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2,942篇论文匹配“Robotics”
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Applications · Robotics

Ziyad Sheebaelhamd, Michael Tschannen, Michael Muehlebach, Claire Vernade

Current transformer-based imitation learning approaches introduce discrete action representations and train an autoregressive transformer decoder on the resulting latent code. However, the initial quantization breaks the continuous structure of the action space thereby limiting the capabilities of the generative model. We propose a quantization-free method instead that leverages Generative Infinite-Vocabulary Transformers (GIVT) as a direct, continuous policy parametrization for autoregressive transformers. This simplifies the imitation learning pipeline while achieving state-of-the-art performance on a variety of popular simulated robotics tasks. We enhance our policy roll-outs by carefully studying sampling algorithms, further improving the results.

Computer Vision · 3D Rendering & Reconstruction

Zhening Huang, Xiaoyang Wu, Fangcheng Zhong, Hengshuang Zhao, Matthias Niessner, Joan Lasenby

We propose LiteReality, a novel pipeline that converts RGB-D scans of indoor environments into compact, realistic, and interactive 3D virtual replicas. LiteReality not only reconstructs scenes that visually resemble reality but also supports key features essential for graphics pipelines, such as object individuality, articulation, and high-quality physically based rendering (PBR) materials. At its core, LiteReality first performs scene understanding and parses the results into a coherent 3D layout and object set with the help of a structured scene graph. It then reconstructs the scene by retrieving the most visually similar artist-crafted 3D models from a curated asset database. The Material Painting module further enhances realism by recovering high-quality, spatially varying materials from observed images. Finally, the reconstructed scene is integrated into a simulation engine, where basic physical properties are assigned to enable interactive behavior. The resulting scenes are compact, editable, and fully compatible with standard graphics pipelines, making them suitable for applications in AR/VR, gaming, robotics, and digital-twin systems. In addition, LiteReality introduces a training-free object-retrieval module that achieves state-of-the-art similarity performance on the Scan2CAD dataset, along with a robust Material Painting module capable of transferring appearances from images of any style to 3D assets—even under severe misalignment, occlusion, and poor lighting. We demonstrate the effectiveness of LiteReality on both real-world scans and standard public datasets.

Reinforcement Learning · Everything Else

Alexey Zakharov, Shimon Whiteson

Natural language can offer a concise and human-interpretable means of specifying reinforcement learning (RL) tasks. The ability to extract rewards from a language instruction can enable the development of robotic systems that can learn from human guidance; however, it remains a challenging problem, especially in visual environments. Existing approaches that employ large, pretrained language models either rely on non‑visual environment representations, require prohibitively large amounts of feedback, or generate noisy, ill‑shaped reward functions. In this paper, we propose a novel method, GoalLadder, that leverages vision-language models (VLMs) to train RL agents from a single language instruction in visual environments. GoalLadder works by incrementally discovering states that bring the agent closer to completing a task specified in natural language. To do so, it queries a VLM to identify states that represent an improvement in agent's task progress and to rank them using pairwise comparisons. Unlike prior work, GoalLadder does not trust VLM's feedback completely; instead, it uses it to rank potential goal states using an ELO-based rating system, thus reducing the detrimental effects of noisy VLM feedback. Over the course of training, the agent is tasked with minimising the distance to the top-ranked goal in a learned embedding space, which is trained on unlabelled visual data. This key feature allows us to bypass the need for abundant and accurate feedback typically required to train a well-shaped reward function. We demonstrate that GoalLadder outperforms existing related methods on classic control and robotic manipulation environments with the average final success rate of $\sim$95\% compared to only $\sim$45\% of the best competitor.

