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Yuke Zhu

Publications and source records attributed to Yuke Zhu.

At least 55 records · Page 3Linked to original sources

FORTE: Tactile Force and Slip Sensing on Compliant Fingers for Delicate Manipulation

Handling fragile objects remains a major challenge for robotic manipulation. Tactile sensing and soft robotics can improve delicate object handling, but typically involve high integration complexity or slow response times. We address these issues through FORTE, an easy-to-fabricate tactile sensing system. FORTE uses 3D-printed fin-ray grippers with internal air channels to provide low-latency force and slip feedback. This feedback allows us to apply just enough force to grasp objects without damaging them. We accurately estimate grasping forces from 0-8 N with an average error of 0.2 N, and detect slip events within 100 ms of occurring. FORTE can grasp a wide range of slippery, fragile, and deformable objects, including raspberries and potato chips with 92% success and achieves 93% accuracy in detecting slip events. These results highlight FORTE's potential as a robust solution for delicate robotic manipulation. Project page: https://merge-lab.github.io/FORTE/

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NitroGen: An Open Foundation Model for Generalist Gaming Agents

We introduce NitroGen, a vision-action foundation model for generalist gaming agents that is trained on 40,000 hours of gameplay videos across more than 1,000 games. We incorporate three key ingredients: 1) an internet-scale video-action dataset constructed by automatically extracting player actions from publicly available gameplay videos, 2) a multi-game benchmark environment that can measure cross-game generalization, and 3) a unified vision-action model trained with large-scale behavior cloning. NitroGen exhibits strong competence across diverse domains, including combat encounters in 3D action games, high-precision control in 2D platformers, and exploration in procedurally generated worlds. It transfers effectively to unseen games, achieving up to 52% relative improvement in task success rates over models trained from scratch. We release the dataset, evaluation suite, and model weights to advance research on generalist embodied agents.

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Opening the Sim-to-Real Door for Humanoid Pixel-to-Action Policy Transfer

Recent progress in GPU-accelerated, photorealistic simulation has opened a scalable data-generation path for robot learning, where massive physics and visual randomization allow policies to generalize beyond curated environments. Building on these advances, we develop a teacher-student-bootstrap learning framework for vision-based humanoid loco-manipulation, using articulated-object interaction as a representative high-difficulty benchmark. Our approach introduces a staged-reset exploration strategy that stabilizes long-horizon privileged-policy training, and a GRPO-based fine-tuning procedure that mitigates partial observability and improves closed-loop consistency in sim-to-real RL. Trained entirely on simulation data, the resulting policy achieves robust zero-shot performance across diverse door types and outperforms human teleoperators by up to 31.7% in task completion time under the same whole-body control stack. This represents the first humanoid sim-to-real policy capable of diverse articulated loco-manipulation using pure RGB perception.

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VIRAL: Visual Sim-to-Real at Scale for Humanoid Loco-Manipulation

A key barrier to the real-world deployment of humanoid robots is the lack of autonomous loco-manipulation skills. We introduce VIRAL, a visual sim-to-real framework that learns humanoid loco-manipulation entirely in simulation and deploys it zero-shot to real hardware. VIRAL follows a teacher-student design: a privileged RL teacher, operating on full state, learns long-horizon loco-manipulation using a delta action space and reference state initialization. A vision-based student policy is then distilled from the teacher via large-scale simulation with tiled rendering, trained with a mixture of online DAgger and behavior cloning. We find that compute scale is critical: scaling simulation to tens of GPUs (up to 64) makes both teacher and student training reliable, while low-compute regimes often fail. To bridge the sim-to-real gap, VIRAL combines large-scale visual domain randomization over lighting, materials, camera parameters, image quality, and sensor delays--with real-to-sim alignment of the dexterous hands and cameras. Deployed on a Unitree G1 humanoid, the resulting RGB-based policy performs continuous loco-manipulation for up to 54 cycles, generalizing to diverse spatial and appearance variations without any real-world fine-tuning, and approaching expert-level teleoperation performance. Extensive ablations dissect the key design choices required to make RGB-based humanoid loco-manipulation work in practice.

