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Yunchao Yao

Publications and source records attributed to Yunchao Yao.

At least 19 recordsLinked to original sources

Wiggle and Go! System Identification for Zero-Shot Dynamic Rope Manipulation

Many robotic tasks are unforgiving; a single mistake in a dynamic throw can lead to unacceptable delays or unrecoverable failure. We introduce Wiggle and Go!, a two-stage framework for zero-shot rope manipulation: a brief, safe wiggle action is observed to predict descriptive rope parameters, which then conditions a trajectory optimizer for zero-shot goal-conditioned execution. Unlike prior dynamic rope manipulation methods that require large real-world datasets or iterative real-world refinement, our identification module is task-agnostic, supporting diverse manipulation policies without retraining. We achieve a 3.55\,cm average accuracy on 3D target striking in real using rope system parameters in comparison to 15.29\,cm for uninformed baselines, and over 50\% success on multi-objective lobbing and draping tasks. Predicted parameters transfer to unseen motions with 0.95 Pearson correlation between simulated and real rope dynamics, indicating that the identification module generalizes across the task corpus. Project website: https://wiggleandgo.github.io/

cs.RO

REMAC: Self-Reflective and Self-Evolving Multi-Agent Collaboration for Long-Horizon Robot Manipulation

Vision-language models (VLMs) have demonstrated remarkable capabilities in robotic planning, particularly for long-horizon tasks that require a holistic understanding of the environment for task decomposition. Existing methods typically rely on prior environmental knowledge or carefully designed task-specific prompts, making them struggle with dynamic scene changes or unexpected task conditions, e.g., a robot attempting to put a carrot in the microwave but finds the door was closed. Such challenges underscore two critical issues: adaptability and efficiency. To address them, in this work, we propose an adaptive multi-agent planning framework, termed REMAC, that enables efficient, scene-agnostic multi-robot long-horizon task planning and execution through continuous reflection and self-evolution. REMAC incorporates two key modules: a self-reflection module performing pre-condition and post-condition checks in the loop to evaluate progress and refine plans, and a self-evolvement module dynamically adapting plans based on scene-specific reasoning. It offers several appealing benefits: 1) Robots can initially explore and reason about the environment without complex prompt design. 2) Robots can keep reflecting on potential planning errors and adapting the plan based on task-specific insights. 3) After iterations, a robot can call another one to coordinate tasks in parallel, maximizing the task execution efficiency. To validate REMAC's effectiveness, we build a multi-agent environment for long-horizon robot manipulation and navigation based on RoboCasa, featuring 4 task categories with 27 task styles and 50+ different objects. Based on it, we further benchmark state-of-the-art reasoning models, including DeepSeek-R1, o3-mini, QwQ, and Grok3, demonstrating REMAC's superiority by boosting average success rates by 40% and execution efficiency by 52.7% over the single robot baseline.

cs.RO

Handroid: Bridging Dexterous Hand and Humanoid

Dexterous hands and humanoid robots are typically developed as distinct embodiments: the former enable contact-rich manipulation at the object scale, whereas the latter provide mobility and whole-body interaction in human-centered environments. We introduce \textbf{Handroid}, a desktop-scale dual-embodiment robot that integrates both capabilities within a single reconfigurable platform. Handroid reuses one 27-DoF electromechanical body as either a dexterous hand or a desktop humanoid, measuring 0.33 m in height and 2.05 kg in weight. In the dexterous hand embodiment, 20 DoFs form an anthropomorphic hand closely matching the kinematic structure of the human hand. In the humanoid embodiment, the same articulated modules are reconfigured into a humanoid with a head, arms, and legs, including a 12-DoF lower-limb structure for locomotion and whole-body motion. Handroid further provides a unified control and learning framework supporting hand teleoperation, dexterous grasping, in-hand manipulation, humanoid locomotion, gait generation, and interactive motion authoring. We validate the platform through real-world dexterous manipulation, reinforcement-learning-based locomotion, keyframe motion deployment, and a long-horizon task involving embodiment reconfiguration, locomotion, docking, and dexterous pick-and-place. These results position Handroid as a compact and reproducible platform for advancing morphology-reconfigurable robotics and cross-embodiment robot learning.

