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At least 307 records · Page 17Linked to original sources

CoLI: A Reproducible Platform for Continuum Robot Learning via Monolithic 3D Printing and Isomorphic Teleoperation

Continuum robots offer strong potential for manipulation tasks due to their high degrees of freedom, compliant structures, and operational safety. However, their adoption in both research and practical applications has been hindered by reproducibility issues arising from complex fabrication and assembly processes, challenging kinematic modeling, and a lack of intuitive control interfaces. To address these challenges, we present a novel open-source continuum robot design. The platform features a simplified fabrication pipeline enabled by multi-material 3D printing, allowing the arm to be fabricated as a monolithic compliant structure with minimal assembly. Control is achieved through an isomorphic teleoperation interface that establishes a direct actuator-level mapping, eliminating the need for explicit kinematic modeling and providing a singularity-free mapping. Building on this hardware design, the platform further supports imitation-learning-based autonomous control. The proposed system is evaluated through hardware characterization and a set of manipulation tasks. Experimental results demonstrate that the platform provides a reproducible, learning-ready continuum robot system, accelerating algorithmic development and systematic benchmarking for the continuum robotics community.

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Task-Adaptive Robot Learning from Demonstration with Gaussian Process Models under Replication

Learning from Demonstration (LfD) is a paradigm that allows robots to learn complex manipulation tasks that can not be easily scripted, but can be demonstrated by a human teacher. One of the challenges of LfD is to enable robots to acquire skills that can be adapted to different scenarios. In this paper, we propose to achieve this by exploiting the variations in the demonstrations to retrieve an adaptive and robust policy, using Gaussian Process (GP) models. Adaptability is enhanced by incorporating task parameters into the model, which encode different specifications within the same task. With our formulation, these parameters can be either real, integer, or categorical. Furthermore, we propose a GP design that exploits the structure of replications, i.e., repeated demonstrations with identical conditions within data. Our method significantly reduces the computational cost of model fitting in complex tasks, where replications are essential to obtain a robust model. We illustrate our approach through several experiments on a handwritten letter demonstration dataset.

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Morphological Wobbling Can Help Robots Learn

We propose to make the physical characteristics of a robot oscillate while it learns to improve its behavioral performance. We consider quantities such as mass, actuator strength, and size that are usually fixed in a robot, and show that when those quantities oscillate at the beginning of the learning process on a simulated 2D soft robot, the performance on a locomotion task can be significantly improved. We investigate the dynamics of the phenomenon and conclude that in our case, surprisingly, a high-frequency oscillation with a large amplitude for a large portion of the learning duration leads to the highest performance benefits. Furthermore, we show that morphological wobbling significantly increases exploration of the search space.

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PvP: Data-Efficient Humanoid Robot Learning with Proprioceptive-Privileged Contrastive Representations

Achieving efficient and robust whole-body control (WBC) is essential for enabling humanoid robots to perform complex tasks in dynamic environments. Despite the success of reinforcement learning (RL) in this domain, its sample inefficiency remains a significant challenge due to the intricate dynamics and partial observability of humanoid robots. To address this limitation, we propose PvP, a Proprioceptive-Privileged contrastive learning framework that leverages the intrinsic complementarity between proprioceptive and privileged states. PvP learns compact and task-relevant latent representations without requiring hand-crafted data augmentations, enabling faster and more stable policy learning. To support systematic evaluation, we develop SRL4Humanoid, the first unified and modular framework that provides high-quality implementations of representative state representation learning (SRL) methods for humanoid robot learning. Extensive experiments on the LimX Oli robot across velocity tracking and motion imitation tasks demonstrate that PvP significantly improves sample efficiency and final performance compared to baseline SRL methods. Our study further provides practical insights into integrating SRL with RL for humanoid WBC, offering valuable guidance for data-efficient humanoid robot learning.

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Robot Learning with Crash Constraints

In the past decade, numerous machine learning algorithms have been shown to successfully learn optimal policies to control real robotic systems. However, it is common to encounter failing behaviors as the learning loop progresses. Specifically, in robot applications where failing is undesired but not catastrophic, many algorithms struggle with leveraging data obtained from failures. This is usually caused by (i) the failed experiment ending prematurely, or (ii) the acquired data being scarce or corrupted. Both complicate the design of proper reward functions to penalize failures. In this paper, we propose a framework that addresses those issues. We consider failing behaviors as those that violate a constraint and address the problem of learning with crash constraints, where no data is obtained upon constraint violation. The no-data case is addressed by a novel GP model (GPCR) for the constraint that combines discrete events (failure/success) with continuous observations (only obtained upon success). We demonstrate the effectiveness of our framework on simulated benchmarks and on a real jumping quadruped, where the constraint threshold is unknown a priori. Experimental data is collected, by means of constrained Bayesian optimization, directly on the real robot. Our results outperform manual tuning and GPCR proves useful on estimating the constraint threshold.

