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Language-Driven Representation Learning for Robotics

Recent work in visual representation learning for robotics demonstrates the viability of learning from large video datasets of humans performing everyday tasks. Leveraging methods such as masked autoencoding and contrastive learning, these representations exhibit strong transfer to policy learning for visuomotor control. But, robot learning encompasses a diverse set of problems beyond control including grasp affordance prediction, language-conditioned imitation learning, and intent scoring for human-robot collaboration, amongst others. First, we demonstrate that existing representations yield inconsistent results across these tasks: masked autoencoding approaches pick up on low-level spatial features at the cost of high-level semantics, while contrastive learning approaches capture the opposite. We then introduce Voltron, a framework for language-driven representation learning from human videos and associated captions. Voltron trades off language-conditioned visual reconstruction to learn low-level visual patterns, and visually-grounded language generation to encode high-level semantics. We also construct a new evaluation suite spanning five distinct robot learning problems $\unicode{x2013}$ a unified platform for holistically evaluating visual representations for robotics. Through comprehensive, controlled experiments across all five problems, we find that Voltron's language-driven representations outperform the prior state-of-the-art, especially on targeted problems requiring higher-level features.

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NeuroCERIL: Robotic Imitation Learning via Hierarchical Cause-Effect Reasoning in Programmable Attractor Neural Networks

Imitation learning allows social robots to learn new skills from human teachers without substantial manual programming, but it is difficult for robotic imitation learning systems to generalize demonstrated skills as well as human learners do. Contemporary neurocomputational approaches to imitation learning achieve limited generalization at the cost of data-intensive training, and often produce opaque models that are difficult to understand and debug. In this study, we explore the viability of developing purely-neural controllers for social robots that learn to imitate by reasoning about the underlying intentions of demonstrated behaviors. We present NeuroCERIL, a brain-inspired neurocognitive architecture that uses a novel hypothetico-deductive reasoning procedure to produce generalizable and human-readable explanations for demonstrated behavior. This approach combines bottom-up abductive inference with top-down predictive verification, and captures important aspects of human causal reasoning that are relevant to a broad range of cognitive domains. Our empirical results demonstrate that NeuroCERIL can learn various procedural skills in a simulated robotic imitation learning domain. We also show that its causal reasoning procedure is computationally efficient, and that its memory use is dominated by highly transient short-term memories, much like human working memory. We conclude that NeuroCERIL is a viable neural model of human-like imitation learning that can improve human-robot collaboration and contribute to investigations of the neurocomputational basis of human cognition.

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Contact-rich SE(3)-Equivariant Robot Manipulation Task Learning via Geometric Impedance Control

This paper presents a differential geometric control approach that leverages SE(3) group invariance and equivariance to increase transferability in learning robot manipulation tasks that involve interaction with the environment. Specifically, we employ a control law and a learning representation framework that remain invariant under arbitrary SE(3) transformations of the manipulation task definition. Furthermore, the control law and learning representation framework are shown to be SE(3) equivariant when represented relative to the spatial frame. The proposed approach is based on utilizing a recently presented geometric impedance control (GIC) combined with a learning variable impedance control framework, where the gain scheduling policy is trained in a supervised learning fashion from expert demonstrations. A geometrically consistent error vector (GCEV) is fed to a neural network to achieve a gain scheduling policy that remains invariant to arbitrary translation and rotations. A comparison of our proposed control and learning framework with a well-known Cartesian space learning impedance control, equipped with a Cartesian error vector-based gain scheduling policy, confirms the significantly superior learning transferability of our proposed approach. A hardware implementation on a peg-in-hole task is conducted to validate the learning transferability and feasibility of the proposed approach.

