Robotics
Papers
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Wednesday 7 October
Robots are increasingly expected to provide personalized services in everyday environments. To do so, they must ground natural-language commands such as "Where is my backpack?" or "Find my bottle" and execute them by reasoning about object instances, people, locations, and ownership. This is challenging because ownership is rarely labeled explicitly and must be inferred from long-term, behavioral evidence of human-object interactions. To address this, we present COOL, a novel robotic framework for autonomously learning object ownership from everyday observations and maintaining a long-term spatial memory of its environment. To keep its memory current, COOL uses an agent-based curiosity-driven data collection strategy that guides the robot toward the most promising locations to gain information and refresh stale observations. Offline experiments, ablation studies, and real-world evaluations show that COOL can infer ownership relations from real-world interactions and use this knowledge for ownership-conditioned navigation and task execution.
Robotics
Learning Unknown Constraints without Unsafe Data via Optimality and Counterfactual Regularization
Learning from demonstrations (LfD) provides a framework for inferring unknown constraints from locally optimal, constraint-satisfying expert behavior. Existing approaches largely fall into two paradigms, constrained inverse optimal control (CIOC) and inverse constrained reinforcement learning (ICRL). CIOC exploits optimality conditions such as the Karush–Kuhn–Tucker (KKT) conditions but typically assumes known dynamics and structured constraint representations. Meanwhile, ICRL accommodates complex unknown constraints and unknown transition dynamics but often requires extensive online exploration, during which unsafe constraint violations may occur. In this work, we introduce Counterfactual KKT (CF-KKT), a constraint learning framework that leverages learned dynamics and locally optimal demonstrations to recover unknown constraints without requiring known dynamics or additional risky exploration, thereby combining the data efficiency and safety advantages of CIOC with the flexibility of ICRL. First, we use a locally learned differentiable dynamics model to impose KKT-inspired optimality conditions directly on the demonstrations. Second, we use the learned dynamics to generate reward-improving counterfactual behaviors near the demonstrations, revealing behaviors that would be preferable in the absence of the unknown constraint and thus providing synthetic infeasible data. When the constraint parameterization is known, the same learned-dynamics framework enables direct CIOC-based parameter recovery, and we characterize its sensitivity to dynamics misspecification. Across high-dimensional robotic control tasks, our approach learns neural constraint representations with improved safety and data efficiency relative to state-of-the-art offline ICRL baselines.
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Robotics
MCFR: A Mask-Guided Coarse-to-Fine Regression Framework for Robust Multi-Variant Board-to-Board Connector Assembly
Automated insertion of board-to-board (BTB) connectors in 3C manufacturing requires both high visual accuracy and strong deployment robustness. This problem remains challenging because multi-variant connectors exhibit significant morphological and appearance variations, making stable cross-variant generalization difficult, while the mismatch between training and deployment under fixed-view inspection settings induces background spurious correlation and degrades real-world performance. To address these issues, this paper proposes MCFR, a Mask-Guided Coarse-to-Fine Regression framework for multi-variant BTB connector assembly. By introducing an object-aware mask prior and explicit photometric refinement, the proposed method suppresses background interference and improves alignment accuracy and robustness in practical deployment. Experiments on a self-constructed multi-variant dataset, a BTB batch insertion testbed, and a real smartphone assembly task show that MCFR consistently outperforms representative baselines and achieves an average real-world insertion success rate of 99.25%. These results demonstrate the effectiveness and practical potential of MCFR for automated assembly of multi-variant BTB connectors.
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Robotics
ClimbLab: MATLAB Simulation Platform for Legged Climbing Robotics
This paper presents an open-sourced MATLAB simulation and analysis platform dedicated to legged climbing robots. This simulator enables the design of any limbed robotic system as an articulated multi-body with a floating base and simulates it walking and climbing in an arbitrary environment. The main variable environmental parameters are inclination, gravity, and ground stiffness, and any point cloud can be installed as the terrain map. Furthermore, the simulator employs a rigid body dynamics engine. This paper first describes the simulator structure, and the computational flow and next presents the representative simulation examples where quadrupedal robots assumed gripping on the wall or climbing on the steep slope.
