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Nicklas Hansen

Publications and source records attributed to Nicklas Hansen.

At least 19 recordsLinked to original sources

FACT: Failure-Aware Causal Training for World-Action Models

Recent world-action models (WAMs) show that co-training policies with future prediction can provide physical priors for action generation. Building on the future-prediction ability of video models, many WAMs generate future videos and recover actions with inverse-dynamics models, or use these predicted videos as goal conditions for action generation. In both cases, the world model is trained mostly on successful demonstrations and has little reason to predict the consequences of bad actions. We introduce FACT, a causal World-Action Model that predicts future video and task progress conditioned on the executed action. This action-conditioned interface allows failure rollouts to supervise action consequences, turning bad actions into valid future targets rather than being discarded. Failure-aware training makes the progress predictor aware of both successful and failed action outcomes, which can optionally be used to score sampled action candidates at inference. Extensive experiments on simulation and real-world bimanual manipulation tasks show that FACT outperforms many existing baselines, improves as failure data are incorporated into training, and reduces success-biased future hallucination under bad actions. See more details at https://fact-wam.github.io/

cs.RO

RoboTALES: Learning Reasoning-Guided Robot Policies via Task-Aligned Simulated Futures

Pretrained video generative models are promising backbones for visuomotor control, but their imagined futures often drift from task intent and are not reliably action-conditional. As a result, these models can be difficult to use for planning or policy extraction. To address these limitations, we propose RoboTALES, a single-stage framework that learns task-aligned simulated futures and uses them to train robot policies. Our approach introduces two key innovations: (1) a hierarchical LLM-based planner that breaks complex tasks into a sequence of subgoals to guide the model's imagination; and (2) a VLM-based critic that evaluates these ``imagined'' futures and uses reward-based feedback to keep the model's internal representations focused on the goal. By anchoring the video generator in abstract reasoning, we produce temporally consistent rollouts and more coherent actions. We evaluate RoboTALES on diverse manipulation tasks from RoboCasa and LIBERO10, and show that our method consistently outperforms existing methods, especially in long-horizon tasks. Our code and models are publicly available at https://github.com/hananshafi/RoboTALES.

cs.RO

Hallucination in World Models is Predictable and Preventable

Modern generative world models render increasingly realistic action-controllable futures, yet they frequently hallucinate: rollouts remain visually fluent while drifting from the ground-truth dynamics. We hypothesize that hallucination concentrates in low-coverage regions of the state-action space, where lightweight data-centric signals can both detect it and guide mitigation. To test this, we introduce MMBench2, a 427-hour, 210-task dataset for visual world modeling with ground-truth actions, rewards, and live simulators, and train a 350M-parameter world model on it. We identify three distinct hallucination modes: perceptual, action-marginalized, and scene-diverging -- each anchored to a different stage of the pipeline, and develop three signals that accurately predict where the model will fail. To close coverage gaps at training time, we develop a coverage-aware sampling technique; to close them online, our hallucination predictors serve as curiosity rewards for targeted data collection, yielding a data-efficient finetuning recipe that adapts the pretrained world model to entirely unseen environments with as few as 50 real environment trajectories. Overall, our findings reveal that hallucination in world models is inherently a data coverage issue, and that the same signals used to detect it can also be used for mitigation. An interactive web version of our paper is available at https://www.nicklashansen.com/mmbench2

cs.LG

Manifold Bandits: Bayesian Curriculum Learning over the Latent Geometry of Large Language Models

Reinforcement learning (RL) is a central approach for improving reasoning capabilities in large language models (LLMs), where training efficiency depends critically on how problems are sampled during optimization. Existing adaptive curriculum learning methods typically prioritize prompts of intermediate difficulty, treating problem selection as a standard bandit problem with independent arms and overlooking the structured, heterogeneous nature of the task space. In this work, we frame problem sampling as a manifold-structured bandit problem with endogenous non-stationarity: problems are related through the model's latent representation space, and sampling decisions can steer how learning signals evolve across that space. To operationalize this perspective, we introduce Bayesian Manifold Curriculum (BMC), a structure-aware framework that organizes problems into a hierarchical task tree and applies Bayesian learning to guide sampling. Empirically, we find that different sampling strategies induce non-trivial tradeoffs between productivity (learning signal), diversity (coverage of the task manifold), and utility (evaluation relevance). These results show that prioritizing difficulty alone is insufficient for strong downstream performance, highlighting the importance of incorporating structure and type-awareness into problem sampling.