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Person Re-Identification for Robot Person Following with Online Continual Learning

Robot person following (RPF) is a crucial capability in human-robot interaction (HRI) applications, allowing a robot to persistently follow a designated person. In practical RPF scenarios, the person can often be occluded by other objects or people. Consequently, it is necessary to re-identify the person when he/she reappears within the robot's field of view. Previous person re-identification (ReID) approaches to person following rely on a fixed feature extractor. Such an approach often fails to generalize to different viewpoints and lighting conditions in practical RPF environments. In other words, it suffers from the so-called domain shift problem where it cannot re-identify the person when his re-appearance is out of the domain modeled by the fixed feature extractor. To mitigate this problem, we propose a ReID framework for RPF where we use a feature extractor that is optimized online with both short-term and long-term experiences (i.e., recently and previously observed samples during RPF) using the online continual learning (OCL) framework. The long-term experiences are maintained by a memory manager to enable OCL to update the feature extractor. Our experiments demonstrate that even in the presence of severe appearance changes and distractions from visually similar people, the proposed method can still re-identify the person more accurately than the state-of-the-art methods.

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Robot Crowd Navigation in Dynamic Environment with Offline Reinforcement Learning

Robot crowd navigation has been gaining increasing attention and popularity in various practical applications. In existing research, deep reinforcement learning has been applied to robot crowd navigation by training policies in an online mode. However, this inevitably leads to unsafe exploration, and consequently causes low sampling efficiency during pedestrian-robot interaction. To this end, we propose an offline reinforcement learning based robot crowd navigation algorithm by utilizing pre-collected crowd navigation experience. Specifically, this algorithm integrates a spatial-temporal state into implicit Q-Learning to avoid querying out-of-distribution robot actions of the pre-collected experience, while capturing spatial-temporal features from the offline pedestrian-robot interactions. Experimental results demonstrate that the proposed algorithm outperforms the state-of-the-art methods by means of qualitative and quantitative analysis.

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ManyQuadrupeds: Learning a Single Locomotion Policy for Diverse Quadruped Robots

Learning a locomotion policy for quadruped robots has traditionally been constrained to a specific robot morphology, mass, and size. The learning process must usually be repeated for every new robot, where hyperparameters and reward function weights must be re-tuned to maximize performance for each new system. Alternatively, attempting to train a single policy to accommodate different robot sizes, while maintaining the same degrees of freedom (DoF) and morphology, requires either complex learning frameworks, or mass, inertia, and dimension randomization, which leads to prolonged training periods. In our study, we show that drawing inspiration from animal motor control allows us to effectively train a single locomotion policy capable of controlling a diverse range of quadruped robots. The robot differences encompass: a variable number of DoFs, (i.e. 12 or 16 joints), three distinct morphologies, a broad mass range spanning from 2 kg to 200 kg, and nominal standing heights ranging from 18 cm to 100 cm. Our policy modulates a representation of the Central Pattern Generator (CPG) in the spinal cord, effectively coordinating both frequencies and amplitudes of the CPG to produce rhythmic output (Rhythm Generation), which is then mapped to a Pattern Formation (PF) layer. Across different robots, the only varying component is the PF layer, which adjusts the scaling parameters for the stride height and length. Subsequently, we evaluate the sim-to-real transfer by testing the single policy on both the Unitree Go1 and A1 robots. Remarkably, we observe robust performance, even when adding a 15 kg load, equivalent to 125% of the A1 robot's nominal mass.

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Equivariant Descriptor Fields: SE(3)-Equivariant Energy-Based Models for End-to-End Visual Robotic Manipulation Learning

End-to-end learning for visual robotic manipulation is known to suffer from sample inefficiency, requiring large numbers of demonstrations. The spatial roto-translation equivariance, or the SE(3)-equivariance can be exploited to improve the sample efficiency for learning robotic manipulation. In this paper, we present SE(3)-equivariant models for visual robotic manipulation from point clouds that can be trained fully end-to-end. By utilizing the representation theory of the Lie group, we construct novel SE(3)-equivariant energy-based models that allow highly sample efficient end-to-end learning. We show that our models can learn from scratch without prior knowledge and yet are highly sample efficient (5~10 demonstrations are enough). Furthermore, we show that our models can generalize to tasks with (i) previously unseen target object poses, (ii) previously unseen target object instances of the category, and (iii) previously unseen visual distractors. We experiment with 6-DoF robotic manipulation tasks to validate our models' sample efficiency and generalizability. Codes are available at: https://github.com/tomato1mule/edf

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Dream2Reward: Transition-Alignment Reward Models from Positive Demonstrations for Robotic Manipulation

