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Yashraj Narang

Publications and source records attributed to Yashraj Narang.

At least 19 recordsLinked to original sources

Generalizable Robotic Insertion with World Models

Robotic assembly in high-mixture settings requires adaptable systems that can handle diverse parts, yet current approaches typically rely on policies specialized to each insertion task. Although this can reach high success rates, it makes the process of deploying systems for new problems tedious and time consuming. We present a framework for generalizable insertion using world models that combine robot proprioceptive information with raw visual observations captured by a wrist-mounted camera. Our model-based approach trains a single world model on up to 90 insertion tasks with geometrically diverse parts, achieving 56% zero-shot success on unseen objects with unknown geometry compared to just 7% with a model-free baseline. Importantly, performance improves as more objects are included in the training dataset, demonstrating strong scalability. Lastly, finetuning the generalist model on held-out objects significantly enhances data-efficiency compared to training from scratch and, in some cases, achieves better asymptotic performance. To our knowledge, this is the first system capable of assembling unseen objects in an entirely data-driven manner, and thus represents a significant step toward scalable, generalizable robotic assembly systems.

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PAKT: Physically-Aligned Kinesthetic Teaching for Reinforcement Learning

Real-world reinforcement learning (RL) systems still struggle with the demands of contact-rich industrial manipulation, including micrometer-level precision, success rates above 99%, and human-level cycle times. Although off-policy algorithms can improve performance by leveraging demonstrations and interventions, a key bottleneck is the lack of an intuitive interface for collecting such guidance while complying with constraints of the physical system and the policy. We propose PAKT, a framework for kinesthetic teaching in RL. As opposed to teleoperation approaches, PAKT relies on kinesthetic guidance, which is widely used in industry. However, a critical weakness of kinesthetic guidance is the possibility for the operator to move the robot along trajectories (e.g., velocities, accelerations, jerk) that the robot and/or policy cannot physically reproduce. Using PAKT, operators guide the robot through admittance control, which maps human-applied forces to motion. The downstream reference generator applies the same kinematic limits used during policy execution, keeping the collected trajectories within these limits. To support this teaching interface with an appropriate execution layer, PAKT adds a high-performance control stack that maps low-frequency RL actions to high-frequency torque commands. It consists of a reference generator and subsequent impedance controller, where the reference generator preserves the tracking performance of the impedance controller while improving contact handling and producing smoother policy actions. Across the reported runs on four insertion and industrial assembly benchmarks, including a data center compute tray, the end-to-end system reduces cycle time by 23%-48% and cumulative intervention count by 62%-86% relative to the HIL-SERL baseline. Project website: https://pakt-website.github.io/pakt-website}{https://pakt-website.github.io/pakt-website

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SILO: Simulation-in-the-Loop Sim-to-Real Transfer for Multi-Stage Cable Routing

Linear-deformable manipulation remains challenging due to the complex deformations of objects such as cables and ropes. Prior data-driven approaches, particularly imitation learning, have shown some promise in narrowly defined settings but typically require thousands of demonstrations for specific tasks and cable types, limiting scalability and generalization. We introduce a sim-to-real reinforcement learning (RL) framework for multi-stage cable routing that leverages GPU-parallelized simulation to approximate linear deformable behaviors. Training across thousands of parallel simulations enables the learned policies to generalize across diverse cable geometries and deformation patterns. To bridge the sim-to-real gap, we propose a novel deployment strategy that combines a Simulation In the LOop (SILO) execution framework, localized RL policies, and robust cable state estimation. On real-world cable routing tasks, our approach achieves higher success rates and 2x reduction in cycle times compared to prior state-of-the-art learning methods. To our knowledge, this is the first successful sim-to-real transfer of RL policies for multi-stage cable routing. Videos and additional visualizations are available at https://silo-cable-routing.github.io/

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ROSA: A Robotics Foundation Model Serving System for Robot Factories

Robotics foundation models (RFMs) are making general-purpose robots increasingly practical for factory deployments. While RFM serving systems are central to this vision, existing systems are largely shaped by a single-robot, single-model assumption: inference is treated as an edge-computing problem handled by an on-robot or dedicated nearby GPU, and the serving objective is to minimize the latency of a single action model. In this paper, we propose ROSA, an RFM serving system for robot factories designed around three key principles. First, ROSA adopts shared GPU-pool serving, allowing a fleet of robots to access powerful server-class GPUs over the network in order to improve inference performance, battery duration, and GPU utilization. Second, ROSA provides a robotics-aware programming abstraction and system design that supports multi-model pipelines, per-task performance requirements, and failure handling. Third, ROSA uses factory-objective-driven scheduling to maximize SLO-qualified factory productivity rather than minimizing individual request latency. We implement ROSA on top of Ray Serve for distributed orchestration, with vLLM, PyTorch, and JAX as model-serving backends, and evaluate it on both real robots and synthetic large-scale workloads. The results show that ROSA improves factory productivity by up to 12.06x over conventional dedicated serving systems.

