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Yuntao Ma

Publications and source records attributed to Yuntao Ma.

18 recordsLinked to original sources

LightNav-0: Eliciting VLM Spatial Intelligence for Generalist Embodied Navigation

Embodied navigation requires agents to translate heterogeneous goals and visual observations into actions across tasks, environments, and robot embodiments. Modern vision-language models (VLMs) already encode spatial priors for visual grounding, spatial reasoning, and pointing, but these capabilities are rarely elicited directly for robot control. Existing navigation systems instead rely on task- or embodiment-specific components, fragmenting perception, reasoning, and action while offering limited generalization. Here we present LightNav-0, a compact generalist embodied navigation model that elicits the spatial intelligence of a pretrained VLM and aligns it with navigation, without task-specific prediction heads. LightNav-0 represents diverse navigation tasks through a unified token interface: dual-channel pointing expresses task-, scene-, and embodiment-agnostic spatial intent, while a residual vector-quantized action tokenizer maps this intent to precise, embodiment-specific trajectories. Together with temporally aware visual history compression, ER mid-training, supervised fine-tuning, and reinforcement learning, this formulation supports instruction following, open-vocabulary object navigation, and visual tracking within a single model. The navigation training corpus spans 2K+ scenes and 4K+ hours of embodied navigation data. LightNav-ER, the embodied-reasoning checkpoint used to initialize LightNav-0, attains the highest complete-set average across 8 embodied-reasoning benchmarks, while LightNav-0 achieves state-of-the-art monocular success rates across all 10 public navigation simulation settings. Real-world evaluations further demonstrate zero-shot generalization across robot embodiments, diverse scenes, and static and dynamic targets. These results establish compact VLMs as a unified and transferable backbone for generalist embodied navigation.

cs.RO

Light-Loco-Parkour: Versatile Perceptive Whole-Body Locomotion via Multi-Skill Distillation

Existing humanoid whole-body control systems still fall short of the way humans move through cluttered terrain: they either track expressive whole-body references without terrain generalization, or react to terrain online while leaving the arms, torso, and knees largely unused. We present \texttt{Light-Loco-Parkour} (LLP), an end-to-end perceptive whole-body locomotion system that closes this gap with a single deployable policy. Conditioned only on onboard depth and a velocity command, the policy decides when to walk, balance, climb, step down, or vault, with no reference input, skill label, hand-coded gate, or runtime motion graph. Compared with prior humanoid systems, LLP makes three contributions. First, it introduces a whole-body perceptive-control pipeline that extends an RL-trained, velocity-tracking locomotion policy with parkour skills learned from object-interacting motions, so the same policy tracks velocity in open terrain, executes whole-body traversal at obstacles, and resumes locomotion afterward. Second, it acquires terrain-conditioned skills from sparse seeds by expanding a single motion into dynamically feasible, terrain-paired references across obstacle geometry, rather than relying on a large motion corpus. Third, it learns autonomous skill transitions from reward, letting the policy decide when and which whole-body skill to invoke from depth and command alone, with no one-hot skill label, hand-coded state machine, or runtime motion generator. Simulation and real-world experiments show high success across both benchmarked terrains and unseen obstacle variations, and the same policy transfers zero-shot to indoor and outdoor hardware experiments. These results demonstrate autonomous perceptive whole-body locomotion on a humanoid in outdoor settings, using only onboard sensing and a single deployable policy.

cs.RO

SE(2) Navigation Mesh

Global navigation for ground robots in complex multi-level environments requires representations that accurately capture traversable regions while enabling efficient path planning. Current approaches present key limitations: Point clouds and volumetric occupancy maps lack explicit surface structure for traversability estimation, whereas direct pathfinding on dense triangle meshes is computationally prohibitive. Navigation meshes mitigate these challenges through polygonal abstraction of the underlying mesh, but assume yaw-invariant traversability, rendering them unsuitable for non-circular robots in constrained spaces. We propose SE(2) Navigation Mesh (SE(2) NavMesh), a polygonal representation of traversable regions that encodes yaw-dependent traversability. Our method evaluates traversability using footprint masks and constructs a graph over yaw-specific layers with explicit translational and rotational connectivity. Grounded in this representation, we develop an A*-String Pulling-A* (ASA) pathfinding strategy that hierarchically optimizes robot position and heading. We also present an online method that incrementally updates the SE(2) NavMesh from streaming point clouds during concurrent geometry reconstruction. In simulation, the SE(2) NavMesh captures over 50% more traversable area than classical NavMeshes, and the SE(2) NavMesh + ASA pipeline consistently outperforms sampling-based baselines in constrained environments. Extensive real-world experiments on a physical robot validate real-time online generation and successful navigation across multiple environments.

