A strong throughline in today's 30 papers is adaptation without retraining the base model. Proxy Policy Steering makes the case most sharply: rather than fine-tune a frozen generalist policy (risking its broad capabilities), it trains two lightweight proxy policies whose calibrated velocity-space difference steers the base sampler at every denoising step, lifting π0.5 by 53 points absolute success rate while preserving behaviors like failure recovery that the task demonstrations never exercised. FOCI Policy gets data efficiency from a different lightweight abstraction — representing skills as relative SE(3) motion between task-relevant objects rather than dense robot-action sequences — which yields embodiment and scene-configuration invariance essentially for free. CASD notices a subtler problem: action chunks span multiple task stages but training labels typically describe only the first step, so it derives whole-chunk semantic targets from an offline VLM and freezes that generator at inference, avoiding costly online VLM calls while fixing a real labeling mismatch. BIFTA applies the same instinct to hardware itself, adapting a frozen tactile encoder to a completely unseen sensor from only 10% labeled data, lifting accuracy from 6.86% to 87.09%. The pattern across all four: treat the expensive, broadly-capable component as fixed infrastructure and put the adaptation budget into small, targeted modules layered on top.
A second cluster treats physical embodiment and simulation fidelity as design variables to be optimized jointly with control, not fixed upstream assumptions. Visible-Reachable Workspace argues kinematic reachability alone is the wrong humanoid design metric because a reachable target may not be visible from the pose needed to reach it, and backs this with a 31-DoF humanoid where actuated cameras raise coverage from 38% to 97%. AID-SR closes a similar loop for continuum-robot design itself, feeding simulator-observed physical states back to an LLM designer so proposed morphologies are constrained by physics rather than language plausibility alone, reaching 96.2% simulation-feasibility and fabricating three real working robots. The multi-bounce drum roll paper is a small but sharp example of the same idea at the motion level: two named "tricks" are Bayesian-optimized specifically to exploit a soft end-effector's passive elasticity, reaching 6.8x higher acoustic efficiency than the same trick on a rigid end-effector. Underneath several of these sits better simulation infrastructure: Ostrich resolves the accuracy/gradient-reliability/cost trilemma in differentiable contact simulation with non-smooth Newton iteration at 50x larger timesteps than MuJoCo needs, while the tensegrity GNN-MPC paper and CAST both use planner-guided rollouts to iteratively sharpen a learned dynamics or value model rather than training it once and freezing it — simulation and control increasingly co-designed rather than sequenced.
Safety and uncertainty become explicit, quantified objects rather than implicit properties in this batch. PlannerForge unifies the entire fragmented autonomous-driving scenario-testing pipeline under one LLM-agent framework and shows cost-tuned scenario generation alone lifts planner success from 50.4% to 70.2% while cutting collisions from 19.0% to 8.4%, with no domain-specific fine-tuning. The reachability-aware sampling MPC paper gives sampling-based control hard safety guarantees by computing reachable-set overapproximations online rather than relying on expensive offline precomputation, cutting racing-simulation safety violations by over 99% and holding up on a real racecar. Graph-based safe MARL takes a related but distinct approach, using a Control Barrier-Like Function screening layer to decouple physical safety from however well-trained the underlying policy currently is, validated on real differential-drive robots under time-varying sensing topology. The semantic-ambiguity traversability paper applies the same instinct to perception: instead of a single VLM traversability score, it derives both a traversability map and a statistically grounded uncertainty map from a Gaussian Context Distribution, and shows the uncertainty specifically correlates with real sources of ambiguity like visual artifacts and mixed terrain. A quieter version of the same theme runs through the human-interaction papers: HiBRIDGE uses a hierarchical Bayesian network specifically so a group-dialogue robot can represent genuine uncertainty about which of several plausible responses is right, and the teleoperated-surgery comparison shows that a task outcome sitting "at ceiling" for both interfaces conceals large, measurable execution differences underneath — a reminder that safety and quality claims resting on outcome metrics alone can miss where the real risk or cost is being paid.
Steering, distilling, and specializing frozen manipulation policies without full retraining.
Co-optimizing morphology, sensing placement, and physical structure alongside control.
Whole-body traversal, reachability guarantees, and testing infrastructure for safe motion.
Learned dynamics, differentiable contact, and planner-guided value learning for control.
Structured, uncertainty-aware, and fast representations of 3D scenes from varied sensors.
Decentralized tracking and a novel motion-based signaling channel between robots.
Assistance datasets, dialogue management, surgical interfaces, and cross-sensor tactile transfer.