Learning robotic policies requires dense rewards that remain informative when behavior departs from successful demonstrations. Progress-based rewards estimate how far an observation has advanced along a nominal successful trajectory, but may remain high after an incorrect transition. We introduce Dream2Reward, which learns a language-conditioned successful latent transition field from positive demonstrations. Given the visual history up to a transition start, the model predicts the latent displacement associated with successful execution and scores the observed displacement through signed directional and symmetric magnitude agreement. This transition-level comparison penalizes wrong-direction, overshooting, and stagnant motion even when the resulting observation appears to show progress. Dream2Reward requires no failure annotations, progress labels, or synthetic negatives, and produces a dense causal reward. Across mechanism diagnostics and shared-trajectory evaluations, it provides stronger success-failure separation and more informative feedback on low-quality behavior than progress-based alternatives. Across online and offline policy learning, the same frozen reward model reduces reward hacking and supports stronger downstream performance, including in real-robot manipulation. These results show that comparing realized motion with predicted successful change provides an effective way to convert positive demonstrations into dense rewards for robot learning.

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Knowledge capture, adaptation and composition (KCAC): A framework for cross-task curriculum learning in robotic manipulation

Reinforcement learning (RL) has demonstrated remarkable potential in robotic manipulation but faces challenges in sample inefficiency and lack of interpretability, limiting its applicability in real world scenarios. Enabling the agent to gain a deeper understanding and adapt more efficiently to diverse working scenarios is crucial, and strategic knowledge utilization is a key factor in this process. This paper proposes a Knowledge Capture, Adaptation, and Composition (KCAC) framework to systematically integrate knowledge transfer into RL through cross-task curriculum learning. KCAC is evaluated using a two block stacking task in the CausalWorld benchmark, a complex robotic manipulation environment. To our knowledge, existing RL approaches fail to solve this task effectively, reflecting deficiencies in knowledge capture. In this work, we redesign the benchmark reward function by removing rigid constraints and strict ordering, allowing the agent to maximize total rewards concurrently and enabling flexible task completion. Furthermore, we define two self-designed sub-tasks and implement a structured cross-task curriculum to facilitate efficient learning. As a result, our KCAC approach achieves a 40 percent reduction in training time while improving task success rates by 10 percent compared to traditional RL methods. Through extensive evaluation, we identify key curriculum design parameters subtask selection, transition timing, and learning rate that optimize learning efficiency and provide conceptual guidance for curriculum based RL frameworks. This work offers valuable insights into curriculum design in RL and robotic learning.

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Quantifying the Effect of Feedback Frequency in Interactive Reinforcement Learning for Robotic Tasks

Reinforcement learning (RL) has become widely adopted in robot control. Despite many successes, one major persisting problem can be very low data efficiency. One solution is interactive feedback, which has been shown to speed up RL considerably. As a result, there is an abundance of different strategies, which are, however, primarily tested on discrete grid-world and small scale optimal control scenarios. In the literature, there is no consensus about which feedback frequency is optimal or at which time the feedback is most beneficial. To resolve these discrepancies we isolate and quantify the effect of feedback frequency in robotic tasks with continuous state and action spaces. The experiments encompass inverse kinematics learning for robotic manipulator arms of different complexity. We show that seemingly contradictory reported phenomena occur at different complexity levels. Furthermore, our results suggest that no single ideal feedback frequency exists. Rather that feedback frequency should be changed as the agent's proficiency in the task increases.

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OpenDR: An Open Toolkit for Enabling High Performance, Low Footprint Deep Learning for Robotics

Existing Deep Learning (DL) frameworks typically do not provide ready-to-use solutions for robotics, where very specific learning, reasoning, and embodiment problems exist. Their relatively steep learning curve and the different methodologies employed by DL compared to traditional approaches, along with the high complexity of DL models, which often leads to the need of employing specialized hardware accelerators, further increase the effort and cost needed to employ DL models in robotics. Also, most of the existing DL methods follow a static inference paradigm, as inherited by the traditional computer vision pipelines, ignoring active perception, which can be employed to actively interact with the environment in order to increase perception accuracy. In this paper, we present the Open Deep Learning Toolkit for Robotics (OpenDR). OpenDR aims at developing an open, non-proprietary, efficient, and modular toolkit that can be easily used by robotics companies and research institutions to efficiently develop and deploy AI and cognition technologies to robotics applications, providing a solid step towards addressing the aforementioned challenges. We also detail the design choices, along with an abstract interface that was created to overcome these challenges. This interface can describe various robotic tasks, spanning beyond traditional DL cognition and inference, as known by existing frameworks, incorporating openness, homogeneity and robotics-oriented perception e.g., through active perception, as its core design principles.

