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Mostrando 2566 de 13789 artículos

Do Not Cut When Uncertain: Rejectable and Calibrated Decision Heads for VLA Policies in Robotic Harvesting

arXiv

arXiv:2609.35039v1 Announce Type: new Abstract: Vision-Language-Action (VLA) policies trained with behavior cloning or flow matching are optimized to output an action trajectory, but they cannot express "I don't know" or "I should not act." In robotic harvesting, occlusion makes single-frame decisions fundamentally ambiguous: identical pixels can correspond either to a cuttable stem or to no stem at all. Existing VLAs are forced to commit, leading to high-confidence errors with irreversible consequences. We argue that the failure mode of a VLA is determined not by backbone scale but by its output interface. We propose Rejectable and Calibrated Decision Heads (RCDH), a typed, rejectable, and calibrated output interface that can be attached to a frozen VLA backbone without retraining or new features. RCDH introduces (i) a decision schema with explicit rejection and ordered, conditional decomposition, and (ii) a calibration procedure for risk-aware abstention. We evaluate RCDH on a roboti

Learning to Act under Visual Interruptions with Vision-Language-Action Models

arXiv

arXiv:2609.35003v1 Announce Type: new Abstract: Vision-language-action (VLA) models have demonstrated strong capabilities in robotic manipulation, but they are typically developed and evaluated with all camera streams available throughout task execution. When a camera stops delivering frames during task execution, the policy must continue acting without access to subsequent observations from the missing view. Despite its practical importance, how such interruptions affect closed-loop manipulation remains insufficiently understood. To investigate this problem, we introduce MAIL-Bench, a benchmark that evaluates visual interruptions with VLA models. By interrupting different cameras at multiple stages of each policy's successful reference trajectory, MAIL-Bench measures how well policies retain their capabilities when visual inputs become unavailable. Building on this benchmark, we propose MINT, which first trains VLA policies to remain functional under missing visual inputs. At inferenc

manipulation

Graph-Based Simultaneous Path and Foothold Planning for Multi-Limbed Intra-Vehicular Robots in Space Stations

arXiv

arXiv:2609.35000v1 Announce Type: new Abstract: Robot-aided operations in space stations are essential for reducing the workload of astronauts and improving the efficiency of on-orbit activities. Multi-limbed intra-vehicular robots (MLIVRs) equipped with grappling end-effectors have emerged as a promising solution, as they can securely grasp pre-existing interfaces, such as handrails and seat tracks, thereby enabling stable locomotion and forceful manipulation in microgravity environments. Since graspable locations on these interfaces are spatially limited and discretely distributed, motion planning for MLIVRs must be addressed jointly with foothold planning. This paper presents a simultaneous path and foothold planning framework based on graph theory for MLIVRs. The proposed method efficiently searches for feasible stance sequences for a multi-limbed robot while satisfying manipulability constraints. The effectiveness of the proposed framework is validated through simulations in a 3D

locomotionmanipulationplanning

Don't Throw Away the Tail: Action Upcycling for Policy Acceleration

arXiv

arXiv:2609.34911v1 Announce Type: new Abstract: Modern robot policies predict a chunk of future actions from a single observation, execute only a prefix, and discard the rest before replanning. Choosing the length of this prefix, the execution horizon, poses a trade-off between reactivity and efficiency. A short horizon keeps the policy reactive to the environment, but requires frequent policy calls. Recent test-time methods adaptively select the horizon for each chunk, but they either read model internals, where the signal must be chosen for each architecture, or draw extra samples, which adds cost. We propose *Action Upcycling*, a training-free algorithm that reuses actions the policy would otherwise discard, without accessing model internals or drawing extra samples. We find that discarded actions stay close to their replanned versions as long as the action velocity remains smooth. Action Upcycling therefore extends the execution horizon up to the point where the velocity begins to

planning

AGRO-SUVIDE: Agentic Robotics for Surgical Viscoelastic Debridement

arXiv

arXiv:2609.34823v1 Announce Type: new Abstract: Augmented dexterity has the potential to reduce the fatigue experienced by surgeons during repetitive surgical tasks. In this paper, we propose the first AGentic RObotics framework for SUrgical VIscoelastic DEbridement (AGRO-SUVIDE), the repeated removal of small fragments attached to a viscoelastic substrate. Leveraging the self-improving and coding capability of agents, AGRO-SUVIDE adopts a modular framework. Specifically, the demonstration analysis module automatically identifies recurring skills from a single expert demonstration, using both visual and kinematic information. The construction module then builds each skill, either as a procedural model-based skill the agent codes against a scaffolded library or as a model-free policy-based skill. At runtime, the monitoring module composes the skills into a loop-style graph sized to the number of fragments it observes, then verifies pre- and post-conditions of each skill to decide whethe