Generalist robot policies carry broad manipulation priors from large-scale data, but specializing them to a new task remains the deployment bottleneck. This requires eliciting task-specific behavior from limited demonstrations without degrading their broad capabilities. We introduce Proxy Policy Steering (PPS), an inference-time adaptation method that resolves this challenge by training two lightweight proxy policies whose calibrated velocity-space difference steers the frozen base sampler. A reference proxy models the frozen base's behavior on target-task observations, and a task proxy, initialized from the reference, captures how this behavior changes under task supervision. Their difference forms a calibrated velocity-space residual that steers the frozen base sampler at every denoising step. We identify the conditions under which this residual isolates the change induced by task supervision, and validate them empirically. Because the base is never directly modified, its broad capabilities remain available at inference, including behaviors such as recovery from failure that the demonstrations themselves do not exercise. Adaptation requires only forward velocity predictions from the base, making PPS lightweight to train and applicable even without access to the base's parameters. On 8 real-world and 4 simulation manipulation tasks, PPS lifts the state-of-the-art pi 0.5 base policy by 53% absolute success rate on average, with zero-to-one gains on tasks the base never solves, while preserving the base's broad capabilities. PPS outperforms LoRA fine-tuning, from-scratch specialists, residual policies, and prior inference-time steering methods.
Dexterous manipulation involves contact-rich and fine-grained interactions with the physical world, posing significant challenges for existing vision-language-action (VLA) models due to severe visual occlusions and complex contact dynamics. While recent works have incorporated tactile sensing into robotic manipulation, most approaches still rely on homogeneous multimodal fusion, lacking adaptive tactile integration and explicit modeling of physical dynamics. In this work, we present DeCAL, a physically-grounded dexterous vision-language-action model that unifies understanding, imagination and action generation for contact-rich dexterous manipulation. Built upon a Mixture-of-Transformers (MoT) architecture, DeCAL leverages specialized experts for each capability while enabling efficient information flow among them. To effectively leverage tactile information, we introduce Adaptive Visuo-Tactile Fusion that dynamically regulates tactile interactions via a contact-aware gating strategy. Furthermore, we propose Visuo-Tactile Latent Co-Imagination to jointly model visual and tactile dynamics, equipping the policy with implicit physical world knowledge. Experimental results show that DeCAL consistently achieves state-of-the-art performance across all tasks, attaining a 71% average success rate and an 83.4% progress success rate, while also demonstrating strong generalization to unseen scenarios. The website is available at https://aureleopku.github.io/DeCAL.
Object-centric manipulation policies improve generalization by modeling object motion instead of directly predicting robot actions. However, existing methods are often limited by representations which are either too simplistic to capture interaction dynamics or too dense to learn efficiently. We observe that many rigid relational manipulation tasks are governed by short interaction phases where the relative motion between task-relevant objects is tightly constrained. Based on this observation, we propose \textsc{Foci Policy}, an interaction-centric framework that achieves a two-fold abstraction: (1) temporally, by automatically extracting compact interaction segments from demonstrations;(2) spatially, by representing skills as relative $SE(3)$ motion between task-relevant objects, yielding invariance to scene configurations and robot embodiment. Experiments on RLBench, COLOSSEUM, and real-world tasks show that \textsc{Foci Policy} achieves strong performance with substantially less training data than prior object-centric and action-centric policies. These results suggest that modeling object-object interactions provides a simple and efficient inductive bias for rigid relational manipulation. Project page: \href{https://fitz0401.github.io/foci-page/}{fitz0401.github.io/foci-page/}.
An action chunk can span several stages of a manipulation task, yet a label for its first step describes only the current stage. We introduce Chunk-Aligned Semantic Distillation (CASD), which derives semantic targets for entire action chunks. An offline vision--language model segments demonstrations into described stages. Their occupancy within each action chunk determines a weighted semantic target, including transitions between stages. A CASD generator learns to predict this target from the current observation, robot state, and task instruction. We then freeze the generator and train a policy conditioned on its predictions. The semantic branch runs once per policy query, without online VLM calls or reasoning-trace decoding. Teacher matching on annotated LIBERO training episodes is above chance for both single-stage and boundary-crossing chunks. We evaluate three Fast-WAM variants and a DreamZero integration across four benchmarks, including distribution shifts on LIBERO-Plus. Compared with published references, IDM+CASD reaches 98.9\% versus 98.0\% average success on LIBERO, while Uncond falls below its reference. Joint+CASD reaches 93.0\% versus 90.6\% on RoboTwin 2.0, and DreamZero+CASD reaches a 47.9\% four-category MolmoSpaces manipulation average versus 40.7\%. Performance varies across backbone integrations.
