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Lusong Li

Publications and source records attributed to Lusong Li.

18 recordsLinked to original sources

Dream2Reward: Transition-Alignment Reward Models from Positive Demonstrations for Robotic Manipulation

Learning robotic policies requires dense rewards that remain informative when behavior departs from successful demonstrations. Progress-based rewards estimate how far an observation has advanced along a nominal successful trajectory, but may remain high after an incorrect transition. We introduce Dream2Reward, which learns a language-conditioned successful latent transition field from positive demonstrations. Given the visual history up to a transition start, the model predicts the latent displacement associated with successful execution and scores the observed displacement through signed directional and symmetric magnitude agreement. This transition-level comparison penalizes wrong-direction, overshooting, and stagnant motion even when the resulting observation appears to show progress. Dream2Reward requires no failure annotations, progress labels, or synthetic negatives, and produces a dense causal reward. Across mechanism diagnostics and shared-trajectory evaluations, it provides stronger success-failure separation and more informative feedback on low-quality behavior than progress-based alternatives. Across online and offline policy learning, the same frozen reward model reduces reward hacking and supports stronger downstream performance, including in real-robot manipulation. These results show that comparing realized motion with predicted successful change provides an effective way to convert positive demonstrations into dense rewards for robot learning.

cs.RO

CDCP: Conditional Diffusion Model with Contextual Prompts for Multi-task Offline Safe Reinforcement Learning

Multi-task offline safe reinforcement learning (RL) promises to learn a shared optimal safe policy from offline data across multiple tasks. This paradigm provides an effective means for the widespread application of RL in multi-task scenarios with high risk and interaction costs. However, the triple challenges of multi-tasking, safety constraints, and out-of-distribution (OOD) actions pose a significant hurdle for existing methods to ensure safety while maximizing reward returns. In this work, we propose a Conditional Diffusion model with Contextual Prompts (CDCP) to address these challenges. Concretely, we first rethink the requirements and challenges in current multi-task decision-making and control scenarios and establish the objectives of multi-task offline safe RL. Subsequently, we transform the multi-task constrained optimization problem into a conditional generation problem using the diffusion model. Based on this, we design a classifier-free guided cost-constraint strategy to provide flexible cost constraints and eliminate extrapolation errors from OOD actions via supervised learning. Additionally, we introduce a novel contextual prompting method to enhance multi-task representation accuracy and adaptability to unseen tasks. A gradient loss synchronization strategy is also introduced to eliminate gradient interference, improving training stability. Finally, extensive experiments demonstrate that the CDCP algorithm exhibits higher performance and safety in multi-task scenarios than the current state-of-the-art baseline methods. It meets different cost constraints without further training, providing a more flexible cost-constraint solution for the multi-task safe RL.

cs.LG

Not All Actions Are Equal: Rethinking Conditioning for Dexterous World Model

Recent advances in action-conditioned world models show promising progress in modeling complex interactions and forecasting future states under diverse action sequences. While these models are often driven by stronger visual representations and model capacity, action conditioning itself remains underexplored. Most existing approaches compress the entire action sequence into a single representation, which works well for low-DoF control but becomes less reliable in high-DoF scenarios. We observe that high-DoF dexterous actions are inherently heterogeneous, spanning multiple orders of magnitude, where large-scale motions coexist with subtle but important signals. When uniformly aggregated, optimization exhibits an imbalance across action components, which hinders the modeling of fine-grained effects and affects action fidelity. We therefore propose DexAC-WM, which treats action conditioning as a structured process rather than global compression. DexAC preserves dimension-level semantics via action tokenization and aligns action signals with visual dynamics through local refinement and global modulation. To address the limited high-level semantic grounding in existing world models, we further introduce a semantic branch that provides rich object-scene priors, which enables world model to capture dynamic visual details while supporting high-DoF action-conditioned video prediction. Experiments on EgoDex and EgoVerse show that combining the semantic branch with DexAC significantly improves FID, FVD, and PCK, demonstrating gains in visual-temporal realism and action-following consistency. We further verify that DexAC extends to other backbones, showing the scalability of our structured action-conditioning design. These results suggest that scaling world models to high-DoF control requires both structured action modeling and semantic grounding.