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Point Bridge: 3D Representations for Cross Domain Policy Learning

Robot foundation models are beginning to deliver on the promise of generalist robotic agents, yet progress remains constrained by the scarcity of large-scale real-world manipulation datasets. Simulation and synthetic data generation offer a scalable alternative, but their usefulness is limited by the visual domain gap between simulation and reality. In this work, we present Point Bridge, a framework that leverages unified, domain-agnostic point-based representations to unlock synthetic datasets for zero-shot sim-to-real policy transfer, without explicit visual or object-level alignment. Point Bridge combines automated point-based representation extraction via Vision-Language Models (VLMs), transformer-based policy learning, and efficient inference-time pipelines to train capable real-world manipulation agents using only synthetic data. With additional co-training on small sets of real demonstrations, Point Bridge further improves performance, substantially outperforming prior vision-based sim-and-real co-training methods. It achieves up to 44% gains in zero-shot sim-to-real transfer and up to 66% with limited real data across both single-task and multitask settings. Videos of the robot are best viewed at: https://pointbridge3d.github.io/

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SPARR: Simulation-based Policies with Asymmetric Real-world Residuals for Assembly

Robotic assembly presents a long-standing challenge due to its requirement for precise, contact-rich manipulation. While simulation-based learning has enabled the development of robust assembly policies, their performance often degrades when deployed in real-world settings due to the sim-to-real gap. Conversely, real-world reinforcement learning (RL) methods avoid the sim-to-real gap, but rely heavily on human supervision and lack generalization ability to environmental changes. In this work, we propose a hybrid approach that combines a simulation-trained base policy with a real-world residual policy to efficiently adapt to real-world variations. The base policy, trained in simulation using low-level state observations and dense rewards, provides strong priors for initial behavior. The residual policy, learned in the real world using visual observations and sparse rewards, compensates for discrepancies in dynamics and sensor noise. Extensive real-world experiments demonstrate that our method, SPARR, achieves near-perfect success rates across diverse two-part assembly tasks. Compared to the state-of-the-art zero-shot sim-to-real methods, SPARR improves success rates by 38.4% while reducing cycle time by 29.7%. Moreover, SPARR requires no human expertise, in contrast to the state-of-the-art real-world RL approaches that depend heavily on human supervision.

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World Simulation with Video Foundation Models for Physical AI

We introduce [Cosmos-Predict2.5], the latest generation of the Cosmos World Foundation Models for Physical AI. Built on a flow-based architecture, [Cosmos-Predict2.5] unifies Text2World, Image2World, and Video2World generation in a single model and leverages [Cosmos-Reason1], a Physical AI vision-language model, to provide richer text grounding and finer control of world simulation. Trained on 200M curated video clips and refined with reinforcement learning-based post-training, [Cosmos-Predict2.5] achieves substantial improvements over [Cosmos-Predict1] in video quality and instruction alignment, with models released at 2B and 14B scales. These capabilities enable more reliable synthetic data generation, policy evaluation, and closed-loop simulation for robotics and autonomous systems. We further extend the family with [Cosmos-Transfer2.5], a control-net style framework for Sim2Real and Real2Real world translation. Despite being 3.5$\times$ smaller than [Cosmos-Transfer1], it delivers higher fidelity and robust long-horizon video generation. Together, these advances establish [Cosmos-Predict2.5] and [Cosmos-Transfer2.5] as versatile tools for scaling embodied intelligence. To accelerate research and deployment in Physical AI, we release source code, pretrained checkpoints, and curated benchmarks under the NVIDIA Open Model License at https://github.com/nvidia-cosmos/cosmos-predict2.5 and https://github.com/nvidia-cosmos/cosmos-transfer2.5. We hope these open resources lower the barrier to adoption and foster innovation in building the next generation of embodied intelligence.