Large language models (LLMs) have recently emerged as a promising tool for automating robot design from high-level specifications, yet they remain ineffective for robots operating under complex physical interactions. This limitation stems from the gap between language-based reasoning and the physical consequences of embodiment, often resulting in designs with low physical validity. In this work, we propose a multi-layered framework, AID-SR, that establishes a closed loop by translating simulator-observed physical states into structured feedback for the LLM designer. Combined with semantic critique, human feedback, and iterative refinement, the framework promotes the generation of physically feasible and functionally meaningful robot designs. We evaluate our approach on tendon-driven continuum robots across a benchmark of 14 tasks spanning reaching, grasping, locomotion, and manipulation. The proposed framework achieves 96.2% rate for passing the simulation feasibility check and by applying a common reinforcement learning training, 26.7% robots can successfully fulfill the corresponding task. We then fabricate three designed robots of AID-SR that successfully complete the task in real-world. These extensive experiments across simulation and real-world environments demonstrate and break the wall of utilizing the LLMs for automated design of continuum robots. The source code and experimental resources are publicly available at https://github.com/UNITES-Lab/AID-SR.
This paper presents a soft robotic drummer for accurate and efficient drum rolls. High-frequency drum rolls require the "multi-bounce technique," where a drumstick bounces multiple times with a single stroke. In robotic reproduction of this technique, the body's elasticity is key, while the fine motion during the stroke is also crucial for maximizing the potential of that elasticity. Therefore, we design two tricks: i) Tap-Pull (TP) trick to increase the number of rebounds by adding a pulling motion after impact; and ii) Micro-Pulse (MP) trick to keep the drumming volume by injecting small oscillations during the stroke. Due to the nonlinear complexity of soft embodiment, both tricks are efficiently tuned using Bayesian optimization in a data-driven manner for accomplishing the respective objectives quantified. We evaluated the optimized behaviors with soft and rigid end-effectors. As a result, the soft TP achieved the highest bounce count (12.25 per stroke) with uniform intervals. The soft MP suppressed the volume decay, yielding 6.8-times higher acoustic efficiency compared to the rigid MP. These results indicate that the proposed tricks with the combination of elasticity and optimization can make robots play excellent drum rolls.
Workspace analysis measures where a robot can place its end effector. For visually guided manipulation, reachability alone is insufficient: a kinematically reachable target may not be visible in the specific pose required to reach it. The robot must then redirect its sensing or move its body to acquire a view, turning a perception limitation into additional motion. Existing humanoids largely inherit this limitation when copying human form factors. We introduce the visible-reachable workspace (VRW), a design-stage measure that conditions visibility on feasible reaching configurations and extends it to concurrent visibility of spatially separated work regions. We apply VRW by building a 31-DoF humanoid with independently actuated RGB-D cameras. On the same robot, camera articulation increases visible-reachable coverage from 38% to 97%. With actuated camera layouts, a second camera raises pairwise coverage from 0.45 to 0.95, while a third changes it only to 0.97. In a controlled two-target reach-and-grasp benchmark, our dual-actuated design reduces mean completion time by 17% and mechanical energy by 19% relative to the same robot with its cameras fixed. Hardware experiments demonstrate simultaneous observation and manipulation of front/back and left/right target pairs without torso reorientation. The results suggest that reachability becomes a more informative design quantity for perception-driven humanoid manipulation when it is evaluated together with the sensing configurations that make the reachable space observable. We will open-source all software and the humanoid hardware design. Our website is https://generalroboticslab.com/DukeHumanoidv2
Soft robots offer safe and adaptive interaction with humans and unstructured environments through their inherent ability to deform and comply. Pneumatic actuators are one way to build soft robots. They are typically made from soft silicone materials and are especially effective for driving such systems, enabling smooth and adaptable motion. However, their compliant nature also makes them vulnerable to mechanical failures like punctures and tears, limiting practical deployment. To address this, we propose a puncture detection system for soft actuators using motion data from a single inertial measurement unit. Extracted features are used to train anomaly detectors for puncture detection and non-linear models to estimate severity. We also introduce a multi-chamber pneumatic soft bending actuator capable of diverse configurations via selective chamber inflation. Our algorithm identifies the punctured chamber and provides a severity score using a chamber perturbation scheme. Anomaly detectors are trained on normal operation data and detect damage through reconstruction errors, while severity is estimated by a separate model trained under slightly modified conditions. Finally, we demonstrate a failure recovery strategy to maintain actuation force post-failure. This approach enhances the reliability and safety of soft robotic systems through real-time, data-driven damage detection.
