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Koushil Sreenath

Publications and source records attributed to Koushil Sreenath.

At least 37 records · Page 2Linked to original sources

Embedding Hybrid Systems into Continuous Latent Vector Fields

This work proves that an $n$-dimensional hybrid system can be embedded into an $m$-dimensional Euclidean space equipped with a continuous vector field on its embedded image whenever $m>2n$. This result suggests that an intrinsically discontinuous hybrid system generically admits a continuous extrinsic representation that is well-posed for differentiable optimization. Building on this existence theorem, we show that a latent Neural ODE with consistency loss in both the latent and state space can accurately recover the flow of hybrid systems. Extensive experiments suggest the proposed method outperforms the existing method in learning hybrid systems with varying geometries from only time series data.

cs.LG↗

LadderMan: Learning Humanoid Perceptive Ladder Climbing

Humanoid robots hold great promise for operating in human-centered environments, yet ladder climbing remains one of the most challenging tasks due to sparse footholds and handholds, complex whole-body coordination, and sensitivity to perception and control errors. We present \textbf{LadderMan}, a unified system that enables humanoid robots to robustly climb diverse ladders and perform manipulation under such constrained conditions. Our climbing policy is built on a scalable two-stage learning pipeline, where we use hybrid motion tracking to learn multiple climbing experts from a single reference motion, and distill these experts into a unified depth-based visuomotor climbing policy via hybrid imitation and reinforcement learning. To enable real-world deployment, we leverage vision foundation models to bridge the sim-to-real gap in depth perception. Building on the learned climbing policy, we further train a separate manipulation policy using a dual-agent formulation, allowing stable on-ladder manipulation via teleoperation. Experiments demonstrate that LadderMan achieves robust ladder climbing across a wide range of geometries, successfully transfers to real-world hardware in a zero-shot manner, and supports various manipulation tasks under challenging ladder constraints. Video results are available at https://ladderman-robot.github.io .

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Robust Adversarial Policy Optimization Under Dynamics Uncertainty

Reinforcement learning (RL) policies often fail under dynamics that differ from training, a gap not fully addressed by domain randomization or existing adversarial RL methods. Distributionally robust RL provides a formal remedy but still relies on surrogate adversaries to approximate intractable primal problems, leaving blind spots that potentially cause instability and over-conservatism. We propose a dual formulation that directly exposes the robustness-performance trade-off. At the trajectory level, a temperature parameter from the dual problem is approximated with an adversarial network, yielding efficient and stable worst-case rollouts within a divergence bound. At the model level, we employ Boltzmann reweighting over dynamics ensembles, focusing on more adverse environments to the current policy rather than uniform sampling. The two components act independently and complement each other: trajectory-level steering ensures robust rollouts, while model-level sampling provides policy-sensitive coverage of adverse dynamics. The resulting framework, robust adversarial policy optimization (RAPO) outperforms robust RL baselines, improving resilience to uncertainty and generalization to out-of-distribution dynamics while maintaining dual tractability.

cs.LG↗

A Ray Intersection Algorithm for Fast Growth Distance Computation Between Convex Sets

In this paper, we discuss an efficient algorithm for computing the growth distance between two compact convex sets with representable support functions. The growth distance between two sets is the minimum scaling factor such that the sets intersect when scaled about some center points. Unlike the minimum distance between sets, the growth distance provides a unified measure for set intersection and separation. We first reduce the growth distance problem to an equivalent ray intersection problem on the Minkowski difference set. Then, we propose an algorithm to solve the ray intersection problem by iteratively constructing inner and outer polyhedral approximations of the Minkowski difference set. We show that our algorithm satisfies several key properties, such as primal and dual feasibility and monotone convergence. We provide extensive benchmark results for our algorithm and show that our open-source implementation achieves state-of-the-art performance across a wide variety of convex sets. Finally, we demonstrate robotics applications of our algorithm in motion planning and rigid-body simulation.

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SPARK: Skeleton-Parameter Aligned Retargeting on Humanoid Robots with Kinodynamic Trajectory Optimization

Human motion provides rich priors for training general-purpose humanoid control policies, but raw demonstrations are often incompatible with a robot's kinematics and dynamics, limiting their direct use. We present a two-stage pipeline for generating natural and dynamically feasible motion references from task-space human data. First, we convert human motion into a unified robot description format (URDF)-based skeleton representation and calibrate it to the target humanoid's dimensions. By aligning the underlying skeleton structure rather than heuristically modifying task-space targets, this step significantly reduces inverse kinematics error and tuning effort. Second, we refine the retargeted trajectories through progressive kinodynamic trajectory optimization (TO), solved in three stages: kinematic TO, inverse dynamics, and full kinodynamic TO, each warm-started from the previous solution. The final result yields dynamically consistent state trajectories and joint torque profiles, providing high-quality references for learning-based controllers. Together, skeleton calibration and kinodynamic TO enable the generation of natural, physically consistent motion references across diverse humanoid platforms.

