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版本更新 · v2arXiv:2511.08912

A Shared Control Framework for Mobile Robots with Planning-Level Intention Prediction

Jinyu Zhang, Lijun Han, Feng Jian, Lingxi Zhang, Hesheng Wang

原文摘要

In mobile robot shared control, effectively understanding human motion intention is critical for seamless human-robot collaboration. This paper presents a novel shared control framework featuring planning-level intention prediction. A path replanning algorithm is designed to adjust the robot's desired trajectory according to inferred human intentions. To represent future motion intentions, we introduce the concept of an intention domain, which serves as a constraint for path replanning. The intention-domain prediction and path replanning problems are jointly formulated as a Markov Decision Process and solved through deep reinforcement learning. In addition, a Voronoi-based human trajectory generation algorithm is developed, allowing the model to be trained entirely in simulation without human participation or demonstration data. Extensive simulations and real-world user studies demonstrate that the proposed method significantly reduces operator workload and enhances safety, without compromising task efficiency compared with existing assistive teleoperation approaches.

cs.RO

版本更新 · v3arXiv:2603.13829

ArrayTac: A Closed-Loop Piezoelectric Tactile Platform for Continuously Tunable Rendering of Shape, Stiffness, and Friction

Tianhai Liang, Shiyi Guo, Baiye Cheng, Zhengrong Xue, Han Zhang, Huazhe Xu

原文摘要

Human touch depends on the integration of shape, stiffness, and friction, yet existing tactile displays cannot render these cues together as continuously tunable, high-fidelity signals for intuitive perception. We present ArrayTac, a closed-loop piezoelectric tactile platform that simultaneously renders these three tactile dimensions with continuous tunability on a 4 by 4 actuator array. Each unit integrates a three-stage micro-lever amplifier with end-effector Hall-effect feedback, enabling up to 5 mm displacement, an array refresh rate greater than 500 Hz, and a closed-loop bandwidth of 123 Hz. In psychophysical experiments, naive participants identified three-dimensional shapes and distinguished multiple stiffness and friction levels through touch alone without training. We further demonstrate image-to-touch rendering from an RGB image and remote palpation of a medical-grade breast tumor phantom across a distance of more than 1,000 km, in which all 11 participants correctly identified the number and type of tumors with a sub-centimeter mean localization error. Together, these results establish ArrayTac as a programmable multidimensional tactile rendering platform that bridges digital representations, physical environments, and human tactile perception, enabling intuitive tactile communication between humans and machines.

cs.RO · cs.AI · cs.HC

新论文 · v1arXiv:2610.34789

ISB-NMPC: Interception-Oriented Spherical-Bearing Nonlinear Model Predictive Control for Quadrotors

Li Hong, Linkai Liu, Xiangyu Ren, Shuli Lv, Chen Min, Chunjiang Wu, Yujun Zhang, Dingchen Zeng 等 9 位作者

原文摘要

Quadrotor interceptors equipped with strapdown cameras offer a low-cost solution for physically countering unauthorized UAVs. However, this configuration inherently couples vehicle maneuvering and camera pointing, creating a conflict between rapid closing and maintaining target visibility. We present interception-oriented spherical-bearing nonlinear model predictive control (ISB-NMPC), which couples spherical-bearing prediction with nonlinear quadrotor dynamics to jointly optimize target-directed closing motion and visibility. An attitude-compensated extended Kalman filter on S^2 estimates target bearing motion, compensates for perception delay, and predicts target bearings to guide scale-adaptive detection. Across 30 paired simulation trials, ISB-NMPC achieves an interception success rate of 86.7%, the highest among the evaluated controllers, with a mean per-trial target-visible time of 99.11%. Outdoor flights demonstrate acquisition of a 30 cm target at approximately 150 m, with interceptor speed reaching 17 m/s in the long-range flight and approximately 14 m/s while pursuing a quadrotor-towed maneuvering target. The software and hardware are open source at https://github.com/HOLYNOTBAD/ISB-NMPC and https://github.com/HOLYNOTBAD/holydrone, respectively.

cs.RO

版本更新 · v2arXiv:2609.35032

JRDB-AVR: An Active Visual Reasoning Benchmark for Embodied Agents in Real-World Environments