cs.RO

Generative and isoparametric geometric modeling of large-scale and multiscale microstructures

As additive manufacturing advances toward higher printing resolution and larger build volumes, microstructures can be designed with finer geometric features over larger physical domains. This trend poses a fundamental challenge for geometric modeling: massive geometric details must be represented compactly, while their associations across scales must be maintained consistently.Existing methods cannot scale well to this requirement. Explicit representations suffer from prohibitive memory cost, and implicit representations remain compact only when microstructures admit analytic, periodic, or otherwise concise procedural descriptions. This paper proposes a new geometric modeling method that treats microstructure modeling as an on-demand generative process, rather than requiring the full instantiation of all geometric details. We first develop ExVCC, an extended volumetric Catmull-Clark spline representation that enables local spline refinement to go beyond tensor-product topology. Built on ExVCC, we introduce new shape-coding schemes and refinement rules that compactly encode large-scale geometric details and enable their localized evaluation through on-demand hierarchical refinement. To model geometric details across scales, we further propose an isoparametric representation in which details across scales are defined over a shared parametric domain using the same family of spline bases of ExVCC. This formulation turns the ExVCC's spline refinement hierarchy into a common framework for geometry encoding, on-demand generation, and cross-scale association, allowing geometric modifications to propagate automatically across scales. The effectiveness of the proposed method is demonstrated through a series of examples and comparisons.

cs.GR

Cubic Hermite Lattice Structures

Lattice structures are of growing importance in additive manufacturing, where complex internal geometries are increasingly required for lightweight, high surface-to-volume ratios, multifunctionality, and other superior mechanical properties. Conventional lattice modeling methods typically represent struts with simple primitives, such as cylinders or cones, limiting geometric diversity and the design space. Although recent efforts have increased strut-shape complexity to address this issue, they often do so at the expense of computational efficiency and modeling robustness. As a result, achieving both rich geometric expressiveness and efficient computation remains a challenging problem. In this paper, we present an implicit modeling method that expands the design and optimization space of lattice structures while preserving the modeling robustness and efficiency of implicit representations. In our method, each strut is defined as a convolution surface over a skeletal graph, and its profile shape is controlled by a cubic Hermite curve. By exploiting the polynomial structure of both the convolution kernel and the cubic Hermite curve-controlled profile, we derive analytical expressions for efficient field evaluation, avoiding costly and unstable numerical computation. Four case studies have been conducted to validate the proposed method in terms of profile shape diversity, graded lattice modeling, as well as slicing robustness and efficiency.

cs.GR

Remote Labor Index: Measuring AI Automation of Remote Work

AIs have made rapid progress on research-oriented benchmarks of knowledge and reasoning, but it remains unclear how these gains translate into economic value and automation. To measure this, we introduce the Remote Labor Index (RLI), a broadly multi-sector benchmark comprising real-world, economically valuable projects designed to evaluate end-to-end agent performance in practical settings. AI agents perform near the floor on RLI, with the highest-performing agent achieving an automation rate of 2.5%. These results help ground discussions of AI automation in empirical evidence, setting a common basis for tracking AI impacts and enabling stakeholders to proactively navigate AI-driven labor automation.

cs.LG

Learning coordinated badminton skills for legged manipulators

Coordinating the motion between lower and upper limbs and aligning limb control with perception are substantial challenges in robotics, particularly in dynamic environments. To this end, we introduce an approach for enabling legged mobile manipulators to play badminton, a task that requires precise coordination of perception, locomotion, and arm swinging. We propose a unified reinforcement learning-based control policy for whole-body visuomotor skills involving all degrees of freedom to achieve effective shuttlecock tracking and striking. This policy is informed by a perception noise model that utilizes real-world camera data, allowing for consistent perception error levels between simulation and deployment and encouraging learned active perception behaviors. Our method includes a shuttlecock prediction model, constrained reinforcement learning for robust motion control, and integrated system identification techniques to enhance deployment readiness. Extensive experimental results in a variety of environments validate the robot's capability to predict shuttlecock trajectories, navigate the service area effectively, and execute precise strikes against human players, demonstrating the feasibility of using legged mobile manipulators in complex and dynamic sports scenarios.

