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Nakul Gopalan

Publications and source records attributed to Nakul Gopalan.

At least 19 recordsLinked to original sources

Monkey See, Can Monkey Do? A Benchmark for Evaluating Robot Skill Learning by Observation

Learning from Observation (LfO) is a fundamental robotic capability that replicates how humans and animals socially learn from each other. Beyond its biological parallels, this modality provides a practical solution for data scaling in sample-inefficient and data-starved domains like robotics. Recent work has demonstrated promising results in learning manipulation skills from human videos, yet progress in this area remains difficult to assess. Existing methods vary widely in assumptions, hardware choices, and environment setups making it difficult to draw meaningful comparisons and identify advances in the field. To address these challenges, we introduce RoboReel: a unified benchmark for evaluating models that learn policies from human videos. RoboReel consists of bundled real-world human demonstration videos, simulated robot trajectories, and evaluation environments on ten manipulation tasks. We develop four test suites to evaluate the models' performance on multiple axes, including the robustness to visual distractors and the ability to complete long-horizon tasks. Our benchmark covers learning-from-observation models from different categories, and studies the effectiveness of multiple representation choices in our benchmark evaluation that covers over seven state-of-the-art algorithms (including our VLA based variants) in the field of LfO. Finally, we present an analysis of the different types of algorithms showing that long-horizon tasks and tasks with low tolerances are still challenging for current models. Webpage: https://roboreel.github.io

cs.RO

Spec2Cov: An Agentic Framework for Code Coverage Closure of Digital Hardware Designs

Hardware verification is one of the most challenging stages of the hardware design process, requiring significant time and resources to ensure a design is fully validated and production-ready. Verification teams aim to maximize design coverage while ensuring correct behavior and alignment with the specification. Coverage closure, which relies on iterative constrained-random and directed testing, is still largely manual and therefore slow and labor-intensive. Recent advances show that the code generation capabilities of Large Language Models (LLMs) can be integrated with external tools to build agentic workflows that autonomously perform hardware design and verification tasks. In this work, we introduce Spec2Cov, an agentic framework that automatically and iteratively generates test stimulus directly from design specifications to accelerate coverage closure. Spec2Cov coordinates interactions between an LLM and a hardware simulator, managing compilation and simulation errors, parsing coverage reports, and feeding results back to the model for refinement. We present features that improve Spec2Cov's effectiveness without additional fine-tuning and evaluate their impact. Across 26 designs of varying size and complexity, including problems from the CVDP benchmark suite, Spec2Cov demonstrates promising performance, achieving 100% coverage on simpler designs and up to 49% on more complex designs.

cs.AR

StageCraft: Execution Aware Mitigation of Distractor and Obstruction Failures in VLA Models

Large scale pre-training on text and image data along with diverse robot demonstrations has helped Vision Language Action models (VLAs) to generalize to novel tasks, objects and scenes. However, these models are still susceptible to failure in the presence of execution-time impediments such as distractors and physical obstructions in the robot's workspace. Existing policy improvement methods finetune base VLAs to improve generalization, yet they still struggle in unseen distractor settings. To address this problem, we investigate whether internet-scale pretraining of large vision-language models (VLMs) can be leveraged to reason about these impediments and mitigate policy failures. To this end, we propose StageCraft, a training-free approach to improve pretrained VLA policy performance by manipulating the environment's initial state using VLM-based in-context reasoning. StageCraft takes policy rollout videos and success labels as input and leverages VLM's reasoning ability to infer which objects in the initial state need to be manipulated to avoid anticipated execution failures. StageCraft is an extensible plug-and-play module that does not introduce additional constraints on the underlying policy, and only requires a few policy rollouts to work. We evaluate performance of state-of-the-art VLA models with StageCraft and show an absolute 40% performance improvement across three real world task domains involving diverse distractors and obstructions. Our simulation experiments in RLBench empirically show that StageCraft tailors its extent of intervention based on the strength of the underlying policy and improves its performance with more in-context samples. Videos of StageCraft in effect can be found at https://stagecraft-decorator.github.io/stagecraft/ .

cs.RO

Meanings and Measurements: Multi-Agent Probabilistic Grounding for Vision-Language Navigation

