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Jitendra Malik

Publications and source records attributed to Jitendra Malik.

At least 19 recordsLinked to original sources

Social Humanoid: Socially Responsive Human-Humanoid Interaction

Humanoid robots are typically trained as solitary agents, leaving them unable to coordinate physically with human partners who naturally anticipate and adjust to one another. To bridge this gap, we present Social Humanoid, a hierarchical system that generates and executes socially responsive whole-body motion on a 29-DoF Unitree G1 conditioned on a human partner's motion. Its high-level policy performs flexible sequence modeling of human and humanoid motion through a shared tokenized representation, generating reactive humanoid motion and anticipating the partner's motion when they are occluded, while a low-level whole-body tracking controller executes the generated motion on the robot. To train the system, we introduce a two-phase adaptive retargeting procedure that retargets one interaction partner to the robot while morphing the other partner to preserve contact dynamics, reachability, and relative body scale. We apply this procedure across five motion-capture datasets to produce a new Human-Humanoid Interaction (HHI) benchmark of 260 hours of human-humanoid interactions. Our results demonstrate that Social Humanoid produces coordinated, human-aligned behavior across diverse interaction types in simulation and the real world. Project page: https://von31.github.io/social-humanoid/

cs.RO↗

How to Peel with a Knife: Aligning Fine-Grained Manipulation with Human Preference

Many essential manipulation tasks - such as food preparation, surgery, and craftsmanship - remain difficult for autonomous robots. These tasks are characterized not only by contact-rich, force-sensitive dynamics, but also by their "implicit" success criteria: unlike pick-and-place, task quality in these domains is continuous and subjective (e.g. how well a potato is peeled), making quantitative evaluation and reward design difficult. We present a learning framework for such tasks, using peeling with a knife as a representative example. Our approach follows a two-stage pipeline: first, we learn a robust initial policy via force-aware data collection and imitation learning, enabling generalization across object variations; second, we refine the policy through preference-based finetuning using a learned reward model that combines quantitative task metrics with qualitative human feedback, aligning policy behavior with human-evaluated task quality. Using only 50~200 peeling trajectories, our system achieves 100% same-produce success on cucumbers, apples, and potatoes, with performance improving by up to 40% through preference-based finetuning. Remarkably, policies trained on one produce category also transfer zero-shot to selected held-out produce categories, achieving 50% success on zucchini, 90% on pear, and 80% on daikon radish.

cs.RO↗

CARD: Contact-Anchored Retargeting for Dexterous Manipulation

Humans are dexterous, but traditional data collection paradigms such as teleoperation, kinesthetic teaching, and wearable exoskeletons force humans to act through the robot embodiment, bottlenecking their dexterity. Retargeting can avoid this. However, existing methods purely translate kinematics and ignore the real-world contact dynamics essential for task success. We present CARD: Contact-Anchored Retargeting for Dexterous Manipulation, a simulator and object-free framework that retargets human demonstrations to robot actions by explicitly preserving contact force targets. CARD unifies human data sources including video, motion capture, and tactile gloves via a shared hand--contact representation and generates explicit contact force targets in addition to kinematics. To maintain these contact targets during hardware open-loop replay, CARD also introduces a tactile tracking controller. For video which does not contain an explicit tactile source, we present Vid-HACO, our video-to-contact model that sets a new state of the art. Across our video, glove, motion-capture data and the GRAB dataset, CARD maintains contact on $43$--$78\%$ of contact frames, while kinematic and object-aware retargeting methods maintain contact on $<10\%$ and $22.5\%$ of the frames respectively. Further, integrating our formulation into physics-based retargeting improves strict task success from 12\% to 32\% on GRAB dataset. Finally, we show that our tactile tracker is critical to reproduce demonstrated forces during hardware replay. These results establish that contact preservation via CARD is a scalable interface for transferring human dexterity to robots.

