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SubscribeSoFar: Language-Grounded Orientation Bridges Spatial Reasoning and Object Manipulation
Spatial intelligence is a critical component of embodied AI, promoting robots to understand and interact with their environments. While recent advances have enhanced the ability of VLMs to perceive object locations and positional relationships, they still lack the capability to precisely understand object orientations-a key requirement for tasks involving fine-grained manipulations. Addressing this limitation not only requires geometric reasoning but also an expressive and intuitive way to represent orientation. In this context, we propose that natural language offers a more flexible representation space than canonical frames, making it particularly suitable for instruction-following robotic systems. In this paper, we introduce the concept of semantic orientation, which defines object orientations using natural language in a reference-frame-free manner (e.g., the ''plug-in'' direction of a USB or the ''handle'' direction of a knife). To support this, we construct OrienText300K, a large-scale dataset of 3D models annotated with semantic orientations that link geometric understanding to functional semantics. By integrating semantic orientation into a VLM system, we enable robots to generate manipulation actions with both positional and orientational constraints. Extensive experiments in simulation and real world demonstrate that our approach significantly enhances robotic manipulation capabilities, e.g., 48.7% accuracy on Open6DOR and 74.9% accuracy on SIMPLER.
What Matters in Learning from Offline Human Demonstrations for Robot Manipulation
Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/
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.
Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation
Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.
FATE: Full-head Gaussian Avatar with Textural Editing from Monocular Video
Reconstructing high-fidelity, animatable 3D head avatars from effortlessly captured monocular videos is a pivotal yet formidable challenge. Although significant progress has been made in rendering performance and manipulation capabilities, notable challenges remain, including incomplete reconstruction and inefficient Gaussian representation. To address these challenges, we introduce FATE, a novel method for reconstructing an editable full-head avatar from a single monocular video. FATE integrates a sampling-based densification strategy to ensure optimal positional distribution of points, improving rendering efficiency. A neural baking technique is introduced to convert discrete Gaussian representations into continuous attribute maps, facilitating intuitive appearance editing. Furthermore, we propose a universal completion framework to recover non-frontal appearance, culminating in a 360^circ-renderable 3D head avatar. FATE outperforms previous approaches in both qualitative and quantitative evaluations, achieving state-of-the-art performance. To the best of our knowledge, FATE is the first animatable and 360^circ full-head monocular reconstruction method for a 3D head avatar. The code will be publicly released upon publication.
Task-Oriented Diffusion Inversion for High-Fidelity Text-based Editing
Recent advancements in text-guided diffusion models have unlocked powerful image manipulation capabilities, yet balancing reconstruction fidelity and editability for real images remains a significant challenge. In this work, we introduce Task-Oriented Diffusion Inversion (TODInv), a novel framework that inverts and edits real images tailored to specific editing tasks by optimizing prompt embeddings within the extended \(P^*\) space. By leveraging distinct embeddings across different U-Net layers and time steps, TODInv seamlessly integrates inversion and editing through reciprocal optimization, ensuring both high fidelity and precise editability. This hierarchical editing mechanism categorizes tasks into structure, appearance, and global edits, optimizing only those embeddings unaffected by the current editing task. Extensive experiments on benchmark dataset reveal TODInv's superior performance over existing methods, delivering both quantitative and qualitative enhancements while showcasing its versatility with few-step diffusion model.
LaSO: Label-Set Operations networks for multi-label few-shot learning
Example synthesis is one of the leading methods to tackle the problem of few-shot learning, where only a small number of samples per class are available. However, current synthesis approaches only address the scenario of a single category label per image. In this work, we propose a novel technique for synthesizing samples with multiple labels for the (yet unhandled) multi-label few-shot classification scenario. We propose to combine pairs of given examples in feature space, so that the resulting synthesized feature vectors will correspond to examples whose label sets are obtained through certain set operations on the label sets of the corresponding input pairs. Thus, our method is capable of producing a sample containing the intersection, union or set-difference of labels present in two input samples. As we show, these set operations generalize to labels unseen during training. This enables performing augmentation on examples of novel categories, thus, facilitating multi-label few-shot classifier learning. We conduct numerous experiments showing promising results for the label-set manipulation capabilities of the proposed approach, both directly (using the classification and retrieval metrics), and in the context of performing data augmentation for multi-label few-shot learning. We propose a benchmark for this new and challenging task and show that our method compares favorably to all the common baselines.
ReNoise: Real Image Inversion Through Iterative Noising
Recent advancements in text-guided diffusion models have unlocked powerful image manipulation capabilities. However, applying these methods to real images necessitates the inversion of the images into the domain of the pretrained diffusion model. Achieving faithful inversion remains a challenge, particularly for more recent models trained to generate images with a small number of denoising steps. In this work, we introduce an inversion method with a high quality-to-operation ratio, enhancing reconstruction accuracy without increasing the number of operations. Building on reversing the diffusion sampling process, our method employs an iterative renoising mechanism at each inversion sampling step. This mechanism refines the approximation of a predicted point along the forward diffusion trajectory, by iteratively applying the pretrained diffusion model, and averaging these predictions. We evaluate the performance of our ReNoise technique using various sampling algorithms and models, including recent accelerated diffusion models. Through comprehensive evaluations and comparisons, we show its effectiveness in terms of both accuracy and speed. Furthermore, we confirm that our method preserves editability by demonstrating text-driven image editing on real images.
BiFold: Bimanual Cloth Folding with Language Guidance
Cloth folding is a complex task due to the inevitable self-occlusions of clothes, their complicated dynamics, and the disparate materials, geometries, and textures that garments can have. In this work, we learn folding actions conditioned on text commands. Translating high-level, abstract instructions into precise robotic actions requires sophisticated language understanding and manipulation capabilities. To do that, we leverage a pre-trained vision-language model and repurpose it to predict manipulation actions. Our model, BiFold, can take context into account and achieves state-of-the-art performance on an existing language-conditioned folding benchmark. Given the lack of annotated bimanual folding data, we devise a procedure to automatically parse actions of a simulated dataset and tag them with aligned text instructions. BiFold attains the best performance on our dataset and can transfer to new instructions, garments, and environments.
Habitat 2.0: Training Home Assistants to Rearrange their Habitat
We introduce Habitat 2.0 (H2.0), a simulation platform for training virtual robots in interactive 3D environments and complex physics-enabled scenarios. We make comprehensive contributions to all levels of the embodied AI stack - data, simulation, and benchmark tasks. Specifically, we present: (i) ReplicaCAD: an artist-authored, annotated, reconfigurable 3D dataset of apartments (matching real spaces) with articulated objects (e.g. cabinets and drawers that can open/close); (ii) H2.0: a high-performance physics-enabled 3D simulator with speeds exceeding 25,000 simulation steps per second (850x real-time) on an 8-GPU node, representing 100x speed-ups over prior work; and, (iii) Home Assistant Benchmark (HAB): a suite of common tasks for assistive robots (tidy the house, prepare groceries, set the table) that test a range of mobile manipulation capabilities. These large-scale engineering contributions allow us to systematically compare deep reinforcement learning (RL) at scale and classical sense-plan-act (SPA) pipelines in long-horizon structured tasks, with an emphasis on generalization to new objects, receptacles, and layouts. We find that (1) flat RL policies struggle on HAB compared to hierarchical ones; (2) a hierarchy with independent skills suffers from 'hand-off problems', and (3) SPA pipelines are more brittle than RL policies.
Robot Utility Models: General Policies for Zero-Shot Deployment in New Environments
Robot models, particularly those trained with large amounts of data, have recently shown a plethora of real-world manipulation and navigation capabilities. Several independent efforts have shown that given sufficient training data in an environment, robot policies can generalize to demonstrated variations in that environment. However, needing to finetune robot models to every new environment stands in stark contrast to models in language or vision that can be deployed zero-shot for open-world problems. In this work, we present Robot Utility Models (RUMs), a framework for training and deploying zero-shot robot policies that can directly generalize to new environments without any finetuning. To create RUMs efficiently, we develop new tools to quickly collect data for mobile manipulation tasks, integrate such data into a policy with multi-modal imitation learning, and deploy policies on-device on Hello Robot Stretch, a cheap commodity robot, with an external mLLM verifier for retrying. We train five such utility models for opening cabinet doors, opening drawers, picking up napkins, picking up paper bags, and reorienting fallen objects. Our system, on average, achieves 90% success rate in unseen, novel environments interacting with unseen objects. Moreover, the utility models can also succeed in different robot and camera set-ups with no further data, training, or fine-tuning. Primary among our lessons are the importance of training data over training algorithm and policy class, guidance about data scaling, necessity for diverse yet high-quality demonstrations, and a recipe for robot introspection and retrying to improve performance on individual environments. Our code, data, models, hardware designs, as well as our experiment and deployment videos are open sourced and can be found on our project website: https://robotutilitymodels.com
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.
BEHAVIOR Robot Suite: Streamlining Real-World Whole-Body Manipulation for Everyday Household Activities
Real-world household tasks present significant challenges for mobile manipulation robots. An analysis of existing robotics benchmarks reveals that successful task performance hinges on three key whole-body control capabilities: bimanual coordination, stable and precise navigation, and extensive end-effector reachability. Achieving these capabilities requires careful hardware design, but the resulting system complexity further complicates visuomotor policy learning. To address these challenges, we introduce the BEHAVIOR Robot Suite (BRS), a comprehensive framework for whole-body manipulation in diverse household tasks. Built on a bimanual, wheeled robot with a 4-DoF torso, BRS integrates a cost-effective whole-body teleoperation interface for data collection and a novel algorithm for learning whole-body visuomotor policies. We evaluate BRS on five challenging household tasks that not only emphasize the three core capabilities but also introduce additional complexities, such as long-range navigation, interaction with articulated and deformable objects, and manipulation in confined spaces. We believe that BRS's integrated robotic embodiment, data collection interface, and learning framework mark a significant step toward enabling real-world whole-body manipulation for everyday household tasks. BRS is open-sourced at https://behavior-robot-suite.github.io/
Evolution 6.0: Evolving Robotic Capabilities Through Generative Design
We propose a new concept, Evolution 6.0, which represents the evolution of robotics driven by Generative AI. When a robot lacks the necessary tools to accomplish a task requested by a human, it autonomously designs the required instruments and learns how to use them to achieve the goal. Evolution 6.0 is an autonomous robotic system powered by Vision-Language Models (VLMs), Vision-Language Action (VLA) models, and Text-to-3D generative models for tool design and task execution. The system comprises two key modules: the Tool Generation Module, which fabricates task-specific tools from visual and textual data, and the Action Generation Module, which converts natural language instructions into robotic actions. It integrates QwenVLM for environmental understanding, OpenVLA for task execution, and Llama-Mesh for 3D tool generation. Evaluation results demonstrate a 90% success rate for tool generation with a 10-second inference time, and action generation achieving 83.5% in physical and visual generalization, 70% in motion generalization, and 37% in semantic generalization. Future improvements will focus on bimanual manipulation, expanded task capabilities, and enhanced environmental interpretation to improve real-world adaptability.
Language-Grounded Dynamic Scene Graphs for Interactive Object Search with Mobile Manipulation
To fully leverage the capabilities of mobile manipulation robots, it is imperative that they are able to autonomously execute long-horizon tasks in large unexplored environments. While large language models (LLMs) have shown emergent reasoning skills on arbitrary tasks, existing work primarily concentrates on explored environments, typically focusing on either navigation or manipulation tasks in isolation. In this work, we propose MoMa-LLM, a novel approach that grounds language models within structured representations derived from open-vocabulary scene graphs, dynamically updated as the environment is explored. We tightly interleave these representations with an object-centric action space. The resulting approach is zero-shot, open-vocabulary, and readily extendable to a spectrum of mobile manipulation and household robotic tasks. We demonstrate the effectiveness of MoMa-LLM in a novel semantic interactive search task in large realistic indoor environments. In extensive experiments in both simulation and the real world, we show substantially improved search efficiency compared to conventional baselines and state-of-the-art approaches, as well as its applicability to more abstract tasks. We make the code publicly available at http://moma-llm.cs.uni-freiburg.de.
RoboCat: A Self-Improving Foundation Agent for Robotic Manipulation
The ability to leverage heterogeneous robotic experience from different robots and tasks to quickly master novel skills and embodiments has the potential to transform robot learning. Inspired by recent advances in foundation models for vision and language, we propose a foundation agent for robotic manipulation. This agent, named RoboCat, is a visual goal-conditioned decision transformer capable of consuming multi-embodiment action-labelled visual experience. This data spans a large repertoire of motor control skills from simulated and real robotic arms with varying sets of observations and actions. With RoboCat, we demonstrate the ability to generalise to new tasks and robots, both zero-shot as well as through adaptation using only 100--1000 examples for the target task. We also show how a trained model itself can be used to generate data for subsequent training iterations, thus providing a basic building block for an autonomous improvement loop. We investigate the agent's capabilities, with large-scale evaluations both in simulation and on three different real robot embodiments. We find that as we grow and diversify its training data, RoboCat not only shows signs of cross-task transfer, but also becomes more efficient at adapting to new tasks.
SALAD: Part-Level Latent Diffusion for 3D Shape Generation and Manipulation
We present a cascaded diffusion model based on a part-level implicit 3D representation. Our model achieves state-of-the-art generation quality and also enables part-level shape editing and manipulation without any additional training in conditional setup. Diffusion models have demonstrated impressive capabilities in data generation as well as zero-shot completion and editing via a guided reverse process. Recent research on 3D diffusion models has focused on improving their generation capabilities with various data representations, while the absence of structural information has limited their capability in completion and editing tasks. We thus propose our novel diffusion model using a part-level implicit representation. To effectively learn diffusion with high-dimensional embedding vectors of parts, we propose a cascaded framework, learning diffusion first on a low-dimensional subspace encoding extrinsic parameters of parts and then on the other high-dimensional subspace encoding intrinsic attributes. In the experiments, we demonstrate the outperformance of our method compared with the previous ones both in generation and part-level completion and manipulation tasks.
Reflective Planning: Vision-Language Models for Multi-Stage Long-Horizon Robotic Manipulation
Solving complex long-horizon robotic manipulation problems requires sophisticated high-level planning capabilities, the ability to reason about the physical world, and reactively choose appropriate motor skills. Vision-language models (VLMs) pretrained on Internet data could in principle offer a framework for tackling such problems. However, in their current form, VLMs lack both the nuanced understanding of intricate physics required for robotic manipulation and the ability to reason over long horizons to address error compounding issues. In this paper, we introduce a novel test-time computation framework that enhances VLMs' physical reasoning capabilities for multi-stage manipulation tasks. At its core, our approach iteratively improves a pretrained VLM with a "reflection" mechanism - it uses a generative model to imagine future world states, leverages these predictions to guide action selection, and critically reflects on potential suboptimalities to refine its reasoning. Experimental results demonstrate that our method significantly outperforms several state-of-the-art commercial VLMs as well as other post-training approaches such as Monte Carlo Tree Search (MCTS). Videos are available at https://reflect-vlm.github.io.
VoxPoser: Composable 3D Value Maps for Robotic Manipulation with Language Models
Large language models (LLMs) are shown to possess a wealth of actionable knowledge that can be extracted for robot manipulation in the form of reasoning and planning. Despite the progress, most still rely on pre-defined motion primitives to carry out the physical interactions with the environment, which remains a major bottleneck. In this work, we aim to synthesize robot trajectories, i.e., a dense sequence of 6-DoF end-effector waypoints, for a large variety of manipulation tasks given an open-set of instructions and an open-set of objects. We achieve this by first observing that LLMs excel at inferring affordances and constraints given a free-form language instruction. More importantly, by leveraging their code-writing capabilities, they can interact with a visual-language model (VLM) to compose 3D value maps to ground the knowledge into the observation space of the agent. The composed value maps are then used in a model-based planning framework to zero-shot synthesize closed-loop robot trajectories with robustness to dynamic perturbations. We further demonstrate how the proposed framework can benefit from online experiences by efficiently learning a dynamics model for scenes that involve contact-rich interactions. We present a large-scale study of the proposed method in both simulated and real-robot environments, showcasing the ability to perform a large variety of everyday manipulation tasks specified in free-form natural language. Project website: https://voxposer.github.io
LoHoRavens: A Long-Horizon Language-Conditioned Benchmark for Robotic Tabletop Manipulation
The convergence of embodied agents and large language models (LLMs) has brought significant advancements to embodied instruction following. Particularly, the strong reasoning capabilities of LLMs make it possible for robots to perform long-horizon tasks without expensive annotated demonstrations. However, public benchmarks for testing the long-horizon reasoning capabilities of language-conditioned robots in various scenarios are still missing. To fill this gap, this work focuses on the tabletop manipulation task and releases a simulation benchmark, LoHoRavens, which covers various long-horizon reasoning aspects spanning color, size, space, arithmetics and reference. Furthermore, there is a key modality bridging problem for long-horizon manipulation tasks with LLMs: how to incorporate the observation feedback during robot execution for the LLM's closed-loop planning, which is however less studied by prior work. We investigate two methods of bridging the modality gap: caption generation and learnable interface for incorporating explicit and implicit observation feedback to the LLM, respectively. These methods serve as the two baselines for our proposed benchmark. Experiments show that both methods struggle to solve some tasks, indicating long-horizon manipulation tasks are still challenging for current popular models. We expect the proposed public benchmark and baselines can help the community develop better models for long-horizon tabletop manipulation tasks.
GR-2: A Generative Video-Language-Action Model with Web-Scale Knowledge for Robot Manipulation
We present GR-2, a state-of-the-art generalist robot agent for versatile and generalizable robot manipulation. GR-2 is first pre-trained on a vast number of Internet videos to capture the dynamics of the world. This large-scale pre-training, involving 38 million video clips and over 50 billion tokens, equips GR-2 with the ability to generalize across a wide range of robotic tasks and environments during subsequent policy learning. Following this, GR-2 is fine-tuned for both video generation and action prediction using robot trajectories. It exhibits impressive multi-task learning capabilities, achieving an average success rate of 97.7% across more than 100 tasks. Moreover, GR-2 demonstrates exceptional generalization to new, previously unseen scenarios, including novel backgrounds, environments, objects, and tasks. Notably, GR-2 scales effectively with model size, underscoring its potential for continued growth and application. Project page: https://gr2-manipulation.github.io.
AlphaBlock: Embodied Finetuning for Vision-Language Reasoning in Robot Manipulation
We propose a novel framework for learning high-level cognitive capabilities in robot manipulation tasks, such as making a smiley face using building blocks. These tasks often involve complex multi-step reasoning, presenting significant challenges due to the limited paired data connecting human instructions (e.g., making a smiley face) and robot actions (e.g., end-effector movement). Existing approaches relieve this challenge by adopting an open-loop paradigm decomposing high-level instructions into simple sub-task plans, and executing them step-by-step using low-level control models. However, these approaches are short of instant observations in multi-step reasoning, leading to sub-optimal results. To address this issue, we propose to automatically collect a cognitive robot dataset by Large Language Models (LLMs). The resulting dataset AlphaBlock consists of 35 comprehensive high-level tasks of multi-step text plans and paired observation sequences. To enable efficient data acquisition, we employ elaborated multi-round prompt designs that effectively reduce the burden of extensive human involvement. We further propose a closed-loop multi-modal embodied planning model that autoregressively generates plans by taking image observations as input. To facilitate effective learning, we leverage MiniGPT-4 with a frozen visual encoder and LLM, and finetune additional vision adapter and Q-former to enable fine-grained spatial perception for manipulation tasks. We conduct experiments to verify the superiority over existing open and closed-loop methods, and achieve a significant increase in success rate by 21.4% and 14.5% over ChatGPT and GPT-4 based robot tasks. Real-world demos are shown in https://www.youtube.com/watch?v=ayAzID1_qQk .
ImageBrush: Learning Visual In-Context Instructions for Exemplar-Based Image Manipulation
While language-guided image manipulation has made remarkable progress, the challenge of how to instruct the manipulation process faithfully reflecting human intentions persists. An accurate and comprehensive description of a manipulation task using natural language is laborious and sometimes even impossible, primarily due to the inherent uncertainty and ambiguity present in linguistic expressions. Is it feasible to accomplish image manipulation without resorting to external cross-modal language information? If this possibility exists, the inherent modality gap would be effortlessly eliminated. In this paper, we propose a novel manipulation methodology, dubbed ImageBrush, that learns visual instructions for more accurate image editing. Our key idea is to employ a pair of transformation images as visual instructions, which not only precisely captures human intention but also facilitates accessibility in real-world scenarios. Capturing visual instructions is particularly challenging because it involves extracting the underlying intentions solely from visual demonstrations and then applying this operation to a new image. To address this challenge, we formulate visual instruction learning as a diffusion-based inpainting problem, where the contextual information is fully exploited through an iterative process of generation. A visual prompting encoder is carefully devised to enhance the model's capacity in uncovering human intent behind the visual instructions. Extensive experiments show that our method generates engaging manipulation results conforming to the transformations entailed in demonstrations. Moreover, our model exhibits robust generalization capabilities on various downstream tasks such as pose transfer, image translation and video inpainting.
Sim-to-Real Reinforcement Learning for Vision-Based Dexterous Manipulation on Humanoids
Reinforcement learning has delivered promising results in achieving human- or even superhuman-level capabilities across diverse problem domains, but success in dexterous robot manipulation remains limited. This work investigates the key challenges in applying reinforcement learning to solve a collection of contact-rich manipulation tasks on a humanoid embodiment. We introduce novel techniques to overcome the identified challenges with empirical validation. Our main contributions include an automated real-to-sim tuning module that brings the simulated environment closer to the real world, a generalized reward design scheme that simplifies reward engineering for long-horizon contact-rich manipulation tasks, a divide-and-conquer distillation process that improves the sample efficiency of hard-exploration problems while maintaining sim-to-real performance, and a mixture of sparse and dense object representations to bridge the sim-to-real perception gap. We show promising results on three humanoid dexterous manipulation tasks, with ablation studies on each technique. Our work presents a successful approach to learning humanoid dexterous manipulation using sim-to-real reinforcement learning, achieving robust generalization and high performance without the need for human demonstration.
