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Mar 11

Achieving Sample and Computational Efficient Reinforcement Learning by Action Space Reduction via Grouping

Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a surprising and counter-intuitive result: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.

A* Search Without Expansions: Learning Heuristic Functions with Deep Q-Networks

Efficiently solving problems with large action spaces using A* search has been of importance to the artificial intelligence community for decades. This is because the computation and memory requirements of A* search grow linearly with the size of the action space. This burden becomes even more apparent when A* search uses a heuristic function learned by computationally expensive function approximators, such as deep neural networks. To address this problem, we introduce Q* search, a search algorithm that uses deep Q-networks to guide search in order to take advantage of the fact that the sum of the transition costs and heuristic values of the children of a node can be computed with a single forward pass through a deep Q-network without explicitly generating those children. This significantly reduces computation time and requires only one node to be generated per iteration. We use Q* search to solve the Rubik's cube when formulated with a large action space that includes 1872 meta-actions and find that this 157-fold increase in the size of the action space incurs less than a 4-fold increase in computation time and less than a 3-fold increase in number of nodes generated when performing Q* search. Furthermore, Q* search is up to 129 times faster and generates up to 1288 times fewer nodes than A* search. Finally, although obtaining admissible heuristic functions from deep neural networks is an ongoing area of research, we prove that Q* search is guaranteed to find a shortest path given a heuristic function that neither overestimates the cost of a shortest path nor underestimates the transition cost.

METRA: Scalable Unsupervised RL with Metric-Aware Abstraction

Unsupervised pre-training strategies have proven to be highly effective in natural language processing and computer vision. Likewise, unsupervised reinforcement learning (RL) holds the promise of discovering a variety of potentially useful behaviors that can accelerate the learning of a wide array of downstream tasks. Previous unsupervised RL approaches have mainly focused on pure exploration and mutual information skill learning. However, despite the previous attempts, making unsupervised RL truly scalable still remains a major open challenge: pure exploration approaches might struggle in complex environments with large state spaces, where covering every possible transition is infeasible, and mutual information skill learning approaches might completely fail to explore the environment due to the lack of incentives. To make unsupervised RL scalable to complex, high-dimensional environments, we propose a novel unsupervised RL objective, which we call Metric-Aware Abstraction (METRA). Our main idea is, instead of directly covering the entire state space, to only cover a compact latent space Z that is metrically connected to the state space S by temporal distances. By learning to move in every direction in the latent space, METRA obtains a tractable set of diverse behaviors that approximately cover the state space, being scalable to high-dimensional environments. Through our experiments in five locomotion and manipulation environments, we demonstrate that METRA can discover a variety of useful behaviors even in complex, pixel-based environments, being the first unsupervised RL method that discovers diverse locomotion behaviors in pixel-based Quadruped and Humanoid. Our code and videos are available at https://seohong.me/projects/metra/

ToolChain*: Efficient Action Space Navigation in Large Language Models with A* Search

Large language models (LLMs) have demonstrated powerful decision-making and planning capabilities in solving complicated real-world problems. LLM-based autonomous agents can interact with diverse tools (e.g., functional APIs) and generate solution plans that execute a series of API function calls in a step-by-step manner. The multitude of candidate API function calls significantly expands the action space, amplifying the critical need for efficient action space navigation. However, existing methods either struggle with unidirectional exploration in expansive action spaces, trapped into a locally optimal solution, or suffer from exhaustively traversing all potential actions, causing inefficient navigation. To address these issues, we propose ToolChain*, an efficient tree search-based planning algorithm for LLM-based agents. It formulates the entire action space as a decision tree, where each node represents a possible API function call involved in a solution plan. By incorporating the A* search algorithm with task-specific cost function design, it efficiently prunes high-cost branches that may involve incorrect actions, identifying the most low-cost valid path as the solution. Extensive experiments on multiple tool-use and reasoning tasks demonstrate that ToolChain* efficiently balances exploration and exploitation within an expansive action space. It outperforms state-of-the-art baselines on planning and reasoning tasks by 3.1% and 3.5% on average while requiring 7.35x and 2.31x less time, respectively.

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

Subequivariant Graph Reinforcement Learning in 3D Environments

Learning a shared policy that guides the locomotion of different agents is of core interest in Reinforcement Learning (RL), which leads to the study of morphology-agnostic RL. However, existing benchmarks are highly restrictive in the choice of starting point and target point, constraining the movement of the agents within 2D space. In this work, we propose a novel setup for morphology-agnostic RL, dubbed Subequivariant Graph RL in 3D environments (3D-SGRL). Specifically, we first introduce a new set of more practical yet challenging benchmarks in 3D space that allows the agent to have full Degree-of-Freedoms to explore in arbitrary directions starting from arbitrary configurations. Moreover, to optimize the policy over the enlarged state-action space, we propose to inject geometric symmetry, i.e., subequivariance, into the modeling of the policy and Q-function such that the policy can generalize to all directions, improving exploration efficiency. This goal is achieved by a novel SubEquivariant Transformer (SET) that permits expressive message exchange. Finally, we evaluate the proposed method on the proposed benchmarks, where our method consistently and significantly outperforms existing approaches on single-task, multi-task, and zero-shot generalization scenarios. Extensive ablations are also conducted to verify our design. Code and videos are available on our project page: https://alpc91.github.io/SGRL/.

Measuring the Intrinsic Dimension of Objective Landscapes

Many recently trained neural networks employ large numbers of parameters to achieve good performance. One may intuitively use the number of parameters required as a rough gauge of the difficulty of a problem. But how accurate are such notions? How many parameters are really needed? In this paper we attempt to answer this question by training networks not in their native parameter space, but instead in a smaller, randomly oriented subspace. We slowly increase the dimension of this subspace, note at which dimension solutions first appear, and define this to be the intrinsic dimension of the objective landscape. The approach is simple to implement, computationally tractable, and produces several suggestive conclusions. Many problems have smaller intrinsic dimensions than one might suspect, and the intrinsic dimension for a given dataset varies little across a family of models with vastly different sizes. This latter result has the profound implication that once a parameter space is large enough to solve a problem, extra parameters serve directly to increase the dimensionality of the solution manifold. Intrinsic dimension allows some quantitative comparison of problem difficulty across supervised, reinforcement, and other types of learning where we conclude, for example, that solving the inverted pendulum problem is 100 times easier than classifying digits from MNIST, and playing Atari Pong from pixels is about as hard as classifying CIFAR-10. In addition to providing new cartography of the objective landscapes wandered by parameterized models, the method is a simple technique for constructively obtaining an upper bound on the minimum description length of a solution. A byproduct of this construction is a simple approach for compressing networks, in some cases by more than 100 times.