Computer Vision · Vision Models & Multimodal

Rui Huang, Guangyao Zhai, Zuria Bauer, Marc Pollefeys, Federico Tombari, Leonidas Guibas, Gao Huang, Francis Engelmann

Automating the expert-dependent and labor-intensive task of 3D scene synthesis would significantly benefit fields such as architectural design, robotics simulation, and virtual reality. Recent approaches to 3D scene synthesis often rely on the commonsense reasoning of large language models (LLMs) or strong visual priors from image generation models. However, current LLMs exhibit limited 3D spatial reasoning, undermining the realism and global coherence of synthesized scenes, while image-generation-based methods often constrain viewpoint control and introduce multi-view inconsistencies. In this work, we present Video Perception models for 3D Scene synthesis (VIPScene), a novel framework that exploits the encoded commonsense knowledge of the 3D physical world in video generation models to ensure coherent scene layouts and consistent object placements across views. VIPScene accepts both text and image prompts and seamlessly integrates video generation, feedforward 3D reconstruction, and open-vocabulary perception models to semantically and geometrically analyze each object in a scene. This enables flexible scene synthesis with high realism and structural consistency. For a more sufficient evaluation on coherence and plausibility, we further introduce First-Person View Score (FPVScore), utilizing a continuous first-person perspective to capitalize on the reasoning ability of multimodal large language models. Extensive experiments show that VIPScene significantly outperforms existing methods and generalizes well across diverse scenarios.

Reinforcement Learning · Deep RL

Marcos Negre Saura, Richard Allmendinger, Wei Pan, Theodore Papamarkou

Ring attractors, mathematical models inspired by neural circuit dynamics, provide a biologically plausible mechanism to improve learning speed and accuracy in Reinforcement Learning (RL). Serving as specialized brain-inspired structures that encode spatial information and uncertainty, ring attractors explicitly encode the action space, facilitate the organization of neural activity, and enable the distribution of spatial representations across the neural network in the context of Deep Reinforcement Learning (DRL). These structures also provide temporal filtering that stabilizes action selection during exploration, for example, by preserving the continuity between rotation angles in robotic control or adjacency between tactical moves in game-like environments. The application of ring attractors in the action selection process involves mapping actions to specific locations on the ring and decoding the selected action based on neural activity. We investigate the application of ring attractors by both building an exogenous model and integrating them as part of DRL agents. Our approach significantly improves state-of-the-art performance on the Atari 100k benchmark, achieving a 53\% increase in performance over selected baselines.

Computer Vision · Vision Models & Multimodal

Bohan Zhou, Yi Zhan, Zhongbin Zhang, Zongqing Lu

Egocentric hand-object motion generation is crucial for immersive AR/VR and robotic imitation but remains challenging due to unstable viewpoints, self-occlusions, perspective distortion, and noisy ego-motion. Existing methods rely on predefined 3D object priors, limiting generalization to novel objects, which restricts their generalizability to novel objects. Meanwhile, recent multimodal approaches suffer from ambiguous generation from abstract textual cues, intricate pipelines for modeling 3D hand-object correlation, and compounding errors in open-loop prediction. We propose **MEgoHand**, a multimodal framework that synthesizes physically plausible hand-object interactions from egocentric RGB, text, and initial hand pose. MEgoHand introduces a bi-level architecture: a high-level “cerebrum” leverages a vision language model (VLM) to infer motion priors from visual-textual context and a monocular depth estimator for object-agnostic spatial reasoning, while a low-level DiT-based flow-matching policy generates fine-grained trajectories with temporal orthogonal filtering to enhance stability. To address dataset inconsistency, we design a dataset curation paradigm with an Inverse MANO Retargeting Network and Virtual RGB-D Renderer, curating a unified dataset of **3.35M** RGB-D frames, **24K** interactions, and **1.2K** objects. Extensive experiments across **five** in-domain and **two** cross-domain datasets demonstrate the effectiveness of MEgoHand, achieving substantial reductions in wrist translation error (**86.9%**) and joint rotation error (**34.1%**), highlighting its capacity to accurately model fine-grained hand joint structures and generalize robustly across diverse scenarios.

