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Lifelong Robotic Reinforcement Learning by Retaining Experiences

Multi-task learning ideally allows robots to acquire a diverse repertoire of useful skills. However, many multi-task reinforcement learning efforts assume the robot can collect data from all tasks at all times. In reality, the tasks that the robot learns arrive sequentially, depending on the user and the robot's current environment. In this work, we study a practical sequential multi-task RL problem that is motivated by the practical constraints of physical robotic systems, and derive an approach that effectively leverages the data and policies learned for previous tasks to cumulatively grow the robot's skill-set. In a series of simulated robotic manipulation experiments, our approach requires less than half the samples than learning each task from scratch, while avoiding impractical round-robin data collection. On a Franka Emika Panda robot arm, our approach incrementally learns ten challenging tasks, including bottle capping and block insertion.

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Learning Multiple Gaits within Latent Space for Quadruped Robots

Learning multiple gaits is non-trivial for legged robots, especially when encountering different terrains and velocity commands. In this work, we present an end-to-end training framework for learning multiple gaits for quadruped robots, tailored to the needs of robust locomotion, agile locomotion, and user's commands. A latent space is constructed concurrently by a gait encoder and a gait generator, which helps the agent to reuse multiple gait skills to achieve adaptive gait behaviors. To learn natural behaviors for multiple gaits, we design gait-dependent rewards that are constructed explicitly from gait parameters and implicitly from conditional adversarial motion priors (CAMP). We demonstrate such multiple gaits control on a quadruped robot Go1 with only proprioceptive sensors.

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Toward Human-Robot Teaming: Learning Handover Behaviors from 3D Scenes

Human-robot teaming (HRT) systems often rely on large-scale datasets of human and robot interactions, especially for close-proximity collaboration tasks such as human-robot handovers. Learning robot manipulation policies from raw, real-world image data requires a large number of robot-action trials in the physical environment. Although simulation training offers a cost-effective alternative, the visual domain gap between simulation and robot workspace remains a major limitation. We introduce a method for training HRT policies, focusing on human-to-robot handovers, solely from RGB images without the need for real-robot training or real-robot data collection. The goal is to enable the robot to reliably receive objects from a human with stable grasping while avoiding collisions with the human hand. The proposed policy learner leverages sparse-view Gaussian Splatting reconstruction of human-to-robot handover scenes to generate robot demonstrations containing image-action pairs captured with a camera mounted on the robot gripper. As a result, the simulated camera pose changes in the reconstructed scene can be directly translated into gripper pose changes. Experiments in both Gaussian Splatting reconstructed scene and real-world human-to-robot handover experiments demonstrate that our method serves as a new and effective representation for the human-to-robot handover task, contributing to more seamless and robust HRT.

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Turning Safety into Competence: Minimally Exploitable Robot Policies via Safety-Filtered Reinforcement Learning

Robots deployed for competitive tasks must outmaneuver their opponents without sacrificing safety. Existing approaches, including safe reinforcement learning (RL), train a single policy to achieve task success and avoid failures simultaneously. This coupling can complicate training and leave the learned policy exploitable by deliberate attacks. We propose Safety to Competence (S2C), a two-stage RL framework that separates safety synthesis from competitive task learning. We formulate competitive interactions as safety-critical Markov games and prove that perfect filtering preserves policy non-exploitability when all players commit to safe maneuvers. S2C learns a robust safety filter via adversarial RL, embeds it in the environment during task policy training, and retains the same filter at deployment. In simulated touchdown games, S2C outperforms eight safe RL baselines, achieving the highest win rate and Elo rating, and the lowest exploitability. Hardware stress tests against a human opponent confirm S2C's competence.