cs.CV

A Neuromorphic Reinforcement Learning Framework for Efficient Pathfinding in Robotic Mobile Fulfillment Systems

Dynamic environmental changes, confined workspaces, and stringent real-time constraints make pathfinding in Robotic Mobile Fulfillment Systems (RMFS) a challenging problem for conventional search- and rule-based methods, which typically suffer from high computational complexity and long decision latency. While reinforcement learning (RL) has emerged as a powerful alternative, deploying learned policies with extreme energy efficiency on resource-constrained hardware remains an open challenge. We present SDQN-RMFS, an end-to-end framework that achieves high-fidelity deployment of an RL-trained policy from a full-precision artificial neural network (ANN) through to a neuromorphic chip. By computing only when triggered by sparse events, this framework unlocks ultra-low-power RMFS pathfinding. Our full-stack pipeline operates as follows: an ANN policy is first efficiently trained via a collision-allowing strategy to densify informative trajectories, and then converted into a spiking neural network (SNN) via a hard-label knowledge distillation approach. This effectively addresses the output distribution mismatch, preserving policy capability across the ANN-to-SNN pipeline while substantially reducing inference latency. Hardware experiments demonstrate up to 11,281$\times$ energy savings and a nearly two-fold reduction in latency compared to a high-performance GPU baseline, while maintaining decision quality on par with the original trained policy. These results establish physical neuromorphic inference as a practical and energy-sustainable pathway for large-scale RMFS operations.

cs.RO

HumanoidArena: Benchmarking Egocentric Hierarchical Whole-body Learning

Humanoid robots promise whole-body interaction in human-centered environments, but scalable policy learning remains difficult because task-level decision-making and whole-body dynamic execution are tightly coupled. A practical solution is hierarchical control, where a high-level policy predicts intermediate whole-body actions and low-level general motion trackers (GMTs) execute them as stable humanoid motion. However, existing benchmarks rarely evaluate the policy-tracker interface itself, leaving open whether intermediate whole-body actions are executable, robust under task distribution shifts, and transferable across different GMT backends. We introduce HumanoidArena, a simulation-first benchmark for egocentric hierarchical whole-body learning. The benchmark formulates policy learning as a hierarchical decision making problem: a high-level policy converts egocentric vision, proprioception, and instructions into a compact whole-body action, which is subsequently executed by a low-level GMT. Instead of treating the legs as planar transport tools, HumanoidArena emphasizes interactions where lower-body coordination is structurally necessary in task completion. We therefore design 7 leg-critical HOI/HSI tasks in which success requires foot placement, balance maintenance, posture adjustment, and whole-body reorientation. To further diagnose the hierarchical system, we evaluate policies from two complementary perspectives: perturbation-conditioned generalization and GMT-conditioned transfer. Experiments show that hierarchical control enables learned policies to solve diverse leg-critical interactions, but performance is strongly tracker-conditioned and cross-GMT transfer remains fragile. These results position HumanoidArena as a benchmark for studying transferable intermediate action representations and scalable egocentric whole-body policy learning.

cs.RO

What Limits Vision-and-Language Navigation ?