Robots collaborating with humans must convert natural language goals into actionable, physically grounded decisions. For example, executing a command such as "go two meters to the right of the fridge" requires grounding semantic references, spatial relations, and metric constraints within a 3D scene. While recent vision language models (VLMs) demonstrate strong semantic grounding capabilities, they are not explicitly designed to reason about metric constraints in physically defined spaces. In this work, we empirically demonstrate that state-of-the-art VLM-based grounding approaches struggle with complex metric-semantic language queries. To address this limitation, we propose MAPG (Multi-Agent Probabilistic Grounding), an agentic framework that decomposes language queries into structured subcomponents and queries a VLM to ground each component. MAPG then probabilistically composes these grounded outputs to produce metrically consistent, actionable decisions in 3D space. We evaluate MAPG on the HM-EQA benchmark and show consistent performance improvements over strong baselines. Furthermore, we introduce a new benchmark, MAPG-Bench, specifically designed to evaluate metric-semantic goal grounding, addressing a gap in existing language grounding evaluations. We also present a real-world robot demonstration showing that MAPG transfers beyond simulation when a structured scene representation is available.

cs.RO

You've Got a Golden Ticket: Improving Generative Robot Policies With A Single Noise Vector

What happens when a pretrained generative robot policy is provided a constant initial noise as input, rather than repeatedly sampling it from a Gaussian? We demonstrate that the performance of a pretrained, frozen diffusion or flow matching policy can be improved with respect to a downstream reward by swapping the sampling of initial noise from the prior distribution (typically isotropic Gaussian) with a well-chosen, constant initial noise input - a golden ticket. We propose simple search methods to find golden tickets using Monte-Carlo policy evaluation that keeps the pretrained policy frozen, does not train any new networks, and is applicable to all diffusion/flow matching policies (and therefore many VLAs). Our approach to policy improvement makes no assumptions beyond being able to inject initial noise into the policy and calculate (sparse) task rewards of episode rollouts, making it deployable with no additional infrastructure or models. Our method improves the performance of policies in 46 out of 51 tasks across simulated and real-world robot manipulation benchmarks, with absolute improvements in success rate by up to 55% for some simulated tasks, and 28% within 60 search episodes for real-world tasks. Our approach naturally extends to multi-task settings, where we improve the average performance of a VLA policy across 7 tasks by 14% using a single noise vector. Further, we find that, a golden ticket optimized for one task can also boost performance in other related tasks for the same VLA policy. We release a codebase with pretrained policies and golden tickets for simulation benchmarks using VLAs, diffusion policies, and flow matching policies.

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PokeNet: Learning Kinematic Models of Articulated Objects from Human Observations

Articulation modeling enables robots to learn joint parameters of articulated objects for effective manipulation which can then be used downstream for skill learning or planning. Existing approaches often rely on prior knowledge about the objects, such as the number or type of joints. Some of these approaches also fail to recover occluded joints that are only revealed during interaction. Others require large numbers of multi-view images for every object, which is impractical in real-world settings. Furthermore, prior works neglect the order of manipulations, which is essential for many multi-DoF objects where one joint must be operated before another, such as a dishwasher. We introduce PokeNet, an end-to-end framework that estimates articulation models from a single human demonstration without prior object knowledge. Given a sequence of point cloud observations of a human manipulating an unknown object, PokeNet predicts joint parameters, infers manipulation order, and tracks joint states over time. PokeNet outperforms existing state-of-the-art methods, improving joint axis and state estimation accuracy by an average of over 27% across diverse objects, including novel and unseen categories. We demonstrate these gains in both simulation and real-world environments.

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Factorizing Diffusion Policies for Observation Modality Prioritization

Diffusion models have been extensively leveraged for learning robot skills from demonstrations. These policies are conditioned on several observational modalities such as proprioception, vision and tactile. However, observational modalities have varying levels of influence for different tasks that diffusion polices fail to capture. In this work, we propose 'Factorized Diffusion Policies' abbreviated as FDP, a novel policy formulation that enables observational modalities to have differing influence on the action diffusion process by design. This results in learning policies where certain observations modalities can be prioritized over the others such as $\texttt{vision>tactile}$ or $\texttt{proprioception>vision}$. FDP achieves modality prioritization by factorizing the observational conditioning for diffusion process, resulting in more performant and robust policies. Our factored approach shows strong performance improvements in low-data regimes with $15\%$ absolute improvement in success rate on several simulated benchmarks when compared to a standard diffusion policy that jointly conditions on all input modalities. Moreover, our benchmark and real-world experiments show that factored policies are naturally more robust with $40\%$ higher absolute success rate across several visuomotor tasks under distribution shifts such as visual distractors or camera occlusions, where existing diffusion policies fail catastrophically. FDP thus offers a safer and more robust alternative to standard diffusion policies for real-world deployment. Videos are available at https://fdp-policy.github.io/fdp-policy/ .

cs.RO

XMoP: Whole-Body Control Policy for Zero-shot Cross-Embodiment Neural Motion Planning