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Robotic Learning in your Backyard: A Neural Simulator from Open Source Components

The emergence of 3D Gaussian Splatting for fast and high-quality novel view synthesize has opened up the possibility to construct photo-realistic simulations from video for robotic reinforcement learning. While the approach has been demonstrated in several research papers, the software tools used to build such a simulator remain unavailable or proprietary. We present SplatGym, an open source neural simulator for training data-driven robotic control policies. The simulator creates a photorealistic virtual environment from a single video. It supports ego camera view generation, collision detection, and virtual object in-painting. We demonstrate training several visual navigation policies via reinforcement learning. SplatGym represents a notable first step towards an open-source general-purpose neural environment for robotic learning. It broadens the range of applications that can effectively utilise reinforcement learning by providing convenient and unrestricted tooling, and by eliminating the need for the manual development of conventional 3D environments.

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WIP: A Unit Testing Framework for Self-Guided Personalized Online Robotics Learning

Our ongoing development and deployment of an online robotics education platform highlighted a gap in providing an interactive, feedback-rich learning environment essential for mastering programming concepts in robotics, which they were not getting with the traditional code-simulate-turn in workflow. Since teaching resources are limited, students would benefit from feedback in real-time to find and fix their mistakes in the programming assignments. To address these concerns, this paper will focus on creating a system for unit testing while integrating it into the course workflow. We facilitate this real-time feedback by including unit testing in the design of programming assignments so students can understand and fix their errors on their own and without the prior help of instructors/TAs serving as a bottleneck. In line with the framework's personalized student-centered approach, this method makes it easier for students to revise, and debug their programming work, encouraging hands-on learning. The course workflow updated to include unit tests will strengthen the learning environment and make it more interactive so that students can learn how to program robots in a self-guided fashion.

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SE(3)-Equivariant Robot Learning and Control: A Tutorial Survey

Recent advances in deep learning and Transformers have driven major breakthroughs in robotics by employing techniques such as imitation learning, reinforcement learning, and LLM-based multimodal perception and decision-making. However, conventional deep learning and Transformer models often struggle to process data with inherent symmetries and invariances, typically relying on large datasets or extensive data augmentation. Equivariant neural networks overcome these limitations by explicitly integrating symmetry and invariance into their architectures, leading to improved efficiency and generalization. This tutorial survey reviews a wide range of equivariant deep learning and control methods for robotics, from classic to state-of-the-art, with a focus on SE(3)-equivariant models that leverage the natural 3D rotational and translational symmetries in visual robotic manipulation and control design. Using unified mathematical notation, we begin by reviewing key concepts from group theory, along with matrix Lie groups and Lie algebras. We then introduce foundational group-equivariant neural network design and show how the group-equivariance can be obtained through their structure. Next, we discuss the applications of SE(3)-equivariant neural networks in robotics in terms of imitation learning and reinforcement learning. The SE(3)-equivariant control design is also reviewed from the perspective of geometric control. Finally, we highlight the challenges and future directions of equivariant methods in developing more robust, sample-efficient, and multi-modal real-world robotic systems.

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Robot Learning via Human Adversarial Games

Much work in robotics has focused on "human-in-the-loop" learning techniques that improve the efficiency of the learning process. However, these algorithms have made the strong assumption of a cooperating human supervisor that assists the robot. In reality, human observers tend to also act in an adversarial manner towards deployed robotic systems. We show that this can in fact improve the robustness of the learned models by proposing a physical framework that leverages perturbations applied by a human adversary, guiding the robot towards more robust models. In a manipulation task, we show that grasping success improves significantly when the robot trains with a human adversary as compared to training in a self-supervised manner.

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Towards Human-level Dexterity via Robot Learning

Dexterous intelligence -- the ability to perform complex interactions with multi-fingered hands -- is a pinnacle of human physical intelligence and emergent higher-order cognitive skills. However, contrary to Moravec's paradox, dexterous intelligence in humans appears simple only superficially. Many million years were spent co-evolving the human brain and hands including rich tactile sensing. Achieving human-level dexterity with robotic hands has long been a fundamental goal in robotics and represents a critical milestone toward general embodied intelligence. In this pursuit, computational sensorimotor learning has made significant progress, enabling feats such as arbitrary in-hand object reorientation. However, we observe that achieving higher levels of dexterity requires overcoming very fundamental limitations of computational sensorimotor learning. I develop robot learning methods for highly dexterous multi-fingered manipulation by directly addressing these limitations at their root cause. Chiefly, through key studies, this disseration progressively builds an effective framework for reinforcement learning of dexterous multi-fingered manipulation skills. These methods adopt structured exploration, effectively overcoming the limitations of random exploration in reinforcement learning. The insights gained culminate in a highly effective reinforcement learning that incorporates sampling-based planning for direct exploration. Additionally, this thesis explores a new paradigm of using visuo-tactile human demonstrations for dexterity, introducing corresponding imitation learning techniques.