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Ego-Vision World Model for Humanoid Contact Planning

Enabling humanoid robots to exploit physical contact, rather than simply avoid collisions, is crucial for autonomy in unstructured environments. Traditional optimization-based planners struggle with contact complexity, while on-policy reinforcement learning (RL) is sample-inefficient and has limited multi-task ability. We propose a framework combining a learned world model with sampling-based Model Predictive Control (MPC), trained on a demonstration-free offline dataset to predict future outcomes in a compressed latent space. To address sparse contact rewards and sensor noise, the MPC uses a learned surrogate value function for dense, robust planning. Our single, scalable model supports contact-aware tasks, including wall support after perturbation, blocking incoming objects, and traversing height-limited arches, with improved sample efficiency and multi-task capability over on-policy RL. Deployed on a physical humanoid, our system achieves robust, real-time contact planning from proprioception and ego-centric depth images. Code and dataset are available at our website: https://ego-vcp.github.io/

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Learning Dexterous Manipulation Skills from Imperfect Simulations

Reinforcement learning and sim-to-real transfer have made significant progress in dexterous manipulation. However, progress remains limited by the difficulty of simulating complex contact dynamics and multisensory signals, especially tactile feedback. In this work, we propose \ours, a sim-to-real framework that addresses these limitations and demonstrates its effectiveness on nut-bolt fastening and screwdriving with multi-fingered hands. The framework has three stages. First, we train reinforcement learning policies in simulation using simplified object models that lead to the emergence of correct finger gaits. We then use the learned policy as a skill primitive within a teleoperation system to collect real-world demonstrations that contain tactile and proprioceptive information. Finally, we train a behavior cloning policy that incorporates tactile sensing and show that it generalizes to nuts and screwdrivers with diverse geometries. Experiments across both tasks show high task progress ratios compared to direct sim-to-real transfer and robust performance even on unseen object shapes and under external perturbations. Videos and code are available on https://dexscrew.github.io.

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mjlab: A Lightweight Framework for GPU-Accelerated Robot Learning

We present mjlab, a lightweight, open-source framework for robot learning that combines GPU-accelerated simulation with composable environments and minimal setup friction. mjlab adopts the manager-based API introduced by Isaac Lab, where users compose modular building blocks for observations, rewards, and events, and pairs it with MuJoCo Warp for GPU-accelerated physics. The result is a framework installable with a single command, requiring minimal dependencies, and providing direct access to native MuJoCo data structures. mjlab ships with reference implementations of velocity tracking, motion imitation, and manipulation tasks.

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MomaGraph: State-Aware Unified Scene Graphs with Vision-Language Model for Embodied Task Planning

Mobile manipulators in households must both navigate and manipulate. This requires a compact, semantically rich scene representation that captures where objects are, how they function, and which parts are actionable. Scene graphs are a natural choice, yet prior work often separates spatial and functional relations, treats scenes as static snapshots without object states or temporal updates, and overlooks information most relevant for accomplishing the current task. To address these limitations, we introduce MomaGraph, a unified scene representation for embodied agents that integrates spatial-functional relationships and part-level interactive elements. However, advancing such a representation requires both suitable data and rigorous evaluation, which have been largely missing. We thus contribute MomaGraph-Scenes, the first large-scale dataset of richly annotated, task-driven scene graphs in household environments, along with MomaGraph-Bench, a systematic evaluation suite spanning six reasoning capabilities from high-level planning to fine-grained scene understanding. Built upon this foundation, we further develop MomaGraph-R1, a 7B vision-language model trained with reinforcement learning on MomaGraph-Scenes. MomaGraph-R1 predicts task-oriented scene graphs and serves as a zero-shot task planner under a Graph-then-Plan framework. Extensive experiments demonstrate that our model achieves state-of-the-art results among open-source models, reaching 71.6% accuracy on the benchmark (+11.4% over the best baseline), while generalizing across public benchmarks and transferring effectively to real-robot experiments.

cs.CV↗

Coordinated Humanoid Manipulation with Choice Policies

Humanoid robots hold great promise for operating in human-centric environments, yet achieving robust whole-body coordination across the head, hands, and legs remains a major challenge. We present a system that combines a modular teleoperation interface with a scalable learning framework to address this problem. Our teleoperation design decomposes humanoid control into intuitive submodules, which include hand-eye coordination, grasp primitives, arm end-effector tracking, and locomotion. This modularity allows us to collect high-quality demonstrations efficiently. Building on this, we introduce Choice Policy, an imitation learning approach that generates multiple candidate actions and learns to score them. This architecture enables both fast inference and effective modeling of multimodal behaviors. We validate our approach on two real-world tasks: dishwasher loading and whole-body loco-manipulation for whiteboard wiping. Experiments show that Choice Policy significantly outperforms diffusion policies and standard behavior cloning. Furthermore, our results indicate that hand-eye coordination is critical for success in long-horizon tasks. Our work demonstrates a practical path toward scalable data collection and learning for coordinated humanoid manipulation in unstructured environments.

