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Mar 11

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.

RoboMIND: Benchmark on Multi-embodiment Intelligence Normative Data for Robot Manipulation

Developing robust and general-purpose robotic manipulation policies is a key goal in the field of robotics. To achieve effective generalization, it is essential to construct comprehensive datasets that encompass a large number of demonstration trajectories and diverse tasks. Unlike vision or language data that can be collected from the Internet, robotic datasets require detailed observations and manipulation actions, necessitating significant investment in hardware-software infrastructure and human labor. While existing works have focused on assembling various individual robot datasets, there remains a lack of a unified data collection standard and insufficient diversity in tasks, scenarios, and robot types. In this paper, we introduce RoboMIND (Multi-embodiment Intelligence Normative Data for Robot manipulation), featuring 55k real-world demonstration trajectories across 279 diverse tasks involving 61 different object classes. RoboMIND is collected through human teleoperation and encompasses comprehensive robotic-related information, including multi-view RGB-D images, proprioceptive robot state information, end effector details, and linguistic task descriptions. To ensure dataset consistency and reliability during policy learning, RoboMIND is built on a unified data collection platform and standardized protocol, covering four distinct robotic embodiments. We provide a thorough quantitative and qualitative analysis of RoboMIND across multiple dimensions, offering detailed insights into the diversity of our datasets. In our experiments, we conduct extensive real-world testing with four state-of-the-art imitation learning methods, demonstrating that training with RoboMIND data results in a high manipulation success rate and strong generalization. Our project is at https://x-humanoid-robomind.github.io/.

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

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

Maximizing Alignment with Minimal Feedback: Efficiently Learning Rewards for Visuomotor Robot Policy Alignment

Visuomotor robot policies, increasingly pre-trained on large-scale datasets, promise significant advancements across robotics domains. However, aligning these policies with end-user preferences remains a challenge, particularly when the preferences are hard to specify. While reinforcement learning from human feedback (RLHF) has become the predominant mechanism for alignment in non-embodied domains like large language models, it has not seen the same success in aligning visuomotor policies due to the prohibitive amount of human feedback required to learn visual reward functions. To address this limitation, we propose Representation-Aligned Preference-based Learning (RAPL), an observation-only method for learning visual rewards from significantly less human preference feedback. Unlike traditional RLHF, RAPL focuses human feedback on fine-tuning pre-trained vision encoders to align with the end-user's visual representation and then constructs a dense visual reward via feature matching in this aligned representation space. We first validate RAPL through simulation experiments in the X-Magical benchmark and Franka Panda robotic manipulation, demonstrating that it can learn rewards aligned with human preferences, more efficiently uses preference data, and generalizes across robot embodiments. Finally, our hardware experiments align pre-trained Diffusion Policies for three object manipulation tasks. We find that RAPL can fine-tune these policies with 5x less real human preference data, taking the first step towards minimizing human feedback while maximizing visuomotor robot policy alignment.

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/

EmbodiedGPT: Vision-Language Pre-Training via Embodied Chain of Thought

Embodied AI is a crucial frontier in robotics, capable of planning and executing action sequences for robots to accomplish long-horizon tasks in physical environments. In this work, we introduce EmbodiedGPT, an end-to-end multi-modal foundation model for embodied AI, empowering embodied agents with multi-modal understanding and execution capabilities. To achieve this, we have made the following efforts: (i) We craft a large-scale embodied planning dataset, termed EgoCOT. The dataset consists of carefully selected videos from the Ego4D dataset, along with corresponding high-quality language instructions. Specifically, we generate a sequence of sub-goals with the "Chain of Thoughts" mode for effective embodied planning. (ii) We introduce an efficient training approach to EmbodiedGPT for high-quality plan generation, by adapting a 7B large language model (LLM) to the EgoCOT dataset via prefix tuning. (iii) We introduce a paradigm for extracting task-related features from LLM-generated planning queries to form a closed loop between high-level planning and low-level control. Extensive experiments show the effectiveness of EmbodiedGPT on embodied tasks, including embodied planning, embodied control, visual captioning, and visual question answering. Notably, EmbodiedGPT significantly enhances the success rate of the embodied control task by extracting more effective features. It has achieved a remarkable 1.6 times increase in success rate on the Franka Kitchen benchmark and a 1.3 times increase on the Meta-World benchmark, compared to the BLIP-2 baseline fine-tuned with the Ego4D dataset.

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.

A Trembling House of Cards? Mapping Adversarial Attacks against Language Agents

Language agents powered by large language models (LLMs) have seen exploding development. Their capability of using language as a vehicle for thought and communication lends an incredible level of flexibility and versatility. People have quickly capitalized on this capability to connect LLMs to a wide range of external components and environments: databases, tools, the Internet, robotic embodiment, etc. Many believe an unprecedentedly powerful automation technology is emerging. However, new automation technologies come with new safety risks, especially for intricate systems like language agents. There is a surprisingly large gap between the speed and scale of their development and deployment and our understanding of their safety risks. Are we building a house of cards? In this position paper, we present the first systematic effort in mapping adversarial attacks against language agents. We first present a unified conceptual framework for agents with three major components: Perception, Brain, and Action. Under this framework, we present a comprehensive discussion and propose 12 potential attack scenarios against different components of an agent, covering different attack strategies (e.g., input manipulation, adversarial demonstrations, jailbreaking, backdoors). We also draw connections to successful attack strategies previously applied to LLMs. We emphasize the urgency to gain a thorough understanding of language agent risks before their widespread deployment.

