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Sehoon Ha

Publications and source records attributed to Sehoon Ha.

At least 19 recordsLinked to original sources

Rapid co-design of Buoyancy-assisted robots for Challenging Locomotion using Gaussian Evolutionary Specialists

Designing high-performance legged robots requires jointly optimizing morphology and control. Model-free Reinforcement Learning (RL) offers an alternative to model-predictive control for developing robust controllers without explicitly specifying robot dynamics. Thus, we have seen theuse of RL to train controllers and evaluate designs for robot morphology optimization. While RL has shown success inlocomotion, using it in the co-design inner loop is expensive due to repeated policy training. Universal policies conditioned on morphology offer a promising alternative, but suffer from behavioral diversity collapse, converging to a single strategy that performs sub-optimally across designs. On the other hand, end-to-end Mixture-of-Experts (MoE) architectures fail due to a collapse in its representation. We propose Gaussian Evolutionary Specialists (GES), a framework that decouples design-space partitioning from policy learning to capture diverse behaviors explicitly. GES assigns specialist policies to evolving Gaussian regions and iteratively refines them via training, probing, and territory expansion. The resulting specialists are integrated into a design sampling loop, replacing costly re-training with direct evaluation. When tested on the Buoyancy-Assisted Light Legged Unit (BALLU), GES discovers designs with 5 - 25% higher performance than naive universal policies. On hardware, a GES optimized design overcomes a 24 cm tall obstacle - 3x improvement over the baseline BALLU design. Moreover, GES curtails design optimization time by 37%.

cs.RO

LineRides: Line-Guided Reinforcement Learning for Bicycle Robot Stunts

Designing reward functions for agile robotic maneuvers in reinforcement learning remains difficult, and demonstration-based approaches often require reference motions that are unavailable for novel platforms or extreme stunts. We present LineRides, a line-guided learning framework that enables a custom bicycle robot to acquire diverse, commandable stunt behaviors from a user-provided spatial guideline and sparse key-orientations, without demonstrations or explicit timing. LineRides handles physically infeasible guidelines using a tracking margin that permits controlled deviation, resolves temporal ambiguity by measuring progress via traveled distance along the guideline, and disambiguates motion details through position- and sequence-based key-orientations. We evaluate LineRides on the Ultra Mobility Vehicle (UMV) and show that the policy trained with our methods supports seamless transitions between normal driving and stunt execution, enabling five distinct stunts on command: MiniHop, LargeHop, ThreePointTurn, Backflip, and DriftTurn.

cs.RO

BAT: Balancing Agility and Stability via Online Policy Switching for Long-Horizon Whole-Body Humanoid Control

Despite recent advances in control, reinforcement learning, and imitation learning, developing a unified framework that can achieve agile, precise, and robust whole-body behaviors, particularly in long-horizon tasks, remains challenging. Existing approaches typically follow two paradigms: coupled whole-body policies for global coordination and decoupled policies for modular precision. However, without a systematic method to integrate both, this trade-off between agility, robustness, and precision remains unresolved. In this work, we propose BAT, an online policy-switching framework that dynamically selects between two complementary whole-body RL controllers to balance agility and stability across different motion contexts. Our framework consists of two complementary modules: a switching policy learned via hierarchical RL with an expert guidance from sliding-horizon policy pre-evaluation, and an option-aware VQ-VAE that predicts option preference from discrete motion token sequences for improved generalization. The final decision is obtained via confidence-weighted fusion of two modules. Extensive simulations and real-world experiments on the Unitree G1 humanoid robot demonstrate that BAT enables versatile long-horizon loco-manipulation and outperforms prior methods across diverse tasks.

