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Tongzhou Mu

Publications and source records attributed to Tongzhou Mu.

At least 19 recordsLinked to original sources

Scaling Cross-Embodiment World Models for Dexterous Manipulation

Cross-embodiment learning seeks to build generalist robots that learn from and operate across diverse morphologies, but differences in kinematics and action spaces hinder data sharing and control transfer. We ask: What structure can be shared across embodiments despite these differences? We argue that the physical interactions they induce can be modeled in a shared geometric space, allowing world models to provide a common interface for learning and control. To realize this idea, we represent human and robot hands as sets of 3D particles and define actions as end-effector particle displacement fields. This representation abstracts away embodiment-specific joint spaces while preserving the geometry and motion relevant to physical interaction. We train a graph-based world model on random interaction data from diverse simulated robot hands and real human hands, and integrate it with model-predictive control for deployment on new hardware. Experiments on rigid and deformable manipulation reveal three findings: increasing the diversity of training embodiments improves generalization to unseen hands; appropriately combining simulated and real-world data outperforms either source alone; and the same learned model enables effective control on robotic hands with distinct kinematics and degrees of freedom. These results position particle-based world models as a shared interface for learning from and for heterogeneous embodiments.

cs.RO

Towards Embodiment Scaling Laws in Robot Locomotion

Cross-embodiment generalization underpins the vision of building generalist embodied agents for any robot, yet its enabling factors remain poorly understood. We investigate embodiment scaling laws, the hypothesis that increasing the number of training embodiments improves generalization to unseen ones, using robot locomotion as a test bed. We procedurally generate ~1,000 embodiments with topological, geometric, and joint-level kinematic variations, and train policies on random subsets. We observe positive scaling trends supporting the hypothesis, and find that embodiment scaling enables substantially broader generalization than data scaling on fixed embodiments. Our best policy, trained on the full dataset, transfers zero-shot to novel embodiments in simulation and the real world, including the Unitree Go2 and H1. These results represent a step toward general embodied intelligence, with relevance to adaptive control for configurable robots, morphology co-design, and beyond.

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

Responsive Noise-Relaying Diffusion Policy: Responsive and Efficient Visuomotor Control

Imitation learning is an efficient method for teaching robots a variety of tasks. Diffusion Policy, which uses a conditional denoising diffusion process to generate actions, has demonstrated superior performance, particularly in learning from multi-modal demonstrates. However, it relies on executing multiple actions predicted from the same inference step to retain performance and prevent mode bouncing, which limits its responsiveness, as actions are not conditioned on the most recent observations. To address this, we introduce Responsive Noise-Relaying Diffusion Policy (RNR-DP), which maintains a noise-relaying buffer with progressively increasing noise levels and employs a sequential denoising mechanism that generates immediate, noise-free actions at the head of the sequence, while appending noisy actions at the tail. This ensures that actions are responsive and conditioned on the latest observations, while maintaining motion consistency through the noise-relaying buffer. This design enables the handling of tasks requiring responsive control, and accelerates action generation by reusing denoising steps. Experiments on response-sensitive tasks demonstrate that, compared to Diffusion Policy, ours achieves 18% improvement in success rate. Further evaluation on regular tasks demonstrates that RNR-DP also exceeds the best acceleration method (DDIM) by 6.9% in success rate, highlighting its computational efficiency advantage in scenarios where responsiveness is less critical. Our project page is available at https://rnr-dp.github.io

cs.RO

Policy Decorator: Model-Agnostic Online Refinement for Large Policy Model

Recent advancements in robot learning have used imitation learning with large models and extensive demonstrations to develop effective policies. However, these models are often limited by the quantity, quality, and diversity of demonstrations. This paper explores improving offline-trained imitation learning models through online interactions with the environment. We introduce Policy Decorator, which uses a model-agnostic residual policy to refine large imitation learning models during online interactions. By implementing controlled exploration strategies, Policy Decorator enables stable, sample-efficient online learning. Our evaluation spans eight tasks across two benchmarks-ManiSkill and Adroit-and involves two state-of-the-art imitation learning models (Behavior Transformer and Diffusion Policy). The results show Policy Decorator effectively improves the offline-trained policies and preserves the smooth motion of imitation learning models, avoiding the erratic behaviors of pure RL policies. See our project page (https://policydecorator.github.io) for videos.

cs.RO

When Should We Prefer State-to-Visual DAgger Over Visual Reinforcement Learning?