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.

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.

Time is on my sight: scene graph filtering for dynamic environment perception in an LLM-driven robot

Robots are increasingly being used in dynamic environments like workplaces, hospitals, and homes. As a result, interactions with robots must be simple and intuitive, with robots perception adapting efficiently to human-induced changes. This paper presents a robot control architecture that addresses key challenges in human-robot interaction, with a particular focus on the dynamic creation and continuous update of the robot state representation. The architecture uses Large Language Models to integrate diverse information sources, including natural language commands, robotic skills representation, real-time dynamic semantic mapping of the perceived scene. This enables flexible and adaptive robotic behavior in complex, dynamic environments. Traditional robotic systems often rely on static, pre-programmed instructions and settings, limiting their adaptability to dynamic environments and real-time collaboration. In contrast, this architecture uses LLMs to interpret complex, high-level instructions and generate actionable plans that enhance human-robot collaboration. At its core, the system Perception Module generates and continuously updates a semantic scene graph using RGB-D sensor data, providing a detailed and structured representation of the environment. A particle filter is employed to ensure accurate object localization in dynamic, real-world settings. The Planner Module leverages this up-to-date semantic map to break down high-level tasks into sub-tasks and link them to robotic skills such as navigation, object manipulation (e.g., PICK and PLACE), and movement (e.g., GOTO). By combining real-time perception, state tracking, and LLM-driven communication and task planning, the architecture enhances adaptability, task efficiency, and human-robot collaboration in dynamic environments.

Grounded Decoding: Guiding Text Generation with Grounded Models for Robot Control

Recent progress in large language models (LLMs) has demonstrated the ability to learn and leverage Internet-scale knowledge through pre-training with autoregressive models. Unfortunately, applying such models to settings with embodied agents, such as robots, is challenging due to their lack of experience with the physical world, inability to parse non-language observations, and ignorance of rewards or safety constraints that robots may require. On the other hand, language-conditioned robotic policies that learn from interaction data can provide the necessary grounding that allows the agent to be correctly situated in the real world, but such policies are limited by the lack of high-level semantic understanding due to the limited breadth of the interaction data available for training them. Thus, if we want to make use of the semantic knowledge in a language model while still situating it in an embodied setting, we must construct an action sequence that is both likely according to the language model and also realizable according to grounded models of the environment. We frame this as a problem similar to probabilistic filtering: decode a sequence that both has high probability under the language model and high probability under a set of grounded model objectives. We demonstrate this guided decoding strategy is able to solve complex, long-horizon embodiment tasks in a robotic setting by leveraging the knowledge of both models. The project's website can be found at grounded-decoding.github.io.

Toward General-Purpose Robots via Foundation Models: A Survey and Meta-Analysis

Building general-purpose robots that can operate seamlessly, in any environment, with any object, and utilizing various skills to complete diverse tasks has been a long-standing goal in Artificial Intelligence. Unfortunately, however, most existing robotic systems have been constrained - having been designed for specific tasks, trained on specific datasets, and deployed within specific environments. These systems usually require extensively-labeled data, rely on task-specific models, have numerous generalization issues when deployed in real-world scenarios, and struggle to remain robust to distribution shifts. Motivated by the impressive open-set performance and content generation capabilities of web-scale, large-capacity pre-trained models (i.e., foundation models) in research fields such as Natural Language Processing (NLP) and Computer Vision (CV), we devote this survey to exploring (i) how these existing foundation models from NLP and CV can be applied to the field of robotics, and also exploring (ii) what a robotics-specific foundation model would look like. We begin by providing an overview of what constitutes a conventional robotic system and the fundamental barriers to making it universally applicable. Next, we establish a taxonomy to discuss current work exploring ways to leverage existing foundation models for robotics and develop ones catered to robotics. Finally, we discuss key challenges and promising future directions in using foundation models for enabling general-purpose robotic systems. We encourage readers to view our ``living`` GitHub repository of resources, including papers reviewed in this survey as well as related projects and repositories for developing foundation models for robotics.

Visual IRL for Human-Like Robotic Manipulation

We present a novel method for collaborative robots (cobots) to learn manipulation tasks and perform them in a human-like manner. Our method falls under the learn-from-observation (LfO) paradigm, where robots learn to perform tasks by observing human actions, which facilitates quicker integration into industrial settings compared to programming from scratch. We introduce Visual IRL that uses the RGB-D keypoints in each frame of the observed human task performance directly as state features, which are input to inverse reinforcement learning (IRL). The inversely learned reward function, which maps keypoints to reward values, is transferred from the human to the cobot using a novel neuro-symbolic dynamics model, which maps human kinematics to the cobot arm. This model allows similar end-effector positioning while minimizing joint adjustments, aiming to preserve the natural dynamics of human motion in robotic manipulation. In contrast with previous techniques that focus on end-effector placement only, our method maps multiple joint angles of the human arm to the corresponding cobot joints. Moreover, it uses an inverse kinematics model to then minimally adjust the joint angles, for accurate end-effector positioning. We evaluate the performance of this approach on two different realistic manipulation tasks. The first task is produce processing, which involves picking, inspecting, and placing onions based on whether they are blemished. The second task is liquid pouring, where the robot picks up bottles, pours the contents into designated containers, and disposes of the empty bottles. Our results demonstrate advances in human-like robotic manipulation, leading to more human-robot compatibility in manufacturing applications.

