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Yufei Jia

Publications and source records attributed to Yufei Jia.

At least 19 recordsLinked to original sources

Why Koopman Structure Does Not Help Differentiable World Models for Humanoid Whole-Body Tracking

We test whether Koopman structure, linear dynamics in a lifted state space, helps when a humanoid whole-body tracking policy is trained by backpropagating through a differentiable world model, replacing the MLP world model of an otherwise unchanged pipeline for simulated Unitree G1 tracking. It does not: return is at best equal (0.823 versus 0.830), one-step error on identical data is 1.3 to 1.6 times the MLP's, and training is about 15% slower. Lifted rollouts diverge or fail to train a policy; of the schemes tested, re-lifting at every imagined step trains best. Re-lifting never uses the lifted linear dynamics and leaves a model affine in the action, with state-dependent offset and slope; an action-affine MLP also predicts worse, so the cost belongs to this class. At a fixed state, the curvature of the true dynamics in the action explains only part of it. Across states, the policy's actions span a curved region, so an affine model fits policy data only as the tangent at the policy's action, the operating point: on G1, the MLP's tangent there is as accurate as the MLP; at the mean action, 31 times worse. The offset must encode, from the state alone, where the policy acts, whereas an MLP reads the action. Supplying the policy's action removes most of the remaining gap on G1, Ant and Humanoid. The only online repair approaching the MLP feeds the action into the nonlinear lift, giving up the structure. The MLP world model thus remains the better choice here.

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GeoAlign: Beyond Semantics with State-Guided Spatial Alignment in VLA Models

Current Vision-Language-Action (VLA) models often optimize for semantic grounding, whereas executable manipulation requires geometry-aware spatial alignment. We introduce GeoAlign, a state-guided spatial alignment architecture for VLA policy learning. Offline robot-domain RGB-D supervision post-trains an RGB geometry branch to produce Geometry-Enhanced Post-Trained (GEP) features; the depth head is then discarded, so policy training and rollout use RGB, language, and proprioceptive state. State-generated queries attend to the GEP grid to produce eight compact geometry tokens for action prediction. GeoAlign achieves 99.0% on LIBERO, 85.3% across three SimplerEnv-Fractal task families, and 78.8% on eight real-world ALOHA tasks, with ablations supporting the combined recipe of geometry post-training and state-guided querying on Isaac-GR00T N1.6-3B. Project website: https://chenyizhi123.github.io/geoalign-project/.

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An Real-Sim-Real (RSR) Loop Framework for Generalizable Robotic Policy Transfer

The sim-to-real gap remains a critical challenge in robotics, hindering the deployment of algorithms trained in simulation to real-world systems. We propose a flexible Real-to-Sim-to-Real (RSR) framework whose central contribution is an information-theoretic cost function that explicitly accounts for sim-to-real discrepancies. This cost balances two objectives, completing the task and steering the policy to collect real-world samples that are maximally informative for improving transfer. It can be integrated seamlessly into existing reinforcement learning algorithms (e.g., PPO, SAC) and ensures a balanced exploration of critical regions in the real domain. The framework treats differentiable simulation as optional: when a differentiable simulator is available, the collected informative data can also be used to tune simulator parameters. We implement the framework with the MuJoCo MJX platform and demonstrate its generality by evaluating on both manipulation tasks with a 6-DOF robotic arm and locomotion tasks on a legged robot. Empirical results show that our RSR loop yields more efficient data acquisition and substantially improves task performance in real-world that achieves a smoother sim-to-real transfer.