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Robotics
Predicted Futures Are Not Enough: Learning Executable Goals for Robot Manipulation
Generative world models provide rich predictions of how manipulation scenes may evolve toward task objectives, yet those futures do not directly expose the compact task variables required by control. When training supervises future prediction alone, terminal goal accuracy is not an explicit learning objective, even when geometric recovery is available. We present Entity-Level Goal Readout, a learned prediction-to-execution interface that makes the executable terminal goal an explicit output of a 3D trace world model. It combines object-centric pose prediction with translation grounded in observed depth to produce a compact goal in SE(3). A shared Pose-Native Executor consumes this fixed goal with online object-pose feedback for closed-loop control without rerunning the world model. Across five manipulation tasks, the pipeline achieves a mean success rate of 79.69%. Goal diagnostics directly measure terminal goal accuracy, while controlled translation perturbations characterize how execution degrades under goal error. Zero-shot deployment on a Franka arm achieves 73.33% success on nominal StackCube, 66.67% with distractors, and 75.00% on PickPlate with a target unseen during policy training. These results support treating the prediction-to-execution interface as an explicit learned component of world-model planning rather than incidental post-processing in the control pipeline itself. Project page: https://claire0730.github.io/executable-goals/
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Robotics · Cross-listed from cs.LG
Kuration SDK: Addressing the Virtual2Real Gap via Data Curation
Benchmarks for measuring the quality of action-conditioned world models are still evolving and shifting away from visual similarity-based metrics to action-semantic and physically-grounded metrics. However, for domain and task-agnostic action-conditioned world model training, existing benchmarks provide a limited signal. By training and evaluating diffusion world models on CounterStrike gameplay data, we confirm that qualitative playability does not correspond with metrics such as FVD, LPIPS, and JEDi. We term this the Virtual2Real gap. We posit that, in lieu of reliable benchmarks, curating raw gameplay data and measuring a variety of diagnostic properties provides a more robust signal to bridge the gap, before the training even begins. We present several curation strategies and a general-purpose kit for physical AI data curation called Kuration SDK, which is being open-sourced with this paper. The SDK was instrumental in uncovering the root cause of the virtual2real gap in a specific case: why two world models trained on identical gameplay map, action and state distribution, behaved very differently when played in spite of having very similar LPIPS and FVD scores. Thus, Kuration SDK has the potential to uncover the root causes of Virtual2Real gap in specific datasets and accelerate development of sample-efficient training datasets.
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Robotics
Adaptive Risk-Certified Event-Triggered Replanning for Dynamic Navigation
Safe navigation in dynamic environments requires robots to plan under obstacle predictions whose errors are uncertain, non-stationary, and can induce rare but safety-critical failures. Existing control-barrier-function safety filters can reject immediately unsafe controls, but they provide little guidance on when the current finite-horizon planning mode itself is becoming unsafe as prediction uncertainty evolves. We propose Conformal Event-Triggered Risk-Certified Replanning (CERT-Replan), a framework that uses calibrated barrier risk as an early-warning signal for replanning. CERT-Replan calibrates horizon-indexed obstacle-prediction residuals online and uses the resulting uncertainty radii to evaluate dynamic-obstacle safety margins. A one-step safety filter protects the next applied control, while a horizon-level risk monitor evaluates the upper-tail CVaR of predicted barrier-violation losses along the current MPC rollout. When this risk exceeds an allocated budget, CERT-Replan rejects the current planning mode and selects a lower-risk alternative, such as a different speed profile, corridor, or homotopy class, rather than repeatedly correcting the same nominal plan. In a non-stationary benchmark, CERT-Replan achieves an \(83.3\%\) collision reduction relative to the safety-filter-only baseline \textcolor{black}{and a \(77.8\%\) reduction relative to simple replanning triggers}, while reducing average safety-filter intervention by \(32.4\%\). \textcolor{black}{With Trajectron++, CERT-Replan achieves \(96\%\) collision-free operation. Hardware experiments and onboard runtime profiling demonstrate computational feasibility.}
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Robotics
Co${}^{2}$Skill: Whole-Body Control via Skill Composition for Long-Horizon Human-Environment Interaction
Achieving human-level dexterity in complex, unstructured environments requires the seamless integration of whole-body scene interaction and dexterous object manipulation skills. While existing physics-based controllers generate physically plausible behaviors in each domain, they largely address these two capabilities independently. In this paper, we present Co${}^{2}$Skill that integrates scene interaction and dexterous manipulation through a unified policy formulation. Built on a pretrained motion prior, the policy uses task and phase dependent observation masks to select information relevant to the current interaction goals. We introduce a goal-conditioned loco-manipulation curriculum that combines partial reference guidance for precision with exploration from varied initial states while allowing goal-directed execution beyond the demonstrated trajectories. We further introduce a cross-task curriculum that jointly trains individual skills and selected task sequences, preserving physical states across task boundaries and maintaining grasps during subsequent scene interactions. Together, these support sequential task execution and simultaneous scene interaction with object manipulation. We evaluate sitting, standing, climbing, stair traversal, and goal-directed manipulation, together with sequential execution and with random different conditions. Additionally, we demonstrate skill compositions in indoor environments, illustrating their integration within the same control formulation.
