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Zhongyu Li

Publications and source records attributed to Zhongyu Li.

At least 19 recordsLinked to original sources

Force-Aware Reinforcement Learning with Hybrid Sensorless Force Estimation for Wheeled-Legged Loco-Manipulation

Force-controlled loco-manipulation requires a whole-body policy to coordinate locomotion and arm motion while regulating end-effector interaction forces. This is challenging under floating-base dynamics and changing support contacts, particularly when end-effector force/torque sensing is unavailable for control. This paper presents a force-aware reinforcement learning approach with hybrid sensorless force estimation for wheeled-legged loco-manipulation. The proposed method provides a structured estimate of the end-effector force as an explicit policy observation, enabling force-guided contact behavior without using an end-effector force/torque sensor for control. The force estimate is obtained by combining generalized momentum observation, contact-constrained wrench projection, and temporal residual learning: the model-based components extract the physically structured part of the whole-body disturbance, while the residual network compensates the remaining motion-dependent bias. The estimated force is integrated into a mode-conditioned whole-body policy with an axis-wise force/position selector, allowing free-space motion, pure force regulation, and hybrid force/position control within one controller. Simulation results demonstrate improved sensorless force estimation and force-control performance. Hardware experiments further validate the proposed controller through quantitative valve-rotation and hybrid wiping evaluations, together with force-guided door opening and zero-force human-guided motion on a real wheeled-legged platform.

cs.RO

Action QFormer: Structured Representation Shaping under Action Supervision in Vision-Language-Action Models

Action supervision in vision-language-action (VLA) models is often treated as a downstream objective for learning action prediction. In this paper, we study it instead as a force that shapes inherited multimodal representations. We show that this shaping has a dual effect: it is necessary for forming action-compatible representations, but when action supervision is applied too directly to the inherited multimodal pathway, it can also destabilize representations that support language-side processing and object grounding. To address this tension, we introduce Action QFormer, a query-based action-facing interface that uses instruction-conditioned queries to reorganize inherited multimodal information into action-facing representations before downstream action generation. In zero-shot sim-to-real navigation, Action QFormer improves average closed-loop task success from 18.8% to 56.3%, raises fixed-instruction action-generation correctness from 22.5% to 75.5%, and nearly eliminates out-of-distribution instruction generations. Further analyses show that Action QFormer changes how action supervision shapes inherited multimodal representations, reducing broad upstream rewriting while preserving targeted and sometimes constructive action-supervised adaptation. These results suggest that improving VLA performance requires not only stronger pretrained backbones, but also better ways of selecting and organizing inherited multimodal information while controlling how it is shaped under action supervision.

cs.AI

RynnWorld-Teleop: An Action-Conditioned World Model for Digital Teleoperation

Scaling robot learning requires massive, diverse trajectory data, yet collection is currently bottlenecked by physical teleoperation, where every demonstration binds operator time to specific hardware and workspaces. We introduce digital teleoperation, a paradigm that decouples data collection from physical constraints by replacing the real robot with a generative world model. In this framework, an operator's hand-pose stream drives a robot-centric generative world model to synthesize high-fidelity egocentric videos from a single reference image. The recorded pose stream serves as an embodiment-agnostic action label transferable to any target robot via standard retargeting, yielding complete state-action trajectories for imitation learning independent of physical hardware. We instantiate this paradigm in RynnWorld-Teleop, a system that integrates depth-aware skeletal conditioning, progressive human-to-robot training on a video Diffusion Transformer, and streaming autoregressive distillation. This pipeline compresses the generative process into a single-pass inference, enabling 40+ FPS, real-time interactive generation on a single H100 GPU. Policies trained exclusively on RynnWorld-Teleop-generated data achieve effective zero-shot Sim2Real transfer across dexterous and diverse bimanual tasks. Moreover, augmenting real-world datasets with our digitally teleoperated data consistently improves success rates, demonstrating that RynnWorld-Teleop serves as a high-fidelity, scalable data engine for the next generation of robotic agents.