cs.RO↗

PlayPolicy: Dexterity from Supervised Play

How can robots autonomously collect the contact-rich experience needed to learn dexterous manipulation? We present PlayPolicy: Dexterity from supervised play (DSP), a framework in which a robot learns a play policy from minutes of human play through behavior cloning, then deploys it autonomously to collect hours of interaction data to train a world model. During inference, the same play policy then guides model-predictive control (MPC) by proposing candidate action sequences for evaluation under the learned world model. To accelerate inference, we also introduce a method for distilling a closed-loop, goal-conditioned policy through self-play within the learned world model. We evaluate this framework on underactuated pushing and any-to-any in-hand pose reorientation with a multifingered hand, in simulation and real world. In real world experiment, our method outperforms hindsight behavior cloning by 69.6% in success rate and achieves comparable success to reinforcement learning with 490 times less interaction data. These results demonstrate that supervised play can autonomously collect interaction data, guide model-based planning, and enable policy learning without any task-specific demonstrations or sim-to-real transfer. Project page: https://play-policy.github.io/

cs.RO↗

Taskonomy: Disentangling Task Transfer Learning

Do visual tasks have a relationship, or are they unrelated? For instance, could having surface normals simplify estimating the depth of an image? Intuition answers these questions positively, implying existence of a structure among visual tasks. Knowing this structure has notable values; it is the concept underlying transfer learning and provides a principled way for identifying redundancies across tasks, e.g., to seamlessly reuse supervision among related tasks or solve many tasks in one system without piling up the complexity. We proposes a fully computational approach for modeling the structure of space of visual tasks. This is done via finding (first and higher-order) transfer learning dependencies across a dictionary of twenty six 2D, 2.5D, 3D, and semantic tasks in a latent space. The product is a computational taxonomic map for task transfer learning. We study the consequences of this structure, e.g. nontrivial emerged relationships, and exploit them to reduce the demand for labeled data. For example, we show that the total number of labeled datapoints needed for solving a set of 10 tasks can be reduced by roughly 2/3 (compared to training independently) while keeping the performance nearly the same. We provide a set of tools for computing and probing this taxonomical structure including a solver that users can employ to devise efficient supervision policies for their use cases.

cs.CV↗

Gibson Env: Real-World Perception for Embodied Agents

Developing visual perception models for active agents and sensorimotor control are cumbersome to be done in the physical world, as existing algorithms are too slow to efficiently learn in real-time and robots are fragile and costly. This has given rise to learning-in-simulation which consequently casts a question on whether the results transfer to real-world. In this paper, we are concerned with the problem of developing real-world perception for active agents, propose Gibson Virtual Environment for this purpose, and showcase sample perceptual tasks learned therein. Gibson is based on virtualizing real spaces, rather than using artificially designed ones, and currently includes over 1400 floor spaces from 572 full buildings. The main characteristics of Gibson are: I. being from the real-world and reflecting its semantic complexity, II. having an internal synthesis mechanism, "Goggles", enabling deploying the trained models in real-world without needing further domain adaptation, III. embodiment of agents and making them subject to constraints of physics and space.

cs.AI↗

Force-Modulated Dexterity: Unified Compliance for Contact-Rich Manipulation

Teleoperation is widely used to collect high-quality demonstrations for robot learning. Dexterous manipulation, however, requires coordinated control of motion and contact forces. Operators can specify motion, but struggle to reproduce the subtle force adjustments of human manipulation without feeling the robot's contacts. We introduce Force-Modulated Dexterity (FOMO-Dex), a unified compliance formulation for contact-rich manipulation. FOMO-Dex expresses nominal actions in coordinates defined by task geometry and contact structure. It applies force-driven motion corrections along selected directions while leaving the remaining command components unchanged. Across card picking, paper cutting, screwdriving, and nut-and-bolt assembly, FOMO-Dex reduces excessive contact forces compared with stiff control. A user study shows that operators collect more successful demonstration data per hour after brief practice. For policy learning, imitating the corrected actions improves card-picking success over imitating raw operator commands. Policies trained on FOMO-Dex demonstrations also achieve more rotation in nut-and-bolt manipulation and screwdriving than those trained on demonstrations collected with the stiff controller. Videos are shown on https://yingyuan0414.github.io/fomo-dex/ .

