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SubscribeScalable Reinforcement Learning Policies for Multi-Agent Control
We develop a Multi-Agent Reinforcement Learning (MARL) method to learn scalable control policies for target tracking. Our method can handle an arbitrary number of pursuers and targets; we show results for tasks consisting up to 1000 pursuers tracking 1000 targets. We use a decentralized, partially-observable Markov Decision Process framework to model pursuers as agents receiving partial observations (range and bearing) about targets which move using fixed, unknown policies. An attention mechanism is used to parameterize the value function of the agents; this mechanism allows us to handle an arbitrary number of targets. Entropy-regularized off-policy RL methods are used to train a stochastic policy, and we discuss how it enables a hedging behavior between pursuers that leads to a weak form of cooperation in spite of completely decentralized control execution. We further develop a masking heuristic that allows training on smaller problems with few pursuers-targets and execution on much larger problems. Thorough simulation experiments, ablation studies, and comparisons to state of the art algorithms are performed to study the scalability of the approach and robustness of performance to varying numbers of agents and targets.
From Explainability to Interpretability: Interpretable Policies in Reinforcement Learning Via Model Explanation
Deep reinforcement learning (RL) has shown remarkable success in complex domains, however, the inherent black box nature of deep neural network policies raises significant challenges in understanding and trusting the decision-making processes. While existing explainable RL methods provide local insights, they fail to deliver a global understanding of the model, particularly in high-stakes applications. To overcome this limitation, we propose a novel model-agnostic approach that bridges the gap between explainability and interpretability by leveraging Shapley values to transform complex deep RL policies into transparent representations. The proposed approach offers two key contributions: a novel approach employing Shapley values to policy interpretation beyond local explanations and a general framework applicable to off-policy and on-policy algorithms. We evaluate our approach with three existing deep RL algorithms and validate its performance in two classic control environments. The results demonstrate that our approach not only preserves the original models' performance but also generates more stable interpretable policies.
Learning to Act without Actions
Pre-training large models on vast amounts of web data has proven to be an effective approach for obtaining powerful, general models in domains such as language and vision. However, this paradigm has not yet taken hold in reinforcement learning. This is because videos, the most abundant form of embodied behavioral data on the web, lack the action labels required by existing methods for imitating behavior from demonstrations. We introduce Latent Action Policies (LAPO), a method for recovering latent action information, and thereby latent-action policies, world models, and inverse dynamics models, purely from videos. LAPO is the first method able to recover the structure of the true action space just from observed dynamics, even in challenging procedurally-generated environments. LAPO enables training latent-action policies that can be rapidly fine-tuned into expert-level policies, either offline using a small action-labeled dataset, or online with rewards. LAPO takes a first step towards pre-training powerful, generalist policies and world models on the vast amounts of videos readily available on the web.
Learning Dexterous In-Hand Manipulation
We use reinforcement learning (RL) to learn dexterous in-hand manipulation policies which can perform vision-based object reorientation on a physical Shadow Dexterous Hand. The training is performed in a simulated environment in which we randomize many of the physical properties of the system like friction coefficients and an object's appearance. Our policies transfer to the physical robot despite being trained entirely in simulation. Our method does not rely on any human demonstrations, but many behaviors found in human manipulation emerge naturally, including finger gaiting, multi-finger coordination, and the controlled use of gravity. Our results were obtained using the same distributed RL system that was used to train OpenAI Five. We also include a video of our results: https://youtu.be/jwSbzNHGflM
Wavelet Policy: Imitation Policy Learning in Frequency Domain with Wavelet Transforms
Recent imitation learning policies, often framed as time series prediction tasks, directly map robotic observations-such as high-dimensional visual data and proprioception-into the action space. While time series prediction primarily relies on spatial domain modeling, the underutilization of frequency domain analysis in robotic manipulation trajectory prediction may lead to neglecting the inherent temporal information embedded within action sequences. To address this, we reframe imitation learning policies through the lens of the frequency domain and introduce the Wavelet Policy. This novel approach employs wavelet transforms (WT) for feature preprocessing and extracts multi-scale features from the frequency domain using the SE2MD (Single Encoder to Multiple Decoder) architecture. Furthermore, to enhance feature mapping in the frequency domain and increase model capacity, we introduce a Learnable Frequency-Domain Filter (LFDF) after each frequency decoder, improving adaptability under different visual conditions. Our results show that the Wavelet Policy outperforms state-of-the-art (SOTA) end-to-end methods by over 10% on four challenging robotic arm tasks, while maintaining a comparable parameter count. In long-range settings, its performance declines more slowly as task volume increases. The source code is available at https://github.com/lurenjia384/Wavelet_Policy.
Learning to Act from Actionless Videos through Dense Correspondences
In this work, we present an approach to construct a video-based robot policy capable of reliably executing diverse tasks across different robots and environments from few video demonstrations without using any action annotations. Our method leverages images as a task-agnostic representation, encoding both the state and action information, and text as a general representation for specifying robot goals. By synthesizing videos that ``hallucinate'' robot executing actions and in combination with dense correspondences between frames, our approach can infer the closed-formed action to execute to an environment without the need of any explicit action labels. This unique capability allows us to train the policy solely based on RGB videos and deploy learned policies to various robotic tasks. We demonstrate the efficacy of our approach in learning policies on table-top manipulation and navigation tasks. Additionally, we contribute an open-source framework for efficient video modeling, enabling the training of high-fidelity policy models with four GPUs within a single day.
Generalization in Reinforcement Learning by Soft Data Augmentation
Extensive efforts have been made to improve the generalization ability of Reinforcement Learning (RL) methods via domain randomization and data augmentation. However, as more factors of variation are introduced during training, optimization becomes increasingly challenging, and empirically may result in lower sample efficiency and unstable training. Instead of learning policies directly from augmented data, we propose SOft Data Augmentation (SODA), a method that decouples augmentation from policy learning. Specifically, SODA imposes a soft constraint on the encoder that aims to maximize the mutual information between latent representations of augmented and non-augmented data, while the RL optimization process uses strictly non-augmented data. Empirical evaluations are performed on diverse tasks from DeepMind Control suite as well as a robotic manipulation task, and we find SODA to significantly advance sample efficiency, generalization, and stability in training over state-of-the-art vision-based RL methods.
Sim-to-Real Transfer for Mobile Robots with Reinforcement Learning: from NVIDIA Isaac Sim to Gazebo and Real ROS 2 Robots
Unprecedented agility and dexterous manipulation have been demonstrated with controllers based on deep reinforcement learning (RL), with a significant impact on legged and humanoid robots. Modern tooling and simulation platforms, such as NVIDIA Isaac Sim, have been enabling such advances. This article focuses on demonstrating the applications of Isaac in local planning and obstacle avoidance as one of the most fundamental ways in which a mobile robot interacts with its environments. Although there is extensive research on proprioception-based RL policies, the article highlights less standardized and reproducible approaches to exteroception. At the same time, the article aims to provide a base framework for end-to-end local navigation policies and how a custom robot can be trained in such simulation environment. We benchmark end-to-end policies with the state-of-the-art Nav2, navigation stack in Robot Operating System (ROS). We also cover the sim-to-real transfer process by demonstrating zero-shot transferability of policies trained in the Isaac simulator to real-world robots. This is further evidenced by the tests with different simulated robots, which show the generalization of the learned policy. Finally, the benchmarks demonstrate comparable performance to Nav2, opening the door to quick deployment of state-of-the-art end-to-end local planners for custom robot platforms, but importantly furthering the possibilities by expanding the state and action spaces or task definitions for more complex missions. Overall, with this article we introduce the most important steps, and aspects to consider, in deploying RL policies for local path planning and obstacle avoidance with Isaac Sim training, Gazebo testing, and ROS 2 for real-time inference in real robots. The code is available at https://github.com/sahars93/RL-Navigation.
Learning from Sparse Offline Datasets via Conservative Density Estimation
Offline reinforcement learning (RL) offers a promising direction for learning policies from pre-collected datasets without requiring further interactions with the environment. However, existing methods struggle to handle out-of-distribution (OOD) extrapolation errors, especially in sparse reward or scarce data settings. In this paper, we propose a novel training algorithm called Conservative Density Estimation (CDE), which addresses this challenge by explicitly imposing constraints on the state-action occupancy stationary distribution. CDE overcomes the limitations of existing approaches, such as the stationary distribution correction method, by addressing the support mismatch issue in marginal importance sampling. Our method achieves state-of-the-art performance on the D4RL benchmark. Notably, CDE consistently outperforms baselines in challenging tasks with sparse rewards or insufficient data, demonstrating the advantages of our approach in addressing the extrapolation error problem in offline RL.
A Survey Analyzing Generalization in Deep Reinforcement Learning
Reinforcement learning research obtained significant success and attention with the utilization of deep neural networks to solve problems in high dimensional state or action spaces. While deep reinforcement learning policies are currently being deployed in many different fields from medical applications to self driving vehicles, there are still ongoing questions the field is trying to answer on the generalization capabilities of deep reinforcement learning policies. In this paper, we will outline the fundamental reasons why deep reinforcement learning policies encounter overfitting problems that limit their robustness and generalization capabilities. Furthermore, we will formalize and unify the diverse solution approaches to increase generalization, and overcome overfitting in state-action value functions. We believe our study can provide a compact systematic unified analysis for the current advancements in deep reinforcement learning, and help to construct robust deep neural policies with improved generalization abilities.
Look where you look! Saliency-guided Q-networks for generalization in visual Reinforcement Learning
Deep reinforcement learning policies, despite their outstanding efficiency in simulated visual control tasks, have shown disappointing ability to generalize across disturbances in the input training images. Changes in image statistics or distracting background elements are pitfalls that prevent generalization and real-world applicability of such control policies. We elaborate on the intuition that a good visual policy should be able to identify which pixels are important for its decision, and preserve this identification of important sources of information across images. This implies that training of a policy with small generalization gap should focus on such important pixels and ignore the others. This leads to the introduction of saliency-guided Q-networks (SGQN), a generic method for visual reinforcement learning, that is compatible with any value function learning method. SGQN vastly improves the generalization capability of Soft Actor-Critic agents and outperforms existing stateof-the-art methods on the Deepmind Control Generalization benchmark, setting a new reference in terms of training efficiency, generalization gap, and policy interpretability.
IntersectionZoo: Eco-driving for Benchmarking Multi-Agent Contextual Reinforcement Learning
Despite the popularity of multi-agent reinforcement learning (RL) in simulated and two-player applications, its success in messy real-world applications has been limited. A key challenge lies in its generalizability across problem variations, a common necessity for many real-world problems. Contextual reinforcement learning (CRL) formalizes learning policies that generalize across problem variations. However, the lack of standardized benchmarks for multi-agent CRL has hindered progress in the field. Such benchmarks are desired to be based on real-world applications to naturally capture the many open challenges of real-world problems that affect generalization. To bridge this gap, we propose IntersectionZoo, a comprehensive benchmark suite for multi-agent CRL through the real-world application of cooperative eco-driving in urban road networks. The task of cooperative eco-driving is to control a fleet of vehicles to reduce fleet-level vehicular emissions. By grounding IntersectionZoo in a real-world application, we naturally capture real-world problem characteristics, such as partial observability and multiple competing objectives. IntersectionZoo is built on data-informed simulations of 16,334 signalized intersections derived from 10 major US cities, modeled in an open-source industry-grade microscopic traffic simulator. By modeling factors affecting vehicular exhaust emissions (e.g., temperature, road conditions, travel demand), IntersectionZoo provides one million data-driven traffic scenarios. Using these traffic scenarios, we benchmark popular multi-agent RL and human-like driving algorithms and demonstrate that the popular multi-agent RL algorithms struggle to generalize in CRL settings.
Gen2Sim: Scaling up Robot Learning in Simulation with Generative Models
Generalist robot manipulators need to learn a wide variety of manipulation skills across diverse environments. Current robot training pipelines rely on humans to provide kinesthetic demonstrations or to program simulation environments and to code up reward functions for reinforcement learning. Such human involvement is an important bottleneck towards scaling up robot learning across diverse tasks and environments. We propose Generation to Simulation (Gen2Sim), a method for scaling up robot skill learning in simulation by automating generation of 3D assets, task descriptions, task decompositions and reward functions using large pre-trained generative models of language and vision. We generate 3D assets for simulation by lifting open-world 2D object-centric images to 3D using image diffusion models and querying LLMs to determine plausible physics parameters. Given URDF files of generated and human-developed assets, we chain-of-thought prompt LLMs to map these to relevant task descriptions, temporal decompositions, and corresponding python reward functions for reinforcement learning. We show Gen2Sim succeeds in learning policies for diverse long horizon tasks, where reinforcement learning with non temporally decomposed reward functions fails. Gen2Sim provides a viable path for scaling up reinforcement learning for robot manipulators in simulation, both by diversifying and expanding task and environment development, and by facilitating the discovery of reinforcement-learned behaviors through temporal task decomposition in RL. Our work contributes hundreds of simulated assets, tasks and demonstrations, taking a step towards fully autonomous robotic manipulation skill acquisition in simulation.
Natural Language Reinforcement Learning
Reinforcement Learning (RL) has shown remarkable abilities in learning policies for decision-making tasks. However, RL is often hindered by issues such as low sample efficiency, lack of interpretability, and sparse supervision signals. To tackle these limitations, we take inspiration from the human learning process and introduce Natural Language Reinforcement Learning (NLRL), which innovatively combines RL principles with natural language representation. Specifically, NLRL redefines RL concepts like task objectives, policy, value function, Bellman equation, and policy iteration in natural language space. We present how NLRL can be practically implemented with the latest advancements in large language models (LLMs) like GPT-4. Initial experiments over tabular MDPs demonstrate the effectiveness, efficiency, and also interpretability of the NLRL framework.
Contextual Conservative Q-Learning for Offline Reinforcement Learning
Offline reinforcement learning learns an effective policy on offline datasets without online interaction, and it attracts persistent research attention due to its potential of practical application. However, extrapolation error generated by distribution shift will still lead to the overestimation for those actions that transit to out-of-distribution(OOD) states, which degrades the reliability and robustness of the offline policy. In this paper, we propose Contextual Conservative Q-Learning(C-CQL) to learn a robustly reliable policy through the contextual information captured via an inverse dynamics model. With the supervision of the inverse dynamics model, it tends to learn a policy that generates stable transition at perturbed states, for the fact that pertuebed states are a common kind of OOD states. In this manner, we enable the learnt policy more likely to generate transition that destines to the empirical next state distributions of the offline dataset, i.e., robustly reliable transition. Besides, we theoretically reveal that C-CQL is the generalization of the Conservative Q-Learning(CQL) and aggressive State Deviation Correction(SDC). Finally, experimental results demonstrate the proposed C-CQL achieves the state-of-the-art performance in most environments of offline Mujoco suite and a noisy Mujoco setting.
Eliciting Compatible Demonstrations for Multi-Human Imitation Learning
Imitation learning from human-provided demonstrations is a strong approach for learning policies for robot manipulation. While the ideal dataset for imitation learning is homogenous and low-variance -- reflecting a single, optimal method for performing a task -- natural human behavior has a great deal of heterogeneity, with several optimal ways to demonstrate a task. This multimodality is inconsequential to human users, with task variations manifesting as subconscious choices; for example, reaching down, then across to grasp an object, versus reaching across, then down. Yet, this mismatch presents a problem for interactive imitation learning, where sequences of users improve on a policy by iteratively collecting new, possibly conflicting demonstrations. To combat this problem of demonstrator incompatibility, this work designs an approach for 1) measuring the compatibility of a new demonstration given a base policy, and 2) actively eliciting more compatible demonstrations from new users. Across two simulation tasks requiring long-horizon, dexterous manipulation and a real-world "food plating" task with a Franka Emika Panda arm, we show that we can both identify incompatible demonstrations via post-hoc filtering, and apply our compatibility measure to actively elicit compatible demonstrations from new users, leading to improved task success rates across simulated and real environments.
