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Yihang Hu

Publications and source records attributed to Yihang Hu.

8 recordsLinked to original sources

OpenHLM: An Empirical Recipe for Whole-Body Humanoid Loco-Manipulation

Whole-body humanoid loco-manipulation requires coordinating the robot's entire kinematic chain. However, most existing systems typically decouple the upper and lower bodies into separate controllers, limiting such coordination and yielding behaviors similar to those of a wheeled dual-arm platform. In this paper, we ask what it takes to build a whole-body native vision-language-action (VLA) model that maps language and pixels directly to all of the humanoid's degrees of freedom. We conduct a systematic empirical study organized as a roadmap of one-variable-at-a-time experiments across three phases: whole-body teleoperation, VLA model design, and heterogeneous co-training. Our study yields several intriguing findings: a joint-based whole-body teleoperation interface outperforms alternatives that only partially expose the humanoid's degrees of freedom; a VLA pretrained on static and wheeled dual-arm platforms transfers surprisingly well to a humanoid's full action space; and co-training with HuMI, the humanoid analog of UMI, extends the policy to new objects and instructions without additional whole-body teleoperation on those targets. Following this roadmap yields OpenHLM, an open-source recipe for whole-body humanoid loco-manipulation. In a challenging long-horizon task that spans a wide vertical range of the humanoid, OpenHLM outperforms two state-of-the-art humanoid VLA baselines (GR00T N1.6 and $\Psi_0$) using less than half the total demonstration time. Our code, training data, and model checkpoints are available at [https://openhlm-project.github.io/].

cs.RO

Humanoid Manipulation Interface: Humanoid Whole-Body Manipulation from Robot-Free Demonstrations

Current approaches for humanoid whole-body manipulation, primarily relying on teleoperation or visual sim-to-real reinforcement learning, are hindered by hardware logistics and complex reward engineering. Consequently, demonstrated autonomous skills remain limited and are typically restricted to controlled environments. In this paper, we present the Humanoid Manipulation Interface (HuMI), a portable and efficient framework for learning diverse whole-body manipulation tasks across various environments. HuMI enables robot-free data collection by capturing rich whole-body motion using portable hardware. This data drives a hierarchical learning pipeline that translates human motions into dexterous and feasible humanoid skills. Extensive experiments across five whole-body tasks--including kneeling, squatting, tossing, walking, and bimanual manipulation--demonstrate that HuMI achieves a 3x increase in data collection efficiency compared to teleoperation and attains a 70% success rate in unseen environments.

cs.RO

TimeRewarder: Learning Dense Reward from Passive Videos via Frame-wise Temporal Distance

Designing dense rewards is crucial for reinforcement learning (RL), yet in robotics it often demands extensive manual effort and lacks scalability. One promising solution is to view task progress as a dense reward signal, as it quantifies the degree to which actions advance the system toward task completion over time. We present TimeRewarder, a simple yet effective reward learning method that derives progress estimation signals from passive videos, including robot demonstrations and human videos, by modeling temporal distances between frame pairs. We then demonstrate how TimeRewarder can supply step-wise proxy rewards to guide reinforcement learning. In our comprehensive experiments on ten challenging Meta-World tasks, we show that TimeRewarder dramatically improves RL for sparse-reward tasks, achieving nearly perfect success in 9/10 tasks with only 200,000 environment interactions per task. This approach outperformed previous methods and even the manually designed environment dense reward on both the final success rate and sample efficiency. Moreover, we show that TimeRewarder pretraining can exploit real-world human videos, highlighting its potential as a scalable approach to rich reward signals from diverse video sources.

cs.AI

Tactile-VLA: Unlocking Vision-Language-Action Model's Physical Knowledge for Tactile Generalization

Vision-Language-Action (VLA) models have shown remarkable achievements, driven by the rich implicit knowledge of their vision-language components. However, achieving generalist robotic agents demands precise grounding into physical interactions, especially in contact-rich scenarios where fine-grained force control is essential. We advance VLAs' implicit knowledge beyond identifying what to do, towards guiding how to physically interact with real world. This paper introduces Tactile-VLA, a novel framework that deeply fuses vision, language, action, and tactile sensing. This framework incorporates a hybrid position-force controller to translate the model's intentions into precise physical actions and a reasoning module that allows the robot to adapt its strategy based on tactile feedback. Experiments demonstrate Tactile-VLA's effectiveness and generalizability in three key aspects: (1) enabling tactile-aware instruction following, (2) utilizing tactile-relevant commonsense, and (3) facilitating adaptive tactile-involved reasoning. A key finding is that the VLM's prior knowledge already contains semantic understanding of physical interaction; by connecting it to the robot's tactile sensors with only a few demonstrations, we can activate this prior knowledge to achieve zero-shot generalization in contact-rich tasks.

cs.RO

Dual-Forward Path Teacher Knowledge Distillation: Bridging the Capacity Gap Between Teacher and Student