Human-in-the-loop Embodied Intelligence with Interactive Simulation Environment for Surgical Robot Learning

Surgical robot automation has attracted increasing research interest over the past decade, expecting its potential to benefit surgeons, nurses and patients. Recently, the learning paradigm of embodied intelligence has demonstrated promising ability to learn good control policies for various complex tasks, where embodied AI simulators play an essential role to facilitate relevant research. However, existing open-sourced simulators for surgical robot are still not sufficiently supporting human interactions through physical input devices, which further limits effective investigations on how the human demonstrations would affect policy learning. In this work, we study human-in-the-loop embodied intelligence with a new interactive simulation platform for surgical robot learning. Specifically, we establish our platform based on our previously released SurRoL simulator with several new features co-developed to allow high-quality human interaction via an input device. We showcase the improvement of our simulation environment with the designed new features, and validate effectiveness of incorporating human factors in embodied intelligence through the use of human demonstrations and reinforcement learning as a representative example. Promising results are obtained in terms of learning efficiency. Lastly, five new surgical robot training tasks are developed and released, with which we hope to pave the way for future research on surgical embodied intelligence. Our learning platform is publicly released and will be continuously updated in the website: https://med-air.github.io/SurRoL.

Agent AI: Surveying the Horizons of Multimodal Interaction

Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.

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/.

Universal Actions for Enhanced Embodied Foundation Models

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

EmbodiedCity: A Benchmark Platform for Embodied Agent in Real-world City Environment

Embodied artificial intelligence emphasizes the role of an agent's body in generating human-like behaviors. The recent efforts on EmbodiedAI pay a lot of attention to building up machine learning models to possess perceiving, planning, and acting abilities, thereby enabling real-time interaction with the world. However, most works focus on bounded indoor environments, such as navigation in a room or manipulating a device, with limited exploration of embodying the agents in open-world scenarios. That is, embodied intelligence in the open and outdoor environment is less explored, for which one potential reason is the lack of high-quality simulators, benchmarks, and datasets. To address it, in this paper, we construct a benchmark platform for embodied intelligence evaluation in real-world city environments. Specifically, we first construct a highly realistic 3D simulation environment based on the real buildings, roads, and other elements in a real city. In this environment, we combine historically collected data and simulation algorithms to conduct simulations of pedestrian and vehicle flows with high fidelity. Further, we designed a set of evaluation tasks covering different EmbodiedAI abilities. Moreover, we provide a complete set of input and output interfaces for access, enabling embodied agents to easily take task requirements and current environmental observations as input and then make decisions and obtain performance evaluations. On the one hand, it expands the capability of existing embodied intelligence to higher levels. On the other hand, it has a higher practical value in the real world and can support more potential applications for artificial general intelligence. Based on this platform, we evaluate some popular large language models for embodied intelligence capabilities of different dimensions and difficulties.

CLEA: Closed-Loop Embodied Agent for Enhancing Task Execution in Dynamic Environments

Large Language Models (LLMs) exhibit remarkable capabilities in the hierarchical decomposition of complex tasks through semantic reasoning. However, their application in embodied systems faces challenges in ensuring reliable execution of subtask sequences and achieving one-shot success in long-term task completion. To address these limitations in dynamic environments, we propose Closed-Loop Embodied Agent (CLEA) -- a novel architecture incorporating four specialized open-source LLMs with functional decoupling for closed-loop task management. The framework features two core innovations: (1) Interactive task planner that dynamically generates executable subtasks based on the environmental memory, and (2) Multimodal execution critic employing an evaluation framework to conduct a probabilistic assessment of action feasibility, triggering hierarchical re-planning mechanisms when environmental perturbations exceed preset thresholds. To validate CLEA's effectiveness, we conduct experiments in a real environment with manipulable objects, using two heterogeneous robots for object search, manipulation, and search-manipulation integration tasks. Across 12 task trials, CLEA outperforms the baseline model, achieving a 67.3% improvement in success rate and a 52.8% increase in task completion rate. These results demonstrate that CLEA significantly enhances the robustness of task planning and execution in dynamic environments.

One to rule them all: natural language to bind communication, perception and action

In recent years, research in the area of human-robot interaction has focused on developing robots capable of understanding complex human instructions and performing tasks in dynamic and diverse environments. These systems have a wide range of applications, from personal assistance to industrial robotics, emphasizing the importance of robots interacting flexibly, naturally and safely with humans. This paper presents an advanced architecture for robotic action planning that integrates communication, perception, and planning with Large Language Models (LLMs). Our system is designed to translate commands expressed in natural language into executable robot actions, incorporating environmental information and dynamically updating plans based on real-time feedback. The Planner Module is the core of the system where LLMs embedded in a modified ReAct framework are employed to interpret and carry out user commands. By leveraging their extensive pre-trained knowledge, LLMs can effectively process user requests without the need to introduce new knowledge on the changing environment. The modified ReAct framework further enhances the execution space by providing real-time environmental perception and the outcomes of physical actions. By combining robust and dynamic semantic map representations as graphs with control components and failure explanations, this architecture enhances a robot adaptability, task execution, and seamless collaboration with human users in shared and dynamic environments. Through the integration of continuous feedback loops with the environment the system can dynamically adjusts the plan to accommodate unexpected changes, optimizing the robot ability to perform tasks. Using a dataset of previous experience is possible to provide detailed feedback about the failure. Updating the LLMs context of the next iteration with suggestion on how to overcame the issue.