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Gaussian-Process-based Robot Learning from Demonstration

Endowed with higher levels of autonomy, robots are required to perform increasingly complex manipulation tasks. Learning from demonstration is arising as a promising paradigm for transferring skills to robots. It allows to implicitly learn task constraints from observing the motion executed by a human teacher, which can enable adaptive behavior. We present a novel Gaussian-Process-based learning from demonstration approach. This probabilistic representation allows to generalize over multiple demonstrations, and encode variability along the different phases of the task. In this paper, we address how Gaussian Processes can be used to effectively learn a policy from trajectories in task space. We also present a method to efficiently adapt the policy to fulfill new requirements, and to modulate the robot behavior as a function of task variability. This approach is illustrated through a real-world application using the TIAGo robot.

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DDCO: Discovery of Deep Continuous Options for Robot Learning from Demonstrations

An option is a short-term skill consisting of a control policy for a specified region of the state space, and a termination condition recognizing leaving that region. In prior work, we proposed an algorithm called Deep Discovery of Options (DDO) to discover options to accelerate reinforcement learning in Atari games. This paper studies an extension to robot imitation learning, called Discovery of Deep Continuous Options (DDCO), where low-level continuous control skills parametrized by deep neural networks are learned from demonstrations. We extend DDO with: (1) a hybrid categorical-continuous distribution model to parametrize high-level policies that can invoke discrete options as well continuous control actions, and (2) a cross-validation method that relaxes DDO's requirement that users specify the number of options to be discovered. We evaluate DDCO in simulation of a 3-link robot in the vertical plane pushing a block with friction and gravity, and in two physical experiments on the da Vinci surgical robot, needle insertion where a needle is grasped and inserted into a silicone tissue phantom, and needle bin picking where needles and pins are grasped from a pile and categorized into bins. In the 3-link arm simulation, results suggest that DDCO can take 3x fewer demonstrations to achieve the same reward compared to a baseline imitation learning approach. In the needle insertion task, DDCO was successful 8/10 times compared to the next most accurate imitation learning baseline 6/10. In the surgical bin picking task, the learned policy successfully grasps a single object in 66 out of 99 attempted grasps, and in all but one case successfully recovered from failed grasps by retrying a second time.

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Learning to Act Through Contact: A Unified View of Multi-Task Robot Learning

We present a unified framework for multi-task locomotion and manipulation policy learning grounded in a contact-explicit representation. Instead of designing different policies for different tasks, our approach unifies the definition of a task through a sequence of contact goals--desired contact positions, timings, and active end-effectors. This enables leveraging the shared structure across diverse contact-rich tasks, leading to a single policy that can perform a wide range of tasks. In particular, we train a goal-conditioned reinforcement learning (RL) policy to realise given contact plans. We validate our framework on multiple robotic embodiments and tasks: a quadruped performing multiple gaits, a humanoid performing multiple biped and quadrupedal gaits, and a humanoid executing different bimanual object manipulation tasks. Each of these scenarios is controlled by a single policy trained to execute different tasks grounded in contacts, demonstrating versatile and robust behaviours across morphologically distinct systems. Our results show that explicit contact reasoning significantly improves generalisation to unseen scenarios, positioning contact-explicit policy learning as a promising foundation for scalable loco-manipulation. Video available at: https://youtu.be/idHx67oHHU0?si=qZJ7C0ujemXNWgA5

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Soft Robots Learn to Crawl: Jointly Optimizing Design and Control with Sim-to-Real Transfer

This work provides a complete framework for the simulation, co-optimization, and sim-to-real transfer of the design and control of soft legged robots. The compliance of soft robots provides a form of "mechanical intelligence" -- the ability to passively exhibit behaviors that would otherwise be difficult to program. Exploiting this capacity requires careful consideration of the coupling between mechanical design and control. Co-optimization provides a promising means to generate sophisticated soft robots by reasoning over this coupling. However, the complex nature of soft robot dynamics makes it difficult to provide a simulation environment that is both sufficiently accurate to allow for sim-to-real transfer, while also being fast enough for contemporary co-optimization algorithms. In this work, we show that finite element simulation combined with recent model order reduction techniques provide both the efficiency and the accuracy required to successfully learn effective soft robot design-control pairs that transfer to reality. We propose a reinforcement learning-based framework for co-optimization and demonstrate successful optimization, construction, and zero-shot sim-to-real transfer of several soft crawling robots. Our learned robot outperforms an expert-designed crawling robot, showing that our approach can generate novel, high-performing designs even in well-understood domains.

