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Tengyu Liu

Publications and source records attributed to Tengyu Liu.

At least 19 recordsLinked to original sources

Trajectory-Level Automatic Curriculum Learning for Legged Locomotion on Unstructured Terrain

Training locomotion policies for complex unstructured terrain requires a curriculum to avoid early exploration failures. However, since unstructured terrain lacks explicit difficulty ordering for curriculum design, existing methods resort to heuristic curricula over parameterized terrains. This abstraction limits generalization, as policies can overadapt to near-fixed perceptual patterns. To address this, we propose \textbf{\ourname{}}, an \textbf{T}rajectory-level \textbf{A}utomatic \textbf{C}urriculum \textbf{L}earning framework that generates training tasks directly from unstructured terrain maps. At each curriculum update, the evaluator learns a difficulty function for the current policy that maps a given trajectory task to a difficulty score. The sampler then proposes new trajectories guided by the learned evaluator as the curriculum for the next policy update. This forms a closed loop in which the curriculum is iteratively matched to the evolving policy. Quantitative and qualitative experiments show that \ourname{} continuously provides effective curricula on unstructured terrain, improving trajectory success rate by \(56.3\%\) over direct training without curriculum. Compared with handcrafted curriculum learning, our method improves success rate by \(18.5\%\) on the hardest terrain tasks and by up to \(39.74\%\) when evaluating traversal from diverse approach directions on the same obstacle type.

cs.AI

Towards Human-level Dexterous Teleoperation

Humans routinely wield tools, swap grasps, and reposition objects within a single hand, seamlessly orchestrating contact transitions that span translation, reorientation, and finger gaiting. Endowing robot dexterous hands with this level of in-hand dexterity through teleoperation requires precise control of object motion via dynamic hand-object contact, yet current teleoperation systems remain far from this capability. To bridge this gap, we take a major step towards human-level dexterous teleoperation by introducing TeleDexter, a hand-object co-tracking controller that maps operator intent into learned, low-level contact execution. The controller is trained on consecutive co-tracking subgoals derived from human reference motions, utilizing a hybrid reward that couples sparse subgoal objectives with dense tracking rewards to enable learning across diverse interaction modalities rather than frame-wise trajectory imitation. The entire pipeline requires only single-stage RL and, with random action masking and domain randomization, transfers zero-shot to the real robot. We evaluate TeleDexter on seven challenging dexterous teleoperation tasks spanning object reorientation and long-horizon tool use across two dexterous hands, achieving a 75% average success rate where all baselines consistently fail. Furthermore, the collected demonstrations successfully train autonomous policies via behavioral cloning, marking a concrete step towards human-level dexterous teleoperation.

cs.RO

OmniTrack: General Motion Tracking via Physics-Consistent Reference

Learning motion tracking from rich human motion data is a foundational task for achieving general control in humanoid robots, enabling them to perform diverse behaviors. However, discrepancies in morphology and dynamics between humans and robots, combined with data noise, introduce physically infeasible artifacts in reference motions, such as floating and penetration. During both training and execution, these artifacts create a conflict between following inaccurate reference motions and maintaining the robot's stability, hindering the development of a generalizable motion tracking policy. To address these challenges, we introduce OmniTrack, a general tracking framework that explicitly decouples physical feasibility from general motion tracking. In the first stage, a privileged generalist policy generates physically plausible motions that strictly adhere to the robot's dynamics via trajectory rollout in simulation. In the second stage, the general control policy is trained to track these physically feasible motions, ensuring stable and coherent control transfer to the real robot. Experiments show that OmniTrack improves tracking accuracy and demonstrates strong generalization to unseen motions. In real-world tests, OmniTrack achieves hour-long, consistent, and stable tracking, including complex acrobatic motions such as flips and cartwheels. Additionally, we show that OmniTrack supports human-style stable and dynamic online teleoperation, highlighting its robustness and adaptability to varying user inputs.

cs.RO

Simultaneous Tactile-Visual Perception for Learning Multimodal Robot Manipulation

