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At least 379 records · Page 21Linked to original sources

Echo: An Open-Source, Low-Cost Teleoperation System with Force Feedback for Dataset Collection in Robot Learning

In this article, we propose Echo, a novel joint-matching teleoperation system designed to enhance the collection of datasets for manual and bimanual tasks. Our system is specifically tailored for controlling the UR manipulator and features a custom controller with force feedback and adjustable sensitivity modes, enabling precise and intuitive operation. Additionally, Echo integrates a user-friendly dataset recording interface, simplifying the process of collecting high-quality training data for imitation learning. The system is designed to be reliable, cost-effective, and easily reproducible, making it an accessible tool for researchers, laboratories, and startups passionate about advancing robotics through imitation learning. Although the current implementation focuses on the UR manipulator, Echo architecture is reconfigurable and can be adapted to other manipulators and humanoid systems. We demonstrate the effectiveness of Echo through a series of experiments, showcasing its ability to perform complex bimanual tasks and its potential to accelerate research in the field. We provide assembly instructions, a hardware description, and code at https://eterwait.github.io/Echo/.

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Frame Mining: a Free Lunch for Learning Robotic Manipulation from 3D Point Clouds

We study how choices of input point cloud coordinate frames impact learning of manipulation skills from 3D point clouds. There exist a variety of coordinate frame choices to normalize captured robot-object-interaction point clouds. We find that different frames have a profound effect on agent learning performance, and the trend is similar across 3D backbone networks. In particular, the end-effector frame and the target-part frame achieve higher training efficiency than the commonly used world frame and robot-base frame in many tasks, intuitively because they provide helpful alignments among point clouds across time steps and thus can simplify visual module learning. Moreover, the well-performing frames vary across tasks, and some tasks may benefit from multiple frame candidates. We thus propose FrameMiners to adaptively select candidate frames and fuse their merits in a task-agnostic manner. Experimentally, FrameMiners achieves on-par or significantly higher performance than the best single-frame version on five fully physical manipulation tasks adapted from ManiSkill and OCRTOC. Without changing existing camera placements or adding extra cameras, point cloud frame mining can serve as a free lunch to improve 3D manipulation learning.

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Extended Reality System for Robotic Learning from Human Demonstration

Many real-world tasks are intuitive for a human to perform, but difficult to encode algorithmically when utilizing a robot to perform the tasks. In these scenarios, robotic systems can benefit from expert demonstrations to learn how to perform each task. In many settings, it may be difficult or unsafe to use a physical robot to provide these demonstrations, for example, considering cooking tasks such as slicing with a knife. Extended reality provides a natural setting for demonstrating robotic trajectories while bypassing safety concerns and providing a broader range of interaction modalities. We propose the Robot Action Demonstration in Extended Reality (RADER) system, a generic extended reality interface for learning from demonstration. We additionally present its application to an existing state-of-the-art learning from demonstration approach and show comparable results between demonstrations given on a physical robot and those given using our extended reality system.

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RoboCoder: Robotic Learning from Basic Skills to General Tasks with Large Language Models

The emergence of Large Language Models (LLMs) has improved the prospects for robotic tasks. However, existing benchmarks are still limited to single tasks with limited generalization capabilities. In this work, we introduce a comprehensive benchmark and an autonomous learning framework, RoboCoder aimed at enhancing the generalization capabilities of robots in complex environments. Unlike traditional methods that focus on single-task learning, our research emphasizes the development of a general-purpose robotic coding algorithm that enables robots to leverage basic skills to tackle increasingly complex tasks. The newly proposed benchmark consists of 80 manually designed tasks across 7 distinct entities, testing the models' ability to learn from minimal initial mastery. Initial testing revealed that even advanced models like GPT-4 could only achieve a 47% pass rate in three-shot scenarios with humanoid entities. To address these limitations, the RoboCoder framework integrates Large Language Models (LLMs) with a dynamic learning system that uses real-time environmental feedback to continuously update and refine action codes. This adaptive method showed a remarkable improvement, achieving a 36% relative improvement. Our codes will be released.

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Learning Robot Skills with Temporal Variational Inference

In this paper, we address the discovery of robotic options from demonstrations in an unsupervised manner. Specifically, we present a framework to jointly learn low-level control policies and higher-level policies of how to use them from demonstrations of a robot performing various tasks. By representing options as continuous latent variables, we frame the problem of learning these options as latent variable inference. We then present a temporal formulation of variational inference based on a temporal factorization of trajectory likelihoods,that allows us to infer options in an unsupervised manner. We demonstrate the ability of our framework to learn such options across three robotic demonstration datasets.