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Robotics · Cross-listed from cs.LG
LeCuration: A Tiny World Model as a Data Curation Multi-Tool
Many applications of physical AI run within finite or closed physical worlds with a limited set of physical laws governing object behavior. Examples include robots working in a warehouse and agents moving around in a video game. In order to better organize, filter, and curate data for physical AI applications, we propose a new approach centered on the unique settings and physical laws of individual datasets. We train LeCuration, a small world model intended to serve as a data curation tool for a separate, larger downstream model. To build this model, we choose LeWorldModel (LeWM)as our latent encoder and predictor, adding a diffusion transformer (DiT) decoder to add visuals to autoregressive gameplay rollout. We find that the embeddings of this model can be used as an anomaly detection signal and as a content-based clustering heuristic, and that auto-regressively predicting the game state with this model allows us to qualitatively check for action-state consistency. This paper presents a qualitative, proof-of-concept case study on CS:GO gameplay data; we do not yet report quantitative curation metrics or downstream training results, which we identify as the key next step.
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Robotics
LACE-CRAFT: Robot Co-Design with Actor Inheritance and Blackboard Collaboration
Robot co-design couples morphology search with policy learning, yet training every new design from scratch discards acquired control experience. We present LACE-CRAFT, which compares continued learning on the current robot with policy adaptation to new morphology-reward pairs. LACE resumes the incumbent's full learning state and initializes compatible challengers with its actor parameters and observation statistics. A fixed task metric selects among both branches and the frozen incumbent. CRAFT coordinates Feedback, Morphology, Reward, and Integration roles through shared experimental records and behavioral replays to generate and cross-review paired proposals. A generative extension converts generated meshes into editable articulated models with configured joints, actuator interfaces, and consistently updated simulation assets. Across five locomotion benchmarks, mean scores over three evaluation seeds are 6.4-91.9% higher than D2C. Both methods train 30 new morphology-reward pairs over five rounds; LACE additionally uses four continuation training units. Five-task ablations examine policy inheritance and replay-derived feedback. A fabricated prototype demonstrates indoor walking and illustrates the geometry-to-hardware workflow.
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Robotics
Evaluating the Transfer of Co-Evolved Communication from 2D to 3D Simulation
This work examines the transfer of a co-evolved communication mechanism between two robotic agents from a discrete two-dimensional (2D) simulator to a three-dimensional simulator with real physics (3D). The study focuses on whether a communication mechanism co-evolved in a 2D environment retains its functional role after transfer to a 3D physics-based simulator. To support this analysis, the effects of the episode time budget, the social cue, and the asymmetry between the two co-evolved roles were examined. The results indicate that the success rate increased approximately linearly with the evaluated time budgets, with no evidence of a plateau between 2,000 and 6,000 physics steps, suggesting that evaluations based on shorter episodes may underestimate the performance of the trained controllers. In both simulators, the social cue functioned primarily as a jam- assistance mechanism rather than as a navigation guide, although with a more pronounced effect in 2D. Analysis of eight independent evolutionary runs revealed a consistent direction of asymmetry, although its magnitude varied across runs. Controlling the processing order between agents allowed us to rule out an artifact of the physics engine. Finally, the results are discussed in terms of the factors that may contribute to the remaining performance gap observed after transfer.
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Robotics
RoboRender: Robot-Oriented Video Generation for Visual Sim-to-Real Transfer
Simulation enables large-scale, low-cost robot data generation, but policies trained in simulation often fail to transfer to the real world due to the sim-to-real visual discrepancies. Existing approaches often rely on intermediate representations, which can discard rich semantic information or require additional perception modules at deployment. We address this visual sim-to-real gap with RoboRender, a framework that converts simulated trajectories into photorealistic RGB videos for policy learning. RoboRender trains a robot-oriented video generation model conditioned on simulated depth videos, language instructions, and robot RGB mask videos, preserving simulator geometry, robot motion, and action labels while synthesizing realistic textures, backgrounds, and distractors. The generated RGB videos are paired with simulator-provided states and actions to train policies for zero-shot real-world deployment. On robot video test sets, our video model outperforms depth-conditioned video generation baselines in generation quality. In real-world experiments across pick-and-place, articulated-object manipulation, and mobile manipulation tasks, policies trained on RoboRender-generated data achieve a 71% average success rate, outperforming raw simulation renderings and conventional visual domain randomization by approximately 7.1x and 3.6x, respectively. We further show that policy performance improves with more generated videos per simulation trajectory, increasing opening-task success by 65 percentage points. These results demonstrate that generative video rendering mitigates the visual sim-to-real gap for zero-shot policy transfer. Project website: https://robo-render.github.io/.