Zhixi Cai, Fucai Ke, Sukai Huang, Maria Garcia de la Banda, Peter J. Stuckey, Gholamreza Haffari, Hamid Rezatofighi

原文摘要

In complex embodied visual reasoning scenarios, an agent often has only a limited field of view, and the evidence needed to answer a question may be distributed across time, viewpoint, and interacting objects. A model may therefore give a plausible answer without ever observing the relevant object, time, or view that supports it. Current visual reasoning benchmarks largely evaluate passive observations and final answers, overlooking settings that require active reasoning and evidence acquisition. We introduce JRDB-AVR, a benchmark derived from existing real-world JRDB robotics data through a structured question-generation engine that turns this gap into an explicit evaluation: an embodied agentic system receives a visual reasoning question, requests bounded observations by timestamp and viewing angle, and is evaluated on both the final answer and the grounded visual evidence supporting it. The benchmark contains diverse questions over multiple real-world environments involving temporal search, viewpoint selection, and human-oriented compositional reasoning. We also introduce JRDB-AVR-Agent, a reference active reasoning agentic method that maintains an explicit observation-grounded graph-based world model and answers through solving. Experiments reveal a substantial gap between answer accuracy and evidence accuracy in current baselines, showing that current VLMs can produce unsupported correct answers and that active evidence-aware evaluation is necessary for embodied visual reasoning. Code and benchmark are available at https://github.com/ControlNet/JRDB-AVR.

cs.AI · cs.CV · cs.RO

新论文 · v1arXiv:2610.34745

SceneAgent: An Agentic Pipeline from 3D and 4D Captures to Simulation Environments

Luke Hollis, Tianxing Fan, Heng Yang

原文摘要

Visual captures provide detailed scene appearance, but converting them into interactive simulation environments requires object reconstruction, physical modeling, and correction of intermediate errors. We present SceneAgent, an agentic pipeline that coordinates these steps through simulator-based visual inspection and repair. The pipeline processes 3D Gaussian Splatting (3DGS), photogrammetry, LiDAR captures, AI-generated 3DGS scenes, and 4D videos of dynamic scenes, and combines object segmentation, physical parameter estimation, part decomposition, articulation, and deformable simulation. To support policy learning, SceneAgent generates diverse object variants ("digital sisters") and scripted demonstrations. On a cluttered bin scene from GraspClutter6D, SceneAgent raises F1 at 1 cm for every coding agent with scorable outputs both with and without its skills, and its reconstructions are better than SimFoundry: all agent configurations exceed SimFoundry's F1 score, with a best of 60.75% versus 6.9%. On three dynamic scenes from 4DCodeBench, SceneAgent raises the mean dynamic IoU of Gemini 4 Argon from 0.86% to 99.09%. We further demonstrate diverse simulated interactions and preliminary policy transfer to a real robot.

cs.RO · cs.AI · cs.CV

新论文 · v1arXiv:2610.34740

Networked Humanoid Intelligence: Communication, Coordination, Collaboration, and Social Interaction

Loc X. Nguyen, Huy Q. Le, Ji Su Yoon, Nguyen H. Tran, Eui-Nam Huh, Choong Seon Hong

原文摘要

Humanoid robots are moving from laboratory platforms toward connected fleets that share workspaces, infrastructure, tasks, and knowledge with other robots and humans. As deployments grow, the operation and improvement of each humanoid depend on information exchanged across the network. However, existing research has largely studied humanoids as individual systems. This survey examines networked humanoid intelligence through four functions of information exchange: communication, coordination, collaboration, and social intelligence with human interaction. We first establish the foundations of networked humanoid systems, define the question addressed by each function, and connect them through a common factory scenario. We review the literature along six dimensions: interaction architecture, exchanged information, physical coupling, operating timescale, system scale, and embodiment. We separate results obtained with physical and simulated humanoids from those based on other robotic platforms or disembodied agents, because the latter do not fully capture humanoid-specific constraints such as balance, whole-body motion, contact, and physical interaction. We examine hardware, datasets, and benchmarks, and distinguish risks handled locally from those networking introduces, such as stale information or unsafe knowledge propagation. Finally, we identify open problems in control-aware networking, compact body-centric messages, physically grounded coordination, network- and embodiment-aware knowledge sharing, fleet-level social consistency, and accountable human oversight.