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CHyLL: Learning Continuous Neural Representations of Hybrid Systems

Learning the flows of hybrid systems that have both continuous and discrete time dynamics is challenging. The existing method learns the dynamics in each discrete mode, which suffers from the combination of mode switching and discontinuities in the flows. In this work, we propose CHyLL (Continuous Hybrid System Learning in Latent Space), which learns a continuous neural representation of a hybrid system without trajectory segmentation, event functions, or mode switching. The key insight of CHyLL is that the reset map glues the state space at the guard surface, reformulating the state space as a piecewise smooth quotient manifold where the flow becomes spatially continuous. Building upon these insights and the embedding theorems grounded in differential topology, CHyLL concurrently learns a singularity-free neural embedding in a higher-dimensional space and the continuous flow in it. We showcase that CHyLL can accurately predict the flow of hybrid systems with superior accuracy and identify the topological invariants of the hybrid systems. Finally, we apply CHyLL to the stochastic optimal control problem.

cs.LG↗

BeyondMimic: From Motion Tracking to Versatile Humanoid Control via Guided Diffusion

The human-like form of humanoid robots positions them uniquely to achieve the agility and versatility in motor skills that humans possess. Learning from human demonstrations offers a scalable approach to acquiring these capabilities. However, prior works either produce unnatural motions or rely on motion-specific tuning to achieve satisfactory naturalness. Furthermore, these methods are often motion- or goal-specific, lacking the versatility to compose diverse skills, especially when solving unseen tasks. We present BeyondMimic, a framework that scales to diverse motions and carries the versatility to compose them seamlessly in tackling unseen downstream tasks. At heart, a compact motion-tracking formulation enables mastering a wide range of radically agile behaviors, including aerial cartwheels, spin-kicks, flip-kicks, and sprinting, with a single setup and shared hyperparameters, all while achieving state-of-the-art human-like performance. Moving beyond the mere imitation of existing motions, we propose a unified latent diffusion model that empowers versatile goal specification, seamless task switching, and dynamic composition of these agile behaviors. Leveraging classifier guidance, a diffusion-specific technique for test-time optimization toward novel objectives, our model extends its capability to solve downstream tasks never encountered during training, including motion inpainting, joystick teleoperation, and obstacle avoidance, and transfers these skills zero-shot to real hardware. This work opens new frontiers for humanoid robots by pushing the limits of scalable human-like motor skill acquisition from human motion and advancing seamless motion synthesis that achieves generalization and versatility beyond training setups.

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RoVerFly: Robust and Versatile Implicit Hybrid Control of Quadrotor-Payload Systems

Designing robust controllers for precise trajectory tracking with quadrotors is challenging due to nonlinear dynamics and underactuation, and becomes harder with flexible cable-suspended payloads that add degrees of freedom and hybrid dynamics. Classical model-based methods offer stability guarantees but require extensive tuning and often fail to adapt when the configuration changes-when a payload is added or removed, or when its mass or cable length varies. We present RoVerFly, a unified learning-based control framework where a single reinforcement learning (RL) policy functions as an implicit hybrid controller, managing complex dynamics without explicit mode detection or controller switching. Trained with task and domain randomization, the controller is resilient to disturbances and varying dynamics. It achieves strong zero-shot generalization across payload settings-including no payload as well as varying mass and cable length-without re-tuning, while retaining the interpretability and structure of a feedback tracking controller. Code and supplementary materials are available at https://github.com/mintaeshkim/roverfly.

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LeVERB: Humanoid Whole-Body Control with Latent Vision-Language Instruction

Vision-language-action (VLA) models have demonstrated strong semantic understanding and zero-shot generalization, yet most existing systems assume an accurate low-level controller with hand-crafted action "vocabulary" such as end-effector pose or root velocity. This assumption confines prior work to quasi-static tasks and precludes the agile, whole-body behaviors required by humanoid whole-body control (WBC) tasks. To capture this gap in the literature, we start by introducing the first sim-to-real-ready, vision-language, closed-loop benchmark for humanoid WBC, comprising over 150 tasks from 10 categories. We then propose LeVERB: Latent Vision-Language-Encoded Robot Behavior, a hierarchical latent instruction-following framework for humanoid vision-language WBC, the first of its kind. At the top level, a vision-language policy learns a latent action vocabulary from synthetically rendered kinematic demonstrations; at the low level, a reinforcement-learned WBC policy consumes these latent verbs to generate dynamics-level commands. In our benchmark, LeVERB can zero-shot attain a 80% success rate on simple visual navigation tasks, and 58.5% success rate overall, outperforming naive hierarchical whole-body VLA implementation by 7.8 times.