cs.RO

Collaborative Loco-Manipulation for Pick-and-Place Tasks with Dynamic Reward Curriculum

We present a hierarchical RL pipeline for training one-armed legged robots to perform pick-and-place (P&P) tasks end-to-end -- from approaching the payload to releasing it at a target area -- in both single-robot and cooperative dual-robot settings. We introduce a novel dynamic reward curriculum that enables a single policy to efficiently learn long-horizon P&P operations by progressively guiding the agents through payload-centered sub-objectives. Compared to state-of-the-art approaches for long-horizon RL tasks, our method improves training efficiency by 55% and reduces execution time by 18.6% in simulation experiments. In the dual-robot case, we show that our policy enables each robot to attend to different components of its observation space at distinct task stages, promoting effective coordination via autonomous attention shifts. We validate our method through real-world experiments using ANYmal D platforms in both single- and dual-robot scenarios. To our knowledge, this is the first RL pipeline that tackles the full scope of collaborative P&P with two legged manipulators.

cs.RO

Learning Accurate Whole-body Throwing with High-frequency Residual Policy and Pullback Tube Acceleration

Throwing is a fundamental skill that enables robots to manipulate objects in ways that extend beyond the reach of their arms. We present a control framework that combines learning and model-based control for prehensile whole-body throwing with legged mobile manipulators. Our framework consists of three components: a nominal tracking policy for the end-effector, a high-frequency residual policy to enhance tracking accuracy, and an optimization-based module to improve end-effector acceleration control. The proposed controller achieved the average of 0.28 m landing error when throwing at targets located 6 m away. Furthermore, in a comparative study with university students, the system achieved a velocity tracking error of 0.398 m/s and a success rate of 56.8%, hitting small targets randomly placed at distances of 3-5 m while throwing at a specified speed of 6 m/s. In contrast, humans have a success rate of only 15.2%. This work provides an early demonstration of prehensile throwing with quantified accuracy on hardware, contributing to progress in dynamic whole-body manipulation.

cs.RO

Agent-RLVR: Training Software Engineering Agents via Guidance and Environment Rewards

Reinforcement Learning from Verifiable Rewards (RLVR) has been widely adopted as the de facto method for enhancing the reasoning capabilities of large language models and has demonstrated notable success in verifiable domains like math and competitive programming tasks. However, the efficacy of RLVR diminishes significantly when applied to agentic environments. These settings, characterized by multi-step, complex problem solving, lead to high failure rates even for frontier LLMs, as the reward landscape is too sparse for effective model training via conventional RLVR. In this work, we introduce Agent-RLVR, a framework that makes RLVR effective in challenging agentic settings, with an initial focus on software engineering tasks. Inspired by human pedagogy, Agent-RLVR introduces agent guidance, a mechanism that actively steers the agent towards successful trajectories by leveraging diverse informational cues. These cues, ranging from high-level strategic plans to dynamic feedback on the agent's errors and environmental interactions, emulate a teacher's guidance, enabling the agent to navigate difficult solution spaces and promotes active self-improvement via additional environment exploration. In the Agent-RLVR training loop, agents first attempt to solve tasks to produce initial trajectories, which are then validated by unit tests and supplemented with agent guidance. Agents then reattempt with guidance, and the agent policy is updated with RLVR based on the rewards of these guided trajectories. Agent-RLVR elevates the pass@1 performance of Qwen-2.5-72B-Instruct from 9.4% to 22.4% on SWE-Bench Verified. We find that our guidance-augmented RLVR data is additionally useful for test-time reward model training, shown by further boosting pass@1 to 27.8%. Agent-RLVR lays the groundwork for training agents with RLVR in complex, real-world environments where conventional RL methods struggle.