cs.RO · cs.ET · cs.NI

版本更新 · v3arXiv:2606.01734

FlatVPR: Plug-and-play Geo-linear Residual Adapter for Geometric Rectification of Foundation Model Feature Manifolds

Rai Hisada, Kanji Tanaka

原文摘要

This paper proposes ``FlatVPR,'' a novel geometric rectification paradigm that effectively bridges the trade-off between map lightweightness and localization accuracy in visual place recognition (VPR) by enforcing a feature manifold structure where any descriptor between two adjacent anchors $\mathbf{z}_A$ and $\mathbf{z}_B$ can be accurately reconstructed via linear interpolation $\hat{\mathbf{z}}_{pseudo} = (1-t)\mathbf{z}_A + t\mathbf{z}_B$, where $t \in [0,1]$ denotes the relative position. While state-of-the-art foundation models such as DINOv2-ViT-S/14 provide robust semantic features, their latent manifolds exhibit prominent curvature, projecting uniform linear motion in physical space onto highly non-linear trajectories in the feature space, which hinders reliable reconstruction under sparse anchor conditions. To enable the aforementioned interpolation-based reconstruction, we introduce a residual transformation $\hat{\mathbf{z}} = \mathbf{z} + \text{Res}(\mathbf{z})$ to the raw foundation features $\mathbf{z}$, where $\text{Res}(\cdot)$ represents a learnable adapter. Our method explicitly suppresses manifold curvature using a mathematically grounded Pullback Flatness Loss that minimizes the deviation of intermediate features from the linear segment connecting adjacent anchors, thereby minimizing the intrinsic curvature of the manifold. Through this spatial flattening, map construction is formulated within an Expectation-Maximization (EM) framework, decoupled into a continuous M-step for manifold adaptation and a conceptual E-step for optimal anchor selection guidelines. Experiments on the NCLT dataset demonstrate that the application of our adapter leads to significant performance improvements even under extremely sparse anchor conditions with 100m intervals and extreme seasonal changes.

cs.CV · cs.LG · cs.RO

版本更新 · v2arXiv:2609.22798

Expert-Play Contouring Control: Faster-than-Demonstration Planning from Slow Expert and Fast Play

Seunghoon Cho, Wonsuhk Jung, Sundhar Vinodh Sangeetha, Shreyas Kousik

原文摘要

Expert demonstrations often specify what a robot should do, but not how fast it can do it. Imitation Learning (IL) inherits demonstration timing, while directly accelerating the learned motion can fail when faster execution changes the robot-object dynamics. We study faster-than-demonstration execution as a dynamics-aware control problem and introduce Expert-Play Contouring Control (EPCC), which combines slow expert demonstrations with fast, non-expert play. Expert demonstrations train a latent trajectory generator whose predictions are reparameterized into a time-independent contour of successful task progression, while play trains a world model (WM) of fast-action outcomes. At deployment, our proposed planner uses the WM to optimize actions that makes maximize progress along the expert-derived contour while penalizing deviation from the intended task evolution. Averaged across three visuomotor manipulation tasks, EPCC achieves a $2.0\times$ the throughput of the IL baseline, including $2.2\times$ that of the throughput of the strongest acceleration baseline on a task with interaction-sensitive object dynamics. Our analysis shows that the gains concentrate where faster execution changes robot-object evolution. Together, our results highlight a simple yet effective principle: demonstrations provide task intent, while play data provides the dynamic coverage needed to execute that intent faster.

cs.RO

版本更新 · v3arXiv:2610.23438

No Eyes, No Problem: What Does Touch Contribute to Blind Baoding Ball Manipulation?