surgical

CoHuB: A Simulation Benchmark for Multi-Humanoid Collaboration

arXiv

arXiv:2609.34782v1 Announce Type: new Abstract: Many physical tasks in human environments require collaboration, from assisting a partner to jointly manipulating an object. Yet, existing humanoid benchmarks largely focus on single-humanoid skills and lack evaluation of multi-humanoid collaboration under egocentric visual observations. We introduce CoHuB (Collaborative Multi-Humanoid Benchmark), a simulation benchmark for multi-humanoid collaboration under egocentric visual observations. CoHuB provides 10 tasks, eight with two humanoids and two with three humanoids, spanning diverse collaboration patterns. We also provide synchronized demonstrations collected through a multi-operator VR teleoperation pipeline, in which each operator controls one humanoid from its egocentric view. Experiments with representative visuomotor policies reveal substantial challenges across different forms of coordinated perception and control. CoHuB provides a foundation for developing and evaluating multi-hu

humanoidcontrolperception

Simulation for Planetary Robotic Perception and Autonomy: A Concise Survey of Recent Capabilities and Gaps

arXiv

arXiv:2609.34743v1 Announce Type: new Abstract: Planetary robotics is an important enabler of scientific exploration in environments where direct human-in-the-loop operation is costly, hazardous, or infeasible. However, developing and validating planetary robotic systems remains difficult because representative field testing is expensive, limited, and often unrepeatable under mission-relevant conditions. In this setting, simulation serves as a central tool for perception and autonomy research, synthetic data generation, system integration, and pre-deployment evaluation. Despite its importance, the literature on planetary robotics simulation remains dispersed across different simulation engines, implementations, and application settings. This paper surveys simulation works for planetary robotic perception and autonomy across four practical axes: Openness and Availability, Scenario and Platform Coverage, Sensor and Perception Support, and Environmental and Operational Realism. The survey

perception

DexWeave: Learning Dexterous Humanoid Loco-Manipulation from Human Demonstrations

arXiv

arXiv:2609.34724v1 Announce Type: new Abstract: Learning dexterous humanoid loco-manipulation from human demonstrations requires transferring not only human motion, but also the coordinated interaction structure underlying the demonstrated behavior. This is challenging because embodiment differences distort the coupling among body motion, wrist placement, finger articulation, and object interaction, while kinematically accurate references may still be difficult to realize under robot dynamics. We present DexWeave, a unified framework that connects interaction-consistent motion retargeting with anatomy-aware whole-body policy learning. DexWeave first employs a two-stage retargeting procedure that initializes body and hand motions with specialized solvers and subsequently performs coupled refinement over the upper-body interaction chain while preserving lower-body support. The resulting references are tracked by an anatomy-aware Transformer policy that represents anatomical regions as st

humanoidmanipulation

SOR-Nav: Search or Relocate? Context-Gated Exploration and Cross-Region Relocation for Object Navigation

arXiv

arXiv:2609.34707v1 Announce Type: new Abstract: Object navigation requires an embodied agent to find an object in an unseen environment under partial observability and a limited motion budget. Existing methods primarily optimize where the robot should go next by ranking candidate destinations. In contrast to these methods, we present SOR-Nav, a hierarchical navigation system that explicitly arbitrates between continuing to explore the current context and abandoning it for a more promising reachable region. First, an autonomous semantic exploration system is built that accumulates persistent 3D object clusters and organizes reachable frontiers into a cluster decision graph to provide an efficient search abstraction. Then, SOR-Nav uses a context-gated LLM-driven object-search supervisor to evaluate the suitability of the current search context and decide whether to continue exploration or perform cross-region relocation to another reachable frontier cluster. Across the complete, unfilter

navigationautonomous

MarsLab: A Martian Rover Simulator for Planetary Rover Autonomous Navigation

arXiv

arXiv:2609.34702v1 Announce Type: new Abstract: Future Mars missions will require rover autonomy that can operate across unstructured terrain, changing illumination, atmospheric dust, and limited communication. Simulation is a practical way to study these conditions before deployment, but existing Mars-relevant resources differ in scope, including mission-oriented simulators, fixed analog datasets, task-specific environments, and open robotics interfaces. In this context, we present MarsLab, an open-source, ROS2-native Mars rover simulator for autonomy and navigation algorithm development. MarsLab combines HiRISE-derived and procedural terrain with customizable rock, crater, solar-illumination, and atmospheric-dust settings, and runs a Perseverance-class rover model in NVIDIA Isaac Sim. The runtime publishes RGB, depth, RGB-D point clouds, LiDAR, IMU, wheel odometry, and Ground Truth (GT) pose data through standard ROS2 topics. We demonstrate MarsLab with Simultaneous Localization and

