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Zhao-Heng Yin

Publications and source records attributed to Zhao-Heng Yin.

At least 19 recordsLinked to original sources

T-Rex: Tactile-Reactive Dexterous Manipulation

The ability to react dynamically to tactile signals has long been considered crucial to agile human-level dexterity. Yet contemporary learning-based Vision-Language-Action (VLA) models for robotic manipulation generally either overlook the tactile modality or are limited to encoders with static cues, due in part to the scarcity of diverse training data and standardized evaluation, architectural constraints in current VLA models, and limitations of static tactile encoders. In this paper, we push the frontier of tactile-reactive manipulation by addressing all of these limitations. We propose a large-scale, 100-hour tactile-rich dataset collected via a novel, data-efficient recipe that prioritizes elementary motor primitives. To effectively exploit naturally high-frequency touch signals without sacrificing the existing capabilities of existing VLAs, we introduce a variable-rate Mixture-of-Transformers (MoT) architecture equipped with a novel temporal tactile VQ-VAE encoder. We demonstrate the effectiveness of tactile-reactive policies on 12 manipulation tasks requiring delicate force control and deformable object manipulation, achieving over 30% higher average success rate than the strongest baseline.

cs.RO

Mana: Dexterous Manipulation of Articulated Tools

Articulated tool manipulation remains a major challenge in dexterous robotics due to the need to coordinate internal degrees of freedom and contact-rich interactions. While prior work has largely focused on rigid objects, articulated tool use remains underexplored because of its physical complexity and the difficulty of learning functional grasping and manipulation policies. We present Mana (Manipulation Animator), a general sim-to-real framework that reinterprets dexterous manipulation as an animation problem. Inspired by computer animation, Mana employs a coarse-to-fine pipeline that transforms procedurally-generated grasp keyframes into manipulation trajectories through motion planning and reinforcement learning. The data generation process is largely automatic, requiring only a few mouse clicks to specify functional affordances (<1 minute per tool). Across four articulated tools spanning different scales and joint types, Mana achieves zero-shot sim-to-real transfer for both grasping and in-hand manipulation, demonstrating a scalable approach to dexterous articulated tool use.

cs.RO

How to Peel with a Knife: Aligning Fine-Grained Manipulation with Human Preference

Many essential manipulation tasks - such as food preparation, surgery, and craftsmanship - remain intractable for autonomous robots. These tasks are characterized not only by contact-rich, force-sensitive dynamics, but also by their "implicit" success criteria: unlike pick-and-place, task quality in these domains is continuous and subjective (e.g. how well a potato is peeled), making quantitative evaluation and reward engineering difficult. We present a learning framework for such tasks, using peeling with a knife as a representative example. Our approach follows a two-stage pipeline: first, we learn a robust initial policy via force-aware data collection and imitation learning, enabling generalization across object variations; second, we refine the policy through preference-based finetuning using a learned reward model that combines quantitative task metrics with qualitative human feedback, aligning policy behavior with human notions of task quality. Using only 50-200 peeling trajectories, our system achieves over 90% average success rates on challenging produce including cucumbers, apples, and potatoes, with performance improving by up to 40% through preference-based finetuning. Remarkably, policies trained on a single produce category exhibit strong zero-shot generalization to unseen in-category instances and to out-of-distribution produce from different categories while maintaining over 90% success rates.

cs.RO

Lightning Grasp: High Performance Procedural Grasp Synthesis with Contact Fields

Despite years of research, real-time diverse grasp synthesis for dexterous hands remains an unsolved core challenge in robotics and computer graphics. We present Lightning Grasp, a novel high-performance procedural grasp synthesis algorithm that achieves orders-of-magnitude speedups over state-of-the-art approaches, while enabling unsupervised grasp generation for irregular, tool-like objects. The method avoids many limitations of prior approaches, such as the need for carefully tuned energy functions and sensitive initialization. This breakthrough is driven by a key insight: decoupling complex geometric computation from the search process via a simple, efficient data structure - the Contact Field. This abstraction collapses the problem complexity, enabling a procedural search at unprecedented speeds. We open-source our system to propel further innovation in robotic manipulation.