cs.RO

DexVerse: A Modular Benchmark for Multi-Task, Multi-Embodiment Dexterous Manipulation

Building general-purpose dexterous manipulation policies requires benchmarks that go beyond isolated tasks to systematically evaluate policies across diverse interaction modes, sensory conditions, and robot embodiments. However, existing benchmarks remain limited in task and data diversity, embodiment coverage, or controllable visual variation, hindering studies of cross-task and cross-embodiment generalization. We present DexVerse, a large-scale and modular benchmark for dexterous manipulation. DexVerse includes 100 tasks spanning a broad range of manipulation skills, including object grasping and relocation, articulated-object interaction, functional tool use, bimanual coordination, non-prehensile control, contact-rich behaviors, multi-goal execution, and long-horizon multi-stage task completion. It supports 3 robot arms and 6 dexterous hands, and is extensible to new tasks, assets, and embodiments. To evaluate visuomotor generalization, DexVerse provides configurable visual variations in textures, background, lighting, and camera viewpoints. We further provide a VR-based teleoperation interface and 3,180 demonstrations with synchronized proprioceptive, RGB, depth, point-cloud, and state observations. We benchmark representative methods, including Diffusion Policy, DP3, OpenVLA, and $π_{0.5}$, across 19 tasks. Results reveal substantial challenges in task generalization and visuomotor robustness, establishing DexVerse as a promising testbed for general-purpose dexterous manipulation. Project page: https://ycyao216.github.io/DexVerse.site

cs.RO

Current as Touch: Proprioceptive Contact Feedback for Compliant Dexterous Manipulation

Compliance is essential for dexterous manipulation, yet existing solutions often rely on external tactile or force sensors that are costly, fragile, and difficult to deploy on low-cost robot hands. We propose a proprioception-driven framework that learns contact-aware compliance cues from motor current and joint states. Since motor current is closely related to actuator torque, it provides an intrinsic signal for perceiving contact force, object resistance, and grasp stability without additional sensing hardware. Rather than estimating external wrenches or commanding torque, our method predicts a compliance reference position: an ideal joint-position target for a standard PD controller whose induced position error generates appropriate grasping force. This position-based formulation is compatible with mainstream teleoperation and policy-learning pipelines, while enabling the robot to adapt interaction forces from real-time proprioceptive feedback. Thus, motor current serves not only as a force proxy but also as a learnable proprioceptive contact signal for compliance reference prediction. Experiments on multiple dexterous hands and contact-rich tasks, including fragile object handling, sustained surface contact, thin-object retrieval, and dynamic load adaptation, show stable compliant grasping, safer and more efficient teleoperation, and improved downstream policy learning without external tactile or force sensors.

cs.RO

Web2Grasp: Learning Functional Grasps from Web Images of Hand-Object Interactions

Functional grasping is essential for enabling dexterous multi-finger robot hands to manipulate objects effectively. Prior work largely focuses on power grasps, which only involve holding an object, or relies on in-domain demonstrations for specific objects. We propose leveraging human grasp information extracted from web images, which capture natural and functional hand-object interactions (HOI). Using a pretrained 3D reconstruction model, we recover 3D human HOI meshes from RGB images. To train on these noisy HOI data, we propose to use: (1) an interaction-centric model to learn the functional interaction pattern between hand and object, and (2) geometry-based filtering to remove the infeasible grasps and physical simulation to retain grasps who can resist disturbance. In IssacGym simulation, our model trained on reconstructed HOI grasps achieves a 75.8% success rate on objects from the web dataset and generalizes to unseen objects, outperforming baseline methods in both grasp success and functional quality. In real-world experiments with the LEAP hand and Inspire hand, it attains a 77.5% success rate across 12 objects, including challenging ones such as a syringe, spray bottle, knife, and tongs. Project website is at: https://web2grasp.github.io/.