Knowledge distillation (KD) provides an effective way to improve the performance of a student network under the guidance of pre-trained teachers. However, this approach usually brings in a large capacity gap between teacher and student networks, limiting the distillation gains. Previous methods addressing this problem either discard accurate knowledge representation or fail to dynamically adjust the transferred knowledge, which is less effective in addressing the capacity gap problem and hinders students from achieving comparable performance with the pre-trained teacher. In this work, we extend the ideology of prompt-based learning to address the capacity gap problem, and propose Dual-Forward Path Teacher Knowledge Distillation (DFPT-KD), which replaces the pre-trained teacher with a novel dual-forward path teacher to supervise the learning of student. The key to DFPT-KD is prompt-based tuning, i.e., establishing an additional prompt-based forward path within the pre-trained teacher and optimizing it with the pre-trained teacher frozen to make the transferred knowledge compatible with the representation ability of the student. Extensive experiments demonstrate that DFPT-KD leads to trained students performing better than the vanilla KD. To make the transferred knowledge better compatible with the representation abilities of the student, we further fine-tune the whole prompt-based forward path, yielding a novel distillation approach dubbed DFPT-KD+. By extensive experiments, it is shown that DFPT-KD+ improves upon DFPT-KD and achieves state-of-the-art accuracy performance.

cs.LG

Prior Reinforce: Goal-Conditioned Dynamic Manipulation with Limited Trials

Embodied robots have achieved strong performance in many real-world manipulation tasks, yet agile dynamic manipulation remains challenging due to high sensitivity to motion parameters and sparse outcome-level feedback. Tasks such as shooting a basketball into a hoop require precise control of fast open-loop motions, where small trajectory variations can lead to large outcome deviations, making data-efficient adaptation difficult for existing methods that rely on large-scale interaction, reward engineering, or accurate dynamic modeling. We propose Prior Reinforce (P.R.), a simple and practical framework for goal-conditioned dynamic manipulation. The method first learns a structured motion manifold from a small set of demonstrations using a conditional diffusion model, and then adapts motions toward new goals through feedback-driven optimization in a low-dimensional condition space. By separating motion generation from outcome-driven adaptation, the framework enables efficient refinement using only a small number of real-world trials under noisy perception. Experiments on multiple real-world dynamic manipulation tasks demonstrate that P.R. reliably achieves new goals within as few as ten total trials while remaining robust to perception noise and hardware uncertainty, suggesting a practical approach for low-trial real-world robot adaptation. Project website: https://adap-robotics.github.io/.

cs.RO

SKIL: Semantic Keypoint Imitation Learning for Generalizable Data-efficient Manipulation

Real-world tasks such as garment manipulation and table rearrangement demand robots to perform generalizable, highly precise, and long-horizon actions. Although imitation learning has proven to be an effective approach for teaching robots new skills, large amounts of expert demonstration data are still indispensible for these complex tasks, resulting in high sample complexity and costly data collection. To address this, we propose Semantic Keypoint Imitation Learning (SKIL), a framework which automatically obtains semantic keypoints with the help of vision foundation models, and forms the descriptor of semantic keypoints that enables efficient imitation learning of complex robotic tasks with significantly lower sample complexity. In real-world experiments, SKIL doubles the performance of baseline methods in tasks such as picking a cup or mouse, while demonstrating exceptional robustness to variations in objects, environmental changes, and distractors. For long-horizon tasks like hanging a towel on a rack where previous methods fail completely, SKIL achieves a mean success rate of 70\% with as few as 30 demonstrations. Furthermore, SKIL naturally supports cross-embodiment learning due to its semantic keypoints abstraction. Our experiments demonstrate that even human videos bring considerable improvement to the learning performance. All these results demonstrate the great success of SKIL in achieving data-efficient generalizable robotic learning. Visualizations and code are available at: https://skil-robotics.github.io/SKIL-robotics/.

cs.RO

Targeting Makes Sample Efficiency in Auction Design

This paper introduces the targeted sampling model in optimal auction design. In this model, the seller may specify a quantile interval and sample from a buyer's prior restricted to the interval. This can be interpreted as allowing the seller to, for example, examine the top $40$ percents bids from previous buyers with the same characteristics. The targeting power is quantified with a parameter $Δ\in [0, 1]$ which lower bounds how small the quantile intervals could be. When $Δ= 1$, it degenerates to Cole and Roughgarden's model of i.i.d. samples; when it is the idealized case of $Δ= 0$, it degenerates to the model studied by Chen et al. (2018). For instance, for $n$ buyers with bounded values in $[0, 1]$, $\tilde{O}(ε^{-1})$ targeted samples suffice while it is known that at least $\tildeΩ(n ε^{-2})$ i.i.d. samples are needed. In other words, targeted sampling with sufficient targeting power allows us to remove the linear dependence in $n$, and to improve the quadratic dependence in $ε^{-1}$ to linear. In this work, we introduce new technical ingredients and show that the number of targeted samples sufficient for learning an $ε$-optimal auction is substantially smaller than the sample complexity of i.i.d. samples for the full spectrum of $Δ\in [0, 1)$. Even with only mild targeting power, i.e., whenever $Δ= o(1)$, our targeted sample complexity upper bounds are strictly smaller than the optimal sample complexity of i.i.d. samples.

cs.GT