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At least 631 records · Page 35Linked to original sources

Multi-Robot Transfer Learning: A Dynamical System Perspective

Multi-robot transfer learning allows a robot to use data generated by a second, similar robot to improve its own behavior. The potential advantages are reducing the time of training and the unavoidable risks that exist during the training phase. Transfer learning algorithms aim to find an optimal transfer map between different robots. In this paper, we investigate, through a theoretical study of single-input single-output (SISO) systems, the properties of such optimal transfer maps. We first show that the optimal transfer learning map is, in general, a dynamic system. The main contribution of the paper is to provide an algorithm for determining the properties of this optimal dynamic map including its order and regressors (i.e., the variables it depends on). The proposed algorithm does not require detailed knowledge of the robots' dynamics, but relies on basic system properties easily obtainable through simple experimental tests. We validate the proposed algorithm experimentally through an example of transfer learning between two different quadrotor platforms. Experimental results show that an optimal dynamic map, with correct properties obtained from our proposed algorithm, achieves 60-70% reduction of transfer learning error compared to the cases when the data is directly transferred or transferred using an optimal static map.

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SOLE-R1: Video-Language Reasoning as the Sole Reward for On-Robot Reinforcement Learning

Vision-language models (VLMs) have shown impressive capabilities across diverse tasks, motivating efforts to leverage these models to supervise robot learning. However, when used as evaluators in reinforcement learning (RL), today's strongest models often fail under partial observability and distribution shift, enabling policies to exploit perceptual errors rather than solve the task. We introduce SOLE-R1 (Self-Observing LEarner), a video-language reasoning model explicitly designed to serve as the sole reward signal for online RL. Given only raw video observations and a natural-language goal, SOLE-R1 performs per-timestep spatiotemporal chain-of-thought (CoT) reasoning and produces dense estimates of task progress that can be used directly as rewards. To train SOLE-R1, we develop a large-scale video trajectory and reasoning synthesis pipeline that generates temporally grounded CoT traces aligned with continuous progress supervision. This data is combined with foundational spatial and multi-frame temporal reasoning, and used to train the model with a hybrid framework that couples supervised fine-tuning with RL from verifiable rewards. Across four different simulation environments and a real-robot setting, SOLE-R1 enables zero-shot online RL from random initialization: robots learn previously unseen manipulation tasks without ground-truth rewards, success indicators, demonstrations, or task-specific tuning. SOLE-R1 succeeds on 24 unseen tasks and substantially outperforms strong vision-language rewarders, including Robometer, RoboReward, ReWiND, GPT-5, and Gemini-3-Pro, while exhibiting markedly greater robustness to reward hacking. We release all models, data, code, and demos at the anonymous page: https://philip-mit.github.io/sole-r1/

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Learning Multi-Objective Curricula for Robotic Policy Learning

Various automatic curriculum learning (ACL) methods have been proposed to improve the sample efficiency and final performance of deep reinforcement learning (DRL). They are designed to control how a DRL agent collects data, which is inspired by how humans gradually adapt their learning processes to their capabilities. For example, ACL can be used for subgoal generation, reward shaping, environment generation, or initial state generation. However, prior work only considers curriculum learning following one of the aforementioned predefined paradigms. It is unclear which of these paradigms are complementary, and how the combination of them can be learned from interactions with the environment. Therefore, in this paper, we propose a unified automatic curriculum learning framework to create multi-objective but coherent curricula that are generated by a set of parametric curriculum modules. Each curriculum module is instantiated as a neural network and is responsible for generating a particular curriculum. In order to coordinate those potentially conflicting modules in unified parameter space, we propose a multi-task hyper-net learning framework that uses a single hyper-net to parameterize all those curriculum modules. In addition to existing hand-designed curricula paradigms, we further design a flexible memory mechanism to learn an abstract curriculum, which may otherwise be difficult to design manually. We evaluate our method on a series of robotic manipulation tasks and demonstrate its superiority over other state-of-the-art ACL methods in terms of sample efficiency and final performance.