cs.CV

DexCompose: Reusing Dexterous Policies for Multi-Task Manipulation with a Single Hand

Dexterous manipulation policies can solve individual skills, but composing them to perform multiple tasks with a single hand remains challenging. Adding a new task on top of an existing manipulation skill often imposes conflicting demands on overlapping fingers and contact modes, causing destructive interference between preserving an existing manipulation outcome and executing a new one. We propose DexCompose, a role-aware residual composition framework that reuses pretrained dexterous policies for multi-task manipulation through explicit finger-level action ownership. Given two pretrained full-hand policies, DexCompose first collects successful post-task states from the first skill and performs release tests over candidate finger masks to identify which fingers are necessary for maintaining the established skill state. It then trains two asymmetric residual modules: a bounded residual stabilizer for task preservation, and a context-aware residual that adapts the frozen downstream policy only within the action subspace assigned to the new task. We evaluate the framework on 16 composite dexterous manipulation tasks spanning four object-retention skills and four downstream interactions. DexCompose achieves a 77.4% average composite success rate, demonstrating that structural action ownership with dual residuals offers a promising direction for composing dexterous skills beyond conventional policy chaining.

cs.RO

CoorDex: Coordinating Body and Hand Priors for Continuous Dexterous Humanoid Loco-Manipulation

Humanoid loco-manipulation is often simplified into a stop-and-go process: walking to an object, stopping to manipulate it, and then resuming locomotion. It also commonly relies on low degree-of-freedom (DoF) end effectors that behave like an open-close grasp primitive. We introduce CoorDex, a learning pipeline that converts high-dimensional body and dexterous hand control into coordinated latent residual control, enabling high-DoF dexterous loco-manipulation on the move. Starting from simulated whole-body and hand demonstrations, CoorDex trains privileged motion tracking teachers for the humanoid body and dexterous hand, distills them into proprioception-conditioned latent priors, and uses the frozen priors as the action space for downstream residual reinforcement learning. A coordinated latent residual policy composes these priors through shared task context and separate body-hand residual heads, preserving natural whole-body motion while improving finger-level contact reliability. CoorDex enables a Unitree G1 humanoid with a 20-DoF WUJI hand to execute dexterous manipulation while in motion, including non-stop bottle grasping and carrying, fridge door opening on the move, and cube pick-and-turn. Ablations on the walk-grasp-carry task show that joint-space PPO, joint-space hand control, and monolithic latent prediction all fail under the same reward budget, while the latent-prior interface and coordinated residual structure make high-dimensional contact-rich loco-manipulation trainable. Project Page: https://skevinci.github.io/coordex/

cs.RO

Mixture of Horizons in Action Chunking

Vision-language-action (VLA) models have shown remarkable capabilities in robotic manipulation, but their performance is sensitive to the $\textbf{action chunk length}$ used during training, termed $\textbf{horizon}$. Our empirical study reveals an inherent trade-off: longer horizons provide stronger global foresight but degrade fine-grained accuracy, while shorter ones sharpen local control yet struggle on long-term tasks, implying fixed choice of single horizons being suboptimal. To mitigate the trade-off, we propose a $\textbf{mixture of horizons (MoH)}$ strategy. MoH rearranges the action chunk into several segments with different horizons, processes them in parallel with a shared action transformer, and fuses outputs with a light linear gate. It has three appealing benefits. 1) MoH exploits long-term foresight and short-term precision jointly within a single model, improving both performance and generalizability to complex tasks. 2) MoH is plug-and-play for full-attention action modules with minimal training or inference overhead. 3) MoH enables dynamic inference with adaptive horizons, which selects stable actions through cross-horizon consensus, achieving 2.5$\times$ higher throughput than baselines while preserving superior performance. Extensive experiments over flow-based policies $π_0$, $π_{0.5}$, and one-step regression policy $π_{\text{reg}}$ demonstrate that MoH yields consistent and significant gains on both simulations and real-world tasks. Notably, under mixed-task setting, $π_{0.5}$ with MoH reaches a new state-of-the-art with 99$\%$ average success rate on LIBERO after only $30k$ training iterations. Project page: https://timsty1.github.io/moh/