cs.LG

Generating Robot Hands from Human Demonstrations

Robot learning has advanced rapidly in learning control, but learning the physical body of a robot remains much more difficult because jointly searching over design and control creates a very large combinatorial problem. Here, we present a data-driven framework for generating robot hands from human demonstrations. Instead of learning a complex controller together with each candidate design, we generate robot hand designs using the same simple control policy used after fabrication: matching fingertip positions through inverse kinematics. Using more than 4 million frames of human fingertip motion from everyday manipulation, our algorithm optimizes tree-structured robot hands to reproduce desired target motions. The framework produced both a 6-degree-of-freedom (DoF) general-purpose hand and lower-DoF task-specific hands with spatial four-bar mimic joints. To accelerate the search over designs, we trained a reinforcement-learning (RL) actor to propose good hand designs and joint angles, reducing search time from hours to minutes. We fabricated the mechanisms directly as one-piece articulated structures with print-in-place joints. In real-world experiments, the 6-DoF hand achieved highly accurate teleoperated fingertip tracking better than available commercial robot hands, whereas the specialized 3-DoF hands reproduced structured human and synthetic trajectories with reduced mechanical complexity. These results showed that large-scale human motion data can be used not only to train robot controllers but also as a reference for optimizing and generating the physical embodiment of robots.

cs.RO

Back to Parsimonious Latents: Learning Task-Centric World Models from Visual Foundations

World models enable agents to predict future dynamics conditioned on actions, making the choice of latent representation central to planning and control. Such representations are often either learned directly from pixels with limited semantic structure or inherited from frozen visual foundation models with excessive task-irrelevant detail, yielding state spaces that are poorly matched to downstream planning and control. This is especially challenging in reward-free offline settings, where the model must learn from fixed trajectories without reward supervision or online interaction. To address this, we propose TC-WM, a framework for turning foundation-model embeddings into compact, task-sufficient world representations. The key design is to treat the pretrained embedding space as a semantic scaffold rather than as the final state space: TC-WM linearly projects high-dimensional visual embeddings into a compact latent as the dynamic space, aligns a subspace with the agent's physical state via contrastive learning, and reconstructs embeddings to preserve useful visual structure. This combines the generality of foundation features with the controllability of task-centric dynamics. Theoretically, we show that TC-WM suffices to identify the underlying task-centric latent factors up to a simple transformation. Empirically, TC-WM enables test-time planning across diverse environments (e.g., Robomimic and D4RL), achieving better world-modeling quality and more precise control than state-of-the-art approaches.

cs.AI

TIPS: Turn-Level Information-Potential Reward Shaping for Search-Augmented LLMs

Search-augmented large language models (LLMs) trained with reinforcement learning (RL) have achieved strong results on open-domain question answering (QA), but training still remains a significant challenge. The optimization is often unstable due to sparse rewards and difficult credit assignments across reasoning and tool calls. To address this, we introduce Turn-Level Information Potential Reward Shaping (TIPS), a simple framework that assigns dense, turn-level rewards to each reasoning + tool-call segment based on the increased likelihood of the correct answer under a teacher model. By leveraging the potential-based reward shaping, TIPS offers fine-grained and policy-invariant guidance that overcomes the limitations of outcome-only optimization. Evaluated on seven QA benchmarks, TIPS consistently outperforms GRPO/PPO baselines and substantially improves training stability. For instance, with a Qwen-2.5 7B Instruct model, TIPS improves the average Exact Match score by 11.8% and F1 by 13.6% relative to PPO. Our results demonstrate that turn-level information-potential reward shaping provides an effective and general solution to sparse-reward credit assignment for multi-turn LLM reasoning.

cs.CL

Learning Massively Multitask World Models for Continuous Control

General-purpose control demands agents that act across many tasks and embodiments, yet research on reinforcement learning (RL) for continuous control remains dominated by single-task or offline regimes, reinforcing a view that online RL does not scale. Inspired by the foundation model recipe (large-scale pretraining followed by light RL) we ask whether a single agent can be trained on hundreds of tasks with online interaction. To accelerate research in this direction, we introduce a new benchmark with 200 diverse tasks spanning many domains and embodiments, each with language instructions, demonstrations, and optionally image observations. We then present \emph{Newt}, a language-conditioned multitask world model that is first pretrained on demonstrations to acquire task-aware representations and action priors, and then jointly optimized with online interaction across all tasks. Experiments show that Newt yields better multitask performance and data-efficiency than a set of strong baselines, exhibits strong open-loop control, and enables rapid adaptation to unseen tasks. We release our environments, demonstrations, code for training and evaluation, as well as 200+ checkpoints.