Applications · Robotics

Weiji Xie, Jinrui Han, Jiakun Zheng, Huanyu Li, Xinzhe Liu, Jiyuan Shi, Weinan Zhang, Chenjia Bai, Xuelong Li

Humanoid robots are promising to acquire various skills by imitating human behaviors. However, existing algorithms are only capable of tracking smooth, low-speed human motions, even with delicate reward and curriculum design. This paper presents a physics-based humanoid control framework, aiming to master highly-dynamic human behaviors such as Kungfu and dancing through multi-steps motion processing and adaptive motion tracking. For motion processing, we design a pipeline to extract, filter out, correct, and retarget motions, while ensuring compliance with physical constraints to the maximum extent. For motion imitation, we formulate a bi-level optimization problem to dynamically adjust the tracking accuracy tolerance based on the current tracking error, creating an adaptive curriculum mechanism. We further construct an asymmetric actor-critic framework for policy training. In experiments, we train whole-body control policies to imitate a set of highly dynamic motions. Our method achieves significantly lower tracking errors than existing approaches and is successfully deployed on the Unitree G1 robot, demonstrating stable and expressive behaviors. The project page is https://kungfubot.github.io.

Theory · Learning Theory

Luc Brogat-Motte, Alessandro Rudi, Riccardo Bonalli

We address the problem of safely learning controlled stochastic dynamics from discrete-time trajectory observations, ensuring system trajectories remain within predefined safe regions during both training and deployment. Safety-critical constraints of this kind are crucial in applications such as autonomous robotics, finance, and biomedicine. We introduce a method that ensures safe exploration and efficient estimation of system dynamics by iteratively expanding an initial known safe control set using kernel-based confidence bounds. After training, the learned model enables predictions of the system's dynamics and permits safety verification of any given control. Our approach requires only mild smoothness assumptions and access to an initial safe control set, enabling broad applicability to complex real-world systems. We provide theoretical guarantees for safety and derive adaptive learning rates that improve with increasing Sobolev regularity of the true dynamics. Experimental evaluations demonstrate the practical effectiveness of our method in terms of safety, estimation accuracy, and computational efficiency.

Applications · Robotics

Liyan Chen, Huangying Zhan, Hairong Yin, Yi Xu, Philippos Mordohai

Effective robotic autonomy in unknown environments demands proactive exploration and precise understanding of both geometry and semantics. In this paper, we propose ActiveSGM, an active semantic mapping framework designed to predict the informativeness of potential observations before execution. Built upon a 3D Gaussian Splatting (3DGS) mapping backbone, our approach employs semantic and geometric uncertainty quantification, coupled with a sparse semantic representation, to guide exploration. By enabling robots to strategically select the most beneficial viewpoints, ActiveSGM efficiently enhances mapping completeness, accuracy, and robustness to noisy semantic data, ultimately supporting more adaptive scene exploration. Our experiments on the Replica and Matterport3D datasets highlight the effectiveness of ActiveSGM in active semantic mapping tasks.

Deep Learning · Attention Mechanisms

Boris Bonev, Max Rietmann, Andrea Paris, Alberto Carpentieri, Thorsten Kurth

We introduce a generalized attention mechanism for spherical domains, enabling Transformer architectures to natively process data defined on the two-dimensional sphere - a critical need in fields such as atmospheric physics, cosmology, and robotics, where preserving spherical symmetries and topology is essential for physical accuracy. By integrating numerical quadrature weights into the attention mechanism, we obtain a geometrically faithful spherical attention that is approximately rotationally equivariant, providing strong inductive biases and leading to better performance than Cartesian approaches. To further enhance both scalability and model performance, we propose neighborhood attention on the sphere, which confines interactions to geodesic neighborhoods. This approach reduces computational complexity and introduces the additional inductive bias for locality, while retaining the symmetry properties of our method. We provide optimized CUDA kernels and memory-efficient implementations to ensure practical applicability. The method is validated on three diverse tasks: simulating shallow water equations on the rotating sphere, spherical image segmentation, and spherical depth estimation. Across all tasks, our spherical Transformers consistently outperform their planar counterparts, highlighting the advantage of geometric priors for learning on spherical domains.