Ayush Deshmukh, Nalin Agarwal, Elle Miller, Sethu Vijayakumar

原文摘要

Humans manipulate objects within their hands through touch alone with remarkable ease, but for robots, achieving sustained real-world manipulation without vision remains an open challenge. Although reinforcement learning (RL) can generate sophisticated blind manipulation policies in simulation, transferring them to a real dexterous hand remains hindered by continuously changing contacts, motion-induced tactile information drift, and the gap between simulated and physical dynamics. We study this problem through Baoding ball rotation on the Shadow Dexterous Hand Lite, using only proprioception and binary tactile feedback as observations. We achieve successful zero-shot transfer through a combination of a sensor-aligned, coupling-aware embodiment in simulation, tactile calibration, and two novel episodic domain randomisations: slew-rate action limits and STuck-AT Taxels. On the physical hand, the policy achieves sustained blind Baoding rotation, completing $\textbf{225 consecutive $\mathbf{180^\circ}$ rotations (112.5 full rotations) at $\sim0.36 \;\text{rot/s}$}$ in a single continuous trial without any vision or object-state information. Furthermore, we evaluate the contribution of tactile sensing relative to proprioception alone and identify the hand regions where tactile information is most important. This is the strongest reported hardware result for Baoding ball manipulation in both rotation count and speed, irrespective of the sensing modality used. By effectively bridging the sim-to-real gap, our framework sets a new benchmark for sustained tactile-driven dexterous manipulation on physical hardware.

cs.RO

新论文 · v1arXiv:2610.34708

Resource-Performance Trade-offs in Intra-Aisle Robotic Picking: A Discrete-Event Simulation Comparison of Shuttle Configurations With and Without an Onboard Tote Lift

Mohsen Reda Mahmoud Moursi

原文摘要

This study compares two implemented intra-aisle robotic-picking configurations through discrete-event simulation. Without an onboard tote lift, two level-captive shuttles serve the two tested levels; with the lift, one shuttle remains on its horizontal level and its onboard mechanism moves the order tote to allow picks from the adjacent upper level. Thirty configuration-task-size experiments (n = 1-15 locations; ten replications each) yield 300 replication-level cycle-time observations. Two-sided Welch tests are applied to the replication means, with Holm adjustment across the 15 comparisons. The onboard-tote-lift configuration has longer mean cycle time at all tested task sizes. At n = 15, the means are 299.477 and 333.231 s/cycle, respectively: a 33.753 s increase (11.27%). The corresponding cycle-time-derived item rates are 180.314 and 162.050 items/h (-10.13%). These rates are calculated as 3600n divided by the scenario-mean cycle time; they are not measurements of the combined concurrent capacity of two level-captive shuttles. Importantly, task locations are sampled from different eligible-level sets in the two configurations, so the result concerns the implemented configuration-and-task-generation packages, not the isolated effect of a five-second tote-lift operation under identical picked locations. The study quantifies a cycle-performance difference alongside a reduction from two dedicated shuttles to one within the tested two-level block; it does not quantify system-level maximum throughput, investment cost, or reliability.

cs.RO

版本更新 · v3arXiv:2603.28963

AutoWorld: Learning Multi-Agent Traffic Simulation with Self-Supervised World Models

Mozhgan Pourkeshavarz, Tianran Liu, Nicholas Rhinehart

原文摘要

Simulation with realistic traffic agents is essential for validating autonomous driving systems. Existing data-driven simulators learn agent behavior from higher-level abstractions such as 3D bounding boxes and polylines, inferred by upstream perception pipelines. These lossy abstractions discard sensory context that directly shapes agent behavior, limiting the distributional realism that simulation aims to reproduce. To address this limitation, we propose AutoWorld, a traffic simulation framework that grounds agent behavior in raw sensor observations through a self-supervised world model trained on LiDAR occupancy data. Given world model samples, AutoWorld constructs a coarse-to-fine predictive scene context as input to a multi-agent motion generation model. Furthermore, we designed a motion-aware latent supervision objective that enriches AutoWorld's latent representation of scene dynamics. To better exploit this latent space during inference, AutoWorld employs a cascaded Determinantal Point Process framework to guide diversity-aware sampling across both the world model and motion model. Experiments on nuPlan and Waymo demonstrate that AutoWorld improves generation realism, with larger gains in partially observed scenarios where trajectory abstractions are most limited, reducing collision rates by 36%. AutoWorld also remains physically plausible under planner-controlled ego behavior and supports controllable, diverse safety-critical scenario generation.

