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Mohamad Louai Shehab

Publications and source records attributed to Mohamad Louai Shehab.

5 recordsLinked to original sources

Towards Trustworthy Physical Intelligence: From Theory to Practice Across Life Cycle

Physical intelligence refers to intelligence systems that understand, reason about, and act in accordance with the physical world and its underlying laws, dynamics, and constraints. Unlike conventional AI systems, physical intelligence interacts continuously with uncertain physical environments, and its actions produce consequences that are physically irreversible. As existing trustworthy AI frameworks have been developed primarily for digital AI systems, they do not fully capture the distinctive challenges of Physical Intelligence, such as physical safety, cyber-physical security, and physical manufacturing process. To address this gap, we present a survey of trustworthy physical intelligence principles. First, we characterize the core capabilities and challenges of physical intelligence. Second, we examine the role of physics in AI. Third, we trace the end-to-end physical intelligence life cycle across five core stages and introduce Trustworthy Physical Intelligence Operationalization (T-PAIO). Fourth, we develop the Trustworthy Physical Intelligence (T-PAI) framework, a theoretical framework that organizes key trustworthiness principles and provides a foundation for governing trustworthy physical intelligence systems.

cs.AI↗

TAP-VLA: Tactile Annotation Prompting for Vision Language Action Models

Vision-Language-Action (VLA) models demonstrate impressive reasoning over visual, semantic, and spatial task variations by leveraging large-scale vision and language pre-training. They remain, however, largely blind to contact forces, which seldom manifest clearly in visual feedback but are central to contact-rich manipulation. Tactile sensing measures these forces directly, but integrating it into VLAs is difficult: tactile data is absent from the large-scale corpora used to pre-train VLAs, so adding it as a new input modality induces a distribution shift that erodes the very pre-training that makes VLAs effective. We propose Tactile Annotation Prompting for Vision-Language-Action models (TAP-VLA), a simple framework that supplies tactile feedback through visual augmentation rather than architectural change. TAP-VLA extracts shear fields from visuo-tactile sensors and overlays them as spatially-grounded vectors onto the multi-view RGB images the policy already consumes, yielding a clear, interpretable tactile cue in the VLA's native observation space. Because the architecture is untouched, the approach requires no tactile pre-training, adds negligible compute, and stays close to the pre-training distribution. Across four contact-rich tasks, TAP-VLA succeeds on 78% of trials, compared to under 50% for vision-only fine-tuning and alternative tactile-fusion baselines -- including tasks where the baselines perform no better than chance.

cs.RO↗

Active Reward Machine Inference From Raw State Trajectories

Reward machines are automaton-like structures that capture the memory required to accomplish a multi-stage task. When combined with reinforcement learning or optimal control methods, they can be used to synthesize robot policies to achieve such tasks. However, specifying a reward machine by hand, including a labeling function capturing high-level features that the decisions are based on, can be a daunting task. This paper deals with the problem of learning reward machines directly from raw state and policy information. As opposed to existing works, we assume no access to observations of rewards, labels, or machine nodes, and show what trajectory data is sufficient for learning the reward machine in this information-scarce regime. We then extend the result to an active learning setting where we incrementally query trajectory extensions to improve data (and indirectly computational) efficiency. Results are demonstrated with several grid world examples.

cs.RO↗

Learning Reward Machines from Partially Observed Policies

Inverse reinforcement learning is the problem of inferring a reward function from an optimal policy or demonstrations by an expert. In this work, it is assumed that the reward is expressed as a reward machine whose transitions depend on atomic propositions associated with the state of a Markov Decision Process (MDP). Our goal is to identify the true reward machine using finite information. To this end, we first introduce the notion of a prefix tree policy which associates a distribution of actions to each state of the MDP and each attainable finite sequence of atomic propositions. Then, we characterize an equivalence class of reward machines that can be identified given the prefix tree policy. Finally, we propose a SAT-based algorithm that uses information extracted from the prefix tree policy to solve for a reward machine. It is proved that if the prefix tree policy is known up to a sufficient (but finite) depth, our algorithm recovers the exact reward machine up to the equivalence class. This sufficient depth is derived as a function of the number of MDP states and (an upper bound on) the number of states of the reward machine. These results are further extended to the case where we only have access to demonstrations from an optimal policy. Several examples, including discrete grid and block worlds, a continuous state-space robotic arm, and real data from experiments with mice, are used to demonstrate the effectiveness and generality of the approach.

cs.LG↗

Efficient Reward Identification In Max Entropy Reinforcement Learning with Sparsity and Rank Priors

In this paper, we consider the problem of recovering time-varying reward functions from either optimal policies or demonstrations coming from a max entropy reinforcement learning problem. This problem is highly ill-posed without additional assumptions on the underlying rewards. However, in many applications, the rewards are indeed parsimonious, and some prior information is available. We consider two such priors on the rewards: 1) rewards are mostly constant and they change infrequently, 2) rewards can be represented by a linear combination of a small number of feature functions. We first show that the reward identification problem with the former prior can be recast as a sparsification problem subject to linear constraints. Moreover, we give a polynomial-time algorithm that solves this sparsification problem exactly. Then, we show that identifying rewards representable with the minimum number of features can be recast as a rank minimization problem subject to linear constraints, for which convex relaxations of rank can be invoked. In both cases, these observations lead to efficient optimization-based reward identification algorithms. Several examples are given to demonstrate the accuracy of the recovered rewards as well as their generalizability.

cs.LG↗