Jump-Start Reinforcement Learning
Reinforcement learning (RL) provides a theoretical framework for continuously improving an agent's behavior via trial and error. However, efficiently learning policies from scratch can be very difficult, particularly for tasks with exploration challenges. In such settings, it might be desirable to initialize RL with an existing policy, offline data, or demonstrations. However, naively performing such initialization in RL often works poorly, especially for value-based methods. In this paper, we present a meta algorithm that can use offline data, demonstrations, or a pre-existing policy to initialize an RL policy, and is compatible with any RL approach. In particular, we propose Jump-Start Reinforcement Learning (JSRL), an algorithm that employs two policies to solve tasks: a guide-policy, and an exploration-policy. By using the guide-policy to form a curriculum of starting states for the exploration-policy, we are able to efficiently improve performance on a set of simulated robotic tasks. We show via experiments that JSRL is able to significantly outperform existing imitation and reinforcement learning algorithms, particularly in the small-data regime. In addition, we provide an upper bound on the sample complexity of JSRL and show that with the help of a guide-policy, one can improve the sample complexity for non-optimism exploration methods from exponential in horizon to polynomial.
Cross-Embodiment Dexterous Grasping with Reinforcement Learning
Dexterous hands exhibit significant potential for complex real-world grasping tasks. While recent studies have primarily focused on learning policies for specific robotic hands, the development of a universal policy that controls diverse dexterous hands remains largely unexplored. In this work, we study the learning of cross-embodiment dexterous grasping policies using reinforcement learning (RL). Inspired by the capability of human hands to control various dexterous hands through teleoperation, we propose a universal action space based on the human hand's eigengrasps. The policy outputs eigengrasp actions that are then converted into specific joint actions for each robot hand through a retargeting mapping. We simplify the robot hand's proprioception to include only the positions of fingertips and the palm, offering a unified observation space across different robot hands. Our approach demonstrates an 80% success rate in grasping objects from the YCB dataset across four distinct embodiments using a single vision-based policy. Additionally, our policy exhibits zero-shot generalization to two previously unseen embodiments and significant improvement in efficient finetuning. For further details and videos, visit our project page https://sites.google.com/view/crossdex.
Adapting Image-based RL Policies via Predicted Rewards
Image-based reinforcement learning (RL) faces significant challenges in generalization when the visual environment undergoes substantial changes between training and deployment. Under such circumstances, learned policies may not perform well leading to degraded results. Previous approaches to this problem have largely focused on broadening the training observation distribution, employing techniques like data augmentation and domain randomization. However, given the sequential nature of the RL decision-making problem, it is often the case that residual errors are propagated by the learned policy model and accumulate throughout the trajectory, resulting in highly degraded performance. In this paper, we leverage the observation that predicted rewards under domain shift, even though imperfect, can still be a useful signal to guide fine-tuning. We exploit this property to fine-tune a policy using reward prediction in the target domain. We have found that, even under significant domain shift, the predicted reward can still provide meaningful signal and fine-tuning substantially improves the original policy. Our approach, termed Predicted Reward Fine-tuning (PRFT), improves performance across diverse tasks in both simulated benchmarks and real-world experiments. More information is available at project web page: https://sites.google.com/view/prft.
Learning Interactive Real-World Simulators
Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as "open the drawer" and low-level controls such as "move by x, y" from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.
Understanding and Diagnosing Deep Reinforcement Learning
Deep neural policies have recently been installed in a diverse range of settings, from biotechnology to automated financial systems. However, the utilization of deep neural networks to approximate the value function leads to concerns on the decision boundary stability, in particular, with regard to the sensitivity of policy decision making to indiscernible, non-robust features due to highly non-convex and complex deep neural manifolds. These concerns constitute an obstruction to understanding the reasoning made by deep neural policies, and their foundational limitations. Hence, it is crucial to develop techniques that aim to understand the sensitivities in the learnt representations of neural network policies. To achieve this we introduce a theoretically founded method that provides a systematic analysis of the unstable directions in the deep neural policy decision boundary across both time and space. Through experiments in the Arcade Learning Environment (ALE), we demonstrate the effectiveness of our technique for identifying correlated directions of instability, and for measuring how sample shifts remold the set of sensitive directions in the neural policy landscape. Most importantly, we demonstrate that state-of-the-art robust training techniques yield learning of disjoint unstable directions, with dramatically larger oscillations over time, when compared to standard training. We believe our results reveal the fundamental properties of the decision process made by reinforcement learning policies, and can help in constructing reliable and robust deep neural policies.
RLAdapter: Bridging Large Language Models to Reinforcement Learning in Open Worlds
While reinforcement learning (RL) shows remarkable success in decision-making problems, it often requires a lot of interactions with the environment, and in sparse-reward environments, it is challenging to learn meaningful policies. Large Language Models (LLMs) can potentially provide valuable guidance to agents in learning policies, thereby enhancing the performance of RL algorithms in such environments. However, LLMs often encounter difficulties in understanding downstream tasks, which hinders their ability to optimally assist agents in these tasks. A common approach to mitigating this issue is to fine-tune the LLMs with task-related data, enabling them to offer useful guidance for RL agents. However, this approach encounters several difficulties, such as inaccessible model weights or the need for significant computational resources, making it impractical. In this work, we introduce RLAdapter, a framework that builds a better connection between RL algorithms and LLMs by incorporating an adapter model. Within the RLAdapter framework, fine-tuning a lightweight language model with information generated during the training process of RL agents significantly aids LLMs in adapting to downstream tasks, thereby providing better guidance for RL agents. We conducted experiments to evaluate RLAdapter in the Crafter environment, and the results show that RLAdapter surpasses the SOTA baselines. Furthermore, agents under our framework exhibit common-sense behaviors that are absent in baseline models.
Failure Prediction at Runtime for Generative Robot Policies
Imitation learning (IL) with generative models, such as diffusion and flow matching, has enabled robots to perform complex, long-horizon tasks. However, distribution shifts from unseen environments or compounding action errors can still cause unpredictable and unsafe behavior, leading to task failure. Early failure prediction during runtime is therefore essential for deploying robots in human-centered and safety-critical environments. We propose FIPER, a general framework for Failure Prediction at Runtime for generative IL policies that does not require failure data. FIPER identifies two key indicators of impending failure: (i) out-of-distribution (OOD) observations detected via random network distillation in the policy's embedding space, and (ii) high uncertainty in generated actions measured by a novel action-chunk entropy score. Both failure prediction scores are calibrated using a small set of successful rollouts via conformal prediction. A failure alarm is triggered when both indicators, aggregated over short time windows, exceed their thresholds. We evaluate FIPER across five simulation and real-world environments involving diverse failure modes. Our results demonstrate that FIPER better distinguishes actual failures from benign OOD situations and predicts failures more accurately and earlier than existing methods. We thus consider this work an important step towards more interpretable and safer generative robot policies. Code, data and videos are available at https://tum-lsy.github.io/fiper_website.
Robust Offline Reinforcement Learning with Linearly Structured $f$-Divergence Regularization
The Distributionally Robust Markov Decision Process (DRMDP) is a popular framework for addressing dynamics shift in reinforcement learning by learning policies robust to the worst-case transition dynamics within a constrained set. However, solving its dual optimization oracle poses significant challenges, limiting theoretical analysis and computational efficiency. The recently proposed Robust Regularized Markov Decision Process (RRMDP) replaces the uncertainty set constraint with a regularization term on the value function, offering improved scalability and theoretical insights. Yet, existing RRMDP methods rely on unstructured regularization, often leading to overly conservative policies by considering transitions that are unrealistic. To address these issues, we propose a novel framework, the d-rectangular linear robust regularized Markov decision process (d-RRMDP), which introduces a linear latent structure into both transition kernels and regularization. For the offline RL setting, where an agent learns robust policies from a pre-collected dataset in the nominal environment, we develop a family of algorithms, Robust Regularized Pessimistic Value Iteration (R2PVI), employing linear function approximation and f-divergence based regularization terms on transition kernels. We provide instance-dependent upper bounds on the suboptimality gap of R2PVI policies, showing these bounds depend on how well the dataset covers state-action spaces visited by the optimal robust policy under robustly admissible transitions. This term is further shown to be fundamental to d-RRMDPs via information-theoretic lower bounds. Finally, numerical experiments validate that R2PVI learns robust policies and is computationally more efficient than methods for constrained DRMDPs.
ARNOLD: A Benchmark for Language-Grounded Task Learning With Continuous States in Realistic 3D Scenes
Understanding the continuous states of objects is essential for task learning and planning in the real world. However, most existing task learning benchmarks assume discrete(e.g., binary) object goal states, which poses challenges for the learning of complex tasks and transferring learned policy from simulated environments to the real world. Furthermore, state discretization limits a robot's ability to follow human instructions based on the grounding of actions and states. To tackle these challenges, we present ARNOLD, a benchmark that evaluates language-grounded task learning with continuous states in realistic 3D scenes. ARNOLD is comprised of 8 language-conditioned tasks that involve understanding object states and learning policies for continuous goals. To promote language-instructed learning, we provide expert demonstrations with template-generated language descriptions. We assess task performance by utilizing the latest language-conditioned policy learning models. Our results indicate that current models for language-conditioned manipulations continue to experience significant challenges in novel goal-state generalizations, scene generalizations, and object generalizations. These findings highlight the need to develop new algorithms that address this gap and underscore the potential for further research in this area. See our project page at: https://arnold-benchmark.github.io
Dynamic Curriculum Learning for Great Ape Detection in the Wild
We propose a novel end-to-end curriculum learning approach for sparsely labelled animal datasets leveraging large volumes of unlabelled data to improve supervised species detectors. We exemplify the method in detail on the task of finding great apes in camera trap footage taken in challenging real-world jungle environments. In contrast to previous semi-supervised methods, our approach adjusts learning parameters dynamically over time and gradually improves detection quality by steering training towards virtuous self-reinforcement. To achieve this, we propose integrating pseudo-labelling with curriculum learning policies and show how learning collapse can be avoided. We discuss theoretical arguments, ablations, and significant performance improvements against various state-of-the-art systems when evaluating on the Extended PanAfrican Dataset holding approx. 1.8M frames. We also demonstrate our method can outperform supervised baselines with significant margins on sparse label versions of other animal datasets such as Bees and Snapshot Serengeti. We note that performance advantages are strongest for smaller labelled ratios common in ecological applications. Finally, we show that our approach achieves competitive benchmarks for generic object detection in MS-COCO and PASCAL-VOC indicating wider applicability of the dynamic learning concepts introduced. We publish all relevant source code, network weights, and data access details for full reproducibility. The code is available at https://github.com/youshyee/DCL-Detection.
Self-Paced Context Evaluation for Contextual Reinforcement Learning
Reinforcement learning (RL) has made a lot of advances for solving a single problem in a given environment; but learning policies that generalize to unseen variations of a problem remains challenging. To improve sample efficiency for learning on such instances of a problem domain, we present Self-Paced Context Evaluation (SPaCE). Based on self-paced learning, \spc automatically generates \task curricula online with little computational overhead. To this end, SPaCE leverages information contained in state values during training to accelerate and improve training performance as well as generalization capabilities to new instances from the same problem domain. Nevertheless, SPaCE is independent of the problem domain at hand and can be applied on top of any RL agent with state-value function approximation. We demonstrate SPaCE's ability to speed up learning of different value-based RL agents on two environments, showing better generalization capabilities and up to 10x faster learning compared to naive approaches such as round robin or SPDRL, as the closest state-of-the-art approach.
Subgoal Discovery for Hierarchical Dialogue Policy Learning
Developing agents to engage in complex goal-oriented dialogues is challenging partly because the main learning signals are very sparse in long conversations. In this paper, we propose a divide-and-conquer approach that discovers and exploits the hidden structure of the task to enable efficient policy learning. First, given successful example dialogues, we propose the Subgoal Discovery Network (SDN) to divide a complex goal-oriented task into a set of simpler subgoals in an unsupervised fashion. We then use these subgoals to learn a multi-level policy by hierarchical reinforcement learning. We demonstrate our method by building a dialogue agent for the composite task of travel planning. Experiments with simulated and real users show that our approach performs competitively against a state-of-the-art method that requires human-defined subgoals. Moreover, we show that the learned subgoals are often human comprehensible.
Decomposing the Generalization Gap in Imitation Learning for Visual Robotic Manipulation
What makes generalization hard for imitation learning in visual robotic manipulation? This question is difficult to approach at face value, but the environment from the perspective of a robot can often be decomposed into enumerable factors of variation, such as the lighting conditions or the placement of the camera. Empirically, generalization to some of these factors have presented a greater obstacle than others, but existing work sheds little light on precisely how much each factor contributes to the generalization gap. Towards an answer to this question, we study imitation learning policies in simulation and on a real robot language-conditioned manipulation task to quantify the difficulty of generalization to different (sets of) factors. We also design a new simulated benchmark of 19 tasks with 11 factors of variation to facilitate more controlled evaluations of generalization. From our study, we determine an ordering of factors based on generalization difficulty, that is consistent across simulation and our real robot setup.
Hierarchical Programmatic Reinforcement Learning via Learning to Compose Programs
Aiming to produce reinforcement learning (RL) policies that are human-interpretable and can generalize better to novel scenarios, Trivedi et al. (2021) present a method (LEAPS) that first learns a program embedding space to continuously parameterize diverse programs from a pre-generated program dataset, and then searches for a task-solving program in the learned program embedding space when given a task. Despite the encouraging results, the program policies that LEAPS can produce are limited by the distribution of the program dataset. Furthermore, during searching, LEAPS evaluates each candidate program solely based on its return, failing to precisely reward correct parts of programs and penalize incorrect parts. To address these issues, we propose to learn a meta-policy that composes a series of programs sampled from the learned program embedding space. By learning to compose programs, our proposed hierarchical programmatic reinforcement learning (HPRL) framework can produce program policies that describe out-of-distributionally complex behaviors and directly assign credits to programs that induce desired behaviors. The experimental results in the Karel domain show that our proposed framework outperforms baselines. The ablation studies confirm the limitations of LEAPS and justify our design choices.
MOMAland: A Set of Benchmarks for Multi-Objective Multi-Agent Reinforcement Learning
Many challenging tasks such as managing traffic systems, electricity grids, or supply chains involve complex decision-making processes that must balance multiple conflicting objectives and coordinate the actions of various independent decision-makers (DMs). One perspective for formalising and addressing such tasks is multi-objective multi-agent reinforcement learning (MOMARL). MOMARL broadens reinforcement learning (RL) to problems with multiple agents each needing to consider multiple objectives in their learning process. In reinforcement learning research, benchmarks are crucial in facilitating progress, evaluation, and reproducibility. The significance of benchmarks is underscored by the existence of numerous benchmark frameworks developed for various RL paradigms, including single-agent RL (e.g., Gymnasium), multi-agent RL (e.g., PettingZoo), and single-agent multi-objective RL (e.g., MO-Gymnasium). To support the advancement of the MOMARL field, we introduce MOMAland, the first collection of standardised environments for multi-objective multi-agent reinforcement learning. MOMAland addresses the need for comprehensive benchmarking in this emerging field, offering over 10 diverse environments that vary in the number of agents, state representations, reward structures, and utility considerations. To provide strong baselines for future research, MOMAland also includes algorithms capable of learning policies in such settings.