cs.RO↗

EyeRobot 2.0: Active Gaze for Precise Manipulation without Wrist Cameras

Inspired by human vision, we introduce a framework using active gaze to enable fine-grained bimanual manipulation with only a single stereo camera. EyeRobot 2.0 physically attends to a 3D fixation point in the scene by swiveling two eye viewpoints to center their gaze on it. The resulting images are processed foveally by allocating more visual tokens to the image centers, focusing computation on task-relevant features. Such Active Visual Fixation (AVF) requires carefully coordinated gaze during task execution, which we accomplish hierarchically by first training a low-level gaze servoing policy conditioned on a goal object, then training a target selector which emits fixation goals based on task progress. Both modules are trained with RL on real-world data: the first is trained with a dense geometric reward and the second co-trains with the BC gripper policy which allows it to discover fixation sequences that can resemble a human's fixation sequence while performing the task. EyeRobot 2.0 further takes advantage of fixation by canonicalizing gripper information into a fixation-relative SE(3) frame, which compacts the size of the action distribution to learn. We collect teleoperation data for 7 real-world and 6 simulated tasks, and conduct over 1000 physical and 1800 simulated robot trials comparing EyeRobot 2.0 against passive stereo and ego + wrist camera policies trained on the same data. Removing wrist cameras is costly for standard policies: with only passive stereo, real-world success drops from 52% to 27%. EyeRobot 2.0 closes this gap with only stereo, outperforming passive stereo by 40% in real and 20% in sim. It matches ego + wrist policies when their wrist views are clear (69% vs. 64%), and more than doubles their success when grasped objects occlude the wrist cameras (48% vs. 22%)

cs.RO↗

OmniTaskonomy: When Does Visual Generation Improve Visual Understanding?

Training a model to generate visual content can encourage it to learn rich perceptual capabilities related to geometry, spatial relationships, and objectness; yet, its benefits for visual understanding remain unclear. We ask: when and how does visual generation supervision improve visual understanding? We study controlled pairs of image-to-image (I2I) generation and image-to-text (I2T) understanding tasks that express the same underlying problem in different output modalities. We find that under the correct recipe, I2I training improves downstream I2T performance, with larger gains as the amount of I2I training data increases. We next ask which generation tasks benefit which understanding capabilities. To study transfer beyond paired tasks, we introduce OmniTaskonomy, a unified taxonomy spanning 19 I2I generation tasks and 25 I2T understanding capabilities. The resulting transfer map reveals selective, task-dependent benefits. Some follow intuitive correspondences, e.g., depth prediction improving metric 3D reasoning, object pointing improving counting, and jigsaw reconstruction improving 2D ordering. Interestingly, we also uncover surprising connections: 2.5D segmentation improving category recognition and Z-depth prediction improving localization. To probe these patterns, we analyze gradient alignment between generation and understanding tasks and find that stronger alignment is associated with larger downstream transfer gains. Together, our results highlight visual generation as a rich source of supervision for visual understanding and provide a roadmap for unlocking its benefits through the right training curriculum and task selection. Project page: https://omni-taskonomy.github.io/.

cs.CV↗

Counterfactual Video Generation Enables Scalable Humanoid Loco-Manipulation

Teaching humanoids loco-manipulation skills, such as carrying diverse objects, via visual imitation is a promising path toward generalist robots. However, collecting diverse, high-quality interaction videos, such as clips that clearly show a person's full body and unoccluded interactions with objects, poses a practical barrier to scaling this approach. We propose PRISM, a real-to-sim-to-real framework that overcomes this limitation by amplifying a handful of real videos into a large, diverse training set. PRISM first generates hundreds of diverse "counterfactual" human-object interaction videos via video-to-video (V2V) generation from a few exemplar real videos. Our contact-anchored real-to-sim pipeline then reconstructs both human and object motions, retargeting this imperfect video data into physically plausible trajectories. The intra-class variability across these counterfactual videos lets us train a single policy that generalizes to unseen objects within each category. We demonstrate the full pipeline by deploying this policy on a real robot without any real-world fine-tuning. Using only onboard depth observations, our humanoid picks up, carries, and drops objects, including boxes, barrels, bins, and balls, across novel instances, sizes, and initial configurations.

cs.RO↗

SPIDER: Scalable Physics-Informed Dexterous Retargeting

Learning agile robotic policies requires large-scale demonstrations, but translating abundant human motion data to robots is bottlenecked by the embodiment gap and missing dynamic information. To bridge this gap, we propose Scalable Physics-Informed DExterous Retargeting (SPIDER), a physics-based retargeting framework to transform and augment kinematic-only human demonstrations into dynamically feasible robot trajectories at scale. Our key insight is that human demonstrations should provide global task structure and objective, while a sampling-based solver can be used to find the feasible solution given the physics constraints. As a general framework, SPIDER is an efficient physics-based retargeting method that can be applied to both humanoid whole-body loco-manipulation and dexterous manipulation across 9 humanoid/dexterous hand embodiments, 6 datasets and 3 simulators. By bypassing the need for policy optimization, it achieves state-of-the-art performance while being 10x faster than reinforcement learning (RL) baselines. Furthermore, SPIDER enables physics-based data augmentation, such as imposing external payloads, perturbations, and new contact patterns, to generate diverse data. We demonstrate that the retargeted motion can be executed on the robot directly open-loop or serve as feasible reference motion for efficient RL policy learning. Our pipeline enables large-scale generation of robot trajectories from human motion, and we release a dataset of 6,520 simulated demonstrations across four hands and 191 dataset-specific object identities to support future research.