cs.RO

One Hand to Rule Them All: Canonical Representations for Unified Dexterous Manipulation

Dexterous manipulation policies today largely assume fixed hand designs, severely restricting their generalization to new embodiments with varied kinematic and structural layouts. To overcome this limitation, we introduce a parameterized canonical representation that unifies a broad spectrum of dexterous hand architectures. It comprises a unified parameter space and a canonical URDF format, offering three key advantages. 1) The parameter space captures essential morphological and kinematic variations for effective conditioning in learning algorithms. 2) A structured latent manifold can be learned over our space, where interpolations between embodiments yield smooth and physically meaningful morphology transitions. 3) The canonical URDF standardizes the action space while preserving dynamic and functional properties of the original URDFs, enabling efficient and reliable cross-embodiment policy learning. We validate these advantages through extensive analysis and experiments, including grasp policy replay, VAE latent encoding, and cross-embodiment zero-shot transfer. Specifically, we train a VAE on the unified representation to obtain a compact, semantically rich latent embedding, and develop a grasping policy conditioned on the canonical representation that generalizes across dexterous hands. We demonstrate, through simulation and real-world tasks on unseen morphologies (e.g., 81.9% zero-shot success rate on 3-finger LEAP Hand), that our framework unifies both the representational and action spaces of structurally diverse hands, providing a scalable foundation for cross-hand learning toward universal dexterous manipulation. Project Page: https://zhenyuwei2003.github.io/OHRA/

cs.RO

Visuo-Acoustic Hand Pose and Contact Estimation

Accurately estimating hand pose and hand-object contact events is essential for robot data-collection, immersive virtual environments, and biomechanical analysis, yet remains challenging due to visual occlusion, subtle contact cues, limitations in vision-only sensing, and the lack of accessible and flexible tactile sensing. We therefore introduce VibeMesh, a novel wearable system that fuses vision with active acoustic sensing for dense, per-vertex hand contact and pose estimation. VibeMesh integrates a bone-conduction speaker and sparse piezoelectric microphones, distributed on a human hand, emitting structured acoustic signals and capturing their propagation to infer changes induced by contact. To interpret these cross-modal signals, we propose a graph-based attention network that processes synchronized audio spectra and RGB-D-derived hand meshes to predict contact with high spatial resolution. We contribute: (i) a lightweight, non-intrusive visuo-acoustic sensing platform; (ii) a cross-modal graph network for joint pose and contact inference; (iii) a dataset of synchronized RGB-D, acoustic, and ground-truth contact annotations across diverse manipulation scenarios; and (iv) empirical results showing that VibeMesh outperforms vision-only baselines in accuracy and robustness, particularly in occluded or static-contact settings.

cs.HC

When Should We Prefer State-to-Visual DAgger Over Visual Reinforcement Learning?