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Hardware Conditioned Policies for Multi-Robot Transfer Learning

Deep reinforcement learning could be used to learn dexterous robotic policies but it is challenging to transfer them to new robots with vastly different hardware properties. It is also prohibitively expensive to learn a new policy from scratch for each robot hardware due to the high sample complexity of modern state-of-the-art algorithms. We propose a novel approach called \textit{Hardware Conditioned Policies} where we train a universal policy conditioned on a vector representation of robot hardware. We considered robots in simulation with varied dynamics, kinematic structure, kinematic lengths and degrees-of-freedom. First, we use the kinematic structure directly as the hardware encoding and show great zero-shot transfer to completely novel robots not seen during training. For robots with lower zero-shot success rate, we also demonstrate that fine-tuning the policy network is significantly more sample-efficient than training a model from scratch. In tasks where knowing the agent dynamics is important for success, we learn an embedding for robot hardware and show that policies conditioned on the encoding of hardware tend to generalize and transfer well. The code and videos are available on the project webpage: https://sites.google.com/view/robot-transfer-hcp.

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Continual Learning through Human-Robot Interaction: Human Perceptions of a Continual Learning Robot in Repeated Interactions

For long-term deployment in dynamic real-world environments, assistive robots must continue to learn and adapt to their environments. Researchers have developed various computational models for continual learning (CL) that can allow robots to continually learn from limited training data, and avoid forgetting previous knowledge. While these CL models can mitigate forgetting on static, systematically collected datasets, it is unclear how human users might perceive a robot that continually learns over multiple interactions with them. In this paper, we developed a system that integrates CL models for object recognition with a Fetch mobile manipulator robot and allows human participants to directly teach and test the robot over multiple sessions. We conducted an in-person study with 60 participants that interacted with our system in 300 sessions (5 sessions per participant). We conducted a between-subject study with three different CL models to understand human perceptions of continual learning robots over multiple sessions. Our results suggest that participants' perceptions of trust, competence, and usability of a continual learning robot significantly decrease over multiple sessions if the robot forgets previously learned objects. However, the perceived task load on participants for teaching and testing the robot remains the same over multiple sessions even if the robot forgets previously learned objects. Our results also indicate that state-of-the-art CL models might perform unreliably when applied on robots interacting with human participants. Further, continual learning robots are not perceived as very trustworthy or competent by human participants, regardless of the underlying continual learning model or the session number.

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The Limits and Potentials of Deep Learning for Robotics

The application of deep learning in robotics leads to very specific problems and research questions that are typically not addressed by the computer vision and machine learning communities. In this paper we discuss a number of robotics-specific learning, reasoning, and embodiment challenges for deep learning. We explain the need for better evaluation metrics, highlight the importance and unique challenges for deep robotic learning in simulation, and explore the spectrum between purely data-driven and model-driven approaches. We hope this paper provides a motivating overview of important research directions to overcome the current limitations, and help fulfill the promising potentials of deep learning in robotics.

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Interactive Visual Task Learning for Robots