Generalizable Humanoid Manipulation with Improved 3D Diffusion Policies
Humanoid robots capable of autonomous operation in diverse environments have long been a goal for roboticists. However, autonomous manipulation by humanoid robots has largely been restricted to one specific scene, primarily due to the difficulty of acquiring generalizable skills. Recent advances in 3D visuomotor policies, such as the 3D Diffusion Policy (DP3), have shown promise in extending these capabilities to wilder environments. However, 3D visuomotor policies often rely on camera calibration and point-cloud segmentation, which present challenges for deployment on mobile robots like humanoids. In this work, we introduce the Improved 3D Diffusion Policy (iDP3), a novel 3D visuomotor policy that eliminates these constraints by leveraging egocentric 3D visual representations. We demonstrate that iDP3 enables a full-sized humanoid robot to autonomously perform skills in diverse real-world scenarios, using only data collected in the lab. Videos are available at: https://humanoid-manipulation.github.io
On the Tool Manipulation Capability of Open-source Large Language Models
Recent studies on software tool manipulation with large language models (LLMs) mostly rely on closed model APIs. The industrial adoption of these models is substantially constrained due to the security and robustness risks in exposing information to closed LLM API services. In this paper, we ask can we enhance open-source LLMs to be competitive to leading closed LLM APIs in tool manipulation, with practical amount of human supervision. By analyzing common tool manipulation failures, we first demonstrate that open-source LLMs may require training with usage examples, in-context demonstration and generation style regulation to resolve failures. These insights motivate us to revisit classical methods in LLM literature, and demonstrate that we can adapt them as model alignment with programmatic data generation, system prompts and in-context demonstration retrievers to enhance open-source LLMs for tool manipulation. To evaluate these techniques, we create the ToolBench, a tool manipulation benchmark consisting of diverse software tools for real-world tasks. We demonstrate that our techniques can boost leading open-source LLMs by up to 90% success rate, showing capabilities competitive to OpenAI GPT-4 in 4 out of 8 ToolBench tasks. We show that such enhancement typically requires about one developer day to curate data for each tool, rendering a recipe with practical amount of human supervision.
Topic-FlipRAG: Topic-Orientated Adversarial Opinion Manipulation Attacks to Retrieval-Augmented Generation Models
Retrieval-Augmented Generation (RAG) systems based on Large Language Models (LLMs) have become essential for tasks such as question answering and content generation. However, their increasing impact on public opinion and information dissemination has made them a critical focus for security research due to inherent vulnerabilities. Previous studies have predominantly addressed attacks targeting factual or single-query manipulations. In this paper, we address a more practical scenario: topic-oriented adversarial opinion manipulation attacks on RAG models, where LLMs are required to reason and synthesize multiple perspectives, rendering them particularly susceptible to systematic knowledge poisoning. Specifically, we propose Topic-FlipRAG, a two-stage manipulation attack pipeline that strategically crafts adversarial perturbations to influence opinions across related queries. This approach combines traditional adversarial ranking attack techniques and leverages the extensive internal relevant knowledge and reasoning capabilities of LLMs to execute semantic-level perturbations. Experiments show that the proposed attacks effectively shift the opinion of the model's outputs on specific topics, significantly impacting user information perception. Current mitigation methods cannot effectively defend against such attacks, highlighting the necessity for enhanced safeguards for RAG systems, and offering crucial insights for LLM security research.
RM-PRT: Realistic Robotic Manipulation Simulator and Benchmark with Progressive Reasoning Tasks
Recently, the advent of pre-trained large-scale language models (LLMs) like ChatGPT and GPT-4 have significantly advanced the machine's natural language understanding capabilities. This breakthrough has allowed us to seamlessly integrate these open-source LLMs into a unified robot simulator environment to help robots accurately understand and execute human natural language instructions. To this end, in this work, we introduce a realistic robotic manipulation simulator and build a Robotic Manipulation with Progressive Reasoning Tasks (RM-PRT) benchmark on this basis. Specifically, the RM-PRT benchmark builds a new high-fidelity digital twin scene based on Unreal Engine 5, which includes 782 categories, 2023 objects, and 15K natural language instructions generated by ChatGPT for a detailed evaluation of robot manipulation. We propose a general pipeline for the RM-PRT benchmark that takes as input multimodal prompts containing natural language instructions and automatically outputs actions containing the movement and position transitions. We set four natural language understanding tasks with progressive reasoning levels and evaluate the robot's ability to understand natural language instructions in two modes of adsorption and grasping. In addition, we also conduct a comprehensive analysis and comparison of the differences and advantages of 10 different LLMs in instruction understanding and generation quality. We hope the new simulator and benchmark will facilitate future research on language-guided robotic manipulation. Project website: https://necolizer.github.io/RM-PRT/ .
LAB-Bench: Measuring Capabilities of Language Models for Biology Research
There is widespread optimism that frontier Large Language Models (LLMs) and LLM-augmented systems have the potential to rapidly accelerate scientific discovery across disciplines. Today, many benchmarks exist to measure LLM knowledge and reasoning on textbook-style science questions, but few if any benchmarks are designed to evaluate language model performance on practical tasks required for scientific research, such as literature search, protocol planning, and data analysis. As a step toward building such benchmarks, we introduce the Language Agent Biology Benchmark (LAB-Bench), a broad dataset of over 2,400 multiple choice questions for evaluating AI systems on a range of practical biology research capabilities, including recall and reasoning over literature, interpretation of figures, access and navigation of databases, and comprehension and manipulation of DNA and protein sequences. Importantly, in contrast to previous scientific benchmarks, we expect that an AI system that can achieve consistently high scores on the more difficult LAB-Bench tasks would serve as a useful assistant for researchers in areas such as literature search and molecular cloning. As an initial assessment of the emergent scientific task capabilities of frontier language models, we measure performance of several against our benchmark and report results compared to human expert biology researchers. We will continue to update and expand LAB-Bench over time, and expect it to serve as a useful tool in the development of automated research systems going forward. A public subset of LAB-Bench is available for use at the following URL: https://huggingface.co/datasets/futurehouse/lab-bench
Towards Generalizable Vision-Language Robotic Manipulation: A Benchmark and LLM-guided 3D Policy
Generalizing language-conditioned robotic policies to new tasks remains a significant challenge, hampered by the lack of suitable simulation benchmarks. In this paper, we address this gap by introducing GemBench, a novel benchmark to assess generalization capabilities of vision-language robotic manipulation policies. GemBench incorporates seven general action primitives and four levels of generalization, spanning novel placements, rigid and articulated objects, and complex long-horizon tasks. We evaluate state-of-the-art approaches on GemBench and also introduce a new method. Our approach 3D-LOTUS leverages rich 3D information for action prediction conditioned on language. While 3D-LOTUS excels in both efficiency and performance on seen tasks, it struggles with novel tasks. To address this, we present 3D-LOTUS++, a framework that integrates 3D-LOTUS's motion planning capabilities with the task planning capabilities of LLMs and the object grounding accuracy of VLMs. 3D-LOTUS++ achieves state-of-the-art performance on novel tasks of GemBench, setting a new standard for generalization in robotic manipulation. The benchmark, codes and trained models are available at https://www.di.ens.fr/willow/research/gembench/.
TinyVLA: Towards Fast, Data-Efficient Vision-Language-Action Models for Robotic Manipulation
Vision-Language-Action (VLA) models have shown remarkable potential in visuomotor control and instruction comprehension through end-to-end learning processes. However, current VLA models face significant challenges: they are slow during inference and require extensive pre-training on large amounts of robotic data, making real-world deployment difficult. In this paper, we introduce a new family of compact vision-language-action models, called TinyVLA, which offers two key advantages over existing VLA models: (1) faster inference speeds, and (2) improved data efficiency, eliminating the need for pre-training stage. Our framework incorporates two essential components to build TinyVLA: (1) initializing the policy backbone with robust, high-speed multimodal models, and (2) integrating a diffusion policy decoder during fine-tuning to enable precise robot actions. We conducted extensive evaluations of TinyVLA in both simulation and on real robots, demonstrating that our approach significantly outperforms the state-of-the-art VLA model, OpenVLA, in terms of speed and data efficiency, while delivering comparable or superior performance. Additionally, TinyVLA exhibits strong generalization capabilities across various dimensions, including language instructions, novel objects, unseen positions, changes in object appearance, background variations, and environmental shifts, often matching or exceeding the performance of OpenVLA. We believe that \methodname offers an interesting perspective on utilizing pre-trained multimodal models for policy learning. Our project is at https://tiny-vla.github.io.
TALE: Training-free Cross-domain Image Composition via Adaptive Latent Manipulation and Energy-guided Optimization
We present TALE, a novel training-free framework harnessing the generative capabilities of text-to-image diffusion models to address the cross-domain image composition task that focuses on flawlessly incorporating user-specified objects into a designated visual contexts regardless of domain disparity. Previous methods often involve either training auxiliary networks or finetuning diffusion models on customized datasets, which are expensive and may undermine the robust textual and visual priors of pre-trained diffusion models. Some recent works attempt to break the barrier by proposing training-free workarounds that rely on manipulating attention maps to tame the denoising process implicitly. However, composing via attention maps does not necessarily yield desired compositional outcomes. These approaches could only retain some semantic information and usually fall short in preserving identity characteristics of input objects or exhibit limited background-object style adaptation in generated images. In contrast, TALE is a novel method that operates directly on latent space to provide explicit and effective guidance for the composition process to resolve these problems. Specifically, we equip TALE with two mechanisms dubbed Adaptive Latent Manipulation and Energy-guided Latent Optimization. The former formulates noisy latents conducive to initiating and steering the composition process by directly leveraging background and foreground latents at corresponding timesteps, and the latter exploits designated energy functions to further optimize intermediate latents conforming to specific conditions that complement the former to generate desired final results. Our experiments demonstrate that TALE surpasses prior baselines and attains state-of-the-art performance in image-guided composition across various photorealistic and artistic domains.
ManipLLM: Embodied Multimodal Large Language Model for Object-Centric Robotic Manipulation
Robot manipulation relies on accurately predicting contact points and end-effector directions to ensure successful operation. However, learning-based robot manipulation, trained on a limited category within a simulator, often struggles to achieve generalizability, especially when confronted with extensive categories. Therefore, we introduce an innovative approach for robot manipulation that leverages the robust reasoning capabilities of Multimodal Large Language Models (MLLMs) to enhance the stability and generalization of manipulation. By fine-tuning the injected adapters, we preserve the inherent common sense and reasoning ability of the MLLMs while equipping them with the ability for manipulation. The fundamental insight lies in the introduced fine-tuning paradigm, encompassing object category understanding, affordance prior reasoning, and object-centric pose prediction to stimulate the reasoning ability of MLLM in manipulation. During inference, our approach utilizes an RGB image and text prompt to predict the end effector's pose in chain of thoughts. After the initial contact is established, an active impedance adaptation policy is introduced to plan the upcoming waypoints in a closed-loop manner. Moreover, in real world, we design a test-time adaptation (TTA) strategy for manipulation to enable the model better adapt to the current real-world scene configuration. Experiments in simulator and real-world show the promising performance of ManipLLM. More details and demonstrations can be found at https://sites.google.com/view/manipllm.
Language-conditioned Learning for Robotic Manipulation: A Survey
Language-conditioned robotic manipulation represents a cutting-edge area of research, enabling seamless communication and cooperation between humans and robotic agents. This field focuses on teaching robotic systems to comprehend and execute instructions conveyed in natural language. To achieve this, the development of robust language understanding models capable of extracting actionable insights from textual input is essential. In this comprehensive survey, we systematically explore recent advancements in language-conditioned approaches within the context of robotic manipulation. We analyze these approaches based on their learning paradigms, which encompass reinforcement learning, imitation learning, and the integration of foundational models, such as large language models and vision-language models. Furthermore, we conduct an in-depth comparative analysis, considering aspects like semantic information extraction, environment & evaluation, auxiliary tasks, and task representation. Finally, we outline potential future research directions in the realm of language-conditioned learning for robotic manipulation, with the topic of generalization capabilities and safety issues. The GitHub repository of this paper can be found at https://github.com/hk-zh/language-conditioned-robot-manipulation-models
VASE: Object-Centric Appearance and Shape Manipulation of Real Videos
Recently, several works tackled the video editing task fostered by the success of large-scale text-to-image generative models. However, most of these methods holistically edit the frame using the text, exploiting the prior given by foundation diffusion models and focusing on improving the temporal consistency across frames. In this work, we introduce a framework that is object-centric and is designed to control both the object's appearance and, notably, to execute precise and explicit structural modifications on the object. We build our framework on a pre-trained image-conditioned diffusion model, integrate layers to handle the temporal dimension, and propose training strategies and architectural modifications to enable shape control. We evaluate our method on the image-driven video editing task showing similar performance to the state-of-the-art, and showcasing novel shape-editing capabilities. Further details, code and examples are available on our project page: https://helia95.github.io/vase-website/
SparseDFF: Sparse-View Feature Distillation for One-Shot Dexterous Manipulation
Humans demonstrate remarkable skill in transferring manipulation abilities across objects of varying shapes, poses, and appearances, a capability rooted in their understanding of semantic correspondences between different instances. To equip robots with a similar high-level comprehension, we present SparseDFF, a novel DFF for 3D scenes utilizing large 2D vision models to extract semantic features from sparse RGBD images, a domain where research is limited despite its relevance to many tasks with fixed-camera setups. SparseDFF generates view-consistent 3D DFFs, enabling efficient one-shot learning of dexterous manipulations by mapping image features to a 3D point cloud. Central to SparseDFF is a feature refinement network, optimized with a contrastive loss between views and a point-pruning mechanism for feature continuity. This facilitates the minimization of feature discrepancies w.r.t. end-effector parameters, bridging demonstrations and target manipulations. Validated in real-world scenarios with a dexterous hand, SparseDFF proves effective in manipulating both rigid and deformable objects, demonstrating significant generalization capabilities across object and scene variations.
ERRA: An Embodied Representation and Reasoning Architecture for Long-horizon Language-conditioned Manipulation Tasks
This letter introduces ERRA, an embodied learning architecture that enables robots to jointly obtain three fundamental capabilities (reasoning, planning, and interaction) for solving long-horizon language-conditioned manipulation tasks. ERRA is based on tightly-coupled probabilistic inferences at two granularity levels. Coarse-resolution inference is formulated as sequence generation through a large language model, which infers action language from natural language instruction and environment state. The robot then zooms to the fine-resolution inference part to perform the concrete action corresponding to the action language. Fine-resolution inference is constructed as a Markov decision process, which takes action language and environmental sensing as observations and outputs the action. The results of action execution in environments provide feedback for subsequent coarse-resolution reasoning. Such coarse-to-fine inference allows the robot to decompose and achieve long-horizon tasks interactively. In extensive experiments, we show that ERRA can complete various long-horizon manipulation tasks specified by abstract language instructions. We also demonstrate successful generalization to the novel but similar natural language instructions.
FluidLab: A Differentiable Environment for Benchmarking Complex Fluid Manipulation
Humans manipulate various kinds of fluids in their everyday life: creating latte art, scooping floating objects from water, rolling an ice cream cone, etc. Using robots to augment or replace human labors in these daily settings remain as a challenging task due to the multifaceted complexities of fluids. Previous research in robotic fluid manipulation mostly consider fluids governed by an ideal, Newtonian model in simple task settings (e.g., pouring). However, the vast majority of real-world fluid systems manifest their complexities in terms of the fluid's complex material behaviors and multi-component interactions, both of which were well beyond the scope of the current literature. To evaluate robot learning algorithms on understanding and interacting with such complex fluid systems, a comprehensive virtual platform with versatile simulation capabilities and well-established tasks is needed. In this work, we introduce FluidLab, a simulation environment with a diverse set of manipulation tasks involving complex fluid dynamics. These tasks address interactions between solid and fluid as well as among multiple fluids. At the heart of our platform is a fully differentiable physics simulator, FluidEngine, providing GPU-accelerated simulations and gradient calculations for various material types and their couplings. We identify several challenges for fluid manipulation learning by evaluating a set of reinforcement learning and trajectory optimization methods on our platform. To address these challenges, we propose several domain-specific optimization schemes coupled with differentiable physics, which are empirically shown to be effective in tackling optimization problems featured by fluid system's non-convex and non-smooth properties. Furthermore, we demonstrate reasonable sim-to-real transfer by deploying optimized trajectories in real-world settings.
Data Scaling Laws in Imitation Learning for Robotic Manipulation
Data scaling has revolutionized fields like natural language processing and computer vision, providing models with remarkable generalization capabilities. In this paper, we investigate whether similar data scaling laws exist in robotics, particularly in robotic manipulation, and whether appropriate data scaling can yield single-task robot policies that can be deployed zero-shot for any object within the same category in any environment. To this end, we conduct a comprehensive empirical study on data scaling in imitation learning. By collecting data across numerous environments and objects, we study how a policy's generalization performance changes with the number of training environments, objects, and demonstrations. Throughout our research, we collect over 40,000 demonstrations and execute more than 15,000 real-world robot rollouts under a rigorous evaluation protocol. Our findings reveal several intriguing results: the generalization performance of the policy follows a roughly power-law relationship with the number of environments and objects. The diversity of environments and objects is far more important than the absolute number of demonstrations; once the number of demonstrations per environment or object reaches a certain threshold, additional demonstrations have minimal effect. Based on these insights, we propose an efficient data collection strategy. With four data collectors working for one afternoon, we collect sufficient data to enable the policies for two tasks to achieve approximately 90% success rates in novel environments with unseen objects.
HyperGAN-CLIP: A Unified Framework for Domain Adaptation, Image Synthesis and Manipulation
Generative Adversarial Networks (GANs), particularly StyleGAN and its variants, have demonstrated remarkable capabilities in generating highly realistic images. Despite their success, adapting these models to diverse tasks such as domain adaptation, reference-guided synthesis, and text-guided manipulation with limited training data remains challenging. Towards this end, in this study, we present a novel framework that significantly extends the capabilities of a pre-trained StyleGAN by integrating CLIP space via hypernetworks. This integration allows dynamic adaptation of StyleGAN to new domains defined by reference images or textual descriptions. Additionally, we introduce a CLIP-guided discriminator that enhances the alignment between generated images and target domains, ensuring superior image quality. Our approach demonstrates unprecedented flexibility, enabling text-guided image manipulation without the need for text-specific training data and facilitating seamless style transfer. Comprehensive qualitative and quantitative evaluations confirm the robustness and superior performance of our framework compared to existing methods.
VLA-Cache: Towards Efficient Vision-Language-Action Model via Adaptive Token Caching in Robotic Manipulation
Vision-Language-Action (VLA) model can process instructions and visual perception to directly generate actions as output in an end-to-end fashion due to its strong multi-modal reasoning capabilities. While the performance of VLA models is promising, their computational cost can be substantial. This raises challenge for applying them on robotics tasks, which requires real-time decision-making to respond quickly to environmental changes. Since robotic control involves sequential decision-making, the visual input often exhibits minimal variation between successive steps. A natural idea is to reuse the computational results of unchanged visual tokens from the last step. Motivated by this idea, we propose VLA-Cache, an efficient vision-language-action model. VLA-Cache incorporates a token-selection mechanism that compares the visual input at each step with the input from the previous step, adaptively identifying visual tokens with minimal changes. The computational results for these unchanged tokens are then reused in subsequent steps via KV-cache, thereby significantly improving the efficiency of the VLA-Cache model. Experimental results on both simulation (e.g., LIBERO benchmark and SIMPLER) and real-world robot valid VLA-Cache can achieve practical acceleration with minimal sacrifice in success rate.
GELLO: A General, Low-Cost, and Intuitive Teleoperation Framework for Robot Manipulators
Imitation learning from human demonstrations is a powerful framework to teach robots new skills. However, the performance of the learned policies is bottlenecked by the quality, scale, and variety of the demonstration data. In this paper, we aim to lower the barrier to collecting large and high-quality human demonstration data by proposing GELLO, a general framework for building low-cost and intuitive teleoperation systems for robotic manipulation. Given a target robot arm, we build a GELLO controller that has the same kinematic structure as the target arm, leveraging 3D-printed parts and off-the-shelf motors. GELLO is easy to build and intuitive to use. Through an extensive user study, we show that GELLO enables more reliable and efficient demonstration collection compared to commonly used teleoperation devices in the imitation learning literature such as VR controllers and 3D spacemouses. We further demonstrate the capabilities of GELLO for performing complex bi-manual and contact-rich manipulation tasks. To make GELLO accessible to everyone, we have designed and built GELLO systems for 3 commonly used robotic arms: Franka, UR5, and xArm. All software and hardware are open-sourced and can be found on our website: https://wuphilipp.github.io/gello/.
DINO-WM: World Models on Pre-trained Visual Features enable Zero-shot Planning
The ability to predict future outcomes given control actions is fundamental for physical reasoning. However, such predictive models, often called world models, have proven challenging to learn and are typically developed for task-specific solutions with online policy learning. We argue that the true potential of world models lies in their ability to reason and plan across diverse problems using only passive data. Concretely, we require world models to have the following three properties: 1) be trainable on offline, pre-collected trajectories, 2) support test-time behavior optimization, and 3) facilitate task-agnostic reasoning. To realize this, we present DINO World Model (DINO-WM), a new method to model visual dynamics without reconstructing the visual world. DINO-WM leverages spatial patch features pre-trained with DINOv2, enabling it to learn from offline behavioral trajectories by predicting future patch features. This design allows DINO-WM to achieve observational goals through action sequence optimization, facilitating task-agnostic behavior planning by treating desired goal patch features as prediction targets. We evaluate DINO-WM across various domains, including maze navigation, tabletop pushing, and particle manipulation. Our experiments demonstrate that DINO-WM can generate zero-shot behavioral solutions at test time without relying on expert demonstrations, reward modeling, or pre-learned inverse models. Notably, DINO-WM exhibits strong generalization capabilities compared to prior state-of-the-art work, adapting to diverse task families such as arbitrarily configured mazes, push manipulation with varied object shapes, and multi-particle scenarios.
Model evaluation for extreme risks
Current approaches to building general-purpose AI systems tend to produce systems with both beneficial and harmful capabilities. Further progress in AI development could lead to capabilities that pose extreme risks, such as offensive cyber capabilities or strong manipulation skills. We explain why model evaluation is critical for addressing extreme risks. Developers must be able to identify dangerous capabilities (through "dangerous capability evaluations") and the propensity of models to apply their capabilities for harm (through "alignment evaluations"). These evaluations will become critical for keeping policymakers and other stakeholders informed, and for making responsible decisions about model training, deployment, and security.
DICE: Discrete Inversion Enabling Controllable Editing for Multinomial Diffusion and Masked Generative Models
Discrete diffusion models have achieved success in tasks like image generation and masked language modeling but face limitations in controlled content editing. We introduce DICE (Discrete Inversion for Controllable Editing), the first approach to enable precise inversion for discrete diffusion models, including multinomial diffusion and masked generative models. By recording noise sequences and masking patterns during the reverse diffusion process, DICE enables accurate reconstruction and flexible editing of discrete data without the need for predefined masks or attention manipulation. We demonstrate the effectiveness of DICE across both image and text domains, evaluating it on models such as VQ-Diffusion, Paella, and RoBERTa. Our results show that DICE preserves high data fidelity while enhancing editing capabilities, offering new opportunities for fine-grained content manipulation in discrete spaces. For project webpage, see https://hexiaoxiao-cs.github.io/DICE/.