Universal Actions for Enhanced Embodied Foundation Models

Training on diverse, internet-scale data is a key factor in the success of recent large foundation models. Yet, using the same recipe for building embodied agents has faced noticeable difficulties. Despite the availability of many crowd-sourced embodied datasets, their action spaces often exhibit significant heterogeneity due to distinct physical embodiment and control interfaces for different robots, causing substantial challenges in developing embodied foundation models using cross-domain data. In this paper, we introduce UniAct, a new embodied foundation modeling framework operating in a tokenized Universal Action Space. Our learned universal actions capture the generic atomic behaviors across diverse robots by exploiting their shared structural features, and enable enhanced cross-domain data utilization and cross-embodiment generalizations by eliminating the notorious heterogeneity. The universal actions can be efficiently translated back to heterogeneous actionable commands by simply adding embodiment-specific details, from which fast adaptation to new robots becomes simple and straightforward. Our 0.5B instantiation of UniAct outperforms 14X larger SOTA embodied foundation models in extensive evaluations on various real-world and simulation robots, showcasing exceptional cross-embodiment control and adaptation capability, highlighting the crucial benefit of adopting universal actions. Project page: https://github.com/2toinf/UniAct

3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans

We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI

LAC: Latent Action Composition for Skeleton-based Action Segmentation

Skeleton-based action segmentation requires recognizing composable actions in untrimmed videos. Current approaches decouple this problem by first extracting local visual features from skeleton sequences and then processing them by a temporal model to classify frame-wise actions. However, their performances remain limited as the visual features cannot sufficiently express composable actions. In this context, we propose Latent Action Composition (LAC), a novel self-supervised framework aiming at learning from synthesized composable motions for skeleton-based action segmentation. LAC is composed of a novel generation module towards synthesizing new sequences. Specifically, we design a linear latent space in the generator to represent primitive motion. New composed motions can be synthesized by simply performing arithmetic operations on latent representations of multiple input skeleton sequences. LAC leverages such synthesized sequences, which have large diversity and complexity, for learning visual representations of skeletons in both sequence and frame spaces via contrastive learning. The resulting visual encoder has a high expressive power and can be effectively transferred onto action segmentation tasks by end-to-end fine-tuning without the need for additional temporal models. We conduct a study focusing on transfer-learning and we show that representations learned from pre-trained LAC outperform the state-of-the-art by a large margin on TSU, Charades, PKU-MMD datasets.

Discovering and Exploiting Sparse Rewards in a Learned Behavior Space

Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.

Towards Principled Representation Learning from Videos for Reinforcement Learning

We study pre-training representations for decision-making using video data, which is abundantly available for tasks such as game agents and software testing. Even though significant empirical advances have been made on this problem, a theoretical understanding remains absent. We initiate the theoretical investigation into principled approaches for representation learning and focus on learning the latent state representations of the underlying MDP using video data. We study two types of settings: one where there is iid noise in the observation, and a more challenging setting where there is also the presence of exogenous noise, which is non-iid noise that is temporally correlated, such as the motion of people or cars in the background. We study three commonly used approaches: autoencoding, temporal contrastive learning, and forward modeling. We prove upper bounds for temporal contrastive learning and forward modeling in the presence of only iid noise. We show that these approaches can learn the latent state and use it to do efficient downstream RL with polynomial sample complexity. When exogenous noise is also present, we establish a lower bound result showing that the sample complexity of learning from video data can be exponentially worse than learning from action-labeled trajectory data. This partially explains why reinforcement learning with video pre-training is hard. We evaluate these representational learning methods in two visual domains, yielding results that are consistent with our theoretical findings.

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

SpatialVLA: Exploring Spatial Representations for Visual-Language-Action Model

In this paper, we claim that spatial understanding is the keypoint in robot manipulation, and propose SpatialVLA to explore effective spatial representations for the robot foundation model. Specifically, we introduce Ego3D Position Encoding to inject 3D information into the input observations of the visual-language-action model, and propose Adaptive Action Grids to represent spatial robot movement actions with adaptive discretized action grids, facilitating learning generalizable and transferrable spatial action knowledge for cross-robot control. SpatialVLA is first pre-trained on top of a vision-language model with 1.1 Million real-world robot episodes, to learn a generalist manipulation policy across multiple robot environments and tasks. After pre-training, SpatialVLA is directly applied to perform numerous tasks in a zero-shot manner. The superior results in both simulation and real-world robots demonstrate its advantage of inferring complex robot motion trajectories and its strong in-domain multi-task generalization ability. We further show the proposed Adaptive Action Grids offer a new and effective way to fine-tune the pre-trained SpatialVLA model for new simulation and real-world setups, where the pre-learned action grids are re-discretized to capture robot-specific spatial action movements of new setups. The superior results from extensive evaluations demonstrate the exceptional in-distribution generalization and out-of-distribution adaptation capability, highlighting the crucial benefit of the proposed spatial-aware representations for generalist robot policy learning. All the details and codes will be open-sourced.

RDT-1B: a Diffusion Foundation Model for Bimanual Manipulation

Bimanual manipulation is essential in robotics, yet developing foundation models is extremely challenging due to the inherent complexity of coordinating two robot arms (leading to multi-modal action distributions) and the scarcity of training data. In this paper, we present the Robotics Diffusion Transformer (RDT), a pioneering diffusion foundation model for bimanual manipulation. RDT builds on diffusion models to effectively represent multi-modality, with innovative designs of a scalable Transformer to deal with the heterogeneity of multi-modal inputs and to capture the nonlinearity and high frequency of robotic data. To address data scarcity, we further introduce a Physically Interpretable Unified Action Space, which can unify the action representations of various robots while preserving the physical meanings of original actions, facilitating learning transferrable physical knowledge. With these designs, we managed to pre-train RDT on the largest collection of multi-robot datasets to date and scaled it up to 1.2B parameters, which is the largest diffusion-based foundation model for robotic manipulation. We finally fine-tuned RDT on a self-created multi-task bimanual dataset with over 6K+ episodes to refine its manipulation capabilities. Experiments on real robots demonstrate that RDT significantly outperforms existing methods. It exhibits zero-shot generalization to unseen objects and scenes, understands and follows language instructions, learns new skills with just 1~5 demonstrations, and effectively handles complex, dexterous tasks. We refer to https://rdt-robotics.github.io/rdt-robotics/ for the code and videos.