cs.RO · cs.AI · cs.CV · cs.LG

版本更新 · v5arXiv:2605.02487

Visibility-Aware Mobile Grasping in Dynamic Environments

Tianrun Hu, Anxing Xiao, David Hsu, Hanbo Zhang

原文摘要

We consider mobile grasping in unknown and dynamic environments, where a robot must approach and grasp a target object using a camera with a limited field of view. This setting introduces two visibility constraints. Incomplete environmental observations can create collision risks along the whole-body trajectory, while occlusions can hinder object pose refinement during grasping. Previous systems often assume known or static environments and decouple perception from motion, leaving safety unresolved around unobserved obstacles. We present a unified system that enforces both visibility constraints at runtime through three core components. A velocity-aware gaze policy directs perception toward fast-moving regions of the planned swept volume, a hierarchical subgoal policy samples grasp and intermediate configurations that maintain target visibility, and a real-time whole-body planner replans over a receding horizon as the map updates. Across 400 randomized simulation scenarios and real-world trials on a Fetch mobile manipulator, our system achieves success rates of 70.4% in unknown static environments and 57.9% in dynamic environments, outperforming the decoupled navigation- and-manipulation strategy by 16.3 and 9.3 percentage points, respectively, while significantly reducing collisions.

cs.RO

新论文 · v1arXiv:2610.34674HF 社区推荐

Benchmarking Obstacle-Conditioned Safety in Household Robot Navigation

Hyunwoong Bae, Jisu Han, Jiyeon Choi, Dohoon Kim, Taesup Moon

原文摘要

Safe household navigation requires robots to regulate clearance and speed according to what an obstacle is and how close it is, without unnecessary conservatism. Yet existing evaluations do not test whether semantic safety distinctions are reflected in continuous motion. To that end, we introduce OSMA-Bench, an Obstacle-Conditioned Safe Motion Adaptation Benchmark built on spatially matched scenario sets that differ only in obstacle type. We also propose the \emph{Semantic Sensitivity Index} (SSI), which measures whether clearance and distance-dependent speed and smoothness follow the caution ordering of obstacles. Evaluating VLM-based and vision-language-action (VLA) policies on the benchmark, we find that neither consistently adapts its motion to obstacle safety, even with explicit safety prompts. Our analysis shows that the policies can correctly distinguish obstacles by safety relevance but fail to reflect this distinction in the motion parameters or actions they produce. For VLM-based policies, which recognize the obstacle and then generate a navigation program, adding an explicit parameter-inference step between these two stages improves adaptation. These findings expose a gap in \emph{semantic-to-motion grounding}, highlighting the need to translate semantic caution into appropriately safe motion.

cs.RO · cs.AI · cs.CV

新论文 · v1arXiv:2610.34663

Video World Models Need Predictable Latents

Mattia Scardecchia, Sherry Yang

原文摘要

Video world models trained on large-scale robot data promise a safe and scalable approach for learning and evaluating policies that act in the physical world. However, they still struggle with long-horizon rollouts and out-of-distribution generalization, and they remain computationally demanding at inference time. Typically, video world models make predictions in the latent space of a reconstruction-trained autoencoder, which however is not directly optimized for dynamics modeling. On the other hand, world models designed for latent planning usually optimize latents to be predictable, but they forgo accurate prediction of observations in pixel space. In this paper, we show that it is possible to achieve the best of both worlds: a latent geometry optimized to make future prediction as simple as possible without sacrificing accurate prediction of future observations. More precisely, we find that temporal objectives for representation learning, paired with a past-conditioned decoder architecture, lead to consistent improvements in generative video world models at the same training budget. The gains include up to 5x cheaper inference, over 7x faster training, and 15-24% lower pixel and perceptual errors out of distribution and over long horizons. Our world models also agree more closely with real-world policy evaluation when using a vision-language model to judge task success from their pixel-space predictions. Overall, our study indicates that temporal predictability is an important design criterion for the latent space of video world models, and provides concrete guidance on how to incorporate it into the training of autoencoders.