Vision-and-Language Navigation (VLN) is a cornerstone of embodied intelligence. However, current agents often suffer from significant performance degradation when transitioning from simulation to real-world deployment, primarily due to perceptual instability (e.g., lighting variations and motion blur) and under-specified instructions. While existing methods attempt to bridge this gap by scaling up model size and training data, we argue that the bottleneck lies in the lack of robust spatial grounding and cross-domain priors. In this paper, we propose StereoNav, a robust Vision-Language-Action framework designed to enhance real-world navigation consistency. To address the inherent gap between synthetic training and physical execution, we introduce Target-Location Priors as a persistent bridge. These priors provide stable visual guidance that remains invariant across domains, effectively grounding the agent even when instructions are vague. Furthermore, to mitigate visual disturbances like motion blur and illumination shifts, StereoNav leverages stereo vision to construct a unified representation of semantics and geometry, enabling precise action prediction through enhanced depth awareness. Extensive experiments on R2R-CE and RxR-CE demonstrate that StereoNav achieves state-of-the-art egocentric RGB performance, with SR and SPL scores of 81.1% and 68.3%, and 67.5% and 52.0%, respectively, while using significantly fewer parameters and less training data than prior scaling-based approaches. More importantly, real-world robotic deployments confirm that StereoNav substantially improves navigation reliability in complex, unstructured environments. Project page: https://yunheng-wang.github.io/stereonav-public.github.io.

cs.RO

MV-SAM3D: Adaptive Multi-View Fusion for Layout-Aware 3D Generation

Recent unified 3D generation models have made remarkable progress in producing high-quality 3D assets from a single image. Notably, layout-aware approaches such as SAM3D can reconstruct multiple objects while preserving their spatial arrangement, opening the door to practical scene-level 3D generation. However, current methods are limited to single-view input and cannot leverage complementary multi-view observations, while independently estimated object poses often lead to physically implausible layouts such as interpenetration and floating artifacts. We present MV-SAM3D, a training-free framework that extends layout-aware 3D generation with multi-view consistency and physical plausibility. We formulate multi-view fusion as a Multi-Diffusion process in 3D latent space and propose two adaptive weighting strategies -- attention-entropy weighting and visibility weighting -- that enable confidence-aware fusion, ensuring each viewpoint contributes according to its local observation reliability. For multi-object composition, we introduce physics-aware optimization that injects collision and contact constraints both during and after generation, yielding physically plausible object arrangements. Experiments on standard benchmarks and real-world multi-object scenes demonstrate significant improvements in reconstruction fidelity and layout plausibility, all without any additional training. Code is available at https://github.com/devinli123/MV-SAM3D.

cs.CV

AdaMorph: Unified Motion Retargeting via Embodiment-Aware Adaptive Transformers

Retargeting human motion to heterogeneous robots is a fundamental challenge in robotics, primarily due to the severe kinematic and dynamic discrepancies between varying embodiments. Existing solutions typically resort to training embodiment-specific models, which scales poorly and fails to exploit shared motion semantics. To address this, we present AdaMorph, a unified neural retargeting framework that enables a single model to adapt human motion to diverse robot morphologies. Our approach treats retargeting as a conditional generation task. We map human motion into a morphology-agnostic latent intent space and utilize a dual-purpose prompting mechanism to condition the generation. Instead of simple input concatenation, we leverage Adaptive Layer Normalization (AdaLN) to dynamically modulate the decoder's feature space based on embodiment constraints. Furthermore, we enforce physical plausibility through a curriculum-based training objective that ensures orientation and trajectory consistency via integration. Experimental results on 12 distinct humanoid robots demonstrate that AdaMorph effectively unifies control across heterogeneous topologies, exhibiting strong zero-shot generalization to unseen complex motions while preserving the dynamic essence of the source behaviors.

cs.RO

Embodied Tree of Thoughts: Deliberate Manipulation Planning with Embodied World Model

World models have emerged as a pivotal component in robot manipulation planning, enabling agents to predict future environmental states and reason about the consequences of actions before execution. While video-generation models are increasingly adopted, they often lack rigorous physical grounding, leading to hallucinations and a failure to maintain consistency in long-horizon physical constraints. To address these limitations, we propose Embodied Tree of Thoughts (EToT), a novel Real2Sim2Real planning framework that leverages a physics-based interactive digital twin as an embodied world model. EToT formulates manipulation planning as a tree search expanded through two synergistic mechanisms: (1) Priori Branching, which generates diverse candidate execution paths based on semantic and spatial analysis; and (2) Reflective Branching, which utilizes VLMs to diagnose execution failures within the simulator and iteratively refine the planning tree with corrective actions. By grounding high-level reasoning in a physics simulator, our framework ensures that generated plans adhere to rigid-body dynamics and collision constraints. We validate EToT on a suite of short- and long-horizon manipulation tasks, where it consistently outperforms baselines by effectively predicting physical dynamics and adapting to potential failures. Website at https://embodied-tree-of-thoughts.github.io .

