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Actualités & Recherche

Affichage de 2491 sur 13597 articles

Grasp2Twist: Learning Bimanual Dexterous Jar Opening by Reinforcement Learning

arXiv

arXiv:2609.32064v1 Announce Type: new Abstract: This paper presents Grasp2Twist, a bimanual dexterous manipulation system that learns to grasp and twist open jar lids using reinforcement learning. Learning this task raises three challenges: learning a unified policy for a multi-stage task, sustaining lid twisting, and sim-to-real transfer. To address the first challenge, we introduce a continuous enclosure measure to guide grasp formation and a binary enclosure indicator to guide the grasp-to-twist transition for unified policy learning. We derive both from the geometric relationship between the object center and the convex hull formed by the hand's palm and fingertips. Kinematic constraints limit how far the hand can rotate the lid with fixed contacts, so sustained twisting requires finger contact reconfiguration. We use a three-stage curriculum to facilitate exploration of these contact changes and also improve robustness for sim-to-real transfer. With our approach, the learned polic

manipulationreinforcement-learning

Inertia-Corrected Newton Method For Generalized Nash Equilibria in Dynamic Games with Optimality Verification

arXiv

arXiv:2609.31929v1 Announce Type: new Abstract: Newton methods efficiently find Generalized Nash Equilibria (GNE) in dynamic games by solving for the KKT necessary conditions. These methods are fast and can support multi-agent Model Predictive Control (MPC) for highly dynamic robots. However, a small KKT residual alone does not certify that the returned solution satisfies the second-order sufficient conditions for a local GNE. In this paper, we propose an efficient numerical method to verify the second-order sufficient conditions (SOSC) for a local GNE. We connect the inertia of the agent KKT matrix with the positive definiteness of the reduced Hessian of the cost function, projected onto the null space of the constraints. Furthermore, we introduce an inertia-corrected update step that improves convergence to local GNEs by destabilizing strict saddle points with weak cross-agent coupling. Our main contribution is a fast Newton solver for Constrained Dynamic Games that provides efficien

control

HapticWorld: an Interactive World Simulator with Real-time Torque Feedback

arXiv

arXiv:2609.31924v1 Announce Type: new Abstract: Contact-rich manipulation depends on force sensing that is hard to infer from visual signals alone, both for collecting demonstrations and for training policies. Force-annotated data, however, remains hard to obtain at scale: real-robot collection ties every demonstration to physical hardware, physics simulators report contact forces that deviate systematically from real measurements, and learned world simulators, though scalable and realistic, are vision-only, so operators feel nothing during data collection and the data carries no force/torque (F/T) labels. We present HapticWorld, an interactive world simulator that predicts joint torque together with observations and renders it back to the operator in real time, closing the haptic loop between a human and a learned world model. Across three contact-rich tasks, torque feedback raises data collection throughput by 1.6 times on average. Policies trained on HapticWorld-generated demonstrat

manipulation

End-to-end QP-based policies: A unified perspective on robust control and robot learning

arXiv

arXiv:2609.31905v1 Announce Type: new Abstract: We present an end-to-end QP-based policy framework that enables systematic policy construction with minimal domain-specific design, while preserving the transparency and interpretability of model-based control. The proposed policy representation supports both domain-randomized model-based auto-tuning, where policy parameters are optimized over distributions of disturbances and model variations, and black-box policy construction, where the problem is formulated in terms of a (possibly) unknown model without requiring explicit notions of states, inputs, or the underlying system dynamics. We establish connections to existing policy representations and control paradigms, including robust control, multilayer perceptrons, and robot learning, and interpret our end-to-end QP policies as a common abstraction of these approaches. We validate the resulting framework in both simulation and hardware, demonstrating a broad range of applications spannin

control

GT-VLA: Target-Conditioned Trace Guidance for Generalizable Robotic Manipulation

arXiv

arXiv:2609.31904v1 Announce Type: new Abstract: Vision-Language-Action (VLA) models have shown strong performance on robotic manipulation, but they often struggle to generalize to unseen tasks, configurations, and long-horizon settings. A key challenge is that VLAs overfit to training scenes and fail to follow novel language instructions. Off-the-shelf vision-language models (VLMs) often provide stronger generalization, but cannot directly control robot actions. To combine the common sense of VLMs with VLA control, we propose Guided Trace VLA (GT-VLA), a steerable framework that accepts guidance from an external generalist VLM through trace-conditioned action generation. GT-VLA uses a generalist model to identify semantic guidance for the current skill, converts this guidance into a 2D visual trace, and conditions its action policy on the resulting trace-rendered observation. This design separates semantic target acquisition, trace generation, and low-level action execution, allowing h