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F4R: Failure-Driven Recognition, Reconstruction, Refinement, and Redeployment for Continual Robot Self-Improvement

The real-world performance of current vision-language-action models is fundamentally constrained by the limited coverage of expert demonstrations and their insufficient understanding of physical interactions. A common remedy is to collect additional real-world demonstrations of newly encountered failures. However, this process is costly, inefficient, potentially unsafe, and difficult to scale. To address this challenge, we propose Failure for Rising (F4R), a failure-driven real-to-sim-to-real closed-loop learning framework that converts real-world failures into targeted policy improvement. F4R first uses an agent to automatically identify and diagnose failures from rollouts. It reconstructs each failure as an interactive, object-centric table-top environment that preserves the task-relevant spatial and physical conditions. The policy is then refined through failure-conditioned sim-real co-training followed by targeted reinforcement learning in the reconstructed environments. The improved policy is subsequently redeployed, while newly observed failures are continuously fed back into the next reconstruction and learning cycle. Real-world evaluations on four manipulation tasks show that F4R achieves 93.75% In-Distribution and 90.0% Out-of-Distribution (OOD) success, outperforming the budget-matched Targeted BC baseline by 18.75 percentage points under OOD conditions without collecting additional real-world corrective demonstrations.

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From Gameplay to Policy: Towards Scalable Robot Data Collection via Gamified Robot-Free Interaction

Learning generalizable robot manipulation policies requires large-scale and diverse interaction data, yet collecting real-world demonstrations remains costly and difficult to scale. Existing approaches to data collection are either dependent on specific robot hardware that limits crowdsourcing and transferability, or suffer from incomplete annotation and limited behavioral diversity. Inspired by how games sustain long-term human engagement, we explore an alternative paradigm that turns data collection into an engaging gameplay experience and transfers the resulting human manipulation experience to real robots. We present Project Kitchen, a VR-based gamified egocentric data collection platform that elicits diverse, goal-directed manipulation while remaining independent of specific robot embodiments and hardware, making it applicable to broader and potentially large-scale deployment. To bridge the game-to-real gap, we further introduce Game2Policy, which extracts embodiment-invariant affordance cues, including contact points and sub-goal states, from gameplay trajectories. An affordance model is pre-trained on game-collected data and then jointly fine-tuned with downstream policies using only a handful of real-robot demonstrations. Experiments show that Game2Policy improves average success rates by 10.0 points in simulation and 18.3 points on real robots in the few-shot setting. User studies and quantitative analyses further show that Project Kitchen promotes diverse manipulation behaviors and provides an engaging data collection experience. These results demonstrate the potential of gamified virtual environments as a scalable source of manipulation knowledge. The platform and code will be released upon acceptance.

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FGGS-LiDAR: Ultra-Fast, GPU-Accelerated Simulation from General 3DGS Models to LiDAR

While 3D Gaussian Splatting (3DGS) has emerged as a strong representation for photorealistic rendering, its vast ecosystem of assets remains difficult to use for high-performance LiDAR simulation, a critical tool for robotics and autonomous driving. We present \textbf{FGGS-LiDAR}, a geometry-first framework that bridges this gap in a plug-and-play manner. Our method converts pretrained 3DGS assets into watertight meshes directly from Gaussian parameters, without requiring LiDAR-specific supervision or architectural alterations, via volumetric discretization and Truncated Signed Distance Field (TSDF) extraction. We pair this with a GPU-accelerated ray-casting module that simulates LiDAR returns at over 500 FPS and supports batched multi-environment simulation with up to 4096 environments. In large-scale parallel settings, FGGS-LiDAR achieves an order-of-magnitude lower LiDAR simulation latency than Isaac Sim. We validate FGGS-LiDAR on both indoor and outdoor scenes, demonstrating high LiDAR-simulation fidelity. Furthermore, on COLMAP-posed indoor benchmarks, we compare against existing 3DGS-to-mesh baselines and report lower LiDAR-simulation error. Code is at https://github.com/discoverse-dev/FGGS-LiDAR.