cs.LG · cs.AI · cs.CV · cs.RO

版本更新 · v2arXiv:2608.08884

SHRIMP: Iterative Refinement of Robot Task Plans

Mya Schroder, Yuna Hwang, Callie Y. Kim, Leqian Cheng, Jeffrey Li-cheng Liu, Chenchen Zheng, Xinning He, Bilge Mutlu

原文摘要

As collaborative robots have entered domains such as manufacturing, agriculture, and healthcare, programming or adapting robot behavior typically requires robotic expertise that most end users lack. Natural language lowers this barrier. Recent advancements in large language models (LLMs) have made it feasible to translate natural language into robot task plans. However, language-based task specification suffers from semantic ambiguity, and generative models lack transparency for how language instructions become robot actions, making it difficult for users to validate the plan before execution. To address these issues, we introduce SHRIMP, a system that allows users to automatically generate a hierarchical robot primitive plan using natural language and iteratively revise their plan through re-prompting and explicit correction. At each revision, SHRIMP allows users to validate their plan in simulation, and once satisfied, execute it on the physical robot. Through a user study involving participants planning tabletop kitchen tasks (n=35), we validate that SHRIMP improves perceived control and enhances robot transparency. System videos and source code are available at https://wisc-hci.github.io/SHRIMP.

cs.RO · cs.HC

版本更新 · v9arXiv:2407.05433

An Efficient Parallel Solver for Linear-Equality-Constrained LQR Problems

João Sousa-Pinto, Dominique Orban

原文摘要

We present a parallel solver for finite-horizon linear-quadratic regulator (LQR) problems with arbitrary stagewise linear equality constraints, using linear work and logarithmic depth in the horizon for fixed local dimensions. The solver uses a two-part reduction that separates feasibility from optimization. First, an associative suffix scan computes the states from which each remaining horizon is feasible. Second, we use these feasible-continuation sets to eliminate the constraints independently at each stage, producing an unconstrained LQR problem with smaller or equal, possibly stage-varying dimensions. A parallel unconstrained-LQR solver completes the primal solution. Finally, we recover valid multipliers from the original KKT stationarity equations using a logarithmic-depth contraction-expansion procedure, even when the multipliers are not unique. Sequential and parallel implementations are validated against dense KKT solutions and original residuals. We release a C++/CUDA implementation with JAX bindings under the MIT license.

math.OC · cs.RO

新论文 · v1arXiv:2610.34650

Dream to Assist: Intent-Conditioned World Models for Shared Vehicle Control

Jonathan DeCastro, Thomas Balch, Emily Sumner, Deepak Gopinath, Laporsha Dees, Patricio Reyes Gomez, Elliot Weiss, Megan Applegate-Kenton 等 12 位作者

原文摘要

Assistive agents in shared-control settings face a dual challenge: acting proactively to align with the human's intentions while remaining legible enough for the human to comprehend and fluently respond in real time. We present Dream2Assist, a model-based reinforcement learning framework for tightly-coupled shared decision making that addresses both sides of this challenge. Our approach extends a recurrent state-space world model with intent inference, enabling an assistive policy trained via fictitious co-play to anticipate and support discrete human objectives without overriding human agency. Beyond the computational framework, we describe the full deployment pipeline needed to translate a world-model-based policy into a safe, human-centered system in a resource-efficient way. Crucially, we address the sim-to-real-human gap via policy down-selection and reward restructuring within an iterative human-machine interface design. We validate the framework through three human-subjects studies and a preliminary on-vehicle deployment spanning two qualitatively distinct domains: high-speed racing (N=30) and urban driving with richer intent structure (N=10). Our results demonstrate that intent conditioning yields measurable improvements in torque alignment and collision rate. We surface key design insights and practices for deploying learning-based assistive agents in safety-critical, real-time human-robot teaming.

cs.RO · cs.HC · cs.LG

新论文 · v1arXiv:2610.34649

RobotAgentBench: Towards Open-world Robot Autonomy

Lingjun Mao, Jinglin Cao, Lukun He, Wenpeng Xu, Yuchen Yan, Hengyu Jin, Zijun Zhang, Jinzhou Tang 等 25 位作者