cs.RO

Flip Stunts on Bicycle Robots using Iterative Motion Imitation

This work demonstrates a front-flip on bicycle robots via reinforcement learning, particularly by imitating reference motions that are infeasible and imperfect. To address this, we propose Iterative Motion Imitation(IMI), a method that iteratively imitates trajectories generated by prior policy rollouts. Starting from an initial reference that is kinematically or dynamically infeasible, IMI helps train policies that lead to feasible and agile behaviors. We demonstrate our method on Ultra-Mobility Vehicle (UMV), a bicycle robot that is designed to enable agile behaviors. From a self-colliding table-to-ground flip reference generated by a model-based controller, we are able to train policies that enable ground-to-ground and ground-to-table front-flips. We show that compared to a single-shot motion imitation, IMI results in policies with higher success rates and can transfer robustly to the real world. To our knowledge, this is the first unassisted acrobatic flip behavior on such a platform.

cs.RO

Partial Motion Imitation for Learning Cart Pushing with Legged Manipulators

Loco-manipulation is a key capability for legged robots to perform practical mobile manipulation tasks, such as transporting and pushing objects, in real-world environments. However, learning robust loco-manipulation skills remains challenging due to the difficulty of maintaining stable locomotion while simultaneously performing precise manipulation behaviors. This work proposes a partial imitation learning approach that transfers the locomotion style learned from a locomotion task to cart loco-manipulation. A robust locomotion policy is first trained with extensive domain and terrain randomization, and a loco-manipulation policy is then learned by imitating only lower-body motions using a partial adversarial motion prior. We conduct experiments demonstrating that the learned policy successfully pushes a cart along diverse trajectories in IsaacLab and transfers effectively to MuJoCo. We also compare our method to several baselines and show that the proposed approach achieves more stable and accurate loco-manipulation behaviors.

cs.RO

EgoAVFlow: Robot Policy Learning with Active Vision from Human Egocentric Videos via 3D Flow

Egocentric human videos provide a scalable source of manipulation demonstrations; however, deploying them on robots requires active viewpoint control to maintain task-critical visibility, which human viewpoint imitation often fails to provide due to human-specific priors. We propose EgoAVFlow, which learns manipulation and active vision from egocentric videos through a shared 3D flow representation that supports geometric visibility reasoning and transfers without robot demonstrations. EgoAVFlow uses diffusion models to predict robot actions, future 3D flow, and camera trajectories, and refines viewpoints at test time with reward-maximizing denoising under a visibility-aware reward computed from predicted motion and scene geometry. Real-world experiments under actively changing viewpoints show that EgoAVFlow consistently outperforms prior human-demo-based baselines, demonstrating effective visibility maintenance and robust manipulation without robot demonstrations.

cs.RO

AdaptManip: Learning Adaptive Whole-Body Object Lifting and Delivery with Online Recurrent State Estimation

This paper presents Adaptive Whole-body Loco-Manipulation, AdaptManip, a fully autonomous framework for humanoid robots to perform integrated navigation, object lifting, and delivery. Unlike prior imitation learning-based approaches that rely on human demonstrations and are often brittle to disturbances, AdaptManip aims to train a robust loco-manipulation policy via reinforcement learning without human demonstrations or teleoperation data. The proposed framework consists of three coupled components: (1) a recurrent object state estimator that tracks the manipulated object in real time under limited field-of-view and occlusions; (2) a whole-body base policy for robust locomotion with residual manipulation control for stable object lifting and delivery; and (3) a LiDAR-based robot global position estimator that provides drift-robust localization. All components are trained in simulation using reinforcement learning and deployed on real hardware in a zero-shot manner. Experimental results show that AdaptManip significantly outperforms baseline methods, including imitation learning-based approaches, in adaptability and overall success rate, while accurate object state estimation improves manipulation performance even under occlusion. We further demonstrate fully autonomous real-world navigation, object lifting, and delivery on a humanoid robot.