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Robotics · Cross-listed from cs.LG
An Informational Curse of Horizon in Goal-Conditioned Policy Learning
The difficulty of learning goal-reaching policies is often attributed to a "curse of horizon" that manifests as bias accumulation in temporal-difference backups and noisy advantage estimates. In this work, we identify an additional informational curse of horizon in goal-conditioned policy learning, where increasing the goal relabeling horizon can significantly reduce policy generalization and performance. Through a series of controlled experiments with oracle planners, we decouple the goal horizons sampled during training from those that the policy is asked to reach at test time. Even when evaluated only on a sequence of nearby subgoals, goal-conditioned behavioral cloning (BC) policies suffer from severe, training horizon-dependent performance degradation that is mitigated by reinforcement learning (RL) objectives. We explain this phenomenon as a horizon-dependent decrease in the conditional mutual information between actions and hindsight-relabeled goals, and find empirically that both BC and RL policies trained on longer-horizon goals exhibit a shift in sensitivity from goal to state information, as measured by the policy's input Jacobians. Motivated by this observation, we find that distilling the input Jacobians of short-horizon policies into long-horizon policies yields significant performance gains, especially in combinatorial manipulation tasks. Taken together, our results highlight goal relabeling horizon as an important consideration when learning generalist policies from offline data.
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Tuesday 6 October
Robotics
Teaching a Robot Dog New Tricks: Diverse Quadruped Skills via Combined Reinforcement and Imitation Learning with Adversarial Task Selection
Reinforcement Learning (RL) has enabled legged robots to perform a range of skills in single-task settings. However, applications such as farm robotics or space exploration require diverse skills such as locomotion, digging, or close-range surveying. Training an end-to-end policy to address this problem remains difficult due to challenges such as sample inefficiency and gradient conflict between tasks in multi-task learning. We propose a three-stage method that trains a single policy to perform distinct tasks such as walking, digging, and hopping, and compose them into novel behaviors such as crawling. First, multiple teacher policies are trained using RL on narrowly defined tasks. Then, two additional stages train a student policy with a multi-teacher distillation setup that uses a combined RL and Imitation Learning (IL) objective under an adversarial task selection process that focuses training on the worst-performing task. With this method, we train a student policy that performs 22 tasks using 8 teachers. Evaluations show our method preserves motion quality and tracks commands more accurately than PPO and distill-then-finetune baselines, and in some cases generalizes to new tasks without explicit training. Finally, we demonstrate real-world robustness by deploying the resulting policy on a Unitree B1 quadruped. Video: https://youtu.be/V9yX04EBcFA
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Robotics
Co-Evolving Robot Orchestrators and Policies through Deployment
Vision-language-action (VLA) policies trained on large datasets are capable within their training domains, yet they still fail to generalize to the variety of situations a robot meets in real-world deployment. Agentic robot systems complement the policy with a vision-language model (VLM) orchestrator that learns when to call the policy, how to instruct it, and when to use scripted skills instead. However, because the harness is built around a frozen policy that has limited language steerability, the orchestrator can avoid the policy's failures but never overcome them. The policy becomes the bottleneck of the whole system. Fine-tuning the policy can remove this bottleneck, but updating it alone decouples it from an orchestrator tuned to its old behavior. We propose Robo-COP, in which the orchestrator and policy co-evolve during deployment. Robo-COP curates skill demonstrations from its own executions, fine-tunes the policy when this data can address recurring failures, and adopts each new policy only after it improves the skills it was trained for. Across ten simulated RoboLab tasks, Robo-COP raises mean held-out success from 64.8% to 73.8% over the same harness with a frozen policy, while fine-tuning on a fixed schedule without verification reaches only 65.8%. On three real-world tasks, Robo-COP raises held-out success from 38.3% to 50.0%. Robo-COP turns deployment into a self-improving flywheel in which robots learn by doing, with each improvement in execution producing better data for the next round of learning. Videos and code are available at https://robo-cop.pages.dev/.
