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Yan Gu

Publications and source records attributed to Yan Gu.

At least 19 recordsLinked to original sources

Adaptive Rejection of Unknown Hybrid Sinusoidal Disturbances with Application to Humanoid Walking under Unknown Ground Motion

Legged robot control is not yet practical in non-inertial environments, where the ground and surroundings accelerate in the inertial Earth frame, mainly because of the unknown, time-varying, persistent perturbations caused by environmental motion, compounded by the associated hybrid robotic dynamics. We formulate the problem of robot walking control as unknown-disturbance rejection for hybrid linear systems subject to hybrid sinusoidal disturbances (i.e., a linear combination of sinusoidal components with instantaneous phase jumps at discrete events). First, necessary and sufficient conditions for solvability of the disturbance rejection problem are derived and used to characterize the control input that rejects the disturbances. Second, with the Youla-Kucera parametrization, an output feedback controller capable of rejecting the disturbance is introduced. Third, an adaptive law is proposed to estimate the controller parameters that reject the disturbance in the practical case where the disturbance and its parameters are unknown. Experiments on bipedal walking during ground motion demonstrate substantially improved body-position tracking accuracy, with an average improvement of over 60% in simulations and up to 47% in real-world experiments.

cs.RO↗

ANNLib: A Development Framework for Efficient Approximate Nearest Neighbor Search

Approximate Nearest Neighbor Search (ANNS) plays a pivotal role in modern deep learning pipelines. Recently, many ANNS systems have been proposed to provide broad, flexible functionalities or achieve high performance. However, it is inherently difficult to achieve both. We propose ANNLib to address this gap. ANNLib is a library that provides a programming framework to achieve high performance and flexible functionalities for ANNS systems, based on popular graph-based ANNS algorithms. We carefully decouple and independently optimize both the algorithm and the data structure components in an ANNS system. In addition, we integrate state-of-the-art algorithms and data structures as modules in ANNLib, as well as our new designs. Users can choose combinations of components to support sophisticated settings with high performance, such as filtered search, fully dynamic updates, historical queries on snapshots, and range searches. Our experiments show that our new solution provides a simple interface for various applications, and achieves comparable or even better performance to previous work specifically for each application.

cs.LG↗

From Simulation to the Real-World: An In-Field 6D Pose Dataset and Baseline for Robotic Strawberry Harvesting

Robotic strawberry harvesting requires precise 6D pose estimation; however, collecting 6D pose ground truth in real agricultural fields is inherently challenging. Existing strawberry 6D pose estimation studies have therefore relied mainly on synthetic data, leaving their in-field performance unquantified. In this work, we obtain ground truth indirectly, by recovering camera poses via PnP, reconstructing each scene at metric scale, and annotating a single 3D bounding box per strawberry that is propagated across all frames, yielding, to the best of our knowledge, the first real-world 6D pose ground-truth dataset of red-stage strawberries collected at an actual strawberry farm (12,040 images). We also introduce a synthetic dataset rendered in NVIDIA Isaac Sim, featuring scene-level realism and domain randomization. Despite this improved simulation setup, models trained on synthetic data alone fail to transfer to in-field images, while introducing a small amount of real data improves both translation and rotation accuracy across all backbones. Under the monocular RGB setting evaluated here, rotation is largely recovered once real data is used, and depth is what limits pose accuracy. These baselines across backbone encoders serve as a reference for future work. The real-world dataset is publicly available at https://huggingface.co/datasets/WoojungSon/FieldStraw6D, and the data-collection pipeline is available at https://github.com/wjson2435/FieldStraw6D-pipeline.

cs.CV↗

TD-Orch: Efficient Task-Data Orchestration for Distributed Systems with Application to Graph Processing

We introduce a task-data orchestration abstraction that supports a range of distributed applications. Given a batch of lambda tasks each requesting a data item, where both tasks and data are distributed across multiple machines, each task must be co-located with its target data (by moving tasks and/or data) and then executed. We present TD-Orch, an efficient lambda-task-centric orchestration framework for low-overhead load balancing with a simple interface for application developers. TD-Orch employs a distributed push-pull technique, leveraging the bidirectional flow of both tasks and data to achieve load balance across machines even under highly skewed access patterns, with low communication overhead. Experimental results on key-value stores show that TD-Orch achieves up to $2.8\times$ speedup over existing distributed scheduling baselines. Building on TD-Orch, we present TDO-GP, a distributed graph processing system with $4.1\times$ average speedup over state-of-the-art open-source distributed graph systems for general graph processing.