Classical manipulator motion planners work across different robot embodiments. However they plan on a pre-specified static environment representation, and are not scalable to unseen dynamic environments. Neural Motion Planners (NMPs) are an appealing alternative to conventional planners as they incorporate different environmental constraints to learn motion policies directly from raw sensor observations. Contemporary state-of-the-art NMPs can successfully plan across different environments. However none of the existing NMPs generalize across robot embodiments. In this paper we propose Cross-Embodiment Motion Policy (XMoP), a neural policy for learning to plan over a distribution of manipulators. XMoP implicitly learns to satisfy kinematic constraints for a distribution of robots and $\textit{zero-shot}$ transfers the planning behavior to unseen robotic manipulators within this distribution. We achieve this generalization by formulating a whole-body control policy that is trained on planning demonstrations from over three million procedurally sampled robotic manipulators in different simulated environments. Despite being completely trained on synthetic embodiments and environments, our policy exhibits strong sim-to-real generalization across manipulators with different kinematic variations and degrees of freedom with a single set of frozen policy parameters. We evaluate XMoP on $7$ commercial manipulators and show successful cross-embodiment motion planning, achieving an average $70\%$ success rate on baseline benchmarks. Furthermore, we demonstrate our policy sim-to-real on two unseen manipulators solving novel planning problems across three real-world domains even with dynamic obstacles.

cs.RO

Learning Sequential Kinematic Models from Demonstrations for Multi-Jointed Articulated Objects

As robots become more generalized and deployed in diverse environments, they must interact with complex objects, many with multiple independent joints or degrees of freedom (DoF) requiring precise control. A common strategy is object modeling, where compact state-space models are learned from real-world observations and paired with classical planning. However, existing methods often rely on prior knowledge or focus on single-DoF objects, limiting their applicability. They also fail to handle occluded joints and ignore the manipulation sequences needed to access them. We address this by learning object models from human demonstrations. We introduce Object Kinematic Sequence Machines (OKSMs), a novel representation capturing both kinematic constraints and manipulation order for multi-DoF objects. To estimate these models from point cloud data, we present Pokenet, a deep neural network trained on human demonstrations. We validate our approach on 8,000 simulated and 1,600 real-world annotated samples. Pokenet improves joint axis and state estimation by over 20 percent on real-world data compared to prior methods. Finally, we demonstrate OKSMs on a Sawyer robot using inverse kinematics-based planning to manipulate multi-DoF objects.

cs.RO

Compositional Instruction Following with Language Models and Reinforcement Learning

Combining reinforcement learning with language grounding is challenging as the agent needs to explore the environment while simultaneously learning multiple language-conditioned tasks. To address this, we introduce a novel method: the compositionally-enabled reinforcement learning language agent (CERLLA). Our method reduces the sample complexity of tasks specified with language by leveraging compositional policy representations and a semantic parser trained using reinforcement learning and in-context learning. We evaluate our approach in an environment requiring function approximation and demonstrate compositional generalization to novel tasks. Our method significantly outperforms the previous best non-compositional baseline in terms of sample complexity on 162 tasks designed to test compositional generalization. Our model attains a higher success rate and learns in fewer steps than the non-compositional baseline. It reaches a success rate equal to an oracle policy's upper-bound performance of 92%. With the same number of environment steps, the baseline only reaches a success rate of 80%.

cs.LG

Composing Diffusion Policies for Few-shot Learning of Movement Trajectories

Humans can perform various combinations of physical skills without having to relearn skills from scratch every single time. For example, we can swing a bat when walking without having to re-learn such a policy from scratch by composing the individual skills of walking and bat swinging. Enabling robots to combine or compose skills is essential so they can learn novel skills and tasks faster with fewer real world samples. To this end, we propose a novel compositional approach called DSE- Diffusion Score Equilibrium that enables few-shot learning for novel skills by utilizing a combination of base policy priors. Our method is based on probabilistically composing diffusion policies to better model the few-shot demonstration data-distribution than any individual policy. Our goal here is to learn robot motions few-shot and not necessarily goal oriented trajectories. Unfortunately we lack a general purpose metric to evaluate the error between a skill or motion and the provided demonstrations. Hence, we propose a probabilistic measure - Maximum Mean Discrepancy on the Forward Kinematics Kernel (MMD-FK), that is task and action space agnostic. By using our few-shot learning approach DSE, we show that we are able to achieve a reduction of over 30% in MMD-FK across skills and number of demonstrations. Moreover, we show the utility of our approach through real world experiments by teaching novel trajectories to a robot in 5 demonstrations.