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Robotics
Fast Planning for Multi-object Multi-target Throwing
Robot throwing has emerged as a promising technique for improving efficiency in logistics and warehouse automation, by enlarging the workspace and speeding up the process. To significantly increase the throwing system's throughput, we develop strategies for throwing multiple objects in one swipe. Such multi-object multi-target throwing (MOMT) leverages the large degrees of freedom of anthropomorphic hands. The key is to quickly generate fast and feasible throwing motions, which involves a complex trade-off between short trajectory duration and short planning time. We solve this problem in two stages. Offline, we build a model of the feasible set by combining object's inverted flying dynamics and the robot's kinematics and dynamics. Online, we generate feasible throws through fast solution matching and filtering of object's valid detach state and robot's feasible state that can compose sequences of throws in less than 5 ms. We validate the framework on a 7-DoF manipulator equipped with a multi-fingered hand. In simulation, coordinated two-object throwing reduces execution time by up to 46% compared to independent single-object planning, and this improvement is maintained when scaling to three objects. Real-world experiments with two objects confirm a 29% reduction; the remaining gap to the theoretical 50% is attributed to inter-throw transition overhead. When target positions are randomly changed mid-execution, the system re-plans and successfully reaches the new targets within 100 ms latency without stopping the robot. These results establish the first unified planning framework for MOMT throwing – demonstrating scalability to multiple objects in simulation and real-world feasibility on two-object tasks – advancing the frontier of high-throughput robotic manipulation. A video summarizing the method and the hardware experiments is available at https://liuyangdh.github.io/momt-video
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Robotics
Belief-Space Planning with Planner-Conditioned Estimator Error under Intermittent Observations
Belief-space planners with separately designed or off-the-shelf estimators may have access to state-relevant information the estimator does not observe. Consequently, even an estimator that minimizes mean-squared error under its own information can have a nonzero error mean when conditioned on planner information. When future corrections are intermittent and stochastic, differences between accepted and rejected error means introduce additional uncertainty terms to correction events that zero-mean assumptions ignore. In this paper, we propose a belief-space planning approach that predicts, propagates, and penalizes planner-conditioned estimator error along evaluated trajectories. A planner-conditioned estimator-error model combines affine error dynamics with a moment recursion that preserves stochastically-induced correction uncertainty. We describe a method by which to predict estimator error dynamics within specified operating regimes and incorporate predicted error moments into a task-weighted quadratic risk objective. We evaluate the approach in simulation for a tilt-rotor VTOL landing on a ship deck using receding-horizon planning. We find that conditioning on planner information reduced error-prediction loss for a command-blind EKF by 13.4% relative to a planner-ignorant model, with strongly regime and horizon-dependent forecasting abilities. In a small set of 16 paired closed-loop trials, the planner lowered the median terminal task gauge from 1.60 to 0.99, and predicted estimator error beyond 2s within a factor of 1.3, versus a 5.7-fold underprediction by covariance-only planning.
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Robotics · Cross-listed from cs.CV
StableGrasp: Reconstructing Physically Stable Human Hand Grasps from Single Images
Reconstructing a physically stable human grasp from a single RGB image is challenging because physically modeling grasps is itself difficult, and the problem requires estimating not only a visually constrained hand pose but also a control target that stabilizes the grasp. Existing methods either model only visual hand geometry without considering physics, or rely on less plausible physical modeling, which limits the physical validity of the resulting grasps. In this paper, we present StableGrasp, a differentiable simulation-based optimization framework that explicitly separates the visual hand pose from the control target that determines the grasping forces. Our method jointly optimizes hand geometry and control by minimizing the kinetic energy of the grasp in a differentiable simulator, while regularizing the hand geometry to preserve visual consistency and geometric plausibility. The reconstructed grasps are substantially more stable under rigorous physical simulation, while remaining visually consistent with the input images and geometrically plausible. Experiments show that our approach produces far more stable grasps than alternative hand-control strategies, benefiting visual-only grasp reconstruction pipelines by turning their outputs into physically stable grasps.
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Robotics
Embedded Evaluation of Task Admission Coalescing in Decentralized Multi-Robot Systems
Multi-robot task allocators in dynamic missions commonly admit newly released tasks immediately, potentially invoking allocation for each new arrival. We evaluate task-admission coalescing as a mechanism for controlling allocator processor work while accounting for target-service latency, using CBAA, ACBBA, PI, and HIPC as a representative MRTA suite. The study comprises a 3,000-mission AGX Orin campaign with measured computation delay, 3,000 paired zero-compute missions, and a 96-mission Pololu 3pi+ RP2040 allocator hardware-in-the-loop campaign. Immediate (Eager) admission is compared with thresholds of two, four, and eight tasks and a four-task policy with a 10-s waiting bound across three arrival rates. Across the AGX experiments, coalescing reduces both allocator calls and processor work in 31 of 48 evaluated conditions, although the magnitude of the saving varies by allocator. The principal cost appears under sparse arrivals, where four-task batching increases online-target mean latency by 20.08-23.57 s, predominantly through admission waiting. Bounded admission reduces mean work in ten of twelve allocator-load conditions, including a 19.35% reduction with a 1.40-s mean latency increase for high-arrival HIPC. RP2040 experiments show that this tradeoff can become more favorable as processor constraints tighten. Across four matched medium-arrival HIPC scenarios, Count b=4 reduces mean RP2040 work by 59.85% and service latency by 39.47%, while the corresponding AGX cases increase latency by 27.69%. These results show that the usefulness of task-admission coalescing depends on arrival intensity, allocator-specific behavior, and the relative cost of computation on the execution platform.