Computer Vision · Vision Models & Multimodal

Andrea Amaduzzi, Pierluigi Zama Ramirez, Giuseppe Lisanti, Samuele Salti, Luigi Di Stefano

Neural Radiance Fields (NeRFs) are neural networks -- typically multilayer perceptrons (MLPs) -- that represent the geometry and appearance of objects, with applications in vision, graphics, and robotics. Recent works propose understanding NeRFs with natural language using Multimodal Large Language Models (MLLMs) that directly process the weights of a NeRF's MLP. However, these approaches rely on a global representation of the input object, making them unsuitable for spatial reasoning and fine-grained understanding. In contrast, we propose **weights2space**, a self-supervised framework featuring a novel meta-encoder that can compute a sequence of spatial tokens directly from the weights of a NeRF. Leveraging this representation, we build **Spatial LLaNA**, a novel MLLM for NeRFs, capable of understanding details and spatial relationships in objects represented as NeRFs. We evaluate Spatial LLaNA on NeRF captioning and NeRF Q&A tasks, using both existing benchmarks and our novel **Spatial ObjaNeRF** dataset consisting of $100$ manually-curated language annotations for NeRFs. This dataset features 3D models and descriptions that challenge the spatial reasoning capability of MLLMs. Spatial LLaNA outperforms existing approaches across all tasks.

Applications

Liang Ma, Jiajun Wen, Min Lin, Rongtao Xu, Xiwen Liang, Bingqian Lin, Jun Ma, Yongxin Wang, Ziming Wei, haokun lin 等

While vision-language models (VLMs) have demonstrated promising capabilities in reasoning and planning for embodied agents, their ability to comprehend physical phenomena, particularly within structured 3D environments, remains severely limited. To close this gap, we introduce PhyBlock, a progressive benchmark designed to assess VLMs on physical understanding and planning through robotic 3D block assembly tasks. PhyBlock integrates a novel four-level cognitive hierarchy assembly task alongside targeted Visual Question Answering (VQA) samples, collectively aimed at evaluating progressive spatial reasoning and fundamental physical comprehension, including object properties, spatial relationships, and holistic scene understanding. PhyBlock includes 2600 block tasks (400 assembly tasks, 2200 VQA tasks) and evaluates models across three key dimensions: partial completion, failure diagnosis, and planning robustness. We benchmark 23 state-of-the-art VLMs, highlighting their strengths and limitations in physically grounded, multi-step planning. Our empirical findings indicate that the performance of VLMs exhibits pronounced limitations in high-level planning and reasoning capabilities, leading to a notable decline in performance for the growing complexity of the tasks.Error analysis reveals persistent difficulties in spatial orientation and dependency reasoning.We position PhyBlock as a unified testbed to advance embodied reasoning, bridging vision-language understanding and real-world physical problem-solving.

Applications · Robotics

Maximilian Du, Shuran Song

Deploying large, complex policies in the real world requires the ability to steer them to fit the needs of a situation. Most common steering approaches, like goal-conditioning, require training the robot policy with a distribution of test-time objectives in mind. To overcome this limitation, we present DynaGuide, a steering method for diffusion policies using guidance from an external dynamics model during the diffusion denoising process. DynaGuide separates the dynamics model from the base policy, which gives it multiple advantages, including the ability to steer towards multiple objectives, enhance underrepresented base policy behaviors, and maintain robustness on low-quality objectives. The separate guidance signal also allows DynaGuide to work with off-the-shelf pretrained diffusion policies. We demonstrate the performance and features of DynaGuide against other steering approaches in a series of simulated and real experiments, showing an average steering success of 70% on a set of articulated CALVIN tasks and outperforming goal-conditioning by 5.4x when steered with low-quality objectives. We also successfully steer an off-the-shelf real robot policy to express preference for particular objects and even create novel behavior.

Applications · Robotics

Xiangyu Wang, Donglin Yang, Yue Liao, Wenhao Zheng, wenjun wu, Bin Dai, Hongsheng Li, Si Liu

Unmanned Aerial Vehicles (UAVs) are evolving into language-interactive platforms, enabling more intuitive forms of human-drone interaction. While prior works have primarily focused on high-level planning and long-horizon navigation, we shift attention to language-guided fine-grained trajectory control, where UAVs execute short-range, reactive flight behaviors in response to language instructions. We formalize this problem as the Flying-on-a-Word (Flow) task and introduce UAV imitation learning as an effective approach. In this framework, UAVs learn fine-grained control policies by mimicking expert pilot trajectories paired with atomic language instructions. To support this paradigm, we present UAV-Flow, the first real-world benchmark for language-conditioned, fine-grained UAV control. It includes a task formulation, a large-scale dataset collected in diverse environments, a deployable control framework, and a simulation suite for systematic evaluation. Our design enables UAVs to closely imitate the precise, expert-level flight trajectories of human pilots and supports direct deployment without sim-to-real gap. We conduct extensive experiments on UAV-Flow, benchmarking VLN and VLA paradigms. Results show that VLA models are superior to VLN baselines and highlight the critical role of spatial grounding in the fine-grained Flow setting.