Stochastic Policy Gradient Methods: Improved Sample Complexity for Fisher-non-degenerate Policies

Recently, the impressive empirical success of policy gradient (PG) methods has catalyzed the development of their theoretical foundations. Despite the huge efforts directed at the design of efficient stochastic PG-type algorithms, the understanding of their convergence to a globally optimal policy is still limited. In this work, we develop improved global convergence guarantees for a general class of Fisher-non-degenerate parameterized policies which allows to address the case of continuous state action spaces. First, we propose a Normalized Policy Gradient method with Implicit Gradient Transport (N-PG-IGT) and derive a mathcal{O}(varepsilon^{-2.5}) sample complexity of this method for finding a global varepsilon-optimal policy. Improving over the previously known mathcal{O}(varepsilon^{-3}) complexity, this algorithm does not require the use of importance sampling or second-order information and samples only one trajectory per iteration. Second, we further improve this complexity to mathcal{mathcal{O} }(varepsilon^{-2}) by considering a Hessian-Aided Recursive Policy Gradient ((N)-HARPG) algorithm enhanced with a correction based on a Hessian-vector product. Interestingly, both algorithms are (i) simple and easy to implement: single-loop, do not require large batches of trajectories and sample at most two trajectories per iteration; (ii) computationally and memory efficient: they do not require expensive subroutines at each iteration and can be implemented with memory linear in the dimension of parameters.

Foundation Policies with Hilbert Representations

Unsupervised and self-supervised objectives, such as next token prediction, have enabled pre-training generalist models from large amounts of unlabeled data. In reinforcement learning (RL), however, finding a truly general and scalable unsupervised pre-training objective for generalist policies from offline data remains a major open question. While a number of methods have been proposed to enable generic self-supervised RL, based on principles such as goal-conditioned RL, behavioral cloning, and unsupervised skill learning, such methods remain limited in terms of either the diversity of the discovered behaviors, the need for high-quality demonstration data, or the lack of a clear prompting or adaptation mechanism for downstream tasks. In this work, we propose a novel unsupervised framework to pre-train generalist policies that capture diverse, optimal, long-horizon behaviors from unlabeled offline data such that they can be quickly adapted to any arbitrary new tasks in a zero-shot manner. Our key insight is to learn a structured representation that preserves the temporal structure of the underlying environment, and then to span this learned latent space with directional movements, which enables various zero-shot policy "prompting" schemes for downstream tasks. Through our experiments on simulated robotic locomotion and manipulation benchmarks, we show that our unsupervised policies can solve goal-conditioned and general RL tasks in a zero-shot fashion, even often outperforming prior methods designed specifically for each setting. Our code and videos are available at https://seohong.me/projects/hilp/

Predictive Inverse Dynamics Models are Scalable Learners for Robotic Manipulation

Current efforts to learn scalable policies in robotic manipulation primarily fall into two categories: one focuses on "action," which involves behavior cloning from extensive collections of robotic data, while the other emphasizes "vision," enhancing model generalization by pre-training representations or generative models, also referred to as world models, using large-scale visual datasets. This paper presents an end-to-end paradigm that predicts actions using inverse dynamics models conditioned on the robot's forecasted visual states, named Predictive Inverse Dynamics Models (PIDM). By closing the loop between vision and action, the end-to-end PIDM can be a better scalable action learner. In practice, we use Transformers to process both visual states and actions, naming the model Seer. It is initially pre-trained on large-scale robotic datasets, such as DROID, and can be adapted to realworld scenarios with a little fine-tuning data. Thanks to large-scale, end-to-end training and the synergy between vision and action, Seer significantly outperforms previous methods across both simulation and real-world experiments. It achieves improvements of 13% on the LIBERO-LONG benchmark, 21% on CALVIN ABC-D, and 43% in real-world tasks. Notably, Seer sets a new state-of-the-art on CALVIN ABC-D benchmark, achieving an average length of 4.28, and exhibits superior generalization for novel objects, lighting conditions, and environments under high-intensity disturbances on real-world scenarios. Code and models are publicly available at https://github.com/OpenRobotLab/Seer/.

Continual Model-Based Reinforcement Learning with Hypernetworks

Effective planning in model-based reinforcement learning (MBRL) and model-predictive control (MPC) relies on the accuracy of the learned dynamics model. In many instances of MBRL and MPC, this model is assumed to be stationary and is periodically re-trained from scratch on state transition experience collected from the beginning of environment interactions. This implies that the time required to train the dynamics model - and the pause required between plan executions - grows linearly with the size of the collected experience. We argue that this is too slow for lifelong robot learning and propose HyperCRL, a method that continually learns the encountered dynamics in a sequence of tasks using task-conditional hypernetworks. Our method has three main attributes: first, it includes dynamics learning sessions that do not revisit training data from previous tasks, so it only needs to store the most recent fixed-size portion of the state transition experience; second, it uses fixed-capacity hypernetworks to represent non-stationary and task-aware dynamics; third, it outperforms existing continual learning alternatives that rely on fixed-capacity networks, and does competitively with baselines that remember an ever increasing coreset of past experience. We show that HyperCRL is effective in continual model-based reinforcement learning in robot locomotion and manipulation scenarios, such as tasks involving pushing and door opening. Our project website with videos is at this link https://rvl.cs.toronto.edu/blog/2020/hypercrl

Planning-Guided Diffusion Policy Learning for Generalizable Contact-Rich Bimanual Manipulation