manipulationcontrol

Differentiable Dynamics for Autonomous Micro-Mobility Navigation

arXiv

arXiv:2609.31885v1 Announce Type: new Abstract: Autonomous micro-mobility vehicles (MMVs) such as wheelchairs, scooters, and bicycles have the potential to improve mobility access and support safe low-speed transportation in pedestrian-shared spaces. Achieving MMV autonomy will require realistic, predictable MMV motion. However, many existing autonomous vehicle stacks rely on simplified kinematic models that fail to capture key MMV characteristics such as tire slip, friction, and wheel layouts, limiting realism and gradient-based optimization. In this paper, we explore differentiable formulations of dynamics models for autonomous micro-mobility systems. We first construct DiffKBM, a differentiable version of the kinematic bicycle model (KBM). Then, we introduce DiffGM3, a differentiable formulation of the General Micro-Mobility Model (GM3), a unified tire-based dynamics formulation for micro-mobility vehicles that supports a wide range of MMV configurations. DiffKBM and DiffGM3 enable

navigationautonomous

Efficient Bezier Velocity Optimization for Free-Floating Space Manipulators

arXiv

arXiv:2609.31880v1 Announce Type: new Abstract: We present FAVOR (Free-floating Arm Velocity Optimization with Recursive Sensitivities), a planner for collision-free reaching, tracking, and prescribed-time pre-grasp interception on an unactuated spacecraft. It optimizes Bezier joint-velocity curves with linear velocity, acceleration, and continuity constraints. Decision dimension is independent of rollout resolution. Analytical recursive sensitivities provide task and clearance gradients through the coupled base-arm motion. Parallel evaluation, caching, and incremental collision discovery reduce computation. With a seven-DoF arm and five simulated spacecraft models, FAVOR achieves 99.8% point-to-point success with 1.779 s mean computation, versus 62.9% and 50.270 s for an IK-initialized position-spline baseline. Means include failures and timeouts. FAVOR completes 30 of 36 tracking cases, versus 15 for single-step QP, and all 36 interception instances, versus 22 for the spline baseline

PHIRL: Aligning Learned Rewards with Task Progress for Inverse Reinforcement Learning

arXiv

arXiv:2609.31855v1 Announce Type: new Abstract: Human demonstrations provide dense policy-level information but sometimes lack local precision. Human feedback presents accurate local critiques, but offers sparse evaluations rather than direct policy guidance. We propose Progress-Heuristicized Inverse Reinforcement Learning (PHIRL), a data-efficient framework that learns robust reward functions by jointly leveraging demonstrations and feedback. Specifically, we use progress, a feedback modality that describes cumulative task completion. PHIRL iteratively infers a reward function from demonstrations via inverse reinforcement learning, calculates the learned rewards over the progress-annotated demonstrations, and aligns the rewards with progress annotations over four dimensions. We evaluate PHIRL on real and simulated robot tasks, with additional exploration using a fine-tuned vision-language model to provide progress feedback. Results demonstrate that PHIRL significantly outperforms the

reinforcement-learning

Humanoid Badminton: Learning Dynamic Racket Skills from Limited Human Motion Data

arXiv

arXiv:2609.31840v1 Announce Type: new Abstract: High-speed racket sports provide a demanding testbed for humanoid robots, requiring time-critical decisions, precise striking, and dynamic whole-body coordination. In badminton, fast-changing shuttle trajectories require timely contact decisions, while successful returns demand precise racket pose and velocity within a brief contact window and across a broad three-dimensional striking workspace. Human motion data provide valuable priors for such athletic skills, but usable badminton references are limited and imperfect. Direct tracking provides insufficient executable variation for diverse shuttle conditions, while purely task-driven optimization may produce unnatural motion. To address these challenges, we present a three-stage hierarchical reinforcement learning framework for dynamic humanoid badminton. First, task-randomized motion augmentation expands sparse annotated hitting events into executable target-conditioned stroke variations