cs.RO

Object-centric 3D Motion Field for Robot Learning from Human Videos

Learning robot control policies from human videos is a promising direction for scaling up robot learning. However, how to extract action knowledge (or action representations) from videos for policy learning remains a key challenge. Existing action representations such as video frames, pixelflow, and pointcloud flow have inherent limitations such as modeling complexity or loss of information. In this paper, we propose to use object-centric 3D motion field to represent actions for robot learning from human videos, and present a novel framework for extracting this representation from videos for zero-shot control. We introduce two novel components in its implementation. First, a novel training pipeline for training a ''denoising'' 3D motion field estimator to extract fine object 3D motions from human videos with noisy depth robustly. Second, a dense object-centric 3D motion field prediction architecture that favors both cross-embodiment transfer and policy generalization to background. We evaluate the system in real world setups. Experiments show that our method reduces 3D motion estimation error by over 50% compared to the latest method, achieve 55% average success rate in diverse tasks where prior approaches fail~($\lesssim 10$\%), and can even acquire fine-grained manipulation skills like insertion.

cs.RO

FastTD3: Simple, Fast, and Capable Reinforcement Learning for Humanoid Control

Reinforcement learning (RL) has driven significant progress in robotics, but its complexity and long training times remain major bottlenecks. In this report, we introduce FastTD3, a simple, fast, and capable RL algorithm that significantly speeds up training for humanoid robots in popular suites such as HumanoidBench, IsaacLab, and MuJoCo Playground. Our recipe is remarkably simple: we train an off-policy TD3 agent with several modifications -- parallel simulation, large-batch updates, a distributional critic, and carefully tuned hyperparameters. FastTD3 solves a range of HumanoidBench tasks in under 3 hours on a single A100 GPU, while remaining stable during training. We also provide a lightweight and easy-to-use implementation of FastTD3 to accelerate RL research in robotics.

cs.RO

Geometric Retargeting: A Principled, Ultrafast Neural Hand Retargeting Algorithm

We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system. GeoRT converts human finger keypoints to robot hand keypoints at 1KHz, achieving state-of-the-art speed and accuracy with significantly fewer hyperparameters. This high-speed capability enables flexible postprocessing, such as leveraging a foundational controller for action correction like DexGen. GeoRT is trained in an unsupervised manner, eliminating the need for manual annotation of hand pairs. The core of GeoRT lies in novel geometric objective functions that capture the essence of retargeting: preserving motion fidelity, ensuring configuration space (C-space) coverage, maintaining uniform response through high flatness, pinch correspondence and preventing self-collisions. This approach is free from intensive test-time optimization, offering a more scalable and practical solution for real-time hand retargeting.

cs.RO

Learning Manipulation Skills through Robot Chain-of-Thought with Sparse Failure Guidance

Defining reward functions for skill learning has been a long-standing challenge in robotics. Recently, vision-language models (VLMs) have shown promise in defining reward signals for teaching robots manipulation skills. However, existing work often provides reward guidance that is too coarse, leading to insufficient learning processes. In this paper, we address this issue by implementing more fine-grained reward guidance. We decompose tasks into simpler sub-tasks, using this decomposition to offer more informative reward guidance with VLMs. We also propose a VLM-based self imitation learning process to speed up learning. Empirical evidence demonstrates that our algorithm consistently outperforms baselines such as CLIP, LIV, and RoboCLIP. Specifically, our algorithm achieves a $5.4 \times$ higher average success rates compared to the best baseline, RoboCLIP, across a series of manipulation tasks.

cs.RO

DexterityGen: Foundation Controller for Unprecedented Dexterity

Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.

cs.RO

Twisting Lids Off with Two Hands

Manipulating objects with two multi-fingered hands has been a long-standing challenge in robotics, due to the contact-rich nature of many manipulation tasks and the complexity inherent in coordinating a high-dimensional bimanual system. In this work, we share novel insights into physical modeling, real-time perception, and reward design that enable policies trained in simulation using deep reinforcement learning (RL) to be effectively and efficiently transferred to the real world. Specifically, we consider the problem of twisting lids of various bottle-like objects with two hands, demonstrating policies with generalization capabilities across a diverse set of unseen objects as well as dynamic and dexterous behaviors. To the best of our knowledge, this is the first sim-to-real RL system that enables such capabilities on bimanual multi-fingered hands.