cs.DC↗

PACE: Physics Augmentation for Coordinated End-to-end Reinforcement Learning toward Versatile Humanoid Table Tennis

Humanoid table tennis (TT) demands rapid perception, proactive whole-body motion, and agile footwork under strict timing--capabilities that remain difficult for end-to-end control policies. We propose a reinforcement learning (RL) framework that maps ball-position observations directly to whole-body joint commands for both arm striking and leg locomotion, strengthened by predictive signals and dense, physics-guided rewards. A lightweight learned predictor, fed with recent ball positions, estimates future ball states and augments the policy's observations for proactive decision-making. During training, a physics-based predictor supplies precise future states to construct dense, informative rewards that lead to effective exploration. The resulting policy attains strong performance across varied serve ranges (hit rate$\geq$96% and success rate$\geq$92%) in simulations. Ablation studies confirm that both the learned predictor and the predictive reward design are critical for end-to-end learning. Deployed zero-shot on a physical Booster T1 humanoid with 23 revolute joints, the policy produces coordinated lateral and forward-backward footwork with accurate, fast returns, suggesting a practical path toward versatile, competitive humanoid TT. We have open-sourced our RL training code at: https://github.com/purdue-tracelab/TTRL-ICRA2026

cs.RO↗

TAC-LOCO: Unified Whole-Body Control for Quadrupedal TACtile-Informed LOCO-Manipulation

Dynamic loco-manipulation requires legged robots to coordinate whole-body motion while maintaining stable physical interaction with grasped objects under uncertain external forces. While tactile sensing has been widely studied for robotic manipulation, its role in dynamic whole-body control remains largely unexplored. Existing works without tactile feedback commonly grasp firmly rather than regulate the grasp according to the interaction. We propose TAC-LOCO, a tactile-augmented unified reinforcement learning framework that encodes tactile array observations from compliant grippers into a compact latent representation and joins it with proprioception for unified control of the legs, arm, and gripper. With effective grasp stability reward design, the policy learns to simultaneously track body velocity and end-effector trajectories, moderate grasp force, and prevent object slip under both gradual load changes and sudden release events. We deploy the policy zero-shot on a Unitree Go2 with an Interbotix WidowX 250 arm and tactile gripper, demonstrating dynamic tactile-informed loco-manipulation under varying external interactions, achieving a 47% reduction in grasping force and an object drop rate of less than 1%.

cs.RO↗

FinResearchBench II: A Deep Research Benchmark with Consensus-Derived Gold Rubrics for Distinguishing Financial Report Quality

Deep research agents are increasingly used to produce long-form financial reports, yet large-scale evaluation remains bottlenecked by the need for human experts to define and execute high-quality rubrics. We address this problem by proposing a scalable pipeline for generating high-quality rubrics without human experts in the final loop. We build a financial deep research benchmark from 104 real-world user queries and automatically synthesize 14,450 query-specific candidate rubrics from model-generated reports. To justify removing human experts from rubric execution, we compare rubric judgments from three human experts with those from a three-LLM judge panel on a sampled subset, and show that LLM-based evaluation is sufficiently consistent with human evaluation to replace it for large-scale rubric screening, including 98.67\% label-level agreement on jointly unanimous items. We then derive consensus-derived gold rubrics through two filters: a strict consistency filter, which keeps a rubric only if the three LLM judges unanimously agree on every report under the same query, and a distinguishability filter, which keeps a rubric only if it assigns at least one majority-yes and at least one majority-no label across the evaluated systems. This process retains 3,687 consistency-passed rubrics, of which 2,600 remain distinguishable and form the final set of consensus-derived gold rubrics. Using this final rubric set, we obtain clearly differentiated rankings across 10 deep research systems, with item-level pass rates ranging from 58.58\% to 22.23\%. More broadly, because the pipeline removes human-expert execution from rubric generation and evaluation, it is naturally scalable for benchmark evaluation, automatic system comparison, and future studies of evaluation-driven system improvement.

cs.CL↗

Sparse-Dense Flight Copy-Based Interactive Mechanism for Airline Integrated Recovery