cs.RO

RobotDesignGPT: Automated Robot Design Synthesis using Vision Language Models

Robot design is a nontrivial process that involves careful consideration of multiple criteria, including user specifications, kinematic structures, and visual appearance. Therefore, the design process often relies heavily on domain expertise and significant human effort. The majority of current methods are rule-based, requiring the specification of a grammar or a set of primitive components and modules that can be composed to create a design. We propose a novel automated robot design framework, RobotDesignGPT, that leverages the general knowledge and reasoning capabilities of large pre-trained vision-language models to automate the robot design synthesis process. Our framework synthesizes an initial robot design from a simple user prompt and a reference image. Our novel visual feedback approach allows us to greatly improve the design quality and reduce unnecessary manual feedback. We demonstrate that our framework can design visually appealing and kinematically valid robots inspired by nature, ranging from legged animals to flying creatures. We justify the proposed framework by conducting an ablation study and a user study.

cs.RO

Dynamic Policy Learning for Legged Robot with Simplified Model Pretraining and Model-Homotopy-Inspired Transfer

Generating dynamic motions for legged robots remains a challenging problem. While reinforcement learning has achieved notable success in various legged locomotion tasks, producing highly dynamic behaviors often requires extensive reward tuning or high-quality demonstrations. Leveraging reduced-order models can help mitigate these challenges. However, the model discrepancy poses a significant challenge when transferring policies to full-body dynamics environments. In this work, we introduce a continuation-based learning framework that combines simplified model pretraining and model-homotopy-inspired transfer to efficiently generate and refine complex dynamic behaviors. First, we pretrain the policy using a single rigid body model to capture core motion patterns in a simplified environment. Next, we employ a continuation strategy to progressively transfer the policy to the full-body environment, minimizing performance loss. To define the continuation path, we introduce a parametric transition path from the single rigid body model to the full-body model by gradually redistributing mass and inertia between the trunk and legs. The proposed method achieves faster convergence and demonstrates superior stability during the transfer process compared to baseline methods. Our framework is validated on a range of dynamic tasks, including flips and wall-assisted maneuvers, and is successfully deployed on a real quadrupedal robot.

cs.RO

Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game

Recent advances in whole-body robot control have enabled humanoid and legged robots to perform increasingly agile and coordinated motions. However, standardized benchmarks for evaluating these capabilities in real-world settings, and in direct comparison to humans, remain scarce. Existing evaluations often rely on pre-collected human motion datasets or simulation-based experiments, which limit reproducibility, overlook hardware factors, and hinder fair human-robot comparisons. We present Switch-JustDance, a low-cost and reproducible benchmarking pipeline that leverages motion-sensing console games, Just Dance on the Nintendo Switch, to evaluate robot whole-body control. Using Just Dance on the Nintendo Switch as a representative platform, Switch-JustDance converts in-game choreography into robot-executable motions through streaming, motion reconstruction, and motion retargeting modules and enables users to evaluate controller performance through the game's built-in scoring system. We first validate the evaluation properties of Just Dance, analyzing its reliability, validity, sensitivity, and potential sources of bias. Our results show that the platform provides consistent and interpretable performance measures, making it a suitable tool for benchmarking embodied AI. Building on this foundation, we benchmark three state-of-the-art humanoid whole-body controllers on hardware and provide insights into their relative strengths and limitations.

cs.RO

Reference Grounded Skill Discovery

Scaling unsupervised skill discovery algorithms to high-DoF agents remains challenging. As dimensionality increases, the exploration space grows exponentially, while the manifold of meaningful skills remains limited. Therefore, semantic meaningfulness becomes essential to effectively guide exploration in high-dimensional spaces. In this work, we present Reference-Grounded Skill Discovery (RGSD), a novel algorithm that grounds skill discovery in a semantically meaningful latent space using reference data. RGSD first performs contrastive pretraining to embed motions on a unit hypersphere, clustering each reference trajectory into a distinct direction. This grounding enables skill discovery to simultaneously involve both imitation of reference behaviors and the discovery of semantically related diverse behaviors. On a simulated SMPL humanoid with $359$-D observations and $69$-D actions, RGSD successfully imitates skills such as walking, running, punching, and sidestepping, while also discover variations of these behaviors. In downstream locomotion tasks, RGSD leverages the discovered skills to faithfully satisfy user-specified style commands and outperforms imitation-learning baselines, which often fail to maintain the commanded style.