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The Treachery of Images: Bayesian Scene Keypoints for Deep Policy Learning in Robotic Manipulation

In policy learning for robotic manipulation, sample efficiency is of paramount importance. Thus, learning and extracting more compact representations from camera observations is a promising avenue. However, current methods often assume full observability of the scene and struggle with scale invariance. In many tasks and settings, this assumption does not hold as objects in the scene are often occluded or lie outside the field of view of the camera, rendering the camera observation ambiguous with regard to their location. To tackle this problem, we present BASK, a Bayesian approach to tracking scale-invariant keypoints over time. Our approach successfully resolves inherent ambiguities in images, enabling keypoint tracking on symmetrical objects and occluded and out-of-view objects. We employ our method to learn challenging multi-object robot manipulation tasks from wrist camera observations and demonstrate superior utility for policy learning compared to other representation learning techniques. Furthermore, we show outstanding robustness towards disturbances such as clutter, occlusions, and noisy depth measurements, as well as generalization to unseen objects both in simulation and real-world robotic experiments.

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Beyond Monotonic Progress: Retry-Supervised Value Learning for Robot Imitation

Human demonstrations for robot imitation learning often contain mistakes and corrective behaviors, such as imprecise grasps, object misalignment, unstable contact, and repeated attempts. While these segments are commonly treated as noisy or suboptimal data, they provide valuable evidence about when execution deviates from a desirable path and how task feasibility can be restored. However, existing reward and value models often rely on monotonic progress assumptions, which capture coarse task advancement but may overlook local execution errors and corrective behaviors in imperfect demonstrations. In this work, we propose ReTVL (ReTry-Supervised Value Learning), a framework for learning mistake-sensitive value functions from mixed-quality robot demonstrations by leveraging retry events as sparse supervision. ReTVL captures the local degradation-and-recovery structure around mistakes by combining global progress calibration with local pairwise preference learning induced by sparsely annotated retry keypoints. The learned value model is then used to reweight demonstration chunks for downstream behavior cloning, reducing the influence of harmful execution errors while preserving useful corrective behaviors. Experiments on real-robot manipulation tasks show that ReTVL produces more fine-grained value estimates than progress-based baselines and improves imitation learning from imperfect demonstrations.

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PovNet+: A Deep Learning Architecture for Socially Assistive Robots to Learn and Assist with Multiple Activities of Daily Living

A significant barrier to the long-term deployment of autonomous socially assistive robots is their inability to both perceive and assist with multiple activities of daily living (ADLs). In this paper, we present the first multimodal deep learning architecture, POVNet+, for multi-activity recognition for socially assistive robots to proactively initiate assistive behaviors. Our novel architecture introduces the use of both ADL and motion embedding spaces to uniquely distinguish between a known ADL being performed, a new unseen ADL, or a known ADL being performed atypically in order to assist people in real scenarios. Furthermore, we apply a novel user state estimation method to the motion embedding space to recognize new ADLs while monitoring user performance. This ADL perception information is used to proactively initiate robot assistive interactions. Comparison experiments with state-of-the-art human activity recognition methods show our POVNet+ method has higher ADL classification accuracy. Human-robot interaction experiments in a cluttered living environment with multiple users and the socially assistive robot Leia using POVNet+ demonstrate the ability of our multi-modal ADL architecture in successfully identifying different seen and unseen ADLs, and ADLs being performed atypically, while initiating appropriate assistive human-robot interactions.

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Robust Instant Policy: Leveraging Student's t-Regression Model for Robust In-context Imitation Learning of Robot Manipulation

Imitation learning (IL) aims to enable robots to perform tasks autonomously by observing a few human demonstrations. Recently, a variant of IL, called In-Context IL, utilized off-the-shelf large language models (LLMs) as instant policies that understand the context from a few given demonstrations to perform a new task, rather than explicitly updating network models with large-scale demonstrations. However, its reliability in the robotics domain is undermined by hallucination issues such as LLM-based instant policy, which occasionally generates poor trajectories that deviate from the given demonstrations. To alleviate this problem, we propose a new robust in-context imitation learning algorithm called the robust instant policy (RIP), which utilizes a Student's t-regression model to be robust against the hallucinated trajectories of instant policies to allow reliable trajectory generation. Specifically, RIP generates several candidate robot trajectories to complete a given task from an LLM and aggregates them using the Student's t-distribution, which is beneficial for ignoring outliers (i.e., hallucinations); thereby, a robust trajectory against hallucinations is generated. Our experiments, conducted in both simulated and real-world environments, show that RIP significantly outperforms state-of-the-art IL methods, with at least $26\%$ improvement in task success rates, particularly in low-data scenarios for everyday tasks. Video results available at https://sites.google.com/view/robustinstantpolicy.