NÜWA: Visual Synthesis Pre-training for Neural visUal World creAtion
This paper presents a unified multimodal pre-trained model called N\"UWA that can generate new or manipulate existing visual data (i.e., images and videos) for various visual synthesis tasks. To cover language, image, and video at the same time for different scenarios, a 3D transformer encoder-decoder framework is designed, which can not only deal with videos as 3D data but also adapt to texts and images as 1D and 2D data, respectively. A 3D Nearby Attention (3DNA) mechanism is also proposed to consider the nature of the visual data and reduce the computational complexity. We evaluate N\"UWA on 8 downstream tasks. Compared to several strong baselines, N\"UWA achieves state-of-the-art results on text-to-image generation, text-to-video generation, video prediction, etc. Furthermore, it also shows surprisingly good zero-shot capabilities on text-guided image and video manipulation tasks. Project repo is https://github.com/microsoft/NUWA.
T2IShield: Defending Against Backdoors on Text-to-Image Diffusion Models
While text-to-image diffusion models demonstrate impressive generation capabilities, they also exhibit vulnerability to backdoor attacks, which involve the manipulation of model outputs through malicious triggers. In this paper, for the first time, we propose a comprehensive defense method named T2IShield to detect, localize, and mitigate such attacks. Specifically, we find the "Assimilation Phenomenon" on the cross-attention maps caused by the backdoor trigger. Based on this key insight, we propose two effective backdoor detection methods: Frobenius Norm Threshold Truncation and Covariance Discriminant Analysis. Besides, we introduce a binary-search approach to localize the trigger within a backdoor sample and assess the efficacy of existing concept editing methods in mitigating backdoor attacks. Empirical evaluations on two advanced backdoor attack scenarios show the effectiveness of our proposed defense method. For backdoor sample detection, T2IShield achieves a detection F1 score of 88.9% with low computational cost. Furthermore, T2IShield achieves a localization F1 score of 86.4% and invalidates 99% poisoned samples. Codes are released at https://github.com/Robin-WZQ/T2IShield.
AutoDev: Automated AI-Driven Development
The landscape of software development has witnessed a paradigm shift with the advent of AI-powered assistants, exemplified by GitHub Copilot. However, existing solutions are not leveraging all the potential capabilities available in an IDE such as building, testing, executing code, git operations, etc. Therefore, they are constrained by their limited capabilities, primarily focusing on suggesting code snippets and file manipulation within a chat-based interface. To fill this gap, we present AutoDev, a fully automated AI-driven software development framework, designed for autonomous planning and execution of intricate software engineering tasks. AutoDev enables users to define complex software engineering objectives, which are assigned to AutoDev's autonomous AI Agents to achieve. These AI agents can perform diverse operations on a codebase, including file editing, retrieval, build processes, execution, testing, and git operations. They also have access to files, compiler output, build and testing logs, static analysis tools, and more. This enables the AI Agents to execute tasks in a fully automated manner with a comprehensive understanding of the contextual information required. Furthermore, AutoDev establishes a secure development environment by confining all operations within Docker containers. This framework incorporates guardrails to ensure user privacy and file security, allowing users to define specific permitted or restricted commands and operations within AutoDev. In our evaluation, we tested AutoDev on the HumanEval dataset, obtaining promising results with 91.5% and 87.8% of Pass@1 for code generation and test generation respectively, demonstrating its effectiveness in automating software engineering tasks while maintaining a secure and user-controlled development environment.
FastEdit: Fast Text-Guided Single-Image Editing via Semantic-Aware Diffusion Fine-Tuning
Conventional Text-guided single-image editing approaches require a two-step process, including fine-tuning the target text embedding for over 1K iterations and the generative model for another 1.5K iterations. Although it ensures that the resulting image closely aligns with both the input image and the target text, this process often requires 7 minutes per image, posing a challenge for practical application due to its time-intensive nature. To address this bottleneck, we introduce FastEdit, a fast text-guided single-image editing method with semantic-aware diffusion fine-tuning, dramatically accelerating the editing process to only 17 seconds. FastEdit streamlines the generative model's fine-tuning phase, reducing it from 1.5K to a mere 50 iterations. For diffusion fine-tuning, we adopt certain time step values based on the semantic discrepancy between the input image and target text. Furthermore, FastEdit circumvents the initial fine-tuning step by utilizing an image-to-image model that conditions on the feature space, rather than the text embedding space. It can effectively align the target text prompt and input image within the same feature space and save substantial processing time. Additionally, we apply the parameter-efficient fine-tuning technique LoRA to U-net. With LoRA, FastEdit minimizes the model's trainable parameters to only 0.37\% of the original size. At the same time, we can achieve comparable editing outcomes with significantly reduced computational overhead. We conduct extensive experiments to validate the editing performance of our approach and show promising editing capabilities, including content addition, style transfer, background replacement, and posture manipulation, etc.
Manual2Skill: Learning to Read Manuals and Acquire Robotic Skills for Furniture Assembly Using Vision-Language Models
Humans possess an extraordinary ability to understand and execute complex manipulation tasks by interpreting abstract instruction manuals. For robots, however, this capability remains a substantial challenge, as they cannot interpret abstract instructions and translate them into executable actions. In this paper, we present Manual2Skill, a novel framework that enables robots to perform complex assembly tasks guided by high-level manual instructions. Our approach leverages a Vision-Language Model (VLM) to extract structured information from instructional images and then uses this information to construct hierarchical assembly graphs. These graphs represent parts, subassemblies, and the relationships between them. To facilitate task execution, a pose estimation model predicts the relative 6D poses of components at each assembly step. At the same time, a motion planning module generates actionable sequences for real-world robotic implementation. We demonstrate the effectiveness of Manual2Skill by successfully assembling several real-world IKEA furniture items. This application highlights its ability to manage long-horizon manipulation tasks with both efficiency and precision, significantly enhancing the practicality of robot learning from instruction manuals. This work marks a step forward in advancing robotic systems capable of understanding and executing complex manipulation tasks in a manner akin to human capabilities.
EmbodiedBench: Comprehensive Benchmarking Multi-modal Large Language Models for Vision-Driven Embodied Agents
Leveraging Multi-modal Large Language Models (MLLMs) to create embodied agents offers a promising avenue for tackling real-world tasks. While language-centric embodied agents have garnered substantial attention, MLLM-based embodied agents remain underexplored due to the lack of comprehensive evaluation frameworks. To bridge this gap, we introduce EmbodiedBench, an extensive benchmark designed to evaluate vision-driven embodied agents. EmbodiedBench features: (1) a diverse set of 1,128 testing tasks across four environments, ranging from high-level semantic tasks (e.g., household) to low-level tasks involving atomic actions (e.g., navigation and manipulation); and (2) six meticulously curated subsets evaluating essential agent capabilities like commonsense reasoning, complex instruction understanding, spatial awareness, visual perception, and long-term planning. Through extensive experiments, we evaluated 13 leading proprietary and open-source MLLMs within EmbodiedBench. Our findings reveal that: MLLMs excel at high-level tasks but struggle with low-level manipulation, with the best model, GPT-4o, scoring only 28.9% on average. EmbodiedBench provides a multifaceted standardized evaluation platform that not only highlights existing challenges but also offers valuable insights to advance MLLM-based embodied agents. Our code is available at https://embodiedbench.github.io.
Face0: Instantaneously Conditioning a Text-to-Image Model on a Face
We present Face0, a novel way to instantaneously condition a text-to-image generation model on a face, in sample time, without any optimization procedures such as fine-tuning or inversions. We augment a dataset of annotated images with embeddings of the included faces and train an image generation model, on the augmented dataset. Once trained, our system is practically identical at inference time to the underlying base model, and is therefore able to generate images, given a user-supplied face image and a prompt, in just a couple of seconds. Our method achieves pleasing results, is remarkably simple, extremely fast, and equips the underlying model with new capabilities, like controlling the generated images both via text or via direct manipulation of the input face embeddings. In addition, when using a fixed random vector instead of a face embedding from a user supplied image, our method essentially solves the problem of consistent character generation across images. Finally, while requiring further research, we hope that our method, which decouples the model's textual biases from its biases on faces, might be a step towards some mitigation of biases in future text-to-image models.
REBUS: A Robust Evaluation Benchmark of Understanding Symbols
We propose a new benchmark evaluating the performance of multimodal large language models on rebus puzzles. The dataset covers 333 original examples of image-based wordplay, cluing 13 categories such as movies, composers, major cities, and food. To achieve good performance on the benchmark of identifying the clued word or phrase, models must combine image recognition and string manipulation with hypothesis testing, multi-step reasoning, and an understanding of human cognition, making for a complex, multimodal evaluation of capabilities. We find that proprietary models such as GPT-4V and Gemini Pro significantly outperform all other tested models. However, even the best model has a final accuracy of just 24%, highlighting the need for substantial improvements in reasoning. Further, models rarely understand all parts of a puzzle, and are almost always incapable of retroactively explaining the correct answer. Our benchmark can therefore be used to identify major shortcomings in the knowledge and reasoning of multimodal large language models.
DexH2R: Task-oriented Dexterous Manipulation from Human to Robots
Dexterous manipulation is a critical aspect of human capability, enabling interaction with a wide variety of objects. Recent advancements in learning from human demonstrations and teleoperation have enabled progress for robots in such ability. However, these approaches either require complex data collection such as costly human effort for eye-robot contact, or suffer from poor generalization when faced with novel scenarios. To solve both challenges, we propose a framework, DexH2R, that combines human hand motion retargeting with a task-oriented residual action policy, improving task performance by bridging the embodiment gap between human and robotic dexterous hands. Specifically, DexH2R learns the residual policy directly from retargeted primitive actions and task-oriented rewards, eliminating the need for labor-intensive teleoperation systems. Moreover, we incorporate test-time guidance for novel scenarios by taking in desired trajectories of human hands and objects, allowing the dexterous hand to acquire new skills with high generalizability. Extensive experiments in both simulation and real-world environments demonstrate the effectiveness of our work, outperforming prior state-of-the-arts by 40% across various settings.
Learning Synergies between Pushing and Grasping with Self-supervised Deep Reinforcement Learning
Skilled robotic manipulation benefits from complex synergies between non-prehensile (e.g. pushing) and prehensile (e.g. grasping) actions: pushing can help rearrange cluttered objects to make space for arms and fingers; likewise, grasping can help displace objects to make pushing movements more precise and collision-free. In this work, we demonstrate that it is possible to discover and learn these synergies from scratch through model-free deep reinforcement learning. Our method involves training two fully convolutional networks that map from visual observations to actions: one infers the utility of pushes for a dense pixel-wise sampling of end effector orientations and locations, while the other does the same for grasping. Both networks are trained jointly in a Q-learning framework and are entirely self-supervised by trial and error, where rewards are provided from successful grasps. In this way, our policy learns pushing motions that enable future grasps, while learning grasps that can leverage past pushes. During picking experiments in both simulation and real-world scenarios, we find that our system quickly learns complex behaviors amid challenging cases of clutter, and achieves better grasping success rates and picking efficiencies than baseline alternatives after only a few hours of training. We further demonstrate that our method is capable of generalizing to novel objects. Qualitative results (videos), code, pre-trained models, and simulation environments are available at http://vpg.cs.princeton.edu
Object-Centric Dexterous Manipulation from Human Motion Data
Manipulating objects to achieve desired goal states is a basic but important skill for dexterous manipulation. Human hand motions demonstrate proficient manipulation capability, providing valuable data for training robots with multi-finger hands. Despite this potential, substantial challenges arise due to the embodiment gap between human and robot hands. In this work, we introduce a hierarchical policy learning framework that uses human hand motion data for training object-centric dexterous robot manipulation. At the core of our method is a high-level trajectory generative model, learned with a large-scale human hand motion capture dataset, to synthesize human-like wrist motions conditioned on the desired object goal states. Guided by the generated wrist motions, deep reinforcement learning is further used to train a low-level finger controller that is grounded in the robot's embodiment to physically interact with the object to achieve the goal. Through extensive evaluation across 10 household objects, our approach not only demonstrates superior performance but also showcases generalization capability to novel object geometries and goal states. Furthermore, we transfer the learned policies from simulation to a real-world bimanual dexterous robot system, further demonstrating its applicability in real-world scenarios. Project website: https://cypypccpy.github.io/obj-dex.github.io/.
ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills
Generalizable manipulation skills, which can be composed to tackle long-horizon and complex daily chores, are one of the cornerstones of Embodied AI. However, existing benchmarks, mostly composed of a suite of simulatable environments, are insufficient to push cutting-edge research works because they lack object-level topological and geometric variations, are not based on fully dynamic simulation, or are short of native support for multiple types of manipulation tasks. To this end, we present ManiSkill2, the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. ManiSkill2 includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D-input data simulated by fully dynamic engines. It defines a unified interface and evaluation protocol to support a wide range of algorithms (e.g., classic sense-plan-act, RL, IL), visual observations (point cloud, RGBD), and controllers (e.g., action type and parameterization). Moreover, it empowers fast visual input learning algorithms so that a CNN-based policy can collect samples at about 2000 FPS with 1 GPU and 16 processes on a regular workstation. It implements a render server infrastructure to allow sharing rendering resources across all environments, thereby significantly reducing memory usage. We open-source all codes of our benchmark (simulator, environments, and baselines) and host an online challenge open to interdisciplinary researchers.
Lessons from Learning to Spin "Pens"
In-hand manipulation of pen-like objects is an important skill in our daily lives, as many tools such as hammers and screwdrivers are similarly shaped. However, current learning-based methods struggle with this task due to a lack of high-quality demonstrations and the significant gap between simulation and the real world. In this work, we push the boundaries of learning-based in-hand manipulation systems by demonstrating the capability to spin pen-like objects. We first use reinforcement learning to train an oracle policy with privileged information and generate a high-fidelity trajectory dataset in simulation. This serves two purposes: 1) pre-training a sensorimotor policy in simulation; 2) conducting open-loop trajectory replay in the real world. We then fine-tune the sensorimotor policy using these real-world trajectories to adapt it to the real world dynamics. With less than 50 trajectories, our policy learns to rotate more than ten pen-like objects with different physical properties for multiple revolutions. We present a comprehensive analysis of our design choices and share the lessons learned during development.
Leveraging Language for Accelerated Learning of Tool Manipulation
Robust and generalized tool manipulation requires an understanding of the properties and affordances of different tools. We investigate whether linguistic information about a tool (e.g., its geometry, common uses) can help control policies adapt faster to new tools for a given task. We obtain diverse descriptions of various tools in natural language and use pre-trained language models to generate their feature representations. We then perform language-conditioned meta-learning to learn policies that can efficiently adapt to new tools given their corresponding text descriptions. Our results demonstrate that combining linguistic information and meta-learning significantly accelerates tool learning in several manipulation tasks including pushing, lifting, sweeping, and hammering.
A Mobile Manipulation System for One-Shot Teaching of Complex Tasks in Homes
We describe a mobile manipulation hardware and software system capable of autonomously performing complex human-level tasks in real homes, after being taught the task with a single demonstration from a person in virtual reality. This is enabled by a highly capable mobile manipulation robot, whole-body task space hybrid position/force control, teaching of parameterized primitives linked to a robust learned dense visual embeddings representation of the scene, and a task graph of the taught behaviors. We demonstrate the robustness of the approach by presenting results for performing a variety of tasks, under different environmental conditions, in multiple real homes. Our approach achieves 85% overall success rate on three tasks that consist of an average of 45 behaviors each.
CORN: Contact-based Object Representation for Nonprehensile Manipulation of General Unseen Objects
Nonprehensile manipulation is essential for manipulating objects that are too thin, large, or otherwise ungraspable in the wild. To sidestep the difficulty of contact modeling in conventional modeling-based approaches, reinforcement learning (RL) has recently emerged as a promising alternative. However, previous RL approaches either lack the ability to generalize over diverse object shapes, or use simple action primitives that limit the diversity of robot motions. Furthermore, using RL over diverse object geometry is challenging due to the high cost of training a policy that takes in high-dimensional sensory inputs. We propose a novel contact-based object representation and pretraining pipeline to tackle this. To enable massively parallel training, we leverage a lightweight patch-based transformer architecture for our encoder that processes point clouds, thus scaling our training across thousands of environments. Compared to learning from scratch, or other shape representation baselines, our representation facilitates both time- and data-efficient learning. We validate the efficacy of our overall system by zero-shot transferring the trained policy to novel real-world objects. Code and videos are available at https://sites.google.com/view/contact-non-prehensile.
Grasping Diverse Objects with Simulated Humanoids
We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse object and trajectories. For training, we do not need dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.
DexterityGen: Foundation Controller for Unprecedented Dexterity
Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.
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.
DexArt: Benchmarking Generalizable Dexterous Manipulation with Articulated Objects
To enable general-purpose robots, we will require the robot to operate daily articulated objects as humans do. Current robot manipulation has heavily relied on using a parallel gripper, which restricts the robot to a limited set of objects. On the other hand, operating with a multi-finger robot hand will allow better approximation to human behavior and enable the robot to operate on diverse articulated objects. To this end, we propose a new benchmark called DexArt, which involves Dexterous manipulation with Articulated objects in a physical simulator. In our benchmark, we define multiple complex manipulation tasks, and the robot hand will need to manipulate diverse articulated objects within each task. Our main focus is to evaluate the generalizability of the learned policy on unseen articulated objects. This is very challenging given the high degrees of freedom of both hands and objects. We use Reinforcement Learning with 3D representation learning to achieve generalization. Through extensive studies, we provide new insights into how 3D representation learning affects decision making in RL with 3D point cloud inputs. More details can be found at https://www.chenbao.tech/dexart/.
Combining Self-Supervised Learning and Imitation for Vision-Based Rope Manipulation
Manipulation of deformable objects, such as ropes and cloth, is an important but challenging problem in robotics. We present a learning-based system where a robot takes as input a sequence of images of a human manipulating a rope from an initial to goal configuration, and outputs a sequence of actions that can reproduce the human demonstration, using only monocular images as input. To perform this task, the robot learns a pixel-level inverse dynamics model of rope manipulation directly from images in a self-supervised manner, using about 60K interactions with the rope collected autonomously by the robot. The human demonstration provides a high-level plan of what to do and the low-level inverse model is used to execute the plan. We show that by combining the high and low-level plans, the robot can successfully manipulate a rope into a variety of target shapes using only a sequence of human-provided images for direction.
KOROL: Learning Visualizable Object Feature with Koopman Operator Rollout for Manipulation
Learning dexterous manipulation skills presents significant challenges due to complex nonlinear dynamics that underlie the interactions between objects and multi-fingered hands. Koopman operators have emerged as a robust method for modeling such nonlinear dynamics within a linear framework. However, current methods rely on runtime access to ground-truth (GT) object states, making them unsuitable for vision-based practical applications. Unlike image-to-action policies that implicitly learn visual features for control, we use a dynamics model, specifically the Koopman operator, to learn visually interpretable object features critical for robotic manipulation within a scene. We construct a Koopman operator using object features predicted by a feature extractor and utilize it to auto-regressively advance system states. We train the feature extractor to embed scene information into object features, thereby enabling the accurate propagation of robot trajectories. We evaluate our approach on simulated and real-world robot tasks, with results showing that it outperformed the model-based imitation learning NDP by 1.08times and the image-to-action Diffusion Policy by 1.16times. The results suggest that our method maintains task success rates with learned features and extends applicability to real-world manipulation without GT object states.
Learning to Learn Faster from Human Feedback with Language Model Predictive Control
Large language models (LLMs) have been shown to exhibit a wide range of capabilities, such as writing robot code from language commands -- enabling non-experts to direct robot behaviors, modify them based on feedback, or compose them to perform new tasks. However, these capabilities (driven by in-context learning) are limited to short-term interactions, where users' feedback remains relevant for only as long as it fits within the context size of the LLM, and can be forgotten over longer interactions. In this work, we investigate fine-tuning the robot code-writing LLMs, to remember their in-context interactions and improve their teachability i.e., how efficiently they adapt to human inputs (measured by average number of corrections before the user considers the task successful). Our key observation is that when human-robot interactions are formulated as a partially observable Markov decision process (in which human language inputs are observations, and robot code outputs are actions), then training an LLM to complete previous interactions can be viewed as training a transition dynamics model -- that can be combined with classic robotics techniques such as model predictive control (MPC) to discover shorter paths to success. This gives rise to Language Model Predictive Control (LMPC), a framework that fine-tunes PaLM 2 to improve its teachability on 78 tasks across 5 robot embodiments -- improving non-expert teaching success rates of unseen tasks by 26.9% while reducing the average number of human corrections from 2.4 to 1.9. Experiments show that LMPC also produces strong meta-learners, improving the success rate of in-context learning new tasks on unseen robot embodiments and APIs by 31.5%. See videos, code, and demos at: https://robot-teaching.github.io/.