cs.RO

ViTaMIn-B: A Reliable and Efficient Visuo-Tactile Bimanual Manipulation Interface

Handheld devices have opened up unprecedented opportunities to collect large-scale, high-quality demonstrations efficiently. However, existing systems often lack robust tactile sensing or reliable pose tracking to handle complex interaction scenarios, especially for bimanual and contact-rich tasks. In this work, we propose ViTaMIn-B, a more capable and efficient handheld data collection system for such tasks. We first design DuoTact, a novel compliant visuo-tactile sensor built with a flexible frame to withstand large contact forces during manipulation while capturing high-resolution contact geometry. To enhance the cross-sensor generalizability, we propose reconstructing the sensor's global deformation as a 3D point cloud and using it as the policy input. We further develop a robust, unified 6-DoF bimanual pose acquisition process using Meta Quest controllers, which eliminates the trajectory drift issue in common SLAM-based methods. Comprehensive user studies confirm the efficiency and high usability of ViTaMIn-B among novice and expert operators. Furthermore, experiments on four bimanual manipulation tasks demonstrate its superior task performance relative to existing systems. Project page: https://chuanyune.github.io/ViTaMIn-B_page/

cs.RO

Reflection-Based Task Adaptation for Self-Improving VLA

Pre-trained Vision-Language-Action (VLA) models represent a major leap towards general-purpose robots, yet efficiently adapting them to novel, specific tasks in-situ remains a significant hurdle. While reinforcement learning (RL) is a promising avenue for such adaptation, the process often suffers from low efficiency, hindering rapid task mastery. We introduce Reflective Self-Adaptation, a framework for rapid, autonomous task adaptation without human intervention. Our framework establishes a self-improving loop where the agent learns from its own experience to enhance both strategy and execution. The core of our framework is a dual-pathway architecture that addresses the full adaptation lifecycle. First, a Failure-Driven Reflective RL pathway enables rapid learning by using the VLM's causal reasoning to automatically synthesize a targeted, dense reward function from failure analysis. This provides a focused learning signal that significantly accelerates policy exploration. However, optimizing such proxy rewards introduces a potential risk of "reward hacking," where the agent masters the reward function but fails the actual task. To counteract this, our second pathway, Success-Driven Quality-Guided SFT, grounds the policy in holistic success. It identifies and selectively imitates high-quality successful trajectories, ensuring the agent remains aligned with the ultimate task goal. This pathway is strengthened by a conditional curriculum mechanism to aid initial exploration. We conduct experiments in challenging manipulation tasks. The results demonstrate that our framework achieves faster convergence and higher final success rates compared to representative baselines. Our work presents a robust solution for creating self-improving agents that can efficiently and reliably adapt to new environments.

cs.RO

Spiking Neural Networks Need High Frequency Information

Spiking Neural Networks promise brain-inspired and energy-efficient computation by transmitting information through binary (0/1) spikes. Yet, their performance still lags behind that of artificial neural networks, often assumed to result from information loss caused by sparse and binary activations. In this work, we challenge this long-standing assumption and reveal a previously overlooked frequency bias: spiking neurons inherently suppress high-frequency components and preferentially propagate low-frequency information. This frequency-domain imbalance, we argue, is the root cause of degraded feature representation in SNNs. Empirically, on Spiking Transformers, adopting Avg-Pooling (low-pass) for token mixing lowers performance to 76.73% on Cifar-100, whereas replacing it with Max-Pool (high-pass) pushes the top-1 accuracy to 79.12%. Accordingly, we introduce Max-Former that restores high-frequency signals through two frequency-enhancing operators: (1) extra Max-Pool in patch embedding, and (2) Depth-Wise Convolution in place of self-attention. Notably, Max-Former attains 82.39% top-1 accuracy on ImageNet using only 63.99M parameters, surpassing Spikformer (74.81%, 66.34M) by +7.58%. Extending our insight beyond transformers, our Max-ResNet-18 achieves state-of-the-art performance on convolution-based benchmarks: 97.17% on CIFAR-10 and 83.06% on CIFAR-100. We hope this simple yet effective solution inspires future research to explore the distinctive nature of spiking neural networks. Code is available: https://github.com/bic-L/MaxFormer.