cs.RO

RoboDojo: A Unified Sim-and-Real Benchmark for Comprehensive Evaluation of Generalist Robot Manipulation Policies

Generalist robot manipulation policies have advanced rapidly, yet existing benchmarks remain limited in systematically evaluating their capabilities. Many rely on simple, short-horizon, or skill-narrow tasks with limited capability coverage, and are often conducted only in simulation or only in the real world. Simulation enables scalable feedback but misses physical deployment challenges, while real-world evaluation is costly, time-consuming, and difficult to reproduce. We introduce RoboDojo, a unified sim-and-real benchmark for comprehensive evaluation of generalist robot manipulation policies. RoboDojo includes 42 simulation tasks and 18 real-world tasks covering diverse and complementary manipulation capabilities. The simulation benchmark evaluates five dimensions: generalization, memory, precision, long-horizon execution, and open-vocabulary instruction following, while the real-world benchmark exposes policies to challenging physical-world deployment conditions. RoboDojo supports scalable evaluation through heterogeneous parallel simulation in Isaac Sim and provides RoboDojo-RealEval, a reproducible real-world evaluation system with remote cloud access, standardized hardware, scene reset, evaluation protocol, and deployment interface. Together with XPolicyLab, policies can be integrated once and evaluated across simulation and real-world settings with minimal adaptation. We integrate 30 policies into XPolicyLab and evaluate them on RoboDojo, establishing a public leaderboard and systematic analysis of current policy performance. The website is available at http://robodojo-benchmark.com/.

cs.RO

RynnWorld-4D: 4D Embodied World Models for Robotic Manipulation

Robotic manipulation in the open world requires not only recognizing what a scene looks like, but also anticipating how its 3D structure moves under interaction. We argue that synchronized RGB, depth, and optical flow, namely RGB-DF, provide a physically grounded representation that captures the underlying 4D dynamics of a scene. Compared to 2D pixel videos, this multi-modal synergy aligns visual appearance with geometric structure and temporal motion, creating a representation space significantly closer to the low-level end-effector actions demanded by robotic systems, thereby narrowing the gap between world prediction and policy learning. Building on this insight, we introduce RynnWorld-4D, a generative model that co-produces future RGB frames, depth maps, and optical flow from a single RGB-D image and a language instruction within one unified diffusion process. This 4D world model features a tri-branch architecture that integrates cross-modal attention with frame-wise 3D RoPE, ensuring that appearance, geometry, and motion evolve consistently. To supply training data at scale, we curate Rynn4DDataset 1.0, a massive dataset of over 254.4 million frames across egocentric human and robotic manipulation videos with high-quality pseudo-labels for depth and optical flow. We further propose RynnWorld-4D-Policy, an inverse dynamics head that consumes the internal 4D representations of RynnWorld-4D in a single forward pass, bypassing expensive multi-step denoising, to output robot actions in a closed-loop manner. Experiments show that RynnWorld-4D produces temporally and spatially coherent 4D predictions, and that RynnWorld-4D-Policy achieves state-of-the-art performance on real-world dexterous bimanual manipulation tasks, particularly excelling in tasks demanding spatial precision and temporal coordination.

cs.RO

Articulat3D: Reconstructing Articulated Digital Twins From Monocular Videos with Geometric and Motion Constraints

Building high-fidelity digital twins of articulated objects from visual data remains a central challenge. Existing approaches depend on multi-view captures of the object in discrete, static states, which severely constrains their real-world scalability. In this paper, we introduce Articulat3D, a novel framework that constructs such digital twins from casually captured monocular videos by jointly enforcing explicit 3D geometric and motion constraints. We first propose Motion Prior-Driven Initialization, which leverages 3D point tracks to exploit the low-dimensional structure of articulated motion. By modeling scene dynamics with a compact set of motion bases, we facilitate soft decomposition of the scene into multiple rigidly moving groups. Building on this initialization, we introduce Geometric and Motion Constraints Refinement, which enforces physically plausible articulation through learnable kinematic primitives parameterized by a joint axis, a pivot point, and per-frame motion scalars, yielding reconstructions that are both geometrically accurate and temporally coherent. Extensive experiments demonstrate that Articulat3D achieves state-of-the-art performance on synthetic benchmarks and real-world casually captured monocular videos, significantly advancing the feasibility of digital twin creation under uncontrolled real-world conditions. Our project page is available at https://maxwell-zhao.github.io/Articulat3D/.