cs.RO

Robot Synesthesia: In-Hand Manipulation with Visuotactile Sensing

Executing contact-rich manipulation tasks necessitates the fusion of tactile and visual feedback. However, the distinct nature of these modalities poses significant challenges. In this paper, we introduce a system that leverages visual and tactile sensory inputs to enable dexterous in-hand manipulation. Specifically, we propose Robot Synesthesia, a novel point cloud-based tactile representation inspired by human tactile-visual synesthesia. This approach allows for the simultaneous and seamless integration of both sensory inputs, offering richer spatial information and facilitating better reasoning about robot actions. The method, trained in a simulated environment and then deployed to a real robot, is applicable to various in-hand object rotation tasks. Comprehensive ablations are performed on how the integration of vision and touch can improve reinforcement learning and Sim2Real performance. Our project page is available at https://yingyuan0414.github.io/visuotactile/ .

cs.RO

Offline Imitation Learning Through Graph Search and Retrieval

Imitation learning is a powerful machine learning algorithm for a robot to acquire manipulation skills. Nevertheless, many real-world manipulation tasks involve precise and dexterous robot-object interactions, which make it difficult for humans to collect high-quality expert demonstrations. As a result, a robot has to learn skills from suboptimal demonstrations and unstructured interactions, which remains a key challenge. Existing works typically use offline deep reinforcement learning (RL) to solve this challenge, but in practice these algorithms are unstable and fragile due to the deadly triad issue. To overcome this problem, we propose GSR, a simple yet effective algorithm that learns from suboptimal demonstrations through Graph Search and Retrieval. We first use pretrained representation to organize the interaction experience into a graph and perform a graph search to calculate the values of different behaviors. Then, we apply a retrieval-based procedure to identify the best behavior (actions) on each state and use behavior cloning to learn that behavior. We evaluate our method in both simulation and real-world robotic manipulation tasks with complex visual inputs, covering various precise and dexterous manipulation skills with objects of different physical properties. GSR can achieve a 10% to 30% higher success rate and over 30% higher proficiency compared to baselines. Our project page is at https://zhaohengyin.github.io/gsr.

cs.RO

Imitation Learning from Observation with Automatic Discount Scheduling

Humans often acquire new skills through observation and imitation. For robotic agents, learning from the plethora of unlabeled video demonstration data available on the Internet necessitates imitating the expert without access to its action, presenting a challenge known as Imitation Learning from Observations (ILfO). A common approach to tackle ILfO problems is to convert them into inverse reinforcement learning problems, utilizing a proxy reward computed from the agent's and the expert's observations. Nonetheless, we identify that tasks characterized by a progress dependency property pose significant challenges for such approaches; in these tasks, the agent needs to initially learn the expert's preceding behaviors before mastering the subsequent ones. Our investigation reveals that the main cause is that the reward signals assigned to later steps hinder the learning of initial behaviors. To address this challenge, we present a novel ILfO framework that enables the agent to master earlier behaviors before advancing to later ones. We introduce an Automatic Discount Scheduling (ADS) mechanism that adaptively alters the discount factor in reinforcement learning during the training phase, prioritizing earlier rewards initially and gradually engaging later rewards only when the earlier behaviors have been mastered. Our experiments, conducted on nine Meta-World tasks, demonstrate that our method significantly outperforms state-of-the-art methods across all tasks, including those that are unsolvable by them.

cs.RO

Predicting Drug Solubility Using Different Machine Learning Methods -- Linear Regression Model with Extracted Chemical Features vs Graph Convolutional Neural Network

Predicting the solubility of given molecules remains crucial in the pharmaceutical industry. In this study, we revisited this extensively studied topic, leveraging the capabilities of contemporary computing resources. We employed two machine learning models: a linear regression model and a graph convolutional neural network (GCNN) model, using various experimental datasets. Both methods yielded reasonable predictions, with the GCNN model exhibiting the highest level of performance. However, the present GCNN model has limited interpretability while the linear regression model allows scientists for a greater in-depth analysis of the underlying factors through feature importance analysis, although more human inputs and evaluations on the overall dataset is required. From the perspective of chemistry, using the linear regression model, we elucidated the impact of individual atom species and functional groups on overall solubility, highlighting the significance of comprehending how chemical structure influences chemical properties in the drug development process. It is learned that introducing oxygen atoms can increase the solubility of organic molecules, while almost all other hetero atoms except oxygen and nitrogen tend to decrease solubility.