Flight recovery, aircraft rerouting, and passenger reallocation are critical in airline recovery. To preserve their interdependence that is neglected by the regular sequential recovery, we consider these recovery phases from an integration perspective. In addition, we incorporate cruise speed control to enhance the recovery performance. While using flight copies is a common modelling method in airline disruption management, the resulting integrated mathematical model is challenging to solve in real time due to the large number of flight copies, especially when considering cruise speed control. This paper introduces a new sparse-dense flight copy approach and proposes an innovative interactive mechanism that alternately adjusts aircraft routes on the sparse flight copy-based network and reallocates passenger itineraries on the dense flight copy-based network. Under the interactive mechanism, the involved sparse and dense networks are much smaller than those in the conventional flight copy approach. To implement such a mechanism, we develop an integrated flight, aircraft, and passenger recovery model (IFAPRM) and propose a customized Benders decomposition (CBD) to solve the model. Besides, we further propose some acceleration techniques to speed up the CBD method, including an effective feasibility certificate, scale management, and valid inequalities. Computational experiments on real-world data demonstrate that the sparse-dense flight copy-based interactive mechanism outperforms the conventional flight copy approach. In essence, the proposed interactive mechanism, along with its corresponding modelling method, algorithm, and acceleration techniques, provides a comprehensive methodology and a general decision-support framework for integrated rescheduling problems in complex operations, with potential applications in logistics, transportation, and beyond.

math.OC↗

DREAM-Chunk: Reactive Action Chunking with Latent World Model

Action chunking has become a common interface for vision-language-action (VLA) models, enabling low-frequency policy inference to drive high-frequency robot execution. However, once an action chunk is committed, its open-loop execution can be brittle under stochastic dynamics, hardware execution errors, and partial observability. We propose DREAM-Chunk, a test-time scaling method that augments chunking-based policies with a lightweight latent world model, without requiring additional policy fine-tuning. At test time, DREAM-Chunk samples multiple candidate action chunks, rolls out their predicted latent futures, and selects actions from the chunk whose predicted state best matches the observed rollout. In this way, DREAM-Chunk uses additional test-time computation to cover multiple plausible stochastic futures and improve reactivity during long-horizon chunk execution. On the Kinetix benchmark, DREAM-Chunk improves robustness under increasing action noise and benefits from larger candidate sample sizes, especially when demonstrations contain corrective behaviors. We further validate DREAM-Chunk on four manipulation tasks across two robot platforms and two VLA policies under various sources of stochasticity. Across simulation and hardware experiments, DREAM-Chunk improves the robustness of action-chunking policies in stochastic dynamics.

cs.RO↗

Proprioceptive Invariant State Estimation for Humanoid Robots on Non-Inertial Ground

This paper presents an invariant extended Kalman filtering (InEKF) approach for real-time state estimation of humanoid robots operating on non-inertial ground using only onboard proprioceptive sensing. The proposed approach estimates the robot's base position and velocity relative to the moving ground frame without requiring direct measurements of ground motion or externally mounted sensors. By exploiting kinematic constraints at the stance foot through foot-mounted IMUs, the filter accounts for ground-induced nonlinearities in the process and measurement models while remaining fully proprioceptive. The estimator is formulated to admit a right-invariant measurement model, enabling favorable error dynamics under large initial uncertainties. Observability analysis establishes conditions under which the robot's relative base position and velocity are observable with respect to the non-inertial ground frame. Experiments with the Digit humanoid robot standing and squatting atop a swaying and pitching ground showcase a 96% speedup in convergence rate and an 80% reduction in position estimate errors over existing InEKFs. Walking experiments on a uni-axially rotating ground achieve an average estimation error of less than 9 cm for an initial error of up to 1 m.

cs.RO↗

Parallel Metric Skip Lists and Nearest Neighbor Search

The metric skip-list is a data structure designed for efficient nearest and $k$-nearest neighbor search in metric spaces. For many real-world datasets with reasonable distributions - specifically, those with a constant expansion rate - it supports $\tilde{O}(n)$ construction time and $O(k\log n)$ query time, where $n$ is the input size and $k$ is the number of nearest neighbors in queries. Notably, unlike alternative approaches, it does not require a bounded aspect ratio, making it more flexible for input data distributions. However, the inherently sequential nature of its original construction has, to our knowledge, precluded any existing parallel algorithm. In this paper, we present highly parallel and work-efficient algorithms for constructing metric skip lists. Under the assumption of a constant expansion rate, our approach achieves an expected work of $O(n \log n)$ and a polylogarithmic span with high probability. Our design is based on novel algorithmic insights that improves the sequential procedure, enabling a divide-and-conquer strategy that facilitates parallelism while maintaining efficiency. With our algorithms, we can also support improved bounds for relevant applications using nearest neighbor as building blocks, including bichromatic closest pair (BCP), density-based clustering, and $k$-NN graph construction, among others. To our knowledge, many of these results represent the first solutions to achieve both work efficiency and polylogarithmic span, relying solely on the assumption of a constant expansion rate.