Contact-rich bimanual manipulation involves precise coordination of two arms to change object states through strategically selected contacts and motions. Due to the inherent complexity of these tasks, acquiring sufficient demonstration data and training policies that generalize to unseen scenarios remain a largely unresolved challenge. Building on recent advances in planning through contacts, we introduce Generalizable Planning-Guided Diffusion Policy Learning (GLIDE), an approach that effectively learns to solve contact-rich bimanual manipulation tasks by leveraging model-based motion planners to generate demonstration data in high-fidelity physics simulation. Through efficient planning in randomized environments, our approach generates large-scale and high-quality synthetic motion trajectories for tasks involving diverse objects and transformations. We then train a task-conditioned diffusion policy via behavior cloning using these demonstrations. To tackle the sim-to-real gap, we propose a set of essential design options in feature extraction, task representation, action prediction, and data augmentation that enable learning robust prediction of smooth action sequences and generalization to unseen scenarios. Through experiments in both simulation and the real world, we demonstrate that our approach can enable a bimanual robotic system to effectively manipulate objects of diverse geometries, dimensions, and physical properties. Website: https://glide-manip.github.io/

You Only Teach Once: Learn One-Shot Bimanual Robotic Manipulation from Video Demonstrations

Bimanual robotic manipulation is a long-standing challenge of embodied intelligence due to its characteristics of dual-arm spatial-temporal coordination and high-dimensional action spaces. Previous studies rely on pre-defined action taxonomies or direct teleoperation to alleviate or circumvent these issues, often making them lack simplicity, versatility and scalability. Differently, we believe that the most effective and efficient way for teaching bimanual manipulation is learning from human demonstrated videos, where rich features such as spatial-temporal positions, dynamic postures, interaction states and dexterous transitions are available almost for free. In this work, we propose the YOTO (You Only Teach Once), which can extract and then inject patterns of bimanual actions from as few as a single binocular observation of hand movements, and teach dual robot arms various complex tasks. Furthermore, based on keyframes-based motion trajectories, we devise a subtle solution for rapidly generating training demonstrations with diverse variations of manipulated objects and their locations. These data can then be used to learn a customized bimanual diffusion policy (BiDP) across diverse scenes. In experiments, YOTO achieves impressive performance in mimicking 5 intricate long-horizon bimanual tasks, possesses strong generalization under different visual and spatial conditions, and outperforms existing visuomotor imitation learning methods in accuracy and efficiency. Our project link is https://hnuzhy.github.io/projects/YOTO.

EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation

We introduce EnerVerse, a comprehensive framework for embodied future space generation specifically designed for robotic manipulation tasks. EnerVerse seamlessly integrates convolutional and bidirectional attention mechanisms for inner-chunk space modeling, ensuring low-level consistency and continuity. Recognizing the inherent redundancy in video data, we propose a sparse memory context combined with a chunkwise unidirectional generative paradigm to enable the generation of infinitely long sequences. To further augment robotic capabilities, we introduce the Free Anchor View (FAV) space, which provides flexible perspectives to enhance observation and analysis. The FAV space mitigates motion modeling ambiguity, removes physical constraints in confined environments, and significantly improves the robot's generalization and adaptability across various tasks and settings. To address the prohibitive costs and labor intensity of acquiring multi-camera observations, we present a data engine pipeline that integrates a generative model with 4D Gaussian Splatting (4DGS). This pipeline leverages the generative model's robust generalization capabilities and the spatial constraints provided by 4DGS, enabling an iterative enhancement of data quality and diversity, thus creating a data flywheel effect that effectively narrows the sim-to-real gap. Finally, our experiments demonstrate that the embodied future space generation prior substantially enhances policy predictive capabilities, resulting in improved overall performance, particularly in long-range robotic manipulation tasks.

SLIM: Skill Learning with Multiple Critics

Self-supervised skill learning aims to acquire useful behaviors that leverage the underlying dynamics of the environment. Latent variable models, based on mutual information maximization, have been successful in this task but still struggle in the context of robotic manipulation. As it requires impacting a possibly large set of degrees of freedom composing the environment, mutual information maximization fails alone in producing useful and safe manipulation behaviors. Furthermore, tackling this by augmenting skill discovery rewards with additional rewards through a naive combination might fail to produce desired behaviors. To address this limitation, we introduce SLIM, a multi-critic learning approach for skill discovery with a particular focus on robotic manipulation. Our main insight is that utilizing multiple critics in an actor-critic framework to gracefully combine multiple reward functions leads to a significant improvement in latent-variable skill discovery for robotic manipulation while overcoming possible interference occurring among rewards which hinders convergence to useful skills. Furthermore, in the context of tabletop manipulation, we demonstrate the applicability of our novel skill discovery approach to acquire safe and efficient motor primitives in a hierarchical reinforcement learning fashion and leverage them through planning, significantly surpassing baseline approaches for skill discovery.

Disentangling Shape and Pose for Object-Centric Deep Active Inference Models

Active inference is a first principles approach for understanding the brain in particular, and sentient agents in general, with the single imperative of minimizing free energy. As such, it provides a computational account for modelling artificial intelligent agents, by defining the agent's generative model and inferring the model parameters, actions and hidden state beliefs. However, the exact specification of the generative model and the hidden state space structure is left to the experimenter, whose design choices influence the resulting behaviour of the agent. Recently, deep learning methods have been proposed to learn a hidden state space structure purely from data, alleviating the experimenter from this tedious design task, but resulting in an entangled, non-interpreteable state space. In this paper, we hypothesize that such a learnt, entangled state space does not necessarily yield the best model in terms of free energy, and that enforcing different factors in the state space can yield a lower model complexity. In particular, we consider the problem of 3D object representation, and focus on different instances of the ShapeNet dataset. We propose a model that factorizes object shape, pose and category, while still learning a representation for each factor using a deep neural network. We show that models, with best disentanglement properties, perform best when adopted by an active agent in reaching preferred observations.