cs.CV

KEMO: Event-Driven Keyframe Memory for Long-Horizon Robot Manipulation with VLA Policies

Long-horizon robot manipulation remains challenging because similar observations may occur at different execution stages, while the appropriate action depends on previously completed operations. Memory can address this ambiguity by enabling policies to infer task progress from execution history. However, existing memory-augmented approaches often either retain dense histories that require compression or rely primarily on recent context that may discard earlier task-relevant events. In this work, we propose propose KEMO, a lightweight plug-in memory framework that automatically selectively preserves keyframes associated with task-relevant state changes for VLA policies. KEMO combines robot kinematics with visual filtering to detect events, encodes the selected keyframes as compact temporally ordered memory tokens, and integrates them with current visual features through cross-attention and gated residual fusion for VLA training. The detected events also define higher-weight training samples near critical transitions. We evaluate KEMO on various real-world dual-arm manipulation tasks spanning 2 to 6 scored subtasks, and trajectory length ranging from 830 steps to 2846 execution steps (durations from 28 to 95 seconds). Compared with the memory-free baseline (e.g., $π_{0.5}$), KEMO improves aggregate Task Success Rate by 23.6\% and Stage Completion Rate by 34.1\%. Ablations show that event-driven keyframe selection outperforms uniform sampling and recent-frame retention, while the proposed gated fusion and keyframe-aligned loss weighting provide complementary gains.

cs.RO

RoboNaldo: Accurate, Stable and Powerful Humanoid Soccer Shooting via Motion-Guided Curriculum Reinforcement Learning

Elite humanoid soccer shooting requires whole-body stability, high-impulse whole-body interactions, and accuracy to targets. Motion tracking-driven reinforcement learning (RL) provides stability in whole-body movement coordination, but a fixed reference makes it hard to adapt to varied ball positions and strike timings; in contrast, task reward-driven RL struggles to explore and discover valid kicks from scratch. We therefore introduce RoboNaldo, a three-stage motion-guided curriculum RL framework for high-impulse humanoid interaction. A single human-kick reference is used as a scaffold and progressively shifts optimization towards shooting performance. The curriculum first learns a stable whole-body kicking prior, then adapts the kick to free-kick settings where the ball is stationary at random positions, and finally extends it to moving-ball shooting through a locomotion-command and kick-trigger interface. A high-level heuristic planner controls this interface during training, while alternative high-level controllers can drive the same low-level policy at inference. In simulation, RoboNaldo demonstrates free-kick shot error 48.6% lower and shoot velocity 2.96x than prior work baselines. In real world on a Unitree G1 with onboard perception, RoboNaldo attains 0.73 m and 0.86 m average target shooting error from 3 m away in free-kick and moving-ball cases, accordingly. And the post-contact ball velocity reaches 13.10 m/s, which is 59-71% of reported professional open-play shot speed. Project page: https://opendrivelab.com/RoboNaldo.

cs.RO

VRA: Grounding Discrete-Time Joint Acceleration in Voltage-Constrained Actuation

Discrete-time joint acceleration constraints are widely used to enforce position and velocity limits. However, under voltage-constrained electric actuators, kinematically admissible accelerations may be physically unrealizable, exposing a missing execution-level abstraction. We propose Voltage-Realizable Acceleration (VRA), a joint-level acceleration interface that grounds kinematic acceleration in voltage-constrained actuator physics by restricting commanded accelerations to voltage-realizable constraints. Hardware experiments on electric actuators and a wheel-legged quadruped show that VRA removes unrealizable accelerations, restores consistent near-constraint execution, and reduces constraint-induced oscillations.