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EasyMimic: A Low-Cost Framework for Robot Imitation Learning from Human Videos

Robot imitation learning is often hindered by the high cost of collecting large-scale, real-world data. This challenge is especially significant for low-cost robots designed for home use, as they must be both user-friendly and affordable. To address this, we propose the EasyMimic framework, a low-cost and replicable solution that enables robots to quickly learn manipulation policies from human video demonstrations captured with standard RGB cameras. Our method first extracts 3D hand trajectories from the videos. An action alignment module then maps these trajectories to the gripper control space of a low-cost robot. To bridge the human-to-robot domain gap, we introduce a simple and user-friendly hand visual augmentation strategy. We then use a co-training method, fine-tuning a model on both the processed human data and a small amount of robot data, enabling rapid adaptation to new tasks. Experiments on the low-cost LeRobot platform demonstrate that EasyMimic achieves high performance across various manipulation tasks. It significantly reduces the reliance on expensive robot data collection, offering a practical path for bringing intelligent robots into homes. Project website: https://zt375356.github.io/EasyMimic-Project/.

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Multi-Step Recurrent Q-Learning for Robotic Velcro Peeling

Learning object manipulation is a critical skill for robots to interact with their environment. Even though there has been significant progress in robotic manipulation of rigid objects, interacting with non-rigid objects remains challenging for robots. In this work, we introduce velcro peeling as a representative application for robotic manipulation of non-rigid objects in complex environments. We present a method of learning force-based manipulation from noisy and incomplete sensor inputs in partially observable environments by modeling long term dependencies between measurements with a multi-step deep recurrent network. We present experiments on a real robot to show the necessity of modeling these long term dependencies and validate our approach in simulation and robot experiments. Our results show that using tactile input enables the robot to overcome geometric uncertainties present in the environment with high fidelity in ~90% of all cases, outperforming the baselines by a large margin.

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Visuospatial Skill Learning for Robots

A novel skill learning approach is proposed that allows a robot to acquire human-like visuospatial skills for object manipulation tasks. Visuospatial skills are attained by observing spatial relationships among objects through demonstrations. The proposed Visuospatial Skill Learning (VSL) is a goal-based approach that focuses on achieving a desired goal configuration of objects relative to one another while maintaining the sequence of operations. VSL is capable of learning and generalizing multi-operation skills from a single demonstration, while requiring minimum prior knowledge about the objects and the environment. In contrast to many existing approaches, VSL offers simplicity, efficiency and user-friendly human-robot interaction. We also show that VSL can be easily extended towards 3D object manipulation tasks, simply by employing point cloud processing techniques. In addition, a robot learning framework, VSL-SP, is proposed by integrating VSL, Imitation Learning, and a conventional planning method. In VSL-SP, the sequence of performed actions are learned using VSL, while the sensorimotor skills are learned using a conventional trajectory-based learning approach. such integration easily extends robot capabilities to novel situations, even by users without programming ability. In VSL-SP the internal planner of VSL is integrated with an existing action-level symbolic planner. Using the underlying constraints of the task and extracted symbolic predicates, identified by VSL, symbolic representation of the task is updated. Therefore the planner maintains a generalized representation of each skill as a reusable action, which can be used in planning and performed independently during the learning phase. The proposed approach is validated through several real-world experiments.