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Robotics
CAP: Codebook-Aligned Prediction for Tokenized Robot Policies
Action tokenization converts continuous robot actions into discrete symbols that can be modeled autoregressively. However, existing tokenizer-based policies typically ignore the tokenizer's learned latent code structure: after tokenization, the policy treats tokens as unrelated class indices and learns a new classifier from scratch. We show that this discarded structure is valuable. We introduce Codebook-Aligned Prediction (CAP), a method that directly reuses the tokenizer's code vectors as policy class prototypes while leaving the tokenizer and policy backbone otherwise unchanged. Across four quantizer families, three simulation benchmarks, and two real-robot tasks, CAP consistently improves task success over standard token classification heads while holding the tokenizer (and therefore its reconstruction quality) fixed. Our analysis further shows that these gains are not explained by higher token accuracy or changes in the policy head alone. Instead, reusing the tokenizer codebook provides the policy with valuable information about the tokenizer's learned latent structure across tokens, making token prediction errors more benign in action space and improving the representations learned by the policy backbone. These results suggest that action tokenizers learn useful action-aware latent structure beyond discrete targets that should be preserved when training downstream policies.
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Robotics
Beyond Reconstruction: What Matters in Action Tokenization for Robot Policies?
Autoregressive action-token policies such as vision-language-action models require action tokenizers to translate discrete token sequences into precise control actions in continuous space. Many action tokenizers learn the mapping between tokens and actions via a reconstruction objective. However, as we show through extensive analysis, sufficiently accurate action reconstruction is only one part of what makes a downstream robot policy successful. It is also critical that the policy is able to predict the right tokens for new observations, and that unseen policy token predictions still decode into reasonable actions. These properties are downstream of tokenizer training and are not directly incentivized by a reconstruction objective alone. In this work, we introduce Predictable and Robust Action Tokenization (ProAct), a tokenizer training method that strategically augments reconstruction with the goal of improving downstream predictability and robustness. ProAct is policy-agnostic and uses only action datasets for training. Across the Robomimic, LIBERO, and RoboTwin benchmarks and a diverse set of tokenizer architectures, ProAct improves rollout success by an average of 11.3 percentage points. These improvements also translate to vision-language-action policies and real-world robotic manipulation, yielding average gains of 21.8 and 36.7 percentage points, respectively. These results suggest that effective action tokenization should be designed as a policy interface that balances fidelity, predictability, and robustness, rather than as a reconstruction problem alone.
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Robotics
geodex: A Library for Motion Planning on Riemannian Manifolds
Planning motions that respect the intrinsic geometry of a robot's configuration space, including its curvature and a configuration-dependent notion of cost, yields shorter, lower-energy, and more natural trajectories than planning under the ambient flat metric. Existing libraries for optimization on manifolds provide rich geometric primitives but do not plan around obstacles. While general-purpose motion planning libraries support many state spaces and custom distance functions, they do not yet treat a configuration-dependent Riemannian metric as the geometry that drives distance, interpolation, and geodesics. We present geodex, an open-source C++20 library with Python bindings. The library exposes the manifold, its Riemannian metric, the retraction, and the sampler as independent, interchangeable components through a single sampling-based motion planning interface. The same planner runs unchanged on canonical spaces $\mathbb{R}^n$, $\mathbb{T}^n$, $\mathbb{S}^n$, matrix Lie groups such as $SO(2)$, $SE(2)$, $SO(3)$, and $SE(3)$, products of these spaces, and articulated-robot configuration spaces, each equipped with a user-defined Riemannian metric. We make geodex publicly available with documentation, tests, and a reproducible benchmark suite.
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Robotics
A Unified Kinematic Representation Enables Reusable Biological Joint Moment Estimation
Objective: Data-driven models that estimate physiological states, particularly biological joint moments, are widely used in exoskeleton control. However, these estimators are often coupled to device-specific sensor configurations, limiting controller transfer and the use of open-source biomechanics datasets. Methods: We proposed joint kinematics as an intermediate representation that decouples hardware-specific sensing from downstream biological joint moment estimation. A joint-moment estimator using joint angles and angular velocities was trained exclusively on open-source biomechanics data and evaluated using kinematics from a hip exoskeleton, knee exoskeleton, and inertial measurement unit (IMU) sensor suite during level-ground, ramp-ascent, and ramp-descent walking. Results: The estimator achieved an root mean square error (RMSE) of 0.17 Nm/kg and coefficient of determination (R2) of 0.79 using hip exoskeleton kinematics, 0.19 Nm/kg and 0.62 using knee exoskeleton kinematics, and 0.15 Nm/kg and 0.85 using kinematics derived from IMUs across bilateral hip, knee, and ankle joints. Conclusion: Joint kinematics enabled an estimator trained only on open-source data to operate across distinct wearable platforms. Significance: This framework may reduce target-device data collection and support transferable biological joint moment estimation for exoskeleton control and wearable biomechanics.