We study the problem of navigating cluttered indoor environments with a humanoid robot. Unlike conventional methods that model navigation as a 2D path planning problem, humanoid traversal in cluttered environments requires continuous geometry-aware whole-body adaptation, including coordinated arm placement, torso adjustment, and gait modulation for collision-free movement through complex 3D spaces. We introduce TANGO, the first whole-body vision-language navigation framework for language-conditioned humanoid traversal in cluttered environments. Given a natural-language instruction and egocentric RGB observations, TANGO directly predicts 29-DoF joint-space actions for downstream whole-body control. We train TANGO entirely in simulation by synthesizing diverse collision-free traversal behaviors via global path planning, kinematic whole-body motion generation, obstacle-aware motion editing, and RL-based tracking. This pipeline provides dynamically feasible action supervision for learning language-conditioned whole-body policies. In extensive simulation experiments, TANGO demonstrates state-of-the-art performance in vision-language navigation, while outperforming strong modular baselines in navigating challenging scenes requiring obstacle negotiation. Lastly, we deploy TANGO zero-shot on a Unitree G1 humanoid robot, and observe robust language-guided traversal in cluttered real-world scenes without training on any real-world navigation data.
Sampling-Based Model-Predictive Control (MPC) algorithms are a flexible class of controllers used for navigation on a wide range of robotic systems. Historically, such approaches have lacked hard safety guarantees, a shortcoming which we remedy in this work by computing guaranteed reachable-set overapproximations online with a fast, interval-based pipeline. We show that our method achieves similar performance to a state-of-the-art reachability-based planner without the need for the expensive pre-computation step, and can be scaled to systems that are infeasible using existing approaches. Finally, we demonstrate that our technique reduces safety violations by over 99% in a racing simulation and successfully controls a model racecar on real hardware experiments without crashes.
This paper presents a graph-based safe multi-agent reinforcement learning (MARL) framework for cooperative navigation with time-varying topology. To address the critical challenge of ensuring safety in environments with sensing constraints, a safety-decoupled mechanism is introduced through a Control Barrier-Like Function (CBLF) action screening layer. This mechanism bridges the gap between discrete LiDAR perception and continuous safety constraints, ensuring that physical safety constraints are strictly satisfied regardless of the learning progress. Building upon this safety foundation, a unified structural architecture is proposed, integrating a attention-based actor and a Graph Attention Network (GAT) centralized critic. The actor utilizes a value vector reconstruction mechanism that explicitly encodes relative geometric relations through a collaborative tracking error matrix, enabling scale-insensitive policy learning under time-varying communication topologies. Meanwhile, the GAT-based critic models evolving interaction structures for accurate global value estimation. The proposed framework is validated on real differential-drive robot platforms, and experimental results demonstrate superior stability and safety in dynamic scenarios with limited fields-of-view.
We present DCLP++, a local navigation frameworkthat uses footprint clearance as the geometric basis for studying relative motion features in dynamic environments. Each valid LiDAR return is mapped to its shortest Euclidean distance from the filled robot footprint before reciprocal encoding, replacing distance from the sensor with distance to the occupied body. Radial measurementsor simulated planar relative velocities provide short-horizon features without static-dynamic labels in the policy input. A preliminary study uses a rectangular robot with a speed limit of 1 m/s among 20 moving obstacles. On 100 fixed validation tasks, two selected training seeds yield mean success rates of 42% with sensor rangeand 70% with footprint clearance after 200,000 environment steps.Motion variants show mixed additional gains. These results supportthe clearance-based observation in the evaluated setting; reliable motion benefits and transfer across robots require further evaluation.
Ensuring the safety of autonomous driving is a critical challenge. Scenario-based testing is a systematic process used to validate Autonomous Driving Systems (ADSs), but it remains a fragmented modular pipeline in which scenario generation, retrieval, modification, ADS execution, and results analysis are performed by separate tools with little interaction. Large Language Model (LLM) agents have shown promise across ADS sub-systems such as perception, planning, and control. However, no prior work covers the whole scenario-based testing pipeline for ADSs with a unified LLM-agent framework. We present PlannerForge, an LLM-agent framework that extends all scenario-based testing stages (from Scenario Generation to ADS Assessment) and adds two further LLM-enhanced stages: ADS Enhancement and ADS Benchmarking. We evaluate PlannerForge with 10 off-the-shelf LLMs across all tasks (Generation, Selection, Modification, Module Routing, Planner Testing, and Enhancement) under 5 prompt conditions. Best-per-task scores range from 0.88 to 1.00, and open-source 20-35B backends match commercial APIs on most tasks. Open-source models such as Qwen3.6:35B match commercial APIs on three of the five tasks. Chaining the modules end-to-end retains 83% / 78% of seed queries (commercial / open). It outperforms Scenario Factory 2.0 (Finkeldei et al., 2025) on natural-language generation (193 vs. 144 executable of 200) and realises 92-96% of requested city, road and vehicle attributes. It outperforms BM25 (Robertson and Zaragoza, 2009) at rank 1 selection (92.0% vs. 67.5%) and From-Words-to-Collisions (Gao et al., 2025) on physically valid edits (>=94% vs. 31%). At N=400, cost-tuning lifts planner success from 50.4% to 70.2% and cuts collisions from 19.0% to 8.4%, without domain-specific fine-tuning.