AirExo-2: Scaling up Generalizable Robotic Imitation Learning with Low-Cost Exoskeletons
Scaling up imitation learning for real-world applications requires efficient and cost-effective demonstration collection methods. Current teleoperation approaches, though effective, are expensive and inefficient due to the dependency on physical robot platforms. Alternative data sources like in-the-wild demonstrations can eliminate the need for physical robots and offer more scalable solutions. However, existing in-the-wild data collection devices have limitations: handheld devices offer restricted in-hand camera observation, while whole-body devices often require fine-tuning with robot data due to action inaccuracies. In this paper, we propose AirExo-2, a low-cost exoskeleton system for large-scale in-the-wild demonstration collection. By introducing the demonstration adaptor to transform the collected in-the-wild demonstrations into pseudo-robot demonstrations, our system addresses key challenges in utilizing in-the-wild demonstrations for downstream imitation learning in real-world environments. Additionally, we present RISE-2, a generalizable policy that integrates 2D and 3D perceptions, outperforming previous imitation learning policies in both in-domain and out-of-domain tasks, even with limited demonstrations. By leveraging in-the-wild demonstrations collected and transformed by the AirExo-2 system, without the need for additional robot demonstrations, RISE-2 achieves comparable or superior performance to policies trained with teleoperated data, highlighting the potential of AirExo-2 for scalable and generalizable imitation learning. Project page: https://airexo.tech/airexo2
Body Transformer: Leveraging Robot Embodiment for Policy Learning
In recent years, the transformer architecture has become the de facto standard for machine learning algorithms applied to natural language processing and computer vision. Despite notable evidence of successful deployment of this architecture in the context of robot learning, we claim that vanilla transformers do not fully exploit the structure of the robot learning problem. Therefore, we propose Body Transformer (BoT), an architecture that leverages the robot embodiment by providing an inductive bias that guides the learning process. We represent the robot body as a graph of sensors and actuators, and rely on masked attention to pool information throughout the architecture. The resulting architecture outperforms the vanilla transformer, as well as the classical multilayer perceptron, in terms of task completion, scaling properties, and computational efficiency when representing either imitation or reinforcement learning policies. Additional material including the open-source code is available at https://sferrazza.cc/bot_site.
Evolving Diagnostic Agents in a Virtual Clinical Environment
In this paper, we present a framework for training large language models (LLMs) as diagnostic agents with reinforcement learning, enabling them to manage multi-turn diagnostic processes, adaptively select examinations, and commit to final diagnoses. Unlike instruction-tuned models trained on static case summaries, our method acquires diagnostic strategies through interactive exploration and outcome-based feedback. Our contributions are fourfold: (i) We present DiagGym, a diagnostics world model trained with electronic health records that emits examination outcomes conditioned on patient history and recommended examination, serving as a virtual clinical environment for realistic diagnosis training and evaluation; (ii) We train DiagAgent via end-to-end, multi-turn reinforcement learning to learn diagnostic policies that optimize both information yield and diagnostic accuracy; (iii) We introduce DiagBench, a diagnostic benchmark comprising 750 cases with physician-validated examination recommendations and 99 cases annotated with 973 physician-written rubrics on diagnosis process; (iv) we demonstrate superior performance across diverse diagnostic settings. DiagAgent significantly outperforms 10 state-of-the-art LLMs, including DeepSeek-v3 and GPT-4o, as well as two prompt-engineered agents. In single-turn settings, DiagAgent achieves 9.34% higher diagnostic accuracy and 44.03% improvement in examination recommendation hit ratio. In end-to-end settings, it delivers 15.12% increase in diagnostic accuracy and 23.09% boost in examination recommendation F1 score. In rubric-based evaluation, it surpasses the next-best model, Claude-sonnet-4, by 7.1% in weighted rubric score. These findings indicate that learning policies in interactive clinical environments confers dynamic and clinically meaningful diagnostic management abilities unattainable through passive training alone.
Twisting Lids Off with Two Hands
Manipulating objects with two multi-fingered hands has been a long-standing challenge in robotics, attributed to the contact-rich nature of many manipulation tasks and the complexity inherent in coordinating a high-dimensional bimanual system. In this work, we consider the problem of twisting lids of various bottle-like objects with two hands, and demonstrate that policies trained in simulation using deep reinforcement learning can be effectively transferred to the real world. With novel engineering insights into physical modeling, real-time perception, and reward design, the policy demonstrates generalization capabilities across a diverse set of unseen objects, showcasing dynamic and dexterous behaviors. Our findings serve as compelling evidence that deep reinforcement learning combined with sim-to-real transfer remains a promising approach for addressing manipulation problems of unprecedented complexity.
Self-Supervised Policy Adaptation during Deployment
In most real world scenarios, a policy trained by reinforcement learning in one environment needs to be deployed in another, potentially quite different environment. However, generalization across different environments is known to be hard. A natural solution would be to keep training after deployment in the new environment, but this cannot be done if the new environment offers no reward signal. Our work explores the use of self-supervision to allow the policy to continue training after deployment without using any rewards. While previous methods explicitly anticipate changes in the new environment, we assume no prior knowledge of those changes yet still obtain significant improvements. Empirical evaluations are performed on diverse simulation environments from DeepMind Control suite and ViZDoom, as well as real robotic manipulation tasks in continuously changing environments, taking observations from an uncalibrated camera. Our method improves generalization in 31 out of 36 environments across various tasks and outperforms domain randomization on a majority of environments.
Guiding Data Collection via Factored Scaling Curves
Generalist imitation learning policies trained on large datasets show great promise for solving diverse manipulation tasks. However, to ensure generalization to different conditions, policies need to be trained with data collected across a large set of environmental factor variations (e.g., camera pose, table height, distractors) - a prohibitively expensive undertaking, if done exhaustively. We introduce a principled method for deciding what data to collect and how much to collect for each factor by constructing factored scaling curves (FSC), which quantify how policy performance varies as data scales along individual or paired factors. These curves enable targeted data acquisition for the most influential factor combinations within a given budget. We evaluate the proposed method through extensive simulated and real-world experiments, across both training-from-scratch and fine-tuning settings, and show that it boosts success rates in real-world tasks in new environments by up to 26% over existing data-collection strategies. We further demonstrate how factored scaling curves can effectively guide data collection using an offline metric, without requiring real-world evaluation at scale.
Watch and Match: Supercharging Imitation with Regularized Optimal Transport
Imitation learning holds tremendous promise in learning policies efficiently for complex decision making problems. Current state-of-the-art algorithms often use inverse reinforcement learning (IRL), where given a set of expert demonstrations, an agent alternatively infers a reward function and the associated optimal policy. However, such IRL approaches often require substantial online interactions for complex control problems. In this work, we present Regularized Optimal Transport (ROT), a new imitation learning algorithm that builds on recent advances in optimal transport based trajectory-matching. Our key technical insight is that adaptively combining trajectory-matching rewards with behavior cloning can significantly accelerate imitation even with only a few demonstrations. Our experiments on 20 visual control tasks across the DeepMind Control Suite, the OpenAI Robotics Suite, and the Meta-World Benchmark demonstrate an average of 7.8X faster imitation to reach 90% of expert performance compared to prior state-of-the-art methods. On real-world robotic manipulation, with just one demonstration and an hour of online training, ROT achieves an average success rate of 90.1% across 14 tasks.
Bridge Data: Boosting Generalization of Robotic Skills with Cross-Domain Datasets
Robot learning holds the promise of learning policies that generalize broadly. However, such generalization requires sufficiently diverse datasets of the task of interest, which can be prohibitively expensive to collect. In other fields, such as computer vision, it is common to utilize shared, reusable datasets, such as ImageNet, to overcome this challenge, but this has proven difficult in robotics. In this paper, we ask: what would it take to enable practical data reuse in robotics for end-to-end skill learning? We hypothesize that the key is to use datasets with multiple tasks and multiple domains, such that a new user that wants to train their robot to perform a new task in a new domain can include this dataset in their training process and benefit from cross-task and cross-domain generalization. To evaluate this hypothesis, we collect a large multi-domain and multi-task dataset, with 7,200 demonstrations constituting 71 tasks across 10 environments, and empirically study how this data can improve the learning of new tasks in new environments. We find that jointly training with the proposed dataset and 50 demonstrations of a never-before-seen task in a new domain on average leads to a 2x improvement in success rate compared to using target domain data alone. We also find that data for only a few tasks in a new domain can bridge the domain gap and make it possible for a robot to perform a variety of prior tasks that were only seen in other domains. These results suggest that reusing diverse multi-task and multi-domain datasets, including our open-source dataset, may pave the way for broader robot generalization, eliminating the need to re-collect data for each new robot learning project.
Safe-To-Explore State Spaces: Ensuring Safe Exploration in Policy Search with Hierarchical Task Optimization
Policy search reinforcement learning allows robots to acquire skills by themselves. However, the learning procedure is inherently unsafe as the robot has no a-priori way to predict the consequences of the exploratory actions it takes. Therefore, exploration can lead to collisions with the potential to harm the robot and/or the environment. In this work we address the safety aspect by constraining the exploration to happen in safe-to-explore state spaces. These are formed by decomposing target skills (e.g., grasping) into higher ranked sub-tasks (e.g., collision avoidance, joint limit avoidance) and lower ranked movement tasks (e.g., reaching). Sub-tasks are defined as concurrent controllers (policies) in different operational spaces together with associated Jacobians representing their joint-space mapping. Safety is ensured by only learning policies corresponding to lower ranked sub-tasks in the redundant null space of higher ranked ones. As a side benefit, learning in sub-manifolds of the state-space also facilitates sample efficiency. Reaching skills performed in simulation and grasping skills performed on a real robot validate the usefulness of the proposed approach.
VAMOS: A Hierarchical Vision-Language-Action Model for Capability-Modulated and Steerable Navigation
A fundamental challenge in robot navigation lies in learning policies that generalize across diverse environments while conforming to the unique physical constraints and capabilities of a specific embodiment (e.g., quadrupeds can walk up stairs, but rovers cannot). We propose VAMOS, a hierarchical VLA that decouples semantic planning from embodiment grounding: a generalist planner learns from diverse, open-world data, while a specialist affordance model learns the robot's physical constraints and capabilities in safe, low-cost simulation. We enabled this separation by carefully designing an interface that lets a high-level planner propose candidate paths directly in image space that the affordance model then evaluates and re-ranks. Our real-world experiments show that VAMOS achieves higher success rates in both indoor and complex outdoor navigation than state-of-the-art model-based and end-to-end learning methods. We also show that our hierarchical design enables cross-embodied navigation across legged and wheeled robots and is easily steerable using natural language. Real-world ablations confirm that the specialist model is key to embodiment grounding, enabling a single high-level planner to be deployed across physically distinct wheeled and legged robots. Finally, this model significantly enhances single-robot reliability, achieving 3X higher success rates by rejecting physically infeasible plans. Website: https://vamos-vla.github.io/
Correlated Proxies: A New Definition and Improved Mitigation for Reward Hacking
Because it is difficult to precisely specify complex objectives, reinforcement learning policies are often optimized using proxy reward functions that only approximate the true goal. However, optimizing proxy rewards frequently leads to reward hacking: the optimized reward function ceases to be a good proxy and the resulting policy performs poorly with respect to the unspecified true reward. Principled solutions to reward hacking have been impeded by the lack of a good definition for the problem. To address this gap, we introduce a definition of reward hacking based on the correlation between proxy and true rewards for states and actions seen by a "base policy" that breaks down under optimization. We show that this definition captures reward hacking behavior across several realistic settings, including in reinforcement learning from human feedback (RLHF). Using our formulation, we show theoretically that regularization to the base policy can effectively prevent reward hacking. While the current practice in RLHF applies a KL penalty between action distributions for this purpose, our theory suggests regularizing the chi^2 divergence between the policies' occupancy measures can be more effective. We intuitively show the benefits of this type of regularization and demonstrate that it better mitigates reward hacking in practice across four realistic settings, including RLHF. Our code is available at https://github.com/cassidylaidlaw/orpo.
Reward Design for Justifiable Sequential Decision-Making
Equipping agents with the capacity to justify made decisions using supporting evidence represents a cornerstone of accountable decision-making. Furthermore, ensuring that justifications are in line with human expectations and societal norms is vital, especially in high-stakes situations such as healthcare. In this work, we propose the use of a debate-based reward model for reinforcement learning agents, where the outcome of a zero-sum debate game quantifies the justifiability of a decision in a particular state. This reward model is then used to train a justifiable policy, whose decisions can be more easily corroborated with supporting evidence. In the debate game, two argumentative agents take turns providing supporting evidence for two competing decisions. Given the proposed evidence, a proxy of a human judge evaluates which decision is better justified. We demonstrate the potential of our approach in learning policies for prescribing and justifying treatment decisions of septic patients. We show that augmenting the reward with the feedback signal generated by the debate-based reward model yields policies highly favored by the judge when compared to the policy obtained solely from the environment rewards, while hardly sacrificing any performance. Moreover, in terms of the overall performance and justifiability of trained policies, the debate-based feedback is comparable to the feedback obtained from an ideal judge proxy that evaluates decisions using the full information encoded in the state. This suggests that the debate game outputs key information contained in states that is most relevant for evaluating decisions, which in turn substantiates the practicality of combining our approach with human-in-the-loop evaluations. Lastly, we showcase that agents trained via multi-agent debate learn to propose evidence that is resilient to refutations and closely aligns with human preferences.
Open-TeleVision: Teleoperation with Immersive Active Visual Feedback
Teleoperation serves as a powerful method for collecting on-robot data essential for robot learning from demonstrations. The intuitiveness and ease of use of the teleoperation system are crucial for ensuring high-quality, diverse, and scalable data. To achieve this, we propose an immersive teleoperation system Open-TeleVision that allows operators to actively perceive the robot's surroundings in a stereoscopic manner. Additionally, the system mirrors the operator's arm and hand movements on the robot, creating an immersive experience as if the operator's mind is transmitted to a robot embodiment. We validate the effectiveness of our system by collecting data and training imitation learning policies on four long-horizon, precise tasks (Can Sorting, Can Insertion, Folding, and Unloading) for 2 different humanoid robots and deploy them in the real world. The system is open-sourced at: https://robot-tv.github.io/
Multi-Modal Fusion Transformer for End-to-End Autonomous Driving
How should representations from complementary sensors be integrated for autonomous driving? Geometry-based sensor fusion has shown great promise for perception tasks such as object detection and motion forecasting. However, for the actual driving task, the global context of the 3D scene is key, e.g. a change in traffic light state can affect the behavior of a vehicle geometrically distant from that traffic light. Geometry alone may therefore be insufficient for effectively fusing representations in end-to-end driving models. In this work, we demonstrate that imitation learning policies based on existing sensor fusion methods under-perform in the presence of a high density of dynamic agents and complex scenarios, which require global contextual reasoning, such as handling traffic oncoming from multiple directions at uncontrolled intersections. Therefore, we propose TransFuser, a novel Multi-Modal Fusion Transformer, to integrate image and LiDAR representations using attention. We experimentally validate the efficacy of our approach in urban settings involving complex scenarios using the CARLA urban driving simulator. Our approach achieves state-of-the-art driving performance while reducing collisions by 76% compared to geometry-based fusion.