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GS-Playground: A High-Throughput Photorealistic Simulator for Vision-Informed Robot Learning

Embodied AI research is undergoing a shift toward vision-centric perceptual paradigms. While massively parallel simulators have catalyzed breakthroughs in proprioception-based locomotion, their potential remains largely untapped for vision-informed tasks due to the prohibitive computational overhead of large-scale photorealistic rendering. Furthermore, the creation of simulation-ready 3D assets heavily relies on labor-intensive manual modeling, while the significant sim-to-real physical gap hinders the transfer of contact-rich manipulation policies. To address these bottlenecks, we propose GS-Playground, a multi-modal simulation framework designed to accelerate end-to-end perceptual learning. We develop a novel high-performance parallel physics engine, specifically designed to integrate with a batch 3D Gaussian Splatting (3DGS) rendering pipeline to ensure high-fidelity synchronization. Our system achieves a breakthrough throughput of 10^4 FPS at 640x480 resolution, significantly lowering the barrier for large-scale visual RL. Additionally, we introduce an automated Real2Sim workflow that reconstructs photorealistic, physically consistent, and memory-efficient environments, streamlining the generation of complex simulation-ready scenes. Extensive experiments on locomotion, navigation, and manipulation demonstrate that GS-Playground effectively bridges the perceptual and physical gaps across diverse embodied tasks. Project homepage: https://gsplayground.github.io.

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Try Once, Then Optimal: De-Redundified Procedure Memory for Cross-Episode Exploration Amortization

Manipulating objects with hidden internal state, such as a latched microwave, forces a robot to probe before it can act. Yet a robot that has solved an instance once re-runs the same probes whenever it encounters that instance again, because existing cross-episode memories target task success and organize reuse around states, not the object or the cost of re-exploring it. We present Instance-Oriented Memory (IOM), an object-centric framework that amortizes this exploration: from a single encounter that uncovers the hidden state, whether or not it succeeds, IOM records a short procedure for manipulating that instance, keys it on the object's identifiable features, and injects it as a soft bias on a procedure-conditioned policy. A later encounter recognizes the object and recalls its procedure instead of re-exploring. We instantiate this distillation with an off-the-shelf vision-language model (VLM) that parses each encounter into the procedure without task-specific training. Across four articulated-object tasks, two in simulation (microwave, door) and two on a real robot (bottle, cabinet), an oracle procedure memory cuts manipulation operations by 16-30% over re-exploration at non-regressing success, and the VLM instantiation recovers 69-88% of that saving out of the box. Because the procedure is a soft bias on a feedback-driven policy, an incorrect memory is recovered from rather than obeyed: success holds even when a retrieved procedure is wrong, as for $\approx$12% of door instances. Across all tasks the benefit is purely one of efficiency: success never regresses, and on the real robot even improves. Code will be released upon acceptance.

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FILIC: Dual-Loop Force-Guided Imitation Learning with Impedance Torque Control for Contact-Rich Manipulation Tasks

Many contact-rich manipulation tasks require precise force regulation. However, most imitation learning (IL) policies remain position-centric and lack explicit force awareness, and adding force/torque sensors to collaborative robot arms is often costly and requires additional hardware design. To overcome these issues, we propose FILIC, a Force-guided Imitation Learning framework with impedance torque control. FILIC integrates a Transformer-based IL policy with an impedance controller in a dual-loop structure, enabling compliant force-informed, force-executed manipulation. For robots without force/torque sensors, we introduce a cost-effective end-effector force estimator using joint torque measurements through analytical Jacobian-based inversion while compensating with model-predicted torques from a digital twin. Experiments show that FILIC significantly outperforms vision-only and joint-torque-based methods, achieving safer, more compliant, and adaptable contact-rich manipulation. The source code is available at https://github.com/OpenGHz/mujoco-wrench-estimator.git.