cs.DS↗

Parallel Point-to-Point Shortest Paths and Batch Queries

We propose Orionet, efficient parallel implementations of Point-to-Point Shortest Paths (PPSP) queries using bidirectional search (BiDS) and other heuristics, with an additional focus on batch PPSP queries. We present a framework for parallel PPSP built on existing single-source shortest paths (SSSP) frameworks by incorporating pruning conditions. As a result, we develop efficient parallel PPSP algorithms based on early termination, bidirectional search, A$^*$ search, and bidirectional A$^*$ all with simple and efficient implementations. We extend our idea to batch PPSP queries, which are widely used in real-world scenarios. We first design a simple and flexible abstraction to represent the batch so PPSP can leverage the shared information of the batch. Orionet formalizes the batch as a query graph represented by edges between queried sources and targets. In this way, we directly extended our PPSP framework to batched queries in a simple and efficient way. We evaluate Orionet on both single and batch PPSP queries using various graph types and distance percentiles of queried pairs, and compare it against two baselines, GraphIt and MBQ. Both of them support parallel single PPSP and A$^*$ using unidirectional search. On 14 graphs we tested, on average, our bidirectional search is 2.9$\times$ faster than GraphIt, and 6.8$\times$ faster than MBQ. Our bidirectional A$^*$ is 4.4$\times$ and 6.2$\times$ faster than the A$^*$ in GraphIt and MBQ, respectively. For batched PPSP queries, we also provide in-depth experimental evaluation, and show that Orionet provides strong performance compared to the plain solutions.

cs.DC↗

A Survey of Legged Robotics in Non-Inertial Environments: Past, Present, and Future

Legged robots have demonstrated remarkable agility on rigid, stationary ground, but their locomotion reliability remains limited in non-inertial environments, where the supporting ground moves, tilts, or accelerates. Such conditions arise in ground transportation, maritime platforms, and aerospace settings, and they introduce persistent time-varying disturbances that break the stationary-ground assumptions underlying conventional legged locomotion. This survey reviews the state of the art in modeling, state estimation, and control for legged robots in non-inertial environments. We summarize representative application domains and motion characteristics, analyze the root causes of locomotion performance degradation, and review existing methods together with their key assumptions and limitations. We further identify open problems in robot-environment coupling, observability, robustness, and experimental validation, and discuss future directions in autonomy, system-level design, bio-inspired strategies, safety, and testing. The survey aims to clarify the technical foundations of this emerging area and support the development of reliable legged robots for real-world dynamic environments.

cs.RO↗

Vectorizing Projection in Manifold-Constrained Motion Planning for Real-Time Whole-Body Control

Many robot planning tasks require satisfaction of one or more constraints throughout the entire trajectory. For geometric constraints, manifold-constrained motion planning algorithms are capable of planning collision-free path between start and goal configurations on the constraint submanifolds specified by task. Current state-of-the-art methods can take tens of seconds to solve these tasks for complex systems such as humanoid robots, making real-world use impractical, especially in dynamic settings. Inspired by recent advances in hardware accelerated motion planning, we present a CPU SIMD-accelerated manifold-constrained motion planner that revisits projection-based constraint satisfaction through the lens of parallelization. By transforming relevant components into parallelizable structures, we use SIMD parallelism to plan constraint satisfying solutions. Our approach achieves up to 100-1000x speed-ups over the state-of-the-art, making real-time constrained motion planning feasible for the first time. We demonstrate our planner on a real humanoid robot and show real-time whole-body quasi-static plan generation. Our work is available at https://commalab.org/papers/mcvamp/.

cs.RO↗

HybridMimic: Hybrid RL-Centroidal Control for Humanoid Motion Mimicking

Motion mimicking, i.e., encouraging the control policy to mimic human motion, facilitates the learning of complex tasks via reinforcement learning (RL) for humanoid robots. Although standard RL frameworks demonstrate impressive locomotion agility, they often bypass explicit reasoning about robot dynamics during deployment, which is a design choice that can lead to physically infeasible commands when the robot encounters out-of-distribution environments. By integrating model-based principles, hybrid approaches can improve performance; however, existing methods typically rely on predefined contact timing, limiting their versatility. This paper introduces HybridMimic, a framework in which a learned policy dynamically modulates a centroidal-model-based controller by predicting continuous contact states and desired centroidal velocities. This architecture exploits the physical grounding of centroidal dynamics to generate feedforward torques that remain feasible even under domain shift. Using physics-informed rewards, the policy is trained to efficiently utilize the centroidal controller's optimization by outputting precise control targets and reference torques. Through hardware experiments on the Booster T1 humanoid, HybridMimic reduces the average base position tracking error by 13\% compared to a state-of-the-art RL baseline, demonstrating the robustness of dynamics-aware deployment.