cs.CV

Exploration by Random Distribution Distillation

Exploration remains a critical challenge in online reinforcement learning, as an agent must effectively explore unknown environments to achieve high returns. Currently, the main exploration algorithms are primarily count-based methods and curiosity-based methods, with prediction-error methods being a prominent example. In this paper, we propose a novel method called \textbf{R}andom \textbf{D}istribution \textbf{D}istillation (RDD), which samples the output of a target network from a normal distribution. RDD facilitates a more extensive exploration by explicitly treating the difference between the prediction network and the target network as an intrinsic reward. Furthermore, by introducing randomness into the output of the target network for a given state and modeling it as a sample from a normal distribution, intrinsic rewards are bounded by two key components: a pseudo-count term ensuring proper exploration decay and a discrepancy term accounting for predictor convergence. We demonstrate that RDD effectively unifies both count-based and prediction-error approaches. It retains the advantages of prediction-error methods in high-dimensional spaces, while also implementing an intrinsic reward decay mode akin to the pseudo-count method. In the experimental section, RDD is compared with more advanced methods in a series of environments. Both theoretical analysis and experimental results confirm the effectiveness of our approach in improving online exploration for reinforcement learning tasks.

cs.LG

An Atomic Skill Library Construction Method for Data-Efficient Embodied Manipulation

Embodied manipulation is a fundamental ability in the realm of embodied artificial intelligence. Although current embodied manipulation models show certain generalizations in specific settings, they struggle in new environments and tasks due to the complexity and diversity of real-world scenarios. The traditional end-to-end data collection and training manner leads to significant data demands. Decomposing end-to-end tasks into atomic skills helps reduce data requirements and improves the task success rate. However, existing methods are limited by predefined skill sets that cannot be dynamically updated. To address the issue, we introduce a three-wheeled data-driven method to build an atomic skill library. We divide tasks into subtasks using the Vision-Language-Planning (VLP). Then, atomic skill definitions are formed by abstracting the subtasks. Finally, an atomic skill library is constructed via data collection and Vision-Language-Action (VLA) fine-tuning. As the atomic skill library expands dynamically with the three-wheel update strategy, the range of tasks it can cover grows naturally. In this way, our method shifts focus from end-to-end tasks to atomic skills, significantly reducing data costs while maintaining high performance and enabling efficient adaptation to new tasks. Extensive experiments in real-world settings demonstrate the effectiveness and efficiency of our approach.

cs.RO

DexSim2Real$^{2}$: Building Explicit World Model for Precise Articulated Object Dexterous Manipulation

Articulated objects are ubiquitous in daily life. In this paper, we present DexSim2Real$^{2}$, a novel framework for goal-conditioned articulated object manipulation. The core of our framework is constructing an explicit world model of unseen articulated objects through active interactions, which enables sampling-based model predictive control to plan trajectories achieving different goals without requiring demonstrations or RL. It first predicts an interaction using an affordance network trained on self-supervised interaction data or videos of human manipulation. After executing the interactions on the real robot to move the object parts, we propose a novel modeling pipeline based on 3D AIGC to build a digital twin of the object in simulation from multiple frames of observations. For dexterous hands, we utilize eigengrasp to reduce the action dimension, enabling more efficient trajectory searching. Experiments validate the framework's effectiveness for precise manipulation using a suction gripper, a two-finger gripper and two dexterous hand. The generalizability of the explicit world model also enables advanced manipulation strategies like manipulating with tools.

