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Junpeng Yue

Publications and source records attributed to Junpeng Yue.

8 recordsLinked to original sources

Towards Proprioception-Aware Embodied Planning for Dual-Arm Humanoid Robots

In recent years, Multimodal Large Language Models (MLLMs) have demonstrated the ability to serve as high-level planners, enabling robots to follow complex human instructions. However, their effectiveness, especially in long-horizon tasks involving dual-arm humanoid robots, remains limited. This limitation arises from two main challenges: (i) the absence of simulation platforms that systematically support task evaluation and data collection for humanoid robots, and (ii) the insufficient embodiment awareness of current MLLMs, which hinders reasoning about dual-arm selection logic and body positions during planning. To address these issues, we present DualTHOR, a new dual-arm humanoid simulator, with continuous transition and a contingency mechanism. Building on this platform, we propose Proprio-MLLM, a model that enhances embodiment awareness by incorporating proprioceptive information with motion-based position embedding and a cross-spatial encoder. Experiments show that, while existing MLLMs struggle in this environment, Proprio-MLLM achieves an average improvement of 19.75% in planning performance. Our work provides both an essential simulation platform and an effective model to advance embodied intelligence in humanoid robotics. The code is available at https://anonymous.4open.science/r/DualTHOR-5F3B.

cs.RO

DualTHOR: A Dual-Arm Humanoid Simulation Platform for Contingency-Aware Planning

Developing embodied agents capable of performing complex interactive tasks in real-world scenarios remains a fundamental challenge in embodied AI. Although recent advances in simulation platforms have greatly enhanced task diversity to train embodied Vision Language Models (VLMs), most platforms rely on simplified robot morphologies and bypass the stochastic nature of low-level execution, which limits their transferability to real-world robots. To address these issues, we present a physics-based simulation platform DualTHOR for complex dual-arm humanoid robots, built upon an extended version of AI2-THOR. Our simulator includes real-world robot assets, a task suite for dual-arm collaboration, and inverse kinematics solvers for humanoid robots. We also introduce a contingency mechanism that incorporates potential failures through physics-based low-level execution, bridging the gap to real-world scenarios. Our simulator enables a more comprehensive evaluation of the robustness and generalization of VLMs in household environments. Extensive evaluations reveal that current VLMs struggle with dual-arm coordination and exhibit limited robustness in realistic environments with contingencies, highlighting the importance of using our simulator to develop more capable VLMs for embodied tasks. The code is available at https://github.com/ds199895/DualTHOR.git.

cs.RO

RL from Physical Feedback: Aligning Large Motion Models with Humanoid Control

This paper focuses on a critical challenge in robotics: translating text-driven human motions into executable actions for humanoid robots, enabling efficient and cost-effective learning of new behaviors. While existing text-to-motion generation methods achieve semantic alignment between language and motion, they often produce kinematically or physically infeasible motions unsuitable for real-world deployment. To bridge this sim-to-real gap, we propose Reinforcement Learning from Physical Feedback (RLPF), a novel framework that integrates physics-aware motion evaluation with text-conditioned motion generation. RLPF employs a motion tracking policy to assess feasibility in a physics simulator, generating rewards for fine-tuning the motion generator. Furthermore, RLPF introduces an alignment verification module to preserve semantic fidelity to text instructions. This joint optimization ensures both physical plausibility and instruction alignment. Extensive experiments show that RLPF greatly outperforms baseline methods in generating physically feasible motions while maintaining semantic correspondence with text instruction, enabling successful deployment on real humanoid robots.

cs.RO

MLLM as Retriever: Interactively Learning Multimodal Retrieval for Embodied Agents

MLLM agents demonstrate potential for complex embodied tasks by retrieving multimodal task-relevant trajectory data. However, current retrieval methods primarily focus on surface-level similarities of textual or visual cues in trajectories, neglecting their effectiveness for the specific task at hand. To address this issue, we propose a novel method, MLLM As ReTriever (MART), which enhances the performance of embodied agents by utilizing interaction data to fine-tune an MLLM retriever based on preference learning, such that the retriever fully considers the effectiveness of trajectories and prioritizes them for unseen tasks. We also introduce Trajectory Abstraction, a mechanism that leverages MLLMs' summarization capabilities to represent trajectories with fewer tokens while preserving key information, enabling agents to better comprehend milestones in the trajectory. Experimental results across various environments demonstrate our method significantly improves task success rates in unseen scenes compared to baseline methods. This work presents a new paradigm for multimodal retrieval in embodied agents, by fine-tuning a general-purpose MLLM as the retriever to assess trajectory effectiveness. All the code for benchmark tasks, simulator modifications, and the MLLM retriever is available at https://github.com/PKU-RL/MART.