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QuadVerse: An Integrated Framework Aligning Visual-Physical Reality for Quadruped Simulation

Simulation is central to robot learning, yet the sim-to-real gap remains a major bottleneck. Existing approaches often tackle visual or dynamic gaps separately, overlooking how these individual mismatches accumulate and propagate throughout the robot's state evolution. In this paper, we introduce QuadVerse, an integrated framework that uses reconstructed scenes as a calibration substrate for aligning visual perception, physical interaction, and actuator dynamics. From captured RGB videos, we reconstruct geometry-constrained 3D Gaussian Splatting (3DGS) scenes that support batched photorealistic ego-view rendering and collision-ready semantic mesh extraction. The meshes further enable contact calibration by initializing spatially varying friction priors and refining them through trajectory-based posterior search. To address remaining actuator discrepancies, QuadVerse trains a residual dynamics compensator by replaying real-world trajectories on the contact-calibrated terrain, reducing the entanglement between terrain-induced contact errors and actuator non-idealities. Experiments show that QuadVerse improves reconstruction quality and locomotion tracking over relevant baselines. Leveraging this foundation, we demonstrate robust zero-shot visual-navigation policy deployment without task-specific real-world rollouts.

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When Video Misreads: Closed-Loop Distillation of Reading Heuristics for Exploratory Manipulation Trace QA

Exploratory manipulation often turns an apparent failed attempt into the key evidence for what to do next. For example, a robot pulls a locked cabinet drawer, fails, and only succeeds after opening the lock. The failed pull reveals a latent precondition (the drawer is locked) that determines the minimal-success action chain (the fewest actions that complete the task), here [lock-open, drawer-pull]. Correctly reading this trace is therefore the prerequisite for recovering that chain. We formalize this setting as Exploratory Manipulation Trace QA (EMT-QA): given synchronized video and proprioception from an exploratory trace, predict the minimal-success action chain under the latent precondition revealed by the probe. However, even state-of-the-art VLMs and embodied multimodal LLMs misread this evidence: they do not reliably recover the chain from raw video, raw proprioception, or their combination. We introduce Closed-Loop Trace Distillation, a pipeline that uses a per-task coding agent to inspect labeled training traces and distill a one-line natural-language prompt over the trace, which we call the Distilled Reading Heuristic (DRH). At inference, no agent is invoked and no model weights are updated; a frozen VLM receives the raw trace plus the DRH as a prompt entry. Across three simulator and two real-robot tasks, the DRH improves chain accuracy by +0.38 to +0.47 over the best raw-modality baseline. The same DRH also serves as the sole specification for one-shot programmatic classifiers that match the prompted VLM.

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UniLab: A Heterogeneous Architecture for Robot RL Beyond GPU-Dominant Paradigms

Simulation-based RL for contemporary robot control is increasingly organized around GPU-resident simulation: physics, rollout collection, and learning are placed on a single GPU-centric execution path. This paradigm has greatly improved training speed, but it has also encouraged a default assumption that efficient training requires physics to reside on the GPU. We revisit this assumption. Our view is that, in simulation-dominated robot control, the essential question is not which processor runs physics, but whether simulation throughput, policy learning, and runtime synchronization form an efficient end-to-end loop. We present UniLab, a heterogeneous CPU-simulation / GPU-learning architecture that decouples CPU-parallel simulation from GPU policy updates through a unified runtime for data movement, buffering, and synchronization. UniLab is implemented as a complete and extensible training system using MuJoCoUni and MotrixSim CPU-batched physics backends, supporting PPO, FastSAC, FlashSAC, and APPO. On representative simulation-based robot control tasks, UniLab improves end-to-end training efficiency by 3--10$\times$ under the same hardware configuration, while reducing dependence on the NVIDIA CUDA-based software stack and supporting cross-platform execution on the Apple macOS platform and the AMD ROCm and Intel XPU accelerator backends. These results show that GPU simulation is an effective path to efficient training, but not a necessary one, broadening the practical system choices available for robot RL training. Project page: https://unilabsim.github.io.