cs.RO

Ego-Vision World Model for Humanoid Contact Planning

Enabling humanoid robots to exploit physical contact, rather than simply avoid collisions, is crucial for autonomy in unstructured environments. Traditional optimization-based planners struggle with contact complexity, while on-policy reinforcement learning (RL) is sample-inefficient and has limited multi-task ability. We propose a framework combining a learned world model with sampling-based Model Predictive Control (MPC), trained on a demonstration-free offline dataset to predict future outcomes in a compressed latent space. To address sparse contact rewards and sensor noise, the MPC uses a learned surrogate value function for dense, robust planning. Our single, scalable model supports contact-aware tasks, including wall support after perturbation, blocking incoming objects, and traversing height-limited arches, with improved sample efficiency and multi-task capability over on-policy RL. Deployed on a physical humanoid, our system achieves robust, real-time contact planning from proprioception and ego-centric depth images. Code and dataset are available at our website: https://ego-vcp.github.io/

cs.RO

Control of Microrobots with Reinforcement Learning under On-Device Compute Constraints

An important function of autonomous microrobots is the ability to perform robust movement over terrain. This paper explores an edge ML approach to microrobot locomotion, allowing for on-device, lower latency control under compute, memory, and power constraints. This paper explores the locomotion of a sub-centimeter quadrupedal microrobot via reinforcement learning (RL) and deploys the resulting controller on an ultra-small system-on-chip (SoC), SC$μ$M-3C, featuring an ARM Cortex-M0 microcontroller running at 5 MHz. We train a compact FP32 multilayer perceptron (MLP) policy with two hidden layers ($[128, 64]$) in a massively parallel GPU simulation and enhance robustness by utilizing domain randomization over simulation parameters. We then study integer (Int8) quantization (per-tensor and per-feature) to allow for higher inference update rates on our resource-limited hardware, and we connect hardware power budgets to achievable update frequency via a cycles-per-update model for inference on our Cortex-M0. We propose a resource-aware gait scheduling viewpoint: given a device power budget, we can select the gait mode (trot/intermediate/gallop) that maximizes expected RL reward at a corresponding feasible update frequency. Finally, we deploy our MLP policy on a real-world large-scale robot on uneven terrain, qualitatively noting that domain-randomized training can improve out-of-distribution stability. We do not claim real-world large-robot empirical zero-shot transfer in this work.

cs.RO

Rank-Aware Agglomeration of Foundation Models for Immunohistochemistry Image Cell Counting

Accurate cell counting in immunohistochemistry (IHC) images is critical for quantifying protein expression and aiding cancer diagnosis. However, the task remains challenging due to the chromogen overlap, variable biomarker staining, and diverse cellular morphologies. Regression-based counting methods offer advantages over detection-based ones in handling overlapped cells, yet rarely support end-to-end multi-class counting. Moreover, the potential of foundation models remains largely underexplored in this paradigm. To address these limitations, we propose a rank-aware agglomeration framework that selectively distills knowledge from multiple strong foundation models, leveraging their complementary representations to handle IHC heterogeneity and obtain a compact yet effective student model, CountIHC. Unlike prior task-agnostic agglomeration strategies that either treat all teachers equally or rely on feature similarity, we design a Rank-Aware Teacher Selecting (RATS) strategy that models global-to-local patch rankings to assess each teacher's inherent counting capacity and enable sample-wise teacher selection. For multi-class cell counting, we introduce a fine-tuning stage that reformulates the task as vision-language alignment. Discrete semantic anchors derived from structured text prompts encode both category and quantity information, guiding the regression of class-specific density maps and improving counting for overlapping cells. Extensive experiments demonstrate that CountIHC surpasses state-of-the-art methods across 12 IHC biomarkers and 5 tissue types, while exhibiting high agreement with pathologists' assessments. Its effectiveness on H&E-stained data further confirms the scalability of the proposed method.