Tensegrity robots offer lightweight, compliant mobility over challenging terrain but remain difficult to model and control due to complex contact-rich dynamics and partial observability. This work presents a model predictive path integral (MPPI) controller for a three-bar tensegrity robot driven by a learned graph neural network (GNN) dynamics model. This work first extends prior GNN-based models with a differentiable contact detection module. The extension allows the dynamics model to reason over non-horizontal planar terrains, obstacles, as well as self-collisions. Then, the learned dynamics model and the MPPI controller operate in a closed data-collection loop, iteratively improving model accuracy and control performance. This work further introduces a hybrid MPPI strategy that combines MPPI with turning motion primitives to improve maneuverability. Experiments are performed in MuJoCo across five navigation tasks, which include, wall obstacles, inclines, narrow corridors, low-clearance structures, and a composite 3D obstacle course. The experiments demonstrate that the hybrid MPPI controller operating over the learned GNN dynamics model improves predictive accuracy over a flat-ground baseline model and achieves superior navigation performance compared to $A^*$-based re-planning and MPPI-only variants. Results show that the contact-aware learned dynamics combined with the sampling-based model predictive control enable robust tensegrity navigation in complex, contact-rich environments.
Model-based reinforcement learning (MBRL) is a family of RL methods that learn a model of the environment and use it for action selection, making it well suited to robotics due to its sample efficiency. Combining learned models with online planning can further improve action selection, as the planner can exploit the model to find better actions than the learned policy alone. Recent methods combining learned policies with online planning typically learn the value of the policy rather than the stronger planner-guided behavior. We present CAST (Critic with Alternating State-value Target), which uses planner-guided behavior to improve value learning while regularizing the value estimate with the current policy. CAST replaces the action-value critic with a state-value critic, trained using a target that combines a real planner-guided transition and an imagined transition under the current policy. The resulting value function corresponds to an alternating process between planner-guided behavior and the current policy, allowing it to benefit from the stronger planner behavior while being regularised by the policy being learned. We evaluate CAST on the DeepMind Control and HumanoidBench Suites against several state-of-the-art methods, and demonstrate successful transfer to a physical Unitree Go2 quadruped performing a dynamic handstand.
Three properties determine whether a differentiable simulator can drive gradient-based optimization through contact: simulation accuracy, gradient reliability, and per-iteration cost. Tape-based engines such as MJX and Newton Semi-Implicit require timesteps small enough to keep contacts numerically tractable, and their backpropagation memory grows linearly with the number of timesteps T. Surrogate models bound memory by approximating contact away, but the resulting gradients lose the geometry the optimization depends on. We present Ostrich, a GPU-accelerated rigid-body simulator that resolves hard contacts and friction with non-smooth Newton iteration at large timesteps (h ~ 0.1 s), and differentiates the converged residual via the implicit function theorem, reusing the forward Schur complement to compute the adjoint at O(1) memory per timestep. On real-robot trajectories over a pallet obstacle, Ostrich holds MuJoCo's sim-to-real accuracy up to a 50x larger timestep. Its gradients converge from random initializations where MJX descends slowly and Newton Semi-Implicit stalls; a warm iteration runs 211x faster than MJX's and 4.7x faster than Semi-Implicit's. On the same scene Ostrich differentiates 8,192 parallel worlds on a single 24 GB GPU, sustaining 29x checkpointed MJX's optimization throughput; without checkpointing both baselines exhaust memory at far fewer worlds. We close with a gradient-based trajectory optimization demonstration over triangle-mesh terrain across a 10 s horizon, a setting where prior engines either restrict to primitive geometry or face the convergence and memory limits shown above.
Robotic construction offers the potential to use materials more efficiently and create complex geometries, but current methods rely on rigid, high-precision plans that cannot accommodate the tolerances, inaccuracies, and unexpected changes inherent in physical fabrication. In this work, we introduce a reinforcement learning approach that forgoes predefined plans entirely, instead generating construction sequences adaptively as the structure is built. Our method operates on graph-structured state representations and a mixed (parameterized) action space, requiring both discrete block selection and continuous placement parameters. Because the stability simulation of a structure is computationally heavy, we develop an efficient exploration strategy by incorporating unilateral edges into graph neural networks, extending soft actor-critic (SAC) to this hybrid setting. We evaluate our algorithm, HSAC, against the prior method hybrid-PPO (HPPO), demonstrating significantly higher asymptotic performance and good sample efficiency. We also demonstrate HSAC's robustness to hyperparameter choices and its exploration capability, handling up to 10 discrete actions without performance degradation. Finally, we validate our approach on a physical two-robot setup, successfully building a spanning arch with 3D-printed blocks in closed-loop execution, confirming that policies trained in simulation transfer to real hardware.