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LLM-GROP: Visually Grounded Robot Task and Motion Planning with Large Language Models

Task planning and motion planning are two of the most important problems in robotics, where task planning methods help robots achieve high-level goals and motion planning methods maintain low-level feasibility. Task and motion planning (TAMP) methods interleave the two processes of task planning and motion planning to ensure goal achievement and motion feasibility. Within the TAMP context, we are concerned with the mobile manipulation (MoMa) of multiple objects, where it is necessary to interleave actions for navigation and manipulation. In particular, we aim to compute where and how each object should be placed given underspecified goals, such as ``set up dinner table with a fork, knife and plate.'' We leverage the rich common sense knowledge from large language models (LLMs), e.g., about how tableware is organized, to facilitate both task-level and motion-level planning. In addition, we use computer vision methods to learn a strategy for selecting base positions to facilitate MoMa behaviors, where the base position corresponds to the robot's ``footprint'' and orientation in its operating space. Altogether, this article provides a principled TAMP framework for MoMa tasks that accounts for common sense about object rearrangement and is adaptive to novel situations that include many objects that need to be moved. We performed quantitative experiments in both real-world settings and simulated environments. We evaluated the success rate and efficiency in completing long-horizon object rearrangement tasks. While the robot completed 84.4\% real-world object rearrangement trials, subjective human evaluations indicated that the robot's performance is still lower than experienced human waiters.

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Self-Improving Vision-Language-Action Models with Data Generation via Residual RL

Supervised fine-tuning (SFT) has become the de facto post-training strategy for large vision-language-action (VLA) models, but its reliance on costly human demonstrations limits scalability and generalization. We propose Probe, Learn, Distill (PLD), a three-stage plug-and-play framework that improves VLAs through residual reinforcement learning (RL) and distribution-aware data collection. In Stage 1, we train lightweight residual actors to probe failure regions of the VLA generalist. In Stage 2, we use a hybrid rollout scheme that aligns collected trajectories with the generalist's deployment distribution while capturing recovery behaviors. In Stage 3, we distill the curated trajectories back into the generalist with standard SFT. PLD achieves near-saturated 99% task success on LIBERO, over 50% gains in SimplerEnv, and 100% success on real-world Franka and YAM arm manipulation tasks. Ablations show that residual probing and distribution-aware replay are key to collecting deployment-aligned data that improves both seen and unseen tasks, offering a scalable path toward self-improving VLA models.

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DEAS: DEtached value learning with Action Sequence for Scalable Offline RL

Offline reinforcement learning (RL) presents an attractive paradigm for training intelligent agents without expensive online interactions. However, current approaches still struggle with complex, long-horizon sequential decision making. In this work, we introduce DEtached value learning with Action Sequence (DEAS), a simple yet effective offline RL framework that leverages action sequences for value learning. These temporally extended actions provide richer information than single-step actions and can be interpreted through the options framework via semi-Markov decision process Q-learning, enabling reduction of the effective planning horizon by considering longer sequences at once. However, directly adopting such sequences in actor-critic algorithms introduces excessive value overestimation, which we address through detached value learning that steers value estimates toward in-distribution actions that achieve high return in the offline dataset. We demonstrate that DEAS consistently outperforms baselines on complex, long-horizon tasks from OGBench and can be applied to enhance the performance of large-scale Vision-Language-Action models that predict action sequences, significantly boosting performance in both RoboCasa Kitchen simulation tasks and real-world manipulation tasks.