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Learning Robotic Ultrasound Scanning Skills via Human Demonstrations and Guided Explorations

Medical ultrasound has become a routine examination approach nowadays and is widely adopted for different medical applications, so it is desired to have a robotic ultrasound system to perform the ultrasound scanning autonomously. However, the ultrasound scanning skill is considerably complex, which highly depends on the experience of the ultrasound physician. In this paper, we propose a learning-based approach to learn the robotic ultrasound scanning skills from human demonstrations. First, the robotic ultrasound scanning skill is encapsulated into a high-dimensional multi-modal model, which takes the ultrasound images, the pose/position of the probe and the contact force into account. Second, we leverage the power of imitation learning to train the multi-modal model with the training data collected from the demonstrations of experienced ultrasound physicians. Finally, a post-optimization procedure with guided explorations is proposed to further improve the performance of the learned model. Robotic experiments are conducted to validate the advantages of our proposed framework and the learned models.

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Learning Robot Swarm Tactics over Complex Adversarial Environments

To accomplish complex swarm robotic missions in the real world, one needs to plan and execute a combination of single robot behaviors, group primitives such as task allocation, path planning, and formation control, and mission-specific objectives such as target search and group coverage. Most such missions are designed manually by teams of robotics experts. Recent work in automated approaches to learning swarm behavior has been limited to individual primitives with sparse work on learning complete missions. This paper presents a systematic approach to learn tactical mission-specific policies that compose primitives in a swarm to accomplish the mission efficiently using neural networks with special input and output encoding. To learn swarm tactics in an adversarial environment, we employ a combination of 1) map-to-graph abstraction, 2) input/output encoding via Pareto filtering of points of interest and clustering of robots, and 3) learning via neuroevolution and policy gradient approaches. We illustrate this combination as critical to providing tractable learning, especially given the computational cost of simulating swarm missions of this scale and complexity. Successful mission completion outcomes are demonstrated with up to 60 robots. In addition, a close match in the performance statistics in training and testing scenarios shows the potential generalizability of the proposed framework.

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A Data-Centric Revisit of Pre-Trained Vision Models for Robot Learning

Pre-trained vision models (PVMs) are fundamental to modern robotics, yet their optimal configuration remains unclear. Through systematic evaluation, we find that while DINO and iBOT outperform MAE across visuomotor control and perception tasks, they struggle when trained on non-(single-)object-centric (NOC) data--a limitation strongly correlated with their diminished ability to learn object-centric representations. This investigation indicates that the ability to form object-centric representations from the non-object-centric robotics dataset is the key to success for PVMs. Motivated by this discovery, we designed SlotMIM, a method that induces object-centric representations by introducing a semantic bottleneck to reduce the number of prototypes to encourage the emergence of objectness as well as cross-view consistency regularization for encouraging multiview invariance. Our experiments encompass pre-training on object-centric, scene-centric, web-crawled, and ego-centric data. Across all settings, our approach learns transferrable representations and achieves significant improvements over prior work in image recognition, scene understanding, and robot learning evaluations. When scaled up with million-scale datasets, our method also demonstrates superior data efficiency and scalability. Our code and models are publicly available at https://github.com/CVMI-Lab/SlotMIM.

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NavIsaacLab: Generating Realistic Crowd via Parallel Robot Learning for Benchmarking Human-aware Navigation

Robot autonomous navigation that accounts for surrounding human activities is crucial for ensuring both safety and natural human-robot interaction in real-world environments shared by humans and robots. Simulation of complex and diverse navigation scenarios serves as the foundation for training reliable robot navigation policies and accurately evaluating the performance of algorithms, offering an efficient alternative to manual supervision of real data. However, current human-aware navigation research faces significant challenges due to the scarcity of diverse, high-quality scene data. Existing simulation platforms often rely on handcrafted rules to approximate pedestrian behavior and lack the capability to provide extensive sensor signals, typically assuming perfect observations. To address these limitations, this paper presents NavIsaacLab, a comprehensive framework for benchmarking and training human-aware navigation policies through physics-based and photo-realistic simulations of pedestrians and scenes. Based on Isaac Lab, the proposed framework employs photo-realistic scene rendering capabilities and supports parallel simulation on GPU, delivering real-time and accurate 3D visual feedback to robots. To enhance the realism of human behavior, a data-driven approach is employed that incorporates a trajectory diffusion model and an adversarial motion learning controller, enabling controllable, physics-based pedestrian simulation. Furthermore, the integration of diverse cross-scale scenes provides a robust benchmark for state-of-the-art human-aware navigation methods.

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