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Tactile-Guided Robot Learning: From Representation Learning to Foundation Models

Tactile sensing is becoming central to robust, adaptive, and dexterous robotic manipulation. Beyond its traditional role in contact detection and reactive control, touch is increasingly used to learn transferable representations, condition manipulation policies, and support embodied physical reasoning. Yet existing surveys largely emphasize tactile hardware and perception, leaving the rapid shift toward learning-based tactile manipulation insufficiently synthesized. This paper reviews tactile-guided skill learning from a learning-centric perspective, organized by the functional role of touch across the learning and control pipeline. We examine tactile representation and policy learning, tactile foundation models, predictive and adaptive control, and generalization across objects, tasks, sensors, embodiments, and simulation-to-real transfer. Across these directions, we identify common design principles and remaining challenges in learning transferable physical representations, integrating semantic reasoning with contact-level control, and scaling tactile learning across heterogeneous data and hardware. Finally, we outline emerging directions toward tactile foundation and world models that can predict, reason about, and adapt physical interactions. Together, this review characterizes the transition of touch from a task-specific feedback signal toward a core modality for general-purpose embodied intelligence. An accompanying database of the reviewed literature and associated resources is available at https://sites.google.com/view/touch-in-robot-learning-review.

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Learning robot inverse dynamics using sparse online Gaussian process with forgetting mechanism

Online Gaussian processes (GPs), typically used for learning models from time-series data, are more flexible and robust than offline GPs. Both local and sparse approximations of GPs can efficiently learn complex models online. Yet, these approaches assume that all signals are relatively accurate and that all data are available for learning without misleading data. Besides, the online learning capacity of GPs is limited for high-dimension problems and long-term tasks in practice. This paper proposes a sparse online GP (SOGP) with a forgetting mechanism to forget distant model information at a specific rate. The proposed approach combines two general data deletion schemes for the basis vector set of SOGP: The position information-based scheme and the oldest points-based scheme. We apply our approach to learn the inverse dynamics of a collaborative robot with 7 degrees of freedom under a two-segment trajectory tracking problem with task switching. Both simulations and experiments have shown that the proposed approach achieves better tracking accuracy and predictive smoothness compared with the two general data deletion schemes.

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Mulligan: Performance-Guided Data Collection for Efficient On-Robot Learning

Learning from human demonstrations is a reliable way to teach robots new tasks, but the gains from each additional demonstration shrink as the policy improves. Continued improvement can instead come from supervised deployment, where an operator places the objects and intervenes when the policy fails. We ask how to maximize improvement from a fixed budget of supervised episodes on high-precision manipulation tasks with wide ranges of object placements. We observe that failures can concentrate in a small subset of initial states, so uniform collection spends much of the operator's time on states the policy already handles. Mulligan makes the initial-state distribution a decision, starting each round's episodes at observed failures and untried states. To further improve data efficiency, we augment interactive imitation learning with a value function trained on all data, including failures that imitation discards. Across three real-world tasks evaluated on 2,550 held-out, blinded episodes and two simulated tasks, Mulligan outperforms uniform initial-state sampling at matched collection budgets, and combined with value-based action selection, HiL-IDQL+Mulligan, improves final real-task success by 10-34 percentage points. With operator interventions, the human-robot team completes 98% of collection episodes, remaining productive while the policy learns. Videos, code, and data are available at https://mulligan.page/.

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Learning robotic milling strategies based on passive variable operational space interaction control

This paper addresses the problem of robotic cutting during disassembly of products for materials separation and recycling. Waste handling applications differ from milling in manufacturing processes, as they engender considerable variety and uncertainty in the parameters (e.g. hardness) of materials which the robot must cut. To address this challenge, we propose a learning-based approach incorporating elements of interaction control, in which the robot can adapt key parameters, such as feed rate, depth of cut, and mechanical compliance during task execution. We show how a mathematical model of cutting mechanics, embedded in a simulation environment, can be used to rapidly train the system without needing large amounts of data from physical cutting trials. The simulation approach was validated on a real robot setup based on four case study materials with varying structural and mechanical properties. We demonstrate the proposed method minimises process force and path deviations to a level similar to offline optimal planning methods, while the average time to complete a cutting task is within 25% of the optimum, at the expense of reduced volume of material removed per pass. A key advantage of our approach over similar works is that no prior knowledge about the material is required.