Limits and Powers of Koopman Learning

Dynamical systems provide a comprehensive way to study complex and changing behaviors across various sciences. Many modern systems are too complicated to analyze directly or we do not have access to models, driving significant interest in learning methods. Koopman operators have emerged as a dominant approach because they allow the study of nonlinear dynamics using linear techniques by solving an infinite-dimensional spectral problem. However, current algorithms face challenges such as lack of convergence, hindering practical progress. This paper addresses a fundamental open question: When can we robustly learn the spectral properties of Koopman operators from trajectory data of dynamical systems, and when can we not? Understanding these boundaries is crucial for analysis, applications, and designing algorithms. We establish a foundational approach that combines computational analysis and ergodic theory, revealing the first fundamental barriers -- universal for any algorithm -- associated with system geometry and complexity, regardless of data quality and quantity. For instance, we demonstrate well-behaved smooth dynamical systems on tori where non-trivial eigenfunctions of the Koopman operator cannot be determined by any sequence of (even randomized) algorithms, even with unlimited training data. Additionally, we identify when learning is possible and introduce optimal algorithms with verification that overcome issues in standard methods. These results pave the way for a sharp classification theory of data-driven dynamical systems based on how many limits are needed to solve a problem. These limits characterize all previous methods, presenting a unified view. Our framework systematically determines when and how Koopman spectral properties can be learned.

PoseExaminer: Automated Testing of Out-of-Distribution Robustness in Human Pose and Shape Estimation

Human pose and shape (HPS) estimation methods achieve remarkable results. However, current HPS benchmarks are mostly designed to test models in scenarios that are similar to the training data. This can lead to critical situations in real-world applications when the observed data differs significantly from the training data and hence is out-of-distribution (OOD). It is therefore important to test and improve the OOD robustness of HPS methods. To address this fundamental problem, we develop a simulator that can be controlled in a fine-grained manner using interpretable parameters to explore the manifold of images of human pose, e.g. by varying poses, shapes, and clothes. We introduce a learning-based testing method, termed PoseExaminer, that automatically diagnoses HPS algorithms by searching over the parameter space of human pose images to find the failure modes. Our strategy for exploring this high-dimensional parameter space is a multi-agent reinforcement learning system, in which the agents collaborate to explore different parts of the parameter space. We show that our PoseExaminer discovers a variety of limitations in current state-of-the-art models that are relevant in real-world scenarios but are missed by current benchmarks. For example, it finds large regions of realistic human poses that are not predicted correctly, as well as reduced performance for humans with skinny and corpulent body shapes. In addition, we show that fine-tuning HPS methods by exploiting the failure modes found by PoseExaminer improve their robustness and even their performance on standard benchmarks by a significant margin. The code are available for research purposes.

Demonstration-Regularized RL

Incorporating expert demonstrations has empirically helped to improve the sample efficiency of reinforcement learning (RL). This paper quantifies theoretically to what extent this extra information reduces RL's sample complexity. In particular, we study the demonstration-regularized reinforcement learning that leverages the expert demonstrations by KL-regularization for a policy learned by behavior cloning. Our findings reveal that using N^{E} expert demonstrations enables the identification of an optimal policy at a sample complexity of order mathcal{O}(Poly(S,A,H)/(varepsilon^2 N^{E})) in finite and mathcal{O}(Poly(d,H)/(varepsilon^2 N^{E})) in linear Markov decision processes, where varepsilon is the target precision, H the horizon, A the number of action, S the number of states in the finite case and d the dimension of the feature space in the linear case. As a by-product, we provide tight convergence guarantees for the behaviour cloning procedure under general assumptions on the policy classes. Additionally, we establish that demonstration-regularized methods are provably efficient for reinforcement learning from human feedback (RLHF). In this respect, we provide theoretical evidence showing the benefits of KL-regularization for RLHF in tabular and linear MDPs. Interestingly, we avoid pessimism injection by employing computationally feasible regularization to handle reward estimation uncertainty, thus setting our approach apart from the prior works.

TACO: Temporal Latent Action-Driven Contrastive Loss for Visual Reinforcement Learning

Despite recent progress in reinforcement learning (RL) from raw pixel data, sample inefficiency continues to present a substantial obstacle. Prior works have attempted to address this challenge by creating self-supervised auxiliary tasks, aiming to enrich the agent's learned representations with control-relevant information for future state prediction. However, these objectives are often insufficient to learn representations that can represent the optimal policy or value function, and they often consider tasks with small, abstract discrete action spaces and thus overlook the importance of action representation learning in continuous control. In this paper, we introduce TACO: Temporal Action-driven Contrastive Learning, a simple yet powerful temporal contrastive learning approach that facilitates the concurrent acquisition of latent state and action representations for agents. TACO simultaneously learns a state and an action representation by optimizing the mutual information between representations of current states paired with action sequences and representations of the corresponding future states. Theoretically, TACO can be shown to learn state and action representations that encompass sufficient information for control, thereby improving sample efficiency. For online RL, TACO achieves 40% performance boost after one million environment interaction steps on average across nine challenging visual continuous control tasks from Deepmind Control Suite. In addition, we show that TACO can also serve as a plug-and-play module adding to existing offline visual RL methods to establish the new state-of-the-art performance for offline visual RL across offline datasets with varying quality.

Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning

Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.

CARP: Visuomotor Policy Learning via Coarse-to-Fine Autoregressive Prediction

In robotic visuomotor policy learning, diffusion-based models have achieved significant success in improving the accuracy of action trajectory generation compared to traditional autoregressive models. However, they suffer from inefficiency due to multiple denoising steps and limited flexibility from complex constraints. In this paper, we introduce Coarse-to-Fine AutoRegressive Policy (CARP), a novel paradigm for visuomotor policy learning that redefines the autoregressive action generation process as a coarse-to-fine, next-scale approach. CARP decouples action generation into two stages: first, an action autoencoder learns multi-scale representations of the entire action sequence; then, a GPT-style transformer refines the sequence prediction through a coarse-to-fine autoregressive process. This straightforward and intuitive approach produces highly accurate and smooth actions, matching or even surpassing the performance of diffusion-based policies while maintaining efficiency on par with autoregressive policies. We conduct extensive evaluations across diverse settings, including single-task and multi-task scenarios on state-based and image-based simulation benchmarks, as well as real-world tasks. CARP achieves competitive success rates, with up to a 10% improvement, and delivers 10x faster inference compared to state-of-the-art policies, establishing a high-performance, efficient, and flexible paradigm for action generation in robotic tasks.