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Benchmarking Population-Based Reinforcement Learning across Robotic Tasks with GPU-Accelerated Simulation

In recent years, deep reinforcement learning (RL) has shown its effectiveness in solving complex continuous control tasks. However, this comes at the cost of an enormous amount of experience required for training, exacerbated by the sensitivity of learning efficiency and the policy performance to hyperparameter selection, which often requires numerous trials of time-consuming experiments. This work leverages a Population-Based Reinforcement Learning (PBRL) approach and a GPU-accelerated physics simulator to enhance the exploration capabilities of RL by concurrently training multiple policies in parallel. The PBRL framework is benchmarked against three state-of-the-art RL algorithms -- PPO, SAC, and DDPG -- dynamically adjusting hyperparameters based on the performance of learning agents. The experiments are performed on four challenging tasks in Isaac Gym -- Anymal Terrain, Shadow Hand, Humanoid, Franka Nut Pick -- by analyzing the effect of population size and mutation mechanisms for hyperparameters. The results show that PBRL agents achieve superior performance, in terms of cumulative reward, compared to non-evolutionary baseline agents. Moreover, the trained agents are finally deployed in the real world for a Franka Nut Pick task. To our knowledge, this is the first sim-to-real attempt for deploying PBRL agents on real hardware. Code and videos of the learned policies are available on our project website (https://sites.google.com/view/pbrl).

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Isaac Lab: A GPU-Accelerated Simulation Framework for Multi-Modal Robot Learning

We present Isaac Lab, the natural successor to Isaac Gym, which extends the paradigm of GPU-native robotics simulation into the era of large-scale multi-modal learning. Isaac Lab combines high-fidelity GPU parallel physics, photorealistic rendering, and a modular, composable architecture for designing environments and training robot policies. Beyond physics and rendering, the framework integrates actuator models, multi-frequency sensor simulation, data collection pipelines, and domain randomization tools, unifying best practices for reinforcement and imitation learning at scale within a single extensible platform. We highlight its application to a diverse set of challenges, including whole-body control, cross-embodiment mobility, contact-rich and dexterous manipulation, and the integration of human demonstrations for skill acquisition. Finally, we discuss upcoming integration with the differentiable, GPU-accelerated Newton physics engine, which promises new opportunities for scalable, data-efficient, and gradient-based approaches to robot learning. We believe Isaac Lab's combination of advanced simulation capabilities, rich sensing, and data-center scale execution will help unlock the next generation of breakthroughs in robotics research.

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The Reality Gap in Robotics: Challenges, Solutions, and Best Practices

Machine learning has facilitated significant advancements across various robotics domains, including navigation, locomotion, and manipulation. Many such achievements have been driven by the extensive use of simulation as a critical tool for training and testing robotic systems prior to their deployment in real-world environments. However, simulations consist of abstractions and approximations that inevitably introduce discrepancies between simulated and real environments, known as the reality gap. These discrepancies significantly hinder the successful transfer of systems from simulation to the real world. Closing this gap remains one of the most pressing challenges in robotics. Recent advances in sim-to-real transfer have demonstrated promising results across various platforms, including locomotion, navigation, and manipulation. By leveraging techniques such as domain randomization, real-to-sim transfer, state and action abstractions, and sim-real co-training, many works have overcome the reality gap. However, challenges persist, and a deeper understanding of the reality gap's root causes and solutions is necessary. In this survey, we present a comprehensive overview of the sim-to-real landscape, highlighting the causes, solutions, and evaluation metrics for the reality gap and sim-to-real transfer.

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Refinery: Active Fine-tuning and Deployment-time Optimization for Contact-Rich Policies

Simulation-based learning has enabled policies for precise, contact-rich tasks (e.g., robotic assembly) to reach high success rates (~80%) under high levels of observation noise and control error. Although such performance may be sufficient for research applications, it falls short of industry standards and makes policy chaining exceptionally brittle. A key limitation is the high variance in individual policy performance across diverse initial conditions. We introduce Refinery, an effective framework that bridges this performance gap, robustifying policy performance across initial conditions. We propose Bayesian Optimization-guided fine-tuning to improve individual policies, and Gaussian Mixture Model-based sampling during deployment to select initializations that maximize execution success. Using Refinery, we improve mean success rates by 10.98% over state-of-the-art methods in simulation-based learning for robotic assembly, reaching 91.51% in simulation and comparable performance in the real world. Furthermore, we demonstrate that these fine-tuned policies can be chained to accomplish long-horizon, multi-part assembly$\unicode{x2013}$successfully assembling up to 8 parts without requiring explicit multi-step training.