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Vision-Language-Action Models for Robotics: A Review Towards Real-World Applications

Amid growing efforts to leverage advances in large language models (LLMs) and vision-language models (VLMs) for robotics, Vision-Language-Action (VLA) models have recently gained significant attention. By unifying vision, language, and action data at scale, which have traditionally been studied separately, VLA models aim to learn policies that generalise across diverse tasks, objects, embodiments, and environments. This generalisation capability is expected to enable robots to solve novel downstream tasks with minimal or no additional task-specific data, facilitating more flexible and scalable real-world deployment. Unlike previous surveys that focus narrowly on action representations or high-level model architectures, this work offers a comprehensive, full-stack review, integrating both software and hardware components of VLA systems. In particular, this paper provides a systematic review of VLAs, covering their strategy and architectural transition, architectures and building blocks, modality-specific processing techniques, and learning paradigms. In addition, to support the deployment of VLAs in real-world robotic applications, we also review commonly used robot platforms, data collection strategies, publicly available datasets, data augmentation methods, and evaluation benchmarks. Throughout this comprehensive survey, this paper aims to offer practical guidance for the robotics community in applying VLAs to real-world robotic systems. All references categorized by training approach, evaluation method, modality, and dataset are available in the table on our project website: https://vla-survey.github.io .

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GraspMolmo: Generalizable Task-Oriented Grasping via Large-Scale Synthetic Data Generation

We present GrasMolmo, a generalizable open-vocabulary task-oriented grasping (TOG) model. GraspMolmo predicts semantically appropriate, stable grasps conditioned on a natural language instruction and a single RGB-D frame. For instance, given "pour me some tea", GraspMolmo selects a grasp on a teapot handle rather than its body. Unlike prior TOG methods, which are limited by small datasets, simplistic language, and uncluttered scenes, GraspMolmo learns from PRISM, a novel large-scale synthetic dataset of 379k samples featuring cluttered environments and diverse, realistic task descriptions. We fine-tune the Molmo visual-language model on this data, enabling GraspMolmo to generalize to novel open-vocabulary instructions and objects. In challenging real-world evaluations, GraspMolmo achieves state-of-the-art results, with a 70% prediction success on complex tasks, compared to the 35% achieved by the next best alternative. GraspMolmo also successfully demonstrates the ability to predict semantically correct bimanual grasps zero-shot. We release our synthetic dataset, code, model, and benchmarks to accelerate research in task-semantic robotic manipulation, which, along with videos, are available at https://abhaybd.github.io/GraspMolmo/.

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MimicDroid: In-Context Learning for Humanoid Robot Manipulation from Human Play Videos

We aim to enable humanoid robots to efficiently solve new manipulation tasks from a few video examples. In-context learning (ICL) is a promising framework for achieving this goal due to its test-time data efficiency and rapid adaptability. However, current ICL methods rely on labor-intensive teleoperated data for training, which restricts scalability. We propose using human play videos -- continuous, unlabeled videos of people interacting freely with their environment -- as a scalable and diverse training data source. We introduce MimicDroid, which enables humanoids to perform ICL using human play videos as the only training data. MimicDroid extracts trajectory pairs with similar manipulation behaviors and trains the policy to predict the actions of one trajectory conditioned on the other. Through this process, the model acquired ICL capabilities for adapting to novel objects and environments at test time. To bridge the embodiment gap, MimicDroid first retargets human wrist poses estimated from RGB videos to the humanoid, leveraging kinematic similarity. It also applies random patch masking during training to reduce overfitting to human-specific cues and improve robustness to visual differences. To evaluate few-shot learning for humanoids, we introduce an open-source simulation benchmark with increasing levels of generalization difficulty. MimicDroid outperformed state-of-the-art methods and achieved nearly twofold higher success rates in the real world. Additional materials can be found on: ut-austin-rpl.github.io/MimicDroid

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SCIZOR: A Self-Supervised Approach to Data Curation for Large-Scale Imitation Learning

Imitation learning advances robot capabilities by enabling the acquisition of diverse behaviors from human demonstrations. However, large-scale datasets used for policy training often introduce substantial variability in quality, which can negatively impact performance. As a result, automatically curating datasets by filtering low-quality samples to improve quality becomes essential. Existing robotic curation approaches rely on costly manual annotations and perform curation at a coarse granularity, such as the dataset or trajectory level, failing to account for the quality of individual state-action pairs. To address this, we introduce SCIZOR, a self-supervised data curation framework that filters out low-quality state-action pairs to improve the performance of imitation learning policies. SCIZOR targets two complementary sources of low-quality data: suboptimal data, which hinders learning with undesirable actions, and redundant data, which dilutes training with repetitive patterns. SCIZOR leverages a self-supervised task progress predictor for suboptimal data to remove samples lacking task progression, and a deduplication module operating on joint state-action representation for samples with redundant patterns. Empirically, we show that SCIZOR enables imitation learning policies to achieve higher performance with less data, yielding an average improvement of 15.4% across multiple benchmarks. More information is available at: https://ut-austin-rpl.github.io/SCIZOR/