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Robotics
World Models Dream of Success: Diagnosing and Repairing Failure Insensitivity in Robot World Models
Robot world models support policy evaluation, planning, and synthetic data generation, but these applications require predictions that distinguish successful actions from failures. Across four released checkpoints from two architecture families, we observe weak sensitivity to action changes and success-like predictions on verified failures. Although recent work incorporates failures into model training, which data can repair released checkpoints without changing their architecture or training objective still remains underexplored. To this end, we introduce CureWM, which constructs alternative actions from successful demonstrations across a severity grid, verifies their outcomes through execution in simulation or on hardware, and fine-tunes released models on the resulting failures and surviving successes alongside nominal demonstrations. This construction provides controlled action contrasts from shared starting contexts. On 484 held-out LIBERO failure counterfactuals, optimism falls from 80% after fine-tuning on the official data to 30–43% across four independently fine-tuned CureWM models (38% mean). In two separate evaluations on a physical robot arm, failure predictions scored as success-like by a latent-distance diagnostic decrease from 90% after fine-tuning on successful demonstrations alone to 33% with CureWM. With failure counts per task, successful replay data, and training budget matched, counterfactual failures yield a success–failure value gap of 0.124, compared with 0.014 for freshly collected on-policy failures. These findings support execution-verified counterfactual replay for post-hoc repair and show why reduced optimism must be evaluated alongside success–failure discrimination. Code is available at https://github.com/jiuyixu25/CureWM.
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Robotics
FlashNeRD: Performance-First Contact-Rich Neural Robot Dynamics
Compared with analytical physics, learned dynamics models promise robot simulation that is faster, inherently differentiable, and easily adaptable to real data. Neural Robot Dynamics (NeRD) pursues this by keeping collision detection analytical and replacing a simulator's numerical dynamics for the robot with a learned model. Three limitations remain. NeRD offers little speedup over the simulator it learned from, accepts contact only at predefined points, and has no two-way coupling with objects it manipulates. FlashNeRD removes all three with a parallel streaming architecture that makes each prediction faster and more accurate, an encoder that accepts contacts wherever they occur, and two-way coupling with objects simulated by analytical solvers. Experiments across five robots show faster and more accurate dynamics, faster policy learning, and faster inference-time planning. Across three robots, FlashNeRD's dynamics model is up to $55\times$ faster than an optimized NeRD and more accurate over long rollouts. This speedup extends to policy learning, where PPO trains an ANYmal locomotion policy in 34 seconds, $3.8\times$ faster than the analytical simulator and $2.7\times$ faster than an optimized NeRD. With DIAL-MPC, a sampling-based MPC method, the robot climbs all six test platforms where fixed-contact NeRD manages one, at approximately half the analytical simulator's planning time. Cube-reorientation policies trained with FlashNeRD complete within 2% of the simulator-trained policy's target count.
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Robotics
Workhorse: Learning Robust Whole-Body Humanoid Loco-Manipulation from Human Data
Humanoid robots still struggle to plan contact-rich whole-body manipulation from egocentric RGB and proprioception. Workhorse learns such manipulation from robot-free human demonstrations. A visual planner predicts five-link targets: the poses of the torso, both wrists, and both feet. A reinforcement-learning whole-body tracker follows them on the robot. Both policies train separately on the same recorded human poses, without retargeting. We augment the training data of each policy to imitate the errors that the other makes at deployment. On a real Unitree G1, Workhorse transport boxes with its hands and a kick, catches a thrown box, and topples and climbs a suitcase. During box transport, we show recoveries after a person pushes the robot or takes the box away. In a simulated copy of the demonstration room, the system completes box transport in 77% of episodes, and in 64% under 40 N.s pushes. With both policies retrained from the same demonstrations, a simulated second humanoid completes box transport in 83% of episodes without pushes.
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Robotics · Cross-listed from cs.CC
On the complexity of the single-move labeled token routing problem
In neutral-atom quantum computers, atoms are moved to target positions along paths of empty positions, and a target position may be reserved for one species of atom. Motivated by this task, we introduce Single-Move Labeled Token Routing: every source and every target vertex of a graph is assigned a set of labels, and tokens occupy the sources. A solution consists of a matching that assigns each source to a compatible target (one whose label set intersects its own), a route for each matched pair, and a movement order in which, when a token is moved, its route contains no other token. The problem is known to be polynomial-time solvable when every source is compatible with every target, and $\mathsf{NP}$-complete on grid graphs when each source is compatible with exactly one target. We prove that the latter case remains $\mathsf{NP}$-complete on grids and on planar graphs of maximum degree four even when some solution has pairwise edge-disjoint routes. On trees, the problem is known to be $\mathsf{NP}$-complete even for maximum degree three. We study trees through the solution edge multiplicity, the largest number of routes of a solution sharing an edge, and the candidate edge multiplicity, the largest number of compatible pairs whose paths share an edge. We prove that on trees of maximum degree three, the problem is $\mathsf{W}[1]$-hard parameterized by a bound on the solution edge multiplicity, even when a movement order is given, and that on trees of unbounded degree, it is $\mathsf{NP}$-complete even when the candidate edge multiplicity is at most eight. We show that on trees the problem is fixed-parameter tractable parameterized by the maximum degree together with the candidate edge multiplicity, and also by the candidate vertex multiplicity, the same count at vertices. Unless $\mathsf{P}=\mathsf{NP}$, neither the maximum degree nor the candidate edge multiplicity can be omitted.