Steering Your Generalists: Improving Robotic Foundation Models via Value Guidance

Large, general-purpose robotic policies trained on diverse demonstration datasets have been shown to be remarkably effective both for controlling a variety of robots in a range of different scenes, and for acquiring broad repertoires of manipulation skills. However, the data that such policies are trained on is generally of mixed quality -- not only are human-collected demonstrations unlikely to perform the task perfectly, but the larger the dataset is, the harder it is to curate only the highest quality examples. It also remains unclear how optimal data from one embodiment is for training on another embodiment. In this paper, we present a general and broadly applicable approach that enhances the performance of such generalist robot policies at deployment time by re-ranking their actions according to a value function learned via offline RL. This approach, which we call Value-Guided Policy Steering (V-GPS), is compatible with a wide range of different generalist policies, without needing to fine-tune or even access the weights of the policy. We show that the same value function can improve the performance of five different state-of-the-art policies with different architectures, even though they were trained on distinct datasets, attaining consistent performance improvement on multiple robotic platforms across a total of 12 tasks. Code and videos can be found at: https://nakamotoo.github.io/V-GPS

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/.

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.

HumanPlus: Humanoid Shadowing and Imitation from Humans

One of the key arguments for building robots that have similar form factors to human beings is that we can leverage the massive human data for training. Yet, doing so has remained challenging in practice due to the complexities in humanoid perception and control, lingering physical gaps between humanoids and humans in morphologies and actuation, and lack of a data pipeline for humanoids to learn autonomous skills from egocentric vision. In this paper, we introduce a full-stack system for humanoids to learn motion and autonomous skills from human data. We first train a low-level policy in simulation via reinforcement learning using existing 40-hour human motion datasets. This policy transfers to the real world and allows humanoid robots to follow human body and hand motion in real time using only a RGB camera, i.e. shadowing. Through shadowing, human operators can teleoperate humanoids to collect whole-body data for learning different tasks in the real world. Using the data collected, we then perform supervised behavior cloning to train skill policies using egocentric vision, allowing humanoids to complete different tasks autonomously by imitating human skills. We demonstrate the system on our customized 33-DoF 180cm humanoid, autonomously completing tasks such as wearing a shoe to stand up and walk, unloading objects from warehouse racks, folding a sweatshirt, rearranging objects, typing, and greeting another robot with 60-100% success rates using up to 40 demonstrations. Project website: https://humanoid-ai.github.io/

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.

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.

Physically Embodied Gaussian Splatting: A Realtime Correctable World Model for Robotics

For robots to robustly understand and interact with the physical world, it is highly beneficial to have a comprehensive representation - modelling geometry, physics, and visual observations - that informs perception, planning, and control algorithms. We propose a novel dual Gaussian-Particle representation that models the physical world while (i) enabling predictive simulation of future states and (ii) allowing online correction from visual observations in a dynamic world. Our representation comprises particles that capture the geometrical aspect of objects in the world and can be used alongside a particle-based physics system to anticipate physically plausible future states. Attached to these particles are 3D Gaussians that render images from any viewpoint through a splatting process thus capturing the visual state. By comparing the predicted and observed images, our approach generates visual forces that correct the particle positions while respecting known physical constraints. By integrating predictive physical modelling with continuous visually-derived corrections, our unified representation reasons about the present and future while synchronizing with reality. Our system runs in realtime at 30Hz using only 3 cameras. We validate our approach on 2D and 3D tracking tasks as well as photometric reconstruction quality. Videos are found at https://embodied-gaussians.github.io/.

Robot See Robot Do: Imitating Articulated Object Manipulation with Monocular 4D Reconstruction

Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do (RSRD), a method for imitating articulated object manipulation from a single monocular RGB human demonstration given a single static multi-view object scan. We first propose 4D Differentiable Part Models (4D-DPM), a method for recovering 3D part motion from a monocular video with differentiable rendering. This analysis-by-synthesis approach uses part-centric feature fields in an iterative optimization which enables the use of geometric regularizers to recover 3D motions from only a single video. Given this 4D reconstruction, the robot replicates object trajectories by planning bimanual arm motions that induce the demonstrated object part motion. By representing demonstrations as part-centric trajectories, RSRD focuses on replicating the demonstration's intended behavior while considering the robot's own morphological limits, rather than attempting to reproduce the hand's motion. We evaluate 4D-DPM's 3D tracking accuracy on ground truth annotated 3D part trajectories and RSRD's physical execution performance on 9 objects across 10 trials each on a bimanual YuMi robot. Each phase of RSRD achieves an average of 87% success rate, for a total end-to-end success rate of 60% across 90 trials. Notably, this is accomplished using only feature fields distilled from large pretrained vision models -- without any task-specific training, fine-tuning, dataset collection, or annotation. Project page: https://robot-see-robot-do.github.io