Robotic manipulation requires both rich multimodal perception and effective learning frameworks to handle complex real-world tasks. See-through-skin (STS) sensors, which combine tactile and visual perception, offer promising sensing capabilities, while modern imitation learning provides powerful tools for policy acquisition. However, existing STS designs lack simultaneous multimodal perception and suffer from unreliable tactile tracking. Furthermore, integrating these rich multimodal signals into learning-based manipulation pipelines remains an open challenge. We introduce TacThru, an STS sensor enabling simultaneous visual perception and robust tactile signal extraction, and TacThru-UMI, an imitation learning framework that leverages these multimodal signals for manipulation. Our sensor features a fully transparent elastomer, persistent illumination, novel keyline markers, and efficient tracking, while our learning system integrates these signals through a Transformer-based Diffusion Policy. Experiments on five challenging real-world tasks show that TacThru-UMI achieves an average success rate of 85.5%, significantly outperforming the baselines of tactile policy(66.3%) and vision-only policy (55.4%). The system excels in critical scenarios, including contact detection with thin and soft objects and precision manipulation requiring multimodal coordination. This work demonstrates that combining simultaneous multimodal perception with modern learning frameworks enables more precise, adaptable robotic manipulation.

cs.RO

SafeFall: Learning Protective Control for Humanoid Robots

Bipedal locomotion makes humanoid robots inherently prone to falls, causing catastrophic damage to the expensive sensors, actuators, and structural components of full-scale robots. To address this critical barrier to real-world deployment, we present \method, a framework that learns to predict imminent, unavoidable falls and execute protective maneuvers to minimize hardware damage. SafeFall is designed to operate seamlessly alongside existing nominal controller, ensuring no interference during normal operation. It combines two synergistic components: a lightweight, GRU-based fall predictor that continuously monitors the robot's state, and a reinforcement learning policy for damage mitigation. The protective policy remains dormant until the predictor identifies a fall as unavoidable, at which point it activates to take control and execute a damage-minimizing response. This policy is trained with a novel, damage-aware reward function that incorporates the robot's specific structural vulnerabilities, learning to shield critical components like the head and hands while absorbing energy with more robust parts of its body. Validated on a full-scale Unitree G1 humanoid, SafeFall demonstrated significant performance improvements over unprotected falls. It reduced peak contact forces by 68.3\%, peak joint torques by 78.4\%, and eliminated 99.3\% of collisions with vulnerable components. By enabling humanoids to fail safely, SafeFall provides a crucial safety net that allows for more aggressive experiments and accelerates the deployment of these robots in complex, real-world environments.

cs.RO

Ag2x2: Robust Agent-Agnostic Visual Representations for Zero-Shot Bimanual Manipulation

Bimanual manipulation, fundamental to human daily activities, remains a challenging task due to its inherent complexity of coordinated control. Recent advances have enabled zero-shot learning of single-arm manipulation skills through agent-agnostic visual representations derived from human videos; however, these methods overlook crucial agent-specific information necessary for bimanual coordination, such as end-effector positions. We propose Ag2x2, a computational framework for bimanual manipulation through coordination-aware visual representations that jointly encode object states and hand motion patterns while maintaining agent-agnosticism. Extensive experiments demonstrate that Ag2x2 achieves a 73.5% success rate across 13 diverse bimanual tasks from Bi-DexHands and PerAct2, including challenging scenarios with deformable objects like ropes. This performance outperforms baseline methods and even surpasses the success rate of policies trained with expert-engineered rewards. Furthermore, we show that representations learned through Ag2x2 can be effectively leveraged for imitation learning, establishing a scalable pipeline for skill acquisition without expert supervision. By maintaining robust performance across diverse tasks without human demonstrations or engineered rewards, Ag2x2 represents a step toward scalable learning of complex bimanual robotic skills.

cs.RO

ControlVLA: Few-shot Object-centric Adaptation for Pre-trained Vision-Language-Action Models

Learning real-world robotic manipulation is challenging, particularly when limited demonstrations are available. Existing methods for few-shot manipulation often rely on simulation-augmented data or pre-built modules like grasping and pose estimation, which struggle with sim-to-real gaps and lack extensibility. While large-scale imitation pre-training shows promise, adapting these general-purpose policies to specific tasks in data-scarce settings remains unexplored. To achieve this, we propose ControlVLA, a novel framework that bridges pre-trained VLA models with object-centric representations via a ControlNet-style architecture for efficient fine-tuning. Specifically, to introduce object-centric conditions without overwriting prior knowledge, ControlVLA zero-initializes a set of projection layers, allowing them to gradually adapt the pre-trained manipulation policies. In real-world experiments across 6 diverse tasks, including pouring cubes and folding clothes, our method achieves a 76.7% success rate while requiring only 10-20 demonstrations -- a significant improvement over traditional approaches that require more than 100 demonstrations to achieve comparable success. Additional experiments highlight ControlVLA's extensibility to long-horizon tasks and robustness to unseen objects and backgrounds.