cs.CL

Learning Goal-Conditioned Representations for Language Reward Models

Techniques that learn improved representations via offline data or self-supervised objectives have shown impressive results in traditional reinforcement learning (RL). Nevertheless, it is unclear how improved representation learning can benefit reinforcement learning from human feedback (RLHF) on language models (LMs). In this work, we propose training reward models (RMs) in a contrastive, $\textit{goal-conditioned}$ fashion by increasing the representation similarity of future states along sampled preferred trajectories and decreasing the similarity along randomly sampled dispreferred trajectories. This objective significantly improves RM performance by up to 0.09 AUROC across challenging benchmarks, such as MATH and GSM8k. These findings extend to general alignment as well -- on the Helpful-Harmless dataset, we observe $2.3\%$ increase in accuracy. Beyond improving reward model performance, we show this way of training RM representations enables improved $\textit{steerability}$ because it allows us to evaluate the likelihood of an action achieving a particular goal-state (e.g., whether a solution is correct or helpful). Leveraging this insight, we find that we can filter up to $55\%$ of generated tokens during majority voting by discarding trajectories likely to end up in an "incorrect" state, which leads to significant cost savings. We additionally find that these representations can perform fine-grained control by conditioning on desired future goal-states. For example, we show that steering a Llama 3 model towards helpful generations with our approach improves helpfulness by $9.6\%$ over a supervised-fine-tuning trained baseline. Similarly, steering the model towards complex generations improves complexity by $21.6\%$ over the baseline. Overall, we find that training RMs in this contrastive, goal-conditioned fashion significantly improves performance and enables model steerability.

cs.CL

Learning to Open and Traverse Doors with a Legged Manipulator

Using doors is a longstanding challenge in robotics and is of significant practical interest in giving robots greater access to human-centric spaces. The task is challenging due to the need for online adaptation to varying door properties and precise control in manipulating the door panel and navigating through the confined doorway. To address this, we propose a learning-based controller for a legged manipulator to open and traverse through doors. The controller is trained using a teacher-student approach in simulation to learn robust task behaviors as well as estimate crucial door properties during the interaction. Unlike previous works, our approach is a single control policy that can handle both push and pull doors through learned behaviour which infers the opening direction during deployment without prior knowledge. The policy was deployed on the ANYmal legged robot with an arm and achieved a success rate of 95.0% in repeated trials conducted in an experimental setting. Additional experiments validate the policy's effectiveness and robustness to various doors and disturbances. A video overview of the method and experiments can be found at youtu.be/tQDZXN_k5NU.

cs.RO

IN-Sight: Interactive Navigation through Sight

Current visual navigation systems often treat the environment as static, lacking the ability to adaptively interact with obstacles. This limitation leads to navigation failure when encountering unavoidable obstructions. In response, we introduce IN-Sight, a novel approach to self-supervised path planning, enabling more effective navigation strategies through interaction with obstacles. Utilizing RGB-D observations, IN-Sight calculates traversability scores and incorporates them into a semantic map, facilitating long-range path planning in complex, maze-like environments. To precisely navigate around obstacles, IN-Sight employs a local planner, trained imperatively on a differentiable costmap using representation learning techniques. The entire framework undergoes end-to-end training within the state-of-the-art photorealistic Intel SPEAR Simulator. We validate the effectiveness of IN-Sight through extensive benchmarking in a variety of simulated scenarios and ablation studies. Moreover, we demonstrate the system's real-world applicability with zero-shot sim-to-real transfer, deploying our planner on the legged robot platform ANYmal, showcasing its practical potential for interactive navigation in real environments.

cs.RO

USat: A Unified Self-Supervised Encoder for Multi-Sensor Satellite Imagery

Large, self-supervised vision models have led to substantial advancements for automatically interpreting natural images. Recent works have begun tailoring these methods to remote sensing data which has rich structure with multi-sensor, multi-spectral, and temporal information providing massive amounts of self-labeled data that can be used for self-supervised pre-training. In this work, we develop a new encoder architecture called USat that can input multi-spectral data from multiple sensors for self-supervised pre-training. USat is a vision transformer with modified patch projection layers and positional encodings to model spectral bands with varying spatial scales from multiple sensors. We integrate USat into a Masked Autoencoder (MAE) self-supervised pre-training procedure and find that a pre-trained USat outperforms state-of-the-art self-supervised MAE models trained on remote sensing data on multiple remote sensing benchmark datasets (up to 8%) and leads to improvements in low data regimes (up to 7%). Code and pre-trained weights are available at https://github.com/stanfordmlgroup/USat .