LEAP Hand: Low-Cost, Efficient, and Anthropomorphic Hand for Robot Learning
Dexterous manipulation has been a long-standing challenge in robotics. While machine learning techniques have shown some promise, results have largely been currently limited to simulation. This can be mostly attributed to the lack of suitable hardware. In this paper, we present LEAP Hand, a low-cost dexterous and anthropomorphic hand for machine learning research. In contrast to previous hands, LEAP Hand has a novel kinematic structure that allows maximal dexterity regardless of finger pose. LEAP Hand is low-cost and can be assembled in 4 hours at a cost of 2000 USD from readily available parts. It is capable of consistently exerting large torques over long durations of time. We show that LEAP Hand can be used to perform several manipulation tasks in the real world -- from visual teleoperation to learning from passive video data and sim2real. LEAP Hand significantly outperforms its closest competitor Allegro Hand in all our experiments while being 1/8th of the cost. We release detailed assembly instructions, the Sim2Real pipeline and a development platform with useful APIs on our website at https://leap-hand.github.io/
FMB: a Functional Manipulation Benchmark for Generalizable Robotic Learning
In this paper, we propose a real-world benchmark for studying robotic learning in the context of functional manipulation: a robot needs to accomplish complex long-horizon behaviors by composing individual manipulation skills in functionally relevant ways. The core design principles of our Functional Manipulation Benchmark (FMB) emphasize a harmonious balance between complexity and accessibility. Tasks are deliberately scoped to be narrow, ensuring that models and datasets of manageable scale can be utilized effectively to track progress. Simultaneously, they are diverse enough to pose a significant generalization challenge. Furthermore, the benchmark is designed to be easily replicable, encompassing all essential hardware and software components. To achieve this goal, FMB consists of a variety of 3D-printed objects designed for easy and accurate replication by other researchers. The objects are procedurally generated, providing a principled framework to study generalization in a controlled fashion. We focus on fundamental manipulation skills, including grasping, repositioning, and a range of assembly behaviors. The FMB can be used to evaluate methods for acquiring individual skills, as well as methods for combining and ordering such skills to solve complex, multi-stage manipulation tasks. We also offer an imitation learning framework that includes a suite of policies trained to solve the proposed tasks. This enables researchers to utilize our tasks as a versatile toolkit for examining various parts of the pipeline. For example, researchers could propose a better design for a grasping controller and evaluate it in combination with our baseline reorientation and assembly policies as part of a pipeline for solving multi-stage tasks. Our dataset, object CAD files, code, and evaluation videos can be found on our project website: https://functional-manipulation-benchmark.github.io
Learning Foresightful Dense Visual Affordance for Deformable Object Manipulation
Understanding and manipulating deformable objects (e.g., ropes and fabrics) is an essential yet challenging task with broad applications. Difficulties come from complex states and dynamics, diverse configurations and high-dimensional action space of deformable objects. Besides, the manipulation tasks usually require multiple steps to accomplish, and greedy policies may easily lead to local optimal states. Existing studies usually tackle this problem using reinforcement learning or imitating expert demonstrations, with limitations in modeling complex states or requiring hand-crafted expert policies. In this paper, we study deformable object manipulation using dense visual affordance, with generalization towards diverse states, and propose a novel kind of foresightful dense affordance, which avoids local optima by estimating states' values for long-term manipulation. We propose a framework for learning this representation, with novel designs such as multi-stage stable learning and efficient self-supervised data collection without experts. Experiments demonstrate the superiority of our proposed foresightful dense affordance. Project page: https://hyperplane-lab.github.io/DeformableAffordance
Controllability-Aware Unsupervised Skill Discovery
One of the key capabilities of intelligent agents is the ability to discover useful skills without external supervision. However, the current unsupervised skill discovery methods are often limited to acquiring simple, easy-to-learn skills due to the lack of incentives to discover more complex, challenging behaviors. We introduce a novel unsupervised skill discovery method, Controllability-aware Skill Discovery (CSD), which actively seeks complex, hard-to-control skills without supervision. The key component of CSD is a controllability-aware distance function, which assigns larger values to state transitions that are harder to achieve with the current skills. Combined with distance-maximizing skill discovery, CSD progressively learns more challenging skills over the course of training as our jointly trained distance function reduces rewards for easy-to-achieve skills. Our experimental results in six robotic manipulation and locomotion environments demonstrate that CSD can discover diverse complex skills including object manipulation and locomotion skills with no supervision, significantly outperforming prior unsupervised skill discovery methods. Videos and code are available at https://seohong.me/projects/csd/
Robots Pre-train Robots: Manipulation-Centric Robotic Representation from Large-Scale Robot Dataset
The pre-training of visual representations has enhanced the efficiency of robot learning. Due to the lack of large-scale in-domain robotic datasets, prior works utilize in-the-wild human videos to pre-train robotic visual representation. Despite their promising results, representations from human videos are inevitably subject to distribution shifts and lack the dynamics information crucial for task completion. We first evaluate various pre-trained representations in terms of their correlation to the downstream robotic manipulation tasks (i.e., manipulation centricity). Interestingly, we find that the "manipulation centricity" is a strong indicator of success rates when applied to downstream tasks. Drawing from these findings, we propose Manipulation Centric Representation (MCR), a foundation representation learning framework capturing both visual features and the dynamics information such as actions and proprioceptions of manipulation tasks to improve manipulation centricity. Specifically, we pre-train a visual encoder on the DROID robotic dataset and leverage motion-relevant data such as robot proprioceptive states and actions. We introduce a novel contrastive loss that aligns visual observations with the robot's proprioceptive state-action dynamics, combined with a behavior cloning (BC)-like actor loss to predict actions during pre-training, along with a time contrastive loss. Empirical results across 4 simulation domains with 20 tasks verify that MCR outperforms the strongest baseline method by 14.8%. Moreover, MCR boosts the performance of data-efficient learning with a UR5e arm on 3 real-world tasks by 76.9%. Project website: https://robots-pretrain-robots.github.io/.
Learning to Poke by Poking: Experiential Learning of Intuitive Physics
We investigate an experiential learning paradigm for acquiring an internal model of intuitive physics. Our model is evaluated on a real-world robotic manipulation task that requires displacing objects to target locations by poking. The robot gathered over 400 hours of experience by executing more than 100K pokes on different objects. We propose a novel approach based on deep neural networks for modeling the dynamics of robot's interactions directly from images, by jointly estimating forward and inverse models of dynamics. The inverse model objective provides supervision to construct informative visual features, which the forward model can then predict and in turn regularize the feature space for the inverse model. The interplay between these two objectives creates useful, accurate models that can then be used for multi-step decision making. This formulation has the additional benefit that it is possible to learn forward models in an abstract feature space and thus alleviate the need of predicting pixels. Our experiments show that this joint modeling approach outperforms alternative methods.
ACE: A Cross-Platform Visual-Exoskeletons System for Low-Cost Dexterous Teleoperation
Learning from demonstrations has shown to be an effective approach to robotic manipulation, especially with the recently collected large-scale robot data with teleoperation systems. Building an efficient teleoperation system across diverse robot platforms has become more crucial than ever. However, there is a notable lack of cost-effective and user-friendly teleoperation systems for different end-effectors, e.g., anthropomorphic robot hands and grippers, that can operate across multiple platforms. To address this issue, we develop ACE, a cross-platform visual-exoskeleton system for low-cost dexterous teleoperation. Our system utilizes a hand-facing camera to capture 3D hand poses and an exoskeleton mounted on a portable base, enabling accurate real-time capture of both finger and wrist poses. Compared to previous systems, which often require hardware customization according to different robots, our single system can generalize to humanoid hands, arm-hands, arm-gripper, and quadruped-gripper systems with high-precision teleoperation. This enables imitation learning for complex manipulation tasks on diverse platforms.
High-density Electromyography for Effective Gesture-based Control of Physically Assistive Mobile Manipulators
Injury to the cervical spinal cord can cause quadriplegia, impairing muscle function in all four limbs. People with impaired hand function and mobility encounter significant difficulties in carrying out essential self-care and household tasks. Despite the impairment of their neural drive, their volitional myoelectric activity is often partially preserved. High-density electromyography (HDEMG) can detect this myoelectric activity, which can serve as control inputs to assistive devices. Previous HDEMG-controlled robotic interfaces have primarily been limited to controlling table-mounted robot arms. These have constrained reach capabilities. Instead, the ability to control mobile manipulators, which have no such workspace constraints, could allow individuals with quadriplegia to perform a greater variety of assistive tasks, thus restoring independence and reducing caregiver workload. In this study, we introduce a non-invasive wearable HDEMG interface with real-time myoelectric hand gesture recognition, enabling both coarse and fine control over the intricate mobility and manipulation functionalities of an 8 degree-of-freedom mobile manipulator. Our evaluation, involving 13 participants engaging in challenging self-care and household activities, demonstrates the potential of our wearable HDEMG system to profoundly enhance user independence by enabling non-invasive control of a mobile manipulator.
SAM2Act: Integrating Visual Foundation Model with A Memory Architecture for Robotic Manipulation
Robotic manipulation systems operating in diverse, dynamic environments must exhibit three critical abilities: multitask interaction, generalization to unseen scenarios, and spatial memory. While significant progress has been made in robotic manipulation, existing approaches often fall short in generalization to complex environmental variations and addressing memory-dependent tasks. To bridge this gap, we introduce SAM2Act, a multi-view robotic transformer-based policy that leverages multi-resolution upsampling with visual representations from large-scale foundation model. SAM2Act achieves a state-of-the-art average success rate of 86.8% across 18 tasks in the RLBench benchmark, and demonstrates robust generalization on The Colosseum benchmark, with only a 4.3% performance gap under diverse environmental perturbations. Building on this foundation, we propose SAM2Act+, a memory-based architecture inspired by SAM2, which incorporates a memory bank, an encoder, and an attention mechanism to enhance spatial memory. To address the need for evaluating memory-dependent tasks, we introduce MemoryBench, a novel benchmark designed to assess spatial memory and action recall in robotic manipulation. SAM2Act+ achieves competitive performance on MemoryBench, significantly outperforming existing approaches and pushing the boundaries of memory-enabled robotic systems. Project page: https://sam2act.github.io/
RoboCook: Long-Horizon Elasto-Plastic Object Manipulation with Diverse Tools
Humans excel in complex long-horizon soft body manipulation tasks via flexible tool use: bread baking requires a knife to slice the dough and a rolling pin to flatten it. Often regarded as a hallmark of human cognition, tool use in autonomous robots remains limited due to challenges in understanding tool-object interactions. Here we develop an intelligent robotic system, RoboCook, which perceives, models, and manipulates elasto-plastic objects with various tools. RoboCook uses point cloud scene representations, models tool-object interactions with Graph Neural Networks (GNNs), and combines tool classification with self-supervised policy learning to devise manipulation plans. We demonstrate that from just 20 minutes of real-world interaction data per tool, a general-purpose robot arm can learn complex long-horizon soft object manipulation tasks, such as making dumplings and alphabet letter cookies. Extensive evaluations show that RoboCook substantially outperforms state-of-the-art approaches, exhibits robustness against severe external disturbances, and demonstrates adaptability to different materials.
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/
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.
Look Closer: Bridging Egocentric and Third-Person Views with Transformers for Robotic Manipulation
Learning to solve precision-based manipulation tasks from visual feedback using Reinforcement Learning (RL) could drastically reduce the engineering efforts required by traditional robot systems. However, performing fine-grained motor control from visual inputs alone is challenging, especially with a static third-person camera as often used in previous work. We propose a setting for robotic manipulation in which the agent receives visual feedback from both a third-person camera and an egocentric camera mounted on the robot's wrist. While the third-person camera is static, the egocentric camera enables the robot to actively control its vision to aid in precise manipulation. To fuse visual information from both cameras effectively, we additionally propose to use Transformers with a cross-view attention mechanism that models spatial attention from one view to another (and vice-versa), and use the learned features as input to an RL policy. Our method improves learning over strong single-view and multi-view baselines, and successfully transfers to a set of challenging manipulation tasks on a real robot with uncalibrated cameras, no access to state information, and a high degree of task variability. In a hammer manipulation task, our method succeeds in 75% of trials versus 38% and 13% for multi-view and single-view baselines, respectively.
Sequential Dexterity: Chaining Dexterous Policies for Long-Horizon Manipulation
Many real-world manipulation tasks consist of a series of subtasks that are significantly different from one another. Such long-horizon, complex tasks highlight the potential of dexterous hands, which possess adaptability and versatility, capable of seamlessly transitioning between different modes of functionality without the need for re-grasping or external tools. However, the challenges arise due to the high-dimensional action space of dexterous hand and complex compositional dynamics of the long-horizon tasks. We present Sequential Dexterity, a general system based on reinforcement learning (RL) that chains multiple dexterous policies for achieving long-horizon task goals. The core of the system is a transition feasibility function that progressively finetunes the sub-policies for enhancing chaining success rate, while also enables autonomous policy-switching for recovery from failures and bypassing redundant stages. Despite being trained only in simulation with a few task objects, our system demonstrates generalization capability to novel object shapes and is able to zero-shot transfer to a real-world robot equipped with a dexterous hand. More details and video results could be found at https://sequential-dexterity.github.io
Decoupling Skill Learning from Robotic Control for Generalizable Object Manipulation
Recent works in robotic manipulation through reinforcement learning (RL) or imitation learning (IL) have shown potential for tackling a range of tasks e.g., opening a drawer or a cupboard. However, these techniques generalize poorly to unseen objects. We conjecture that this is due to the high-dimensional action space for joint control. In this paper, we take an alternative approach and separate the task of learning 'what to do' from 'how to do it' i.e., whole-body control. We pose the RL problem as one of determining the skill dynamics for a disembodied virtual manipulator interacting with articulated objects. The whole-body robotic kinematic control is optimized to execute the high-dimensional joint motion to reach the goals in the workspace. It does so by solving a quadratic programming (QP) model with robotic singularity and kinematic constraints. Our experiments on manipulating complex articulated objects show that the proposed approach is more generalizable to unseen objects with large intra-class variations, outperforming previous approaches. The evaluation results indicate that our approach generates more compliant robotic motion and outperforms the pure RL and IL baselines in task success rates. Additional information and videos are available at https://kl-research.github.io/decoupskill
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.
KITE: Keypoint-Conditioned Policies for Semantic Manipulation
While natural language offers a convenient shared interface for humans and robots, enabling robots to interpret and follow language commands remains a longstanding challenge in manipulation. A crucial step to realizing a performant instruction-following robot is achieving semantic manipulation, where a robot interprets language at different specificities, from high-level instructions like "Pick up the stuffed animal" to more detailed inputs like "Grab the left ear of the elephant." To tackle this, we propose Keypoints + Instructions to Execution (KITE), a two-step framework for semantic manipulation which attends to both scene semantics (distinguishing between different objects in a visual scene) and object semantics (precisely localizing different parts within an object instance). KITE first grounds an input instruction in a visual scene through 2D image keypoints, providing a highly accurate object-centric bias for downstream action inference. Provided an RGB-D scene observation, KITE then executes a learned keypoint-conditioned skill to carry out the instruction. The combined precision of keypoints and parameterized skills enables fine-grained manipulation with generalization to scene and object variations. Empirically, we demonstrate KITE in 3 real-world environments: long-horizon 6-DoF tabletop manipulation, semantic grasping, and a high-precision coffee-making task. In these settings, KITE achieves a 75%, 70%, and 71% overall success rate for instruction-following, respectively. KITE outperforms frameworks that opt for pre-trained visual language models over keypoint-based grounding, or omit skills in favor of end-to-end visuomotor control, all while being trained from fewer or comparable amounts of demonstrations. Supplementary material, datasets, code, and videos can be found on our website: http://tinyurl.com/kite-site.
UniAff: A Unified Representation of Affordances for Tool Usage and Articulation with Vision-Language Models
Previous studies on robotic manipulation are based on a limited understanding of the underlying 3D motion constraints and affordances. To address these challenges, we propose a comprehensive paradigm, termed UniAff, that integrates 3D object-centric manipulation and task understanding in a unified formulation. Specifically, we constructed a dataset labeled with manipulation-related key attributes, comprising 900 articulated objects from 19 categories and 600 tools from 12 categories. Furthermore, we leverage MLLMs to infer object-centric representations for manipulation tasks, including affordance recognition and reasoning about 3D motion constraints. Comprehensive experiments in both simulation and real-world settings indicate that UniAff significantly improves the generalization of robotic manipulation for tools and articulated objects. We hope that UniAff will serve as a general baseline for unified robotic manipulation tasks in the future. Images, videos, dataset, and code are published on the project website at:https://sites.google.com/view/uni-aff/home
Protecting Society from AI Misuse: When are Restrictions on Capabilities Warranted?
Artificial intelligence (AI) systems will increasingly be used to cause harm as they grow more capable. In fact, AI systems are already starting to be used to automate fraudulent activities, violate human rights, create harmful fake images, and identify dangerous toxins. To prevent some misuses of AI, we argue that targeted interventions on certain capabilities will be warranted. These restrictions may include controlling who can access certain types of AI models, what they can be used for, whether outputs are filtered or can be traced back to their user, and the resources needed to develop them. We also contend that some restrictions on non-AI capabilities needed to cause harm will be required. Though capability restrictions risk reducing use more than misuse (facing an unfavorable Misuse-Use Tradeoff), we argue that interventions on capabilities are warranted when other interventions are insufficient, the potential harm from misuse is high, and there are targeted ways to intervene on capabilities. We provide a taxonomy of interventions that can reduce AI misuse, focusing on the specific steps required for a misuse to cause harm (the Misuse Chain), and a framework to determine if an intervention is warranted. We apply this reasoning to three examples: predicting novel toxins, creating harmful images, and automating spear phishing campaigns.
Articulated Object Manipulation using Online Axis Estimation with SAM2-Based Tracking
Articulated object manipulation requires precise object interaction, where the object's axis must be carefully considered. Previous research employed interactive perception for manipulating articulated objects, but typically, open-loop approaches often suffer from overlooking the interaction dynamics. To address this limitation, we present a closed-loop pipeline integrating interactive perception with online axis estimation from segmented 3D point clouds. Our method leverages any interactive perception technique as a foundation for interactive perception, inducing slight object movement to generate point cloud frames of the evolving dynamic scene. These point clouds are then segmented using Segment Anything Model 2 (SAM2), after which the moving part of the object is masked for accurate motion online axis estimation, guiding subsequent robotic actions. Our approach significantly enhances the precision and efficiency of manipulation tasks involving articulated objects. Experiments in simulated environments demonstrate that our method outperforms baseline approaches, especially in tasks that demand precise axis-based control. Project Page: https://hytidel.github.io/video-tracking-for-axis-estimation/.
Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes
In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.
MResT: Multi-Resolution Sensing for Real-Time Control with Vision-Language Models
Leveraging sensing modalities across diverse spatial and temporal resolutions can improve performance of robotic manipulation tasks. Multi-spatial resolution sensing provides hierarchical information captured at different spatial scales and enables both coarse and precise motions. Simultaneously multi-temporal resolution sensing enables the agent to exhibit high reactivity and real-time control. In this work, we propose a framework, MResT (Multi-Resolution Transformer), for learning generalizable language-conditioned multi-task policies that utilize sensing at different spatial and temporal resolutions using networks of varying capacities to effectively perform real time control of precise and reactive tasks. We leverage off-the-shelf pretrained vision-language models to operate on low-frequency global features along with small non-pretrained models to adapt to high frequency local feedback. Through extensive experiments in 3 domains (coarse, precise and dynamic manipulation tasks), we show that our approach significantly improves (2X on average) over recent multi-task baselines. Further, our approach generalizes well to visual and geometric variations in target objects and to varying interaction forces.
AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose
How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.
Twisting Lids Off with Two Hands
Manipulating objects with two multi-fingered hands has been a long-standing challenge in robotics, attributed to the contact-rich nature of many manipulation tasks and the complexity inherent in coordinating a high-dimensional bimanual system. In this work, we consider the problem of twisting lids of various bottle-like objects with two hands, and demonstrate that policies trained in simulation using deep reinforcement learning can be effectively transferred to the real world. With novel engineering insights into physical modeling, real-time perception, and reward design, the policy demonstrates generalization capabilities across a diverse set of unseen objects, showcasing dynamic and dexterous behaviors. Our findings serve as compelling evidence that deep reinforcement learning combined with sim-to-real transfer remains a promising approach for addressing manipulation problems of unprecedented complexity.
MALMM: Multi-Agent Large Language Models for Zero-Shot Robotics Manipulation
Large Language Models (LLMs) have demonstrated remarkable planning abilities across various domains, including robotics manipulation and navigation. While recent efforts in robotics have leveraged LLMs both for high-level and low-level planning, these approaches often face significant challenges, such as hallucinations in long-horizon tasks and limited adaptability due to the generation of plans in a single pass without real-time feedback. To address these limitations, we propose a novel multi-agent LLM framework, Multi-Agent Large Language Model for Manipulation (MALMM) that distributes high-level planning and low-level control code generation across specialized LLM agents, supervised by an additional agent that dynamically manages transitions. By incorporating observations from the environment after each step, our framework effectively handles intermediate failures and enables adaptive re-planning. Unlike existing methods, our approach does not rely on pre-trained skill policies or in-context learning examples and generalizes to a variety of new tasks. We evaluate our approach on nine RLBench tasks, including long-horizon tasks, and demonstrate its ability to solve robotics manipulation in a zero-shot setting, thereby overcoming key limitations of existing LLM-based manipulation methods.
Learning Visually Guided Latent Actions for Assistive Teleoperation
It is challenging for humans -- particularly those living with physical disabilities -- to control high-dimensional, dexterous robots. Prior work explores learning embedding functions that map a human's low-dimensional inputs (e.g., via a joystick) to complex, high-dimensional robot actions for assistive teleoperation; however, a central problem is that there are many more high-dimensional actions than available low-dimensional inputs. To extract the correct action and maximally assist their human controller, robots must reason over their context: for example, pressing a joystick down when interacting with a coffee cup indicates a different action than when interacting with knife. In this work, we develop assistive robots that condition their latent embeddings on visual inputs. We explore a spectrum of visual encoders and show that incorporating object detectors pretrained on small amounts of cheap, easy-to-collect structured data enables i) accurately and robustly recognizing the current context and ii) generalizing control embeddings to new objects and tasks. In user studies with a high-dimensional physical robot arm, participants leverage this approach to perform new tasks with unseen objects. Our results indicate that structured visual representations improve few-shot performance and are subjectively preferred by users.
Hand-Object Interaction Pretraining from Videos
We present an approach to learn general robot manipulation priors from 3D hand-object interaction trajectories. We build a framework to use in-the-wild videos to generate sensorimotor robot trajectories. We do so by lifting both the human hand and the manipulated object in a shared 3D space and retargeting human motions to robot actions. Generative modeling on this data gives us a task-agnostic base policy. This policy captures a general yet flexible manipulation prior. We empirically demonstrate that finetuning this policy, with both reinforcement learning (RL) and behavior cloning (BC), enables sample-efficient adaptation to downstream tasks and simultaneously improves robustness and generalizability compared to prior approaches. Qualitative experiments are available at: https://hgaurav2k.github.io/hop/.
DexCap: Scalable and Portable Mocap Data Collection System for Dexterous Manipulation
Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the difficulty of translating mocap data into effective control policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to replicate human actions with robot hands. Beyond learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism to refine and further improve robot performance. Through extensive evaluation across six dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods for dexterous manipulation. More details can be found at https://dex-cap.github.io
Multi-Stage Cable Routing through Hierarchical Imitation Learning
We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.
Collaborative Diffusion for Multi-Modal Face Generation and Editing
Diffusion models arise as a powerful generative tool recently. Despite the great progress, existing diffusion models mainly focus on uni-modal control, i.e., the diffusion process is driven by only one modality of condition. To further unleash the users' creativity, it is desirable for the model to be controllable by multiple modalities simultaneously, e.g., generating and editing faces by describing the age (text-driven) while drawing the face shape (mask-driven). In this work, we present Collaborative Diffusion, where pre-trained uni-modal diffusion models collaborate to achieve multi-modal face generation and editing without re-training. Our key insight is that diffusion models driven by different modalities are inherently complementary regarding the latent denoising steps, where bilateral connections can be established upon. Specifically, we propose dynamic diffuser, a meta-network that adaptively hallucinates multi-modal denoising steps by predicting the spatial-temporal influence functions for each pre-trained uni-modal model. Collaborative Diffusion not only collaborates generation capabilities from uni-modal diffusion models, but also integrates multiple uni-modal manipulations to perform multi-modal editing. Extensive qualitative and quantitative experiments demonstrate the superiority of our framework in both image quality and condition consistency.