humanoidreinforcement-learning

Path Planning with Motion Primitives in Dynamic Environments: SIPP on Lattices

arXiv

arXiv:2609.31803v1 Announce Type: new Abstract: Autonomous navigation in dynamic environments is a critical challenge, particularly when spaces are shared with other mobile agents whose future trajectories are known. While traditional grid-based planners efficiently find collision-free paths, their reliance on stop-and-turn mechanics over $2^k$-connected grids produces piecewise-linear trajectories that are kinodynamically highly sub-optimal for differentially constrained robots. In this paper, we present an adaptation of Safe Interval Path Planning (SIPP) that operates on state lattices, utilizing precomputed, kinodynamically smooth motion primitives. To efficiently handle dynamic environments, we rasterize the spatiotemporal swept volumes of moving obstacles directly onto the grid, treating grid cells as atomic units of space, whose resolution is typically dictated by inherent localization noise. We perform a comprehensive comparative analysis between our lattice-based approach and $

navigationautonomousplanning

Reduced Cartesian Kinetostatics for Tendon-Driven Continuum Robots: Residual-Stabilized Full-Shape Propagation

arXiv

arXiv:2609.31771v1 Announce Type: new Abstract: Many planning and control tasks for tendon-driven continuum robots (TDCRs) require the complete Cartesian backbone geometry. We present a reduced Cartesian framework for planar, axially compressible TDCRs that propagates equilibrium configurations along prescribed tendon-force and tendon-displacement trajectories. The backbone is represented by two global position fields. Following exact variation, a Taylor-Galerkin reduction condenses prescribed spatial properties and distributed loads into offline moment vectors, yielding analytic reduced residuals and Jacobians without online spatial quadrature or numerical differentiation. Analytical differentiation and residual correction yield first-order rate systems requiring one fixed-dimensional linear solve per rate evaluation after initial equilibrium alignment on a regular branch. Across four simulated cases covering variable tendon routing, nonuniform geometry, axial compression, and their c

planningcontrol

Robot Manipulation with GPT-6-Astra: Body Knowledge, Experience Reuse, Emergent Skills, and Sim2Real Transfer

arXiv

arXiv:2609.31770v1 Announce Type: new Abstract: General-purpose multimodal agents can write robot-control programs, but repeated exploration and model-mediated action selection can make execution slow. We study how external body knowledge, successful experience, and executable skills improve an XLeRobot controlled by GPT-6-Astra in a simulated and a physical elevator-button task. In 30 fixed-start simulation trials, complete robot geometry and camera information reduce mean completion time by 57.4% relative to a baseline with only the common control interface and no prior experience; images with synchronized action and state records reduce it by 68.6% without additional body assets. In nine paired comparisons (18 trials) at starts displaced by 10-100 cm, experience recorded at the original start reduces mean time by 58-63% relative to no experience, demonstrating generalization to the tested new starting positions. During experience experiments, GPT-6-Astra spontaneously generates a sh

manipulationcontrol

What Stops Recursive Self-Improvement in Robotics? Lessons from 123 Rounds of Agentic Skill Discovery

arXiv

arXiv:2609.31760v1 Announce Type: new Abstract: Can a robot improve itself the way coding agents now improve software? We built an agentic system to find out. It watches a robot fail, works out which capability is missing, writes new skills or finds and installs external models, tests every change in simulation, and repeats, with no human writing robot code. We ran it for 123 improvement rounds on household manipulation tasks. This report describes what we learned. The good news is that the agent can discover capabilities on its own: noticing that its targets were out of view, it asked for an active-viewing model, debugged it, and deployed a working search skill. The bad news is that its improvements did not add up. Changes kept passing their tests, yet the target task, putting condiments on the top shelf of a fridge, never succeeded. We found that the agent was rarely the bottleneck. Three things around it were. First, chained perception modules do not understand relations. Segmenters

manipulationperception

Gecko Robotics works with NVIDIA to add AI agent security and control

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Robonomics on the threshold: Economic autonomy, smart cities, and crypto wallets for humanoids

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