cs.RO

Empowering Embodied Manipulation: A Bimanual-Mobile Robot Manipulation Dataset for Household Tasks

The advancements in embodied AI are increasingly enabling robots to tackle complex real-world tasks, such as household manipulation. However, the deployment of robots in these environments remains constrained by the lack of comprehensive bimanual-mobile robot manipulation data that can be learned. Existing datasets predominantly focus on single-arm manipulation tasks, while the few dual-arm datasets available often lack mobility features, task diversity, comprehensive sensor data, and robust evaluation metrics; they fail to capture the intricate and dynamic nature of household manipulation tasks that bimanual-mobile robots are expected to perform. To overcome these limitations, we propose BRMData, a Bimanual-mobile Robot Manipulation Dataset specifically designed for household applications. BRMData encompasses 10 diverse household tasks, including single-arm and dual-arm tasks, as well as both tabletop and mobile manipulations, utilizing multi-view and depth-sensing data information. Moreover, BRMData features tasks of increasing difficulty, ranging from single-object to multi-object grasping, non-interactive to human-robot interactive scenarios, and rigid-object to flexible-object manipulation, closely simulating real-world household applications. Additionally, we introduce a novel Manipulation Efficiency Score (MES) metric to evaluate both the precision and efficiency of robot manipulation methods in household tasks. We thoroughly evaluate and analyze the performance of advanced robot manipulation learning methods using our BRMData, aiming to drive the development of bimanual-mobile robot manipulation technologies. The dataset is now open-sourced and available at https://embodiedrobot.github.io/.

cs.RO

Preferred-Action-Optimized Diffusion Policies for Offline Reinforcement Learning

Offline reinforcement learning (RL) aims to learn optimal policies from previously collected datasets. Recently, due to their powerful representational capabilities, diffusion models have shown significant potential as policy models for offline RL issues. However, previous offline RL algorithms based on diffusion policies generally adopt weighted regression to improve the policy. This approach optimizes the policy only using the collected actions and is sensitive to Q-values, which limits the potential for further performance enhancement. To this end, we propose a novel preferred-action-optimized diffusion policy for offline RL. In particular, an expressive conditional diffusion model is utilized to represent the diverse distribution of a behavior policy. Meanwhile, based on the diffusion model, preferred actions within the same behavior distribution are automatically generated through the critic function. Moreover, an anti-noise preference optimization is designed to achieve policy improvement by using the preferred actions, which can adapt to noise-preferred actions for stable training. Extensive experiments demonstrate that the proposed method provides competitive or superior performance compared to previous state-of-the-art offline RL methods, particularly in sparse reward tasks such as Kitchen and AntMaze. Additionally, we empirically prove the effectiveness of anti-noise preference optimization.

cs.LG

Embodied Multi-Modal Agent trained by an LLM from a Parallel TextWorld

While large language models (LLMs) excel in a simulated world of texts, they struggle to interact with the more realistic world without perceptions of other modalities such as visual or audio signals. Although vision-language models (VLMs) integrate LLM modules (1) aligned with static image features, and (2) may possess prior knowledge of world dynamics (as demonstrated in the text world), they have not been trained in an embodied visual world and thus cannot align with its dynamics. On the other hand, training an embodied agent in a noisy visual world without expert guidance is often challenging and inefficient. In this paper, we train a VLM agent living in a visual world using an LLM agent excelling in a parallel text world. Specifically, we distill LLM's reflection outcomes (improved actions by analyzing mistakes) in a text world's tasks to finetune the VLM on the same tasks of the visual world, resulting in an Embodied Multi-Modal Agent (EMMA) quickly adapting to the visual world dynamics. Such cross-modality imitation learning between the two parallel worlds is achieved by a novel DAgger-DPO algorithm, enabling EMMA to generalize to a broad scope of new tasks without any further guidance from the LLM expert. Extensive evaluations on the ALFWorld benchmark's diverse tasks highlight EMMA's superior performance to SOTA VLM-based agents, e.g., 20%-70% improvement in the success rate.

cs.CV