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Vision-based Manipulation from Single Human Video with Open-World Object Graphs

This work presents an object-centric approach to learning vision-based manipulation skills from human videos. We investigate the problem of robot manipulation via imitation in the open-world setting, where a robot learns to manipulate novel objects from a single video demonstration. We introduce ORION, an algorithm that tackles the problem by extracting an object-centric manipulation plan from a single RGB or RGB-D video and deriving a policy that conditions on the extracted plan. Our method enables the robot to learn from videos captured by daily mobile devices and to generalize the policies to deployment environments with varying visual backgrounds, camera angles, spatial layouts, and novel object instances. We systematically evaluate our method on both short-horizon and long-horizon tasks, using RGB-D and RGB-only demonstration videos. Across varied tasks and demonstration types (RGB-D / RGB), we observe an average success rate of 74.4%, demonstrating the efficacy of ORION in learning from a single human video in the open world. Additional materials can be found on our project website: https://ut-austin-rpl.github.io/ORION-release.

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Sim-to-Real Reinforcement Learning for Vision-Based Dexterous Manipulation on Humanoids

Learning generalizable robot manipulation policies, especially for complex multi-fingered humanoids, remains a significant challenge. Existing approaches primarily rely on extensive data collection and imitation learning, which are expensive, labor-intensive, and difficult to scale. Sim-to-real reinforcement learning (RL) offers a promising alternative, but has mostly succeeded in simpler state-based or single-hand setups. How to effectively extend this to vision-based, contact-rich bimanual manipulation tasks remains an open question. In this paper, we introduce a practical sim-to-real RL recipe that trains a humanoid robot to perform three challenging dexterous manipulation tasks: grasp-and-reach, box lift and bimanual handover. Our method features an automated real-to-sim tuning module, a generalized reward formulation based on contact and object goals, a divide-and-conquer policy distillation framework, and a hybrid object representation strategy with modality-specific augmentation. We demonstrate high success rates on unseen objects and robust, adaptive policy behaviors -- highlighting that vision-based dexterous manipulation via sim-to-real RL is not only viable, but also scalable and broadly applicable to real-world humanoid manipulation tasks.

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Constraint-Preserving Data Generation for Visuomotor Policy Learning

Large-scale demonstration data has powered key breakthroughs in robot manipulation, but collecting that data remains costly and time-consuming. We present Constraint-Preserving Data Generation (CP-Gen), a method that uses a single expert trajectory to generate robot demonstrations containing novel object geometries and poses. These generated demonstrations are used to train closed-loop visuomotor policies that transfer zero-shot to the real world and generalize across variations in object geometries and poses. Similar to prior work using pose variations for data generation, CP-Gen first decomposes expert demonstrations into free-space motions and robot skills. But unlike those works, we achieve geometry-aware data generation by formulating robot skills as keypoint-trajectory constraints: keypoints on the robot or grasped object must track a reference trajectory defined relative to a task-relevant object. To generate a new demonstration, CP-Gen samples pose and geometry transforms for each task-relevant object, then applies these transforms to the object and its associated keypoints or keypoint trajectories. We optimize robot joint configurations so that the keypoints on the robot or grasped object track the transformed keypoint trajectory, and then motion plan a collision-free path to the first optimized joint configuration. Experiments on 16 simulation tasks and four real-world tasks, featuring multi-stage, non-prehensile and tight-tolerance manipulation, show that policies trained using CP-Gen achieve an average success rate of 77%, outperforming the best baseline that achieves an average of 50%.