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Multi-Gait Learning for Humanoid Robots Using Reinforcement Learning with Selective Adversarial Motion Prior

Learning diverse locomotion skills for humanoid robots in a unified reinforcement learning framework remains challenging due to the conflicting requirements of stability and dynamic expressiveness across different gaits. We present a multi-gait learning approach that enables a humanoid robot to master five distinct gaits -- walking, goose-stepping, running, stair climbing, and jumping -- using a consistent policy structure, action space, and reward formulation. The key contribution is a selective Adversarial Motion Prior (AMP) strategy: AMP is applied to periodic, stability-critical gaits (walking, goose-stepping, stair climbing) where it accelerates convergence and suppresses erratic behavior, while being deliberately omitted for highly dynamic gaits (running, jumping) where its regularization would over-constrain the motion. Policies are trained via PPO with domain randomization in simulation and deployed on a physical 12-DOF humanoid robot through zero-shot sim-to-real transfer. Quantitative comparisons demonstrate that selective AMP outperforms a uniform AMP policy across all five gaits, achieving faster convergence, lower tracking error, and higher success rates on stability-focused gaits without sacrificing the agility required for dynamic ones.

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Decoupling Task and Behavior: A Two-Stage Reward Curriculum in Reinforcement Learning for Robotics

Deep Reinforcement Learning is a promising tool for robotic control, yet practical application is often hindered by the difficulty of designing effective reward functions. Real-world tasks typically require optimizing multiple objectives simultaneously, necessitating precise tuning of their weights to learn a policy with the desired characteristics. To address this, we propose a two-stage reward curriculum where we decouple task-specific objectives from behavioral terms. In our method, we first train the agent on a simplified task-only reward function to ensure effective exploration before introducing the full reward that includes auxiliary behavior-related terms such as energy efficiency. Further, we analyze various transition strategies and demonstrate that reusing samples between phases is critical for training stability. We validate our approach on the DeepMind Control Suite, ManiSkill3, and a mobile robot environment, modified to include auxiliary behavioral objectives. Our method proves to be simple yet effective, substantially outperforming baselines trained directly on the full reward while exhibiting higher robustness to specific reward weightings.

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Learning Deep Robotic Skills on Riemannian manifolds

In this paper, we propose RiemannianFlow, a deep generative model that allows robots to learn complex and stable skills evolving on Riemannian manifolds. Examples of Riemannian data in robotics include stiffness (symmetric and positive definite matrix (SPD)) and orientation (unit quaternion (UQ)) trajectories. For Riemannian data, unlike Euclidean ones, different dimensions are interconnected by geometric constraints which have to be properly considered during the learning process. Using distance preserving mappings, our approach transfers the data between their original manifold and the tangent space, realizing the removing and re-fulfilling of the geometric constraints. This allows to extend existing frameworks to learn stable skills from Riemannian data while guaranteeing the stability of the learning results. The ability of RiemannianFlow to learn various data patterns and the stability of the learned models are experimentally shown on a dataset of manifold motions. Further, we analyze from different perspectives the robustness of the model with different hyperparameter combinations. It turns out that the model's stability is not affected by different hyperparameters, a proper combination of the hyperparameters leads to a significant improvement (up to 27.6%) of the model accuracy. Last, we show the effectiveness of RiemannianFlow in a real peg-in-hole (PiH) task where we need to generate stable and consistent position and orientation trajectories for the robot starting from different initial poses.

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Transformable Gaussian Reward Function for Socially-Aware Navigation with Deep Reinforcement Learning