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Robotics · Cross-listed from cs.CV
GUARD: Geometric Uncertainty-Aware Point Cloud Denoising and Segmentation for Robotic Hard Disk Drive Disassembly
Reliable robotic disassembly requires part-level representations that distinguish genuine component geometry from scanning and reconstruction artifacts. In point clouds of hard disk drives (HDDs), structured ghost artifacts can resemble valid components locally while remaining inconsistent with the overall geometry, allowing erroneous measurements to receive plausible semantic labels. This creates an engineering information problem: semantic prediction confidence alone does not establish whether the underlying geometry is reliable. We propose GUARD, a geometric uncertainty-aware framework that performs point filtering and segmentation within a single forward pass by modeling the reliability of learned geometric representations. GUARD combines a multi-scale geometric transformer with a multi-bandwidth random Fourier feature Gaussian Process to estimate per-point geometric uncertainty, complemented by predictive entropy to suppress unreliable measurements while preserving informative structures. Evaluation on 2,745 real HDD point clouds shows that GUARD improves PointNet++ segmentation mean intersection over union from 0.7739 to 0.8318. Additional experiments on ShapeNetPart and ScanNet examine robustness across corruption types, point-cloud domains, and segmentation backbones. On manually annotated ScanNet samples, geometric uncertainty achieves a corrupted-point detection F1 score of 0.7931, compared with 0.2212 for predictive entropy. The results demonstrate the value of distinguishing geometric reliability from semantic confidence and reveal a tradeoff between artifact suppression and preservation of informative structures. GUARD contributes a reliability-aware approach to interpreting imperfect 3D measurements for component identification and subsequent robotic handling. Project website: https://001-wang.github.io/GUARD_Point_denoiser/.
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Robotics
MimicX: Policy-in-the-Loop Supervision Refinement for Video-Driven Humanoid Motion Tracking
Human videos provide rich motion targets for humanoid learning, yet visually plausible references can still produce persistent failures under physics-based execution. These failures reveal where training supervision should change. We present MimicX, a policy-in-the-loop framework that uses execution feedback to refine video-driven humanoid motion tracking. Starting from reconstructed and retargeted motion, MimicX localizes difficult transitions and affected body regions, then jointly adapts tracking objectives and the reset curriculum for policy continuation. Repeated rollout verification selects execution-priority improvements subject to tracking guards. Across four core video tasks, MimicX consistently improves tracking accuracy and Robust Execution Horizon relative to the Fixed Reference baseline. Task-averaged results show a 25.7% reduction in body-tracking error and a 255.6% increase in execution horizon. Additional video, motion-reference, and collision-scene studies evaluate the method beyond the core tasks, while MimicX-HLoop accelerates feedback through heterogeneous execution. Overall, MimicX turns policy failure into actionable supervision for deciding what to refine and which refinement to retain.
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Robotics · Cross-listed from cs.AI
Shared-Roadmap Generation and Evaluator for Multi-Agent Path Planning Using Heterogeneous Graph Neural Network
Multi-agent path planning (MAPP) in continuous environments often relies on roadmaps to balance safety and search efficiency. However, traditional roadmap generation methods, such as lattice grids or standard sampling-based approaches, frequently face a trade-off between graph density and the likelihood of finding feasible, high-quality solutions. In this paper, we propose a scalable heterogeneous Graph Neural Network (GNN) framework for the automated generation and evaluation of shared multi-agent roadmaps. Our model covers the representation of waypoints, agent locations, and task locations as distinct nodes in a heterogeneous graph, allowing it to reason over global connectivity and inter-agent interactions. By training on occupation density maps aggregated and collected from expert solver trajectories, the GNN learns to identify critical points of interest and prune redundant nodes and edges. This process produces a compact, coordination-aware roadmap that is invariant to task permutations and is reusable for multi-agent pick and delivery tasks. Experimental results demonstrate that our framework can reduce planning effort and can potentially find better solutions, reaching at least 40% reduction in runtime and in graph size for dense roadmaps.