Exploration in reinforcement learning (RL) remains a fundamental challenge. Recent goal-conditioned RL strategies (which select goals to encourage broader state coverage) have shown promising results, but none scores a goal by novelty and reachability jointly: the two signals are traded off by hand, applied in sequence, or one is neglected outright. In this paper, we introduce a reachability-aware goal-selection framework that explicitly integrates these two aspects, and that can be seamlessly incorporated into any off-policy RL algorithm. To this aim, we propose SUccessor-to-Novelty (SUN), an indicator derived from successor value functions to identify goals that are both novel and reachable. We prove that SUN recovers count-based bonuses in the limit, bounds short-horizon hitting probabilities, and provably rejects unreachable goals. We further present an adaptive goal-selection strategy that leverages these properties, and an accurate yet lightweight pseudocount to avoid the overhead of classic methods. We back up all our claims with thorough benchmarks: SUN consistently outperforms state-of-the-art methods in standard and novel environments with unreachable or hard-to-reach states, irreversible transitions, obstacles, mazes, and unbounded spaces.
Autonomous 3D active mapping requires a space robot to choose where to sense while building the geometry needed for navigation. Learned occupancy completion extends spatial context beyond the current field of view, but one predicted map often serves two planning roles: it scores expected surface gain and constrains collision-free motion. Unsupported occupancy can therefore distort both where the robot looks and where it believes it can travel. We study this coupled interface in a controlled closed-loop benchmark by holding the active-mapping system fixed and varying only its planner-facing occupancy across observation-only, learned, oracle-corrected, and ground-truth conditions. Improving occupancy accuracy does not monotonically improve closed-loop coverage: across 25 starts, planning with ground-truth occupancy reaches 70% of the learned baseline's final coverage 12.7 steps earlier on average, while increasing final coverage by only 0.031. Guided by this diagnosis, we introduce an observation-gated filter that retains completion in insufficiently observed regions and suppresses predictions only after repeated frustum exposure without nearby RGB-D support. The filter improves both targeted failure-prone starts without retraining or ground truth. These results motivate online revision of planner-facing geometry during autonomous intervals between communication windows. The current study assumes benchmark RGB-D observations and sufficiently accurate pose estimates; planetary sensing conditions and accumulated localization drift remain to be evaluated.
Spherical observations provide global visual context for 3D scene understanding. However, visual information is encoded in an angular domain, whereas the physical world is represented in Cartesian coordinates. This cross-space representation gap complicates geometric correspondence and semantic evidence aggregation. To delve into this challenge, we introduce Spheriverse, comprising $64,400$ temporally aligned spherical image-LiDAR pairs organized into 644 sequences. The dataset spans diverse scenes, illumination, and weather conditions, with fine-grained semantic classes. We further establish benchmarks for semantic occupancy prediction, semantic mapping, and 3D object detection, evaluating 30+ methods through overall and scene-wise comparisons. For dense prediction, we propose SphereOcc, an occupancy framework that couples spherical geometry modeling with semantic evidence retrieval. Cartesian-Spherical Representation Remodeling (CSRR) incorporates spherical range-azimuth geometry into Cartesian voxel features through region-wise modulation. Spherical Evidence Re-querying (SER) then conditions queries on voxel content and range-height-azimuth geometry to adaptively retrieve relevant semantic evidence from source spherical image features. SphereOcc achieves 13.91% mIoU and 24.65% GeoIoU, outperforming the respective best-performing methods, TPVFormer and SurroundOcc, by 1.70 and 2.10 percentage points. It also ranks first in both metrics across all five scenes, with consistent advantages across the evaluated spatial partitions and reduced fields of view. The established benchmark and source code will be available at https://feit-feiteng.github.io/Spheriverse.
Language-guided robots need persistent scene memories to follow instructions, revisit objects, and resolve references to objects encountered over time. While much of language-guided scene-memory retrieval has emphasized spatial or relational references, many everyday object references specify objects by multiple persistent attributes, such as category, material, size, or surface appearance. We formalize this problem as attribute-compositional retrieval, where a fixed object-centric scene memory is queried with natural language to retrieve the object satisfying the requested attributes. To investigate this capability directly, we introduce a controlled evaluation protocol with fixed scene memories and attribute-defined targets, separating retrieval from perception and annotation ambiguities. We then propose FRAME, which turns language into query-relevant attribute weights, uses learned readouts to estimate per-attribute evidence from object embeddings, and ranks objects by aggregating this evidence according to the query. Across held-out scenes and object assets, FRAME outperforms representative scene-memory retrieval baselines while reducing post-decomposition object scoring to lightweight matrix-vector computation. These results position attribute-compositional retrieval as a complementary scene-memory capability for language-guided robots, showing that persistent object attributes can be exposed as composable evidence for accurate and efficient multi-attribute retrieval.
