跳到正文
研踪PaperTrail

YOUR RESEARCH, IN SIGHT

让下一篇重要论文,不再错过。

覆盖计算机全学科,以 AI 为快捷入口。关注方向、作者和关键词,把发现变成持续的研究积累。

部分采集异常
正在读取账号与研究记录…

全站更新概况

+1072新增论文
+845其中 AI 相关
+94已有论文修订
+100新增 AI 导读

arXiv 最近完成扫描:2026-11-09 14:26 · 全站最近入库:2026-11-09 13:22各信源进度 →

统计口径与数据新鲜度

统计 2026-11-08 14:50 — 2026-11-09 14:50(北京时间) · 点击数字查看对应简报;AI 相关包含在新增论文内。

最近完成检查:2026-11-09 14:26最近发现新增版本:2026-11-09 13:22库内论文最新更新时间:2026-11-07 02:59

每分钟刷新已保存的数据。空检查不代表采集异常;新收录可能包含历史论文。AI 导读按新增版本计数。

18,172 已收录论文15,506 AI 相关4,527 有修订112 HF 社区发现

浏览论文库

时间范围跟随排序:版本更新、本站收录或首次发表。最新收录可能包含历史论文。部分信源异常,查看状态 →

找到 5 篇论文 · 按版本更新时间排序上轮扫描起点 2026-11-09 14:25(北京时间)
新论文 · v1arXiv:2611.08857

STRIDE: Learning Humanoid Locomotion in Minutes with Acceleration-Based Rewards

Nico Bohlinger, Jan Peters

原文摘要

Learning locomotion directly on a humanoid robot is a promising direction to avoid the sim-to-real gap. However, locomotion rewards in Reinforcement Learning (RL) typically track the base velocity, which cannot be measured onboard without an external motion capture system or well-calibrated state estimator. This is why we introduce \method{}, which learns humanoid locomotion from minutes of samples with a reward that only requires the onboard Inertial Measurement Unit (IMU). Instead of tracking the base velocity, STRIDE rewards the robot for following a commanded acceleration profile. To learn efficiently from this reward, we use the off-policy RL algorithm XQC and combine a high gain setting for the joint position controllers with left-right symmetry augmentation. In simulation, STRIDE learns to walk on the Unitree G1 and Booster T1 humanoids within 14 minutes of samples. Compared to learning without these two components, it reduces the falls during training by 81%, while without them the robot learns only in over an hour.

cs.RO · cs.LG

版本更新 · v2arXiv:2606.02194

Coherent Off-Policy Improvement of Large Behavior Models with Learned Rewards

Christian Scherer, Joe Watson, Theo Gruner, Daniel Palenicek, Ingmar Posner, Jan Peters

原文摘要

Distilling expert demonstration data into large generative models using behavioral cloning is a scalable approach to learning capable policies for robotic control, particularly for dexterous manipulation. Reinforcement learning (RL) can be used as a means to finetune these policies further using additional experience. An open question is whether RL is more sample-efficient than collecting more expert demonstrations. Prior work has finetuned large pretrained policies in a scalable fashion by applying RL to a smaller residual policy that corrects the pretrained model. However, for typical sparse reward tasks, RL algorithms can struggle to optimize the behavior in a sample-efficient manner. We explore inverse reinforcement learning, where a dense reward function is learned from expert demonstrations, potentially reducing the challenge of RL finetuning. We specifically consider coherent imitation learning, an IRL method that facilitates improvement of the BC policy by using a specific learned reward formulation with theoretical guarantees for imitation learning. We show that our IRL method maintains or improves the performance of pi-0.5 on all six sparse manipulation tasks and achieves a $\geq 90\%$ success rate on five out of six complex manipulation tasks, outperforming RL-based baselines using sparse rewards. We also demonstrate real-world learning on a robot manipulation task, finetuning pi-0.5 to success with less than 30 minutes of environment interaction time. By ensuring our initial pretrained finetuning policy is optimal for our initial reward and critic, our method circumvents the initial drop commonly seen in RL finetuning and enables faster improvement.