cs.LG

Deep Reinforcement Learning for Multi-Agent Coordination

We address the challenge of coordinating multiple robots in narrow and confined environments, where congestion and interference often hinder collective task performance. Drawing inspiration from insect colonies, which achieve robust coordination through stigmergy -- modifying and interpreting environmental traces -- we propose a Stigmergic Multi-Agent Deep Reinforcement Learning (S-MADRL) framework that leverages virtual pheromones to model local and social interactions, enabling decentralized emergent coordination without explicit communication. To overcome the convergence and scalability limitations of existing algorithms such as MADQN, MADDPG, and MAPPO, we leverage curriculum learning, which decomposes complex tasks into progressively harder sub-problems. Simulation results show that our framework achieves the most effective coordination of up to eight agents, where robots self-organize into asymmetric workload distributions that reduce congestion and modulate group performance. This emergent behavior, analogous to strategies observed in nature, demonstrates a scalable solution for decentralized multi-agent coordination in crowded environments with communication constraints.

cs.LG

MoReFlow: Motion Retargeting Learning through Unsupervised Flow Matching

Motion retargeting holds a premise of offering a larger set of motion data for characters and robots with different morphologies. Many prior works have approached this problem via either handcrafted constraints or paired motion datasets, limiting their applicability to humanoid characters or narrow behaviors such as locomotion. Moreover, they often assume a fixed notion of retargeting, overlooking domain-specific objectives like style preservation in animation or task-space alignment in robotics. In this work, we propose MoReFlow, Motion Retargeting via Flow Matching, an unsupervised framework that learns correspondences between characters' motion embedding spaces. Our method consists of two stages. First, we train tokenized motion embeddings for each character using a VQ-VAE, yielding compact latent representations. Then, we employ flow matching with conditional coupling to align the latent spaces across characters, which simultaneously learns conditioned and unconditioned matching to achieve robust but flexible retargeting. Once trained, MoReFlow enables flexible and reversible retargeting without requiring paired data. Experiments demonstrate that MoReFlow produces high-quality motions across diverse characters and tasks, offering improved controllability, generalization, and motion realism compared to the baselines.

cs.GR

FiLM-Nav: Efficient and Generalizable Navigation via VLM Fine-tuning

Enabling robotic assistants to navigate complex environments and locate objects described in free-form language is a critical capability for real-world deployment. While foundation models, particularly Vision-Language Models (VLMs), offer powerful semantic understanding, effectively adapting their web-scale knowledge for embodied decision-making remains a key challenge. We present FiLM-Nav (Fine-tuned Language Model for Navigation), an approach that directly fine-tunes pre-trained VLM as the navigation policy. In contrast to methods that use foundation models primarily in a zero-shot manner or for map annotation, FiLM-Nav learns to select the next best exploration frontier by conditioning directly on raw visual trajectory history and the navigation goal. Leveraging targeted simulated embodied experience allows the VLM to ground its powerful pre-trained representations in the specific dynamics and visual patterns relevant to goal-driven navigation. Critically, fine-tuning on a diverse data mixture combining ObjectNav, OVON, ImageNav, and an auxiliary spatial reasoning task proves essential for achieving robustness and broad generalization. FiLM-Nav sets a new state-of-the-art in both SPL and success rate on HM3D ObjectNav among open-vocabulary methods, and sets a state-of-the-art SPL on the challenging HM3D-OVON benchmark, demonstrating strong generalization to unseen object categories. Our work validates that directly fine-tuning VLMs on diverse simulated embodied data is a highly effective pathway towards generalizable and efficient semantic navigation capabilities.