Learning policies from high-dimensional visual inputs, such as pixels and point clouds, is crucial in various applications. Visual reinforcement learning is a promising approach that directly trains policies from visual observations, although it faces challenges in sample efficiency and computational costs. This study conducts an empirical comparison of State-to-Visual DAgger, a two-stage framework that initially trains a state policy before adopting online imitation to learn a visual policy, and Visual RL across a diverse set of tasks. We evaluate both methods across 16 tasks from three benchmarks, focusing on their asymptotic performance, sample efficiency, and computational costs. Surprisingly, our findings reveal that State-to-Visual DAgger does not universally outperform Visual RL but shows significant advantages in challenging tasks, offering more consistent performance. In contrast, its benefits in sample efficiency are less pronounced, although it often reduces the overall wall-clock time required for training. Based on our findings, we provide recommendations for practitioners and hope that our results contribute valuable perspectives for future research in visual policy learning.

cs.CV

ManiSkill3: GPU Parallelized Robotics Simulation and Rendering for Generalizable Embodied AI

Simulation has enabled unprecedented compute-scalable approaches to robot learning. However, many existing simulation frameworks typically support a narrow range of scenes/tasks and lack features critical for scaling generalizable robotics and sim2real. We introduce and open source ManiSkill3, the fastest state-visual GPU parallelized robotics simulator with contact-rich physics targeting generalizable manipulation. ManiSkill3 supports GPU parallelization of many aspects including simulation+rendering, heterogeneous simulation, pointclouds/voxels visual input, and more. Simulation with rendering on ManiSkill3 can run 10-1000x faster with 2-3x less GPU memory usage than other platforms, achieving up to 30,000+ FPS in benchmarked environments due to minimal python/pytorch overhead in the system, simulation on the GPU, and the use of the SAPIEN parallel rendering system. Tasks that used to take hours to train can now take minutes. We further provide the most comprehensive range of GPU parallelized environments/tasks spanning 12 distinct domains including but not limited to mobile manipulation for tasks such as drawing, humanoids, and dextrous manipulation in realistic scenes designed by artists or real-world digital twins. In addition, millions of demonstration frames are provided from motion planning, RL, and teleoperation. ManiSkill3 also provides a comprehensive set of baselines that span popular RL and learning-from-demonstrations algorithms.

cs.RO

DrS: Learning Reusable Dense Rewards for Multi-Stage Tasks

The success of many RL techniques heavily relies on human-engineered dense rewards, which typically demand substantial domain expertise and extensive trial and error. In our work, we propose DrS (Dense reward learning from Stages), a novel approach for learning reusable dense rewards for multi-stage tasks in a data-driven manner. By leveraging the stage structures of the task, DrS learns a high-quality dense reward from sparse rewards and demonstrations if given. The learned rewards can be \textit{reused} in unseen tasks, thus reducing the human effort for reward engineering. Extensive experiments on three physical robot manipulation task families with 1000+ task variants demonstrate that our learned rewards can be reused in unseen tasks, resulting in improved performance and sample efficiency of RL algorithms. The learned rewards even achieve comparable performance to human-engineered rewards on some tasks. See our project page (https://sites.google.com/view/iclr24drs) for more details.

cs.LG

AdaDemo: Data-Efficient Demonstration Expansion for Generalist Robotic Agent

Encouraged by the remarkable achievements of language and vision foundation models, developing generalist robotic agents through imitation learning, using large demonstration datasets, has become a prominent area of interest in robot learning. The efficacy of imitation learning is heavily reliant on the quantity and quality of the demonstration datasets. In this study, we aim to scale up demonstrations in a data-efficient way to facilitate the learning of generalist robotic agents. We introduce AdaDemo (Adaptive Online Demonstration Expansion), a general framework designed to improve multi-task policy learning by actively and continually expanding the demonstration dataset. AdaDemo strategically collects new demonstrations to address the identified weakness in the existing policy, ensuring data efficiency is maximized. Through a comprehensive evaluation on a total of 22 tasks across two robotic manipulation benchmarks (RLBench and Adroit), we demonstrate AdaDemo's capability to progressively improve policy performance by guiding the generation of high-quality demonstration datasets in a data-efficient manner.

cs.RO

Unleashing the Creative Mind: Language Model As Hierarchical Policy For Improved Exploration on Challenging Problem Solving