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MuJoCoUni:Persistent Batched Runtime Primitives for MuJoCo

We present MuJoCoUni, a downstream MuJoCo distribution for online robot learning and batched physics evaluation. Alongside the open-loop batched trajectory generation already provided by upstream mujoco.rollout, MuJoCoUni supplies runtime primitives for stateful environment execution. The target workloads need high-throughput parallel execution while retaining upstream CPU MuJoCo semantics for models, sensors, contact, and constraints. Its core object, BatchEnvPool, is a C++/pybind11 executor that owns per-environment mjModel copies, per-thread mjData workers, and an internal thread pool. It provides final-state-only short stepping, sparse reset, reset-lifecycle domain randomization, batched sensor forward evaluation without advancing dynamics, and batched Jacobian and height-field queries. The implementation is confined to the Python binding layer; MuJoCo's solver, contact model, integrator, and core source tree retain upstream semantics. This report describes the BatchEnvPool API, implementation boundary, relationship to rollout, and the validation and benchmark scripts shipped with the open-source mujoco-uni package, which is installed with \texttt{pip install mujoco-uni}.

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ManiVID-3D: Generalizable View-Invariant Reinforcement Learning for Robotic Manipulation via Disentangled 3D Representations

Deploying visual reinforcement learning (RL) policies in real-world manipulation is often hindered by camera viewpoint changes. A policy trained from a fixed front-facing camera may fail when the camera is shifted -- an unavoidable situation in real-world settings where sensor placement is hard to manage appropriately. Existing methods often rely on precise camera calibration or struggle with large perspective changes. To address these limitations, we propose ManiVID-3D, a novel 3D RL architecture designed for robotic manipulation, which learns view-invariant representations through self-supervised disentangled feature learning. The framework incorporates ViewNet, a lightweight yet effective module that automatically aligns point cloud observations from arbitrary viewpoints into a unified spatial coordinate system without the need for extrinsic calibration. Additionally, we develop an efficient GPU-accelerated batch rendering module capable of processing over 5000 frames per second, enabling large-scale training for 3D visual RL at unprecedented speeds. Extensive evaluation across 10 simulated and 5 real-world tasks demonstrates that our approach achieves a 40.6% higher success rate than state-of-the-art methods under viewpoint variations while using 80% fewer parameters. The system's robustness to severe perspective changes and strong sim-to-real performance highlight the effectiveness of learning geometrically consistent representations for scalable robotic manipulation in unstructured environments.

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OmniDP: Beyond-FOV Large-Workspace Humanoid Manipulation with Omnidirectional 3D Perception

The deployment of humanoid robots for dexterous manipulation in unstructured environments remains challenging due to perceptual limitations that constrain the effective workspace. In scenarios where physical constraints prevent the robot from repositioning itself, maintaining omnidirectional awareness becomes far more critical than color or semantic information.While recent advances in visuomotor policy learning have improved manipulation capabilities, conventional RGB-D solutions suffer from narrow fields of view (FOV) and self-occlusion, requiring frequent base movements that introduce motion uncertainty and safety risks. Existing approaches to expanding perception, including active vision systems and third-view cameras, introduce mechanical complexity, calibration dependencies, and latency that hinder reliable real-time performance. In this work, We propose OmniDP, an end-to-end LiDAR-driven 3D visuomotor policy that enables robust manipulation in large workspaces. Our method processes panoramic point clouds through a Time-Aware Attention Pooling mechanism, efficiently encoding sparse 3D data while capturing temporal dependencies. This 360° perception allows the robot to interact with objects across wide areas without frequent repositioning. To support policy learning, we develop a whole-body teleoperation system for efficient data collection on full-body coordination. Extensive experiments in simulation and real-world environments show that OmniDP achieves robust performance in large-workspace and cluttered scenarios, outperforming baselines that rely on egocentric depth cameras.