Learning policies from high-dimensional visual inputs, such as pixels and point clouds, is crucial in various applications. Visual reinforcement learning is a promising approach that directly trains policies from visual observations, although it faces challenges in sample efficiency and computational costs. This study conducts an empirical comparison of State-to-Visual DAgger, a two-stage framework that initially trains a state policy before adopting online imitation to learn a visual policy, and Visual RL across a diverse set of tasks. We evaluate both methods across 16 tasks from three benchmarks, focusing on their asymptotic performance, sample efficiency, and computational costs. Surprisingly, our findings reveal that State-to-Visual DAgger does not universally outperform Visual RL but shows significant advantages in challenging tasks, offering more consistent performance. In contrast, its benefits in sample efficiency are less pronounced, although it often reduces the overall wall-clock time required for training. Based on our findings, we provide recommendations for practitioners and hope that our results contribute valuable perspectives for future research in visual policy learning.

cs.CV

Soft Robotic Dynamic In-Hand Pen Spinning

Dynamic in-hand manipulation remains a challenging task for soft robotic systems that have demonstrated advantages in safe compliant interactions but struggle with high-speed dynamic tasks. In this work, we present SWIFT, a system for learning dynamic tasks using a soft and compliant robotic hand. Unlike previous works that rely on simulation, quasi-static actions and precise object models, the proposed system learns to spin a pen through trial-and-error using only real-world data without requiring explicit prior knowledge of the pen's physical attributes. With self-labeled trials sampled from the real world, the system discovers the set of pen grasping and spinning primitive parameters that enables a soft hand to spin a pen robustly and reliably. After 130 sampled actions per object, SWIFT achieves 100% success rate across three pens with different weights and weight distributions, demonstrating the system's generalizability and robustness to changes in object properties. The results highlight the potential for soft robotic end-effectors to perform dynamic tasks including rapid in-hand manipulation. We also demonstrate that SWIFT generalizes to spinning items with different shapes and weights such as a brush and a screwdriver which we spin with 10/10 and 5/10 success rates respectively. Videos, data, and code are available at https://soft-spin.github.io.

cs.RO

Automating Robot Failure Recovery Using Vision-Language Models With Optimized Prompts

Current robot autonomy struggles to operate beyond the assumed Operational Design Domain (ODD), the specific set of conditions and environments in which the system is designed to function, while the real-world is rife with uncertainties that may lead to failures. Automating recovery remains a significant challenge. Traditional methods often rely on human intervention to manually address failures or require exhaustive enumeration of failure cases and the design of specific recovery policies for each scenario, both of which are labor-intensive. Foundational Vision-Language Models (VLMs), which demonstrate remarkable common-sense generalization and reasoning capabilities, have broader, potentially unbounded ODDs. However, limitations in spatial reasoning continue to be a common challenge for many VLMs when applied to robot control and motion-level error recovery. In this paper, we investigate how optimizing visual and text prompts can enhance the spatial reasoning of VLMs, enabling them to function effectively as black-box controllers for both motion-level position correction and task-level recovery from unknown failures. Specifically, the optimizations include identifying key visual elements in visual prompts, highlighting these elements in text prompts for querying, and decomposing the reasoning process for failure detection and control generation. In experiments, prompt optimizations significantly outperform pre-trained Vision-Language-Action Models in correcting motion-level position errors and improve accuracy by 65.78% compared to VLMs with unoptimized prompts. Additionally, for task-level failures, optimized prompts enhanced the success rate by 5.8%, 5.8%, and 7.5% in VLMs' abilities to detect failures, analyze issues, and generate recovery plans, respectively, across a wide range of unknown errors in Lego assembly.

cs.RO

DeformGS: Scene Flow in Highly Deformable Scenes for Deformable Object Manipulation