cs.LG

Learning to Design Soft Hands using Reward Models

Soft robotic hands promise to provide compliant and safe interaction with objects and environments. However, designing soft hands to be both compliant and functional across diverse use cases remains challenging. Although co-design of hardware and control better couples morphology to behavior, the resulting search space is high-dimensional, and even simulation-based evaluation is computationally expensive. In this paper, we propose a Cross-Entropy Method with Reward Model (CEM-RM) framework that efficiently optimizes tendon-driven soft robotic hands based on teleoperation control policy, reducing design evaluations by more than half compared to pure optimization while learning a distribution of optimized hand designs from pre-collected teleoperation data. We derive a design space for a soft robotic hand composed of flexural soft fingers and implement parallelized training in simulation. The optimized hands are then 3D-printed and deployed in the real world using both teleoperation data and real-time teleoperation. Experiments in both simulation and hardware demonstrate that our optimized design significantly outperforms baseline hands in grasping success rates across a diverse set of challenging objects.

cs.RO

Multi-Stage Manipulation with Demonstration-Augmented Reward, Policy, and World Model Learning

Long-horizon tasks in robotic manipulation present significant challenges in reinforcement learning (RL) due to the difficulty of designing dense reward functions and effectively exploring the expansive state-action space. However, despite a lack of dense rewards, these tasks often have a multi-stage structure, which can be leveraged to decompose the overall objective into manageable subgoals. In this work, we propose DEMO3, a framework that exploits this structure for efficient learning from visual inputs. Specifically, our approach incorporates multi-stage dense reward learning, a bi-phasic training scheme, and world model learning into a carefully designed demonstration-augmented RL framework that strongly mitigates the challenge of exploration in long-horizon tasks. Our evaluations demonstrate that our method improves data-efficiency by an average of 40% and by 70% on particularly difficult tasks compared to state-of-the-art approaches. We validate this across 16 sparse-reward tasks spanning four domains, including challenging humanoid visual control tasks using as few as five demonstrations.

cs.LG

A Simulation Benchmark for Autonomous Racing with Large-Scale Human Data

Despite the availability of international prize-money competitions, scaled vehicles, and simulation environments, research on autonomous racing and the control of sports cars operating close to the limit of handling has been limited by the high costs of vehicle acquisition and management, as well as the limited physics accuracy of open-source simulators. In this paper, we propose a racing simulation platform based on the simulator Assetto Corsa to test, validate, and benchmark autonomous driving algorithms, including reinforcement learning (RL) and classical Model Predictive Control (MPC), in realistic and challenging scenarios. Our contributions include the development of this simulation platform, several state-of-the-art algorithms tailored to the racing environment, and a comprehensive dataset collected from human drivers. Additionally, we evaluate algorithms in the offline RL setting. All the necessary code (including environment and benchmarks), working examples, datasets, and videos are publicly released and can be found at: https://assetto-corsa-gym.github.io

cs.RO

PWM: Policy Learning with Multi-Task World Models

Reinforcement Learning (RL) has made significant strides in complex tasks but struggles in multi-task settings with different embodiments. World model methods offer scalability by learning a simulation of the environment but often rely on inefficient gradient-free optimization methods for policy extraction. In contrast, gradient-based methods exhibit lower variance but fail to handle discontinuities. Our work reveals that well-regularized world models can generate smoother optimization landscapes than the actual dynamics, facilitating more effective first-order optimization. We introduce Policy learning with multi-task World Models (PWM), a novel model-based RL algorithm for continuous control. Initially, the world model is pre-trained on offline data, and then policies are extracted from it using first-order optimization in less than 10 minutes per task. PWM effectively solves tasks with up to 152 action dimensions and outperforms methods that use ground-truth dynamics. Additionally, PWM scales to an 80-task setting, achieving up to 27% higher rewards than existing baselines without relying on costly online planning. Visualizations and code are available at https://www.imgeorgiev.com/pwm/.

