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Showing 3436 of 13847 articles

LIFD: Anchored Diffusion for 3D-Aware Scene Memory in Robotic Manipulation

arXiv

arXiv:2609.19796v1 Announce Type: new Abstract: Robotic manipulation under partial observability requires spatial information that extends beyond the current view. Geometry-aware RGB features describe visible structure, but previously observed regions may disappear as the robot or scene moves. Maintaining a useful scene representation therefore requires retaining observation history while inferring missing content without losing its connection to visible evidence. We introduce LIFD (Look, Imagine, Focus, and Do), a framework for persistent, 3D-aware scene memory. LIFD learns a scene-token representation from multi-view agreement and completes it from a single RGB view and recurrent memory. A rectified-flow model generates the tokens while Anchor-Guided Cross-Attention conditions completion on current geometric features. Compact slot features connect this representation to a manipulation policy. Multi-view and geometric supervision are used during representation learning; deployment req

manipulation

Decoupling Physical Speed from Path Parameterization in Singularity-Free Guiding Vector Fields

arXiv

arXiv:2609.19726v1 Announce Type: new Abstract: The existing singularity-free guiding vector field (SF-GVF) with an additional virtual coordinate can eliminate singular points (i.e., points where the vector field vanishes) inherent in conventional GVFs and guarantee global convergence of robot trajectories to closed and self-intersecting desired paths. However, the desired speed given by the GVF along the desired path in the original lower-dimensional space cannot be arbitrarily specified but depends on path parameterizations. One possible workaround is to partially normalize the physical projection of the SF-GVF and assign a user-designed speed. However, we show that this workaround may introduce new singularities since the normalization denominator can become zero. To address this issue, we propose a new SF-GVF with prescribed physical speed (PPS). The integral curves of the new SF-GVF converge exponentially to the desired path from any initial condition in the higher-dimensional spa

UniExo: Unified Multi-Skill Policies for Musculoskeletal Locomotion and Co-Adaptive Exoskeleton Control

arXiv

arXiv:2609.19690v1 Announce Type: new Abstract: Daily locomotion encompasses diverse activities and frequent transitions between them, yet most exoskeleton controllers are designed for a single activity or a narrow set of related movements. Changes in activity therefore typically require explicit mode switching and separately tuned or retrained controllers. Simulation-based learning reduces the need for hardware-based tuning but generally retains this limitation. Here we present UniExo, a framework that first constructs a multi-skill musculoskeletal human policy and then jointly trains an exoskeleton control policy with it. Four single-skill imitation experts for walking, turning, running and backward walking are distilled into a single network structured by a skill latent and subsequently fine-tuned through reinforcement learning on transition sequences. The resultant unified human policy achieves a mean tracking success rate of 94.7% on unseen clips of the four skills and exhibits gr

locomotionreinforcement-learningcontrol

LYRIC: Language-Driven Physics-Based Character Control for Contact-Rich Whole-Body Object Interaction

arXiv

arXiv:2609.19688v1 Announce Type: new Abstract: We present LYRIC, a generative flow-matching controller for language-driven physics-based contact-rich interaction control, that enables simulated characters to perform contact-rich whole-body object interactions from a free-form language instruction and a sparse terminal object goal. To obtain reliable expert trajectories from imperfect motion-capture references, a single tracking policy is trained using geometry-conditioned interaction rewards and relaxed reference tracking near hand-object contact. To guide interaction progress without prescribing a full-body kinematic reference, we factorize the controller into a task-level planner that predicts short-horizon object and humanoid-root trajectories, and an action generator that resolves whole-body motion and contacts in closed loop. After behavior cloning, we freeze the planner and post-tune the action generator on policy using the planner's predictions as stable supervision for interme

humanoidcontrol

Towards High-DoF Dexterous Manipulation through VLA Post-Training

arXiv

arXiv:2609.19666v1 Announce Type: new Abstract: Imitation-learned vision--language--action (VLA) foundation models acquire broad manipulation capabilities by scaling robot data across tasks and embodiments, but reliable deployment on a specific downstream task and hardware platform still requires post-training. Dexterous hands make this adaptation particularly difficult: their broad behavioural repertoire and high degree of freedom create a large and structured action space. Three obstacles are central: open-source VLAs do not natively provide an action interface for high-DoF hands; gesture mismatch during human-gated DAgger takeover creates command discontinuities and contaminates corrective trajectories; and reinforcement learning in the raw joint space is sample-inefficient. We present a unified four-step post-training pipeline comprising a learned temporal hand-action codec, supervised fine-tuning, DAgger, and real-world residual reinforcement learning. The codec adapts a pretraine