Rethinking Memory Mechanisms of Foundation Agents in the Second Half: A Survey
The research of artificial intelligence is undergoing a paradigm shift from prioritizing model innovations over benchmark scores towards emphasizing problem definition and rigorous real-world evaluation. As the field enters the "second half," the central challenge becomes real utility in long-horizon, dynamic, and user-dependent environments, where agents face context explosion and must continuously accumulate, manage, and selectively reuse large volumes of information across extended interactions. Memory, with hundreds of papers released this year, therefore emerges as the critical solution to fill the utility gap. In this survey, we provide a unified view of foundation agent memory along three dimensions: memory substrate (internal and external), cognitive mechanism (episodic, semantic, sensory, working, and procedural), and memory subject (agent- and user-centric). We then analyze how memory is instantiated and operated under different agent topologies and highlight learning policies over memory operations. Finally, we review evaluation benchmarks and metrics for assessing memory utility, and outline various open challenges and future directions.
ELLA: Exploration through Learned Language Abstraction
Building agents capable of understanding language instructions is critical to effective and robust human-AI collaboration. Recent work focuses on training these agents via reinforcement learning in environments with synthetic language; however, instructions often define long-horizon, sparse-reward tasks, and learning policies requires many episodes of experience. We introduce ELLA: Exploration through Learned Language Abstraction, a reward shaping approach geared towards boosting sample efficiency in sparse reward environments by correlating high-level instructions with simpler low-level constituents. ELLA has two key elements: 1) A termination classifier that identifies when agents complete low-level instructions, and 2) A relevance classifier that correlates low-level instructions with success on high-level tasks. We learn the termination classifier offline from pairs of instructions and terminal states. Notably, in departure from prior work in language and abstraction, we learn the relevance classifier online, without relying on an explicit decomposition of high-level instructions to low-level instructions. On a suite of complex BabyAI environments with varying instruction complexities and reward sparsity, ELLA shows gains in sample efficiency relative to language-based shaping and traditional RL methods.
A Careful Examination of Large Behavior Models for Multitask Dexterous Manipulation
Robot manipulation has seen tremendous progress in recent years, with imitation learning policies enabling successful performance of dexterous and hard-to-model tasks. Concurrently, scaling data and model size has led to the development of capable language and vision foundation models, motivating large-scale efforts to create general-purpose robot foundation models. While these models have garnered significant enthusiasm and investment, meaningful evaluation of real-world performance remains a challenge, limiting both the pace of development and inhibiting a nuanced understanding of current capabilities. In this paper, we rigorously evaluate multitask robot manipulation policies, referred to as Large Behavior Models (LBMs), by extending the Diffusion Policy paradigm across a corpus of simulated and real-world robot data. We propose and validate an evaluation pipeline to rigorously analyze the capabilities of these models with statistical confidence. We compare against single-task baselines through blind, randomized trials in a controlled setting, using both simulation and real-world experiments. We find that multi-task pretraining makes the policies more successful and robust, and enables teaching complex new tasks more quickly, using a fraction of the data when compared to single-task baselines. Moreover, performance predictably increases as pretraining scale and diversity grows. Project page: https://toyotaresearchinstitute.github.io/lbm1/
LEAD: Minimizing Learner-Expert Asymmetry in End-to-End Driving
Simulators can generate virtually unlimited driving data, yet imitation learning policies in simulation still struggle to achieve robust closed-loop performance. Motivated by this gap, we empirically study how misalignment between privileged expert demonstrations and sensor-based student observations can limit the effectiveness of imitation learning. More precisely, experts have significantly higher visibility (e.g., ignoring occlusions) and far lower uncertainty (e.g., knowing other vehicles' actions), making them difficult to imitate reliably. Furthermore, navigational intent (i.e., the route to follow) is under-specified in student models at test time via only a single target point. We demonstrate that these asymmetries can measurably limit driving performance in CARLA and offer practical interventions to address them. After careful modifications to narrow the gaps between expert and student, our TransFuser v6 (TFv6) student policy achieves a new state of the art on all major publicly available CARLA closed-loop benchmarks, reaching 95 DS on Bench2Drive and more than doubling prior performances on Longest6~v2 and Town13. Additionally, by integrating perception supervision from our dataset into a shared sim-to-real pipeline, we show consistent gains on the NAVSIM and Waymo Vision-Based End-to-End driving benchmarks. Our code, data, and models are publicly available at https://github.com/autonomousvision/lead.
Green Screen Augmentation Enables Scene Generalisation in Robotic Manipulation
Generalising vision-based manipulation policies to novel environments remains a challenging area with limited exploration. Current practices involve collecting data in one location, training imitation learning or reinforcement learning policies with this data, and deploying the policy in the same location. However, this approach lacks scalability as it necessitates data collection in multiple locations for each task. This paper proposes a novel approach where data is collected in a location predominantly featuring green screens. We introduce Green-screen Augmentation (GreenAug), employing a chroma key algorithm to overlay background textures onto a green screen. Through extensive real-world empirical studies with over 850 training demonstrations and 8.2k evaluation episodes, we demonstrate that GreenAug surpasses no augmentation, standard computer vision augmentation, and prior generative augmentation methods in performance. While no algorithmic novelties are claimed, our paper advocates for a fundamental shift in data collection practices. We propose that real-world demonstrations in future research should utilise green screens, followed by the application of GreenAug. We believe GreenAug unlocks policy generalisation to visually distinct novel locations, addressing the current scene generalisation limitations in robot learning.
Pre-trained Text-to-Image Diffusion Models Are Versatile Representation Learners for Control
Embodied AI agents require a fine-grained understanding of the physical world mediated through visual and language inputs. Such capabilities are difficult to learn solely from task-specific data. This has led to the emergence of pre-trained vision-language models as a tool for transferring representations learned from internet-scale data to downstream tasks and new domains. However, commonly used contrastively trained representations such as in CLIP have been shown to fail at enabling embodied agents to gain a sufficiently fine-grained scene understanding -- a capability vital for control. To address this shortcoming, we consider representations from pre-trained text-to-image diffusion models, which are explicitly optimized to generate images from text prompts and as such, contain text-conditioned representations that reflect highly fine-grained visuo-spatial information. Using pre-trained text-to-image diffusion models, we construct Stable Control Representations which allow learning downstream control policies that generalize to complex, open-ended environments. We show that policies learned using Stable Control Representations are competitive with state-of-the-art representation learning approaches across a broad range of simulated control settings, encompassing challenging manipulation and navigation tasks. Most notably, we show that Stable Control Representations enable learning policies that exhibit state-of-the-art performance on OVMM, a difficult open-vocabulary navigation benchmark.
Winner Takes It All: Training Performant RL Populations for Combinatorial Optimization
Applying reinforcement learning (RL) to combinatorial optimization problems is attractive as it removes the need for expert knowledge or pre-solved instances. However, it is unrealistic to expect an agent to solve these (often NP-)hard problems in a single shot at inference due to their inherent complexity. Thus, leading approaches often implement additional search strategies, from stochastic sampling and beam search to explicit fine-tuning. In this paper, we argue for the benefits of learning a population of complementary policies, which can be simultaneously rolled out at inference. To this end, we introduce Poppy, a simple training procedure for populations. Instead of relying on a predefined or hand-crafted notion of diversity, Poppy induces an unsupervised specialization targeted solely at maximizing the performance of the population. We show that Poppy produces a set of complementary policies, and obtains state-of-the-art RL results on four popular NP-hard problems: traveling salesman, capacitated vehicle routing, 0-1 knapsack, and job-shop scheduling.
DexArt: Benchmarking Generalizable Dexterous Manipulation with Articulated Objects
To enable general-purpose robots, we will require the robot to operate daily articulated objects as humans do. Current robot manipulation has heavily relied on using a parallel gripper, which restricts the robot to a limited set of objects. On the other hand, operating with a multi-finger robot hand will allow better approximation to human behavior and enable the robot to operate on diverse articulated objects. To this end, we propose a new benchmark called DexArt, which involves Dexterous manipulation with Articulated objects in a physical simulator. In our benchmark, we define multiple complex manipulation tasks, and the robot hand will need to manipulate diverse articulated objects within each task. Our main focus is to evaluate the generalizability of the learned policy on unseen articulated objects. This is very challenging given the high degrees of freedom of both hands and objects. We use Reinforcement Learning with 3D representation learning to achieve generalization. Through extensive studies, we provide new insights into how 3D representation learning affects decision making in RL with 3D point cloud inputs. More details can be found at https://www.chenbao.tech/dexart/.
KING: Generating Safety-Critical Driving Scenarios for Robust Imitation via Kinematics Gradients
Simulators offer the possibility of safe, low-cost development of self-driving systems. However, current driving simulators exhibit na\"ive behavior models for background traffic. Hand-tuned scenarios are typically added during simulation to induce safety-critical situations. An alternative approach is to adversarially perturb the background traffic trajectories. In this paper, we study this approach to safety-critical driving scenario generation using the CARLA simulator. We use a kinematic bicycle model as a proxy to the simulator's true dynamics and observe that gradients through this proxy model are sufficient for optimizing the background traffic trajectories. Based on this finding, we propose KING, which generates safety-critical driving scenarios with a 20% higher success rate than black-box optimization. By solving the scenarios generated by KING using a privileged rule-based expert algorithm, we obtain training data for an imitation learning policy. After fine-tuning on this new data, we show that the policy becomes better at avoiding collisions. Importantly, our generated data leads to reduced collisions on both held-out scenarios generated via KING as well as traditional hand-crafted scenarios, demonstrating improved robustness.
Real2Render2Real: Scaling Robot Data Without Dynamics Simulation or Robot Hardware
Scaling robot learning requires vast and diverse datasets. Yet the prevailing data collection paradigm-human teleoperation-remains costly and constrained by manual effort and physical robot access. We introduce Real2Render2Real (R2R2R), a novel approach for generating robot training data without relying on object dynamics simulation or teleoperation of robot hardware. The input is a smartphone-captured scan of one or more objects and a single video of a human demonstration. R2R2R renders thousands of high visual fidelity robot-agnostic demonstrations by reconstructing detailed 3D object geometry and appearance, and tracking 6-DoF object motion. R2R2R uses 3D Gaussian Splatting (3DGS) to enable flexible asset generation and trajectory synthesis for both rigid and articulated objects, converting these representations to meshes to maintain compatibility with scalable rendering engines like IsaacLab but with collision modeling off. Robot demonstration data generated by R2R2R integrates directly with models that operate on robot proprioceptive states and image observations, such as vision-language-action models (VLA) and imitation learning policies. Physical experiments suggest that models trained on R2R2R data from a single human demonstration can match the performance of models trained on 150 human teleoperation demonstrations. Project page: https://real2render2real.com
Fine-Tuning Vision-Language-Action Models: Optimizing Speed and Success
Recent vision-language-action models (VLAs) build upon pretrained vision-language models and leverage diverse robot datasets to demonstrate strong task execution, language following ability, and semantic generalization. Despite these successes, VLAs struggle with novel robot setups and require fine-tuning to achieve good performance, yet how to most effectively fine-tune them is unclear given many possible strategies. In this work, we study key VLA adaptation design choices such as different action decoding schemes, action representations, and learning objectives for fine-tuning, using OpenVLA as our representative base model. Our empirical analysis informs an Optimized Fine-Tuning (OFT) recipe that integrates parallel decoding, action chunking, a continuous action representation, and a simple L1 regression-based learning objective to altogether improve inference efficiency, policy performance, and flexibility in the model's input-output specifications. We propose OpenVLA-OFT, an instantiation of this recipe, which sets a new state of the art on the LIBERO simulation benchmark, significantly boosting OpenVLA's average success rate across four task suites from 76.5% to 97.1% while increasing action generation throughput by 26times. In real-world evaluations, our fine-tuning recipe enables OpenVLA to successfully execute dexterous, high-frequency control tasks on a bimanual ALOHA robot and outperform other VLAs (pi_0 and RDT-1B) fine-tuned using their default recipes, as well as strong imitation learning policies trained from scratch (Diffusion Policy and ACT) by up to 15% (absolute) in average success rate. We release code for OFT and pretrained model checkpoints at https://openvla-oft.github.io/.
Learning Unmasking Policies for Diffusion Language Models
Diffusion (Large) Language Models (dLLMs) now match the downstream performance of their autoregressive counterparts on many tasks, while holding the promise of being more efficient during inference. One particularly successful variant is masked discrete diffusion, in which a buffer filled with special mask tokens is progressively replaced with tokens sampled from the model's vocabulary. Efficiency can be gained by unmasking several tokens in parallel, but doing too many at once risks degrading the generation quality. Thus, one critical design aspect of dLLMs is the sampling procedure that selects, at each step of the diffusion process, which tokens to replace. Indeed, recent work has found that heuristic strategies such as confidence thresholding lead to both higher quality and token throughput compared to random unmasking. However, such heuristics have downsides: they require manual tuning, and we observe that their performance degrades with larger buffer sizes. In this work, we instead propose to train sampling procedures using reinforcement learning. Specifically, we formalize masked diffusion sampling as a Markov decision process in which the dLLM serves as the environment, and propose a lightweight policy architecture based on a single-layer transformer that maps dLLM token confidences to unmasking decisions. Our experiments show that these trained policies match the performance of state-of-the-art heuristics when combined with semi-autoregressive generation, while outperforming them in the full diffusion setting. We also examine the transferability of these policies, finding that they can generalize to new underlying dLLMs and longer sequence lengths. However, we also observe that their performance degrades when applied to out-of-domain data, and that fine-grained tuning of the accuracy-efficiency trade-off can be challenging with our approach.
Learning Macroeconomic Policies based on Microfoundations: A Stackelberg Mean Field Game Approach
Effective macroeconomic policies play a crucial role in promoting economic growth and social stability. This paper models the optimal macroeconomic policy problem based on the Stackelberg Mean Field Game (SMFG), where the government acts as the leader in policy-making, and large-scale households dynamically respond as followers. This modeling method captures the asymmetric dynamic game between the government and large-scale households, and interpretably evaluates the effects of macroeconomic policies based on microfoundations, which is difficult for existing methods to achieve. We also propose a solution for SMFGs, incorporating pre-training on real data and a model-free Stackelberg mean-field reinforcement learning (SMFRL) algorithm, which operates independently of prior environmental knowledge and transitions. Our experimental results showcase the superiority of the SMFG method over other economic policies in terms of performance, efficiency-equity tradeoff, and SMFG assumption analysis. This paper significantly contributes to the domain of AI for economics by providing a powerful tool for modeling and solving optimal macroeconomic policies.
Learning Universal Policies via Text-Guided Video Generation
A goal of artificial intelligence is to construct an agent that can solve a wide variety of tasks. Recent progress in text-guided image synthesis has yielded models with an impressive ability to generate complex novel images, exhibiting combinatorial generalization across domains. Motivated by this success, we investigate whether such tools can be used to construct more general-purpose agents. Specifically, we cast the sequential decision making problem as a text-conditioned video generation problem, where, given a text-encoded specification of a desired goal, a planner synthesizes a set of future frames depicting its planned actions in the future, after which control actions are extracted from the generated video. By leveraging text as the underlying goal specification, we are able to naturally and combinatorially generalize to novel goals. The proposed policy-as-video formulation can further represent environments with different state and action spaces in a unified space of images, which, for example, enables learning and generalization across a variety of robot manipulation tasks. Finally, by leveraging pretrained language embeddings and widely available videos from the internet, the approach enables knowledge transfer through predicting highly realistic video plans for real robots.