cs.RO

Continual Robot Skill and Task Learning via Dialogue

Interactive robot learning is a challenging problem as the robot is present with human users who expect the robot to learn novel skills to solve novel tasks perpetually with sample efficiency. In this work we present a framework for robots to continually learn tasks and visuo-motor skills and query for novel skills via dialog interactions with human users. Our robot agent maintains a skill library, and uses an existing LLM to perform grounded dialog interactions to query unknown skills from real human users. We developed a novel visual-motor control policy Action Chunking Transformer with Low Rank Adaptation (ACT-LoRA) that can continually learn novel skills using only a few demonstrations which is critical in human-robot interaction scenarios. The paper has twin goals: Firstly to demonstrate better continual learning in simulation; and secondly, to demonstrate the use of our dialog based learning framework in a realistic human-robot interaction use case. Our ACT-LoRA policy consistently outperforms a GMM-LoRA baseline on multiple continual learning simulation benchmarks by achieving > 300% improvements on novel skills, while achieving comparable performance in existing skills. Moreover, with our IRB approved human-subjects study we demonstrate that our dialog based continual learning framework allows users to teach robots cooking skills successfully (100%) while spending a higher ratio of time on finishing an auxiliary distraction tasks in the test phase of the study compared to a non-learning language based agent (p < 0.001).

cs.RO

Interactive Visual Task Learning for Robots

We present a framework for robots to learn novel visual concepts and tasks via in-situ linguistic interactions with human users. Previous approaches have either used large pre-trained visual models to infer novel objects zero-shot, or added novel concepts along with their attributes and representations to a concept hierarchy. We extend the approaches that focus on learning visual concept hierarchies by enabling them to learn novel concepts and solve unseen robotics tasks with them. To enable a visual concept learner to solve robotics tasks one-shot, we developed two distinct techniques. Firstly, we propose a novel approach, Hi-Viscont(HIerarchical VISual CONcept learner for Task), which augments information of a novel concept to its parent nodes within a concept hierarchy. This information propagation allows all concepts in a hierarchy to update as novel concepts are taught in a continual learning setting. Secondly, we represent a visual task as a scene graph with language annotations, allowing us to create novel permutations of a demonstrated task zero-shot in-situ. We present two sets of results. Firstly, we compare Hi-Viscont with the baseline model (FALCON) on visual question answering(VQA) in three domains. While being comparable to the baseline model on leaf level concepts, Hi-Viscont achieves an improvement of over 9% on non-leaf concepts on average. We compare our model's performance against the baseline FALCON model. Our framework achieves 33% improvements in success rate metric, and 19% improvements in the object level accuracy compared to the baseline model. With both of these results we demonstrate the ability of our model to learn tasks and concepts in a continual learning setting on the robot.

cs.RO

Improved Inference of Human Intent by Combining Plan Recognition and Language Feedback

Conversational assistive robots can aid people, especially those with cognitive impairments, to accomplish various tasks such as cooking meals, performing exercises, or operating machines. However, to interact with people effectively, robots must recognize human plans and goals from noisy observations of human actions, even when the user acts sub-optimally. Previous works on Plan and Goal Recognition (PGR) as planning have used hierarchical task networks (HTN) to model the actor/human. However, these techniques are insufficient as they do not have user engagement via natural modes of interaction such as language. Moreover, they have no mechanisms to let users, especially those with cognitive impairments, know of a deviation from their original plan or about any sub-optimal actions taken towards their goal. We propose a novel framework for plan and goal recognition in partially observable domains -- Dialogue for Goal Recognition (D4GR) enabling a robot to rectify its belief in human progress by asking clarification questions about noisy sensor data and sub-optimal human actions. We evaluate the performance of D4GR over two simulated domains -- kitchen and blocks domain. With language feedback and the world state information in a hierarchical task model, we show that D4GR framework for the highest sensor noise performs 1% better than HTN in goal accuracy in both domains. For plan accuracy, D4GR outperforms by 4% in the kitchen domain and 2% in the blocks domain in comparison to HTN. The ALWAYS-ASK oracle outperforms our policy by 3% in goal recognition and 7%in plan recognition. D4GR does so by asking 68% fewer questions than an oracle baseline. We also demonstrate a real-world robot scenario in the kitchen domain, validating the improved plan and goal recognition of D4GR in a realistic setting.

cs.RO

Language-Conditioned Change-point Detection to Identify Sub-Tasks in Robotics Domains