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Learning to Herd Agents Amongst Obstacles: Training Robust Shepherding Behaviors using Deep Reinforcement Learning

Robotic shepherding problem considers the control and navigation of a group of coherent agents (e.g., a flock of bird or a fleet of drones) through the motion of an external robot, called shepherd. Machine learning based methods have successfully solved this problem in an empty environment with no obstacles. Rule-based methods, on the other hand, can handle more complex scenarios in which environments are cluttered with obstacles and allow multiple shepherds to work collaboratively. However, these rule-based methods are fragile due to the difficulty in defining a comprehensive set of rules that can handle all possible cases. To overcome these limitations, we propose the first known learning-based method that can herd agents amongst obstacles. By using deep reinforcement learning techniques combined with the probabilistic roadmaps, we train a shepherding model using noisy but controlled environmental and behavioral parameters. Our experimental results show that the proposed method is robust, namely, it is insensitive to the uncertainties originated from both environmental and behavioral models. Consequently, the proposed method has a higher success rate, shorter completion time and path length than the rule-based behavioral methods have. These advantages are particularly prominent in more challenging scenarios involving more difficult groups and strenuous passages.

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Hybrid Diffusion Policies with Projective Geometric Algebra for Efficient Robot Manipulation Learning

Diffusion policies are a powerful paradigm for robot learning, but their training is often inefficient. A key reason is that networks must relearn fundamental spatial concepts, such as translations and rotations, from scratch for every new task. To alleviate this redundancy, we propose embedding geometric inductive biases directly into the network architecture using Projective Geometric Algebra (PGA). PGA provides a unified algebraic framework for representing geometric primitives and transformations, allowing neural networks to reason about spatial structure more effectively. In this paper, we introduce hPGA-DP, a novel hybrid diffusion policy that capitalizes on these benefits. Our architecture leverages the Projective Geometric Algebra Transformer (P-GATr) as a state encoder and action decoder, while employing established U-Net or Transformer-based modules for the core denoising process. Through extensive experiments and ablation studies in both simulated and real-world environments, we demonstrate that hPGA-DP significantly improves task performance and training efficiency. Notably, our hybrid approach achieves substantially faster convergence compared to both standard diffusion policies and architectures that rely solely on P-GATr. The project website is available at: https://apollo-lab-yale.github.io/26-ICRA-hPGA-website/.

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Robots that Collaborate: Sequential Asymmetric Imitation for Learning Coupled Robot Policies

Collaborative mobile manipulation requires robots to coordinate with a partially observed partner while physically interacting through shared objects. This is difficult because failures often arise not from poor local skills, but from mistimed waiting, yielding, pulling, releasing, or repositioning. We study this problem with two bimanual mobile manipulators coupled through rigid and deformable objects. We propose Sequential Asymmetric Imitation (SAI), a single-teleoperator curriculum for learning coupled multi-robot behaviors without synchronized dual-operator demonstrations or explicit inter-robot communication. SAI trains Robot A from unilateral demonstrations with a compliant human partner, trains Robot B against the deployed Robot A policy, and then refines Robot A using sparse interventions near coordination failures. This staged process exposes the policies to increasingly realistic partner behaviors, including delay, phase mismatch,insufficient yielding, and interaction conflict. Across real-world dual-robot manipulation tasks, SAI improves task success, phase synchronization, and partner-contingent yielding over independent imitation and curriculum-ablation baselines. These results suggest that physically coupled collaboration can be learned through the structure of the imitation curriculum, rather than through synchronized multi-operator demonstrations or explicit coordination mechanisms. More videos on project page:http://cyc0429.github.io/sai-project-page/

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RwoR: Generating Robot Demonstrations from Human Hand Collection for Policy Learning without Robot

Recent advancements in imitation learning have shown promising results in robotic manipulation, driven by the availability of high-quality training data. To improve data collection efficiency, some approaches focus on developing specialized teleoperation devices for robot control, while others directly use human hand demonstrations to obtain training data. However, the former requires both a robotic system and a skilled operator, limiting scalability, while the latter faces challenges in aligning the visual gap between human hand demonstrations and the deployed robot observations. To address this, we propose a human hand data collection system combined with our hand-to-gripper generative model, which translates human hand demonstrations into robot gripper demonstrations, effectively bridging the observation gap. Specifically, a GoPro fisheye camera is mounted on the human wrist to capture human hand demonstrations. We then train a generative model on a self-collected dataset of paired human hand and UMI gripper demonstrations, which have been processed using a tailored data pre-processing strategy to ensure alignment in both timestamps and observations. Therefore, given only human hand demonstrations, we are able to automatically extract the corresponding SE(3) actions and integrate them with high-quality generated robot demonstrations through our generation pipeline for training robotic policy model. In experiments, the robust manipulation performance demonstrates not only the quality of the generated robot demonstrations but also the efficiency and practicality of our data collection method. More demonstrations can be found at: https://rwor.github.io/