Learning Intuitive Policies Using Action Features
An unaddressed challenge in multi-agent coordination is to enable AI agents to exploit the semantic relationships between the features of actions and the features of observations. Humans take advantage of these relationships in highly intuitive ways. For instance, in the absence of a shared language, we might point to the object we desire or hold up our fingers to indicate how many objects we want. To address this challenge, we investigate the effect of network architecture on the propensity of learning algorithms to exploit these semantic relationships. Across a procedurally generated coordination task, we find that attention-based architectures that jointly process a featurized representation of observations and actions have a better inductive bias for learning intuitive policies. Through fine-grained evaluation and scenario analysis, we show that the resulting policies are human-interpretable. Moreover, such agents coordinate with people without training on any human data.
AutoAugment: Learning Augmentation Policies from Data
Data augmentation is an effective technique for improving the accuracy of modern image classifiers. However, current data augmentation implementations are manually designed. In this paper, we describe a simple procedure called AutoAugment to automatically search for improved data augmentation policies. In our implementation, we have designed a search space where a policy consists of many sub-policies, one of which is randomly chosen for each image in each mini-batch. A sub-policy consists of two operations, each operation being an image processing function such as translation, rotation, or shearing, and the probabilities and magnitudes with which the functions are applied. We use a search algorithm to find the best policy such that the neural network yields the highest validation accuracy on a target dataset. Our method achieves state-of-the-art accuracy on CIFAR-10, CIFAR-100, SVHN, and ImageNet (without additional data). On ImageNet, we attain a Top-1 accuracy of 83.5% which is 0.4% better than the previous record of 83.1%. On CIFAR-10, we achieve an error rate of 1.5%, which is 0.6% better than the previous state-of-the-art. Augmentation policies we find are transferable between datasets. The policy learned on ImageNet transfers well to achieve significant improvements on other datasets, such as Oxford Flowers, Caltech-101, Oxford-IIT Pets, FGVC Aircraft, and Stanford Cars.
MUTEX: Learning Unified Policies from Multimodal Task Specifications
Humans use different modalities, such as speech, text, images, videos, etc., to communicate their intent and goals with teammates. For robots to become better assistants, we aim to endow them with the ability to follow instructions and understand tasks specified by their human partners. Most robotic policy learning methods have focused on one single modality of task specification while ignoring the rich cross-modal information. We present MUTEX, a unified approach to policy learning from multimodal task specifications. It trains a transformer-based architecture to facilitate cross-modal reasoning, combining masked modeling and cross-modal matching objectives in a two-stage training procedure. After training, MUTEX can follow a task specification in any of the six learned modalities (video demonstrations, goal images, text goal descriptions, text instructions, speech goal descriptions, and speech instructions) or a combination of them. We systematically evaluate the benefits of MUTEX in a newly designed dataset with 100 tasks in simulation and 50 tasks in the real world, annotated with multiple instances of task specifications in different modalities, and observe improved performance over methods trained specifically for any single modality. More information at https://ut-austin-rpl.github.io/MUTEX/
Efficiently Training Deep-Learning Parametric Policies using Lagrangian Duality
Constrained Markov Decision Processes (CMDPs) are critical in many high-stakes applications, where decisions must optimize cumulative rewards while strictly adhering to complex nonlinear constraints. In domains such as power systems, finance, supply chains, and precision robotics, violating these constraints can result in significant financial or societal costs. Existing Reinforcement Learning (RL) methods often struggle with sample efficiency and effectiveness in finding feasible policies for highly and strictly constrained CMDPs, limiting their applicability in these environments. Stochastic dual dynamic programming is often used in practice on convex relaxations of the original problem, but they also encounter computational challenges and loss of optimality. This paper introduces a novel approach, Two-Stage Deep Decision Rules (TS-DDR), to efficiently train parametric actor policies using Lagrangian Duality. TS-DDR is a self-supervised learning algorithm that trains general decision rules (parametric policies) using stochastic gradient descent (SGD); its forward passes solve {\em deterministic} optimization problems to find feasible policies, and its backward passes leverage duality theory to train the parametric policy with closed-form gradients. TS-DDR inherits the flexibility and computational performance of deep learning methodologies to solve CMDP problems. Applied to the Long-Term Hydrothermal Dispatch (LTHD) problem using actual power system data from Bolivia, TS-DDR is shown to enhance solution quality and to reduce computation times by several orders of magnitude when compared to current state-of-the-art methods.
Investigation of Error Simulation Techniques for Learning Dialog Policies for Conversational Error Recovery
Training dialog policies for speech-based virtual assistants requires a plethora of conversational data. The data collection phase is often expensive and time consuming due to human involvement. To address this issue, a common solution is to build user simulators for data generation. For the successful deployment of the trained policies into real world domains, it is vital that the user simulator mimics realistic conditions. In particular, speech-based assistants are heavily affected by automatic speech recognition and language understanding errors, hence the user simulator should be able to simulate similar errors. In this paper, we review the existing error simulation methods that induce errors at audio, phoneme, text, or semantic level; and conduct detailed comparisons between the audio-level and text-level methods. In the process, we improve the existing text-level method by introducing confidence score prediction and out-of-vocabulary word mapping. We also explore the impact of audio-level and text-level methods on learning a simple clarification dialog policy to recover from errors to provide insight on future improvement for both approaches.
Imagination Policy: Using Generative Point Cloud Models for Learning Manipulation Policies
Humans can imagine goal states during planning and perform actions to match those goals. In this work, we propose Imagination Policy, a novel multi-task key-frame policy network for solving high-precision pick and place tasks. Instead of learning actions directly, Imagination Policy generates point clouds to imagine desired states which are then translated to actions using rigid action estimation. This transforms action inference into a local generative task. We leverage pick and place symmetries underlying the tasks in the generation process and achieve extremely high sample efficiency and generalizability to unseen configurations. Finally, we demonstrate state-of-the-art performance across various tasks on the RLbench benchmark compared with several strong baselines.
CRISP -- Compliant ROS2 Controllers for Learning-Based Manipulation Policies and Teleoperation
Learning-based controllers, such as diffusion policies and vision-language action models, often generate low-frequency or discontinuous robot state changes. Achieving smooth reference tracking requires a low-level controller that converts high-level targets commands into joint torques, enabling compliant behavior during contact interactions. We present CRISP, a lightweight C++ implementation of compliant Cartesian and joint-space controllers for the ROS2 control standard, designed for seamless integration with high-level learning-based policies as well as teleoperation. The controllers are compatible with any manipulator that exposes a joint-torque interface. Through our Python and Gymnasium interfaces, CRISP provides a unified pipeline for recording data from hardware and simulation and deploying high-level learning-based policies seamlessly, facilitating rapid experimentation. The system has been validated on hardware with the Franka Robotics FR3 and in simulation with the Kuka IIWA14 and Kinova Gen3. Designed for rapid integration, flexible deployment, and real-time performance, our implementation provides a unified pipeline for data collection and policy execution, lowering the barrier to applying learning-based methods on ROS2-compatible manipulators. Detailed documentation is available at the project website - https://utiasDSL.github.io/crisp_controllers.
When to Trust Your Simulator: Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning
Learning effective reinforcement learning (RL) policies to solve real-world complex tasks can be quite challenging without a high-fidelity simulation environment. In most cases, we are only given imperfect simulators with simplified dynamics, which inevitably lead to severe sim-to-real gaps in RL policy learning. The recently emerged field of offline RL provides another possibility to learn policies directly from pre-collected historical data. However, to achieve reasonable performance, existing offline RL algorithms need impractically large offline data with sufficient state-action space coverage for training. This brings up a new question: is it possible to combine learning from limited real data in offline RL and unrestricted exploration through imperfect simulators in online RL to address the drawbacks of both approaches? In this study, we propose the Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning (H2O) framework to provide an affirmative answer to this question. H2O introduces a dynamics-aware policy evaluation scheme, which adaptively penalizes the Q function learning on simulated state-action pairs with large dynamics gaps, while also simultaneously allowing learning from a fixed real-world dataset. Through extensive simulation and real-world tasks, as well as theoretical analysis, we demonstrate the superior performance of H2O against other cross-domain online and offline RL algorithms. H2O provides a brand new hybrid offline-and-online RL paradigm, which can potentially shed light on future RL algorithm design for solving practical real-world tasks.
Rethinking Learning Rate Tuning in the Era of Large Language Models
Large Language Models (LLMs) represent the recent success of deep learning in achieving remarkable human-like predictive performance. It has become a mainstream strategy to leverage fine-tuning to adapt LLMs for various real-world applications due to the prohibitive expenses associated with LLM training. The learning rate is one of the most important hyperparameters in LLM fine-tuning with direct impacts on both fine-tuning efficiency and fine-tuned LLM quality. Existing learning rate policies are primarily designed for training traditional deep neural networks (DNNs), which may not work well for LLM fine-tuning. We reassess the research challenges and opportunities of learning rate tuning in the coming era of Large Language Models. This paper makes three original contributions. First, we revisit existing learning rate policies to analyze the critical challenges of learning rate tuning in the era of LLMs. Second, we present LRBench++ to benchmark learning rate policies and facilitate learning rate tuning for both traditional DNNs and LLMs. Third, our experimental analysis with LRBench++ demonstrates the key differences between LLM fine-tuning and traditional DNN training and validates our analysis.
Learning H-Infinity Locomotion Control
Stable locomotion in precipitous environments is an essential capability of quadruped robots, demanding the ability to resist various external disturbances. However, recent learning-based policies only use basic domain randomization to improve the robustness of learned policies, which cannot guarantee that the robot has adequate disturbance resistance capabilities. In this paper, we propose to model the learning process as an adversarial interaction between the actor and a newly introduced disturber and ensure their optimization with H_{infty} constraint. In contrast to the actor that maximizes the discounted overall reward, the disturber is responsible for generating effective external forces and is optimized by maximizing the error between the task reward and its oracle, i.e., "cost" in each iteration. To keep joint optimization between the actor and the disturber stable, our H_{infty} constraint mandates the bound of ratio between the cost to the intensity of the external forces. Through reciprocal interaction throughout the training phase, the actor can acquire the capability to navigate increasingly complex physical disturbances. We verify the robustness of our approach on quadrupedal locomotion tasks with Unitree Aliengo robot, and also a more challenging task with Unitree A1 robot, where the quadruped is expected to perform locomotion merely on its hind legs as if it is a bipedal robot. The simulated quantitative results show improvement against baselines, demonstrating the effectiveness of the method and each design choice. On the other hand, real-robot experiments qualitatively exhibit how robust the policy is when interfering with various disturbances on various terrains, including stairs, high platforms, slopes, and slippery terrains. All code, checkpoints, and real-world deployment guidance will be made public.
Learning Prescriptive ReLU Networks
We study the problem of learning optimal policy from a set of discrete treatment options using observational data. We propose a piecewise linear neural network model that can balance strong prescriptive performance and interpretability, which we refer to as the prescriptive ReLU network, or P-ReLU. We show analytically that this model (i) partitions the input space into disjoint polyhedra, where all instances that belong to the same partition receive the same treatment, and (ii) can be converted into an equivalent prescriptive tree with hyperplane splits for interpretability. We demonstrate the flexibility of the P-ReLU network as constraints can be easily incorporated with minor modifications to the architecture. Through experiments, we validate the superior prescriptive accuracy of P-ReLU against competing benchmarks. Lastly, we present examples of interpretable prescriptive trees extracted from trained P-ReLUs using a real-world dataset, for both the unconstrained and constrained scenarios.
NeuPL: Neural Population Learning
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This iterative approach suffers from two issues in real-world games: a) under finite budget, approximate best-response operators at each iteration needs truncating, resulting in under-trained good-responses populating the population; b) repeated learning of basic skills at each iteration is wasteful and becomes intractable in the presence of increasingly strong opponents. In this work, we propose Neural Population Learning (NeuPL) as a solution to both issues. NeuPL offers convergence guarantees to a population of best-responses under mild assumptions. By representing a population of policies within a single conditional model, NeuPL enables transfer learning across policies. Empirically, we show the generality, improved performance and efficiency of NeuPL across several test domains. Most interestingly, we show that novel strategies become more accessible, not less, as the neural population expands.
RESPRECT: Speeding-up Multi-fingered Grasping with Residual Reinforcement Learning
Deep Reinforcement Learning (DRL) has proven effective in learning control policies using robotic grippers, but much less practical for solving the problem of grasping with dexterous hands -- especially on real robotic platforms -- due to the high dimensionality of the problem. In this work, we focus on the multi-fingered grasping task with the anthropomorphic hand of the iCub humanoid. We propose the RESidual learning with PREtrained CriTics (RESPRECT) method that, starting from a policy pre-trained on a large set of objects, can learn a residual policy to grasp a novel object in a fraction (sim 5 times faster) of the timesteps required to train a policy from scratch, without requiring any task demonstration. To our knowledge, this is the first Residual Reinforcement Learning (RRL) approach that learns a residual policy on top of another policy pre-trained with DRL. We exploit some components of the pre-trained policy during residual learning that further speed-up the training. We benchmark our results in the iCub simulated environment, and we show that RESPRECT can be effectively used to learn a multi-fingered grasping policy on the real iCub robot. The code to reproduce the experiments is released together with the paper with an open source license.
Towards Robust Offline Reinforcement Learning under Diverse Data Corruption
Offline reinforcement learning (RL) presents a promising approach for learning reinforced policies from offline datasets without the need for costly or unsafe interactions with the environment. However, datasets collected by humans in real-world environments are often noisy and may even be maliciously corrupted, which can significantly degrade the performance of offline RL. In this work, we first investigate the performance of current offline RL algorithms under comprehensive data corruption, including states, actions, rewards, and dynamics. Our extensive experiments reveal that implicit Q-learning (IQL) demonstrates remarkable resilience to data corruption among various offline RL algorithms. Furthermore, we conduct both empirical and theoretical analyses to understand IQL's robust performance, identifying its supervised policy learning scheme as the key factor. Despite its relative robustness, IQL still suffers from heavy-tail targets of Q functions under dynamics corruption. To tackle this challenge, we draw inspiration from robust statistics to employ the Huber loss to handle the heavy-tailedness and utilize quantile estimators to balance penalization for corrupted data and learning stability. By incorporating these simple yet effective modifications into IQL, we propose a more robust offline RL approach named Robust IQL (RIQL). Extensive experiments demonstrate that RIQL exhibits highly robust performance when subjected to diverse data corruption scenarios.
Objects matter: object-centric world models improve reinforcement learning in visually complex environments
Deep reinforcement learning has achieved remarkable success in learning control policies from pixels across a wide range of tasks, yet its application remains hindered by low sample efficiency, requiring significantly more environment interactions than humans to reach comparable performance. Model-based reinforcement learning (MBRL) offers a solution by leveraging learnt world models to generate simulated experience, thereby improving sample efficiency. However, in visually complex environments, small or dynamic elements can be critical for decision-making. Yet, traditional MBRL methods in pixel-based environments typically rely on auto-encoding with an L_2 loss, which is dominated by large areas and often fails to capture decision-relevant details. To address these limitations, we propose an object-centric MBRL pipeline, which integrates recent advances in computer vision to allow agents to focus on key decision-related elements. Our approach consists of four main steps: (1) annotating key objects related to rewards and goals with segmentation masks, (2) extracting object features using a pre-trained, frozen foundation vision model, (3) incorporating these object features with the raw observations to predict environmental dynamics, and (4) training the policy using imagined trajectories generated by this object-centric world model. Building on the efficient MBRL algorithm STORM, we call this pipeline OC-STORM. We demonstrate OC-STORM's practical value in overcoming the limitations of conventional MBRL approaches on both Atari games and the visually complex game Hollow Knight.