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Neural Robot Dynamics

Accurate and efficient simulation of modern robots remains challenging due to their high degrees of freedom and intricate mechanisms. Neural simulators have emerged as a promising alternative to traditional analytical simulators, capable of efficiently predicting complex dynamics and adapting to real-world data; however, existing neural simulators typically require application-specific training and fail to generalize to novel tasks and/or environments, primarily due to inadequate representations of the global state. In this work, we address the problem of learning generalizable neural simulators for robots that are structured as articulated rigid bodies. We propose NeRD (Neural Robot Dynamics), learned robot-specific dynamics models for predicting future states for articulated rigid bodies under contact constraints. NeRD uniquely replaces the low-level dynamics and contact solvers in an analytical simulator and employs a robot-centric and spatially-invariant simulation state representation. We integrate the learned NeRD models as an interchangeable backend solver within a state-of-the-art robotics simulator. We conduct extensive experiments to show that the NeRD simulators are stable and accurate over a thousand simulation steps; generalize across tasks and environment configurations; enable policy learning exclusively in a neural engine; and, unlike most classical simulators, can be fine-tuned from real-world data to bridge the gap between simulation and reality.

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RobotSmith: Generative Robotic Tool Design for Acquisition of Complex Manipulation Skills

Endowing robots with tool design abilities is critical for enabling them to solve complex manipulation tasks that would otherwise be intractable. While recent generative frameworks can automatically synthesize task settings, such as 3D scenes and reward functions, they have not yet addressed the challenge of tool-use scenarios. Simply retrieving human-designed tools might not be ideal since many tools (e.g., a rolling pin) are difficult for robotic manipulators to handle. Furthermore, existing tool design approaches either rely on predefined templates with limited parameter tuning or apply generic 3D generation methods that are not optimized for tool creation. To address these limitations, we propose RobotSmith, an automated pipeline that leverages the implicit physical knowledge embedded in vision-language models (VLMs) alongside the more accurate physics provided by physics simulations to design and use tools for robotic manipulation. Our system (1) iteratively proposes tool designs using collaborative VLM agents, (2) generates low-level robot trajectories for tool use, and (3) jointly optimizes tool geometry and usage for task performance. We evaluate our approach across a wide range of manipulation tasks involving rigid, deformable, and fluid objects. Experiments show that our method consistently outperforms strong baselines in terms of both task success rate and overall performance. Notably, our approach achieves a 50.0\% average success rate, significantly surpassing other baselines such as 3D generation (21.4%) and tool retrieval (11.1%). Finally, we deploy our system in real-world settings, demonstrating that the generated tools and their usage plans transfer effectively to physical execution, validating the practicality and generalization capabilities of our approach.

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DexMachina: Functional Retargeting for Bimanual Dexterous Manipulation

We study the problem of functional retargeting: learning dexterous manipulation policies to track object states from human hand-object demonstrations. We focus on long-horizon, bimanual tasks with articulated objects, which is challenging due to large action space, spatiotemporal discontinuities, and embodiment gap between human and robot hands. We propose DexMachina, a novel curriculum-based algorithm: the key idea is to use virtual object controllers with decaying strength: an object is first driven automatically towards its target states, such that the policy can gradually learn to take over under motion and contact guidance. We release a simulation benchmark with a diverse set of tasks and dexterous hands, and show that DexMachina significantly outperforms baseline methods. Our algorithm and benchmark enable a functional comparison for hardware designs, and we present key findings informed by quantitative and qualitative results. With the recent surge in dexterous hand development, we hope this work will provide a useful platform for identifying desirable hardware capabilities and lower the barrier for contributing to future research. Videos and more at https://project-dexmachina.github.io/

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SPOT: SE(3) Pose Trajectory Diffusion for Object-Centric Manipulation

We introduce SPOT, an object-centric imitation learning framework. The key idea is to capture each task by an object-centric representation, specifically the SE(3) object pose trajectory relative to the target. This approach decouples embodiment actions from sensory inputs, facilitating learning from various demonstration types, including both action-based and action-less human hand demonstrations, as well as cross-embodiment generalization. Additionally, object pose trajectories inherently capture planning constraints from demonstrations without the need for manually-crafted rules. To guide the robot in executing the task, the object trajectory is used to condition a diffusion policy. We systematically evaluate our method on simulation and real-world tasks. In real-world evaluation, using only eight demonstrations shot on an iPhone, our approach completed all tasks while fully complying with task constraints. Project page: https://nvlabs.github.io/object_centric_diffusion