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Training People to Reward Robots

Learning from demonstration (LfD) is a technique that allows expert teachers to teach task-oriented skills to robotic systems. However, the most effective way of guiding novice teachers to approach expert-level demonstrations quantitatively for specific teaching tasks remains an open question. To this end, this paper investigates the use of machine teaching (MT) to guide novice teachers to improve their teaching skills based on reinforcement learning from demonstration (RLfD). The paper reports an experiment in which novices receive MT-derived guidance to train their ability to teach a given motor skill with only 8 demonstrations and generalise this to previously unseen ones. Results indicate that the MT-guidance not only enhances robot learning performance by 89% on the training skill but also causes a 70% improvement in robot learning performance on skills not seen by subjects during training. These findings highlight the effectiveness of MT-guidance in upskilling human teaching behaviours, ultimately improving demonstration quality in RLfD.

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Waypoint-Based Reinforcement Learning for Robot Manipulation Tasks

Robot arms should be able to learn new tasks. One framework here is reinforcement learning, where the robot is given a reward function that encodes the task, and the robot autonomously learns actions to maximize its reward. Existing approaches to reinforcement learning often frame this problem as a Markov decision process, and learn a policy (or a hierarchy of policies) to complete the task. These policies reason over hundreds of fine-grained actions that the robot arm needs to take: e.g., moving slightly to the right or rotating the end-effector a few degrees. But the manipulation tasks that we want robots to perform can often be broken down into a small number of high-level motions: e.g., reaching an object or turning a handle. In this paper we therefore propose a waypoint-based approach for model-free reinforcement learning. Instead of learning a low-level policy, the robot now learns a trajectory of waypoints, and then interpolates between those waypoints using existing controllers. Our key novelty is framing this waypoint-based setting as a sequence of multi-armed bandits: each bandit problem corresponds to one waypoint along the robot's motion. We theoretically show that an ideal solution to this reformulation has lower regret bounds than standard frameworks. We also introduce an approximate posterior sampling solution that builds the robot's motion one waypoint at a time. Results across benchmark simulations and two real-world experiments suggest that this proposed approach learns new tasks more quickly than state-of-the-art baselines. See videos here: https://youtu.be/MMEd-lYfq4Y

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Exploring Pose-Guided Imitation Learning for Robotic Precise Insertion

Imitation learning is promising for robotic manipulation, but \emph{precise insertion} in the real world remains difficult due to contact-rich dynamics, tight clearances, and limited demonstrations. Many existing visuomotor policies depend on high-dimensional RGB/point-cloud observations, which can be data-inefficient and generalize poorly under pose variations. In this paper, we study pose-guided imitation learning by using object poses in $\mathrm{SE}(3)$ as compact, object-centric observations for precise insertion tasks. First, we propose a diffusion policy for precise insertion that observes the \emph{relative} $\mathrm{SE}(3)$ pose of the source object with respect to the target object and predicts a future relative pose trajectory as its action. Second, to improve robustness to pose estimation noise, we augment the pose-guided policy with RGBD cues. Specifically, we introduce a goal-conditioned RGBD encoder to capture the discrepancy between current and goal observations. We further propose a pose-guided residual gated fusion module, where pose features provide the primary control signal and RGBD features adaptively compensate when pose estimates are unreliable. We evaluate our methods on six real-robot precise insertion tasks and achieve high performance with only $7$--$10$ demonstrations per task. In our setup, the proposed policies succeed on tasks with clearances down to $0.01$~mm and demonstrate improved data efficiency and generalization over existing baselines. Code will be available at https://github.com/sunhan1997/PoseInsert.

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Policy Stitching: Learning Transferable Robot Policies

Training robots with reinforcement learning (RL) typically involves heavy interactions with the environment, and the acquired skills are often sensitive to changes in task environments and robot kinematics. Transfer RL aims to leverage previous knowledge to accelerate learning of new tasks or new body configurations. However, existing methods struggle to generalize to novel robot-task combinations and scale to realistic tasks due to complex architecture design or strong regularization that limits the capacity of the learned policy. We propose Policy Stitching, a novel framework that facilitates robot transfer learning for novel combinations of robots and tasks. Our key idea is to apply modular policy design and align the latent representations between the modular interfaces. Our method allows direct stitching of the robot and task modules trained separately to form a new policy for fast adaptation. Our simulated and real-world experiments on various 3D manipulation tasks demonstrate the superior zero-shot and few-shot transfer learning performances of our method. Our project website is at: http://generalroboticslab.com/PolicyStitching/ .