CogACT: A Foundational Vision-Language-Action Model for Synergizing Cognition and Action in Robotic Manipulation

The advancement of large Vision-Language-Action (VLA) models has significantly improved robotic manipulation in terms of language-guided task execution and generalization to unseen scenarios. While existing VLAs adapted from pretrained large Vision-Language-Models (VLM) have demonstrated promising generalizability, their task performance is still unsatisfactory as indicated by the low tasks success rates in different environments. In this paper, we present a new advanced VLA architecture derived from VLM. Unlike previous works that directly repurpose VLM for action prediction by simple action quantization, we propose a omponentized VLA architecture that has a specialized action module conditioned on VLM output. We systematically study the design of the action module and demonstrates the strong performance enhancement with diffusion action transformers for action sequence modeling, as well as their favorable scaling behaviors. We also conduct comprehensive experiments and ablation studies to evaluate the efficacy of our models with varied designs. The evaluation on 5 robot embodiments in simulation and real work shows that our model not only significantly surpasses existing VLAs in task performance and but also exhibits remarkable adaptation to new robots and generalization to unseen objects and backgrounds. It exceeds the average success rates of OpenVLA which has similar model size (7B) with ours by over 35% in simulated evaluation and 55% in real robot experiments. It also outperforms the large RT-2-X model (55B) by 18% absolute success rates in simulation. Code and models can be found on our project page (https://cogact.github.io/).

Data Quality in Imitation Learning

In supervised learning, the question of data quality and curation has been over-shadowed in recent years by increasingly more powerful and expressive models that can ingest internet-scale data. However, in offline learning for robotics, we simply lack internet scale data, and so high quality datasets are a necessity. This is especially true in imitation learning (IL), a sample efficient paradigm for robot learning using expert demonstrations. Policies learned through IL suffer from state distribution shift at test time due to compounding errors in action prediction, which leads to unseen states that the policy cannot recover from. Instead of designing new algorithms to address distribution shift, an alternative perspective is to develop new ways of assessing and curating datasets. There is growing evidence that the same IL algorithms can have substantially different performance across different datasets. This calls for a formalism for defining metrics of "data quality" that can further be leveraged for data curation. In this work, we take the first step toward formalizing data quality for imitation learning through the lens of distribution shift: a high quality dataset encourages the policy to stay in distribution at test time. We propose two fundamental properties that shape the quality of a dataset: i) action divergence: the mismatch between the expert and learned policy at certain states; and ii) transition diversity: the noise present in the system for a given state and action. We investigate the combined effect of these two key properties in imitation learning theoretically, and we empirically analyze models trained on a variety of different data sources. We show that state diversity is not always beneficial, and we demonstrate how action divergence and transition diversity interact in practice.

A Dataset Perspective on Offline Reinforcement Learning

The application of Reinforcement Learning (RL) in real world environments can be expensive or risky due to sub-optimal policies during training. In Offline RL, this problem is avoided since interactions with an environment are prohibited. Policies are learned from a given dataset, which solely determines their performance. Despite this fact, how dataset characteristics influence Offline RL algorithms is still hardly investigated. The dataset characteristics are determined by the behavioral policy that samples this dataset. Therefore, we define characteristics of behavioral policies as exploratory for yielding high expected information in their interaction with the Markov Decision Process (MDP) and as exploitative for having high expected return. We implement two corresponding empirical measures for the datasets sampled by the behavioral policy in deterministic MDPs. The first empirical measure SACo is defined by the normalized unique state-action pairs and captures exploration. The second empirical measure TQ is defined by the normalized average trajectory return and captures exploitation. Empirical evaluations show the effectiveness of TQ and SACo. In large-scale experiments using our proposed measures, we show that the unconstrained off-policy Deep Q-Network family requires datasets with high SACo to find a good policy. Furthermore, experiments show that policy constraint algorithms perform well on datasets with high TQ and SACo. Finally, the experiments show, that purely dataset-constrained Behavioral Cloning performs competitively to the best Offline RL algorithms for datasets with high TQ.

Learning Long-Horizon Robot Manipulation Skills via Privileged Action

Long-horizon contact-rich tasks are challenging to learn with reinforcement learning, due to ineffective exploration of high-dimensional state spaces with sparse rewards. The learning process often gets stuck in local optimum and demands task-specific reward fine-tuning for complex scenarios. In this work, we propose a structured framework that leverages privileged actions with curriculum learning, enabling the policy to efficiently acquire long-horizon skills without relying on extensive reward engineering or reference trajectories. Specifically, we use privileged actions in simulation with a general training procedure that would be infeasible to implement in real-world scenarios. These privileges include relaxed constraints and virtual forces that enhance interaction and exploration with objects. Our results successfully achieve complex multi-stage long-horizon tasks that naturally combine non-prehensile manipulation with grasping to lift objects from non-graspable poses. We demonstrate generality by maintaining a parsimonious reward structure and showing convergence to diverse and robust behaviors across various environments. Additionally, real-world experiments further confirm that the skills acquired using our approach are transferable to real-world environments, exhibiting robust and intricate performance. Our approach outperforms state-of-the-art methods in these tasks, converging to solutions where others fail.

Submodular Reinforcement Learning

In reinforcement learning (RL), rewards of states are typically considered additive, and following the Markov assumption, they are independent of states visited previously. In many important applications, such as coverage control, experiment design and informative path planning, rewards naturally have diminishing returns, i.e., their value decreases in light of similar states visited previously. To tackle this, we propose submodular RL (SubRL), a paradigm which seeks to optimize more general, non-additive (and history-dependent) rewards modelled via submodular set functions which capture diminishing returns. Unfortunately, in general, even in tabular settings, we show that the resulting optimization problem is hard to approximate. On the other hand, motivated by the success of greedy algorithms in classical submodular optimization, we propose SubPO, a simple policy gradient-based algorithm for SubRL that handles non-additive rewards by greedily maximizing marginal gains. Indeed, under some assumptions on the underlying Markov Decision Process (MDP), SubPO recovers optimal constant factor approximations of submodular bandits. Moreover, we derive a natural policy gradient approach for locally optimizing SubRL instances even in large state- and action- spaces. We showcase the versatility of our approach by applying SubPO to several applications, such as biodiversity monitoring, Bayesian experiment design, informative path planning, and coverage maximization. Our results demonstrate sample efficiency, as well as scalability to high-dimensional state-action spaces.