cs.RO

CLONE: Closed-Loop Whole-Body Humanoid Teleoperation for Long-Horizon Tasks

Humanoid teleoperation plays a vital role in demonstrating and collecting data for complex humanoid-scene interactions. However, current teleoperation systems face critical limitations: they decouple upper- and lower-body control to maintain stability, restricting natural coordination, and operate open-loop without real-time position feedback, leading to accumulated drift. The fundamental challenge is achieving precise, coordinated whole-body teleoperation over extended durations while maintaining accurate global positioning. Here we show that an MoE-based teleoperation system, CLONE, with closed-loop error correction enables unprecedented whole-body teleoperation fidelity, maintaining minimal positional drift over long-range trajectories using only head and hand tracking from an MR headset. Unlike previous methods that either sacrifice coordination for stability or suffer from unbounded drift, CLONE learns diverse motion skills while preventing tracking error accumulation through real-time feedback, enabling complex coordinated movements such as ``picking up objects from the ground.'' These results establish a new milestone for whole-body humanoid teleoperation for long-horizon humanoid-scene interaction tasks.

cs.RO

MetaScenes: Towards Automated Replica Creation for Real-world 3D Scans

Embodied AI (EAI) research requires high-quality, diverse 3D scenes to effectively support skill acquisition, sim-to-real transfer, and generalization. Achieving these quality standards, however, necessitates the precise replication of real-world object diversity. Existing datasets demonstrate that this process heavily relies on artist-driven designs, which demand substantial human effort and present significant scalability challenges. To scalably produce realistic and interactive 3D scenes, we first present MetaScenes, a large-scale, simulatable 3D scene dataset constructed from real-world scans, which includes 15366 objects spanning 831 fine-grained categories. Then, we introduce Scan2Sim, a robust multi-modal alignment model, which enables the automated, high-quality replacement of assets, thereby eliminating the reliance on artist-driven designs for scaling 3D scenes. We further propose two benchmarks to evaluate MetaScenes: a detailed scene synthesis task focused on small item layouts for robotic manipulation and a domain transfer task in vision-and-language navigation (VLN) to validate cross-domain transfer. Results confirm MetaScene's potential to enhance EAI by supporting more generalizable agent learning and sim-to-real applications, introducing new possibilities for EAI research. Project website: https://meta-scenes.github.io/.

cs.CV

Taccel: Scaling Up Vision-based Tactile Robotics via High-performance GPU Simulation

Tactile sensing is crucial for achieving human-level robotic capabilities in manipulation tasks. As a promising solution, Vision-Based Tactile Sensors (VBTSs) offer high spatial resolution and cost-effectiveness, but present unique challenges in robotics for their complex physical characteristics and visual signal processing requirements. The lack of efficient and accurate simulation tools for VBTSs has significantly limited the scale and scope of tactile robotics research. We present Taccel, a high-performance simulation platform that integrates IPC and ABD to model robots, tactile sensors, and objects with both accuracy and unprecedented speed, achieving an 18-fold acceleration over real-time across thousands of parallel environments. Unlike previous simulators that operate at sub-real-time speeds with limited parallelization, Taccel provides precise physics simulation and realistic tactile signals while supporting flexible robot-sensor configurations through user-friendly APIs. Through extensive validation in object recognition, robotic grasping, and articulated object manipulation, we demonstrate precise simulation and successful sim-to-real transfer. These capabilities position Taccel as a powerful tool for scaling up tactile robotics research and development, potentially transforming how robots interact with and understand their physical environment.

cs.RO

GROVE: A Generalized Reward for Learning Open-Vocabulary Physical Skill

Learning open-vocabulary physical skills for simulated agents presents a significant challenge in artificial intelligence. Current reinforcement learning approaches face critical limitations: manually designed rewards lack scalability across diverse tasks, while demonstration-based methods struggle to generalize beyond their training distribution. We introduce GROVE, a generalized reward framework that enables open-vocabulary physical skill learning without manual engineering or task-specific demonstrations. Our key insight is that Large Language Models(LLMs) and Vision Language Models(VLMs) provide complementary guidance -- LLMs generate precise physical constraints capturing task requirements, while VLMs evaluate motion semantics and naturalness. Through an iterative design process, VLM-based feedback continuously refines LLM-generated constraints, creating a self-improving reward system. To bridge the domain gap between simulation and natural images, we develop Pose2CLIP, a lightweight mapper that efficiently projects agent poses directly into semantic feature space without computationally expensive rendering. Extensive experiments across diverse embodiments and learning paradigms demonstrate GROVE's effectiveness, achieving 22.2% higher motion naturalness and 25.7% better task completion scores while training 8.4x faster than previous methods. These results establish a new foundation for scalable physical skill acquisition in simulated environments.