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On-Robot Bayesian Reinforcement Learning for POMDPs

Robot learning is often difficult due to the expense of gathering data. The need for large amounts of data can, and should, be tackled with effective algorithms and leveraging expert information on robot dynamics. Bayesian reinforcement learning (BRL), thanks to its sample efficiency and ability to exploit prior knowledge, is uniquely positioned as such a solution method. Unfortunately, the application of BRL has been limited due to the difficulties of representing expert knowledge as well as solving the subsequent inference problem. This paper advances BRL for robotics by proposing a specialized framework for physical systems. In particular, we capture this knowledge in a factored representation, then demonstrate the posterior factorizes in a similar shape, and ultimately formalize the model in a Bayesian framework. We then introduce a sample-based online solution method, based on Monte-Carlo tree search and particle filtering, specialized to solve the resulting model. This approach can, for example, utilize typical low-level robot simulators and handle uncertainty over unknown dynamics of the environment. We empirically demonstrate its efficiency by performing on-robot learning in two human-robot interaction tasks with uncertainty about human behavior, achieving near-optimal performance after only a handful of real-world episodes. A video of learned policies is at https://youtu.be/H9xp60ngOes.

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LIDEA: Human-to-Robot Imitation Learning via Implicit Feature Distillation and Explicit Geometry Alignment

Scaling up robot learning is hindered by the scarcity of robotic demonstrations, whereas human videos offer a vast, untapped source of interaction data. However, bridging the embodiment gap between human hands and robot arms remains a critical challenge. Existing cross-embodiment transfer strategies typically rely on visual editing, but they often introduce visual artifacts due to intrinsic discrepancies in visual appearance and 3D geometry. To address these limitations, we introduce LIDEA (Implicit Feature Distillation and Explicit Geometric Alignment), an imitation learning framework in which policy learning benefits from human demonstrations. In the 2D visual domain, LIDEA employs a dual-stage transitive distillation pipeline that aligns human and robot representations in a shared latent space. In the 3D geometric domain, we propose an embodiment-agnostic alignment strategy that explicitly decouples embodiment from interaction geometry, ensuring consistent 3D-aware perception. Extensive experiments empirically validate LIDEA from two perspectives: data efficiency and OOD robustness. Results show that human data substitutes up to 80% of costly robot demonstrations, and the framework successfully transfers unseen patterns from human videos for out-of-distribution generalization.

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Active Robot Curriculum Learning from Online Human Demonstrations

Learning from Demonstrations (LfD) allows robots to learn skills from human users, but its effectiveness can suffer due to sub-optimal teaching, especially from untrained demonstrators. Active LfD aims to improve this by letting robots actively request demonstrations to enhance learning. However, this may lead to frequent context switches between various task situations, increasing the human cognitive load and introducing errors to demonstrations. Moreover, few prior studies in active LfD have examined how these active query strategies may impact human teaching in aspects beyond user experience, which can be crucial for developing algorithms that benefit both robot learning and human teaching. To tackle these challenges, we propose an active LfD method that optimizes the query sequence of online human demonstrations via Curriculum Learning (CL), where demonstrators are guided to provide demonstrations in situations of gradually increasing difficulty. We evaluate our method across four simulated robotic tasks with sparse rewards and conduct a user study (N=26) to investigate the influence of active LfD methods on human teaching regarding teaching performance, post-guidance teaching adaptivity, and teaching transferability. Our results show that our method significantly improves learning performance compared to three other LfD baselines in terms of the final success rate of the converged policy and sample efficiency. Additionally, results from our user study indicate that our method significantly reduces the time required from human demonstrators and decreases failed demonstration attempts. It also enhances post-guidance human teaching in both seen and unseen scenarios compared to another active LfD baseline, indicating enhanced teaching performance, greater post-guidance teaching adaptivity, and better teaching transferability achieved by our method.