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MatchMaker: Automated Asset Generation for Robotic Assembly

Robotic assembly remains a significant challenge due to complexities in visual perception, functional grasping, contact-rich manipulation, and performing high-precision tasks. Simulation-based learning and sim-to-real transfer have led to recent success in solving assembly tasks in the presence of object pose variation, perception noise, and control error; however, the development of a generalist (i.e., multi-task) agent for a broad range of assembly tasks has been limited by the need to manually curate assembly assets, which greatly constrains the number and diversity of assembly problems that can be used for policy learning. Inspired by recent success of using generative AI to scale up robot learning, we propose MatchMaker, a pipeline to automatically generate diverse, simulation-compatible assembly asset pairs to facilitate learning assembly skills. Specifically, MatchMaker can 1) take a simulation-incompatible, interpenetrating asset pair as input, and automatically convert it into a simulation-compatible, interpenetration-free pair, 2) take an arbitrary single asset as input, and generate a geometrically-mating asset to create an asset pair, 3) automatically erode contact surfaces from (1) or (2) according to a user-specified clearance parameter to generate realistic parts. We demonstrate that data generated by MatchMaker outperforms previous work in terms of diversity and effectiveness for downstream assembly skill learning. For videos and additional details, please see our project website: https://wangyian-me.github.io/MatchMaker/.

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TacSL: A Library for Visuotactile Sensor Simulation and Learning

For both humans and robots, the sense of touch, known as tactile sensing, is critical for performing contact-rich manipulation tasks. Three key challenges in robotic tactile sensing are 1) interpreting sensor signals, 2) generating sensor signals in novel scenarios, and 3) learning sensor-based policies. For visuotactile sensors, interpretation has been facilitated by their close relationship with vision sensors (e.g., RGB cameras). However, generation is still difficult, as visuotactile sensors typically involve contact, deformation, illumination, and imaging, all of which are expensive to simulate; in turn, policy learning has been challenging, as simulation cannot be leveraged for large-scale data collection. We present TacSL (taxel), a library for GPU-based visuotactile sensor simulation and learning. TacSL can be used to simulate visuotactile images and extract contact-force distributions over $200\times$ faster than the prior state-of-the-art, all within the widely-used Isaac Simulator. Furthermore, TacSL provides a learning toolkit containing multiple sensor models, contact-intensive training environments, and online/offline algorithms that can facilitate policy learning for sim-to-real applications. On the algorithmic side, we introduce a novel online reinforcement-learning algorithm called asymmetric actor-critic distillation (AACD), designed to effectively and efficiently learn tactile-based policies in simulation that can transfer to the real world. Finally, we demonstrate the utility of our library and algorithms by evaluating the benefits of distillation and multimodal sensing for contact-rich manipulation tasks, and most critically, performing sim-to-real transfer. Supplementary videos and results are at https://iakinola23.github.io/tacsl/.

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SRSA: Skill Retrieval and Adaptation for Robotic Assembly Tasks

Enabling robots to learn novel tasks in a data-efficient manner is a long-standing challenge. Common strategies involve carefully leveraging prior experiences, especially transition data collected on related tasks. Although much progress has been made for general pick-and-place manipulation, far fewer studies have investigated contact-rich assembly tasks, where precise control is essential. We introduce SRSA (Skill Retrieval and Skill Adaptation), a novel framework designed to address this problem by utilizing a pre-existing skill library containing policies for diverse assembly tasks. The challenge lies in identifying which skill from the library is most relevant for fine-tuning on a new task. Our key hypothesis is that skills showing higher zero-shot success rates on a new task are better suited for rapid and effective fine-tuning on that task. To this end, we propose to predict the transfer success for all skills in the skill library on a novel task, and then use this prediction to guide the skill retrieval process. We establish a framework that jointly captures features of object geometry, physical dynamics, and expert actions to represent the tasks, allowing us to efficiently learn the transfer success predictor. Extensive experiments demonstrate that SRSA significantly outperforms the leading baseline. When retrieving and fine-tuning skills on unseen tasks, SRSA achieves a 19% relative improvement in success rate, exhibits 2.6x lower standard deviation across random seeds, and requires 2.4x fewer transition samples to reach a satisfactory success rate, compared to the baseline. Furthermore, policies trained with SRSA in simulation achieve a 90% mean success rate when deployed in the real world. Please visit our project webpage https://srsa2024.github.io/.

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