RRLS : Robust Reinforcement Learning Suite
Robust reinforcement learning is the problem of learning control policies that provide optimal worst-case performance against a span of adversarial environments. It is a crucial ingredient for deploying algorithms in real-world scenarios with prevalent environmental uncertainties and has been a long-standing object of attention in the community, without a standardized set of benchmarks. This contribution endeavors to fill this gap. We introduce the Robust Reinforcement Learning Suite (RRLS), a benchmark suite based on Mujoco environments. RRLS provides six continuous control tasks with two types of uncertainty sets for training and evaluation. Our benchmark aims to standardize robust reinforcement learning tasks, facilitating reproducible and comparable experiments, in particular those from recent state-of-the-art contributions, for which we demonstrate the use of RRLS. It is also designed to be easily expandable to new environments. The source code is available at https://github.com/SuReLI/RRLS{https://github.com/SuReLI/RRLS}.
Compositional Conservatism: A Transductive Approach in Offline Reinforcement Learning
Offline reinforcement learning (RL) is a compelling framework for learning optimal policies from past experiences without additional interaction with the environment. Nevertheless, offline RL inevitably faces the problem of distributional shifts, where the states and actions encountered during policy execution may not be in the training dataset distribution. A common solution involves incorporating conservatism into the policy or the value function to safeguard against uncertainties and unknowns. In this work, we focus on achieving the same objectives of conservatism but from a different perspective. We propose COmpositional COnservatism with Anchor-seeking (COCOA) for offline RL, an approach that pursues conservatism in a compositional manner on top of the transductive reparameterization (Netanyahu et al., 2023), which decomposes the input variable (the state in our case) into an anchor and its difference from the original input. Our COCOA seeks both in-distribution anchors and differences by utilizing the learned reverse dynamics model, encouraging conservatism in the compositional input space for the policy or value function. Such compositional conservatism is independent of and agnostic to the prevalent behavioral conservatism in offline RL. We apply COCOA to four state-of-the-art offline RL algorithms and evaluate them on the D4RL benchmark, where COCOA generally improves the performance of each algorithm. The code is available at https://github.com/runamu/compositional-conservatism.
Making Sense of Vision and Touch: Self-Supervised Learning of Multimodal Representations for Contact-Rich Tasks
Contact-rich manipulation tasks in unstructured environments often require both haptic and visual feedback. However, it is non-trivial to manually design a robot controller that combines modalities with very different characteristics. While deep reinforcement learning has shown success in learning control policies for high-dimensional inputs, these algorithms are generally intractable to deploy on real robots due to sample complexity. We use self-supervision to learn a compact and multimodal representation of our sensory inputs, which can then be used to improve the sample efficiency of our policy learning. We evaluate our method on a peg insertion task, generalizing over different geometry, configurations, and clearances, while being robust to external perturbations. Results for simulated and real robot experiments are presented.
Using Offline Data to Speed-up Reinforcement Learning in Procedurally Generated Environments
One of the key challenges of Reinforcement Learning (RL) is the ability of agents to generalise their learned policy to unseen settings. Moreover, training RL agents requires large numbers of interactions with the environment. Motivated by the recent success of Offline RL and Imitation Learning (IL), we conduct a study to investigate whether agents can leverage offline data in the form of trajectories to improve the sample-efficiency in procedurally generated environments. We consider two settings of using IL from offline data for RL: (1) pre-training a policy before online RL training and (2) concurrently training a policy with online RL and IL from offline data. We analyse the impact of the quality (optimality of trajectories) and diversity (number of trajectories and covered level) of available offline trajectories on the effectiveness of both approaches. Across four well-known sparse reward tasks in the MiniGrid environment, we find that using IL for pre-training and concurrently during online RL training both consistently improve the sample-efficiency while converging to optimal policies. Furthermore, we show that pre-training a policy from as few as two trajectories can make the difference between learning an optimal policy at the end of online training and not learning at all. Our findings motivate the widespread adoption of IL for pre-training and concurrent IL in procedurally generated environments whenever offline trajectories are available or can be generated.
Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction
We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft.
Contrastive Prefence Learning: Learning from Human Feedback without RL
Reinforcement Learning from Human Feedback (RLHF) has emerged as a popular paradigm for aligning models with human intent. Typically RLHF algorithms operate in two phases: first, use human preferences to learn a reward function and second, align the model by optimizing the learned reward via reinforcement learning (RL). This paradigm assumes that human preferences are distributed according to reward, but recent work suggests that they instead follow the regret under the user's optimal policy. Thus, learning a reward function from feedback is not only based on a flawed assumption of human preference, but also leads to unwieldy optimization challenges that stem from policy gradients or bootstrapping in the RL phase. Because of these optimization challenges, contemporary RLHF methods restrict themselves to contextual bandit settings (e.g., as in large language models) or limit observation dimensionality (e.g., state-based robotics). We overcome these limitations by introducing a new family of algorithms for optimizing behavior from human feedback using the regret-based model of human preferences. Using the principle of maximum entropy, we derive Contrastive Preference Learning (CPL), an algorithm for learning optimal policies from preferences without learning reward functions, circumventing the need for RL. CPL is fully off-policy, uses only a simple contrastive objective, and can be applied to arbitrary MDPs. This enables CPL to elegantly scale to high-dimensional and sequential RLHF problems while being simpler than prior methods.
DRL-VO: Learning to Navigate Through Crowded Dynamic Scenes Using Velocity Obstacles
This paper proposes a novel learning-based control policy with strong generalizability to new environments that enables a mobile robot to navigate autonomously through spaces filled with both static obstacles and dense crowds of pedestrians. The policy uses a unique combination of input data to generate the desired steering angle and forward velocity: a short history of lidar data, kinematic data about nearby pedestrians, and a sub-goal point. The policy is trained in a reinforcement learning setting using a reward function that contains a novel term based on velocity obstacles to guide the robot to actively avoid pedestrians and move towards the goal. Through a series of 3D simulated experiments with up to 55 pedestrians, this control policy is able to achieve a better balance between collision avoidance and speed (i.e., higher success rate and faster average speed) than state-of-the-art model-based and learning-based policies, and it also generalizes better to different crowd sizes and unseen environments. An extensive series of hardware experiments demonstrate the ability of this policy to directly work in different real-world environments with different crowd sizes with zero retraining. Furthermore, a series of simulated and hardware experiments show that the control policy also works in highly constrained static environments on a different robot platform without any additional training. Lastly, several important lessons that can be applied to other robot learning systems are summarized. Multimedia demonstrations are available at https://www.youtube.com/watch?v=KneELRT8GzU&list=PLouWbAcP4zIvPgaARrV223lf2eiSR-eSS.
About Time: Model-free Reinforcement Learning with Timed Reward Machines
Reward specification plays a central role in reinforcement learning (RL), guiding the agent's behavior. To express non-Markovian rewards, formalisms such as reward machines have been introduced to capture dependencies on histories. However, traditional reward machines lack the ability to model precise timing constraints, limiting their use in time-sensitive applications. In this paper, we propose timed reward machines (TRMs), which are an extension of reward machines that incorporate timing constraints into the reward structure. TRMs enable more expressive specifications with tunable reward logic, for example, imposing costs for delays and granting rewards for timely actions. We study model-free RL frameworks (i.e., tabular Q-learning) for learning optimal policies with TRMs under digital and real-time semantics. Our algorithms integrate the TRM into learning via abstractions of timed automata, and employ counterfactual-imagining heuristics that exploit the structure of the TRM to improve the search. Experimentally, we demonstrate that our algorithm learns policies that achieve high rewards while satisfying the timing constraints specified by the TRM on popular RL benchmarks. Moreover, we conduct comparative studies of performance under different TRM semantics, along with ablations that highlight the benefits of counterfactual-imagining.
Controlgym: Large-Scale Safety-Critical Control Environments for Benchmarking Reinforcement Learning Algorithms
We introduce controlgym, a library of thirty-six safety-critical industrial control settings, and ten infinite-dimensional partial differential equation (PDE)-based control problems. Integrated within the OpenAI Gym/Gymnasium (Gym) framework, controlgym allows direct applications of standard reinforcement learning (RL) algorithms like stable-baselines3. Our control environments complement those in Gym with continuous, unbounded action and observation spaces, motivated by real-world control applications. Moreover, the PDE control environments uniquely allow the users to extend the state dimensionality of the system to infinity while preserving the intrinsic dynamics. This feature is crucial for evaluating the scalability of RL algorithms for control. This project serves the learning for dynamics & control (L4DC) community, aiming to explore key questions: the convergence of RL algorithms in learning control policies; the stability and robustness issues of learning-based controllers; and the scalability of RL algorithms to high- and potentially infinite-dimensional systems. We open-source the controlgym project at https://github.com/xiangyuan-zhang/controlgym.
Deep Reinforcement Learning for Autonomous Driving: A Survey
With the development of deep representation learning, the domain of reinforcement learning (RL) has become a powerful learning framework now capable of learning complex policies in high dimensional environments. This review summarises deep reinforcement learning (DRL) algorithms and provides a taxonomy of automated driving tasks where (D)RL methods have been employed, while addressing key computational challenges in real world deployment of autonomous driving agents. It also delineates adjacent domains such as behavior cloning, imitation learning, inverse reinforcement learning that are related but are not classical RL algorithms. The role of simulators in training agents, methods to validate, test and robustify existing solutions in RL are discussed.
X-Sim: Cross-Embodiment Learning via Real-to-Sim-to-Real
Human videos offer a scalable way to train robot manipulation policies, but lack the action labels needed by standard imitation learning algorithms. Existing cross-embodiment approaches try to map human motion to robot actions, but often fail when the embodiments differ significantly. We propose X-Sim, a real-to-sim-to-real framework that uses object motion as a dense and transferable signal for learning robot policies. X-Sim starts by reconstructing a photorealistic simulation from an RGBD human video and tracking object trajectories to define object-centric rewards. These rewards are used to train a reinforcement learning (RL) policy in simulation. The learned policy is then distilled into an image-conditioned diffusion policy using synthetic rollouts rendered with varied viewpoints and lighting. To transfer to the real world, X-Sim introduces an online domain adaptation technique that aligns real and simulated observations during deployment. Importantly, X-Sim does not require any robot teleoperation data. We evaluate it across 5 manipulation tasks in 2 environments and show that it: (1) improves task progress by 30% on average over hand-tracking and sim-to-real baselines, (2) matches behavior cloning with 10x less data collection time, and (3) generalizes to new camera viewpoints and test-time changes. Code and videos are available at https://portal-cornell.github.io/X-Sim/.
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.
VLM-RL: A Unified Vision Language Models and Reinforcement Learning Framework for Safe Autonomous Driving
In recent years, reinforcement learning (RL)-based methods for learning driving policies have gained increasing attention in the autonomous driving community and have achieved remarkable progress in various driving scenarios. However, traditional RL approaches rely on manually engineered rewards, which require extensive human effort and often lack generalizability. To address these limitations, we propose VLM-RL, a unified framework that integrates pre-trained Vision-Language Models (VLMs) with RL to generate reward signals using image observation and natural language goals. The core of VLM-RL is the contrasting language goal (CLG)-as-reward paradigm, which uses positive and negative language goals to generate semantic rewards. We further introduce a hierarchical reward synthesis approach that combines CLG-based semantic rewards with vehicle state information, improving reward stability and offering a more comprehensive reward signal. Additionally, a batch-processing technique is employed to optimize computational efficiency during training. Extensive experiments in the CARLA simulator demonstrate that VLM-RL outperforms state-of-the-art baselines, achieving a 10.5\% reduction in collision rate, a 104.6\% increase in route completion rate, and robust generalization to unseen driving scenarios. Furthermore, VLM-RL can seamlessly integrate almost any standard RL algorithms, potentially revolutionizing the existing RL paradigm that relies on manual reward engineering and enabling continuous performance improvements. The demo video and code can be accessed at: https://zilin-huang.github.io/VLM-RL-website.
AlphaQuanter: An End-to-End Tool-Orchestrated Agentic Reinforcement Learning Framework for Stock Trading
While Large Language Model (LLM) agents show promise in automated trading, they still face critical limitations. Prominent multi-agent frameworks often suffer from inefficiency, produce inconsistent signals, and lack the end-to-end optimization required to learn a coherent strategy from market feedback. To address this, we introduce AlphaQuanter, a single-agent framework that uses reinforcement learning (RL) to learn a dynamic policy over a transparent, tool-augmented decision workflow, which empowers a single agent to autonomously orchestrate tools and proactively acquire information on demand, establishing a transparent and auditable reasoning process. Extensive experiments demonstrate that AlphaQuanter achieves state-of-the-art performance on key financial metrics. Moreover, its interpretable reasoning reveals sophisticated strategies, offering novel and valuable insights for human traders. Our code for data acquisition and agent training is publicly available at: https://github.com/AlphaQuanter/AlphaQuanter
Autonomous Driving at Unsignalized Intersections: A Review of Decision-Making Challenges and Reinforcement Learning-Based Solutions
Autonomous driving at unsignalized intersections is still considered a challenging application for machine learning due to the complications associated with handling complex multi-agent scenarios characterized by a high degree of uncertainty. Automating the decision-making process at these safety-critical environments involves comprehending multiple levels of abstractions associated with learning robust driving behaviors to enable the vehicle to navigate efficiently. In this survey, we aim at exploring the state-of-the-art techniques implemented for decision-making applications, with a focus on algorithms that combine Reinforcement Learning (RL) and deep learning for learning traversing policies at unsignalized intersections. The reviewed schemes vary in the proposed driving scenario, in the assumptions made for the used intersection model, in the tackled challenges, and in the learning algorithms that are used. We have presented comparisons for these techniques to highlight their limitations and strengths. Based on our in-depth investigation, it can be discerned that a robust decision-making scheme for navigating real-world unsignalized intersection has yet to be developed. Along with our analysis and discussion, we recommend potential research directions encouraging the interested players to tackle the highlighted challenges. By adhering to our recommendations, decision-making architectures that are both non-overcautious and safe, yet feasible, can be trained and validated in real-world unsignalized intersections environments.
TGPO: Temporal Grounded Policy Optimization for Signal Temporal Logic Tasks
Learning control policies for complex, long-horizon tasks is a central challenge in robotics and autonomous systems. Signal Temporal Logic (STL) offers a powerful and expressive language for specifying such tasks, but its non-Markovian nature and inherent sparse reward make it difficult to be solved via standard Reinforcement Learning (RL) algorithms. Prior RL approaches focus only on limited STL fragments or use STL robustness scores as sparse terminal rewards. In this paper, we propose TGPO, Temporal Grounded Policy Optimization, to solve general STL tasks. TGPO decomposes STL into timed subgoals and invariant constraints and provides a hierarchical framework to tackle the problem. The high-level component of TGPO proposes concrete time allocations for these subgoals, and the low-level time-conditioned policy learns to achieve the sequenced subgoals using a dense, stage-wise reward signal. During inference, we sample various time allocations and select the most promising assignment for the policy network to rollout the solution trajectory. To foster efficient policy learning for complex STL with multiple subgoals, we leverage the learned critic to guide the high-level temporal search via Metropolis-Hastings sampling, focusing exploration on temporally feasible solutions. We conduct experiments on five environments, ranging from low-dimensional navigation to manipulation, drone, and quadrupedal locomotion. Under a wide range of STL tasks, TGPO significantly outperforms state-of-the-art baselines (especially for high-dimensional and long-horizon cases), with an average of 31.6% improvement in task success rate compared to the best baseline. The code will be available at https://github.com/mengyuest/TGPO
Discovering and Exploiting Sparse Rewards in a Learned Behavior Space
Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.