cs.CV

Dexterous Manipulation through Imitation Learning: A Survey

Dexterous manipulation, which refers to the ability of a robotic hand or multi-fingered end-effector to skillfully control, reorient, and manipulate objects through precise, coordinated finger movements and adaptive force modulation, enables complex interactions similar to human hand dexterity. With recent advances in robotics and machine learning, there is a growing demand for these systems to operate in complex and unstructured environments. Traditional model-based approaches struggle to generalize across tasks and object variations due to the high dimensionality and complex contact dynamics of dexterous manipulation. Although model-free methods such as reinforcement learning (RL) show promise, they require extensive training, large-scale interaction data, and carefully designed rewards for stability and effectiveness. Imitation learning (IL) offers an alternative by allowing robots to acquire dexterous manipulation skills directly from expert demonstrations, capturing fine-grained coordination and contact dynamics while bypassing the need for explicit modeling and large-scale trial-and-error. This survey provides an overview of dexterous manipulation methods based on imitation learning, details recent advances, and addresses key challenges in the field. Additionally, it explores potential research directions to enhance IL-driven dexterous manipulation. Our goal is to offer researchers and practitioners a comprehensive introduction to this rapidly evolving domain.

cs.RO

ManipTrans: Efficient Dexterous Bimanual Manipulation Transfer via Residual Learning

Human hands play a central role in interacting, motivating increasing research in dexterous robotic manipulation. Data-driven embodied AI algorithms demand precise, large-scale, human-like manipulation sequences, which are challenging to obtain with conventional reinforcement learning or real-world teleoperation. To address this, we introduce ManipTrans, a novel two-stage method for efficiently transferring human bimanual skills to dexterous robotic hands in simulation. ManipTrans first pre-trains a generalist trajectory imitator to mimic hand motion, then fine-tunes a specific residual module under interaction constraints, enabling efficient learning and accurate execution of complex bimanual tasks. Experiments show that ManipTrans surpasses state-of-the-art methods in success rate, fidelity, and efficiency. Leveraging ManipTrans, we transfer multiple hand-object datasets to robotic hands, creating DexManipNet, a large-scale dataset featuring previously unexplored tasks like pen capping and bottle unscrewing. DexManipNet comprises 3.3K episodes of robotic manipulation and is easily extensible, facilitating further policy training for dexterous hands and enabling real-world deployments.

cs.RO

Dynamic Motion Blending for Versatile Motion Editing

Text-guided motion editing enables high-level semantic control and iterative modifications beyond traditional keyframe animation. Existing methods rely on limited pre-collected training triplets, which severely hinders their versatility in diverse editing scenarios. We introduce MotionCutMix, an online data augmentation technique that dynamically generates training triplets by blending body part motions based on input text. While MotionCutMix effectively expands the training distribution, the compositional nature introduces increased randomness and potential body part incoordination. To model such a rich distribution, we present MotionReFit, an auto-regressive diffusion model with a motion coordinator. The auto-regressive architecture facilitates learning by decomposing long sequences, while the motion coordinator mitigates the artifacts of motion composition. Our method handles both spatial and temporal motion edits directly from high-level human instructions, without relying on additional specifications or Large Language Models. Through extensive experiments, we show that MotionReFit achieves state-of-the-art performance in text-guided motion editing.

cs.CV

StyleLoco: Generative Adversarial Distillation for Natural Humanoid Robot Locomotion