InfoCon: Concept Discovery with Generative and Discriminative Informativeness

We focus on the self-supervised discovery of manipulation concepts that can be adapted and reassembled to address various robotic tasks. We propose that the decision to conceptualize a physical procedure should not depend on how we name it (semantics) but rather on the significance of the informativeness in its representation regarding the low-level physical state and state changes. We model manipulation concepts (discrete symbols) as generative and discriminative goals and derive metrics that can autonomously link them to meaningful sub-trajectories from noisy, unlabeled demonstrations. Specifically, we employ a trainable codebook containing encodings (concepts) capable of synthesizing the end-state of a sub-trajectory given the current state (generative informativeness). Moreover, the encoding corresponding to a particular sub-trajectory should differentiate the state within and outside it and confidently predict the subsequent action based on the gradient of its discriminative score (discriminative informativeness). These metrics, which do not rely on human annotation, can be seamlessly integrated into a VQ-VAE framework, enabling the partitioning of demonstrations into semantically consistent sub-trajectories, fulfilling the purpose of discovering manipulation concepts and the corresponding sub-goal (key) states. We evaluate the effectiveness of the learned concepts by training policies that utilize them as guidance, demonstrating superior performance compared to other baselines. Additionally, our discovered manipulation concepts compare favorably to human-annotated ones while saving much manual effort.

Gen2Sim: Scaling up Robot Learning in Simulation with Generative Models

Generalist robot manipulators need to learn a wide variety of manipulation skills across diverse environments. Current robot training pipelines rely on humans to provide kinesthetic demonstrations or to program simulation environments and to code up reward functions for reinforcement learning. Such human involvement is an important bottleneck towards scaling up robot learning across diverse tasks and environments. We propose Generation to Simulation (Gen2Sim), a method for scaling up robot skill learning in simulation by automating generation of 3D assets, task descriptions, task decompositions and reward functions using large pre-trained generative models of language and vision. We generate 3D assets for simulation by lifting open-world 2D object-centric images to 3D using image diffusion models and querying LLMs to determine plausible physics parameters. Given URDF files of generated and human-developed assets, we chain-of-thought prompt LLMs to map these to relevant task descriptions, temporal decompositions, and corresponding python reward functions for reinforcement learning. We show Gen2Sim succeeds in learning policies for diverse long horizon tasks, where reinforcement learning with non temporally decomposed reward functions fails. Gen2Sim provides a viable path for scaling up reinforcement learning for robot manipulators in simulation, both by diversifying and expanding task and environment development, and by facilitating the discovery of reinforcement-learned behaviors through temporal task decomposition in RL. Our work contributes hundreds of simulated assets, tasks and demonstrations, taking a step towards fully autonomous robotic manipulation skill acquisition in simulation.

Robotic Offline RL from Internet Videos via Value-Function Pre-Training

Pre-training on Internet data has proven to be a key ingredient for broad generalization in many modern ML systems. What would it take to enable such capabilities in robotic reinforcement learning (RL)? Offline RL methods, which learn from datasets of robot experience, offer one way to leverage prior data into the robotic learning pipeline. However, these methods have a "type mismatch" with video data (such as Ego4D), the largest prior datasets available for robotics, since video offers observation-only experience without the action or reward annotations needed for RL methods. In this paper, we develop a system for leveraging large-scale human video datasets in robotic offline RL, based entirely on learning value functions via temporal-difference learning. We show that value learning on video datasets learns representations that are more conducive to downstream robotic offline RL than other approaches for learning from video data. Our system, called V-PTR, combines the benefits of pre-training on video data with robotic offline RL approaches that train on diverse robot data, resulting in value functions and policies for manipulation tasks that perform better, act robustly, and generalize broadly. On several manipulation tasks on a real WidowX robot, our framework produces policies that greatly improve over prior methods. Our video and additional details can be found at https://dibyaghosh.com/vptr/

Manipulate by Seeing: Creating Manipulation Controllers from Pre-Trained Representations

The field of visual representation learning has seen explosive growth in the past years, but its benefits in robotics have been surprisingly limited so far. Prior work uses generic visual representations as a basis to learn (task-specific) robot action policies (e.g., via behavior cloning). While the visual representations do accelerate learning, they are primarily used to encode visual observations. Thus, action information has to be derived purely from robot data, which is expensive to collect! In this work, we present a scalable alternative where the visual representations can help directly infer robot actions. We observe that vision encoders express relationships between image observations as distances (e.g., via embedding dot product) that could be used to efficiently plan robot behavior. We operationalize this insight and develop a simple algorithm for acquiring a distance function and dynamics predictor, by fine-tuning a pre-trained representation on human collected video sequences. The final method is able to substantially outperform traditional robot learning baselines (e.g., 70% success v.s. 50% for behavior cloning on pick-place) on a suite of diverse real-world manipulation tasks. It can also generalize to novel objects, without using any robot demonstrations during train time. For visualizations of the learned policies please check: https://agi-labs.github.io/manipulate-by-seeing/.

MultiSports: A Multi-Person Video Dataset of Spatio-Temporally Localized Sports Actions

Spatio-temporal action detection is an important and challenging problem in video understanding. The existing action detection benchmarks are limited in aspects of small numbers of instances in a trimmed video or low-level atomic actions. This paper aims to present a new multi-person dataset of spatio-temporal localized sports actions, coined as MultiSports. We first analyze the important ingredients of constructing a realistic and challenging dataset for spatio-temporal action detection by proposing three criteria: (1) multi-person scenes and motion dependent identification, (2) with well-defined boundaries, (3) relatively fine-grained classes of high complexity. Based on these guide-lines, we build the dataset of MultiSports v1.0 by selecting 4 sports classes, collecting 3200 video clips, and annotating 37701 action instances with 902k bounding boxes. Our datasets are characterized with important properties of high diversity, dense annotation, and high quality. Our Multi-Sports, with its realistic setting and detailed annotations, exposes the intrinsic challenges of spatio-temporal action detection. To benchmark this, we adapt several baseline methods to our dataset and give an in-depth analysis on the action detection results in our dataset. We hope our MultiSports can serve as a standard benchmark for spatio-temporal action detection in the future. Our dataset website is at https://deeperaction.github.io/multisports/.