Teaching robots to fold, drape, or reposition deformable objects such as cloth will unlock a variety of automation applications. While remarkable progress has been made for rigid object manipulation, manipulating deformable objects poses unique challenges, including frequent occlusions, infinite-dimensional state spaces and complex dynamics. Just as object pose estimation and tracking have aided robots for rigid manipulation, dense 3D tracking (scene flow) of highly deformable objects will enable new applications in robotics while aiding existing approaches, such as imitation learning or creating digital twins with real2sim transfer. We propose DeformGS, an approach to recover scene flow in highly deformable scenes, using simultaneous video captures of a dynamic scene from multiple cameras. DeformGS builds on recent advances in Gaussian splatting, a method that learns the properties of a large number of Gaussians for state-of-the-art and fast novel-view synthesis. DeformGS learns a deformation function to project a set of Gaussians with canonical properties into world space. The deformation function uses a neural-voxel encoding and a multilayer perceptron (MLP) to infer Gaussian position, rotation, and a shadow scalar. We enforce physics-inspired regularization terms based on conservation of momentum and isometry, which leads to trajectories with smaller trajectory errors. We also leverage existing foundation models SAM and XMEM to produce noisy masks, and learn a per-Gaussian mask for better physics-inspired regularization. DeformGS achieves high-quality 3D tracking on highly deformable scenes with shadows and occlusions. In experiments, DeformGS improves 3D tracking by an average of 55.8% compared to the state-of-the-art. With sufficient texture, DeformGS achieves a median tracking error of 3.3 mm on a cloth of 1.5 x 1.5 m in area. Website: https://deformgs.github.io

cs.CV

Occlusion-Aware 2D and 3D Centerline Detection for Urban Driving via Automatic Label Generation

This research work seeks to explore and identify strategies that can determine road topology information in 2D and 3D under highly dynamic urban driving scenarios. To facilitate this exploration, we introduce a substantial dataset comprising nearly one million automatically labeled data frames. A key contribution of our research lies in developing an automatic label-generation process and an occlusion handling strategy. This strategy is designed to model a wide range of occlusion scenarios, from mild disruptions to severe blockages. Furthermore, we present a comprehensive ablation study wherein multiple centerline detection methods are developed and evaluated. This analysis not only benchmarks the performance of various approaches but also provides valuable insights into the interpretability of these methods. Finally, we demonstrate the practicality of our methods and assess their adaptability across different sensor configurations, highlighting their versatility and relevance in real-world scenarios. Our dataset and experimental models are publicly available.

cs.CV

On the Efficacy of 3D Point Cloud Reinforcement Learning

Recent studies on visual reinforcement learning (visual RL) have explored the use of 3D visual representations. However, none of these work has systematically compared the efficacy of 3D representations with 2D representations across different tasks, nor have they analyzed 3D representations from the perspective of agent-object / object-object relationship reasoning. In this work, we seek answers to the question of when and how do 3D neural networks that learn features in the 3D-native space provide a beneficial inductive bias for visual RL. We specifically focus on 3D point clouds, one of the most common forms of 3D representations. We systematically investigate design choices for 3D point cloud RL, leading to the development of a robust algorithm for various robotic manipulation and control tasks. Furthermore, through comparisons between 2D image vs 3D point cloud RL methods on both minimalist synthetic tasks and complex robotic manipulation tasks, we find that 3D point cloud RL can significantly outperform the 2D counterpart when agent-object / object-object relationship encoding is a key factor.

cs.RO

ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills

Generalizable manipulation skills, which can be composed to tackle long-horizon and complex daily chores, are one of the cornerstones of Embodied AI. However, existing benchmarks, mostly composed of a suite of simulatable environments, are insufficient to push cutting-edge research works because they lack object-level topological and geometric variations, are not based on fully dynamic simulation, or are short of native support for multiple types of manipulation tasks. To this end, we present ManiSkill2, the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. ManiSkill2 includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D-input data simulated by fully dynamic engines. It defines a unified interface and evaluation protocol to support a wide range of algorithms (e.g., classic sense-plan-act, RL, IL), visual observations (point cloud, RGBD), and controllers (e.g., action type and parameterization). Moreover, it empowers fast visual input learning algorithms so that a CNN-based policy can collect samples at about 2000 FPS with 1 GPU and 16 processes on a regular workstation. It implements a render server infrastructure to allow sharing rendering resources across all environments, thereby significantly reducing memory usage. We open-source all codes of our benchmark (simulator, environments, and baselines) and host an online challenge open to interdisciplinary researchers.

cs.RO