Proactive Interaction Framework for Intelligent Social Receptionist Robots

Proactive human-robot interaction (HRI) allows the receptionist robots to actively greet people and offer services based on vision, which has been found to improve acceptability and customer satisfaction. Existing approaches are either based on multi-stage decision processes or based on end-to-end decision models. However, the rule-based approaches require sedulous expert efforts and only handle minimal pre-defined scenarios. On the other hand, existing works with end-to-end models are limited to very general greetings or few behavior patterns (typically less than 10). To address those challenges, we propose a new end-to-end framework, the TransFormer with Visual Tokens for Human-Robot Interaction (TFVT-HRI). The proposed framework extracts visual tokens of relative objects from an RGB camera first. To ensure the correct interpretation of the scenario, a transformer decision model is then employed to process the visual tokens, which is augmented with the temporal and spatial information. It predicts the appropriate action to take in each scenario and identifies the right target. Our data is collected from an in-service receptionist robot in an office building, which is then annotated by experts for appropriate proactive behavior. The action set includes 1000+ diverse patterns by combining language, emoji expression, and body motions. We compare our model with other SOTA end-to-end models on both offline test sets and online user experiments in realistic office building environments to validate this framework. It is demonstrated that the decision model achieves SOTA performance in action triggering and selection, resulting in more humanness and intelligence when compared with the previous reactive reception policies.

One Policy to Dress Them All: Learning to Dress People with Diverse Poses and Garments

Robot-assisted dressing could benefit the lives of many people such as older adults and individuals with disabilities. Despite such potential, robot-assisted dressing remains a challenging task for robotics as it involves complex manipulation of deformable cloth in 3D space. Many prior works aim to solve the robot-assisted dressing task, but they make certain assumptions such as a fixed garment and a fixed arm pose that limit their ability to generalize. In this work, we develop a robot-assisted dressing system that is able to dress different garments on people with diverse poses from partial point cloud observations, based on a learned policy. We show that with proper design of the policy architecture and Q function, reinforcement learning (RL) can be used to learn effective policies with partial point cloud observations that work well for dressing diverse garments. We further leverage policy distillation to combine multiple policies trained on different ranges of human arm poses into a single policy that works over a wide range of different arm poses. We conduct comprehensive real-world evaluations of our system with 510 dressing trials in a human study with 17 participants with different arm poses and dressed garments. Our system is able to dress 86% of the length of the participants' arms on average. Videos can be found on our project webpage: https://sites.google.com/view/one-policy-dress.

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 .

DexTrack: Towards Generalizable Neural Tracking Control for Dexterous Manipulation from Human References

We address the challenge of developing a generalizable neural tracking controller for dexterous manipulation from human references. This controller aims to manage a dexterous robot hand to manipulate diverse objects for various purposes defined by kinematic human-object interactions. Developing such a controller is complicated by the intricate contact dynamics of dexterous manipulation and the need for adaptivity, generalizability, and robustness. Current reinforcement learning and trajectory optimization methods often fall short due to their dependence on task-specific rewards or precise system models. We introduce an approach that curates large-scale successful robot tracking demonstrations, comprising pairs of human references and robot actions, to train a neural controller. Utilizing a data flywheel, we iteratively enhance the controller's performance, as well as the number and quality of successful tracking demonstrations. We exploit available tracking demonstrations and carefully integrate reinforcement learning and imitation learning to boost the controller's performance in dynamic environments. At the same time, to obtain high-quality tracking demonstrations, we individually optimize per-trajectory tracking by leveraging the learned tracking controller in a homotopy optimization method. The homotopy optimization, mimicking chain-of-thought, aids in solving challenging trajectory tracking problems to increase demonstration diversity. We showcase our success by training a generalizable neural controller and evaluating it in both simulation and real world. Our method achieves over a 10% improvement in success rates compared to leading baselines. The project website with animated results is available at https://meowuu7.github.io/DexTrack/.

SmartAgent: Chain-of-User-Thought for Embodied Personalized Agent in Cyber World

Recent advances in embodied agents with multimodal perception and reasoning capabilities based on large vision-language models (LVLMs), excel in autonomously interacting either real or cyber worlds, helping people make intelligent decisions in complex environments. However, the current works are normally optimized by golden action trajectories or ideal task-oriented solutions toward a definitive goal. This paradigm considers limited user-oriented factors, which could be the reason for their performance reduction in a wide range of personal assistant applications. To address this, we propose Chain-of-User-Thought (COUT), a novel embodied reasoning paradigm that takes a chain of thought from basic action thinking to explicit and implicit personalized preference thought to incorporate personalized factors into autonomous agent learning. To target COUT, we introduce SmartAgent, an agent framework perceiving cyber environments and reasoning personalized requirements as 1) interacting with GUI to access an item pool, 2) generating users' explicit requirements implied by previous actions, and 3) recommending items to fulfill users' implicit requirements. To demonstrate SmartAgent's capabilities, we also create a brand-new dataset SmartSpot that offers a full-stage personalized action-involved environment. To our best knowledge, our work is the first to formulate the COUT process, serving as a preliminary attempt towards embodied personalized agent learning. Our extensive experiments on SmartSpot illuminate SmartAgent's functionality among a series of embodied and personalized sub-tasks. We will release code and data upon paper notification at https://github.com/tsinghua-fib-lab/SmartAgent.