cs.RO↗

Modular Safety Guardrails Are Necessary for Foundation-Model-Enabled Robots in the Real World

The integration of foundation models (FMs) into robotics has accelerated real-world deployment, while introducing new safety challenges arising from open-ended semantic reasoning and embodied physical action. These challenges require safety notions beyond physical constraint satisfaction. In this paper, we characterize FM-enabled robot safety along three dimensions: action safety (physical feasibility and constraint compliance), decision safety (semantic and contextual appropriateness), and human-centered safety (conformance to human intent, norms, and expectations). We argue that existing approaches, including static verification, monolithic controllers, and end-to-end learned policies, are insufficient in settings where tasks, environments, and human expectations are open-ended, long-tailed, and subject to adaptation over time. To address this gap, we propose modular safety guardrails, consisting of monitoring (evaluation) and intervention layers, as an architectural foundation for comprehensive safety across the autonomy stack. Beyond modularity, we highlight possible cross-layer co-design opportunities through representation alignment and conservatism allocation to enable faster, less conservative, and more effective safety enforcement. We call on the community to explore richer guardrail modules and principled co-design strategies to advance safe real-world physical AI deployment.

eess.SY↗

Provably Fast and Space-Efficient Parallel Biconnectivity

Biconnectivity is one of the most fundamental graph problems. The canonical parallel biconnectivity algorithm is the Tarjan-Vishkin algorithm, which has $O(n+m)$ optimal work (number of operations) and polylogarithmic span (longest dependent operations) on a graph with $n$ vertices and $m$ edges. However, Tarjan-Vishkin is not widely used in practice. We believe the reason is the space-inefficiency (it generates an auxiliary graph with $O(m)$ edges). In practice, existing parallel implementations are based on breath-first search (BFS). Since BFS has span proportional to the diameter of the graph, existing parallel BCC implementations suffer from poor performance on large-diameter graphs and can be even slower than the sequential algorithm on many real-world graphs. We propose the first parallel biconnectivity algorithm (FAST-BCC) that has optimal work, polylogarithmic span, and is space-efficient. Our algorithm first generates a skeleton graph based on any spanning tree of the input graph. Then we use the connectivity information of the skeleton to compute the biconnectivity of the original input. All the steps in our algorithm are highly-parallel. We carefully analyze the correctness of our algorithm, which is highly non-trivial. We implemented FAST-BCC and compared it with existing implementations, including GBBS, Slota and Madduri's algorithm, and the sequential Hopcroft-Tarjan algorithm. We ran them on a 96-core machine on 27 graphs, including social, web, road, $k$-NN, and synthetic graphs, with significantly varying sizes and edge distributions. FAST-BCC is the fastest on all 27 graphs. On average (geometric means), FAST-BCC is 5.1$\times$ faster than GBBS, and 3.1$\times$ faster than the best existing baseline on each graph.

cs.DS↗

Parallel Dynamic Spatial Indexes

Maintaining spatial data (points in two or three dimensions) is crucial and has a wide range of applications, such as graphics, GIS, and robotics. To handle spatial data, many data structures, called spatial indexes, have been proposed, e.g. kd-trees, oct/quadtrees (also called Orth-trees), R-trees, and bounding volume hierarchies (BVHs). In real-world applications, spatial datasets tend to be highly dynamic, requiring batch updates of points with low latency. This calls for efficient parallel batch updates on spatial indexes. Unfortunately, there is very little work that achieves this. In this paper, we systematically study parallel spatial indexes, with a special focus on achieving high-performance update performance for highly dynamic workloads. We select two types of spatial indexes that are considered optimized for low-latency updates: Orth-tree and R-tree/BVH. We propose two data structures: the P-Orth tree, a parallel Orth-tree, and the SPaC-tree family, a parallel R-tree/BVH. Both the P-Orth tree and the SPaC-tree deliver superior performance in batch updates compared to existing parallel kd-trees and Orth-trees, while preserving better or competitive query performance relative to their corresponding Orth-tree and R-tree counterparts. We also present comprehensive experiments comparing the performance of various parallel spatial indexes and share our findings at the end of the paper.

cs.DB↗