Humanoid robots are anticipated to acquire a wide range of locomotion capabilities while ensuring natural movement across varying speeds and terrains. Existing methods encounter a fundamental dilemma in learning humanoid locomotion: reinforcement learning with handcrafted rewards can achieve agile locomotion but produces unnatural gaits, while Generative Adversarial Imitation Learning (GAIL) with motion capture data yields natural movements but suffers from unstable training processes and restricted agility. Integrating these approaches proves challenging due to the inherent heterogeneity between expert policies and human motion datasets. To address this, we introduce StyleLoco, a novel two-stage framework that bridges this gap through a Generative Adversarial Distillation (GAD) process. Our framework begins by training a teacher policy using reinforcement learning to achieve agile and dynamic locomotion. It then employs a multi-discriminator architecture, where distinct discriminators concurrently extract skills from both the teacher policy and motion capture data. This approach effectively combines the agility of reinforcement learning with the natural fluidity of human-like movements while mitigating the instability issues commonly associated with adversarial training. Through extensive simulation and real-world experiments, we demonstrate that StyleLoco enables humanoid robots to perform diverse locomotion tasks with the precision of expertly trained policies and the natural aesthetics of human motion, successfully transferring styles across different movement types while maintaining stable locomotion across a broad spectrum of command inputs.

cs.RO

Task-oriented Sequential Grounding and Navigation in 3D Scenes

Grounding natural language in 3D environments is a critical step toward achieving robust 3D vision-language alignment. Current datasets and models for 3D visual grounding predominantly focus on identifying and localizing objects from static, object-centric descriptions. These approaches do not adequately address the dynamic and sequential nature of task-oriented scenarios. In this work, we introduce a novel task: Task-oriented Sequential Grounding and Navigation in 3D Scenes, where models must interpret step-by-step instructions for daily activities by either localizing a sequence of target objects in indoor scenes or navigating toward them within a 3D simulator. To facilitate this task, we present SG3D, a large-scale dataset comprising 22,346 tasks with 112,236 steps across 4,895 real-world 3D scenes. The dataset is constructed by combining RGB-D scans from various 3D scene datasets with an automated task generation pipeline, followed by human verification for quality assurance. We benchmark contemporary methods on SG3D, revealing the significant challenges in understanding task-oriented context across multiple steps. Furthermore, we propose SG-LLM, a state-of-the-art approach leveraging a stepwise grounding paradigm to tackle the sequential grounding task. Our findings underscore the need for further research to advance the development of more capable and context-aware embodied agents.

cs.CV

Embedding high-resolution touch across robotic hands enables adaptive human-like grasping

Developing robotic hands that adapt to real-world dynamics remains a fundamental challenge in robotics and machine intelligence. Despite significant advances in replicating human hand kinematics and control algorithms, robotic systems still struggle to match human capabilities in dynamic environments, primarily due to inadequate tactile feedback. To bridge this gap, we present F-TAC Hand, a biomimetic hand featuring high-resolution tactile sensing (0.1mm spatial resolution) across 70% of its surface area. Through optimized hand design, we overcome traditional challenges in integrating high-resolution tactile sensors while preserving the full range of motion. The hand, powered by our generative algorithm that synthesizes human-like hand configurations, demonstrates robust grasping capabilities in dynamic real-world conditions. Extensive evaluation across 600 real-world trials demonstrates that this tactile-embodied system significantly outperforms non-tactile-informed alternatives in complex manipulation tasks (p<0.0001). These results provide empirical evidence for the critical role of rich tactile embodiment in developing advanced robotic intelligence, offering new perspectives on the relationship between physical sensing capabilities and intelligent behavior.

cs.RO

Learning Uniformly Distributed Embedding Clusters of Stylistic Skills for Physically Simulated Characters

Learning natural and diverse behaviors from human motion datasets remains challenging in physics-based character control. Existing conditional adversarial models often suffer from tight and biased embedding distributions where embeddings from the same motion are closely grouped in a small area and shorter motions occupy even less space. Our empirical observations indicate this limits the representational capacity and diversity under each skill. An ideal latent space should be maximally packed by all motion's embedding clusters. In this paper, we propose a skill-conditioned controller that learns diverse skills with expressive variations. Our approach leverages the Neural Collapse phenomenon, a natural outcome of the classification-based encoder, to uniformly distributed cluster centers. We additionally propose a novel Embedding Expansion technique to form stylistic embedding clusters for diverse skills that are uniformly distributed on a hypersphere, maximizing the representational area occupied by each skill and minimizing unmapped regions. This maximally packed and uniformly distributed embedding space ensures that embeddings within the same cluster generate behaviors conforming to the characteristics of the corresponding motion clips, yet exhibiting noticeable variations within each cluster. Compared to existing methods, our controller not only generates high-quality, diverse motions covering the entire dataset but also achieves superior controllability, motion coverage, and diversity under each skill. Both qualitative and quantitative results confirm these traits, enabling our controller to be applied to a wide range of downstream tasks and serving as a cornerstone for diverse applications.

cs.GR