Robot Learning in the Era of Foundation Models: A Survey

The proliferation of Large Language Models (LLMs) has s fueled a shift in robot learning from automation towards general embodied Artificial Intelligence (AI). Adopting foundation models together with traditional learning methods to robot learning has increasingly gained recent interest research community and showed potential for real-life application. However, there are few literatures comprehensively reviewing the relatively new technologies combined with robotics. The purpose of this review is to systematically assess the state-of-the-art foundation model techniques in the robot learning and to identify future potential areas. Specifically, we first summarized the technical evolution of robot learning and identified the necessary preliminary preparations for foundation models including the simulators, datasets, foundation model framework. In addition, we focused on the following four mainstream areas of robot learning including manipulation, navigation, planning, and reasoning and demonstrated how the foundation model techniques can be adopted in the above scenarios. Furthermore, critical issues which are neglected in the current literatures including robot hardware and software decoupling, dynamic data, generalization performance with the presence of human, etc. were discussed. This review highlights the state-of-the-art progress of foundation models in robot learning and future research should focus on multimodal interaction especially dynamics data, exclusive foundation models for robots, and AI alignment, etc.

SoFar: 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.

MoCapAct: A Multi-Task Dataset for Simulated Humanoid Control

Simulated humanoids are an appealing research domain due to their physical capabilities. Nonetheless, they are also challenging to control, as a policy must drive an unstable, discontinuous, and high-dimensional physical system. One widely studied approach is to utilize motion capture (MoCap) data to teach the humanoid agent low-level skills (e.g., standing, walking, and running) that can then be re-used to synthesize high-level behaviors. However, even with MoCap data, controlling simulated humanoids remains very hard, as MoCap data offers only kinematic information. Finding physical control inputs to realize the demonstrated motions requires computationally intensive methods like reinforcement learning. Thus, despite the publicly available MoCap data, its utility has been limited to institutions with large-scale compute. In this work, we dramatically lower the barrier for productive research on this topic by training and releasing high-quality agents that can track over three hours of MoCap data for a simulated humanoid in the dm_control physics-based environment. We release MoCapAct (Motion Capture with Actions), a dataset of these expert agents and their rollouts, which contain proprioceptive observations and actions. We demonstrate the utility of MoCapAct by using it to train a single hierarchical policy capable of tracking the entire MoCap dataset within dm_control and show the learned low-level component can be re-used to efficiently learn downstream high-level tasks. Finally, we use MoCapAct to train an autoregressive GPT model and show that it can control a simulated humanoid to perform natural motion completion given a motion prompt. Videos of the results and links to the code and dataset are available at https://microsoft.github.io/MoCapAct.

GaussianGrasper: 3D Language Gaussian Splatting for Open-vocabulary Robotic Grasping

Constructing a 3D scene capable of accommodating open-ended language queries, is a pivotal pursuit, particularly within the domain of robotics. Such technology facilitates robots in executing object manipulations based on human language directives. To tackle this challenge, some research efforts have been dedicated to the development of language-embedded implicit fields. However, implicit fields (e.g. NeRF) encounter limitations due to the necessity of processing a large number of input views for reconstruction, coupled with their inherent inefficiencies in inference. Thus, we present the GaussianGrasper, which utilizes 3D Gaussian Splatting to explicitly represent the scene as a collection of Gaussian primitives. Our approach takes a limited set of RGB-D views and employs a tile-based splatting technique to create a feature field. In particular, we propose an Efficient Feature Distillation (EFD) module that employs contrastive learning to efficiently and accurately distill language embeddings derived from foundational models. With the reconstructed geometry of the Gaussian field, our method enables the pre-trained grasping model to generate collision-free grasp pose candidates. Furthermore, we propose a normal-guided grasp module to select the best grasp pose. Through comprehensive real-world experiments, we demonstrate that GaussianGrasper enables robots to accurately query and grasp objects with language instructions, providing a new solution for language-guided manipulation tasks. Data and codes can be available at https://github.com/MrSecant/GaussianGrasper.

Towards Generalist Robots: A Promising Paradigm via Generative Simulation

This document serves as a position paper that outlines the authors' vision for a potential pathway towards generalist robots. The purpose of this document is to share the excitement of the authors with the community and highlight a promising research direction in robotics and AI. The authors believe the proposed paradigm is a feasible path towards accomplishing the long-standing goal of robotics research: deploying robots, or embodied AI agents more broadly, in various non-factory real-world settings to perform diverse tasks. This document presents a specific idea for mining knowledge in the latest large-scale foundation models for robotics research. Instead of directly using or adapting these models to produce low-level policies and actions, it advocates for a fully automated generative pipeline (termed as generative simulation), which uses these models to generate diversified tasks, scenes and training supervisions at scale, thereby scaling up low-level skill learning and ultimately leading to a foundation model for robotics that empowers generalist robots. The authors are actively pursuing this direction, but in the meantime, they recognize that the ambitious goal of building generalist robots with large-scale policy training demands significant resources such as computing power and hardware, and research groups in academia alone may face severe resource constraints in implementing the entire vision. Therefore, the authors believe sharing their thoughts at this early stage could foster discussions, attract interest towards the proposed pathway and related topics from industry groups, and potentially spur significant technical advancements in the field.

Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

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/

Online Recognition of Incomplete Gesture Data to Interface Collaborative Robots

Online recognition of gestures is critical for intuitive human-robot interaction (HRI) and further push collaborative robotics into the market, making robots accessible to more people. The problem is that it is difficult to achieve accurate gesture recognition in real unstructured environments, often using distorted and incomplete multisensory data. This paper introduces an HRI framework to classify large vocabularies of interwoven static gestures (SGs) and dynamic gestures (DGs) captured with wearable sensors. DG features are obtained by applying data dimensionality reduction to raw data from sensors (resampling with cubic interpolation and principal component analysis). Experimental tests were conducted using the UC2017 hand gesture dataset with samples from eight different subjects. The classification models show an accuracy of 95.6% for a library of 24 SGs with a random forest and 99.3% for 10 DGs using artificial neural networks. These results compare equally or favorably with different commonly used classifiers. Long short-term memory deep networks achieved similar performance in online frame-by-frame classification using raw incomplete data, performing better in terms of accuracy than static models with specially crafted features, but worse in training and inference time. The recognized gestures are used to teleoperate a robot in a collaborative process that consists in preparing a breakfast meal.