We present FIRE3D, a unified framework that takes a single RGB image or casual RGB video and transforms it into simulation-ready 3D scene assets for games and interactive applications in under a minute. At the core of FIRE3D is a feed-forward, end-to-end network that predicts a compositional scene representation from posed RGB-D observations estimated from the RGB capture, including the 6-DoF pose, bounding box, mesh, and texture for every object. By modeling the scene as a collection of discrete entities, FIRE3D produces amodally complete and simulation-ready environments where objects are physically decoupled and ready for interaction. Our framework requires no test-time optimization, runs orders of magnitude faster than prior interaction-ready methods, and provides object-level completeness beyond existing feed-forward 3D approaches. We demonstrate competitive or state-of-the-art results across pose accuracy, geometry completeness, and texture quality across various datasets while being orders of magnitudes faster. Project page: https://xiahongchi.github.io/Fire3D/
A simultaneous localization and mapping (SLAM) method using a monocular camera and a low-cost inertial measurement unit (IMU) sensor is an effective way to fulfill a low-cost sensor configuration. Using this sensor configuration, visual-inertial system (VINS) focuses on fusing data from a camera and an IMU sensor to estimate the six degrees-of-freedom (DOF) of the sensor pose. Typically, VINS uses only a single camera as visual input, which lead to problems such as error accumulation due to occlusion, various illumination, and textureless environments. In this paper, we propose a new multiple fisheye camera-based visual-inertial system called MFVINS. We present an IMU-aided FAST feature tracker for multiple cameras that enables efficient extraction and robust matching of local features. Then, the proposed method filters out outliers caused by fisheye distortion on the normalized image plane. Subsequently, a new reprojection error with physical validity constraints is proposed for bundle adjustment using learning-based depth estimation. The proposed method is applied to various scenarios, and its effectiveness is demonstrated by comparing previous VINS methods. In particular, MFVINS is implemented in real-time process to leverage the advantages of using multiple cameras -- robustness against occlusion and textureless regions -- while reducing the computational burden.
Autonomous navigation in unstructured environments requires robust scene understanding, yet Vision-Language Models (VLMs) often suffer from semantic ambiguity, where conflicting predictions can lead to dangerous failures. To address this, we present a novel pipeline for vision-based traversability estimation that explicitly models contextual uncertainty. Our approach utilizes Conceptual Anchoring to ground open-vocabulary VLM predictions onto a continuous physical traversability scale. By formulating the model's responses as a Gaussian Context Distribution (GCD), we derive both a dense traversability map and a dense uncertainty map based on the statistical properties of the distribution. Experimental validation on the real-world GOOSE dataset demonstrates that our proposed uncertainty metric effectively correlates with sources of ambiguity, such as visual artifacts and mixed terrain overlap. The method exhibits competitive performance while offering the distinct advantage of providing statistical uncertainty estimates to address semantic ambiguity, enabling safer and more reliable autonomous behavior in complex outdoor settings.
Maritime target tracking over large distances often requires multi-agent teams without centralized coordination, and intermittent communication. Each agent must maintain an independent estimate that can take advantage of opportunistic communications availability when possible. This can lead to overly confident local estimates in the absence of external data. In this work, we propose an augmentation to a classical particle filter implementation that accounts for this potential source of error by forcing particles to spread strategically in the absence of informative updates from other sensor nodes. We demonstrate our method using Unmanned Surface Vessels (USVs) on a lake, and show that our augmentations do not deteriorate nominal performance, and provide an advantage in some specific edge cases.
Messages from electronic devices are conventionally received as text, audio, or radio signals. But robots move with rich, articulate motion in the real world, opening up the possibility of transmitting messages through motion itself. In this paper, we consider the problem of motion-based communication, where we seek to modify a robot's movements so as to transmit messages detectable from remote sensing (e.g., video or motion capture), without degrading policy performance. We introduce a method for messaging through motion capable of encoding arbitrary message content over short payloads - such as an agent's current intent - as noise in any pre-trained policy's actions. This brings a new kind of robustness to robot communication: this 'physical' channel complements standard wireless communications channels but does not depend on them, requiring no extra hardware nor the establishment of a direct link to the robot. We systematically characterize the space of encoding schemes and derive design heuristics, then validate them across simulated environments and real-robot deployment; on real robots running at 50 Hz, four robots jointly recover an 8-bit message at an aggregate 0.67 bits/s.