cs.RO

A Design Co-Pilot for Task-Tailored Manipulators

Although robotic manipulators are used in an ever-growing range of applications, robot manufacturers typically follow a ``one-fits-all'' philosophy, employing identical manipulators in various settings. This often leads to suboptimal performance, as general-purpose designs fail to exploit particularities of tasks. The development of custom, task-tailored robots is hindered by long, cost-intensive development cycles and the high cost of customized hardware. Recently, various computational design methods have been devised to overcome the bottleneck of human engineering. In addition, a surge of modular robots allows quick and economical adaptation to changing industrial settings. This work proposes an approach to automatically designing and optimizing robot morphologies tailored to a specific environment. To this end, we learn the inverse kinematics for a wide range of different manipulators. A fully differentiable framework realizes gradient-based fine-tuning of designed robots and inverse kinematics solutions. Our generative approach accelerates the generation of specialized designs from hours with optimization-based methods to seconds, serving as a design co-pilot that enables instant adaptation and effective human-AI collaboration. Numerical experiments show that our approach finds robots that can navigate cluttered environments, manipulators that perform well across a specified workspace, and can be adapted to different hardware constraints. Finally, we demonstrate the real-world applicability of our method by setting up a modular robot designed in simulation that successfully moves through an obstacle course.

cs.RO

EMMA: Scaling Mobile Manipulation via Egocentric Human Data

Scaling mobile manipulation imitation learning is bottlenecked by expensive mobile robot teleoperation. We present Egocentric Mobile MAnipulation (EMMA), an end-to-end framework training mobile manipulation policies from human mobile manipulation data with static robot data, sidestepping mobile teleoperation. To accomplish this, we co-train human full-body motion data with static robot data. In our experiments across three real-world tasks, EMMA demonstrates comparable performance to baselines trained on teleoperated mobile robot data (Mobile ALOHA), achieving higher or equivalent task performance in full task success. We find that EMMA is able to generalize to new spatial configurations and scenes, and we observe positive performance scaling as we increase the hours of human data, opening new avenues for scalable robotic learning in real-world environments. Details of this project can be found at https://ego-moma.github.io/.

cs.RO

Switch4EAI: Leveraging Console Game Platform for Benchmarking Robotic Athletics

Recent advances in whole-body robot control have enabled humanoid and legged robots to execute increasingly agile and coordinated movements. However, standardized benchmarks for evaluating robotic athletic performance in real-world settings and in direct comparison to humans remain scarce. We present Switch4EAI(Switch-for-Embodied-AI), a low-cost and easily deployable pipeline that leverages motion-sensing console games to evaluate whole-body robot control policies. Using Just Dance on the Nintendo Switch as a representative example, our system captures, reconstructs, and retargets in-game choreography for robotic execution. We validate the system on a Unitree G1 humanoid with an open-source whole-body controller, establishing a quantitative baseline for the robot's performance against a human player. In the paper, we discuss these results, which demonstrate the feasibility of using commercial games platform as physically grounded benchmarks and motivate future work to for benchmarking embodied AI.

cs.RO

Unsupervised Skill Discovery as Exploration for Learning Agile Locomotion

Exploration is crucial for enabling legged robots to learn agile locomotion behaviors that can overcome diverse obstacles. However, such exploration is inherently challenging, and we often rely on extensive reward engineering, expert demonstrations, or curriculum learning - all of which limit generalizability. In this work, we propose Skill Discovery as Exploration (SDAX), a novel learning framework that significantly reduces human engineering effort. SDAX leverages unsupervised skill discovery to autonomously acquire a diverse repertoire of skills for overcoming obstacles. To dynamically regulate the level of exploration during training, SDAX employs a bi-level optimization process that autonomously adjusts the degree of exploration. We demonstrate that SDAX enables quadrupedal robots to acquire highly agile behaviors including crawling, climbing, leaping, and executing complex maneuvers such as jumping off vertical walls. Finally, we deploy the learned policy on real hardware, validating its successful transfer to the real world.

cs.RO