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Human-Level Competitive Pokémon via Scalable Offline Reinforcement Learning with Transformers

Competitive Pokémon Singles (CPS) is a popular strategy game where players learn to exploit their opponent based on imperfect information in battles that can last more than one hundred stochastic turns. AI research in CPS has been led by heuristic tree search and online self-play, but the game may also create a platform to study adaptive policies trained offline on large datasets. We develop a pipeline to reconstruct the first-person perspective of an agent from logs saved from the third-person perspective of a spectator, thereby unlocking a dataset of real human battles spanning more than a decade that grows larger every day. This dataset enables a black-box approach where we train large sequence models to adapt to their opponent based solely on their input trajectory while selecting moves without explicit search of any kind. We study a progression from imitation learning to offline RL and offline fine-tuning on self-play data in the hardcore competitive setting of Pokémon's four oldest (and most partially observed) game generations. The resulting agents outperform a recent LLM Agent approach and a strong heuristic search engine. While playing anonymously in online battles against humans, our best agents climb to rankings inside the top 10% of active players. All agent checkpoints, training details, datasets, and baselines are available at https://metamon.tech.

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Casper: Inferring Diverse Intents for Assistive Teleoperation with Vision Language Models

Assistive teleoperation, where control is shared between a human and a robot, enables efficient and intuitive human-robot collaboration in diverse and unstructured environments. A central challenge in real-world assistive teleoperation is for the robot to infer a wide range of human intentions from user control inputs and to assist users with correct actions. Existing methods are either confined to simple, predefined scenarios or restricted to task-specific data distributions at training, limiting their support for real-world assistance. We introduce Casper, an assistive teleoperation system that leverages commonsense knowledge embedded in pre-trained visual language models (VLMs) for real-time intent inference and flexible skill execution. Casper incorporates an open-world perception module for a generalized understanding of novel objects and scenes, a VLM-powered intent inference mechanism that leverages commonsense reasoning to interpret snippets of teleoperated user input, and a skill library that expands the scope of prior assistive teleoperation systems to support diverse, long-horizon mobile manipulation tasks. Extensive empirical evaluation, including human studies and system ablations, demonstrates that Casper improves task performance, reduces human cognitive load, and achieves higher user satisfaction than direct teleoperation and assistive teleoperation baselines. More information is available at https://ut-austin-rpl.github.io/casper/

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Fourth- and Higher-Order Semi-Lagrangian Finite Volume Methods for the Two-dimensional Advection Equation on Arbitrarily Complex Domains

To numerically solve the two-dimensional advection equation, we propose a family of fourth- and higher-order semi-Lagrangian finite volume (SLFV) methods that feature (1) fourth-, sixth-, and eighth-order convergence rates, (2) applicability to both regular and irregular domains with arbitrarily complex topology and geometry, (3) ease of handling both zero and nonzero source terms, and (4) the same algorithmic steps for both periodic and incoming penetration conditions. Test results confirm the analysis and demonstrate the accuracy, flexibility, robustness, and excellent conditioning of the proposed SLFV method.

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DreamGen: Unlocking Generalization in Robot Learning through Video World Models

We introduce DreamGen, a simple yet highly effective 4-stage pipeline for training robot policies that generalize across behaviors and environments through neural trajectories - synthetic robot data generated from video world models. DreamGen leverages state-of-the-art image-to-video generative models, adapting them to the target robot embodiment to produce photorealistic synthetic videos of familiar or novel tasks in diverse environments. Since these models generate only videos, we recover pseudo-action sequences using either a latent action model or an inverse-dynamics model (IDM). Despite its simplicity, DreamGen unlocks strong behavior and environment generalization: a humanoid robot can perform 22 new behaviors in both seen and unseen environments, while requiring teleoperation data from only a single pick-and-place task in one environment. To evaluate the pipeline systematically, we introduce DreamGen Bench, a video generation benchmark that shows a strong correlation between benchmark performance and downstream policy success. Our work establishes a promising new axis for scaling robot learning well beyond manual data collection. Code available at https://github.com/NVIDIA/GR00T-Dreams.

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