cs.CV

GenDexHand: Generative Simulation for Dexterous Hands

Data scarcity remains a fundamental bottleneck for embodied intelligence. Existing approaches use large language models (LLMs) to automate gripper-based simulation generation, but they transfer poorly to dexterous manipulation, which demands more specialized environment design. Meanwhile, dexterous manipulation tasks are inherently more difficult due to their higher degrees of freedom. Massively generating feasible and trainable dexterous hand tasks remains an open challenge. To this end, we present GenDexHand, a generative simulation pipeline that autonomously produces diverse robotic tasks and environments for dexterous manipulation. GenDexHand introduces a closed-loop refinement process that adjusts object placements and scales based on vision-language model (VLM) feedback, substantially improving the average quality of generated environments. Each task is further decomposed into sub-tasks to enable sequential reinforcement learning, reducing training time and increasing success rates. Our work provides a viable path toward scalable training of diverse dexterous hand behaviors in embodied intelligence by offering a simulation-based solution to synthetic data generation. Our website: https://winniechen2002.github.io/GenDexHand/.

cs.RO

High-Fidelity Simulated Data Generation for Real-World Zero-Shot Robotic Manipulation Learning with Gaussian Splatting

The scalability of robotic learning is fundamentally bottlenecked by the significant cost and labor of real-world data collection. While simulated data offers a scalable alternative, it often fails to generalize to the real world due to significant gaps in visual appearance, physical properties, and object interactions. To address this, we propose RoboSimGS, a novel Real2Sim2Real framework that converts multi-view real-world images into scalable, high-fidelity, and physically interactive simulation environments for robotic manipulation. Our approach reconstructs scenes using a hybrid representation: 3D Gaussian Splatting (3DGS) captures the photorealistic appearance of the environment, while mesh primitives for interactive objects ensure accurate physics simulation. Crucially, we pioneer the use of a Multi-modal Large Language Model (MLLM) to automate the creation of physically plausible, articulated assets. The MLLM analyzes visual data to infer not only physical properties (e.g., density, stiffness) but also complex kinematic structures (e.g., hinges, sliding rails) of objects. We demonstrate that policies trained entirely on data generated by RoboSimGS achieve successful zero-shot sim-to-real transfer across a diverse set of real-world manipulation tasks. Furthermore, data from RoboSimGS significantly enhances the performance and generalization capabilities of SOTA methods. Our results validate RoboSimGS as a powerful and scalable solution for bridging the sim-to-real gap.

cs.RO

Toward Real-World Cooperative and Competitive Soccer with Quadrupedal Robot Teams

Achieving coordinated teamwork among legged robots requires both fine-grained locomotion control and long-horizon strategic decision-making. Robot soccer offers a compelling testbed for this challenge, combining dynamic, competitive, and multi-agent interactions. In this work, we present a hierarchical multi-agent reinforcement learning (MARL) framework that enables fully autonomous and decentralized quadruped robot soccer. First, a set of highly dynamic low-level skills is trained for legged locomotion and ball manipulation, such as walking, dribbling, and kicking. On top of these, a high-level strategic planning policy is trained with Multi-Agent Proximal Policy Optimization (MAPPO) via Fictitious Self-Play (FSP). This learning framework allows agents to adapt to diverse opponent strategies and gives rise to sophisticated team behaviors, including coordinated passing, interception, and dynamic role allocation. With an extensive ablation study, the proposed learning method shows significant advantages in the cooperative and competitive multi-agent soccer game. We deploy the learned policies to real quadruped robots relying solely on onboard proprioception and decentralized localization, with the resulting system supporting autonomous robot-robot and robot-human soccer matches on indoor and outdoor soccer courts.