Robot navigation has transitioned from prioritizing obstacle avoidance to adopting socially aware navigation strategies that accommodate human presence. As a result, the recognition of socially aware navigation within dynamic human-centric environments has gained prominence in the field of robotics. Although reinforcement learning technique has fostered the advancement of socially aware navigation, defining appropriate reward functions, especially in congested environments, has posed a significant challenge. These rewards, crucial in guiding robot actions, demand intricate human-crafted design due to their complex nature and inability to be automatically set. The multitude of manually designed rewards poses issues with hyperparameter redundancy, imbalance, and inadequate representation of unique object characteristics. To address these challenges, we introduce a transformable gaussian reward function (TGRF). The TGRF significantly reduces the burden of hyperparameter tuning, displays adaptability across various reward functions, and demonstrates accelerated learning rates, particularly excelling in crowded environments utilizing deep reinforcement learning (DRL). We introduce and validate TGRF through sections highlighting its conceptual background, characteristics, experiments, and real-world application, paving the way for a more effective and adaptable approach in robotics.The complete source code is available on https://github.com/JinnnK/TGRF

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A Broad-persistent Advising Approach for Deep Interactive Reinforcement Learning in Robotic Environments

Deep Reinforcement Learning (DeepRL) methods have been widely used in robotics to learn about the environment and acquire behaviors autonomously. Deep Interactive Reinforcement Learning (DeepIRL) includes interactive feedback from an external trainer or expert giving advice to help learners choosing actions to speed up the learning process. However, current research has been limited to interactions that offer actionable advice to only the current state of the agent. Additionally, the information is discarded by the agent after a single use that causes a duplicate process at the same state for a revisit. In this paper, we present Broad-persistent Advising (BPA), a broad-persistent advising approach that retains and reuses the processed information. It not only helps trainers to give more general advice relevant to similar states instead of only the current state but also allows the agent to speed up the learning process. We test the proposed approach in two continuous robotic scenarios, namely, a cart pole balancing task and a simulated robot navigation task. The obtained results show that the performance of the agent using BPA improves while keeping the number of interactions required for the trainer in comparison to the DeepIRL approach.

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RoMAN-Flow: Taming Autoregressive Normalizing Flows for Offline Reinforcement Learning in Robotic Manipulation

Offline reinforcement learning improves robotic policies using previously collected data without further environment interaction. Yet prevalent diffusion- and flow-matching robot policies lack tractable likelihoods, limiting their use in likelihood-based offline RL post-training. AR-NFs offer both expressive action modeling and exact likelihood evaluation, but their sequential sampling incurs substantial sampling overhead during policy optimization and deployment. We present RoMAN-Flow (Robotic Manipulation with Autoregressive Normalizing Flows), an offline reinforcement learning framework that makes AR-NF policies practical for robotic manipulation by addressing this sampling bottleneck in both stages. During policy optimization, RoMAN-Flow employs a sampling-free, advantage-weighted likelihood objective that assigns higher likelihood to high-advantage actions from the offline dataset without sampling from the autoregressive policy. For efficient deployment, it distills the optimized autoregressive policy into a one-step action generator, enabling low-latency action prediction. Experiments across multiple simulated manipulation benchmarks and real-world robotic platforms demonstrate that RoMAN-Flow achieves competitive policy performance while substantially reducing inference latency. Code is available at https://github.com/konnyaku28/RoMAN-Flow.

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Deep Generative Models in Robotics: A Survey on Learning from Multimodal Demonstrations

Learning from Demonstrations, the field that proposes to learn robot behavior models from data, is gaining popularity with the emergence of deep generative models. Although the problem has been studied for years under names such as Imitation Learning, Behavioral Cloning, or Inverse Reinforcement Learning, classical methods have relied on models that don't capture complex data distributions well or don't scale well to large numbers of demonstrations. In recent years, the robot learning community has shown increasing interest in using deep generative models to capture the complexity of large datasets. In this survey, we aim to provide a unified and comprehensive review of the last year's progress in the use of deep generative models in robotics. We present the different types of models that the community has explored, such as energy-based models, diffusion models, action value maps, or generative adversarial networks. We also present the different types of applications in which deep generative models have been used, from grasp generation to trajectory generation or cost learning. One of the most important elements of generative models is the generalization out of distributions. In our survey, we review the different decisions the community has made to improve the generalization of the learned models. Finally, we highlight the research challenges and propose a number of future directions for learning deep generative models in robotics.

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