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Human2Dex: Dexterous Robot Learning from Wrist-Centric Human Demonstrations

Collecting dexterous manipulation demonstrations for each robot hand requires repeated task-specific data acquisition. We ask whether one shared corpus of natural human demonstrations can instead serve as a reusable data interface for different dexterous hands, without collecting task demonstrations on each target robot. We present Human2Dex, a wrist-centric human demonstration interface that separates shared human observation and motion semantics from embodiment-specific execution. It aligns observations through local hand-appearance adaptation and a shared 21-point hand representation with consistent structural semantics across human and robot observations. It constructs executable supervision by retargeting fused human hand motion to each target hand, and introduces the Grasp-Pocket Interaction Representation (GPIR) to express tracked objects relative to a hand-centered Functional Grasp Pocket. The corpus is converted into separate training sets for Linker O6 and Wuji, while action labels, normalization, training, and diffusion-policy checkpoints remain hand-specific. Across six real-world tasks, Human2Dex achieves 109/120 (90.8%) successes on Linker O6 and 97/120 (80.8%) on Wuji. Across both hands, Human-Raw achieves 63/240 (26.3%) successes, whereas the complete Human2Dex configuration achieves 206/240 (85.8%). These results support the use of wrist-centric human demonstrations as a reusable interface across calibrated dexterous hands while retaining embodiment-specific policy learning. The project website is publicly available at https://human2dex.pages.dev/.

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Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning

Isaac Gym offers a high performance learning platform to train policies for wide variety of robotics tasks directly on GPU. Both physics simulation and the neural network policy training reside on GPU and communicate by directly passing data from physics buffers to PyTorch tensors without ever going through any CPU bottlenecks. This leads to blazing fast training times for complex robotics tasks on a single GPU with 2-3 orders of magnitude improvements compared to conventional RL training that uses a CPU based simulator and GPU for neural networks. We host the results and videos at \url{https://sites.google.com/view/isaacgym-nvidia} and isaac gym can be downloaded at \url{https://developer.nvidia.com/isaac-gym}.

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Self learning robot using real-time neural networks

With the advancements in high volume, low precision computational technology and applied research on cognitive artificially intelligent heuristic systems, machine learning solutions through neural networks with real-time learning has seen an immense interest in the research community as well the industry. This paper involves research, development and experimental analysis of a neural network implemented on a robot with an arm through which evolves to learn to walk in a straight line or as required. The neural network learns using the algorithms of Gradient Descent and Backpropagation. Both the implementation and training of the neural network is done locally on the robot on a raspberry pi 3 so that its learning process is completely independent. The neural network is first tested on a custom simulator developed on MATLAB and then implemented on the raspberry computer. Data at each generation of the evolving network is stored, and analysis both mathematical and graphical is done on the data. Impact of factors like the learning rate and error tolerance on the learning process and final output is analyzed.

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Towards Exploiting Geometry and Time for Fast Off-Distribution Adaptation in Multi-Task Robot Learning

We explore possible methods for multi-task transfer learning which seek to exploit the shared physical structure of robotics tasks. Specifically, we train policies for a base set of pre-training tasks, then experiment with adapting to new off-distribution tasks, using simple architectural approaches for re-using these policies as black-box priors. These approaches include learning an alignment of either the observation space or action space from a base to a target task to exploit rigid body structure, and methods for learning a time-domain switching policy across base tasks which solves the target task, to exploit temporal coherence. We find that combining low-complexity target policy classes, base policies as black-box priors, and simple optimization algorithms allows us to acquire new tasks outside the base task distribution, using small amounts of offline training data.

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Learning Robotic Assembly from CAD

In this work, motivated by recent manufacturing trends, we investigate autonomous robotic assembly. Industrial assembly tasks require contact-rich manipulation skills, which are challenging to acquire using classical control and motion planning approaches. Consequently, robot controllers for assembly domains are presently engineered to solve a particular task, and cannot easily handle variations in the product or environment. Reinforcement learning (RL) is a promising approach for autonomously acquiring robot skills that involve contact-rich dynamics. However, RL relies on random exploration for learning a control policy, which requires many robot executions, and often gets trapped in locally suboptimal solutions. Instead, we posit that prior knowledge, when available, can improve RL performance. We exploit the fact that in modern assembly domains, geometric information about the task is readily available via the CAD design files. We propose to leverage this prior knowledge by guiding RL along a geometric motion plan, calculated using the CAD data. We show that our approach effectively improves over traditional control approaches for tracking the motion plan, and can solve assembly tasks that require high precision, even without accurate state estimation. In addition, we propose a neural network architecture that can learn to track the motion plan, and generalize the assembly controller to changes in the object positions.