RE-MOVE: An Adaptive Policy Design Approach for Dynamic Environments via Language-Based Feedback
Reinforcement learning-based policies for continuous control robotic navigation tasks often fail to adapt to changes in the environment during real-time deployment, which may result in catastrophic failures. To address this limitation, we propose a novel approach called RE-MOVE (REquest help and MOVE on), which uses language-based feedback to adjust trained policies to real-time changes in the environment. In this work, we enable the trained policy to decide when to ask for feedback and how to incorporate feedback into trained policies. RE-MOVE incorporates epistemic uncertainty to determine the optimal time to request feedback from humans and uses language-based feedback for real-time adaptation. We perform extensive synthetic and real-world evaluations to demonstrate the benefits of our proposed approach in several test-time dynamic navigation scenarios. Our approach enable robots to learn from human feedback and adapt to previously unseen adversarial situations.
LEGATO: Cross-Embodiment Imitation Using a Grasping Tool
Cross-embodiment imitation learning enables policies trained on specific embodiments to transfer across different robots, unlocking the potential for large-scale imitation learning that is both cost-effective and highly reusable. This paper presents LEGATO, a cross-embodiment imitation learning framework for visuomotor skill transfer across varied kinematic morphologies. We introduce a handheld gripper that unifies action and observation spaces, allowing tasks to be defined consistently across robots. We train visuomotor policies on task demonstrations using this gripper through imitation learning, applying transformation to a motion-invariant space for computing the training loss. Gripper motions generated by the policies are retargeted into high-degree-of-freedom whole-body motions using inverse kinematics for deployment across diverse embodiments. Our evaluations in simulation and real-robot experiments highlight the framework's effectiveness in learning and transferring visuomotor skills across various robots. More information can be found on the project page: https://ut-hcrl.github.io/LEGATO.
GNM: A General Navigation Model to Drive Any Robot
Learning provides a powerful tool for vision-based navigation, but the capabilities of learning-based policies are constrained by limited training data. If we could combine data from all available sources, including multiple kinds of robots, we could train more powerful navigation models. In this paper, we study how a general goal-conditioned model for vision-based navigation can be trained on data obtained from many distinct but structurally similar robots, and enable broad generalization across environments and embodiments. We analyze the necessary design decisions for effective data sharing across robots, including the use of temporal context and standardized action spaces, and demonstrate that an omnipolicy trained from heterogeneous datasets outperforms policies trained on any single dataset. We curate 60 hours of navigation trajectories from 6 distinct robots, and deploy the trained GNM on a range of new robots, including an underactuated quadrotor. We find that training on diverse data leads to robustness against degradation in sensing and actuation. Using a pre-trained navigation model with broad generalization capabilities can bootstrap applications on novel robots going forward, and we hope that the GNM represents a step in that direction. For more information on the datasets, code, and videos, please check out our project page https://sites.google.com/view/drive-any-robot.
DexGarmentLab: Dexterous Garment Manipulation Environment with Generalizable Policy
Garment manipulation is a critical challenge due to the diversity in garment categories, geometries, and deformations. Despite this, humans can effortlessly handle garments, thanks to the dexterity of our hands. However, existing research in the field has struggled to replicate this level of dexterity, primarily hindered by the lack of realistic simulations of dexterous garment manipulation. Therefore, we propose DexGarmentLab, the first environment specifically designed for dexterous (especially bimanual) garment manipulation, which features large-scale high-quality 3D assets for 15 task scenarios, and refines simulation techniques tailored for garment modeling to reduce the sim-to-real gap. Previous data collection typically relies on teleoperation or training expert reinforcement learning (RL) policies, which are labor-intensive and inefficient. In this paper, we leverage garment structural correspondence to automatically generate a dataset with diverse trajectories using only a single expert demonstration, significantly reducing manual intervention. However, even extensive demonstrations cannot cover the infinite states of garments, which necessitates the exploration of new algorithms. To improve generalization across diverse garment shapes and deformations, we propose a Hierarchical gArment-manipuLation pOlicy (HALO). It first identifies transferable affordance points to accurately locate the manipulation area, then generates generalizable trajectories to complete the task. Through extensive experiments and detailed analysis of our method and baseline, we demonstrate that HALO consistently outperforms existing methods, successfully generalizing to previously unseen instances even with significant variations in shape and deformation where others fail. Our project page is available at: https://wayrise.github.io/DexGarmentLab/.
Instruct2Act: Mapping Multi-modality Instructions to Robotic Actions with Large Language Model
Foundation models have made significant strides in various applications, including text-to-image generation, panoptic segmentation, and natural language processing. This paper presents Instruct2Act, a framework that utilizes Large Language Models to map multi-modal instructions to sequential actions for robotic manipulation tasks. Specifically, Instruct2Act employs the LLM model to generate Python programs that constitute a comprehensive perception, planning, and action loop for robotic tasks. In the perception section, pre-defined APIs are used to access multiple foundation models where the Segment Anything Model (SAM) accurately locates candidate objects, and CLIP classifies them. In this way, the framework leverages the expertise of foundation models and robotic abilities to convert complex high-level instructions into precise policy codes. Our approach is adjustable and flexible in accommodating various instruction modalities and input types and catering to specific task demands. We validated the practicality and efficiency of our approach by assessing it on robotic tasks in different scenarios within tabletop manipulation domains. Furthermore, our zero-shot method outperformed many state-of-the-art learning-based policies in several tasks. The code for our proposed approach is available at https://github.com/OpenGVLab/Instruct2Act, serving as a robust benchmark for high-level robotic instruction tasks with assorted modality inputs.
JARVIS-VLA: Post-Training Large-Scale Vision Language Models to Play Visual Games with Keyboards and Mouse
Recently, action-based decision-making in open-world environments has gained significant attention. Visual Language Action (VLA) models, pretrained on large-scale web datasets, have shown promise in decision-making tasks. However, previous work has primarily focused on action post-training, often neglecting enhancements to the foundational model itself. In response, we introduce a novel approach, Act from Visual Language Post-Training, which refines Visual Language Models (VLMs) through visual and linguistic guidance in a self-supervised manner. This enhancement improves the models' capabilities in world knowledge, visual recognition, and spatial grounding in open-world environments. Following the above post-training paradigms, we obtain the first VLA models in Minecraft that can follow human instructions on over 1k different atomic tasks, including crafting, smelting, cooking, mining, and killing. Our experiments demonstrate that post-training on non-trajectory tasks leads to a significant 40% improvement over the best agent baseline on a diverse set of atomic tasks. Furthermore, we demonstrate that our approach surpasses traditional imitation learning-based policies in Minecraft, achieving state-of-the-art performance. We have open-sourced the code, models, and datasets to foster further research. The project page can be found in https://craftjarvis.github.io/JarvisVLA.
Humanoid Everyday: A Comprehensive Robotic Dataset for Open-World Humanoid Manipulation
From loco-motion to dextrous manipulation, humanoid robots have made remarkable strides in demonstrating complex full-body capabilities. However, the majority of current robot learning datasets and benchmarks mainly focus on stationary robot arms, and the few existing humanoid datasets are either confined to fixed environments or limited in task diversity, often lacking human-humanoid interaction and lower-body locomotion. Moreover, there are a few standardized evaluation platforms for benchmarking learning-based policies on humanoid data. In this work, we present Humanoid Everyday, a large-scale and diverse humanoid manipulation dataset characterized by extensive task variety involving dextrous object manipulation, human-humanoid interaction, locomotion-integrated actions, and more. Leveraging a highly efficient human-supervised teleoperation pipeline, Humanoid Everyday aggregates high-quality multimodal sensory data, including RGB, depth, LiDAR, and tactile inputs, together with natural language annotations, comprising 10.3k trajectories and over 3 million frames of data across 260 tasks across 7 broad categories. In addition, we conduct an analysis of representative policy learning methods on our dataset, providing insights into their strengths and limitations across different task categories. For standardized evaluation, we introduce a cloud-based evaluation platform that allows researchers to seamlessly deploy their policies in our controlled setting and receive performance feedback. By releasing Humanoid Everyday along with our policy learning analysis and a standardized cloud-based evaluation platform, we intend to advance research in general-purpose humanoid manipulation and lay the groundwork for more capable and embodied robotic agents in real-world scenarios. Our dataset, data collection code, and cloud evaluation website are made publicly available on our project website.
OmniRetarget: Interaction-Preserving Data Generation for Humanoid Whole-Body Loco-Manipulation and Scene Interaction
A dominant paradigm for teaching humanoid robots complex skills is to retarget human motions as kinematic references to train reinforcement learning (RL) policies. However, existing retargeting pipelines often struggle with the significant embodiment gap between humans and robots, producing physically implausible artifacts like foot-skating and penetration. More importantly, common retargeting methods neglect the rich human-object and human-environment interactions essential for expressive locomotion and loco-manipulation. To address this, we introduce OmniRetarget, an interaction-preserving data generation engine based on an interaction mesh that explicitly models and preserves the crucial spatial and contact relationships between an agent, the terrain, and manipulated objects. By minimizing the Laplacian deformation between the human and robot meshes while enforcing kinematic constraints, OmniRetarget generates kinematically feasible trajectories. Moreover, preserving task-relevant interactions enables efficient data augmentation, from a single demonstration to different robot embodiments, terrains, and object configurations. We comprehensively evaluate OmniRetarget by retargeting motions from OMOMO, LAFAN1, and our in-house MoCap datasets, generating over 8-hour trajectories that achieve better kinematic constraint satisfaction and contact preservation than widely used baselines. Such high-quality data enables proprioceptive RL policies to successfully execute long-horizon (up to 30 seconds) parkour and loco-manipulation skills on a Unitree G1 humanoid, trained with only 5 reward terms and simple domain randomization shared by all tasks, without any learning curriculum.
From Imitation to Refinement -- Residual RL for Precise Visual Assembly
Behavior cloning (BC) currently stands as a dominant paradigm for learning real-world visual manipulation. However, in tasks that require locally corrective behaviors like multi-part assembly, learning robust policies purely from human demonstrations remains challenging. Reinforcement learning (RL) can mitigate these limitations by allowing policies to acquire locally corrective behaviors through task reward supervision and exploration. This paper explores the use of RL fine-tuning to improve upon BC-trained policies in precise manipulation tasks. We analyze and overcome technical challenges associated with using RL to directly train policy networks that incorporate modern architectural components like diffusion models and action chunking. We propose training residual policies on top of frozen BC-trained diffusion models using standard policy gradient methods and sparse rewards, an approach we call ResiP (Residual for Precise manipulation). Our experimental results demonstrate that this residual learning framework can significantly improve success rates beyond the base BC-trained models in high-precision assembly tasks by learning corrective actions. We also show that by combining ResiP with teacher-student distillation and visual domain randomization, our method can enable learning real-world policies for robotic assembly directly from RGB images. Find videos and code at https://residual-assembly.github.io.
Learning Lipschitz Feedback Policies from Expert Demonstrations: Closed-Loop Guarantees, Generalization and Robustness
In this work, we propose a framework to learn feedback control policies with guarantees on closed-loop generalization and adversarial robustness. These policies are learned directly from expert demonstrations, contained in a dataset of state-control input pairs, without any prior knowledge of the task and system model. We use a Lipschitz-constrained loss minimization scheme to learn feedback policies with certified closed-loop robustness, wherein the Lipschitz constraint serves as a mechanism to tune the generalization performance and robustness to adversarial disturbances. Our analysis exploits the Lipschitz property to obtain closed-loop guarantees on generalization and robustness of the learned policies. In particular, we derive a finite sample bound on the policy learning error and establish robust closed-loop stability under the learned control policy. We also derive bounds on the closed-loop regret with respect to the expert policy and the deterioration of closed-loop performance under bounded (adversarial) disturbances to the state measurements. Numerical results validate our analysis and demonstrate the effectiveness of our robust feedback policy learning framework. Finally, our results suggest the existence of a potential tradeoff between nominal closed-loop performance and adversarial robustness, and that improvements in nominal closed-loop performance can only be made at the expense of robustness to adversarial perturbations.
Learning Getting-Up Policies for Real-World Humanoid Robots
Automatic fall recovery is a crucial prerequisite before humanoid robots can be reliably deployed. Hand-designing controllers for getting up is difficult because of the varied configurations a humanoid can end up in after a fall and the challenging terrains humanoid robots are expected to operate on. This paper develops a learning framework to produce controllers that enable humanoid robots to get up from varying configurations on varying terrains. Unlike previous successful applications of humanoid locomotion learning, the getting-up task involves complex contact patterns, which necessitates accurately modeling the collision geometry and sparser rewards. We address these challenges through a two-phase approach that follows a curriculum. The first stage focuses on discovering a good getting-up trajectory under minimal constraints on smoothness or speed / torque limits. The second stage then refines the discovered motions into deployable (i.e. smooth and slow) motions that are robust to variations in initial configuration and terrains. We find these innovations enable a real-world G1 humanoid robot to get up from two main situations that we considered: a) lying face up and b) lying face down, both tested on flat, deformable, slippery surfaces and slopes (e.g., sloppy grass and snowfield). To the best of our knowledge, this is the first successful demonstration of learned getting-up policies for human-sized humanoid robots in the real world. Project page: https://humanoid-getup.github.io/
Learning Conformal Abstention Policies for Adaptive Risk Management in Large Language and Vision-Language Models
Large Language and Vision-Language Models (LLMs/VLMs) are increasingly used in safety-critical applications, yet their opaque decision-making complicates risk assessment and reliability. Uncertainty quantification (UQ) helps assess prediction confidence and enables abstention when uncertainty is high. Conformal prediction (CP), a leading UQ method, provides statistical guarantees but relies on static thresholds, which fail to adapt to task complexity and evolving data distributions, leading to suboptimal trade-offs in accuracy, coverage, and informativeness. To address this, we propose learnable conformal abstention, integrating reinforcement learning (RL) with CP to optimize abstention thresholds dynamically. By treating CP thresholds as adaptive actions, our approach balances multiple objectives, minimizing prediction set size while maintaining reliable coverage. Extensive evaluations across diverse LLM/VLM benchmarks show our method outperforms Least Ambiguous Classifiers (LAC) and Adaptive Prediction Sets (APS), improving accuracy by up to 3.2%, boosting AUROC for hallucination detection by 22.19%, enhancing uncertainty-guided selective generation (AUARC) by 21.17%, and reducing calibration error by 70%-85%. These improvements hold across multiple models and datasets while consistently meeting the 90% coverage target, establishing our approach as a more effective and flexible solution for reliable decision-making in safety-critical applications. The code is available at: {https://github.com/sinatayebati/vlm-uncertainty}.
SurgWorld: Learning Surgical Robot Policies from Videos via World Modeling
Data scarcity remains a fundamental barrier to achieving fully autonomous surgical robots. While large scale vision language action (VLA) models have shown impressive generalization in household and industrial manipulation by leveraging paired video action data from diverse domains, surgical robotics suffers from the paucity of datasets that include both visual observations and accurate robot kinematics. In contrast, vast corpora of surgical videos exist, but they lack corresponding action labels, preventing direct application of imitation learning or VLA training. In this work, we aim to alleviate this problem by learning policy models from SurgWorld, a world model designed for surgical physical AI. We curated the Surgical Action Text Alignment (SATA) dataset with detailed action description specifically for surgical robots. Then we built SurgeWorld based on the most advanced physical AI world model and SATA. It's able to generate diverse, generalizable and realistic surgery videos. We are also the first to use an inverse dynamics model to infer pseudokinematics from synthetic surgical videos, producing synthetic paired video action data. We demonstrate that a surgical VLA policy trained with these augmented data significantly outperforms models trained only on real demonstrations on a real surgical robot platform. Our approach offers a scalable path toward autonomous surgical skill acquisition by leveraging the abundance of unlabeled surgical video and generative world modeling, thus opening the door to generalizable and data efficient surgical robot policies.