cs.CV

Learning Arm-Assisted Fall Damage Reduction and Recovery for Legged Mobile Manipulators

Adaptive falling and recovery skills greatly extend the applicability of robot deployments. In the case of legged mobile manipulators, the robot arm could adaptively stop the fall and assist the recovery. Prior works on falling and recovery strategies for legged mobile manipulators usually rely on assumptions such as inelastic collisions and falling in defined directions to enable real-time computation. This paper presents a learning-based approach to reducing fall damage and recovery. An asymmetric actor-critic training structure is used to train a time-invariant policy with time-varying reward functions. In simulated experiments, the policy recovers from 98.9\% of initial falling configurations. It reduces base contact impulse, peak joint internal forces, and base acceleration during the fall compared to the baseline methods. The trained control policy is deployed and extensively tested on the ALMA robot hardware. A video summarizing the proposed method and the hardware tests is available at https://youtu.be/avwg2HqGi8s.

cs.RO

Combining Learning-based Locomotion Policy with Model-based Manipulation for Legged Mobile Manipulators

Deep reinforcement learning produces robust locomotion policies for legged robots over challenging terrains. To date, few studies have leveraged model-based methods to combine these locomotion skills with the precise control of manipulators. Here, we incorporate external dynamics plans into learning-based locomotion policies for mobile manipulation. We train the base policy by applying a random wrench sequence on the robot base in simulation and adding the noisified wrench sequence prediction to the policy observations. The policy then learns to counteract the partially-known future disturbance. The random wrench sequences are replaced with the wrench prediction generated with the dynamics plans from model predictive control to enable deployment. We show zero-shot adaptation for manipulators unseen during training. On the hardware, we demonstrate stable locomotion of legged robots with the prediction of the external wrench.

cs.RO

Imitation Learning from MPC for Quadrupedal Multi-Gait Control

We present a learning algorithm for training a single policy that imitates multiple gaits of a walking robot. To achieve this, we use and extend MPC-Net, which is an Imitation Learning approach guided by Model Predictive Control (MPC). The strategy of MPC-Net differs from many other approaches since its objective is to minimize the control Hamiltonian, which derives from the principle of optimality. To represent the policies, we employ a mixture-of-experts network (MEN) and observe that the performance of a policy improves if each expert of a MEN specializes in controlling exactly one mode of a hybrid system, such as a walking robot. We introduce new loss functions for single- and multi-gait policies to achieve this kind of expert selection behavior. Moreover, we benchmark our algorithm against Behavioral Cloning and the original MPC implementation on various rough terrain scenarios. We validate our approach on hardware and show that a single learned policy can replace its teacher to control multiple gaits.

cs.RO

Preliminary Experimental Results of Context-Aware Teams of Multiple Autonomous Agents Operating under Constrained Communications

This work presents and experimentally test the framework used by our context-aware, distributed team of small Unmanned Aerial Systems (SUAS) capable of operating in real-time, in an autonomous fashion, and under constrained communications. Our framework relies on three layered approach: (1) Operational layer, where fast temporal and narrow spatial decisions are made; (2) Tactical Layer, where temporal and spatial decisions are made for a team of agents; and (3) Strategical Layer, where slow temporal and wide spatial decisions are made for the team of agents. These three layers are coordinated by an ad-hoc, software-defined communications network, which ensures sparse, but timely delivery of messages amongst groups and teams of agents at each layer even under constrained communications. Experimental results are presented for a team of 10 small unmanned aerial systems tasked with searching and monitoring a person in an open area. At the operational layer, our use case presents an agent autonomously performing searching, detection, localization, classification, identification, tracking, and following of the person, while avoiding malicious collisions. At the tactical layer, our experimental use case presents the cooperative interaction of a group of multiple agents that enable the monitoring of the targeted person over a wider spatial and temporal regions. At the strategic layer, our use case involves the detection of complex behaviors-i.e. the person being followed enters a car and runs away, or the person being followed exits the car and runs away-that requires strategic responses to successfully accomplish the mission.

cs.MA