cs.RO↗

Learning-Enabled Iterative Convex Optimization for Safety-Critical Model Predictive Control

Safety remains a central challenge in control of dynamical systems, particularly when the boundaries of unsafe sets are complex (e.g., nonconvex, nonsmooth) or unknown. This paper proposes a learning-enabled framework for safety-critical Model Predictive Control (MPC) that integrates Discrete-Time High-Order Control Barrier Functions (DHOCBFs) with iterative convex optimization. Unlike existing methods that primarily address CBFs of relative degree one with fully known unsafe set boundaries, our approach generalizes to arbitrary relative degrees and addresses scenarios where the unsafe set boundaries must be inferred. We extract pixel-based data specifically from unsafe set boundaries and train a neural network to approximate local linearizations of these boundaries. The learned models are incorporated into the linearized DHOCBF constraints at each time step, enabling real-time constraint satisfaction within the MPC framework. An iterative convex optimization procedure is developed to accelerate computation while maintaining formal safety guarantees. The benefits of computational performance and safe avoidance of obstacles with diverse shapes are examined and confirmed through numerical results. By bridging model-based control with learning-based environment modeling, this framework advances safe autonomy for discrete-time systems operating in complex and partially known settings.

eess.SY↗

HITTER: A HumanoId Table TEnnis Robot via Hierarchical Planning and Learning

Humanoid robots have recently achieved impressive progress in locomotion and whole-body control, yet they remain constrained in tasks that demand rapid interaction with dynamic environments through manipulation. Table tennis exemplifies such a challenge: with ball speeds exceeding 5 m/s, players must perceive, predict, and act within sub-second reaction times, requiring both agility and precision. To address this, we present a hierarchical framework for humanoid table tennis that integrates a model-based planner for ball trajectory prediction and racket target planning with a reinforcement learning-based whole-body controller. The planner determines striking position, velocity and timing, while the controller generates coordinated arm and leg motions that mimic human strikes and maintain stability and agility across consecutive rallies. Moreover, to encourage natural movements, human motion references are incorporated during training. We validate our system on a general-purpose humanoid robot, achieving up to 106 consecutive shots with a human opponent and sustained exchanges against another humanoid. These results demonstrate real-world humanoid table tennis with sub-second reactive control, marking a step toward agile and interactive humanoid behaviors.

cs.RO↗

Toward Real-World Cooperative and Competitive Soccer with Quadrupedal Robot Teams

Achieving coordinated teamwork among legged robots requires both fine-grained locomotion control and long-horizon strategic decision-making. Robot soccer offers a compelling testbed for this challenge, combining dynamic, competitive, and multi-agent interactions. In this work, we present a hierarchical multi-agent reinforcement learning (MARL) framework that enables fully autonomous and decentralized quadruped robot soccer. First, a set of highly dynamic low-level skills is trained for legged locomotion and ball manipulation, such as walking, dribbling, and kicking. On top of these, a high-level strategic planning policy is trained with Multi-Agent Proximal Policy Optimization (MAPPO) via Fictitious Self-Play (FSP). This learning framework allows agents to adapt to diverse opponent strategies and gives rise to sophisticated team behaviors, including coordinated passing, interception, and dynamic role allocation. With an extensive ablation study, the proposed learning method shows significant advantages in the cooperative and competitive multi-agent soccer game. We deploy the learned policies to real quadruped robots relying solely on onboard proprioception and decentralized localization, with the resulting system supporting autonomous robot-robot and robot-human soccer matches on indoor and outdoor soccer courts.

cs.RO↗

HuB: Learning Extreme Humanoid Balance

The human body demonstrates exceptional motor capabilities-such as standing steadily on one foot or performing a high kick with the leg raised over 1.5 meters-both requiring precise balance control. While recent research on humanoid control has leveraged reinforcement learning to track human motions for skill acquisition, applying this paradigm to balance-intensive tasks remains challenging. In this work, we identify three key obstacles: instability from reference motion errors, learning difficulties due to morphological mismatch, and the sim-to-real gap caused by sensor noise and unmodeled dynamics. To address these challenges, we propose HuB (Humanoid Balance), a unified framework that integrates reference motion refinement, balance-aware policy learning, and sim-to-real robustness training, with each component targeting a specific challenge. We validate our approach on the Unitree G1 humanoid robot across challenging quasi-static balance tasks, including extreme single-legged poses such as Swallow Balance and Bruce Lee's Kick. Our policy remains stable even under strong physical disturbances-such as a forceful soccer strike-while baseline methods consistently fail to complete these tasks. Project website: https://hub-robot.github.io

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