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Memorize, Adapt, Ignore: Diagnosing Robot Learning Mechanisms under Training Data Variation

Training data variation, whether through designing a domain randomization (DR) scheme in simulation or curating demonstrations for imitation learning, is a primary lever for improving the robustness of robotic manipulation policies. Yet its underlying mechanisms remain poorly understood, and practitioners typically select randomization parameters through expensive trial and error. We investigate these mechanisms through a series of case studies, randomizing object size, color, and type as well as scene lighting and linguistic prompts across settings including pick-and-place RL in ManiSkill and fine-tuning of vision-language-action (VLA) models on LIBERO and RoboTwin. We examine both model behavior and internal representations, using the empirical neural tangent kernel (NTK) as our primary diagnostic tool. We show that the NTK distinguishes a shift in the internal learning mechanism from \textit{memorizing} different situations with insufficient variation (e.g.\ learning what to do for a large cube, and what to do for a small cube) to \textit{adapting} to the situation at hand with sufficient variation. An NTK-based signal-to-noise ratio also helps distinguish when policies have learned to \emph{ignore} task-irrelevant factors (e.g.\ treating blue and red cubes identically, instead of learning a blue sub-policy and a red sub-policy). We use these diagnostics to develop practical guidance for designing DR schemes, selecting models, and detecting shortcut learning. We further compare different kinds of representations and validate our findings with real-world hardware experiments using ACT-based imitation learning.

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GNFactor: Multi-Task Real Robot Learning with Generalizable Neural Feature Fields

It is a long-standing problem in robotics to develop agents capable of executing diverse manipulation tasks from visual observations in unstructured real-world environments. To achieve this goal, the robot needs to have a comprehensive understanding of the 3D structure and semantics of the scene. In this work, we present $\textbf{GNFactor}$, a visual behavior cloning agent for multi-task robotic manipulation with $\textbf{G}$eneralizable $\textbf{N}$eural feature $\textbf{F}$ields. GNFactor jointly optimizes a generalizable neural field (GNF) as a reconstruction module and a Perceiver Transformer as a decision-making module, leveraging a shared deep 3D voxel representation. To incorporate semantics in 3D, the reconstruction module utilizes a vision-language foundation model ($\textit{e.g.}$, Stable Diffusion) to distill rich semantic information into the deep 3D voxel. We evaluate GNFactor on 3 real robot tasks and perform detailed ablations on 10 RLBench tasks with a limited number of demonstrations. We observe a substantial improvement of GNFactor over current state-of-the-art methods in seen and unseen tasks, demonstrating the strong generalization ability of GNFactor. Our project website is https://yanjieze.com/GNFactor/ .

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Krysalis Hand: A Lightweight, High-Payload, 18-DoF Anthropomorphic End-Effector for Robotic Learning and Dexterous Manipulation

This paper presents the Krysalis Hand, a five-finger robotic end-effector that combines a lightweight design, high payload capacity, and a high number of degrees of freedom (DoF) to enable dexterous manipulation in both industrial and research settings. This design integrates the actuators within the hand while maintaining an anthropomorphic form. Each finger joint features a self-locking mechanism that allows the hand to sustain large external forces without active motor engagement. This approach shifts the payload limitation from the motor strength to the mechanical strength of the hand, allowing the use of smaller, more cost-effective motors. With 18 DoF and weighing only 790 grams, the Krysalis Hand delivers an active squeezing force of 10 N per finger and supports a passive payload capacity exceeding 10 lbs. These characteristics make Krysalis Hand one of the lightest, strongest, and most dexterous robotic end-effectors of its kind. Experimental evaluations validate its ability to perform intricate manipulation tasks and handle heavy payloads, underscoring its potential for industrial applications as well as academic research. All code related to the Krysalis Hand, including control and teleoperation, is available on the project GitHub repository: https://github.com/Soltanilara/Krysalis_Hand

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Robot Learning to Communicate through Projected Visual Abstractions

Humans routinely communicate through abstractions of their bodies, including shadows, silhouettes, and reflections. Yet robots remain largely confined to expressing themselves through their physical morphology. Enabling robots to communicate through such projected visual abstractions requires reasoning not only about bodily motion but also about how that motion is transformed into an external representation perceived by an observer. Among these abstractions, shadows provide a particularly compelling example because they emerge directly from the robot's embodiment while remaining visually distinct from the body itself. Here, we present a robotic system capable of dynamic shadow expression using a 21-degree-of-freedom dexterous hand with compliant soft skin and a learned shadow self-model. The soft-skinned embodiment reduces light leakage to produce visually continuous silhouettes, while the differentiable self-model learns the mapping between hand configurations and projected shadow appearance through task-agnostic self-exploration. Given a target shadow image or video, the robot optimizes its hand configurations through gradient-based search over 1 the learned self-model and refines the solution through collision-aware simulation to obtain physically feasible motions. For dynamic shadow performance, we further introduce expressive-region objectives, temporal smoothness regularization, and keyframe-based optimization to preserve visually important motion cues while reducing optimization complexity. We demonstrate robotic shadow expression across sign-language gestures, hand-shadow puppetry, and animal motion imitation in both simulation and physical experiments. These results establish a framework for enabling robots to manipulate projected visual abstractions of themselves for communication and visual storytelling.

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