cs.RO↗

Morphometric Imitation: From Morphology and Contact Aware Hand Retargeting to Sim-to-Real Visuomotor Policy

Human hand-object interactions (HOIs) provide a rich source of demonstrations for dexterous manipulation, but learning directly from them presents challenges in bridging morphology gaps, ensuring dynamical feasibility, and sim-to-real deployment. We present Morphometric Imitation, a three-stage framework that transforms reconstructed HOIs into zero-shot sim-to-real visuomotor policies. First, morphometric optimization (MMO) kinematically retargets human motion across hand morphologies while preserving demonstrated contacts. Second, residual reinforcement learning (RL) refines the kinematic reference using object pose and contact information from the human motion to produce dynamically feasible robot demonstrations. Third, these demonstrations are distilled into visuomotor policies. Across three robot hands and ten HOIs, MMO outperforms five baselines in contact F1, improving on the strongest ones by 8 to 28 points, while improving the success rate of downstream dynamic retargeting by as much as 35 points. On a Sharpa hand, the visuomotor policies achieve 89.3% zero-shot success in 300 real-world trials on 30 objects spanning 10 categories. Project page: https://morphometricimitation.github.io

cs.RO↗

AgentSTAR: Agentic Shape Tracking and Reconstruction from Monocular Videos

In this work, we present a method for shape reconstruction and tracking from video via agentic analysis-by-synthesis. Unlike prior methods which first estimate dense pixel correspondences and then recover object motion from them, our method infers a structured 3D object model, including its geometry and kinematic structure, and uses this model to optimise object track estimates over time. In our optimisation loop, a Vision-Language Model (VLM) agent iteratively refines shape or generalised pose through a render-and-compare loop, combining coarse visual reasoning with numerical pose optimisation for precise state estimation. This structured formulation enables our method to track through large motion, articulation, and severe occlusion without relying on pixel-matching objectives. Quantitatively, on ARCTIC, our method substantially outperforms state-of-the-art 3D point-tracking baselines for articulated objects, and on HOT3D it outperforms all evaluated rigid-object tracking baselines.

cs.CV↗

A Scene Language Model for Open-Vocabulary Scene Mapping

Open-vocabulary 3D scene mapping aims to build a persistent representation of the objects in an environment. Existing systems typically rely on engineered mapping pipelines to associate observations, merge information across views, and maintain a consistent scene representation over time. Many additionally store feature-rich object representations, such as embeddings or image crops, increasing the size and complexity of the persistent memory. We introduce SceneLM, a Scene-Language Model that directly maintains a textual scene map. The full scene is represented as a structured text list of objects, which serves as the model's only persistent memory. For each input image, the model reads the current scene state and updates the map by adding, editing, and removing objects. To learn this behavior, we introduce supervision tasks for iterative scene map maintenance together with an automatic annotation pipeline that generates training data from images without human labels. We evaluate SceneLM on both a language-grounded retrieval benchmark and a localization benchmark. Across both benchmarks, the model produces a scene map that achieves competitive performance with complete mapping systems built from dedicated perception and geometric modules while producing a scene representation that is 6-12x more compact. We further show that SceneLM can be run online on an edge device through experiments on a quadruped. These results show that a persistent open-vocabulary 3D scene map can be maintained directly by a single vision-language model using only a lightweight text representation. Training and inference code is available on https://goldengait.github.io/scenelm/.

cs.CV↗

Learning Physical Interaction: A Survey of Tactile- and Force-aware Robot Learning