Universal Humanoid Motion Representations for Physics-Based Control

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

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.

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.

Game On: Towards Language Models as RL Experimenters

We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.

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

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.

Vid2Robot: End-to-end Video-conditioned Policy Learning with Cross-Attention Transformers

While large-scale robotic systems typically rely on textual instructions for tasks, this work explores a different approach: can robots infer the task directly from observing humans? This shift necessitates the robot's ability to decode human intent and translate it into executable actions within its physical constraints and environment. We introduce Vid2Robot, a novel end-to-end video-based learning framework for robots. Given a video demonstration of a manipulation task and current visual observations, Vid2Robot directly produces robot actions. This is achieved through a unified representation model trained on a large dataset of human video and robot trajectory. The model leverages cross-attention mechanisms to fuse prompt video features to the robot's current state and generate appropriate actions that mimic the observed task. To further improve policy performance, we propose auxiliary contrastive losses that enhance the alignment between human and robot video representations. We evaluate Vid2Robot on real-world robots, demonstrating a 20% improvement in performance compared to other video-conditioned policies when using human demonstration videos. Additionally, our model exhibits emergent capabilities, such as successfully transferring observed motions from one object to another, and long-horizon composition, thus showcasing its potential for real-world applications. Project website: vid2robot.github.io

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.

RoboMatrix: A Skill-centric Hierarchical Framework for Scalable Robot Task Planning and Execution in Open-World

Existing policy learning methods predominantly adopt the task-centric paradigm, necessitating the collection of task data in an end-to-end manner. Consequently, the learned policy tends to fail to tackle novel tasks. Moreover, it is hard to localize the errors for a complex task with multiple stages due to end-to-end learning. To address these challenges, we propose RoboMatrix, a skill-centric and hierarchical framework for scalable task planning and execution. We first introduce a novel skill-centric paradigm that extracts the common meta-skills from different complex tasks. This allows for the capture of embodied demonstrations through a kill-centric approach, enabling the completion of open-world tasks by combining learned meta-skills. To fully leverage meta-skills, we further develop a hierarchical framework that decouples complex robot tasks into three interconnected layers: (1) a high-level modular scheduling layer; (2) a middle-level skill layer; and (3) a low-level hardware layer. Experimental results illustrate that our skill-centric and hierarchical framework achieves remarkable generalization performance across novel objects, scenes, tasks, and embodiments. This framework offers a novel solution for robot task planning and execution in open-world scenarios. Our software and hardware are available at https://github.com/WayneMao/RoboMatrix.

Giving Robots a Hand: Learning Generalizable Manipulation with Eye-in-Hand Human Video Demonstrations

Eye-in-hand cameras have shown promise in enabling greater sample efficiency and generalization in vision-based robotic manipulation. However, for robotic imitation, it is still expensive to have a human teleoperator collect large amounts of expert demonstrations with a real robot. Videos of humans performing tasks, on the other hand, are much cheaper to collect since they eliminate the need for expertise in robotic teleoperation and can be quickly captured in a wide range of scenarios. Therefore, human video demonstrations are a promising data source for learning generalizable robotic manipulation policies at scale. In this work, we augment narrow robotic imitation datasets with broad unlabeled human video demonstrations to greatly enhance the generalization of eye-in-hand visuomotor policies. Although a clear visual domain gap exists between human and robot data, our framework does not need to employ any explicit domain adaptation method, as we leverage the partial observability of eye-in-hand cameras as well as a simple fixed image masking scheme. On a suite of eight real-world tasks involving both 3-DoF and 6-DoF robot arm control, our method improves the success rates of eye-in-hand manipulation policies by 58% (absolute) on average, enabling robots to generalize to both new environment configurations and new tasks that are unseen in the robot demonstration data. See video results at https://giving-robots-a-hand.github.io/ .

ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

Embodied-RAG: General non-parametric Embodied Memory for Retrieval and Generation

There is no limit to how much a robot might explore and learn, but all of that knowledge needs to be searchable and actionable. Within language research, retrieval augmented generation (RAG) has become the workhouse of large-scale non-parametric knowledge, however existing techniques do not directly transfer to the embodied domain, which is multimodal, data is highly correlated, and perception requires abstraction. To address these challenges, we introduce Embodied-RAG, a framework that enhances the foundational model of an embodied agent with a non-parametric memory system capable of autonomously constructing hierarchical knowledge for both navigation and language generation. Embodied-RAG handles a full range of spatial and semantic resolutions across diverse environments and query types, whether for a specific object or a holistic description of ambiance. At its core, Embodied-RAG's memory is structured as a semantic forest, storing language descriptions at varying levels of detail. This hierarchical organization allows the system to efficiently generate context-sensitive outputs across different robotic platforms. We demonstrate that Embodied-RAG effectively bridges RAG to the robotics domain, successfully handling over 200 explanation and navigation queries across 19 environments, highlighting its promise for general-purpose non-parametric system for embodied agents.

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.

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

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

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.

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.