cs.RO

LangWBC: Language-directed Humanoid Whole-Body Control via End-to-end Learning

General-purpose humanoid robots are expected to interact intuitively with humans, enabling seamless integration into daily life. Natural language provides the most accessible medium for this purpose. However, translating language into humanoid whole-body motion remains a significant challenge, primarily due to the gap between linguistic understanding and physical actions. In this work, we present an end-to-end, language-directed policy for real-world humanoid whole-body control. Our approach combines reinforcement learning with policy distillation, allowing a single neural network to interpret language commands and execute corresponding physical actions directly. To enhance motion diversity and compositionality, we incorporate a Conditional Variational Autoencoder (CVAE) structure. The resulting policy achieves agile and versatile whole-body behaviors conditioned on language inputs, with smooth transitions between various motions, enabling adaptation to linguistic variations and the emergence of novel motions. We validate the efficacy and generalizability of our method through extensive simulations and real-world experiments, demonstrating robust whole-body control. Please see our website at LangWBC.github.io for more information.

cs.RO

Demonstrating Berkeley Humanoid Lite: An Open-source, Accessible, and Customizable 3D-printed Humanoid Robot

Despite significant interest and advancements in humanoid robotics, most existing commercially available hardware remains high-cost, closed-source, and non-transparent within the robotics community. This lack of accessibility and customization hinders the growth of the field and the broader development of humanoid technologies. To address these challenges and promote democratization in humanoid robotics, we demonstrate Berkeley Humanoid Lite, an open-source humanoid robot designed to be accessible, customizable, and beneficial for the entire community. The core of this design is a modular 3D-printed gearbox for the actuators and robot body. All components can be sourced from widely available e-commerce platforms and fabricated using standard desktop 3D printers, keeping the total hardware cost under $5,000 (based on U.S. market prices). The design emphasizes modularity and ease of fabrication. To address the inherent limitations of 3D-printed gearboxes, such as reduced strength and durability compared to metal alternatives, we adopted a cycloidal gear design, which provides an optimal form factor in this context. Extensive testing was conducted on the 3D-printed actuators to validate their durability and alleviate concerns about the reliability of plastic components. To demonstrate the capabilities of Berkeley Humanoid Lite, we conducted a series of experiments, including the development of a locomotion controller using reinforcement learning. These experiments successfully showcased zero-shot policy transfer from simulation to hardware, highlighting the platform's suitability for research validation. By fully open-sourcing the hardware design, embedded code, and training and deployment frameworks, we aim for Berkeley Humanoid Lite to serve as a pivotal step toward democratizing the development of humanoid robotics. All resources are available at https://lite.berkeley-humanoid.org.

cs.RO

CurricuLLM: Automatic Task Curricula Design for Learning Complex Robot Skills using Large Language Models

Curriculum learning is a training mechanism in reinforcement learning (RL) that facilitates the achievement of complex policies by progressively increasing the task difficulty during training. However, designing effective curricula for a specific task often requires extensive domain knowledge and human intervention, which limits its applicability across various domains. Our core idea is that large language models (LLMs), with their extensive training on diverse language data and ability to encapsulate world knowledge, present significant potential for efficiently breaking down tasks and decomposing skills across various robotics environments. Additionally, the demonstrated success of LLMs in translating natural language into executable code for RL agents strengthens their role in generating task curricula. In this work, we propose CurricuLLM, which leverages the high-level planning and programming capabilities of LLMs for curriculum design, thereby enhancing the efficient learning of complex target tasks. CurricuLLM consists of: (Step 1) Generating sequence of subtasks that aid target task learning in natural language form, (Step 2) Translating natural language description of subtasks in executable task code, including the reward code and goal distribution code, and (Step 3) Evaluating trained policies based on trajectory rollout and subtask description. We evaluate CurricuLLM in various robotics simulation environments, ranging from manipulation, navigation, and locomotion, to show that CurricuLLM can aid learning complex robot control tasks. In addition, we validate humanoid locomotion policy learned through CurricuLLM in real-world. Project website is https://iconlab.negarmehr.com/CurricuLLM/

cs.RO