Bottom-Up Skill Discovery from Unsegmented Demonstrations for Long-Horizon Robot Manipulation
We tackle real-world long-horizon robot manipulation tasks through skill discovery. We present a bottom-up approach to learning a library of reusable skills from unsegmented demonstrations and use these skills to synthesize prolonged robot behaviors. Our method starts with constructing a hierarchical task structure from each demonstration through agglomerative clustering. From the task structures of multi-task demonstrations, we identify skills based on the recurring patterns and train goal-conditioned sensorimotor policies with hierarchical imitation learning. Finally, we train a meta controller to compose these skills to solve long-horizon manipulation tasks. The entire model can be trained on a small set of human demonstrations collected within 30 minutes without further annotations, making it amendable to real-world deployment. We systematically evaluated our method in simulation environments and on a real robot. Our method has shown superior performance over state-of-the-art imitation learning methods in multi-stage manipulation tasks. Furthermore, skills discovered from multi-task demonstrations boost the average task success by 8% compared to those discovered from individual tasks.
ManiCast: Collaborative Manipulation with Cost-Aware Human Forecasting
Seamless human-robot manipulation in close proximity relies on accurate forecasts of human motion. While there has been significant progress in learning forecast models at scale, when applied to manipulation tasks, these models accrue high errors at critical transition points leading to degradation in downstream planning performance. Our key insight is that instead of predicting the most likely human motion, it is sufficient to produce forecasts that capture how future human motion would affect the cost of a robot's plan. We present ManiCast, a novel framework that learns cost-aware human forecasts and feeds them to a model predictive control planner to execute collaborative manipulation tasks. Our framework enables fluid, real-time interactions between a human and a 7-DoF robot arm across a number of real-world tasks such as reactive stirring, object handovers, and collaborative table setting. We evaluate both the motion forecasts and the end-to-end forecaster-planner system against a range of learned and heuristic baselines while additionally contributing new datasets. We release our code and datasets at https://portal-cornell.github.io/manicast/.
ManipVQA: Injecting Robotic Affordance and Physically Grounded Information into Multi-Modal Large Language Models
While the integration of Multi-modal Large Language Models (MLLMs) with robotic systems has significantly improved robots' ability to understand and execute natural language instructions, their performance in manipulation tasks remains limited due to a lack of robotics-specific knowledge. Conventional MLLMs are typically trained on generic image-text pairs, leaving them deficient in understanding affordances and physical concepts crucial for manipulation. To address this gap, we propose ManipVQA, a novel framework that infuses MLLMs with manipulation-centric knowledge through a Visual Question-Answering (VQA) format. This approach encompasses tool detection, affordance recognition, and a broader understanding of physical concepts. We curated a diverse dataset of images depicting interactive objects, to challenge robotic understanding in tool detection, affordance prediction, and physical concept comprehension. To effectively integrate this robotics-specific knowledge with the inherent vision-reasoning capabilities of MLLMs, we leverage a unified VQA format and devise a fine-tuning strategy. This strategy preserves the original vision-reasoning abilities while incorporating the newly acquired robotic insights. Empirical evaluations conducted in robotic simulators and across various vision task benchmarks demonstrate the robust performance of ManipVQA. The code and dataset are publicly available at https://github.com/SiyuanHuang95/ManipVQA.
SINE: SINgle Image Editing with Text-to-Image Diffusion Models
Recent works on diffusion models have demonstrated a strong capability for conditioning image generation, e.g., text-guided image synthesis. Such success inspires many efforts trying to use large-scale pre-trained diffusion models for tackling a challenging problem--real image editing. Works conducted in this area learn a unique textual token corresponding to several images containing the same object. However, under many circumstances, only one image is available, such as the painting of the Girl with a Pearl Earring. Using existing works on fine-tuning the pre-trained diffusion models with a single image causes severe overfitting issues. The information leakage from the pre-trained diffusion models makes editing can not keep the same content as the given image while creating new features depicted by the language guidance. This work aims to address the problem of single-image editing. We propose a novel model-based guidance built upon the classifier-free guidance so that the knowledge from the model trained on a single image can be distilled into the pre-trained diffusion model, enabling content creation even with one given image. Additionally, we propose a patch-based fine-tuning that can effectively help the model generate images of arbitrary resolution. We provide extensive experiments to validate the design choices of our approach and show promising editing capabilities, including changing style, content addition, and object manipulation. The code is available for research purposes at https://github.com/zhang-zx/SINE.git .
Diffusion as Shader: 3D-aware Video Diffusion for Versatile Video Generation Control
Diffusion models have demonstrated impressive performance in generating high-quality videos from text prompts or images. However, precise control over the video generation process, such as camera manipulation or content editing, remains a significant challenge. Existing methods for controlled video generation are typically limited to a single control type, lacking the flexibility to handle diverse control demands. In this paper, we introduce Diffusion as Shader (DaS), a novel approach that supports multiple video control tasks within a unified architecture. Our key insight is that achieving versatile video control necessitates leveraging 3D control signals, as videos are fundamentally 2D renderings of dynamic 3D content. Unlike prior methods limited to 2D control signals, DaS leverages 3D tracking videos as control inputs, making the video diffusion process inherently 3D-aware. This innovation allows DaS to achieve a wide range of video controls by simply manipulating the 3D tracking videos. A further advantage of using 3D tracking videos is their ability to effectively link frames, significantly enhancing the temporal consistency of the generated videos. With just 3 days of fine-tuning on 8 H800 GPUs using less than 10k videos, DaS demonstrates strong control capabilities across diverse tasks, including mesh-to-video generation, camera control, motion transfer, and object manipulation.
KNN-Diffusion: Image Generation via Large-Scale Retrieval
Recent text-to-image models have achieved impressive results. However, since they require large-scale datasets of text-image pairs, it is impractical to train them on new domains where data is scarce or not labeled. In this work, we propose using large-scale retrieval methods, in particular, efficient k-Nearest-Neighbors (kNN), which offers novel capabilities: (1) training a substantially small and efficient text-to-image diffusion model without any text, (2) generating out-of-distribution images by simply swapping the retrieval database at inference time, and (3) performing text-driven local semantic manipulations while preserving object identity. To demonstrate the robustness of our method, we apply our kNN approach on two state-of-the-art diffusion backbones, and show results on several different datasets. As evaluated by human studies and automatic metrics, our method achieves state-of-the-art results compared to existing approaches that train text-to-image generation models using images only (without paired text data)
Spatial-Language Attention Policies for Efficient Robot Learning
Despite great strides in language-guided manipulation, existing work has been constrained to table-top settings. Table-tops allow for perfect and consistent camera angles, properties are that do not hold in mobile manipulation. Task plans that involve moving around the environment must be robust to egocentric views and changes in the plane and angle of grasp. A further challenge is ensuring this is all true while still being able to learn skills efficiently from limited data. We propose Spatial-Language Attention Policies (SLAP) as a solution. SLAP uses three-dimensional tokens as the input representation to train a single multi-task, language-conditioned action prediction policy. Our method shows an 80% success rate in the real world across eight tasks with a single model, and a 47.5% success rate when unseen clutter and unseen object configurations are introduced, even with only a handful of examples per task. This represents an improvement of 30% over prior work (20% given unseen distractors and configurations). We see a 4x improvement over baseline in mobile manipulation setting. In addition, we show how SLAPs robustness allows us to execute Task Plans from open-vocabulary instructions using a large language model for multi-step mobile manipulation. For videos, see the website: https://robotslap.github.io
RHINO: Learning Real-Time Humanoid-Human-Object Interaction from Human Demonstrations
Humanoid robots have shown success in locomotion and manipulation. Despite these basic abilities, humanoids are still required to quickly understand human instructions and react based on human interaction signals to become valuable assistants in human daily life. Unfortunately, most existing works only focus on multi-stage interactions, treating each task separately, and neglecting real-time feedback. In this work, we aim to empower humanoid robots with real-time reaction abilities to achieve various tasks, allowing human to interrupt robots at any time, and making robots respond to humans immediately. To support such abilities, we propose a general humanoid-human-object interaction framework, named RHINO, i.e., Real-time Humanoid-human Interaction and Object manipulation. RHINO provides a unified view of reactive motion, instruction-based manipulation, and safety concerns, over multiple human signal modalities, such as languages, images, and motions. RHINO is a hierarchical learning framework, enabling humanoids to learn reaction skills from human-human-object demonstrations and teleoperation data. In particular, it decouples the interaction process into two levels: 1) a high-level planner inferring human intentions from real-time human behaviors; and 2) a low-level controller achieving reactive motion behaviors and object manipulation skills based on the predicted intentions. We evaluate the proposed framework on a real humanoid robot and demonstrate its effectiveness, flexibility, and safety in various scenarios.
HOVER: Versatile Neural Whole-Body Controller for Humanoid Robots
Humanoid whole-body control requires adapting to diverse tasks such as navigation, loco-manipulation, and tabletop manipulation, each demanding a different mode of control. For example, navigation relies on root velocity tracking, while tabletop manipulation prioritizes upper-body joint angle tracking. Existing approaches typically train individual policies tailored to a specific command space, limiting their transferability across modes. We present the key insight that full-body kinematic motion imitation can serve as a common abstraction for all these tasks and provide general-purpose motor skills for learning multiple modes of whole-body control. Building on this, we propose HOVER (Humanoid Versatile Controller), a multi-mode policy distillation framework that consolidates diverse control modes into a unified policy. HOVER enables seamless transitions between control modes while preserving the distinct advantages of each, offering a robust and scalable solution for humanoid control across a wide range of modes. By eliminating the need for policy retraining for each control mode, our approach improves efficiency and flexibility for future humanoid applications.
Memory, Benchmark & Robots: A Benchmark for Solving Complex Tasks with Reinforcement Learning
Memory is crucial for enabling agents to tackle complex tasks with temporal and spatial dependencies. While many reinforcement learning (RL) algorithms incorporate memory, the field lacks a universal benchmark to assess an agent's memory capabilities across diverse scenarios. This gap is particularly evident in tabletop robotic manipulation, where memory is essential for solving tasks with partial observability and ensuring robust performance, yet no standardized benchmarks exist. To address this, we introduce MIKASA (Memory-Intensive Skills Assessment Suite for Agents), a comprehensive benchmark for memory RL, with three key contributions: (1) we propose a comprehensive classification framework for memory-intensive RL tasks, (2) we collect MIKASA-Base - a unified benchmark that enables systematic evaluation of memory-enhanced agents across diverse scenarios, and (3) we develop MIKASA-Robo - a novel benchmark of 32 carefully designed memory-intensive tasks that assess memory capabilities in tabletop robotic manipulation. Our contributions establish a unified framework for advancing memory RL research, driving the development of more reliable systems for real-world applications. The code is available at https://sites.google.com/view/memorybenchrobots/.
TidyBot++: An Open-Source Holonomic Mobile Manipulator for Robot Learning
Exploiting the promise of recent advances in imitation learning for mobile manipulation will require the collection of large numbers of human-guided demonstrations. This paper proposes an open-source design for an inexpensive, robust, and flexible mobile manipulator that can support arbitrary arms, enabling a wide range of real-world household mobile manipulation tasks. Crucially, our design uses powered casters to enable the mobile base to be fully holonomic, able to control all planar degrees of freedom independently and simultaneously. This feature makes the base more maneuverable and simplifies many mobile manipulation tasks, eliminating the kinematic constraints that create complex and time-consuming motions in nonholonomic bases. We equip our robot with an intuitive mobile phone teleoperation interface to enable easy data acquisition for imitation learning. In our experiments, we use this interface to collect data and show that the resulting learned policies can successfully perform a variety of common household mobile manipulation tasks.
CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation
In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.
FetchBench: A Simulation Benchmark for Robot Fetching
Fetching, which includes approaching, grasping, and retrieving, is a critical challenge for robot manipulation tasks. Existing methods primarily focus on table-top scenarios, which do not adequately capture the complexities of environments where both grasping and planning are essential. To address this gap, we propose a new benchmark FetchBench, featuring diverse procedural scenes that integrate both grasping and motion planning challenges. Additionally, FetchBench includes a data generation pipeline that collects successful fetch trajectories for use in imitation learning methods. We implement multiple baselines from the traditional sense-plan-act pipeline to end-to-end behavior models. Our empirical analysis reveals that these methods achieve a maximum success rate of only 20%, indicating substantial room for improvement. Additionally, we identify key bottlenecks within the sense-plan-act pipeline and make recommendations based on the systematic analysis.
KinMo: Kinematic-aware Human Motion Understanding and Generation
Controlling human motion based on text presents an important challenge in computer vision. Traditional approaches often rely on holistic action descriptions for motion synthesis, which struggle to capture subtle movements of local body parts. This limitation restricts the ability to isolate and manipulate specific movements. To address this, we propose a novel motion representation that decomposes motion into distinct body joint group movements and interactions from a kinematic perspective. We design an automatic dataset collection pipeline that enhances the existing text-motion benchmark by incorporating fine-grained local joint-group motion and interaction descriptions. To bridge the gap between text and motion domains, we introduce a hierarchical motion semantics approach that progressively fuses joint-level interaction information into the global action-level semantics for modality alignment. With this hierarchy, we introduce a coarse-to-fine motion synthesis procedure for various generation and editing downstream applications. Our quantitative and qualitative experiments demonstrate that the proposed formulation enhances text-motion retrieval by improving joint-spatial understanding, and enables more precise joint-motion generation and control. Project Page: {\smallhttps://andypinxinliu.github.io/KinMo/}
General In-Hand Object Rotation with Vision and Touch
We introduce RotateIt, a system that enables fingertip-based object rotation along multiple axes by leveraging multimodal sensory inputs. Our system is trained in simulation, where it has access to ground-truth object shapes and physical properties. Then we distill it to operate on realistic yet noisy simulated visuotactile and proprioceptive sensory inputs. These multimodal inputs are fused via a visuotactile transformer, enabling online inference of object shapes and physical properties during deployment. We show significant performance improvements over prior methods and the importance of visual and tactile sensing.
A Single Goal is All You Need: Skills and Exploration Emerge from Contrastive RL without Rewards, Demonstrations, or Subgoals
In this paper, we present empirical evidence of skills and directed exploration emerging from a simple RL algorithm long before any successful trials are observed. For example, in a manipulation task, the agent is given a single observation of the goal state and learns skills, first for moving its end-effector, then for pushing the block, and finally for picking up and placing the block. These skills emerge before the agent has ever successfully placed the block at the goal location and without the aid of any reward functions, demonstrations, or manually-specified distance metrics. Once the agent has learned to reach the goal state reliably, exploration is reduced. Implementing our method involves a simple modification of prior work and does not require density estimates, ensembles, or any additional hyperparameters. Intuitively, the proposed method seems like it should be terrible at exploration, and we lack a clear theoretical understanding of why it works so effectively, though our experiments provide some hints.
PLEX: Making the Most of the Available Data for Robotic Manipulation Pretraining
A rich representation is key to general robotic manipulation, but existing model architectures require a lot of data to learn it. Unfortunately, ideal robotic manipulation training data, which comes in the form of expert visuomotor demonstrations for a variety of annotated tasks, is scarce. In this work we propose PLEX, a transformer-based architecture that learns from task-agnostic visuomotor trajectories accompanied by a much larger amount of task-conditioned object manipulation videos -- a type of robotics-relevant data available in quantity. The key insight behind PLEX is that the trajectories with observations and actions help induce a latent feature space and train a robot to execute task-agnostic manipulation routines, while a diverse set of video-only demonstrations can efficiently teach the robot how to plan in this feature space for a wide variety of tasks. In contrast to most works on robotic manipulation pretraining, PLEX learns a generalizable sensorimotor multi-task policy, not just an observational representation. We also show that using relative positional encoding in PLEX's transformers further increases its data efficiency when learning from human-collected demonstrations. Experiments showcase \appr's generalization on Meta-World-v2 benchmark and establish state-of-the-art performance in challenging Robosuite environments.
Learning Fine-Grained Bimanual Manipulation with Low-Cost Hardware
Fine manipulation tasks, such as threading cable ties or slotting a battery, are notoriously difficult for robots because they require precision, careful coordination of contact forces, and closed-loop visual feedback. Performing these tasks typically requires high-end robots, accurate sensors, or careful calibration, which can be expensive and difficult to set up. Can learning enable low-cost and imprecise hardware to perform these fine manipulation tasks? We present a low-cost system that performs end-to-end imitation learning directly from real demonstrations, collected with a custom teleoperation interface. Imitation learning, however, presents its own challenges, particularly in high-precision domains: errors in the policy can compound over time, and human demonstrations can be non-stationary. To address these challenges, we develop a simple yet novel algorithm, Action Chunking with Transformers (ACT), which learns a generative model over action sequences. ACT allows the robot to learn 6 difficult tasks in the real world, such as opening a translucent condiment cup and slotting a battery with 80-90% success, with only 10 minutes worth of demonstrations. Project website: https://tonyzhaozh.github.io/aloha/
Harmonic Mobile Manipulation
Recent advancements in robotics have enabled robots to navigate complex scenes or manipulate diverse objects independently. However, robots are still impotent in many household tasks requiring coordinated behaviors such as opening doors. The factorization of navigation and manipulation, while effective for some tasks, fails in scenarios requiring coordinated actions. To address this challenge, we introduce, HarmonicMM, an end-to-end learning method that optimizes both navigation and manipulation, showing notable improvement over existing techniques in everyday tasks. This approach is validated in simulated and real-world environments and adapts to novel unseen settings without additional tuning. Our contributions include a new benchmark for mobile manipulation and the successful deployment in a real unseen apartment, demonstrating the potential for practical indoor robot deployment in daily life. More results are on our project site: https://rchalyang.github.io/HarmonicMM/
PushWorld: A benchmark for manipulation planning with tools and movable obstacles
While recent advances in artificial intelligence have achieved human-level performance in environments like Starcraft and Go, many physical reasoning tasks remain challenging for modern algorithms. To date, few algorithms have been evaluated on physical tasks that involve manipulating objects when movable obstacles are present and when tools must be used to perform the manipulation. To promote research on such tasks, we introduce PushWorld, an environment with simplistic physics that requires manipulation planning with both movable obstacles and tools. We provide a benchmark of more than 200 PushWorld puzzles in PDDL and in an OpenAI Gym environment. We evaluate state-of-the-art classical planning and reinforcement learning algorithms on this benchmark, and we find that these baseline results are below human-level performance. We then provide a new classical planning heuristic that solves the most puzzles among the baselines, and although it is 40 times faster than the best baseline planner, it remains below human-level performance.
Mobile ALOHA: Learning Bimanual Mobile Manipulation with Low-Cost Whole-Body Teleoperation
Imitation learning from human demonstrations has shown impressive performance in robotics. However, most results focus on table-top manipulation, lacking the mobility and dexterity necessary for generally useful tasks. In this work, we develop a system for imitating mobile manipulation tasks that are bimanual and require whole-body control. We first present Mobile ALOHA, a low-cost and whole-body teleoperation system for data collection. It augments the ALOHA system with a mobile base, and a whole-body teleoperation interface. Using data collected with Mobile ALOHA, we then perform supervised behavior cloning and find that co-training with existing static ALOHA datasets boosts performance on mobile manipulation tasks. With 50 demonstrations for each task, co-training can increase success rates by up to 90%, allowing Mobile ALOHA to autonomously complete complex mobile manipulation tasks such as sauteing and serving a piece of shrimp, opening a two-door wall cabinet to store heavy cooking pots, calling and entering an elevator, and lightly rinsing a used pan using a kitchen faucet. Project website: https://mobile-aloha.github.io
Creative Robot Tool Use with Large Language Models
Tool use is a hallmark of advanced intelligence, exemplified in both animal behavior and robotic capabilities. This paper investigates the feasibility of imbuing robots with the ability to creatively use tools in tasks that involve implicit physical constraints and long-term planning. Leveraging Large Language Models (LLMs), we develop RoboTool, a system that accepts natural language instructions and outputs executable code for controlling robots in both simulated and real-world environments. RoboTool incorporates four pivotal components: (i) an "Analyzer" that interprets natural language to discern key task-related concepts, (ii) a "Planner" that generates comprehensive strategies based on the language input and key concepts, (iii) a "Calculator" that computes parameters for each skill, and (iv) a "Coder" that translates these plans into executable Python code. Our results show that RoboTool can not only comprehend explicit or implicit physical constraints and environmental factors but also demonstrate creative tool use. Unlike traditional Task and Motion Planning (TAMP) methods that rely on explicit optimization, our LLM-based system offers a more flexible, efficient, and user-friendly solution for complex robotics tasks. Through extensive experiments, we validate that RoboTool is proficient in handling tasks that would otherwise be infeasible without the creative use of tools, thereby expanding the capabilities of robotic systems. Demos are available on our project page: https://creative-robotool.github.io/.
Learning to Assist Humans without Inferring Rewards
Assistive agents should make humans' lives easier. Classically, such assistance is studied through the lens of inverse reinforcement learning, where an assistive agent (e.g., a chatbot, a robot) infers a human's intention and then selects actions to help the human reach that goal. This approach requires inferring intentions, which can be difficult in high-dimensional settings. We build upon prior work that studies assistance through the lens of empowerment: an assistive agent aims to maximize the influence of the human's actions such that they exert a greater control over the environmental outcomes and can solve tasks in fewer steps. We lift the major limitation of prior work in this area--scalability to high-dimensional settings--with contrastive successor representations. We formally prove that these representations estimate a similar notion of empowerment to that studied by prior work and provide a ready-made mechanism for optimizing it. Empirically, our proposed method outperforms prior methods on synthetic benchmarks, and scales to Overcooked, a cooperative game setting. Theoretically, our work connects ideas from information theory, neuroscience, and reinforcement learning, and charts a path for representations to play a critical role in solving assistive problems.