CaRL: Learning Scalable Planning Policies with Simple Rewards
We investigate reinforcement learning (RL) for privileged planning in autonomous driving. State-of-the-art approaches for this task are rule-based, but these methods do not scale to the long tail. RL, on the other hand, is scalable and does not suffer from compounding errors like imitation learning. Contemporary RL approaches for driving use complex shaped rewards that sum multiple individual rewards, \eg~progress, position, or orientation rewards. We show that PPO fails to optimize a popular version of these rewards when the mini-batch size is increased, which limits the scalability of these approaches. Instead, we propose a new reward design based primarily on optimizing a single intuitive reward term: route completion. Infractions are penalized by terminating the episode or multiplicatively reducing route completion. We find that PPO scales well with higher mini-batch sizes when trained with our simple reward, even improving performance. Training with large mini-batch sizes enables efficient scaling via distributed data parallelism. We scale PPO to 300M samples in CARLA and 500M samples in nuPlan with a single 8-GPU node. The resulting model achieves 64 DS on the CARLA longest6 v2 benchmark, outperforming other RL methods with more complex rewards by a large margin. Requiring only minimal adaptations from its use in CARLA, the same method is the best learning-based approach on nuPlan. It scores 91.3 in non-reactive and 90.6 in reactive traffic on the Val14 benchmark while being an order of magnitude faster than prior work.
PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction
Reconstructing physically plausible human motion from monocular videos remains a challenging problem in computer vision and graphics. Existing methods primarily focus on kinematics-based pose estimation, often leading to unrealistic results due to the lack of physical constraints. To address such artifacts, prior methods have typically relied on physics-based post-processing following the initial kinematics-based motion estimation. However, this two-stage design introduces error accumulation, ultimately limiting the overall reconstruction quality. In this paper, we present PhysHMR, a unified framework that directly learns a visual-to-action policy for humanoid control in a physics-based simulator, enabling motion reconstruction that is both physically grounded and visually aligned with the input video. A key component of our approach is the pixel-as-ray strategy, which lifts 2D keypoints into 3D spatial rays and transforms them into global space. These rays are incorporated as policy inputs, providing robust global pose guidance without depending on noisy 3D root predictions. This soft global grounding, combined with local visual features from a pretrained encoder, allows the policy to reason over both detailed pose and global positioning. To overcome the sample inefficiency of reinforcement learning, we further introduce a distillation scheme that transfers motion knowledge from a mocap-trained expert to the vision-conditioned policy, which is then refined using physically motivated reinforcement learning rewards. Extensive experiments demonstrate that PhysHMR produces high-fidelity, physically plausible motion across diverse scenarios, outperforming prior approaches in both visual accuracy and physical realism.
GoRL: An Algorithm-Agnostic Framework for Online Reinforcement Learning with Generative Policies
Reinforcement learning (RL) faces a persistent tension: policies that are stable to optimize are often too simple to represent the multimodal action distributions needed for complex control. Gaussian policies provide tractable likelihoods and smooth gradients, but their unimodal form limits expressiveness. Conversely, generative policies based on diffusion or flow matching can model rich multimodal behaviors; however, in online RL, they are frequently unstable due to intractable likelihoods and noisy gradients propagating through deep sampling chains. We address this tension with a key structural principle: decoupling optimization from generation. Building on this insight, we introduce GoRL (Generative Online Reinforcement Learning), a framework that optimizes a tractable latent policy while utilizing a conditional generative decoder to synthesize actions. A two-timescale update schedule enables the latent policy to learn stably while the decoder steadily increases expressiveness, without requiring tractable action likelihoods. Across a range of continuous-control tasks, GoRL consistently outperforms both Gaussian policies and recent generative-policy baselines. Notably, on the HopperStand task, it reaches a normalized return above 870, more than 3 times that of the strongest baseline. These results demonstrate that separating optimization from generation provides a practical path to policies that are both stable and highly expressive.
EXPO: Stable Reinforcement Learning with Expressive Policies
We study the problem of training and fine-tuning expressive policies with online reinforcement learning (RL) given an offline dataset. Training expressive policy classes with online RL present a unique challenge of stable value maximization. Unlike simpler Gaussian policies commonly used in online RL, expressive policies like diffusion and flow-matching policies are parameterized by a long denoising chain, which hinders stable gradient propagation from actions to policy parameters when optimizing against some value function. Our key insight is that we can address stable value maximization by avoiding direct optimization over value with the expressive policy and instead construct an on-the-fly RL policy to maximize Q-value. We propose Expressive Policy Optimization (EXPO), a sample-efficient online RL algorithm that utilizes an on-the-fly policy to maximize value with two parameterized policies -- a larger expressive base policy trained with a stable imitation learning objective and a light-weight Gaussian edit policy that edits the actions sampled from the base policy toward a higher value distribution. The on-the-fly policy optimizes the actions from the base policy with the learned edit policy and chooses the value maximizing action from the base and edited actions for both sampling and temporal-difference (TD) backup. Our approach yields up to 2-3x improvement in sample efficiency on average over prior methods both in the setting of fine-tuning a pretrained policy given offline data and in leveraging offline data to train online.
Efficient Subgraph GNNs by Learning Effective Selection Policies
Subgraph GNNs are provably expressive neural architectures that learn graph representations from sets of subgraphs. Unfortunately, their applicability is hampered by the computational complexity associated with performing message passing on many subgraphs. In this paper, we consider the problem of learning to select a small subset of the large set of possible subgraphs in a data-driven fashion. We first motivate the problem by proving that there are families of WL-indistinguishable graphs for which there exist efficient subgraph selection policies: small subsets of subgraphs that can already identify all the graphs within the family. We then propose a new approach, called Policy-Learn, that learns how to select subgraphs in an iterative manner. We prove that, unlike popular random policies and prior work addressing the same problem, our architecture is able to learn the efficient policies mentioned above. Our experimental results demonstrate that Policy-Learn outperforms existing baselines across a wide range of datasets.
Do You Need Proprioceptive States in Visuomotor Policies?
Imitation-learning-based visuomotor policies have been widely used in robot manipulation, where both visual observations and proprioceptive states are typically adopted together for precise control. However, in this study, we find that this common practice makes the policy overly reliant on the proprioceptive state input, which causes overfitting to the training trajectories and results in poor spatial generalization. On the contrary, we propose the State-free Policy, removing the proprioceptive state input and predicting actions only conditioned on visual observations. The State-free Policy is built in the relative end-effector action space, and should ensure the full task-relevant visual observations, here provided by dual wide-angle wrist cameras. Empirical results demonstrate that the State-free policy achieves significantly stronger spatial generalization than the state-based policy: in real-world tasks such as pick-and-place, challenging shirt-folding, and complex whole-body manipulation, spanning multiple robot embodiments, the average success rate improves from 0\% to 85\% in height generalization and from 6\% to 64\% in horizontal generalization. Furthermore, they also show advantages in data efficiency and cross-embodiment adaptation, enhancing their practicality for real-world deployment.
Learning to Suggest Breaks: Sustainable Optimization of Long-Term User Engagement
Optimizing user engagement is a key goal for modern recommendation systems, but blindly pushing users towards increased consumption risks burn-out, churn, or even addictive habits. To promote digital well-being, most platforms now offer a service that periodically prompts users to take breaks. These, however, must be set up manually, and so may be suboptimal for both users and the system. In this paper, we study the role of breaks in recommendation, and propose a framework for learning optimal breaking policies that promote and sustain long-term engagement. Based on the notion that recommendation dynamics are susceptible to both positive and negative feedback, we cast recommendation as a Lotka-Volterra dynamical system, where breaking reduces to a problem of optimal control. We then give an efficient learning algorithm, provide theoretical guarantees, and empirically demonstrate the utility of our approach on semi-synthetic data.
AnyMorph: Learning Transferable Polices By Inferring Agent Morphology
The prototypical approach to reinforcement learning involves training policies tailored to a particular agent from scratch for every new morphology. Recent work aims to eliminate the re-training of policies by investigating whether a morphology-agnostic policy, trained on a diverse set of agents with similar task objectives, can be transferred to new agents with unseen morphologies without re-training. This is a challenging problem that required previous approaches to use hand-designed descriptions of the new agent's morphology. Instead of hand-designing this description, we propose a data-driven method that learns a representation of morphology directly from the reinforcement learning objective. Ours is the first reinforcement learning algorithm that can train a policy to generalize to new agent morphologies without requiring a description of the agent's morphology in advance. We evaluate our approach on the standard benchmark for agent-agnostic control, and improve over the current state of the art in zero-shot generalization to new agents. Importantly, our method attains good performance without an explicit description of morphology.
HannesImitation: Grasping with the Hannes Prosthetic Hand via Imitation Learning
Recent advancements in control of prosthetic hands have focused on increasing autonomy through the use of cameras and other sensory inputs. These systems aim to reduce the cognitive load on the user by automatically controlling certain degrees of freedom. In robotics, imitation learning has emerged as a promising approach for learning grasping and complex manipulation tasks while simplifying data collection. Its application to the control of prosthetic hands remains, however, largely unexplored. Bridging this gap could enhance dexterity restoration and enable prosthetic devices to operate in more unconstrained scenarios, where tasks are learned from demonstrations rather than relying on manually annotated sequences. To this end, we present HannesImitationPolicy, an imitation learning-based method to control the Hannes prosthetic hand, enabling object grasping in unstructured environments. Moreover, we introduce the HannesImitationDataset comprising grasping demonstrations in table, shelf, and human-to-prosthesis handover scenarios. We leverage such data to train a single diffusion policy and deploy it on the prosthetic hand to predict the wrist orientation and hand closure for grasping. Experimental evaluation demonstrates successful grasps across diverse objects and conditions. Finally, we show that the policy outperforms a segmentation-based visual servo controller in unstructured scenarios. Additional material is provided on our project page: https://hsp-iit.github.io/HannesImitation
Multi-Task Off-Policy Learning from Bandit Feedback
Many practical applications, such as recommender systems and learning to rank, involve solving multiple similar tasks. One example is learning of recommendation policies for users with similar movie preferences, where the users may still rank the individual movies slightly differently. Such tasks can be organized in a hierarchy, where similar tasks are related through a shared structure. In this work, we formulate this problem as a contextual off-policy optimization in a hierarchical graphical model from logged bandit feedback. To solve the problem, we propose a hierarchical off-policy optimization algorithm (HierOPO), which estimates the parameters of the hierarchical model and then acts pessimistically with respect to them. We instantiate HierOPO in linear Gaussian models, for which we also provide an efficient implementation and analysis. We prove per-task bounds on the suboptimality of the learned policies, which show a clear improvement over not using the hierarchical model. We also evaluate the policies empirically. Our theoretical and empirical results show a clear advantage of using the hierarchy over solving each task independently.
Leveraging Language for Accelerated Learning of Tool Manipulation
Robust and generalized tool manipulation requires an understanding of the properties and affordances of different tools. We investigate whether linguistic information about a tool (e.g., its geometry, common uses) can help control policies adapt faster to new tools for a given task. We obtain diverse descriptions of various tools in natural language and use pre-trained language models to generate their feature representations. We then perform language-conditioned meta-learning to learn policies that can efficiently adapt to new tools given their corresponding text descriptions. Our results demonstrate that combining linguistic information and meta-learning significantly accelerates tool learning in several manipulation tasks including pushing, lifting, sweeping, and hammering.
DexCanvas: Bridging Human Demonstrations and Robot Learning for Dexterous Manipulation
We present DexCanvas, a large-scale hybrid real-synthetic human manipulation dataset containing 7,000 hours of dexterous hand-object interactions seeded from 70 hours of real human demonstrations, organized across 21 fundamental manipulation types based on the Cutkosky taxonomy. Each entry combines synchronized multi-view RGB-D, high-precision mocap with MANO hand parameters, and per-frame contact points with physically consistent force profiles. Our real-to-sim pipeline uses reinforcement learning to train policies that control an actuated MANO hand in physics simulation, reproducing human demonstrations while discovering the underlying contact forces that generate the observed object motion. DexCanvas is the first manipulation dataset to combine large-scale real demonstrations, systematic skill coverage based on established taxonomies, and physics-validated contact annotations. The dataset can facilitate research in robotic manipulation learning, contact-rich control, and skill transfer across different hand morphologies.
Open the Black Box: Step-based Policy Updates for Temporally-Correlated Episodic Reinforcement Learning
Current advancements in reinforcement learning (RL) have predominantly focused on learning step-based policies that generate actions for each perceived state. While these methods efficiently leverage step information from environmental interaction, they often ignore the temporal correlation between actions, resulting in inefficient exploration and unsmooth trajectories that are challenging to implement on real hardware. Episodic RL (ERL) seeks to overcome these challenges by exploring in parameters space that capture the correlation of actions. However, these approaches typically compromise data efficiency, as they treat trajectories as opaque black boxes. In this work, we introduce a novel ERL algorithm, Temporally-Correlated Episodic RL (TCE), which effectively utilizes step information in episodic policy updates, opening the 'black box' in existing ERL methods while retaining the smooth and consistent exploration in parameter space. TCE synergistically combines the advantages of step-based and episodic RL, achieving comparable performance to recent ERL methods while maintaining data efficiency akin to state-of-the-art (SoTA) step-based RL.
Provable Reward-Agnostic Preference-Based Reinforcement Learning
Preference-based Reinforcement Learning (PbRL) is a paradigm in which an RL agent learns to optimize a task using pair-wise preference-based feedback over trajectories, rather than explicit reward signals. While PbRL has demonstrated practical success in fine-tuning language models, existing theoretical work focuses on regret minimization and fails to capture most of the practical frameworks. In this study, we fill in such a gap between theoretical PbRL and practical algorithms by proposing a theoretical reward-agnostic PbRL framework where exploratory trajectories that enable accurate learning of hidden reward functions are acquired before collecting any human feedback. Theoretical analysis demonstrates that our algorithm requires less human feedback for learning the optimal policy under preference-based models with linear parameterization and unknown transitions, compared to the existing theoretical literature. Specifically, our framework can incorporate linear and low-rank MDPs with efficient sample complexity. Additionally, we investigate reward-agnostic RL with action-based comparison feedback and introduce an efficient querying algorithm tailored to this scenario.
Distance Weighted Supervised Learning for Offline Interaction Data
Sequential decision making algorithms often struggle to leverage different sources of unstructured offline interaction data. Imitation learning (IL) methods based on supervised learning are robust, but require optimal demonstrations, which are hard to collect. Offline goal-conditioned reinforcement learning (RL) algorithms promise to learn from sub-optimal data, but face optimization challenges especially with high-dimensional data. To bridge the gap between IL and RL, we introduce Distance Weighted Supervised Learning or DWSL, a supervised method for learning goal-conditioned policies from offline data. DWSL models the entire distribution of time-steps between states in offline data with only supervised learning, and uses this distribution to approximate shortest path distances. To extract a policy, we weight actions by their reduction in distance estimates. Theoretically, DWSL converges to an optimal policy constrained to the data distribution, an attractive property for offline learning, without any bootstrapping. Across all datasets we test, DWSL empirically maintains behavior cloning as a lower bound while still exhibiting policy improvement. In high-dimensional image domains, DWSL surpasses the performance of both prior goal-conditioned IL and RL algorithms. Visualizations and code can be found at https://sites.google.com/view/dwsl/home .