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HiWET: Hierarchical World-Frame End-Effector Tracking for Long-Horizon Humanoid Loco-Manipulation

Humanoid loco-manipulation requires executing precise manipulation tasks while maintaining dynamic stability amid base motion and impacts. Existing approaches typically formulate commands in body-centric frames, fail to inherently correct cumulative world-frame drift induced by legged locomotion. We reformulate the problem as world-frame end-effector tracking and propose HiWET, a hierarchical reinforcement learning framework that decouples global reasoning from dynamic execution. The high-level policy generates subgoals that jointly optimize end-effector accuracy and base positioning in the world frame, while the low-level policy executes these commands under stability constraints. We introduce a Kinematic Manifold Prior (KMP) that embeds the manipulation manifold into the action space via residual learning, reducing exploration dimensionality and mitigating kinematically invalid behaviors. Extensive simulation and ablation studies demonstrate that HiWET achieves precise and stable end-effector tracking in long-horizon world-frame tasks. We validate zero-shot sim-to-real transfer of the low-level policy on a physical humanoid, demonstrating stable locomotion under diverse manipulation commands. These results indicate that explicit world-frame reasoning combined with hierarchical control provides an effective and scalable solution for long-horizon humanoid loco-manipulation.

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ImitDiff: Transferring Foundation-Model Priors for Distraction Robust Visuomotor Policy

Visuomotor imitation learning policies enable robots to efficiently acquire manipulation skills from visual demonstrations. However, as scene complexity and visual distractions increase, policies that perform well in simple settings often experience substantial performance degradation. To address this challenge, we propose ImitDiff, a diffusion-based imitation learning policy guided by fine-grained semantics within a dual-resolution workflow. Leveraging pretrained priors of vision-language foundation models, our method transforms high-level instructions into pixel-level visual semantic masks. These masks guide a dual-resolution perception pipeline that captures both global context (e.g., overall layout) from low-resolution observation and fine-grained local features (e.g., geometric details) from high-resolution observation, enabling the policy to focus on task-relevant regions. Additionally, we introduce a consistency-driven diffusion transformer action head that bridges visual semantic conditions and real-time action generation. Extensive experiments demonstrate that ImitDiff outperforms state-of-the-art vision-language manipulation frameworks, as well as visuomotor imitation learning policies, particularly under increased scene complexity and visual distractions. Notably, ImitDiff exhibits strong generalization in zero-shot settings involving novel objects and visual distractions. Furthermore, our consistency-driven action head achieves an order-of-magnitude improvement in inference speed while maintaining competitive success rates.

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Omni-Perception: Omnidirectional Collision Avoidance for Legged Locomotion in Dynamic Environments

Agile locomotion in complex 3D environments requires robust spatial awareness to safely avoid diverse obstacles such as aerial clutter, uneven terrain, and dynamic agents. Depth-based perception approaches often struggle with sensor noise, lighting variability, computational overhead from intermediate representations (e.g., elevation maps), and difficulties with non-planar obstacles, limiting performance in unstructured environments. In contrast, direct integration of LiDAR sensing into end-to-end learning for legged locomotion remains underexplored. We propose Omni-Perception, an end-to-end locomotion policy that achieves 3D spatial awareness and omnidirectional collision avoidance by directly processing raw LiDAR point clouds. At its core is PD-RiskNet (Proximal-Distal Risk-Aware Hierarchical Network), a novel perception module that interprets spatio-temporal LiDAR data for environmental risk assessment. To facilitate efficient policy learning, we develop a high-fidelity LiDAR simulation toolkit with realistic noise modeling and fast raycasting, compatible with platforms such as Isaac Gym, Genesis, and MuJoCo, enabling scalable training and effective sim-to-real transfer. Learning reactive control policies directly from raw LiDAR data enables the robot to navigate complex environments with static and dynamic obstacles more robustly than approaches relying on intermediate maps or limited sensing. We validate Omni-Perception through real-world experiments and extensive simulation, demonstrating strong omnidirectional avoidance capabilities and superior locomotion performance in highly dynamic environments.

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