Physically grounded robot intelligence requires robots to perceive, reason about, and regulate their interactions with the physical world. This capability is particularly critical in contact-sensitive manipulation, where successful task execution depends not only on visual perception and motion generation, but also on force regulation and adaptive control. In this context, recent robot learning methods have made substantial progress by integrating force, tactile, vision, language, and proprioceptive sensing into learned manipulation policies. In parallel, many systems adopt multi-phase architectures that combine high-level policies, action-refinement modules, and low-level controllers to bridge semantic task understanding with reactive physical execution. Despite these advances, existing surveys have not explicitly reviewed force- and tactile-aware robot learning from a unified perspective that jointly captures multimodal sensing and multi-phase system design. This survey addresses this gap by proposing TF-ART, a Tactile/Force-Aware Robot learning Taxonomy for multimodal and multi-phase frameworks, which maps individual methods into a unified hierarchical structure. The framework characterizes how recent works organize observation modalities, encode and fuse heterogeneous sensory inputs, generate and refine actions across multiple phases, and connect learned policies to reactive robot-end control. Building on this methodological view, we further examine the task settings and infrastructure requirements of physical interaction, thereby integrating both algorithmic and practical perspectives on force- and tactile-aware robot learning.

cs.RO↗

FARM: Find Anything using Relational Spatial Memory

Robots operating in homes, warehouses, and other object-rich environments need memory systems that can find specific object instances on demand. Object-level memory alone is often insufficient: scenes contain many plausibly matching objects, and users refer to the target through relations to landmarks and surrounding objects (e.g. ``the tall lamp below the dartboard and to the left of the poster''), demanding a relational spatial memory that supports retrieval through semantic, appearance, and spatial predicates over objects. To achieve this, we present FARM (Find Anything using Relational Spatial Memory), which builds, in real time at 5-10 Hz, a compact, open-vocabulary, object-level memory with geometry, visual-language descriptors, and viewpoint evidence. At query time, FARM uses VLMs to parse the query and score visual evidence, while grounding spatial constraints explicitly through object symbols and relational predicates. This structured use of VLMs enables more accurate and robust retrieval than end-to-end reasoning over frame histories or scene-graph context. In experiments on 44k language queries spanning 67 indoor and outdoor scenes, ranging from 15 to 15,000 m^2, FARM improves Recall@5 and Recall@10 over prior methods by 164% and 224%, and a final VLM reranking stage improves Accuracy@1 by 35%, while running in real time. We further demonstrate closed-loop deployment on a quadrupedal robot using onboard sensors and compute.

cs.RO↗

When Does Continual Learning Require Learning

As large language models (LLMs) become increasingly capable, the next question is how can we enable models to continually learn? Today, the field largely frames this as a problem of context management and mitigating forgetting. We argue this framing is incomplete: continual learning is fundamentally about increasing model competence as the world changes. We disentangle this change along two axes -- space, where the model encounters new domains, and time, where the underlying data drifts under a fixed task. This framing lets us study continual learning under realistic conditions: new domains arrive over time, facts drift past their training cutoff, and agentic interactions accumulate state across episodes. To evaluate methods under this setting, we recast widely used LLM benchmarks as sequential problems and introduce a single mechanism-agnostic protocol that compares prompt-based methods (GEPA, ACE), supervised learning (SFT, SDFT), reinforcement learning (GRPO, SDPO), and context compression (Cartridges, In-place TTT). Prompt-based methods fit each new stage quickly but degrade on future tasks. Distillation-based methods accumulate knowledge stably but struggle to update outdated facts. Context compression improves efficiency without substantially improving the ability to learn new tasks. Online reinforcement learning adapts most effectively to knowledge updates but remains sensitive to noisy reward signals. Overall, our results suggest that continual learning is not a single capability: different patterns of environmental change require fundamentally different update behaviors, determining when adaptation must be learned inside model weights and when it can be achieved through external scaffolding. We hope that understanding where each method succeeds and fails will guide the design of stronger continual learning systems.

cs.LG↗

Scalable Behavior Cloning with Open Data, Training, and Evaluation

We introduce ABC, a fully open-source stack for manipulation with behavior cloning. At its core is ABC-130K: the largest open-source teleoperation dataset to date, featuring 3,500 hours of data spanning over 130K episodes across 195 diverse tasks. Furthermore, we open-source our accessible hardware setup, training infrastructure, and simulation pipeline. We also release 400 hours of sim-teleop data and provide a co-training recipe that produces correlated simulation and real-world evaluation, offering a reliable proxy for ablating model-design and training decisions before costly real-world evaluation. We explore various training recipes and compare common architectural choices for Diffusion Transformers (DiT) and Vision-Language-Action (VLA) models, grounding our findings in real-world evaluations. The resulting policies successfully execute dexterous tasks such as box folding and extracting credit cards from wallets. By providing a reproducible toolkit, we aim to place researchers on an equal footing, establishing the necessary foundation to learn the ABCs of Behavior Cloning together as a community.

cs.RO↗