Safe Grasping with a Force Controlled Soft Robotic Hand
Safe yet stable grasping requires a robotic hand to apply sufficient force on the object to immobilize it while keeping it from getting damaged. Soft robotic hands have been proposed for safe grasping due to their passive compliance, but even such a hand can crush objects if the applied force is too high. Thus for safe grasping, regulating the grasping force is of uttermost importance even with soft hands. In this work, we present a force controlled soft hand and use it to achieve safe grasping. To this end, resistive force and bend sensors are integrated in a soft hand, and a data-driven calibration method is proposed to estimate contact interaction forces. Given the force readings, the pneumatic pressures are regulated using a proportional-integral controller to achieve desired force. The controller is experimentally evaluated and benchmarked by grasping easily deformable objects such as plastic and paper cups without neither dropping nor deforming them. Together, the results demonstrate that our force controlled soft hand can grasp deformable objects in a safe yet stable manner.
Making Sense of Vision and Touch: Self-Supervised Learning of Multimodal Representations for Contact-Rich Tasks
Contact-rich manipulation tasks in unstructured environments often require both haptic and visual feedback. However, it is non-trivial to manually design a robot controller that combines modalities with very different characteristics. While deep reinforcement learning has shown success in learning control policies for high-dimensional inputs, these algorithms are generally intractable to deploy on real robots due to sample complexity. We use self-supervision to learn a compact and multimodal representation of our sensory inputs, which can then be used to improve the sample efficiency of our policy learning. We evaluate our method on a peg insertion task, generalizing over different geometry, configurations, and clearances, while being robust to external perturbations. Results for simulated and real robot experiments are presented.
OptiGrasp: Optimized Grasp Pose Detection Using RGB Images for Warehouse Picking Robots
In warehouse environments, robots require robust picking capabilities to manage a wide variety of objects. Effective deployment demands minimal hardware, strong generalization to new products, and resilience in diverse settings. Current methods often rely on depth sensors for structural information, which suffer from high costs, complex setups, and technical limitations. Inspired by recent advancements in computer vision, we propose an innovative approach that leverages foundation models to enhance suction grasping using only RGB images. Trained solely on a synthetic dataset, our method generalizes its grasp prediction capabilities to real-world robots and a diverse range of novel objects not included in the training set. Our network achieves an 82.3\% success rate in real-world applications. The project website with code and data will be available at http://optigrasp.github.io.
Empowering Large Language Models on Robotic Manipulation with Affordance Prompting
While large language models (LLMs) are successful in completing various language processing tasks, they easily fail to interact with the physical world by generating control sequences properly. We find that the main reason is that LLMs are not grounded in the physical world. Existing LLM-based approaches circumvent this problem by relying on additional pre-defined skills or pre-trained sub-policies, making it hard to adapt to new tasks. In contrast, we aim to address this problem and explore the possibility to prompt pre-trained LLMs to accomplish a series of robotic manipulation tasks in a training-free paradigm. Accordingly, we propose a framework called LLM+A(ffordance) where the LLM serves as both the sub-task planner (that generates high-level plans) and the motion controller (that generates low-level control sequences). To ground these plans and control sequences on the physical world, we develop the affordance prompting technique that stimulates the LLM to 1) predict the consequences of generated plans and 2) generate affordance values for relevant objects. Empirically, we evaluate the effectiveness of LLM+A in various language-conditioned robotic manipulation tasks, which show that our approach substantially improves performance by enhancing the feasibility of generated plans and control and can easily generalize to different environments.
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.
VoxAct-B: Voxel-Based Acting and Stabilizing Policy for Bimanual Manipulation
Bimanual manipulation is critical to many robotics applications. In contrast to single-arm manipulation, bimanual manipulation tasks are challenging due to higher-dimensional action spaces. Prior works leverage large amounts of data and primitive actions to address this problem, but may suffer from sample inefficiency and limited generalization across various tasks. To this end, we propose VoxAct-B, a language-conditioned, voxel-based method that leverages Vision Language Models (VLMs) to prioritize key regions within the scene and reconstruct a voxel grid. We provide this voxel grid to our bimanual manipulation policy to learn acting and stabilizing actions. This approach enables more efficient policy learning from voxels and is generalizable to different tasks. In simulation, we show that VoxAct-B outperforms strong baselines on fine-grained bimanual manipulation tasks. Furthermore, we demonstrate VoxAct-B on real-world Open Drawer and Open Jar tasks using two UR5s. Code, data, and videos are available at https://voxact-b.github.io.
Information-driven Affordance Discovery for Efficient Robotic Manipulation
Robotic affordances, providing information about what actions can be taken in a given situation, can aid robotic manipulation. However, learning about affordances requires expensive large annotated datasets of interactions or demonstrations. In this work, we argue that well-directed interactions with the environment can mitigate this problem and propose an information-based measure to augment the agent's objective and accelerate the affordance discovery process. We provide a theoretical justification of our approach and we empirically validate the approach both in simulation and real-world tasks. Our method, which we dub IDA, enables the efficient discovery of visual affordances for several action primitives, such as grasping, stacking objects, or opening drawers, strongly improving data efficiency in simulation, and it allows us to learn grasping affordances in a small number of interactions, on a real-world setup with a UFACTORY XArm 6 robot arm.
Emergence of Hidden Capabilities: Exploring Learning Dynamics in Concept Space
Modern generative models demonstrate impressive capabilities, likely stemming from an ability to identify and manipulate abstract concepts underlying their training data. However, fundamental questions remain: what determines the concepts a model learns, the order in which it learns them, and its ability to manipulate those concepts? To address these questions, we propose analyzing a model's learning dynamics via a framework we call the concept space, where each axis represents an independent concept underlying the data generating process. By characterizing learning dynamics in this space, we identify how the speed at which a concept is learned, and hence the order of concept learning, is controlled by properties of the data we term concept signal. Further, we observe moments of sudden turns in the direction of a model's learning dynamics in concept space. Surprisingly, these points precisely correspond to the emergence of hidden capabilities, i.e., where latent interventions show the model possesses the capability to manipulate a concept, but these capabilities cannot yet be elicited via naive input prompting. While our results focus on synthetically defined toy datasets, we hypothesize a general claim on emergence of hidden capabilities may hold: generative models possess latent capabilities that emerge suddenly and consistently during training, though a model might not exhibit these capabilities under naive input prompting.
LLM-Based Human-Robot Collaboration Framework for Manipulation Tasks
This paper presents a novel approach to enhance autonomous robotic manipulation using the Large Language Model (LLM) for logical inference, converting high-level language commands into sequences of executable motion functions. The proposed system combines the advantage of LLM with YOLO-based environmental perception to enable robots to autonomously make reasonable decisions and task planning based on the given commands. Additionally, to address the potential inaccuracies or illogical actions arising from LLM, a combination of teleoperation and Dynamic Movement Primitives (DMP) is employed for action correction. This integration aims to improve the practicality and generalizability of the LLM-based human-robot collaboration system.
Learning Precise Affordances from Egocentric Videos for Robotic Manipulation
Affordance, defined as the potential actions that an object offers, is crucial for robotic manipulation tasks. A deep understanding of affordance can lead to more intelligent AI systems. For example, such knowledge directs an agent to grasp a knife by the handle for cutting and by the blade when passing it to someone. In this paper, we present a streamlined affordance learning system that encompasses data collection, effective model training, and robot deployment. First, we collect training data from egocentric videos in an automatic manner. Different from previous methods that focus only on the object graspable affordance and represent it as coarse heatmaps, we cover both graspable (e.g., object handles) and functional affordances (e.g., knife blades, hammer heads) and extract data with precise segmentation masks. We then propose an effective model, termed Geometry-guided Affordance Transformer (GKT), to train on the collected data. GKT integrates an innovative Depth Feature Injector (DFI) to incorporate 3D shape and geometric priors, enhancing the model's understanding of affordances. To enable affordance-oriented manipulation, we further introduce Aff-Grasp, a framework that combines GKT with a grasp generation model. For comprehensive evaluation, we create an affordance evaluation dataset with pixel-wise annotations, and design real-world tasks for robot experiments. The results show that GKT surpasses the state-of-the-art by 15.9% in mIoU, and Aff-Grasp achieves high success rates of 95.5% in affordance prediction and 77.1% in successful grasping among 179 trials, including evaluations with seen, unseen objects, and cluttered scenes.
Meta-Learning Parameterized Skills
We propose a novel parameterized skill-learning algorithm that aims to learn transferable parameterized skills and synthesize them into a new action space that supports efficient learning in long-horizon tasks. We propose to leverage off-policy Meta-RL combined with a trajectory-centric smoothness term to learn a set of parameterized skills. Our agent can use these learned skills to construct a three-level hierarchical framework that models a Temporally-extended Parameterized Action Markov Decision Process. We empirically demonstrate that the proposed algorithms enable an agent to solve a set of difficult long-horizon (obstacle-course and robot manipulation) tasks.
MyoDex: A Generalizable Prior for Dexterous Manipulation
Human dexterity is a hallmark of motor control. Our hands can rapidly synthesize new behaviors despite the complexity (multi-articular and multi-joints, with 23 joints controlled by more than 40 muscles) of musculoskeletal sensory-motor circuits. In this work, we take inspiration from how human dexterity builds on a diversity of prior experiences, instead of being acquired through a single task. Motivated by this observation, we set out to develop agents that can build upon their previous experience to quickly acquire new (previously unattainable) behaviors. Specifically, our approach leverages multi-task learning to implicitly capture task-agnostic behavioral priors (MyoDex) for human-like dexterity, using a physiologically realistic human hand model - MyoHand. We demonstrate MyoDex's effectiveness in few-shot generalization as well as positive transfer to a large repertoire of unseen dexterous manipulation tasks. Agents leveraging MyoDex can solve approximately 3x more tasks, and 4x faster in comparison to a distillation baseline. While prior work has synthesized single musculoskeletal control behaviors, MyoDex is the first generalizable manipulation prior that catalyzes the learning of dexterous physiological control across a large variety of contact-rich behaviors. We also demonstrate the effectiveness of our paradigms beyond musculoskeletal control towards the acquisition of dexterity in 24 DoF Adroit Hand. Website: https://sites.google.com/view/myodex
Precise and Dexterous Robotic Manipulation via Human-in-the-Loop Reinforcement Learning
Reinforcement learning (RL) holds great promise for enabling autonomous acquisition of complex robotic manipulation skills, but realizing this potential in real-world settings has been challenging. We present a human-in-the-loop vision-based RL system that demonstrates impressive performance on a diverse set of dexterous manipulation tasks, including dynamic manipulation, precision assembly, and dual-arm coordination. Our approach integrates demonstrations and human corrections, efficient RL algorithms, and other system-level design choices to learn policies that achieve near-perfect success rates and fast cycle times within just 1 to 2.5 hours of training. We show that our method significantly outperforms imitation learning baselines and prior RL approaches, with an average 2x improvement in success rate and 1.8x faster execution. Through extensive experiments and analysis, we provide insights into the effectiveness of our approach, demonstrating how it learns robust, adaptive policies for both reactive and predictive control strategies. Our results suggest that RL can indeed learn a wide range of complex vision-based manipulation policies directly in the real world within practical training times. We hope this work will inspire a new generation of learned robotic manipulation techniques, benefiting both industrial applications and research advancements. Videos and code are available at our project website https://hil-serl.github.io/.
Yell At Your Robot: Improving On-the-Fly from Language Corrections
Hierarchical policies that combine language and low-level control have been shown to perform impressively long-horizon robotic tasks, by leveraging either zero-shot high-level planners like pretrained language and vision-language models (LLMs/VLMs) or models trained on annotated robotic demonstrations. However, for complex and dexterous skills, attaining high success rates on long-horizon tasks still represents a major challenge -- the longer the task is, the more likely it is that some stage will fail. Can humans help the robot to continuously improve its long-horizon task performance through intuitive and natural feedback? In this paper, we make the following observation: high-level policies that index into sufficiently rich and expressive low-level language-conditioned skills can be readily supervised with human feedback in the form of language corrections. We show that even fine-grained corrections, such as small movements ("move a bit to the left"), can be effectively incorporated into high-level policies, and that such corrections can be readily obtained from humans observing the robot and making occasional suggestions. This framework enables robots not only to rapidly adapt to real-time language feedback, but also incorporate this feedback into an iterative training scheme that improves the high-level policy's ability to correct errors in both low-level execution and high-level decision-making purely from verbal feedback. Our evaluation on real hardware shows that this leads to significant performance improvement in long-horizon, dexterous manipulation tasks without the need for any additional teleoperation. Videos and code are available at https://yay-robot.github.io/.
Active-Perceptive Motion Generation for Mobile Manipulation
Mobile Manipulation (MoMa) systems incorporate the benefits of mobility and dexterity, thanks to the enlarged space in which they can move and interact with their environment. MoMa robots can also continuously perceive their environment when equipped with onboard sensors, e.g., an embodied camera. However, extracting task-relevant visual information in unstructured and cluttered environments such as households remains a challenge. In this work, we introduce an active perception pipeline for mobile manipulators to generate motions that are informative toward manipulation tasks such as grasping, in initially unknown, cluttered scenes. Our proposed approach ActPerMoMa generates robot trajectories in a receding horizon fashion, sampling trajectories and computing path-wise utilities that trade-off reconstructing the unknown scene by maximizing the visual information gain and the taskoriented objective, e.g., grasp success by maximizing grasp reachability efficiently. We demonstrate the efficacy of our method in simulated experiments with a dual-arm TIAGo++ MoMa robot performing mobile grasping in cluttered scenes and when its path is obstructed by external obstacles. We empirically analyze the contribution of various utilities and hyperparameters, and compare against representative baselines both with and without active perception objectives. Finally, we demonstrate the transfer of our mobile grasping strategy to the real world, showing a promising direction for active-perceptive MoMa.
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.
Kinematic-aware Prompting for Generalizable Articulated Object Manipulation with LLMs
Generalizable articulated object manipulation is essential for home-assistant robots. Recent efforts focus on imitation learning from demonstrations or reinforcement learning in simulation, however, due to the prohibitive costs of real-world data collection and precise object simulation, it still remains challenging for these works to achieve broad adaptability across diverse articulated objects. Recently, many works have tried to utilize the strong in-context learning ability of Large Language Models (LLMs) to achieve generalizable robotic manipulation, but most of these researches focus on high-level task planning, sidelining low-level robotic control. In this work, building on the idea that the kinematic structure of the object determines how we can manipulate it, we propose a kinematic-aware prompting framework that prompts LLMs with kinematic knowledge of objects to generate low-level motion trajectory waypoints, supporting various object manipulation. To effectively prompt LLMs with the kinematic structure of different objects, we design a unified kinematic knowledge parser, which represents various articulated objects as a unified textual description containing kinematic joints and contact location. Building upon this unified description, a kinematic-aware planner model is proposed to generate precise 3D manipulation waypoints via a designed kinematic-aware chain-of-thoughts prompting method. Our evaluation spanned 48 instances across 16 distinct categories, revealing that our framework not only outperforms traditional methods on 8 seen categories but also shows a powerful zero-shot capability for 8 unseen articulated object categories. Moreover, the real-world experiments on 7 different object categories prove our framework's adaptability in practical scenarios. Code is released at https://github.com/GeWu-Lab/LLM_articulated_object_manipulation/tree/main.
Deep Imitation Learning for Humanoid Loco-manipulation through Human Teleoperation
We tackle the problem of developing humanoid loco-manipulation skills with deep imitation learning. The difficulty of collecting task demonstrations and training policies for humanoids with a high degree of freedom presents substantial challenges. We introduce TRILL, a data-efficient framework for training humanoid loco-manipulation policies from human demonstrations. In this framework, we collect human demonstration data through an intuitive Virtual Reality (VR) interface. We employ the whole-body control formulation to transform task-space commands by human operators into the robot's joint-torque actuation while stabilizing its dynamics. By employing high-level action abstractions tailored for humanoid loco-manipulation, our method can efficiently learn complex sensorimotor skills. We demonstrate the effectiveness of TRILL in simulation and on a real-world robot for performing various loco-manipulation tasks. Videos and additional materials can be found on the project page: https://ut-austin-rpl.github.io/TRILL.
SoftGPT: Learn Goal-oriented Soft Object Manipulation Skills by Generative Pre-trained Heterogeneous Graph Transformer
Soft object manipulation tasks in domestic scenes pose a significant challenge for existing robotic skill learning techniques due to their complex dynamics and variable shape characteristics. Since learning new manipulation skills from human demonstration is an effective way for robot applications, developing prior knowledge of the representation and dynamics of soft objects is necessary. In this regard, we propose a pre-trained soft object manipulation skill learning model, namely SoftGPT, that is trained using large amounts of exploration data, consisting of a three-dimensional heterogeneous graph representation and a GPT-based dynamics model. For each downstream task, a goal-oriented policy agent is trained to predict the subsequent actions, and SoftGPT generates the consequences of these actions. Integrating these two approaches establishes a thinking process in the robot's mind that provides rollout for facilitating policy learning. Our results demonstrate that leveraging prior knowledge through this thinking process can efficiently learn various soft object manipulation skills, with the potential for direct learning from human demonstrations.
MoDem-V2: Visuo-Motor World Models for Real-World Robot Manipulation
Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.
GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues
Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.
Language to Rewards for Robotic Skill Synthesis
Large language models (LLMs) have demonstrated exciting progress in acquiring diverse new capabilities through in-context learning, ranging from logical reasoning to code-writing. Robotics researchers have also explored using LLMs to advance the capabilities of robotic control. However, since low-level robot actions are hardware-dependent and underrepresented in LLM training corpora, existing efforts in applying LLMs to robotics have largely treated LLMs as semantic planners or relied on human-engineered control primitives to interface with the robot. On the other hand, reward functions are shown to be flexible representations that can be optimized for control policies to achieve diverse tasks, while their semantic richness makes them suitable to be specified by LLMs. In this work, we introduce a new paradigm that harnesses this realization by utilizing LLMs to define reward parameters that can be optimized and accomplish variety of robotic tasks. Using reward as the intermediate interface generated by LLMs, we can effectively bridge the gap between high-level language instructions or corrections to low-level robot actions. Meanwhile, combining this with a real-time optimizer, MuJoCo MPC, empowers an interactive behavior creation experience where users can immediately observe the results and provide feedback to the system. To systematically evaluate the performance of our proposed method, we designed a total of 17 tasks for a simulated quadruped robot and a dexterous manipulator robot. We demonstrate that our proposed method reliably tackles 90% of the designed tasks, while a baseline using primitive skills as the interface with Code-as-policies achieves 50% of the tasks. We further validated our method on a real robot arm where complex manipulation skills such as non-prehensile pushing emerge through our interactive system.
"No, to the Right" -- Online Language Corrections for Robotic Manipulation via Shared Autonomy
Systems for language-guided human-robot interaction must satisfy two key desiderata for broad adoption: adaptivity and learning efficiency. Unfortunately, existing instruction-following agents cannot adapt, lacking the ability to incorporate online natural language supervision, and even if they could, require hundreds of demonstrations to learn even simple policies. In this work, we address these problems by presenting Language-Informed Latent Actions with Corrections (LILAC), a framework for incorporating and adapting to natural language corrections - "to the right," or "no, towards the book" - online, during execution. We explore rich manipulation domains within a shared autonomy paradigm. Instead of discrete turn-taking between a human and robot, LILAC splits agency between the human and robot: language is an input to a learned model that produces a meaningful, low-dimensional control space that the human can use to guide the robot. Each real-time correction refines the human's control space, enabling precise, extended behaviors - with the added benefit of requiring only a handful of demonstrations to learn. We evaluate our approach via a user study where users work with a Franka Emika Panda manipulator to complete complex manipulation tasks. Compared to existing learned baselines covering both open-loop instruction following and single-turn shared autonomy, we show that our corrections-aware approach obtains higher task completion rates, and is subjectively preferred by users because of its reliability, precision, and ease of use.
Helpful DoggyBot: Open-World Object Fetching using Legged Robots and Vision-Language Models
Learning-based methods have achieved strong performance for quadrupedal locomotion. However, several challenges prevent quadrupeds from learning helpful indoor skills that require interaction with environments and humans: lack of end-effectors for manipulation, limited semantic understanding using only simulation data, and low traversability and reachability in indoor environments. We present a system for quadrupedal mobile manipulation in indoor environments. It uses a front-mounted gripper for object manipulation, a low-level controller trained in simulation using egocentric depth for agile skills like climbing and whole-body tilting, and pre-trained vision-language models (VLMs) with a third-person fisheye and an egocentric RGB camera for semantic understanding and command generation. We evaluate our system in two unseen environments without any real-world data collection or training. Our system can zero-shot generalize to these environments and complete tasks, like following user's commands to fetch a randomly placed stuff toy after climbing over a queen-sized bed, with a 60% success rate. Project website: https://helpful-doggybot.github.io/
Learning Object Compliance via Young's Modulus from Single Grasps with Camera-Based Tactile Sensors
Compliance is a useful parametrization of tactile information that humans often utilize in manipulation tasks. It can be used to inform low-level contact-rich actions or characterize objects at a high-level. In robotic manipulation, existing approaches to estimate compliance have struggled to generalize across object shape and material. Using camera-based tactile sensors, we present a novel approach to parametrize compliance through Young's modulus E. We evaluate our method over a novel dataset of 285 common objects, including a wide array of shapes and materials with Young's moduli ranging from 5.0 kPa to 250 GPa. Data is collected over automated parallel grasps of each object. Combining analytical and data-driven approaches, we develop a hybrid system using a multi-tower neural network to analyze a sequence of tactile images from grasping. This system is shown to estimate the Young's modulus of unseen objects within an order of magnitude at 74.2% accuracy across our dataset. This is a drastic improvement over a purely analytical baseline, which exhibits only 28.9% accuracy. Importantly, this estimation system performs irrespective of object geometry and demonstrates robustness across object materials. Thus, it could be applied in a general robotic manipulation setting to characterize unknown objects and inform decision-making, for instance to sort produce by ripeness.
Entity-Centric Reinforcement Learning for Object Manipulation from Pixels
Manipulating objects is a hallmark of human intelligence, and an important task in domains such as robotics. In principle, Reinforcement Learning (RL) offers a general approach to learn object manipulation. In practice, however, domains with more than a few objects are difficult for RL agents due to the curse of dimensionality, especially when learning from raw image observations. In this work we propose a structured approach for visual RL that is suitable for representing multiple objects and their interaction, and use it to learn goal-conditioned manipulation of several objects. Key to our method is the ability to handle goals with dependencies between the objects (e.g., moving objects in a certain order). We further relate our architecture to the generalization capability of the trained agent, based on a theoretical result for compositional generalization, and demonstrate agents that learn with 3 objects but generalize to similar tasks with over 10 objects. Videos and code are available on the project website: https://sites.google.com/view/entity-centric-rl
Lifelong Robot Learning with Human Assisted Language Planners
Large Language Models (LLMs) have been shown to act like planners that can decompose high-level instructions into a sequence of executable instructions. However, current LLM-based planners are only able to operate with a fixed set of skills. We overcome this critical limitation and present a method for using LLM-based planners to query new skills and teach robots these skills in a data and time-efficient manner for rigid object manipulation. Our system can re-use newly acquired skills for future tasks, demonstrating the potential of open world and lifelong learning. We evaluate the proposed framework on multiple tasks in simulation and the real world. Videos are available at: https://sites.google.com/mit.edu/halp-robot-learning.