q-bio.QM

Rotating without Seeing: Towards In-hand Dexterity through Touch

Tactile information plays a critical role in human dexterity. It reveals useful contact information that may not be inferred directly from vision. In fact, humans can even perform in-hand dexterous manipulation without using vision. Can we enable the same ability for the multi-finger robot hand? In this paper, we present Touch Dexterity, a new system that can perform in-hand object rotation using only touching without seeing the object. Instead of relying on precise tactile sensing in a small region, we introduce a new system design using dense binary force sensors (touch or no touch) overlaying one side of the whole robot hand (palm, finger links, fingertips). Such a design is low-cost, giving a larger coverage of the object, and minimizing the Sim2Real gap at the same time. We train an in-hand rotation policy using Reinforcement Learning on diverse objects in simulation. Relying on touch-only sensing, we can directly deploy the policy in a real robot hand and rotate novel objects that are not presented in training. Extensive ablations are performed on how tactile information help in-hand manipulation.Our project is available at https://touchdexterity.github.io.

cs.RO

DexPoint: Generalizable Point Cloud Reinforcement Learning for Sim-to-Real Dexterous Manipulation

We propose a sim-to-real framework for dexterous manipulation which can generalize to new objects of the same category in the real world. The key of our framework is to train the manipulation policy with point cloud inputs and dexterous hands. We propose two new techniques to enable joint learning on multiple objects and sim-to-real generalization: (i) using imagined hand point clouds as augmented inputs; and (ii) designing novel contact-based rewards. We empirically evaluate our method using an Allegro Hand to grasp novel objects in both simulation and real world. To the best of our knowledge, this is the first policy learning-based framework that achieves such generalization results with dexterous hands. Our project page is available at https://yzqin.github.io/dexpoint

cs.RO

Planning for Sample Efficient Imitation Learning

Imitation learning is a class of promising policy learning algorithms that is free from many practical issues with reinforcement learning, such as the reward design issue and the exploration hardness. However, the current imitation algorithm struggles to achieve both high performance and high in-environment sample efficiency simultaneously. Behavioral Cloning (BC) does not need in-environment interactions, but it suffers from the covariate shift problem which harms its performance. Adversarial Imitation Learning (AIL) turns imitation learning into a distribution matching problem. It can achieve better performance on some tasks but it requires a large number of in-environment interactions. Inspired by the recent success of EfficientZero in RL, we propose EfficientImitate (EI), a planning-based imitation learning method that can achieve high in-environment sample efficiency and performance simultaneously. Our algorithmic contribution in this paper is two-fold. First, we extend AIL into the MCTS-based RL. Second, we show the seemingly incompatible two classes of imitation algorithms (BC and AIL) can be naturally unified under our framework, enjoying the benefits of both. We benchmark our method not only on the state-based DeepMind Control Suite, but also on the image version which many previous works find highly challenging. Experimental results show that EI achieves state-of-the-art results in performance and sample efficiency. EI shows over 4x gain in performance in the limited sample setting on state-based and image-based tasks and can solve challenging problems like Humanoid, where previous methods fail with small amount of interactions. Our code is available at https://github.com/zhaohengyin/EfficientImitate.

cs.LG

Cross Domain Robot Imitation with Invariant Representation

Animals are able to imitate each others' behavior, despite their difference in biomechanics. In contrast, imitating the other similar robots is a much more challenging task in robotics. This problem is called cross domain imitation learning~(CDIL). In this paper, we consider CDIL on a class of similar robots. We tackle this problem by introducing an imitation learning algorithm based on invariant representation. We propose to learn invariant state and action representations, which aligns the behavior of multiple robots so that CDIL becomes possible. Compared with previous invariant representation learning methods for similar purpose, our method does not require human-labeled pairwise data for training. Instead, we use cycle-consistency and domain confusion to align the representation and increase its robustness. We test the algorithm on multiple robots in simulator and show that unseen new robot instances can be trained with existing expert demonstrations successfully. Qualitative results also demonstrate that the proposed method is able to learn similar representations for different robots with similar behaviors, which is essential for successful CDIL.

cs.RO