General Machine Learning · Transfer, Multitask and Meta-learning

Fan Wang, Pengtao Shao, Yiming Zhang, Bo Yu, Shaoshan Liu, Ning Ding, Yang Cao, Yu Kang, Haifeng Wang

In-Context Reinforcement Learning (ICRL) enables agents to learn automatically and on-the-fly from their interactive experiences. However, a major challenge in scaling up ICRL is the lack of scalable task collections. To address this, we propose the procedurally generated tabular Markov Decision Processes, named AnyMDP. Through a carefully designed randomization process, AnyMDP is capable of generating high-quality tasks on a large scale while maintaining relatively low structural biases. To facilitate efficient meta-training at scale, we further introduce decoupled policy distillation and induce prior information in the ICRL framework. Our results demonstrate that, with a sufficiently large scale of AnyMDP tasks, the proposed model can generalize to tasks that were not considered in the training set through versatile in-context learning paradigms. The scalable task set provided by AnyMDP also enables a more thorough empirical investigation of the relationship between data distribution and ICRL performance. We further show that the generalization of ICRL potentially comes at the cost of increased task diversity and longer adaptation periods. This finding carries critical implications for scaling robust ICRL capabilities, highlighting the necessity of diverse and extensive task design, and prioritizing asymptotic performance over few-shot adaptation.

Reinforcement Learning · Deep RL

Hongjoon Ahn, Heewoong Choi, Jisu Han, Taesup Moon

Offline goal-conditioned reinforcement learning (GCRL) offers a practical learning paradigm in which goal-reaching policies are trained from abundant state–action trajectory datasets without additional environment interaction. However, offline GCRL still struggles with long-horizon tasks, even with recent advances that employ hierarchical policy structures, such as HIQL. Identifying the root cause of this challenge, we observe the following insight. Firstly, performance bottlenecks mainly stem from the high-level policy’s inability to generate appropriate subgoals. Secondly, when learning the high-level policy in the long-horizon regime, the sign of the advantage estimate frequently becomes incorrect. Thus, we argue that improving the value function to produce a clear advantage estimate for learning the high-level policy is essential. In this paper, we propose a simple yet effective solution: _**Option-aware Temporally Abstracted**_ value learning, dubbed **OTA**, which incorporates temporal abstraction into the temporal-difference learning process. By modifying the value update to be _option-aware_, our approach contracts the effective horizon length, enabling better advantage estimates even in long-horizon regimes. We experimentally show that the high-level policy learned using the OTA value function achieves strong performance on complex tasks from OGBench, a recently proposed offline GCRL benchmark, including maze navigation and visual robotic manipulation environments. Our code is available at https://github.com/ota-v/ota-v

Applications · Robotics

Yuxiang Yan, Zhiyuan Zhou, Xin Gao, Guanghao Li, Shenglin Li, Jiaqi Chen, Qunyan Pu, Jian Pu

Manipulation in cluttered environments is challenging due to spatial dependencies among objects, where an improper manipulation order can cause collisions or blocked access. Existing approaches often overlook these spatial relationships, limiting their flexibility and scalability. To address these limitations, we propose OrderMind, a unified spatial-aware manipulation ordering framework that directly learns object manipulation priorities based on spatial context. Our architecture integrates a spatial context encoder with a temporal priority structuring module. We construct a spatial graph using k-Nearest Neighbors to aggregate geometric information from the local layout and encode both object-object and object-manipulator interactions to support accurate manipulation ordering in real-time. To generate physically and semantically plausible supervision signals, we introduce a spatial prior labeling method that guides a vision-language model to produce reasonable manipulation orders for distillation. We evaluate OrderMind on our Manipulation Ordering Benchmark, comprising 163,222 samples of varying difficulty. Extensive experiments in both simulation and real-world environments demonstrate that our method significantly outperforms prior approaches in effectiveness and efficiency, enabling robust manipulation in cluttered scenes.