manipulationreinforcement-learning

Runtime Safety Filtering for Two-Terminal Hazards in Robotic Battery Recycling

arXiv

arXiv:2609.19665v1 Announce Type: new Abstract: Runtime safety filters for learned manipulation policies typically define unsafe states as unions of object-wise keep-out regions. This representation can be unnecessarily restrictive for hazards that depend on a joint spatial relation, such as battery recycling, where a conductive payload can short a charged cell only when it approaches both terminals simultaneously. We study runtime filtering for this two-terminal hazard in LIBERO using frozen OpenVLA policies. We factor a runtime filter into three design choices: the predicate structure, its geometric margin, and the fallback action applied when a commanded action is rejected. We compare a conjunctive predicate, a conventional two-site keep-out, and a composite of the two. For each predicate, we vary its margin to obtain a frontier between task success and residual hazard. We then compare four fallback strategies at matched operating points: holding, retreat, sampled search, and a cont

manipulation

ReShoot: Generative Visual Domain Randomization of Recorded Robot Demonstrations for Visuomotor Policy Learning

arXiv

arXiv:2609.19661v1 Announce Type: new Abstract: Imitation-learned robot policies are frequently overfit to the visual conditions present in their training demonstrations. Consequently, variations in object color or background appearance often induce substantial performance degradation. A common mitigation strategy is to acquire additional demonstrations in each novel visual context; however, this approach is resource-intensive, requiring repeated access to a robot, a controlled environment, and human operation for every appearance condition to be covered. We introduce ReShoot, a framework that synthesizes visual diversity by re-rendering previously recorded demonstrations under altered appearances, thereby shifting the burden from data collection to generation. A vision-language model captions the scene, edits a targeted attribute (e.g., background, object color, or material), and an edge-conditioned video generator re-renders both camera views to match. The instruction is updated acco

control

TacSushi: Tactile-Grounded World-Action Modeling for Dexterous Sushi Manipulation

arXiv

arXiv:2609.19613v1 Announce Type: new Abstract: Dexterous food manipulation requires control under deformation, occlusion, and uncertain contact. We present TacSushi, a tactile-grounded, Cosmos3-based world-action policy that learns from recorded future consequences while acting on current observations. The backbone encodes current RGB, language, and hand state, and feature-wise gated fusion incorporates fingertip tactile features into the action representation. During training, a decoder conditioned on demonstrated action chunks predicts logged future visual observations, task progress, relative contact risk, and tactile summaries; this decoder is removed at deployment. Failed trials provide consequence supervision, but their actions are excluded from imitation. We train TacSushi on 340 successful and 50 failed real-robot trials and compare six methods in 600 separate rollouts across three in-distribution tasks and two out-of-distribution ingredient variants. To assess food quality be

manipulationcontrol

WorldContact: A Contact-Centric World Model for Scalable Robot Learning

arXiv

arXiv:2609.19600v1 Announce Type: new Abstract: Adapting robots to new objects and tasks requires interaction experience that can be costly to obtain. We present WorldContact, a contact-centric world model for deformable-object manipulation, constructed from a limited set of high-quality trajectories to generate additional training data efficiently. It predicts object dynamics using larger time steps than the source numerical simulator, which requires small integration steps to resolve rapid motion and prevent interpenetration. We evaluate WorldContact across 16 shopping-bag manipulation tasks. State-rollout measurements on a single H100 GPU show a $10\times$ speedup over the source simulator, excluding rendering and disk I/O. We use the generated data to fine-tune an existing vision-language-action policy and deploy it directly on a real robot. In bag lifting, the same policy achieves 65% single-attempt success when fine-tuned on source simulation data alone, compared with 95% when fi

manipulation

Quantifying Mechanical Intelligence in Legged Robots with Information Theory

arXiv

arXiv:2609.19588v1 Announce Type: new Abstract: Mechanical intelligence, loosely defined as the reduction in control burden afforded by a robot's physical form, has become a prominent concept in robotics, with instantiations in bioinspired robotics, soft robotics, robotic swarms, and many other areas. However, rigorous theoretical understanding and quantitative measures of mechanical intelligence have lagged behind the engineering systems that the community has developed. In this work, using modern legged robots as a benchmark and exemplar, we propose several information-theoretic metrics for quantifying mechanical intelligence. By viewing body dynamics as both a computational process and a communication channel, we show that several prior insights in legged-robot engineering can be described using information theory, and we quantify how bits are processed by mechanical modes and across robot coordinates. Specifically, we examine the trade-off between explicitly incorporating complianc