We present a framework for robots to learn novel visual concepts and tasks via in-situ linguistic interactions with human users. Previous approaches have either used large pre-trained visual models to infer novel objects zero-shot, or added novel concepts along with their attributes and representations to a concept hierarchy. We extend the approaches that focus on learning visual concept hierarchies by enabling them to learn novel concepts and solve unseen robotics tasks with them. To enable a visual concept learner to solve robotics tasks one-shot, we developed two distinct techniques. Firstly, we propose a novel approach, Hi-Viscont(HIerarchical VISual CONcept learner for Task), which augments information of a novel concept to its parent nodes within a concept hierarchy. This information propagation allows all concepts in a hierarchy to update as novel concepts are taught in a continual learning setting. Secondly, we represent a visual task as a scene graph with language annotations, allowing us to create novel permutations of a demonstrated task zero-shot in-situ. We present two sets of results. Firstly, we compare Hi-Viscont with the baseline model (FALCON) on visual question answering(VQA) in three domains. While being comparable to the baseline model on leaf level concepts, Hi-Viscont achieves an improvement of over 9% on non-leaf concepts on average. We compare our model's performance against the baseline FALCON model. Our framework achieves 33% improvements in success rate metric, and 19% improvements in the object level accuracy compared to the baseline model. With both of these results we demonstrate the ability of our model to learn tasks and concepts in a continual learning setting on the robot.

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The Unreasonable Effectiveness of Discrete-Time Gaussian Process Mixtures for Robot Policy Learning

We present Mixture of Discrete-time Gaussian Processes (MiDiGap), a novel approach for flexible policy representation and imitation learning in robot manipulation. MiDiGap enables learning from as few as five demonstrations using only camera observations and generalizes across a wide range of challenging tasks. It excels at long-horizon behaviors such as making coffee, highly constrained motions such as opening doors, dynamic actions such as scooping with a spatula, and multimodal tasks such as hanging a mug. MiDiGap learns these tasks on a CPU in less than a minute and scales linearly to large datasets. We also develop a rich suite of tools for inference-time steering using evidence such as collision signals and robot kinematic constraints. This steering enables novel generalization capabilities, including obstacle avoidance and cross-embodiment policy transfer. MiDiGap achieves state-of-the-art performance on diverse few-shot manipulation benchmarks. On constrained RLBench tasks, it improves policy success by 76 percentage points and reduces trajectory cost by 67%. On multimodal tasks, it improves policy success by 48 percentage points and increases sample efficiency by a factor of 20. In cross-embodiment transfer, it more than doubles policy success. We make the code publicly available at https://midigap.cs.uni-freiburg.de.

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Adaptive Compensation for Robotic Joint Failures Using Partially Observable Reinforcement Learning

Robotic manipulators are widely used in various industries for complex and repetitive tasks. However, they remain vulnerable to unexpected hardware failures. In this study, we address the challenge of enabling a robotic manipulator to complete tasks despite joint malfunctions. Specifically, we develop a reinforcement learning (RL) framework to adaptively compensate for a non-functional joint during task execution. Our experimental platform is the Franka robot with 7 degrees of freedom (DOFs). We formulate the problem as a partially observable Markov decision process (POMDP), where the robot is trained under various joint failure conditions and tested in both seen and unseen scenarios. We consider scenarios where a joint is permanently broken and where it functions intermittently. Additionally, we demonstrate the effectiveness of our approach by comparing it with traditional inverse kinematics-based control methods. The results show that the RL algorithm enables the robot to successfully complete tasks even with joint failures, achieving a high success rate with an average rate of 93.6%. This showcases its robustness and adaptability. Our findings highlight the potential of RL to enhance the resilience and reliability of robotic systems, making them better suited for unpredictable environments. All related codes and models are published online.

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Residual Skill Policies: Learning an Adaptable Skill-based Action Space for Reinforcement Learning for Robotics

Skill-based reinforcement learning (RL) has emerged as a promising strategy to leverage prior knowledge for accelerated robot learning. Skills are typically extracted from expert demonstrations and are embedded into a latent space from which they can be sampled as actions by a high-level RL agent. However, this skill space is expansive, and not all skills are relevant for a given robot state, making exploration difficult. Furthermore, the downstream RL agent is limited to learning structurally similar tasks to those used to construct the skill space. We firstly propose accelerating exploration in the skill space using state-conditioned generative models to directly bias the high-level agent towards only sampling skills relevant to a given state based on prior experience. Next, we propose a low-level residual policy for fine-grained skill adaptation enabling downstream RL agents to adapt to unseen task variations. Finally, we validate our approach across four challenging manipulation tasks that differ from those used to build the skill space, demonstrating our ability to learn across task variations while significantly accelerating exploration, outperforming prior works. Code and videos are available on our project website: https://krishanrana.github.io/reskill.

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