cs.LG

Hierarchical World Models as Visual Whole-Body Humanoid Controllers

Whole-body control for humanoids is challenging due to the high-dimensional nature of the problem, coupled with the inherent instability of a bipedal morphology. Learning from visual observations further exacerbates this difficulty. In this work, we explore highly data-driven approaches to visual whole-body humanoid control based on reinforcement learning, without any simplifying assumptions, reward design, or skill primitives. Specifically, we propose a hierarchical world model in which a high-level agent generates commands based on visual observations for a low-level agent to execute, both of which are trained with rewards. Our approach produces highly performant control policies in 8 tasks with a simulated 56-DoF humanoid, while synthesizing motions that are broadly preferred by humans.

cs.LG

A Recipe for Unbounded Data Augmentation in Visual Reinforcement Learning

Q-learning algorithms are appealing for real-world applications due to their data-efficiency, but they are very prone to overfitting and training instabilities when trained from visual observations. Prior work, namely SVEA, finds that selective application of data augmentation can improve the visual generalization of RL agents without destabilizing training. We revisit its recipe for data augmentation, and find an assumption that limits its effectiveness to augmentations of a photometric nature. Addressing these limitations, we propose a generalized recipe, SADA, that works with wider varieties of augmentations. We benchmark its effectiveness on DMC-GB2 - our proposed extension of the popular DMControl Generalization Benchmark - as well as tasks from Meta-World and the Distracting Control Suite, and find that our method, SADA, greatly improves training stability and generalization of RL agents across a diverse set of augmentations. For visualizations, code and benchmark: see https://aalmuzairee.github.io/SADA/

cs.LG

TD-MPC2: Scalable, Robust World Models for Continuous Control

TD-MPC is a model-based reinforcement learning (RL) algorithm that performs local trajectory optimization in the latent space of a learned implicit (decoder-free) world model. In this work, we present TD-MPC2: a series of improvements upon the TD-MPC algorithm. We demonstrate that TD-MPC2 improves significantly over baselines across 104 online RL tasks spanning 4 diverse task domains, achieving consistently strong results with a single set of hyperparameters. We further show that agent capabilities increase with model and data size, and successfully train a single 317M parameter agent to perform 80 tasks across multiple task domains, embodiments, and action spaces. We conclude with an account of lessons, opportunities, and risks associated with large TD-MPC2 agents. Explore videos, models, data, code, and more at https://tdmpc2.com

cs.LG

Finetuning Offline World Models in the Real World

Reinforcement Learning (RL) is notoriously data-inefficient, which makes training on a real robot difficult. While model-based RL algorithms (world models) improve data-efficiency to some extent, they still require hours or days of interaction to learn skills. Recently, offline RL has been proposed as a framework for training RL policies on pre-existing datasets without any online interaction. However, constraining an algorithm to a fixed dataset induces a state-action distribution shift between training and inference, and limits its applicability to new tasks. In this work, we seek to get the best of both worlds: we consider the problem of pretraining a world model with offline data collected on a real robot, and then finetuning the model on online data collected by planning with the learned model. To mitigate extrapolation errors during online interaction, we propose to regularize the planner at test-time by balancing estimated returns and (epistemic) model uncertainty. We evaluate our method on a variety of visuo-motor control tasks in simulation and on a real robot, and find that our method enables few-shot finetuning to seen and unseen tasks even when offline data is limited. Videos, code, and data are available at https://yunhaifeng.com/FOWM .

cs.LG

MoDem-V2: Visuo-Motor World Models for Real-World Robot Manipulation

Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.

cs.RO

GNFactor: Multi-Task Real Robot Learning with Generalizable Neural Feature Fields

It is a long-standing problem in robotics to develop agents capable of executing diverse manipulation tasks from visual observations in unstructured real-world environments. To achieve this goal, the robot needs to have a comprehensive understanding of the 3D structure and semantics of the scene. In this work, we present $\textbf{GNFactor}$, a visual behavior cloning agent for multi-task robotic manipulation with $\textbf{G}$eneralizable $\textbf{N}$eural feature $\textbf{F}$ields. GNFactor jointly optimizes a generalizable neural field (GNF) as a reconstruction module and a Perceiver Transformer as a decision-making module, leveraging a shared deep 3D voxel representation. To incorporate semantics in 3D, the reconstruction module utilizes a vision-language foundation model ($\textit{e.g.}$, Stable Diffusion) to distill rich semantic information into the deep 3D voxel. We evaluate GNFactor on 3 real robot tasks and perform detailed ablations on 10 RLBench tasks with a limited number of demonstrations. We observe a substantial improvement of GNFactor over current state-of-the-art methods in seen and unseen tasks, demonstrating the strong generalization ability of GNFactor. Our project website is https://yanjieze.com/GNFactor/ .

cs.RO