Structured World Models from Human Videos
We tackle the problem of learning complex, general behaviors directly in the real world. We propose an approach for robots to efficiently learn manipulation skills using only a handful of real-world interaction trajectories from many different settings. Inspired by the success of learning from large-scale datasets in the fields of computer vision and natural language, our belief is that in order to efficiently learn, a robot must be able to leverage internet-scale, human video data. Humans interact with the world in many interesting ways, which can allow a robot to not only build an understanding of useful actions and affordances but also how these actions affect the world for manipulation. Our approach builds a structured, human-centric action space grounded in visual affordances learned from human videos. Further, we train a world model on human videos and fine-tune on a small amount of robot interaction data without any task supervision. We show that this approach of affordance-space world models enables different robots to learn various manipulation skills in complex settings, in under 30 minutes of interaction. Videos can be found at https://human-world-model.github.io
FOCUS: Object-Centric World Models for Robotics Manipulation
Understanding the world in terms of objects and the possible interplays with them is an important cognition ability, especially in robotics manipulation, where many tasks require robot-object interactions. However, learning such a structured world model, which specifically captures entities and relationships, remains a challenging and underexplored problem. To address this, we propose FOCUS, a model-based agent that learns an object-centric world model. Thanks to a novel exploration bonus that stems from the object-centric representation, FOCUS can be deployed on robotics manipulation tasks to explore object interactions more easily. Evaluating our approach on manipulation tasks across different settings, we show that object-centric world models allow the agent to solve tasks more efficiently and enable consistent exploration of robot-object interactions. Using a Franka Emika robot arm, we also showcase how FOCUS could be adopted in real-world settings.
Skill Transformer: A Monolithic Policy for Mobile Manipulation
We present Skill Transformer, an approach for solving long-horizon robotic tasks by combining conditional sequence modeling and skill modularity. Conditioned on egocentric and proprioceptive observations of a robot, Skill Transformer is trained end-to-end to predict both a high-level skill (e.g., navigation, picking, placing), and a whole-body low-level action (e.g., base and arm motion), using a transformer architecture and demonstration trajectories that solve the full task. It retains the composability and modularity of the overall task through a skill predictor module while reasoning about low-level actions and avoiding hand-off errors, common in modular approaches. We test Skill Transformer on an embodied rearrangement benchmark and find it performs robust task planning and low-level control in new scenarios, achieving a 2.5x higher success rate than baselines in hard rearrangement problems.
Law of the Weakest Link: Cross Capabilities of Large Language Models
The development and evaluation of Large Language Models (LLMs) have largely focused on individual capabilities. However, this overlooks the intersection of multiple abilities across different types of expertise that are often required for real-world tasks, which we term cross capabilities. To systematically explore this concept, we first define seven core individual capabilities and then pair them to form seven common cross capabilities, each supported by a manually constructed taxonomy. Building on these definitions, we introduce CrossEval, a benchmark comprising 1,400 human-annotated prompts, with 100 prompts for each individual and cross capability. To ensure reliable evaluation, we involve expert annotators to assess 4,200 model responses, gathering 8,400 human ratings with detailed explanations to serve as reference examples. Our findings reveal that, in both static evaluations and attempts to enhance specific abilities, current LLMs consistently exhibit the "Law of the Weakest Link," where cross-capability performance is significantly constrained by the weakest component. Specifically, across 58 cross-capability scores from 17 models, 38 scores are lower than all individual capabilities, while 20 fall between strong and weak, but closer to the weaker ability. These results highlight the under-performance of LLMs in cross-capability tasks, making the identification and improvement of the weakest capabilities a critical priority for future research to optimize performance in complex, multi-dimensional scenarios.
Language-Conditioned Robotic Manipulation with Fast and Slow Thinking
The language-conditioned robotic manipulation aims to transfer natural language instructions into executable actions, from simple pick-and-place to tasks requiring intent recognition and visual reasoning. Inspired by the dual process theory in cognitive science, which suggests two parallel systems of fast and slow thinking in human decision-making, we introduce Robotics with Fast and Slow Thinking (RFST), a framework that mimics human cognitive architecture to classify tasks and makes decisions on two systems based on instruction types. Our RFST consists of two key components: 1) an instruction discriminator to determine which system should be activated based on the current user instruction, and 2) a slow-thinking system that is comprised of a fine-tuned vision language model aligned with the policy networks, which allows the robot to recognize user intention or perform reasoning tasks. To assess our methodology, we built a dataset featuring real-world trajectories, capturing actions ranging from spontaneous impulses to tasks requiring deliberate contemplation. Our results, both in simulation and real-world scenarios, confirm that our approach adeptly manages intricate tasks that demand intent recognition and reasoning. The project is available at https://jlm-z.github.io/RSFT/
Zero-shot Robotic Manipulation with Language-guided Instruction and Formal Task Planning
Robotic manipulation is often challenging due to the long-horizon tasks and the complex object relationships. A common solution is to develop a task and motion planning framework that integrates planning for high-level task and low-level motion. Recently, inspired by the powerful reasoning ability of Large Language Models (LLMs), LLM-based planning approaches have achieved remarkable progress. However, these methods still heavily rely on expert-specific knowledge, often generating invalid plans for unseen and unfamiliar tasks. To address this issue, we propose an innovative language-guided symbolic task planning (LM-SymOpt) framework with optimization. It is the first expert-free planning framework since we combine the world knowledge from LLMs with formal reasoning, resulting in improved generalization capability to new tasks. Specifically, differ to most existing work, our LM-SymOpt employs LLMs to translate natural language instructions into symbolic representations, thereby representing actions as high-level symbols and reducing the search space for planning. Next, after evaluating the action probability of completing the task using LLMs, a weighted random sampling method is introduced to generate candidate plans. Their feasibility is assessed through symbolic reasoning and their cost efficiency is then evaluated using trajectory optimization for selecting the optimal planning. Our experimental results show that LM-SymOpt outperforms existing LLM-based planning approaches.
UGG: Unified Generative Grasping
Dexterous grasping aims to produce diverse grasping postures with a high grasping success rate. Regression-based methods that directly predict grasping parameters given the object may achieve a high success rate but often lack diversity. Generation-based methods that generate grasping postures conditioned on the object can often produce diverse grasping, but they are insufficient for high grasping success due to lack of discriminative information. To mitigate, we introduce a unified diffusion-based dexterous grasp generation model, dubbed the name UGG, which operates within the object point cloud and hand parameter spaces. Our all-transformer architecture unifies the information from the object, the hand, and the contacts, introducing a novel representation of contact points for improved contact modeling. The flexibility and quality of our model enable the integration of a lightweight discriminator, benefiting from simulated discriminative data, which pushes for a high success rate while preserving high diversity. Beyond grasp generation, our model can also generate objects based on hand information, offering valuable insights into object design and studying how the generative model perceives objects. Our model achieves state-of-the-art dexterous grasping on the large-scale DexGraspNet dataset while facilitating human-centric object design, marking a significant advancement in dexterous grasping research. Our project page is https://jiaxin-lu.github.io/ugg/ .
CyberDemo: Augmenting Simulated Human Demonstration for Real-World Dexterous Manipulation
We introduce CyberDemo, a novel approach to robotic imitation learning that leverages simulated human demonstrations for real-world tasks. By incorporating extensive data augmentation in a simulated environment, CyberDemo outperforms traditional in-domain real-world demonstrations when transferred to the real world, handling diverse physical and visual conditions. Regardless of its affordability and convenience in data collection, CyberDemo outperforms baseline methods in terms of success rates across various tasks and exhibits generalizability with previously unseen objects. For example, it can rotate novel tetra-valve and penta-valve, despite human demonstrations only involving tri-valves. Our research demonstrates the significant potential of simulated human demonstrations for real-world dexterous manipulation tasks. More details can be found at https://cyber-demo.github.io
VIRT: Vision Instructed Transformer for Robotic Manipulation
Robotic manipulation, owing to its multi-modal nature, often faces significant training ambiguity, necessitating explicit instructions to clearly delineate the manipulation details in tasks. In this work, we highlight that vision instruction is naturally more comprehensible to recent robotic policies than the commonly adopted text instruction, as these policies are born with some vision understanding ability like human infants. Building on this premise and drawing inspiration from cognitive science, we introduce the robotic imagery paradigm, which realizes large-scale robotic data pre-training without text annotations. Additionally, we propose the robotic gaze strategy that emulates the human eye gaze mechanism, thereby guiding subsequent actions and focusing the attention of the policy on the manipulated object. Leveraging these innovations, we develop VIRT, a fully Transformer-based policy. We design comprehensive tasks using both a physical robot and simulated environments to assess the efficacy of VIRT. The results indicate that VIRT can complete very competitive tasks like ``opening the lid of a tightly sealed bottle'', and the proposed techniques boost the success rates of the baseline policy on diverse challenging tasks from nearly 0% to more than 65%.
Do As I Can, Not As I Say: Grounding Language in Robotic Affordances
Large language models can encode a wealth of semantic knowledge about the world. Such knowledge could be extremely useful to robots aiming to act upon high-level, temporally extended instructions expressed in natural language. However, a significant weakness of language models is that they lack real-world experience, which makes it difficult to leverage them for decision making within a given embodiment. For example, asking a language model to describe how to clean a spill might result in a reasonable narrative, but it may not be applicable to a particular agent, such as a robot, that needs to perform this task in a particular environment. We propose to provide real-world grounding by means of pretrained skills, which are used to constrain the model to propose natural language actions that are both feasible and contextually appropriate. The robot can act as the language model's "hands and eyes," while the language model supplies high-level semantic knowledge about the task. We show how low-level skills can be combined with large language models so that the language model provides high-level knowledge about the procedures for performing complex and temporally-extended instructions, while value functions associated with these skills provide the grounding necessary to connect this knowledge to a particular physical environment. We evaluate our method on a number of real-world robotic tasks, where we show the need for real-world grounding and that this approach is capable of completing long-horizon, abstract, natural language instructions on a mobile manipulator. The project's website and the video can be found at https://say-can.github.io/.
BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated Objects
We present BimArt, a novel generative approach for synthesizing 3D bimanual hand interactions with articulated objects. Unlike prior works, we do not rely on a reference grasp, a coarse hand trajectory, or separate modes for grasping and articulating. To achieve this, we first generate distance-based contact maps conditioned on the object trajectory with an articulation-aware feature representation, revealing rich bimanual patterns for manipulation. The learned contact prior is then used to guide our hand motion generator, producing diverse and realistic bimanual motions for object movement and articulation. Our work offers key insights into feature representation and contact prior for articulated objects, demonstrating their effectiveness in taming the complex, high-dimensional space of bimanual hand-object interactions. Through comprehensive quantitative experiments, we demonstrate a clear step towards simplified and high-quality hand-object animations that excel over the state-of-the-art in motion quality and diversity.
Mechanistically analyzing the effects of fine-tuning on procedurally defined tasks
Fine-tuning large pre-trained models has become the de facto strategy for developing both task-specific and general-purpose machine learning systems, including developing models that are safe to deploy. Despite its clear importance, there has been minimal work that explains how fine-tuning alters the underlying capabilities learned by a model during pretraining: does fine-tuning yield entirely novel capabilities or does it just modulate existing ones? We address this question empirically in synthetic, controlled settings where we can use mechanistic interpretability tools (e.g., network pruning and probing) to understand how the model's underlying capabilities are changing. We perform an extensive analysis of the effects of fine-tuning in these settings, and show that: (i) fine-tuning rarely alters the underlying model capabilities; (ii) a minimal transformation, which we call a 'wrapper', is typically learned on top of the underlying model capabilities, creating the illusion that they have been modified; and (iii) further fine-tuning on a task where such hidden capabilities are relevant leads to sample-efficient 'revival' of the capability, i.e., the model begins reusing these capability after only a few gradient steps. This indicates that practitioners can unintentionally remove a model's safety wrapper merely by fine-tuning it on a, e.g., superficially unrelated, downstream task. We additionally perform analysis on language models trained on the TinyStories dataset to support our claims in a more realistic setup.
Learning Manipulation by Predicting Interaction
Representation learning approaches for robotic manipulation have boomed in recent years. Due to the scarcity of in-domain robot data, prevailing methodologies tend to leverage large-scale human video datasets to extract generalizable features for visuomotor policy learning. Despite the progress achieved, prior endeavors disregard the interactive dynamics that capture behavior patterns and physical interaction during the manipulation process, resulting in an inadequate understanding of the relationship between objects and the environment. To this end, we propose a general pre-training pipeline that learns Manipulation by Predicting the Interaction (MPI) and enhances the visual representation.Given a pair of keyframes representing the initial and final states, along with language instructions, our algorithm predicts the transition frame and detects the interaction object, respectively. These two learning objectives achieve superior comprehension towards "how-to-interact" and "where-to-interact". We conduct a comprehensive evaluation of several challenging robotic tasks.The experimental results demonstrate that MPI exhibits remarkable improvement by 10% to 64% compared with previous state-of-the-art in real-world robot platforms as well as simulation environments. Code and checkpoints are publicly shared at https://github.com/OpenDriveLab/MPI.
Evaluation of Large Language Models for Decision Making in Autonomous Driving
Various methods have been proposed for utilizing Large Language Models (LLMs) in autonomous driving. One strategy of using LLMs for autonomous driving involves inputting surrounding objects as text prompts to the LLMs, along with their coordinate and velocity information, and then outputting the subsequent movements of the vehicle. When using LLMs for such purposes, capabilities such as spatial recognition and planning are essential. In particular, two foundational capabilities are required: (1) spatial-aware decision making, which is the ability to recognize space from coordinate information and make decisions to avoid collisions, and (2) the ability to adhere to traffic rules. However, quantitative research has not been conducted on how accurately different types of LLMs can handle these problems. In this study, we quantitatively evaluated these two abilities of LLMs in the context of autonomous driving. Furthermore, to conduct a Proof of Concept (POC) for the feasibility of implementing these abilities in actual vehicles, we developed a system that uses LLMs to drive a vehicle.
OakInk: A Large-scale Knowledge Repository for Understanding Hand-Object Interaction
Learning how humans manipulate objects requires machines to acquire knowledge from two perspectives: one for understanding object affordances and the other for learning human's interactions based on the affordances. Even though these two knowledge bases are crucial, we find that current databases lack a comprehensive awareness of them. In this work, we propose a multi-modal and rich-annotated knowledge repository, OakInk, for visual and cognitive understanding of hand-object interactions. We start to collect 1,800 common household objects and annotate their affordances to construct the first knowledge base: Oak. Given the affordance, we record rich human interactions with 100 selected objects in Oak. Finally, we transfer the interactions on the 100 recorded objects to their virtual counterparts through a novel method: Tink. The recorded and transferred hand-object interactions constitute the second knowledge base: Ink. As a result, OakInk contains 50,000 distinct affordance-aware and intent-oriented hand-object interactions. We benchmark OakInk on pose estimation and grasp generation tasks. Moreover, we propose two practical applications of OakInk: intent-based interaction generation and handover generation. Our datasets and source code are publicly available at https://github.com/lixiny/OakInk.
Flooding Spread of Manipulated Knowledge in LLM-Based Multi-Agent Communities
The rapid adoption of large language models (LLMs) in multi-agent systems has highlighted their impressive capabilities in various applications, such as collaborative problem-solving and autonomous negotiation. However, the security implications of these LLM-based multi-agent systems have not been thoroughly investigated, particularly concerning the spread of manipulated knowledge. In this paper, we investigate this critical issue by constructing a detailed threat model and a comprehensive simulation environment that mirrors real-world multi-agent deployments in a trusted platform. Subsequently, we propose a novel two-stage attack method involving Persuasiveness Injection and Manipulated Knowledge Injection to systematically explore the potential for manipulated knowledge (i.e., counterfactual and toxic knowledge) spread without explicit prompt manipulation. Our method leverages the inherent vulnerabilities of LLMs in handling world knowledge, which can be exploited by attackers to unconsciously spread fabricated information. Through extensive experiments, we demonstrate that our attack method can successfully induce LLM-based agents to spread both counterfactual and toxic knowledge without degrading their foundational capabilities during agent communication. Furthermore, we show that these manipulations can persist through popular retrieval-augmented generation frameworks, where several benign agents store and retrieve manipulated chat histories for future interactions. This persistence indicates that even after the interaction has ended, the benign agents may continue to be influenced by manipulated knowledge. Our findings reveal significant security risks in LLM-based multi-agent systems, emphasizing the imperative need for robust defenses against manipulated knowledge spread, such as introducing ``guardian'' agents and advanced fact-checking tools.
Instruct2Act: Mapping Multi-modality Instructions to Robotic Actions with Large Language Model
Foundation models have made significant strides in various applications, including text-to-image generation, panoptic segmentation, and natural language processing. This paper presents Instruct2Act, a framework that utilizes Large Language Models to map multi-modal instructions to sequential actions for robotic manipulation tasks. Specifically, Instruct2Act employs the LLM model to generate Python programs that constitute a comprehensive perception, planning, and action loop for robotic tasks. In the perception section, pre-defined APIs are used to access multiple foundation models where the Segment Anything Model (SAM) accurately locates candidate objects, and CLIP classifies them. In this way, the framework leverages the expertise of foundation models and robotic abilities to convert complex high-level instructions into precise policy codes. Our approach is adjustable and flexible in accommodating various instruction modalities and input types and catering to specific task demands. We validated the practicality and efficiency of our approach by assessing it on robotic tasks in different scenarios within tabletop manipulation domains. Furthermore, our zero-shot method outperformed many state-of-the-art learning-based policies in several tasks. The code for our proposed approach is available at https://github.com/OpenGVLab/Instruct2Act, serving as a robust benchmark for high-level robotic instruction tasks with assorted modality inputs.
Dynamic-Resolution Model Learning for Object Pile Manipulation
Dynamics models learned from visual observations have shown to be effective in various robotic manipulation tasks. One of the key questions for learning such dynamics models is what scene representation to use. Prior works typically assume representation at a fixed dimension or resolution, which may be inefficient for simple tasks and ineffective for more complicated tasks. In this work, we investigate how to learn dynamic and adaptive representations at different levels of abstraction to achieve the optimal trade-off between efficiency and effectiveness. Specifically, we construct dynamic-resolution particle representations of the environment and learn a unified dynamics model using graph neural networks (GNNs) that allows continuous selection of the abstraction level. During test time, the agent can adaptively determine the optimal resolution at each model-predictive control (MPC) step. We evaluate our method in object pile manipulation, a task we commonly encounter in cooking, agriculture, manufacturing, and pharmaceutical applications. Through comprehensive evaluations both in the simulation and the real world, we show that our method achieves significantly better performance than state-of-the-art fixed-resolution baselines at the gathering, sorting, and redistribution of granular object piles made with various instances like coffee beans, almonds, corn, etc.
Thin-Shell Object Manipulations With Differentiable Physics Simulations
In this work, we aim to teach robots to manipulate various thin-shell materials. Prior works studying thin-shell object manipulation mostly rely on heuristic policies or learn policies from real-world video demonstrations, and only focus on limited material types and tasks (e.g., cloth unfolding). However, these approaches face significant challenges when extended to a wider variety of thin-shell materials and a diverse range of tasks. While virtual simulations are shown to be effective in diverse robot skill learning and evaluation, prior thin-shell simulation environments only support a subset of thin-shell materials, which also limits their supported range of tasks. We introduce ThinShellLab - a fully differentiable simulation platform tailored for robotic interactions with diverse thin-shell materials possessing varying material properties, enabling flexible thin-shell manipulation skill learning and evaluation. Our experiments suggest that manipulating thin-shell objects presents several unique challenges: 1) thin-shell manipulation relies heavily on frictional forces due to the objects' co-dimensional nature, 2) the materials being manipulated are highly sensitive to minimal variations in interaction actions, and 3) the constant and frequent alteration in contact pairs makes trajectory optimization methods susceptible to local optima, and neither standard reinforcement learning algorithms nor trajectory optimization methods (either gradient-based or gradient-free) are able to solve the tasks alone. To overcome these challenges, we present an optimization scheme that couples sampling-based trajectory optimization and gradient-based optimization, boosting both learning efficiency and converged performance across various proposed tasks. In addition, the differentiable nature of our platform facilitates a smooth sim-to-real transition.
Interactive3D: Create What You Want by Interactive 3D Generation
3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.
DexMimicGen: Automated Data Generation for Bimanual Dexterous Manipulation via Imitation Learning
Imitation learning from human demonstrations is an effective means to teach robots manipulation skills. But data acquisition is a major bottleneck in applying this paradigm more broadly, due to the amount of cost and human effort involved. There has been significant interest in imitation learning for bimanual dexterous robots, like humanoids. Unfortunately, data collection is even more challenging here due to the challenges of simultaneously controlling multiple arms and multi-fingered hands. Automated data generation in simulation is a compelling, scalable alternative to fuel this need for data. To this end, we introduce DexMimicGen, a large-scale automated data generation system that synthesizes trajectories from a handful of human demonstrations for humanoid robots with dexterous hands. We present a collection of simulation environments in the setting of bimanual dexterous manipulation, spanning a range of manipulation behaviors and different requirements for coordination among the two arms. We generate 21K demos across these tasks from just 60 source human demos and study the effect of several data generation and policy learning decisions on agent performance. Finally, we present a real-to-sim-to-real pipeline and deploy it on a real-world humanoid can sorting task. Videos and more are at https://dexmimicgen.github.io/
A Survey on Robotics with Foundation Models: toward Embodied AI
While the exploration for embodied AI has spanned multiple decades, it remains a persistent challenge to endow agents with human-level intelligence, including perception, learning, reasoning, decision-making, control, and generalization capabilities, so that they can perform general-purpose tasks in open, unstructured, and dynamic environments. Recent advances in computer vision, natural language processing, and multi-modality learning have shown that the foundation models have superhuman capabilities for specific tasks. They not only provide a solid cornerstone for integrating basic modules into embodied AI systems but also shed light on how to scale up robot learning from a methodological perspective. This survey aims to provide a comprehensive and up-to-date overview of foundation models in robotics, focusing on autonomous manipulation and encompassing high-level planning and low-level control. Moreover, we showcase their commonly used datasets, simulators, and benchmarks. Importantly, we emphasize the critical challenges intrinsic to this field and delineate potential avenues for future research, contributing to advancing the frontier of academic and industrial discourse.