swarmcontrol

OmniCalib: Target-Free, Task-Structured Self-Calibration for Humanoid Robots

arXiv

arXiv:2609.19582v1 Announce Type: new Abstract: Assembly, wear, and component replacement perturb the sensor extrinsics and joint zeros encoded by a humanoid CAD model. Existing procedures calibrate one sensor pair or require external fiducials. Using only robot-native motion and onboard sensing, we present OmniCalib, a target-free workflow that calibrates the full upper limbs---all 14 arm joint zeros and the extrinsics of both wrist and chest cameras---as well as lower limbs and the multi-camera head rig. Each module matches a robot-native task to a parameter block, checks observability, and writes only supported corrections to the CAD model. Our depth ICP method recovers all 14 arm joint zeros and calibrates all RGB-D camera extrinsics without any calibration target. Relative to CAD, the estimated extrinsic corrections are 10.56 mm and 1.74 degrees for the left wrist, 6.33 mm and 1.25 degrees for the right wrist, and 9.81 mm and 0.929 degrees for the chest RGB-D camera. ICP point-to-

humanoid

Recovering Aggressively Pruned Vision-Language-Action Models with Offline Hidden-State Distillation

arXiv

arXiv:2609.19579v1 Announce Type: new Abstract: Vision-language-action (VLA) models let robots follow language instructions, but their language backbones of several billion parameters are the main obstacle to running them on robot hardware. Structured pruning reduces that backbone, and removing 63% of it from OpenVLA-OFT drops LIBERO-Long success from 93.2% to 0.8%. A recent approach restores such a model with supervised fine-tuning followed by reinforcement learning, which needs online rollouts and hundreds of GPU-hours. We recover most of the lost success entirely offline. Width pruning narrows the blocks but keeps the residual stream at its original size, so teacher and student hidden states have the same shape and are matched directly, without a projector. Training against a cache built in one teacher pass lifts the 63%-reduced student to within 3.5 points of the teacher in about 8 GPU-hours. A sweep over nine ratios locates where the recovery objective starts to matter. Up to 45%

reinforcement-learning

Tele-Traversability: Rethinking Traversability for Teleoperated Ground Robots in Terrain Navigation

arXiv

arXiv:2609.19577v1 Announce Type: new Abstract: Teleoperation, a human-in-the-loop control scheme, allows a human operator to remotely command and guide a mobile robot to navigate in off-road environments, yet fluent and user-friendly tele-navigation requires an alignment of traversability evaluation between human and robot. In the teleoperation system, the human operator typically utilizes off-site incomplete and delayed feedback via a human-machine interface to make a judgment of traversability, while the robot makes such an evaluation based on in situ onboard sensory information, which could cause divergent traversability estimation and thus generate mismatched decisions and actions. Existing approaches for traversability modeling, estimation, and prediction are mainly derived from the view of robots, i.e., robot-centric, and are practically suitable for fully autonomous mobile robots, but neglect the influence of human operators. To address this problem, this paper extends the conc

navigationautonomouscontrol

Navigate or Relocate? Planning Among Movable Obstacles in Unknown Environments

arXiv

arXiv:2609.19541v1 Announce Type: new Abstract: Conventional robot planning methods seek collision-free paths to a goal but fail when all paths are blocked. In these cases, the robot must determine which objects to relocate, in what order, and where to place them to clear a path---a problem known as Navigation Among Movable Obstacles (NAMO). Most NAMO planners assume a known environment, while existing approaches for unknown environments typically reason locally about relocations and cannot plan interdependent relocation sequences. We consider NAMO in unknown environments revealed through onboard sensing, where the robot must decide whether a blocked route requires relocation or a feasible path may exist through unexplored space. We propose an online framework that addresses this ambiguity by selecting between navigation and relocation using shortest paths that treat discovered movable objects as obstacles or as removable. Navigation relies on existing motion planners, while relocation

navigationplanning

SLAMSqueezeBench: Comparing SLAM Systems under Resource Constraints

arXiv

arXiv:2609.19533v1 Announce Type: new Abstract: Simultaneous localization and mapping (SLAM) is one of the services running on an autonomous robot. It is typically run to assist other tasks such as planning, manipulation, etc. All these tasks are run on edge hardware and are subject to severe resource constraints. However, most SLAM systems are built and tested in isolation, and their performance is reported as if they are the only task running on a system. We observe that existing benchmarks lack a common mechanism for comparing SLAM systems under realistic resource constraints. To address this limitation, we have developed SLAMSqueezeBench, a framework that allows testing of SLAM systems under realistic workloads on edge hardware. It does so by imposing constraints on compute and memory resources available for the SLAM system during execution. It also simulates realistic camera frame acquisition with frame drops when a finite buffer is full. Using SLAMSqueezeBench, we compare nine SL

manipulationslamautonomousplanning

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