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End-to-End Robotic Reinforcement Learning without Reward Engineering

The combination of deep neural network models and reinforcement learning algorithms can make it possible to learn policies for robotic behaviors that directly read in raw sensory inputs, such as camera images, effectively subsuming both estimation and control into one model. However, real-world applications of reinforcement learning must specify the goal of the task by means of a manually programmed reward function, which in practice requires either designing the very same perception pipeline that end-to-end reinforcement learning promises to avoid, or else instrumenting the environment with additional sensors to determine if the task has been performed successfully. In this paper, we propose an approach for removing the need for manual engineering of reward specifications by enabling a robot to learn from a modest number of examples of successful outcomes, followed by actively solicited queries, where the robot shows the user a state and asks for a label to determine whether that state represents successful completion of the task. While requesting labels for every single state would amount to asking the user to manually provide the reward signal, our method requires labels for only a tiny fraction of the states seen during training, making it an efficient and practical approach for learning skills without manually engineered rewards. We evaluate our method on real-world robotic manipulation tasks where the observations consist of images viewed by the robot's camera. In our experiments, our method effectively learns to arrange objects, place books, and drape cloth, directly from images and without any manually specified reward functions, and with only 1-4 hours of interaction with the real world.

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When Life Gives You BC, Make Q-functions: Extracting Q-values from Behavior Cloning for On-Robot Reinforcement Learning

Behavior Cloning (BC) has emerged as a highly effective paradigm for robot learning. However, BC lacks a self-guided mechanism for online improvement after demonstrations have been collected. Existing offline-to-online learning methods often cause policies to replace previously learned good actions due to a distribution mismatch between offline data and online learning. In this work, we propose Q2RL, Q-Estimation and Q-Gating from BC for Reinforcement Learning, an algorithm for efficient offline-to-online learning. Our method consists of two parts: (1) Q-Estimation extracts a Q-function from a BC policy using a few interaction steps with the environment, followed by online RL with (2) Q-Gating, which switches between BC and RL policy actions based on their respective Q-values to collect samples for RL policy training. Across manipulation tasks from D4RL and robomimic benchmarks, Q2RL outperforms SOTA offline-to-online learning baselines on success rate and time to convergence. Q2RL is efficient enough to be applied in an on-robot RL setting, learning robust policies for contact-rich and high precision manipulation tasks such as pipe assembly and kitting, in 1-2 hours of online interaction, achieving success rates of up to 100% and up to 3.75x improvement against the original BC policy. Code and video are available at https://pages.rai-inst.com/q2rl_website/

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Robotic Imitation of Human Assembly Skills Using Hybrid Trajectory and Force Learning

Robotic assembly tasks involve complex and low-clearance insertion trajectories with varying contact forces at different stages. While the nominal motion trajectory can be easily obtained from human demonstrations through kinesthetic teaching, teleoperation, simulation, among other methods, the force profile is harder to obtain especially when a real robot is unavailable. It is difficult to obtain a realistic force profile in simulation even with physics engines. Such simulated force profiles tend to be unsuitable for the actual robotic assembly due to the reality gap and uncertainty in the assembly process. To address this problem, we present a combined learning-based framework to imitate human assembly skills through hybrid trajectory learning and force learning. The main contribution of this work is the development of a framework that combines hierarchical imitation learning, to learn the nominal motion trajectory, with a reinforcement learning-based force control scheme to learn an optimal force control policy, that can satisfy the nominal trajectory while adapting to the force requirement of the assembly task. To further improve the imitation learning part, we develop a hierarchical architecture, following the idea of goal-conditioned imitation learning, to generate the trajectory learning policy on the \textit{skill} level offline. Through experimental validations, we corroborate that the proposed learning-based framework is robust to uncertainty in the assembly task, can generate high-quality trajectories, and can find suitable force control policies, which adapt to the task's force requirements more efficiently.

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Trajectory Entropy Reinforcement Learning for Robust Robot Motor Skill Learning

Simplicity is a critical inductive bias for designing data-driven controllers, especially when robustness is important. Despite the impressive results of deep reinforcement learning in complex control tasks, it is prone to capturing intricate and spurious correlations between observations and actions, leading to failure under slight perturbations to the environment. To tackle this problem, in this work we introduce a novel inductive bias towards simple policies in reinforcement learning. The simplicity inductive bias is introduced by minimizing the entropy of entire action trajectories, corresponding to the number of bits required to describe information in action trajectories after the agent observes state trajectories. Our reinforcement learning agent, Trajectory Entropy Reinforcement Learning, is optimized to minimize the trajectory entropy while maximizing rewards. We show that the trajectory entropy can be effectively estimated by learning a variational parameterized action prediction model, and use the prediction model to construct an information-regularized reward function. Furthermore, we construct a practical algorithm that enables the joint optimization of models, including the policy and the prediction model. Experimental evaluations on several high-dimensional locomotion tasks show that our learned policies produce more cyclical and consistent action trajectories, and achieve superior performance, and robustness to noise and dynamic changes than the state-of-the-art.

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