Large Language Models (LLMs) have achieved tremendous progress, yet they still often struggle with challenging reasoning problems. Current approaches address this challenge by sampling or searching detailed and low-level reasoning chains. However, these methods are still limited in their exploration capabilities, making it challenging for correct solutions to stand out in the huge solution space. In this work, we unleash LLMs' creative potential for exploring multiple diverse problem solving strategies by framing an LLM as a hierarchical policy via in-context learning. This policy comprises of a visionary leader that proposes multiple diverse high-level problem-solving tactics as hints, accompanied by a follower that executes detailed problem-solving processes following each of the high-level instruction. The follower uses each of the leader's directives as a guide and samples multiple reasoning chains to tackle the problem, generating a solution group for each leader proposal. Additionally, we propose an effective and efficient tournament-based approach to select among these explored solution groups to reach the final answer. Our approach produces meaningful and inspiring hints, enhances problem-solving strategy exploration, and improves the final answer accuracy on challenging problems in the MATH dataset. Code will be released at https://github.com/lz1oceani/LLM-As-Hierarchical-Policy.

cs.AI

Accelerated Doubly Stochastic Gradient Algorithm for Large-scale Empirical Risk Minimization

Nowadays, algorithms with fast convergence, small memory footprints, and low per-iteration complexity are particularly favorable for artificial intelligence applications. In this paper, we propose a doubly stochastic algorithm with a novel accelerating multi-momentum technique to solve large scale empirical risk minimization problem for learning tasks. While enjoying a provably superior convergence rate, in each iteration, such algorithm only accesses a mini batch of samples and meanwhile updates a small block of variable coordinates, which substantially reduces the amount of memory reference when both the massive sample size and ultra-high dimensionality are involved. Empirical studies on huge scale datasets are conducted to illustrate the efficiency of our method in practice.

cs.LG

Boosting Reinforcement Learning and Planning with Demonstrations: A Survey

Although reinforcement learning has seen tremendous success recently, this kind of trial-and-error learning can be impractical or inefficient in complex environments. The use of demonstrations, on the other hand, enables agents to benefit from expert knowledge rather than having to discover the best action to take through exploration. In this survey, we discuss the advantages of using demonstrations in sequential decision making, various ways to apply demonstrations in learning-based decision making paradigms (for example, reinforcement learning and planning in the learned models), and how to collect the demonstrations in various scenarios. Additionally, we exemplify a practical pipeline for generating and utilizing demonstrations in the recently proposed ManiSkill robot learning benchmark.

cs.LG

ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills

Generalizable manipulation skills, which can be composed to tackle long-horizon and complex daily chores, are one of the cornerstones of Embodied AI. However, existing benchmarks, mostly composed of a suite of simulatable environments, are insufficient to push cutting-edge research works because they lack object-level topological and geometric variations, are not based on fully dynamic simulation, or are short of native support for multiple types of manipulation tasks. To this end, we present ManiSkill2, the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. ManiSkill2 includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D-input data simulated by fully dynamic engines. It defines a unified interface and evaluation protocol to support a wide range of algorithms (e.g., classic sense-plan-act, RL, IL), visual observations (point cloud, RGBD), and controllers (e.g., action type and parameterization). Moreover, it empowers fast visual input learning algorithms so that a CNN-based policy can collect samples at about 2000 FPS with 1 GPU and 16 processes on a regular workstation. It implements a render server infrastructure to allow sharing rendering resources across all environments, thereby significantly reducing memory usage. We open-source all codes of our benchmark (simulator, environments, and baselines) and host an online challenge open to interdisciplinary researchers.

cs.RO

On Pre-Training for Visuo-Motor Control: Revisiting a Learning-from-Scratch Baseline

In this paper, we examine the effectiveness of pre-training for visuo-motor control tasks. We revisit a simple Learning-from-Scratch (LfS) baseline that incorporates data augmentation and a shallow ConvNet, and find that this baseline is surprisingly competitive with recent approaches (PVR, MVP, R3M) that leverage frozen visual representations trained on large-scale vision datasets -- across a variety of algorithms, task domains, and metrics in simulation and on a real robot. Our results demonstrate that these methods are hindered by a significant domain gap between the pre-training datasets and current benchmarks for visuo-motor control, which is alleviated by finetuning. Based on our findings, we provide recommendations for future research in pre-training for control and hope that our simple yet strong baseline will aid in accurately benchmarking progress in this area.