cs.LG

Egocentric Vision Language Planning

We explore leveraging large multi-modal models (LMMs) and text2image models to build a more general embodied agent. LMMs excel in planning long-horizon tasks over symbolic abstractions but struggle with grounding in the physical world, often failing to accurately identify object positions in images. A bridge is needed to connect LMMs to the physical world. The paper proposes a novel approach, egocentric vision language planning (EgoPlan), to handle long-horizon tasks from an egocentric perspective in varying household scenarios. This model leverages a diffusion model to simulate the fundamental dynamics between states and actions, integrating techniques like style transfer and optical flow to enhance generalization across different environmental dynamics. The LMM serves as a planner, breaking down instructions into sub-goals and selecting actions based on their alignment with these sub-goals, thus enabling more generalized and effective decision-making. Experiments show that EgoPlan improves long-horizon task success rates from the egocentric view compared to baselines across household scenarios.

cs.CV

Reinforcement Learning Friendly Vision-Language Model for Minecraft

One of the essential missions in the AI research community is to build an autonomous embodied agent that can achieve high-level performance across a wide spectrum of tasks. However, acquiring or manually designing rewards for all open-ended tasks is unrealistic. In this paper, we propose a novel cross-modal contrastive learning framework architecture, CLIP4MC, aiming to learn a reinforcement learning (RL) friendly vision-language model (VLM) that serves as an intrinsic reward function for open-ended tasks. Simply utilizing the similarity between the video snippet and the language prompt is not RL-friendly since standard VLMs may only capture the similarity at a coarse level. To achieve RL-friendliness, we incorporate the task completion degree into the VLM training objective, as this information can assist agents in distinguishing the importance between different states. Moreover, we provide neat YouTube datasets based on the large-scale YouTube database provided by MineDojo. Specifically, two rounds of filtering operations guarantee that the dataset covers enough essential information and that the video-text pair is highly correlated. Empirically, we demonstrate that the proposed method achieves better performance on RL tasks compared with baselines. The code and datasets are available at https://github.com/PKU-RL/CLIP4MC.

cs.LG

Cradle: Empowering Foundation Agents Towards General Computer Control

Despite the success in specific scenarios, existing foundation agents still struggle to generalize across various virtual scenarios, mainly due to the dramatically different encapsulations of environments with manually designed observation and action spaces. To handle this issue, we propose the General Computer Control (GCC) setting to restrict foundation agents to interact with software through the most unified and standardized interface, i.e., using screenshots as input and keyboard and mouse actions as output. We introduce Cradle, a modular and flexible LMM-powered framework, as a preliminary attempt towards GCC. Enhanced by six key modules, Cradle can understand input screenshots and output executable code for low-level keyboard and mouse control after high-level planning, so that Cradle can interact with any software and complete long-horizon complex tasks without relying on any built-in APIs. Experimental results show that Cradle exhibits remarkable generalizability and impressive performance across four previously unexplored commercial video games, five software applications, and a comprehensive benchmark, OSWorld. Cradle is the first to enable foundation agents to follow the main storyline and complete 40-minute-long real missions in the complex AAA game Red Dead Redemption 2 (RDR2). Cradle can also create a city of a thousand people in Cities: Skylines, farm and harvest parsnips in Stardew Valley, and trade and bargain with a maximal weekly total profit of 87% in Dealer's Life 2. Cradle can not only operate daily software, like Chrome, Outlook, and Feishu, but also edit images and videos using Meitu and CapCut. Cradle greatly extends the reach of foundation agents by enabling the easy conversion of any software, especially complex games, into benchmarks to evaluate agents' various abilities and facilitate further data collection, thus paving the way for generalist agents.

cs.AI

Entity Divider with Language Grounding in Multi-Agent Reinforcement Learning

We investigate the use of natural language to drive the generalization of policies in multi-agent settings. Unlike single-agent settings, the generalization of policies should also consider the influence of other agents. Besides, with the increasing number of entities in multi-agent settings, more agent-entity interactions are needed for language grounding, and the enormous search space could impede the learning process. Moreover, given a simple general instruction,e.g., beating all enemies, agents are required to decompose it into multiple subgoals and figure out the right one to focus on. Inspired by previous work, we try to address these issues at the entity level and propose a novel framework for language grounding in multi-agent reinforcement learning, entity divider (EnDi). EnDi enables agents to independently learn subgoal division at the entity level and act in the environment based on the associated entities. The subgoal division is regularized by opponent modeling to avoid subgoal conflicts and promote coordinated strategies. Empirically, EnDi demonstrates the strong generalization ability to unseen games with new dynamics and expresses the superiority over existing methods.

cs.LG