our system to wigs, achieving consistent success on challenging unseen hairstyles where the state-of-the-art system fails. Together, these results introduce a foundation for model-based robot hair care, advancing toward more generalizable, flexible, and accessible robot hair styling in unconstrained physical environments. More details are available on our project page: https://dymohair.github.io/.

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