ExploRLLM: Guiding Exploration in Reinforcement Learning with Large Language Models
In image-based robot manipulation tasks with large observation and action spaces, reinforcement learning struggles with low sample efficiency, slow training speed, and uncertain convergence. As an alternative, large pre-trained foundation models have shown promise in robotic manipulation, particularly in zero-shot and few-shot applications. However, using these models directly is unreliable due to limited reasoning capabilities and challenges in understanding physical and spatial contexts. This paper introduces ExploRLLM, a novel approach that leverages the inductive bias of foundation models (e.g. Large Language Models) to guide exploration in reinforcement learning. We also exploit these foundation models to reformulate the action and observation spaces to enhance the training efficiency in reinforcement learning. Our experiments demonstrate that guided exploration enables much quicker convergence than training without it. Additionally, we validate that ExploRLLM outperforms vanilla foundation model baselines and that the policy trained in simulation can be applied in real-world settings without additional training.
Learning Deformable Object Manipulation from Expert Demonstrations
We present a novel Learning from Demonstration (LfD) method, Deformable Manipulation from Demonstrations (DMfD), to solve deformable manipulation tasks using states or images as inputs, given expert demonstrations. Our method uses demonstrations in three different ways, and balances the trade-off between exploring the environment online and using guidance from experts to explore high dimensional spaces effectively. We test DMfD on a set of representative manipulation tasks for a 1-dimensional rope and a 2-dimensional cloth from the SoftGym suite of tasks, each with state and image observations. Our method exceeds baseline performance by up to 12.9% for state-based tasks and up to 33.44% on image-based tasks, with comparable or better robustness to randomness. Additionally, we create two challenging environments for folding a 2D cloth using image-based observations, and set a performance benchmark for them. We deploy DMfD on a real robot with a minimal loss in normalized performance during real-world execution compared to simulation (~6%). Source code is on github.com/uscresl/dmfd
SGL: Symbolic Goal Learning in a Hybrid, Modular Framework for Human Instruction Following
This paper investigates robot manipulation based on human instruction with ambiguous requests. The intent is to compensate for imperfect natural language via visual observations. Early symbolic methods, based on manually defined symbols, built modular framework consist of semantic parsing and task planning for producing sequences of actions from natural language requests. Modern connectionist methods employ deep neural networks to automatically learn visual and linguistic features and map to a sequence of low-level actions, in an endto-end fashion. These two approaches are blended to create a hybrid, modular framework: it formulates instruction following as symbolic goal learning via deep neural networks followed by task planning via symbolic planners. Connectionist and symbolic modules are bridged with Planning Domain Definition Language. The vision-and-language learning network predicts its goal representation, which is sent to a planner for producing a task-completing action sequence. For improving the flexibility of natural language, we further incorporate implicit human intents with explicit human instructions. To learn generic features for vision and language, we propose to separately pretrain vision and language encoders on scene graph parsing and semantic textual similarity tasks. Benchmarking evaluates the impacts of different components of, or options for, the vision-and-language learning model and shows the effectiveness of pretraining strategies. Manipulation experiments conducted in the simulator AI2THOR show the robustness of the framework to novel scenarios.
Ag2Manip: Learning Novel Manipulation Skills with Agent-Agnostic Visual and Action Representations
Autonomous robotic systems capable of learning novel manipulation tasks are poised to transform industries from manufacturing to service automation. However, modern methods (e.g., VIP and R3M) still face significant hurdles, notably the domain gap among robotic embodiments and the sparsity of successful task executions within specific action spaces, resulting in misaligned and ambiguous task representations. We introduce Ag2Manip (Agent-Agnostic representations for Manipulation), a framework aimed at surmounting these challenges through two key innovations: a novel agent-agnostic visual representation derived from human manipulation videos, with the specifics of embodiments obscured to enhance generalizability; and an agent-agnostic action representation abstracting a robot's kinematics to a universal agent proxy, emphasizing crucial interactions between end-effector and object. Ag2Manip's empirical validation across simulated benchmarks like FrankaKitchen, ManiSkill, and PartManip shows a 325% increase in performance, achieved without domain-specific demonstrations. Ablation studies underline the essential contributions of the visual and action representations to this success. Extending our evaluations to the real world, Ag2Manip significantly improves imitation learning success rates from 50% to 77.5%, demonstrating its effectiveness and generalizability across both simulated and physical environments.
Language Models as Zero-Shot Trajectory Generators
Large Language Models (LLMs) have recently shown promise as high-level planners for robots when given access to a selection of low-level skills. However, it is often assumed that LLMs do not possess sufficient knowledge to be used for the low-level trajectories themselves. In this work, we address this assumption thoroughly, and investigate if an LLM (GPT-4) can directly predict a dense sequence of end-effector poses for manipulation skills, when given access to only object detection and segmentation vision models. We study how well a single task-agnostic prompt, without any in-context examples, motion primitives, or external trajectory optimisers, can perform across 26 real-world language-based tasks, such as "open the bottle cap" and "wipe the plate with the sponge", and we investigate which design choices in this prompt are the most effective. Our conclusions raise the assumed limit of LLMs for robotics, and we reveal for the first time that LLMs do indeed possess an understanding of low-level robot control sufficient for a range of common tasks, and that they can additionally detect failures and then re-plan trajectories accordingly. Videos, code, and prompts are available at: https://www.robot-learning.uk/language-models-trajectory-generators.
RPMArt: Towards Robust Perception and Manipulation for Articulated Objects
Articulated objects are commonly found in daily life. It is essential that robots can exhibit robust perception and manipulation skills for articulated objects in real-world robotic applications. However, existing methods for articulated objects insufficiently address noise in point clouds and struggle to bridge the gap between simulation and reality, thus limiting the practical deployment in real-world scenarios. To tackle these challenges, we propose a framework towards Robust Perception and Manipulation for Articulated Objects (RPMArt), which learns to estimate the articulation parameters and manipulate the articulation part from the noisy point cloud. Our primary contribution is a Robust Articulation Network (RoArtNet) that is able to predict both joint parameters and affordable points robustly by local feature learning and point tuple voting. Moreover, we introduce an articulation-aware classification scheme to enhance its ability for sim-to-real transfer. Finally, with the estimated affordable point and articulation joint constraint, the robot can generate robust actions to manipulate articulated objects. After learning only from synthetic data, RPMArt is able to transfer zero-shot to real-world articulated objects. Experimental results confirm our approach's effectiveness, with our framework achieving state-of-the-art performance in both noise-added simulation and real-world environments. The code and data will be open-sourced for reproduction. More results are published on the project website at https://r-pmart.github.io .
InteRACT: Transformer Models for Human Intent Prediction Conditioned on Robot Actions
In collaborative human-robot manipulation, a robot must predict human intents and adapt its actions accordingly to smoothly execute tasks. However, the human's intent in turn depends on actions the robot takes, creating a chicken-or-egg problem. Prior methods ignore such inter-dependency and instead train marginal intent prediction models independent of robot actions. This is because training conditional models is hard given a lack of paired human-robot interaction datasets. Can we instead leverage large-scale human-human interaction data that is more easily accessible? Our key insight is to exploit a correspondence between human and robot actions that enables transfer learning from human-human to human-robot data. We propose a novel architecture, InteRACT, that pre-trains a conditional intent prediction model on large human-human datasets and fine-tunes on a small human-robot dataset. We evaluate on a set of real-world collaborative human-robot manipulation tasks and show that our conditional model improves over various marginal baselines. We also introduce new techniques to tele-operate a 7-DoF robot arm and collect a diverse range of human-robot collaborative manipulation data, which we open-source.
Tool Learning with Foundation Models
Humans possess an extraordinary ability to create and utilize tools, allowing them to overcome physical limitations and explore new frontiers. With the advent of foundation models, AI systems have the potential to be equally adept in tool use as humans. This paradigm, i.e., tool learning with foundation models, combines the strengths of specialized tools and foundation models to achieve enhanced accuracy, efficiency, and automation in problem-solving. Despite its immense potential, there is still a lack of a comprehensive understanding of key challenges, opportunities, and future endeavors in this field. To this end, we present a systematic investigation of tool learning in this paper. We first introduce the background of tool learning, including its cognitive origins, the paradigm shift of foundation models, and the complementary roles of tools and models. Then we recapitulate existing tool learning research into tool-augmented and tool-oriented learning. We formulate a general tool learning framework: starting from understanding the user instruction, models should learn to decompose a complex task into several subtasks, dynamically adjust their plan through reasoning, and effectively conquer each sub-task by selecting appropriate tools. We also discuss how to train models for improved tool-use capabilities and facilitate the generalization in tool learning. Considering the lack of a systematic tool learning evaluation in prior works, we experiment with 17 representative tools and show the potential of current foundation models in skillfully utilizing tools. Finally, we discuss several open problems that require further investigation for tool learning. Overall, we hope this paper could inspire future research in integrating tools with foundation models.
Language-Conditioned Imitation Learning for Robot Manipulation Tasks
Imitation learning is a popular approach for teaching motor skills to robots. However, most approaches focus on extracting policy parameters from execution traces alone (i.e., motion trajectories and perceptual data). No adequate communication channel exists between the human expert and the robot to describe critical aspects of the task, such as the properties of the target object or the intended shape of the motion. Motivated by insights into the human teaching process, we introduce a method for incorporating unstructured natural language into imitation learning. At training time, the expert can provide demonstrations along with verbal descriptions in order to describe the underlying intent (e.g., "go to the large green bowl"). The training process then interrelates these two modalities to encode the correlations between language, perception, and motion. The resulting language-conditioned visuomotor policies can be conditioned at runtime on new human commands and instructions, which allows for more fine-grained control over the trained policies while also reducing situational ambiguity. We demonstrate in a set of simulation experiments how our approach can learn language-conditioned manipulation policies for a seven-degree-of-freedom robot arm and compare the results to a variety of alternative methods.
SAGE: Bridging Semantic and Actionable Parts for GEneralizable Manipulation of Articulated Objects
To interact with daily-life articulated objects of diverse structures and functionalities, understanding the object parts plays a central role in both user instruction comprehension and task execution. However, the possible discordance between the semantic meaning and physics functionalities of the parts poses a challenge for designing a general system. To address this problem, we propose SAGE, a novel framework that bridges semantic and actionable parts of articulated objects to achieve generalizable manipulation under natural language instructions. More concretely, given an articulated object, we first observe all the semantic parts on it, conditioned on which an instruction interpreter proposes possible action programs that concretize the natural language instruction. Then, a part-grounding module maps the semantic parts into so-called Generalizable Actionable Parts (GAParts), which inherently carry information about part motion. End-effector trajectories are predicted on the GAParts, which, together with the action program, form an executable policy. Additionally, an interactive feedback module is incorporated to respond to failures, which closes the loop and increases the robustness of the overall framework. Key to the success of our framework is the joint proposal and knowledge fusion between a large vision-language model (VLM) and a small domain-specific model for both context comprehension and part perception, with the former providing general intuitions and the latter serving as expert facts. Both simulation and real-robot experiments show our effectiveness in handling a large variety of articulated objects with diverse language-instructed goals.
Multiple Thinking Achieving Meta-Ability Decoupling for Object Navigation
We propose a meta-ability decoupling (MAD) paradigm, which brings together various object navigation methods in an architecture system, allowing them to mutually enhance each other and evolve together. Based on the MAD paradigm, we design a multiple thinking (MT) model that leverages distinct thinking to abstract various meta-abilities. Our method decouples meta-abilities from three aspects: input, encoding, and reward while employing the multiple thinking collaboration (MTC) module to promote mutual cooperation between thinking. MAD introduces a novel qualitative and quantitative interpretability system for object navigation. Through extensive experiments on AI2-Thor and RoboTHOR, we demonstrate that our method outperforms state-of-the-art (SOTA) methods on both typical and zero-shot object navigation tasks.
Vision-Based Manipulators Need to Also See from Their Hands
We study how the choice of visual perspective affects learning and generalization in the context of physical manipulation from raw sensor observations. Compared with the more commonly used global third-person perspective, a hand-centric (eye-in-hand) perspective affords reduced observability, but we find that it consistently improves training efficiency and out-of-distribution generalization. These benefits hold across a variety of learning algorithms, experimental settings, and distribution shifts, and for both simulated and real robot apparatuses. However, this is only the case when hand-centric observability is sufficient; otherwise, including a third-person perspective is necessary for learning, but also harms out-of-distribution generalization. To mitigate this, we propose to regularize the third-person information stream via a variational information bottleneck. On six representative manipulation tasks with varying hand-centric observability adapted from the Meta-World benchmark, this results in a state-of-the-art reinforcement learning agent operating from both perspectives improving its out-of-distribution generalization on every task. While some practitioners have long put cameras in the hands of robots, our work systematically analyzes the benefits of doing so and provides simple and broadly applicable insights for improving end-to-end learned vision-based robotic manipulation.
RoboTwin: Dual-Arm Robot Benchmark with Generative Digital Twins (early version)
Effective collaboration of dual-arm robots and their tool use capabilities are increasingly important areas in the advancement of robotics. These skills play a significant role in expanding robots' ability to operate in diverse real-world environments. However, progress is impeded by the scarcity of specialized training data. This paper introduces RoboTwin, a novel benchmark dataset combining real-world teleoperated data with synthetic data from digital twins, designed for dual-arm robotic scenarios. Using the COBOT Magic platform, we have collected diverse data on tool usage and human-robot interaction. We present a innovative approach to creating digital twins using AI-generated content, transforming 2D images into detailed 3D models. Furthermore, we utilize large language models to generate expert-level training data and task-specific pose sequences oriented toward functionality. Our key contributions are: 1) the RoboTwin benchmark dataset, 2) an efficient real-to-simulation pipeline, and 3) the use of language models for automatic expert-level data generation. These advancements are designed to address the shortage of robotic training data, potentially accelerating the development of more capable and versatile robotic systems for a wide range of real-world applications. The project page is available at https://robotwin-benchmark.github.io/early-version/
Skill-Mix: a Flexible and Expandable Family of Evaluations for AI models
With LLMs shifting their role from statistical modeling of language to serving as general-purpose AI agents, how should LLM evaluations change? Arguably, a key ability of an AI agent is to flexibly combine, as needed, the basic skills it has learned. The capability to combine skills plays an important role in (human) pedagogy and also in a paper on emergence phenomena (Arora & Goyal, 2023). This work introduces Skill-Mix, a new evaluation to measure ability to combine skills. Using a list of N skills the evaluator repeatedly picks random subsets of k skills and asks the LLM to produce text combining that subset of skills. Since the number of subsets grows like N^k, for even modest k this evaluation will, with high probability, require the LLM to produce text significantly different from any text in the training set. The paper develops a methodology for (a) designing and administering such an evaluation, and (b) automatic grading (plus spot-checking by humans) of the results using GPT-4 as well as the open LLaMA-2 70B model. Administering a version of to popular chatbots gave results that, while generally in line with prior expectations, contained surprises. Sizeable differences exist among model capabilities that are not captured by their ranking on popular LLM leaderboards ("cramming for the leaderboard"). Furthermore, simple probability calculations indicate that GPT-4's reasonable performance on k=5 is suggestive of going beyond "stochastic parrot" behavior (Bender et al., 2021), i.e., it combines skills in ways that it had not seen during training. We sketch how the methodology can lead to a Skill-Mix based eco-system of open evaluations for AI capabilities of future models.
Getting the Ball Rolling: Learning a Dexterous Policy for a Biomimetic Tendon-Driven Hand with Rolling Contact Joints
Biomimetic, dexterous robotic hands have the potential to replicate much of the tasks that a human can do, and to achieve status as a general manipulation platform. Recent advances in reinforcement learning (RL) frameworks have achieved remarkable performance in quadrupedal locomotion and dexterous manipulation tasks. Combined with GPU-based highly parallelized simulations capable of simulating thousands of robots in parallel, RL-based controllers have become more scalable and approachable. However, in order to bring RL-trained policies to the real world, we require training frameworks that output policies that can work with physical actuators and sensors as well as a hardware platform that can be manufactured with accessible materials yet is robust enough to run interactive policies. This work introduces the biomimetic tendon-driven Faive Hand and its system architecture, which uses tendon-driven rolling contact joints to achieve a 3D printable, robust high-DoF hand design. We model each element of the hand and integrate it into a GPU simulation environment to train a policy with RL, and achieve zero-shot transfer of a dexterous in-hand sphere rotation skill to the physical robot hand.
Distilling Motion Planner Augmented Policies into Visual Control Policies for Robot Manipulation
Learning complex manipulation tasks in realistic, obstructed environments is a challenging problem due to hard exploration in the presence of obstacles and high-dimensional visual observations. Prior work tackles the exploration problem by integrating motion planning and reinforcement learning. However, the motion planner augmented policy requires access to state information, which is often not available in the real-world settings. To this end, we propose to distill a state-based motion planner augmented policy to a visual control policy via (1) visual behavioral cloning to remove the motion planner dependency along with its jittery motion, and (2) vision-based reinforcement learning with the guidance of the smoothed trajectories from the behavioral cloning agent. We evaluate our method on three manipulation tasks in obstructed environments and compare it against various reinforcement learning and imitation learning baselines. The results demonstrate that our framework is highly sample-efficient and outperforms the state-of-the-art algorithms. Moreover, coupled with domain randomization, our policy is capable of zero-shot transfer to unseen environment settings with distractors. Code and videos are available at https://clvrai.com/mopa-pd
Choreographer: Learning and Adapting Skills in Imagination
Unsupervised skill learning aims to learn a rich repertoire of behaviors without external supervision, providing artificial agents with the ability to control and influence the environment. However, without appropriate knowledge and exploration, skills may provide control only over a restricted area of the environment, limiting their applicability. Furthermore, it is unclear how to leverage the learned skill behaviors for adapting to downstream tasks in a data-efficient manner. We present Choreographer, a model-based agent that exploits its world model to learn and adapt skills in imagination. Our method decouples the exploration and skill learning processes, being able to discover skills in the latent state space of the model. During adaptation, the agent uses a meta-controller to evaluate and adapt the learned skills efficiently by deploying them in parallel in imagination. Choreographer is able to learn skills both from offline data, and by collecting data simultaneously with an exploration policy. The skills can be used to effectively adapt to downstream tasks, as we show in the URL benchmark, where we outperform previous approaches from both pixels and states inputs. The learned skills also explore the environment thoroughly, finding sparse rewards more frequently, as shown in goal-reaching tasks from the DMC Suite and Meta-World. Website and code: https://skillchoreographer.github.io/
OAKINK2: A Dataset of Bimanual Hands-Object Manipulation in Complex Task Completion
We present OAKINK2, a dataset of bimanual object manipulation tasks for complex daily activities. In pursuit of constructing the complex tasks into a structured representation, OAKINK2 introduces three level of abstraction to organize the manipulation tasks: Affordance, Primitive Task, and Complex Task. OAKINK2 features on an object-centric perspective for decoding the complex tasks, treating them as a sequence of object affordance fulfillment. The first level, Affordance, outlines the functionalities that objects in the scene can afford, the second level, Primitive Task, describes the minimal interaction units that humans interact with the object to achieve its affordance, and the third level, Complex Task, illustrates how Primitive Tasks are composed and interdependent. OAKINK2 dataset provides multi-view image streams and precise pose annotations for the human body, hands and various interacting objects. This extensive collection supports applications such as interaction reconstruction and motion synthesis. Based on the 3-level abstraction of OAKINK2, we explore a task-oriented framework for Complex Task Completion (CTC). CTC aims to generate a sequence of bimanual manipulation to achieve task objectives. Within the CTC framework, we employ Large Language Models (LLMs) to decompose the complex task objectives into sequences of Primitive Tasks and have developed a Motion Fulfillment Model that generates bimanual hand motion for each Primitive Task. OAKINK2 datasets and models are available at https://oakink.net/v2.
Robust Grasp Planning Over Uncertain Shape Completions
We present a method for planning robust grasps over uncertain shape completed objects. For shape completion, a deep neural network is trained to take a partial view of the object as input and outputs the completed shape as a voxel grid. The key part of the network is dropout layers which are enabled not only during training but also at run-time to generate a set of shape samples representing the shape uncertainty through Monte Carlo sampling. Given the set of shape completed objects, we generate grasp candidates on the mean object shape but evaluate them based on their joint performance in terms of analytical grasp metrics on all the shape candidates. We experimentally validate and benchmark our method against another state-of-the-art method with a Barrett hand on 90000 grasps in simulation and 200 grasps on a real Franka Emika Panda. All experimental results show statistically significant improvements both in terms of grasp quality metrics and grasp success rate, demonstrating that planning shape-uncertainty-aware grasps brings significant advantages over solely planning on a single shape estimate, especially when dealing with complex or unknown objects.
SAT: Spatial Aptitude Training for Multimodal Language Models
Spatial perception is a fundamental component of intelligence. While many studies highlight that large multimodal language models (MLMs) struggle to reason about space, they only test for static spatial reasoning, such as categorizing the relative positions of objects. Meanwhile, real-world deployment requires dynamic capabilities like perspective-taking and egocentric action recognition. As a roadmap to improving spatial intelligence, we introduce SAT, Spatial Aptitude Training, which goes beyond static relative object position questions to the more dynamic tasks. SAT contains 218K question-answer pairs for 22K synthetic scenes across a training and testing set. Generated using a photo-realistic physics engine, our dataset can be arbitrarily scaled and easily extended to new actions, scenes, and 3D assets. We find that even MLMs that perform relatively well on static questions struggle to accurately answer dynamic spatial questions. Further, we show that SAT instruction-tuning data improves not only dynamic spatial reasoning on SAT, but also zero-shot performance on existing real-image spatial benchmarks: 23% on CVBench, 8% on the harder BLINK benchmark, and 18% on VSR. When instruction-tuned on SAT, our 13B model matches larger proprietary MLMs like GPT4-V and Gemini-3-1.0 in spatial reasoning. Our data/code is available at http://arijitray1993.github.io/SAT/ .
Imitating Human Search Strategies for Assembly
We present a Learning from Demonstration method for teaching robots to perform search strategies imitated from humans in scenarios where alignment tasks fail due to position uncertainty. The method utilizes human demonstrations to learn both a state invariant dynamics model and an exploration distribution that captures the search area covered by the demonstrator. We present two alternative algorithms for computing a search trajectory from the exploration distribution, one based on sampling and another based on deterministic ergodic control. We augment the search trajectory with forces learnt through the dynamics model to enable searching both in force and position domains. An impedance controller with superposed forces is used for reproducing the learnt strategy. We experimentally evaluate the method on a KUKA LWR4+ performing a 2D peg-in-hole and a 3D electricity socket task. Results show that the proposed method can, with only few human demonstrations, learn to complete the search task.