cs.LG

Abstract-to-Executable Trajectory Translation for One-Shot Task Generalization

Training long-horizon robotic policies in complex physical environments is essential for many applications, such as robotic manipulation. However, learning a policy that can generalize to unseen tasks is challenging. In this work, we propose to achieve one-shot task generalization by decoupling plan generation and plan execution. Specifically, our method solves complex long-horizon tasks in three steps: build a paired abstract environment by simplifying geometry and physics, generate abstract trajectories, and solve the original task by an abstract-to-executable trajectory translator. In the abstract environment, complex dynamics such as physical manipulation are removed, making abstract trajectories easier to generate. However, this introduces a large domain gap between abstract trajectories and the actual executed trajectories as abstract trajectories lack low-level details and are not aligned frame-to-frame with the executed trajectory. In a manner reminiscent of language translation, our approach leverages a seq-to-seq model to overcome the large domain gap between the abstract and executable trajectories, enabling the low-level policy to follow the abstract trajectory. Experimental results on various unseen long-horizon tasks with different robot embodiments demonstrate the practicability of our methods to achieve one-shot task generalization.

cs.LG

Close the Optical Sensing Domain Gap by Physics-Grounded Active Stereo Sensor Simulation

In this paper, we focus on the simulation of active stereovision depth sensors, which are popular in both academic and industry communities. Inspired by the underlying mechanism of the sensors, we designed a fully physics-grounded simulation pipeline that includes material acquisition, ray-tracing-based infrared (IR) image rendering, IR noise simulation, and depth estimation. The pipeline is able to generate depth maps with material-dependent error patterns similar to a real depth sensor in real time. We conduct real experiments to show that perception algorithms and reinforcement learning policies trained in our simulation platform could transfer well to the real-world test cases without any fine-tuning. Furthermore, due to the high degree of realism of this simulation, our depth sensor simulator can be used as a convenient testbed to evaluate the algorithm performance in the real world, which will largely reduce the human effort in developing robotic algorithms. The entire pipeline has been integrated into the SAPIEN simulator and is open-sourced to promote the research of vision and robotics communities.

cs.RO

Learning Two-Step Hybrid Policy for Graph-Based Interpretable Reinforcement Learning

We present a two-step hybrid reinforcement learning (RL) policy that is designed to generate interpretable and robust hierarchical policies on the RL problem with graph-based input. Unlike prior deep reinforcement learning policies parameterized by an end-to-end black-box graph neural network, our approach disentangles the decision-making process into two steps. The first step is a simplified classification problem that maps the graph input to an action group where all actions share a similar semantic meaning. The second step implements a sophisticated rule-miner that conducts explicit one-hop reasoning over the graph and identifies decisive edges in the graph input without the necessity of heavy domain knowledge. This two-step hybrid policy presents human-friendly interpretations and achieves better performance in terms of generalization and robustness. Extensive experimental studies on four levels of complex text-based games have demonstrated the superiority of the proposed method compared to the state-of-the-art.

cs.LG

ManiSkill: Generalizable Manipulation Skill Benchmark with Large-Scale Demonstrations

Object manipulation from 3D visual inputs poses many challenges on building generalizable perception and policy models. However, 3D assets in existing benchmarks mostly lack the diversity of 3D shapes that align with real-world intra-class complexity in topology and geometry. Here we propose SAPIEN Manipulation Skill Benchmark (ManiSkill) to benchmark manipulation skills over diverse objects in a full-physics simulator. 3D assets in ManiSkill include large intra-class topological and geometric variations. Tasks are carefully chosen to cover distinct types of manipulation challenges. Latest progress in 3D vision also makes us believe that we should customize the benchmark so that the challenge is inviting to researchers working on 3D deep learning. To this end, we simulate a moving panoramic camera that returns ego-centric point clouds or RGB-D images. In addition, we would like ManiSkill to serve a broad set of researchers interested in manipulation research. Besides supporting the learning of policies from interactions, we also support learning-from-demonstrations (LfD) methods, by providing a large number of high-quality demonstrations (~36,000 successful trajectories, ~1.5M point cloud/RGB-D frames in total). We provide baselines using 3D deep learning and LfD algorithms. All code of our benchmark (simulator, environment, SDK, and baselines) is open-sourced, and a challenge facing interdisciplinary researchers will be held based on the benchmark.

cs.LG