OmniManip: Towards General Robotic Manipulation via Object-Centric Interaction Primitives as Spatial Constraints

The development of general robotic systems capable of manipulating in unstructured environments is a significant challenge. While Vision-Language Models(VLM) excel in high-level commonsense reasoning, they lack the fine-grained 3D spatial understanding required for precise manipulation tasks. Fine-tuning VLM on robotic datasets to create Vision-Language-Action Models(VLA) is a potential solution, but it is hindered by high data collection costs and generalization issues. To address these challenges, we propose a novel object-centric representation that bridges the gap between VLM's high-level reasoning and the low-level precision required for manipulation. Our key insight is that an object's canonical space, defined by its functional affordances, provides a structured and semantically meaningful way to describe interaction primitives, such as points and directions. These primitives act as a bridge, translating VLM's commonsense reasoning into actionable 3D spatial constraints. In this context, we introduce a dual closed-loop, open-vocabulary robotic manipulation system: one loop for high-level planning through primitive resampling, interaction rendering and VLM checking, and another for low-level execution via 6D pose tracking. This design ensures robust, real-time control without requiring VLM fine-tuning. Extensive experiments demonstrate strong zero-shot generalization across diverse robotic manipulation tasks, highlighting the potential of this approach for automating large-scale simulation data generation.

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

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.

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 .

Moto: Latent Motion Token as the Bridging Language for Robot Manipulation

Recent developments in Large Language Models pre-trained on extensive corpora have shown significant success in various natural language processing tasks with minimal fine-tuning. This success offers new promise for robotics, which has long been constrained by the high cost of action-labeled data. We ask: given the abundant video data containing interaction-related knowledge available as a rich "corpus", can a similar generative pre-training approach be effectively applied to enhance robot learning? The key challenge is to identify an effective representation for autoregressive pre-training that benefits robot manipulation tasks. Inspired by the way humans learn new skills through observing dynamic environments, we propose that effective robotic learning should emphasize motion-related knowledge, which is closely tied to low-level actions and is hardware-agnostic, facilitating the transfer of learned motions to actual robot actions. To this end, we introduce Moto, which converts video content into latent Motion Token sequences by a Latent Motion Tokenizer, learning a bridging "language" of motion from videos in an unsupervised manner. We pre-train Moto-GPT through motion token autoregression, enabling it to capture diverse visual motion knowledge. After pre-training, Moto-GPT demonstrates the promising ability to produce semantically interpretable motion tokens, predict plausible motion trajectories, and assess trajectory rationality through output likelihood. To transfer learned motion priors to real robot actions, we implement a co-fine-tuning strategy that seamlessly bridges latent motion token prediction and real robot control. Extensive experiments show that the fine-tuned Moto-GPT exhibits superior robustness and efficiency on robot manipulation benchmarks, underscoring its effectiveness in transferring knowledge from video data to downstream visual manipulation tasks.

ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions

To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.

CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning

Human motion driven control (HMDC) is an effective approach for generating natural and compelling robot motions while preserving high-level semantics. However, establishing the correspondence between humans and robots with different body structures is not straightforward due to the mismatches in kinematics and dynamics properties, which causes intrinsic ambiguity to the problem. Many previous algorithms approach this motion retargeting problem with unsupervised learning, which requires the prerequisite skill sets. However, it will be extremely costly to learn all the skills without understanding the given human motions, particularly for high-dimensional robots. In this work, we introduce CrossLoco, a guided unsupervised reinforcement learning framework that simultaneously learns robot skills and their correspondence to human motions. Our key innovation is to introduce a cycle-consistency-based reward term designed to maximize the mutual information between human motions and robot states. We demonstrate that the proposed framework can generate compelling robot motions by translating diverse human motions, such as running, hopping, and dancing. We quantitatively compare our CrossLoco against the manually engineered and unsupervised baseline algorithms along with the ablated versions of our framework and demonstrate that our method translates human motions with better accuracy, diversity, and user preference. We also showcase its utility in other applications, such as synthesizing robot movements from language input and enabling interactive robot control.

Habitat 3.0: A Co-Habitat for Humans, Avatars and Robots

We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.

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/

OK-Robot: What Really Matters in Integrating Open-Knowledge Models for Robotics

Remarkable progress has been made in recent years in the fields of vision, language, and robotics. We now have vision models capable of recognizing objects based on language queries, navigation systems that can effectively control mobile systems, and grasping models that can handle a wide range of objects. Despite these advancements, general-purpose applications of robotics still lag behind, even though they rely on these fundamental capabilities of recognition, navigation, and grasping. In this paper, we adopt a systems-first approach to develop a new Open Knowledge-based robotics framework called OK-Robot. By combining Vision-Language Models (VLMs) for object detection, navigation primitives for movement, and grasping primitives for object manipulation, OK-Robot offers a integrated solution for pick-and-drop operations without requiring any training. To evaluate its performance, we run OK-Robot in 10 real-world home environments. The results demonstrate that OK-Robot achieves a 58.5% success rate in open-ended pick-and-drop tasks, representing a new state-of-the-art in Open Vocabulary Mobile Manipulation (OVMM) with nearly 1.8x the performance of prior work. On cleaner, uncluttered environments, OK-Robot's performance increases to 82%. However, the most important insight gained from OK-Robot is the critical role of nuanced details when combining Open Knowledge systems like VLMs with robotic modules. Videos of our experiments are available on our website: https://ok-robot.github.io