navigationautonomous

Sufficiency of Zeroth-Order Reward Shaping for Policy Gradient in Stabilization Control

arXiv

arXiv:2609.34695v1 Announce Type: new Abstract: Reward shaping is fundamental to modern robotic control with deep reinforcement learning (RL), yet practitioners still rely heavily on heuristic principles borrowed from classical optimal control and trajectory optimization. Existing methods rarely distinguish reward terms that are intrinsic to the control objective from numerical regularizers, leading to brittle hyperparameter tuning. To determine which quantities a reward must contain, we study the stabilization control problem with a focus on zeroth-order (configuration) and first-order (velocity) information. We theoretically and empirically demonstrate that policy gradient methods can successfully solve stabilization tasks without first-order reward terms, adding such terms can instead introduce severe sensitivity as their scale grows. Conversely, our findings confirm that reward functions must be zeroth-order complete over goal-relevant coordinates, while the first-order state remai

reinforcement-learningcontrol

Natural State-Prediction Accuracy can Hide Weak Controlled Responsiveness in VLA Readouts

arXiv

arXiv:2609.34684v1 Announce Type: new Abstract: Accurately decoding object states from the internal representations of vision-language-action (VLA) models does not establish that the predictions respond faithfully to changes in the target physical state. In natural observations, object state, robot configuration, occlusion, and task progress vary together, allowing contextual cues to contribute to prediction. In this paper, we introduce an evaluation framework that separates prediction accuracy, target-state responsiveness, and context stability using physically validated observations that cross target coordinates with robot contexts. We demonstrate that high natural-trajectory accuracy can coexist with weak controlled target-state responsiveness in fixed representation-readout pairs. Comparisons and interventions involving representations, readouts, and training data show that the three properties provide distinct diagnostic information. Furthermore, adding responsiveness and context

control

HOI-Retarget: Contact-Centric Retargeting for Human-Object Interaction

arXiv

arXiv:2609.34674v1 Announce Type: new Abstract: Learning from demonstration (LfD) has enabled humanoid robots to acquire diverse whole-body skills, but extending this paradigm to human-object interaction (HOI) is limited by the availability of robot-compatible interaction references. We present HOI-Retarget, a contact-centric retargeting method that transfers HOI onto a humanoid robot for large-scale motion-data generation. Its windowed trajectory optimization uses every labeled contact as a target in the object frame, balancing body tracking, foot support and smoothness under the robot's kinematic limits. The method can augment a single demonstration across object sizes, absorb contacts reconstructed from monocular video, and extend to several robots manipulating one object. We publicly release the code and the retargeted motion dataset.

humanoid

On the Numerical Reliability of Differentiable Physics-Based Optimization for Robotic Material Manipulation

arXiv

arXiv:2609.34666v1 Announce Type: new Abstract: Differentiable physics is increasingly used in robotic material manipulation for system identification, trajectory or skill optimization, demonstration generation, and robot or end-effector design. These applications depend on gradients propagated through long, contact-rich simulation rollouts. We study the numerical reliability of those gradients using two Material Point Method (MPM) system-identification benchmarks derived from elastoplastic and granular manipulation. The benchmarks provide controlled cases for three effects that also arise in broader differentiable physics-based optimization. GPU many-to-one sums whose order depends on thread scheduling changed long-horizon gradients and reversed the sign of one parameter gradient relative to a deterministic reference. Finite-difference checks became less reliable for longer rollouts because repeated-run loss variation grew much faster than the loss change produced by the tested parame

manipulationcontrol

Aerial GRIPPER: A Gradient-based Real-time Inverse-game Predictor and Planner

arXiv

arXiv:2609.34594v1 Announce Type: new Abstract: Accurate capture of non-cooperative targets is critical. In an attempt to tackle this intractable challenge, an aerial gripper system integrated with a Gradient-based Real-time Inverse-game Predictor and PlannER (GRIPPER) framework is proposed. The interaction is formulated as a general-sum pursuit-evasion game under incomplete information. Specifically, underlying cost parameters of the target are inferred online, and the open-loop Nash equilibrium (OLNE) strategy is iteratively refined within a receding-horizon loop. To ensure high-frequency execution, a computationally friendly gradient-based inverse-game solver is developed. Without explicit computation of the Hessian inverse, the optimized solution is updated (> 50 Hz) based on implicit differentiation and fast Hessian-vector products. Meanwhile, an anti-disturbance controller is developed to overcome disturbances of uncertain payload and gripper actuation, enabling precise tracking

control

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