cs.LG

新论文 · v1arXiv:2611.04534

A Universal Raw-IQ Radar Encoder for Cross-Sensor Human Sensing

Jonas Leo Mueller, Dario Zanca, Sebastian Hoefler, Jan Petermann, Thomas Altstidl, Naga Venkata Sai Jitin Jami, Emmanuelle Salin, Bjoern M. Eskofier

原文摘要

Radar-based human sensing typically relies on end-to-end task-specific models trained on hand-chosen signal projections, which generalize poorly across unseen users, tasks, and hardware. We argue that the dominant signal processing choice, the micro-Doppler spectrogram, is a poor starting point for transfer because it keeps the Doppler axis, which carrier frequency rescales, and discards the angular axis, which carrier frequency leaves unchanged. We instead pretrain a convolutional beta-VAE without labels on clutter-removed raw radar measurements from four platforms spanning 60 and 77 GHz and 4 to 12 virtual antennas, aligned by a unified spectral interpolation grid. For every downstream benchmark the encoder stays frozen, and only a small supervised temporal classifier is trained on its embeddings. We compare against supervised models trained end to end on each benchmark and a pretrained radar foundation model across ten settings covering activity, gesture, sign-language, and gait recognition. When the test users and the radar are seen during training, our encoder is best on all five benchmarks. For users never seen in training, it leads on three of four benchmarks, by 4.8 to 23.2 points. On subject-disjoint gait recognition, it is best for each of the four held-out subjects and 8.3 points above the strongest baseline on average, even though its pretraining excluded every recording of this radar. Excluding the test radar from pretraining costs at most 5.3 points on any benchmark. Code is available at https://github.com/jonasmueler/UniversalRadarEncoder_WACV.

cs.CV · cs.LG

版本更新 · v2arXiv:2505.13231

Investigating Active Sampling for Hardness Classification with Vision-Based Tactile Sensors

Junyi Chen, Frederik Heller, Mario Gómez Andreu, Boris Belousov, Tim Schneider, Lisa P. Y. Lin, Katja Doerschner, Knut Drewing 等 10 位作者

原文摘要

Hardness is one of the most important object properties that humans and robots perceive through touch. This paper investigates active sampling strategies for sample-efficient hardness classification with vision-based tactile sensors (VBTS), using information-theoretic measures of model uncertainty. We evaluated three probabilistic classifier models and two active sampling strategies and a random sampling baseline on a hardness classification task, with our own dataset of VBTS samples collected by a robot and a previously published dataset. In addition, we conducted a human study on the hardness classification task with the same objects as our dataset. Our findings indicate that the active sampling approaches, driven by variance and entropy as measures of model uncertainty, perform best with accuracy reaching 90%, compared to human accuracy of 48%, demonstrating the effectiveness of using VBTS for hardness classification. More information can be found at: https://fheller1.github.io/ActiveHardness

cs.RO · cs.LG

新论文 · v1arXiv:2610.36452

Whole-Body Humanoid Control via Stochastic Motion Tokenization

Michael Drolet, Oleg Arenz, Jan Peters

原文摘要

While velocity-commanded RL policies are effective for controlling quadrupeds, they are a limited interface for humanoids that need to perform complex whole-body motions. Furthermore, RL tracking policies for whole-body motions typically have limited information about the desired future motion, preventing them from performing controlled deviations to achieve long-term task success; such information is particularly relevant when a controller must prepare for transitions between behaviors. We address these challenges using concise motion representations that can be generated by a high-level controller, given a behavior label or text command. These representations can be fed directly into a tracking policy to provide a detailed motion reference. Our method exhibits a high degree of flexibility in performing real-world robot motions such as dancing, fighting, or walking based on conditional information. At matched capacity, our adopted stochastic motion tokenizer reconstructs motions from the Unitree G1 at a level that exceeds state-of-the-art approaches such as finite scalar quantization (FSQ) and the vector-quantized autoencoder (VQ-VAE). The resulting discrete interface conditions whole-body tracking policies that execute generated dance, fight, and walk motions lasting 16.8 s each and a 35 s fight-to-dance sequence on a physical Unitree G1.

cs.RO · cs.LG