Applications · Robotics

Shanshan Li, Da Huang, Yu He, Yanwei Fu, Yu-Gang Jiang, Xiangyang Xue

In daily life, people often move through spaces to find objects that meet their needs, posing a key challenge in embodied AI. Traditional Demand-Driven Navigation (DDN) handles one need at a time but does not reflect the complexity of real-world tasks involving multiple needs and personal choices. To bridge this gap, we introduce Task-Preferenced Multi-Demand-Driven Navigation (TP-MDDN), a new benchmark for long-horizon navigation involving multiple sub-demands with explicit task preferences. To solve TP-MDDN, we propose AWMSystem, an autonomous decision-making system composed of three key modules: BreakLLM (instruction decomposition), LocateLLM (goal selection), and StatusMLLM (task monitoring). For spatial memory, we design MASMap, which combines 3D point cloud accumulation with 2D semantic mapping for accurate and efficient environmental understanding. Our Dual-Tempo action generation framework integrates zero-shot planning with policy-based fine control, and is further supported by an Adaptive Error Corrector that handles failure cases in real time. Experiments demonstrate that our approach outperforms state-of-the-art baselines in both perception accuracy and navigation robustness.

Applications · Robotics

Ling Niu, Xiaoji Zheng, han wang, Ziyuan Yang, Chen Zheng, Bokui Chen, Jiangtao Gong

In recent years, vision-based end-to-end autonomous driving has emerged as a new paradigm. However, popular end-to-end approaches typically rely on visual feature extraction networks trained under label supervision. This limited supervision framework restricts the generality and applicability of driving models. In this paper, we propose a novel paradigm termed $E^{3}AD$, which advocates for comparative learning between visual feature extraction networks and the general EEG large model, in order to learn latent human driving cognition for enhancing end-to-end planning. In this work, we collected a cognitive dataset for the mentioned contrastive learning process. Subsequently, we investigated the methods and potential mechanisms for enhancing end-to-end planning with human driving cognition, using popular driving models as baselines on publicly available autonomous driving datasets. Both open-loop and closed-loop tests are conducted for a comprehensive evaluation of planning performance. Experimental results demonstrate that the $E^{3}AD$ paradigm significantly enhances the end-to-end planning performance of baseline models. Ablation studies further validate the contribution of driving cognition and the effectiveness of comparative learning process. To the best of our knowledge, this is the first work to integrate human driving cognition for improving end-to-end autonomous driving planning. It represents an initial attempt to incorporate embodied cognitive data into end-to-end autonomous driving, providing valuable insights for future brain-inspired autonomous driving systems. Our code will be made available at https://github.com/AIR-DISCOVER/E-cubed-AD.

Reinforcement Learning · Multi-agent

Utkarsh Chavan, Prashant Trivedi, Nandyala Hemachandra

Multi-agent systems (MAS) are central to applications such as swarm robotics and traffic routing, where agents must coordinate in a decentralized manner to achieve a common objective. Stochastic Shortest Path (SSP) problems provide a natural framework for modeling decentralized control in such settings. While the problem of learning in SSP has been extensively studied in single-agent settings, the decentralized multi-agent variant remains largely unexplored. In this work, we take a step towards addressing that gap. We study decentralized multi-agent SSPs (Dec-MASSPs) under linear function approximation, where the transition dynamics and costs are represented using linear models. Applying novel symmetry-based arguments, we identify the structure of optimal policies. Our main contribution is the first regret lower bound for this setting based on the construction of hard-to-learn instances for any number of agents, $n$. Our regret lower bound of $\Omega(\sqrt{K})$, over $K$ episodes, highlights the inherent learning difficulty in Dec-MASSPs. These insights clarify the learning complexity of decentralized control and can further guide the design of efficient learning algorithms in multi-agent systems.