How Far is Video Generation from World Model: A Physical Law Perspective

OpenAI's Sora highlights the potential of video generation for developing world models that adhere to fundamental physical laws. However, the ability of video generation models to discover such laws purely from visual data without human priors can be questioned. A world model learning the true law should give predictions robust to nuances and correctly extrapolate on unseen scenarios. In this work, we evaluate across three key scenarios: in-distribution, out-of-distribution, and combinatorial generalization. We developed a 2D simulation testbed for object movement and collisions to generate videos deterministically governed by one or more classical mechanics laws. This provides an unlimited supply of data for large-scale experimentation and enables quantitative evaluation of whether the generated videos adhere to physical laws. We trained diffusion-based video generation models to predict object movements based on initial frames. Our scaling experiments show perfect generalization within the distribution, measurable scaling behavior for combinatorial generalization, but failure in out-of-distribution scenarios. Further experiments reveal two key insights about the generalization mechanisms of these models: (1) the models fail to abstract general physical rules and instead exhibit "case-based" generalization behavior, i.e., mimicking the closest training example; (2) when generalizing to new cases, models are observed to prioritize different factors when referencing training data: color > size > velocity > shape. Our study suggests that scaling alone is insufficient for video generation models to uncover fundamental physical laws, despite its role in Sora's broader success. See our project page at https://phyworld.github.io

Rethinking Diffusion for Text-Driven Human Motion Generation

Since 2023, Vector Quantization (VQ)-based discrete generation methods have rapidly dominated human motion generation, primarily surpassing diffusion-based continuous generation methods in standard performance metrics. However, VQ-based methods have inherent limitations. Representing continuous motion data as limited discrete tokens leads to inevitable information loss, reduces the diversity of generated motions, and restricts their ability to function effectively as motion priors or generation guidance. In contrast, the continuous space generation nature of diffusion-based methods makes them well-suited to address these limitations and with even potential for model scalability. In this work, we systematically investigate why current VQ-based methods perform well and explore the limitations of existing diffusion-based methods from the perspective of motion data representation and distribution. Drawing on these insights, we preserve the inherent strengths of a diffusion-based human motion generation model and gradually optimize it with inspiration from VQ-based approaches. Our approach introduces a human motion diffusion model enabled to perform bidirectional masked autoregression, optimized with a reformed data representation and distribution. Additionally, we also propose more robust evaluation methods to fairly assess different-based methods. Extensive experiments on benchmark human motion generation datasets demonstrate that our method excels previous methods and achieves state-of-the-art performances.

Streaming Diffusion Policy: Fast Policy Synthesis with Variable Noise Diffusion Models

Diffusion models have seen rapid adoption in robotic imitation learning, enabling autonomous execution of complex dexterous tasks. However, action synthesis is often slow, requiring many steps of iterative denoising, limiting the extent to which models can be used in tasks that require fast reactive policies. To sidestep this, recent works have explored how the distillation of the diffusion process can be used to accelerate policy synthesis. However, distillation is computationally expensive and can hurt both the accuracy and diversity of synthesized actions. We propose SDP (Streaming Diffusion Policy), an alternative method to accelerate policy synthesis, leveraging the insight that generating a partially denoised action trajectory is substantially faster than a full output action trajectory. At each observation, our approach outputs a partially denoised action trajectory with variable levels of noise corruption, where the immediate action to execute is noise-free, with subsequent actions having increasing levels of noise and uncertainty. The partially denoised action trajectory for a new observation can then be quickly generated by applying a few steps of denoising to the previously predicted noisy action trajectory (rolled over by one timestep). We illustrate the efficacy of this approach, dramatically speeding up policy synthesis while preserving performance across both simulated and real-world settings.

GameFactory: Creating New Games with Generative Interactive Videos

Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at https://vvictoryuki.github.io/gamefactory/.

A Grasp Pose is All You Need: Learning Multi-fingered Grasping with Deep Reinforcement Learning from Vision and Touch

Multi-fingered robotic hands have potential to enable robots to perform sophisticated manipulation tasks. However, teaching a robot to grasp objects with an anthropomorphic hand is an arduous problem due to the high dimensionality of state and action spaces. Deep Reinforcement Learning (DRL) offers techniques to design control policies for this kind of problems without explicit environment or hand modeling. However, state-of-the-art model-free algorithms have proven inefficient for learning such policies. The main problem is that the exploration of the environment is unfeasible for such high-dimensional problems, thus hampering the initial phases of policy optimization. One possibility to address this is to rely on off-line task demonstrations, but, oftentimes, this is too demanding in terms of time and computational resources. To address these problems, we propose the A Grasp Pose is All You Need (G-PAYN) method for the anthropomorphic hand of the iCub humanoid. We develop an approach to automatically collect task demonstrations to initialize the training of the policy. The proposed grasping pipeline starts from a grasp pose generated by an external algorithm, used to initiate the movement. Then a control policy (previously trained with the proposed G-PAYN) is used to reach and grab the object. We deployed the iCub into the MuJoCo simulator and use it to test our approach with objects from the YCB-Video dataset. Results show that G-PAYN outperforms current DRL techniques in the considered setting in terms of success rate and execution time with respect to the baselines. The code to reproduce the experiments is released together with the paper with an open source license.

Vista: A Generalizable Driving World Model with High Fidelity and Versatile Controllability

World models can foresee the outcomes of different actions, which is of paramount importance for autonomous driving. Nevertheless, existing driving world models still have limitations in generalization to unseen environments, prediction fidelity of critical details, and action controllability for flexible application. In this paper, we present Vista, a generalizable driving world model with high fidelity and versatile controllability. Based on a systematic diagnosis of existing methods, we introduce several key ingredients to address these limitations. To accurately predict real-world dynamics at high resolution, we propose two novel losses to promote the learning of moving instances and structural information. We also devise an effective latent replacement approach to inject historical frames as priors for coherent long-horizon rollouts. For action controllability, we incorporate a versatile set of controls from high-level intentions (command, goal point) to low-level maneuvers (trajectory, angle, and speed) through an efficient learning strategy. After large-scale training, the capabilities of Vista can seamlessly generalize to different scenarios. Extensive experiments on multiple datasets show that Vista outperforms the most advanced general-purpose video generator in over 70% of comparisons and surpasses the best-performing driving world model by 55% in FID and 27% in FVD. Moreover, for the first time, we utilize the capacity of Vista itself to establish a generalizable reward for real-world action evaluation without accessing the ground truth actions.