An embodied assistant working beside a person must track task state, recognize help seeking, choose how to intervene, and produce an appropriate response. Existing procedural datasets richly describe individual execution, while interactive datasets capture remote verbal instruction or undifferentiated co-working. They do not jointly link a co-located helper's verbal and physical interventions to performer requests, task state, assistance triggers, and outcomes. We introduce DYAD (DYadic Assistance Dataset), a synchronized multimodal record of human-human assistance during gearbox assembly. Across 20 sessions, one trained helper follows a guidance-first policy while assisting HoloLens 2 wearers. DYAD links 528 task-step intervals and 611 performer requests with 851 valid assistance records spanning verbal and physical help. DYAD's annotations span the assistance process; three reference tasks evaluate selected components rather than an end-to-end system: causal step understanding, pre-onset mode anticipation, and instructor response generation. On 829 eligible mode events, the strongest four-seed RGB mean is 0.548 +/- 0.007 macro-F1; causal metadata reaches 0.624 and a privileged trigger mapping 0.915, revealing information not recovered from pre-onset RGB. DYAD's contribution is not scale, but a linked interaction structure spanning help seeking, intervention choice, execution, and outcome under egocentric and workspace sensing.
Input devices for robotic microsurgery are frequently described as preserving the surgeon's trained technique, but the claim is rarely measured. We compared manual and teleoperated intraocular instrument motion with the trocar constraint, the instrument, the eye model and the tracking source common to both conditions, so that the control interface was the only factor varied. Prior comparisons cannot hold the instrument fixed, because a robotic instrument is not the tool used manually. Sixteen participants performed a navigation task on a commercial ophthalmic simulator by hand and through a three-degree-of-freedom input device commanding a five-joint robot. Task outcome was equal but at ceiling: every participant acquired all five targets under both interfaces with no retinal or lens injury. Execution differed on every measure. Teleoperated trials took three times as long at a quarter of the median speed, covered less than half the angular working range, and were broken into 3.5 times as many separate movements. Completion time and movement fragmentation improved substantially across four trials of practice and had not plateaued; the measures set by the configured rate ceiling and joint limit changed the least. Finger activity doubled and pinch variability tripled, so reducing instrument degrees of freedom redistributed manual effort rather than reducing it. The interface preserves the outcome and reshapes the execution.
In multi-party human-robot interaction, a robot must continuously decide whom to address and what to say to participate effectively in the conversation. In real-world interactions, this is challenging because several behaviours may be plausible at the same time: a robot might continue a topic with one participant, involve another through a question, or address the whole group, with the appropriate choice depending on both whom it addresses and the interaction context. Current approaches remain limited in representing uncertainty when several behaviours are plausible and in structuring decisions into semantically meaningful intermediate steps that make robot decisions easier to interpret. Addressing these, we present HiBRIDGE, a hierarchical Bayesian neural network framework for group-robot dialogue management. Its Bayesian formulation enables uncertainty-aware prediction and robust learning from limited interaction data, while the hierarchical approach formulates behaviour selection as a structured, multi-stage decision process. We further use decision-tree surrogates to investigate whether this structure can support more interpretable explanations. Across three offline group-HRI datasets, our findings show that Bayesian formulations outperform their deterministic counterparts and several state-of-the-art baselines. Next, through an online study (N=20), we show that explanations derived from the hierarchical model are rated as more helpful for understanding robot behaviour and are preferred over those derived from the flat model. Finally, through our in-person study (N=12), we demonstrate the feasibility of HiBRIDGE for autonomous real-time group interaction, with both hierarchical and flat Bayesian variants positively perceived. Overall, HiBRIDGE combines strong predictive performance with a structured decision process that supports more interpretable explanations of robot behaviour.
Advances in tactile sensing have made contact-rich perception possible, accelerating progress in robotic manipulation, material understanding, and embodied interaction. However, because optical design, elastomer mechanics, and imaging geometry differ substantially across tactile sensors, models trained on known sensor types can suffer an abrupt performance collapse on unknown sensors. To address this problem, we propose the Brain-Inspired Few-Shot Tactile Adaptation (BIFTA) framework; it draws on the brain's rapid sensory adaptation mechanism to adapt a frozen encoder to an unknown tactile sensor from a small labeled support set. BIFTA preserves pretrained representations through dual-view statistical memory, constructs support-conditioned spectral graphs to repair sensor-dependent feature neighborhoods, and applies uncertainty-gated recurrent propagation to strengthen reliable cross-query evidence. Extensive benchmarks across three tactile datasets show that BIFTA substantially improves adaptation to unknown sensors: with only 10\% labeled target data on SITR, it raises mean Sparsh accuracy from 6.86\% for the frozen source classifier to 87.09\%, exceeding the strongest implemented prior comparison by 47.22 percentage points, and these gains generalize across datasets, pretrained backbones, and tactile tasks. These results validate BIFTA for data-efficient adaptation to unknown tactile sensors and offer a promising route toward tactile models that transfer across heterogeneous hardware.