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Stephen Hart

Publications and source records attributed to Stephen Hart.

7 recordsLinked to original sources

When Life Gives You BC, Make Q-functions: Extracting Q-values from Behavior Cloning for On-Robot Reinforcement Learning

Behavior Cloning (BC) has emerged as a highly effective paradigm for robot learning. However, BC lacks a self-guided mechanism for online improvement after demonstrations have been collected. Existing offline-to-online learning methods often cause policies to replace previously learned good actions due to a distribution mismatch between offline data and online learning. In this work, we propose Q2RL, Q-Estimation and Q-Gating from BC for Reinforcement Learning, an algorithm for efficient offline-to-online learning. Our method consists of two parts: (1) Q-Estimation extracts a Q-function from a BC policy using a few interaction steps with the environment, followed by online RL with (2) Q-Gating, which switches between BC and RL policy actions based on their respective Q-values to collect samples for RL policy training. Across manipulation tasks from D4RL and robomimic benchmarks, Q2RL outperforms SOTA offline-to-online learning baselines on success rate and time to convergence. Q2RL is efficient enough to be applied in an on-robot RL setting, learning robust policies for contact-rich and high precision manipulation tasks such as pipe assembly and kitting, in 1-2 hours of online interaction, achieving success rates of up to 100% and up to 3.75x improvement against the original BC policy. Code and video are available at https://pages.rai-inst.com/q2rl_website/

cs.RO

SOLE-R1: Video-Language Reasoning as the Sole Reward for On-Robot Reinforcement Learning

Vision-language models (VLMs) have shown impressive capabilities across diverse tasks, motivating efforts to leverage these models to supervise robot learning. However, when used as evaluators in reinforcement learning (RL), today's strongest models often fail under partial observability and distribution shift, enabling policies to exploit perceptual errors rather than solve the task. We introduce SOLE-R1 (Self-Observing LEarner), a video-language reasoning model explicitly designed to serve as the sole reward signal for online RL. Given only raw video observations and a natural-language goal, SOLE-R1 performs per-timestep spatiotemporal chain-of-thought (CoT) reasoning and produces dense estimates of task progress that can be used directly as rewards. To train SOLE-R1, we develop a large-scale video trajectory and reasoning synthesis pipeline that generates temporally grounded CoT traces aligned with continuous progress supervision. This data is combined with foundational spatial and multi-frame temporal reasoning, and used to train the model with a hybrid framework that couples supervised fine-tuning with RL from verifiable rewards. Across four different simulation environments and a real-robot setting, SOLE-R1 enables zero-shot online RL from random initialization: robots learn previously unseen manipulation tasks without ground-truth rewards, success indicators, demonstrations, or task-specific tuning. SOLE-R1 succeeds on 24 unseen tasks and substantially outperforms strong vision-language rewarders, including Robometer, RoboReward, ReWiND, GPT-5, and Gemini-3-Pro, while exhibiting markedly greater robustness to reward hacking. We release all models, data, code, and demos at the anonymous page: https://philip-mit.github.io/sole-r1/

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.

cs.RO

Equivariant Diffusion Policy

Recent work has shown diffusion models are an effective approach to learning the multimodal distributions arising from demonstration data in behavior cloning. However, a drawback of this approach is the need to learn a denoising function, which is significantly more complex than learning an explicit policy. In this work, we propose Equivariant Diffusion Policy, a novel diffusion policy learning method that leverages domain symmetries to obtain better sample efficiency and generalization in the denoising function. We theoretically analyze the $\mathrm{SO}(2)$ symmetry of full 6-DoF control and characterize when a diffusion model is $\mathrm{SO}(2)$-equivariant. We furthermore evaluate the method empirically on a set of 12 simulation tasks in MimicGen, and show that it obtains a success rate that is, on average, 21.9% higher than the baseline Diffusion Policy. We also evaluate the method on a real-world system to show that effective policies can be learned with relatively few training samples, whereas the baseline Diffusion Policy cannot.

cs.RO

ADAMANT: A Pipeline for Adaptable Manipulation Tasks

This paper presents ADAMANT, a set of software modules that provides grasp planning capabilities to an existing robot planning and control software framework. Our presented work allows a user to adapt a manipulation task to be used under widely different scenarios with minimal user input, thus reducing the operator's cognitive load. The developed tools include (1) plugin-based components that make it easy to extend default capabilities and to use third-party grasp libraries, (2) An object-centric way to define task constraints, (3) A user-friendly Rviz interface to use the grasp planner utilities, and (4) Interactive tools to use perception data to program a task. We tested our framework on a wide variety of robot simulations.

cs.RO

MOTENS: A Pedagogical Design Model for Serious Cyber Games

In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious games design to ensure they achieve the learning objectives. This paper proposes MOTENS, a pedagogical model, to design serious cyber games based on the gaps we identified in the current games design models and the lessons learnt from creating a serious tabletop game called Riskio, designed to teach cyber security awareness and education. The MOTENS model has six high-level components. Five components are linked to the games/design mechanics, and one component, `Theory', that supports the design's cognitive principles, including players' motivation. The model is used to design serious cyber games and goes through five stages, from identifying and segmenting target players, steps to creating game mechanics linked to pedagogy instruction and then to testing to create a serious game that is designed to achieve the games learning objectives.

cs.CR

Deploying the NASA Valkyrie Humanoid for IED Response: An Initial Approach and Evaluation Summary

As part of a feasibility study, this paper shows the NASA Valkyrie humanoid robot performing an end-to-end improvised explosive device (IED) response task. To demonstrate and evaluate robot capabilities, sub-tasks highlight different locomotion, manipulation, and perception requirements: traversing uneven terrain, passing through a narrow passageway, opening a car door, retrieving a suspected IED, and securing the IED in a total containment vessel (TCV). For each sub-task, a description of the technical approach and the hidden challenges that were overcome during development are presented. The discussion of results, which explicitly includes existing limitations, is aimed at motivating continued research and development to enable practical deployment of humanoid robots for IED response. For instance, the data shows that operator pauses contribute to 50\% of the total completion time, which implies that further work is needed on user interfaces for increasing task completion efficiency.

cs.RO