In this work, we present an approach to identify sub-tasks within a demonstrated robot trajectory using language instructions. We identify these sub-tasks using language provided during demonstrations as guidance to identify sub-segments of a longer robot trajectory. Given a sequence of natural language instructions and a long trajectory consisting of image frames and discrete actions, we want to map an instruction to a smaller fragment of the trajectory. Unlike previous instruction following works which directly learn the mapping from language to a policy, we propose a language-conditioned change-point detection method to identify sub-tasks in a problem. Our approach learns the relationship between constituent segments of a long language command and corresponding constituent segments of a trajectory. These constituent trajectory segments can be used to learn subtasks or sub-goals for planning or options as demonstrated by previous related work. Our insight in this work is that the language-conditioned robot change-point detection problem is similar to the existing video moment retrieval works used to identify sub-segments within online videos. Through extensive experimentation, we demonstrate a $1.78_{\pm 0.82}\%$ improvement over a baseline approach in accurately identifying sub-tasks within a trajectory using our proposed method. Moreover, we present a comprehensive study investigating sample complexity requirements on learning this mapping, between language and trajectory sub-segments, to understand if the video retrieval-based methods are realistic in real robot scenarios.

cs.RO

Natural Language Specification of Reinforcement Learning Policies through Differentiable Decision Trees

Human-AI policy specification is a novel procedure we define in which humans can collaboratively warm-start a robot's reinforcement learning policy. This procedure is comprised of two steps; (1) Policy Specification, i.e. humans specifying the behavior they would like their companion robot to accomplish, and (2) Policy Optimization, i.e. the robot applying reinforcement learning to improve the initial policy. Existing approaches to enabling collaborative policy specification are often unintelligible black-box methods, and are not catered towards making the autonomous system accessible to a novice end-user. In this paper, we develop a novel collaborative framework to allow humans to initialize and interpret an autonomous agent's behavior. Through our framework, we enable humans to specify an initial behavior model via unstructured, natural language (NL), which we convert to lexical decision trees. Next, we leverage these translated specifications, to warm-start reinforcement learning and allow the agent to further optimize these potentially suboptimal policies. Our approach warm-starts an RL agent by utilizing non-expert natural language specifications without incurring the additional domain exploration costs. We validate our approach by showing that our model is able to produce >80% translation accuracy, and that policies initialized by a human can match the performance of relevant RL baselines in two domains.

cs.LG

Efficient Exploration via First-Person Behavior Cloning Assisted Rapidly-Exploring Random Trees

Modern day computer games have extremely large state and action spaces. To detect bugs in these games' models, human testers play the games repeatedly to explore the game and find errors in the games. Such gameplay is exhaustive and time consuming. Moreover, since robotics simulators depend on similar methods of model specification and debugging, the problem of finding errors in the model is of interest to the robotics community to ensure robot behaviors and interactions are consistent in simulators. Previous methods have used reinforcement learning arXiv:2103.13798 and search based methods (Chang, 2019, (Chang, 2021) arXiv:1811.06962 including Rapidly-exploring Random Trees (RRT) to explore a game's state-action space to find bugs. However, such search and exploration based methods are not efficient at exploring the state-action space without a pre-defined heuristic. In this work we attempt to combine a human-tester's expertise in solving games, and the RRT's exhaustiveness to search a game's state space efficiently with high coverage. This paper introduces Cloning Assisted RRT (CA-RRT) to test a game through search. We compare our methods to two existing baselines: 1) a weighted-RRT as described by arXiv:1812.03125; 2) human demonstration seeded RRT as described by Chang et. al. We find CA-RRT is applicable to more game maps and explores more game states in fewer tree expansions/iterations when compared to the existing baselines. In each test, CA-RRT reached more states on average in the same number of iterations as weighted-RRT. In our tested environments, CA-RRT reached the same number of states as weighted-RRT by more than 5000 fewer iterations on average, almost a 50% reduction and applied to more scenarios than. Moreover, as a consequence of our first person behavior cloning approach, CA-RRT worked on unseen game maps than just seeding the RRT with human demonstrated states.

cs.LG

Learning to Follow Language Instructions with Compositional Policies

We propose a framework that learns to execute natural language instructions in an environment consisting of goal-reaching tasks that share components of their task descriptions. Our approach leverages the compositionality of both value functions and language, with the aim of reducing the sample complexity of learning novel tasks. First, we train a reinforcement learning agent to learn value functions that can be subsequently composed through a Boolean algebra to solve novel tasks. Second, we fine-tune a seq2seq model pretrained on web-scale corpora to map language to logical expressions that specify the required value function compositions. Evaluating our agent in the BabyAI domain, we observe a decrease of 86% in the number of training steps needed to learn a second task after mastering a single task. Results from ablation studies further indicate that it is the combination of compositional value functions and language representations that allows the agent to quickly generalize to new tasks.

cs.LG