原文摘要

Recent advances in vision-language-action (VLA) and world-action models (WAMs) have significantly improved robotic manipulation, yet deploying robots in the open world demands a higher level of autonomy beyond executing predefined tasks. Robot agents offer a promising paradigm for this transition, integrating task discovery, contextual reasoning, physical execution, and adaptive recovery into a closed interaction loop. However, existing benchmarks largely evaluate isolated capabilities, failing to capture the complexity of open-world robot autonomy. We introduce RobotAgentBench (RAB), a comprehensive benchmark for evaluating robot agents in realistic, open-world household environments. Through an agent-assisted, human-in-the-loop real-to-sim pipeline, RAB constructs 50 diverse household layouts with interactive objects and physically grounded tasks, encompassing 90 atomic tasks, 18 short-horizon tasks, 8 long-horizon tasks, and 4 open-ended scenarios. RAB provides a multi-level evaluation of robot agent capabilities: (1) task-level assessments systematically examine five complementary dimensions: task discovery, context reasoning, manipulation, failure recovery, and robustness; (2) scenario-level evaluation assesses how agents integrate these capabilities to autonomously fulfill high-level user needs. Furthermore, RAB enables systematic comparisons of standalone VLA/WAM models and diverse robot agent architectures under a unified planning-execution-verification framework. Extensive experiments reveal substantial gaps between manipulation and autonomy, demonstrate the advantages of agentic architectures and recursive self-improvement, and highlight the remaining challenges toward open-world robot autonomy.

cs.RO · cs.AI

新论文 · v1arXiv:2610.34638

Intrinsic Goals for Autonomous Agents: Hierarchical Exploration Captures Future Volitional Action in Drosophila

Declan Kutscher, Reece Keller, Alyn Kirsch, Felix Pei, Aran Nayebi

原文摘要

Animals have a remarkable capacity for autonomy---driven by intrinsic motivation---without external sensory cues or extrinsic objectives, yet the computational mechanisms behind this ability largely remain a mystery. We combine whole-brain recordings in the fruit fly (Drosophila melanogaster), which reveal neural representations of spontaneous exploratory decisions more than 10 seconds in advance, with a neuromechanical digital twin to test whether optimizing intrinsic goals yields realistically embodied artificial agents that quantitatively match fly behavior and internal representations of future volitional action during exploration. Our hierarchical policy selects from a discrete library of low-level motor primitives, consistent with ethological theories of behavioral syllables. We train agents without external reward using 20 intrinsic motivation algorithms spanning curiosity, entropy, and competency methods. The agents are evaluated in a virtual tethered-ball assay modeled on the fly experiment, comparing spontaneous locomotor statistics and internal representations and decoding future turn direction from kinematics and neural activity on the same timescales observed in flies. DIAYN, a hierarchical competency algorithm learning discrete policies that maximize behavioral entropy and the separability of induced sensory observations, achieves the strongest joint behavioral and neural prospective coding performance relative to flies. Its learned policies closely capture individual variability in fly exploration strategies, suggesting that this diversity serves to maximize state-space coverage at the population level. DIAYN's latent activity also closely captures the sum-difference rule for interhemispheric encoding of kinematics in biological flies. These results establish hierarchical, intrinsically motivated agents as a powerful framework for reverse-engineering animal autonomy.

q-bio.NC · cs.AI · cs.LG · cs.RO

版本更新 · v2arXiv:2608.03116

Shooting for Contact: Contact-Implicit Multiple Shooting for Dynamic Motion Retargeting

Sergio A. Esteban, Jason H. K. Siu, Derrick Mach, Junheng Li, Vince Kurtz, Joel W. Burdick, Aaron D. Ames

原文摘要

Motion retargeting approaches often prioritize kinematic similarity over whole-body dynamics, contact consistency, and actuation limits, yielding references that are difficult for reinforcement learning (RL) policies to reproduce, particularly for contact-rich behaviors. We present a contact-implicit, direct simulation-based multiple shooting (DSMS) framework that transforms kinematically feasible references into dynamically feasible whole-body trajectories. By embedding a differentiable simulator within a nonlinear program, DSMS resolves contact, friction, impacts, self-collision, and joint limits internally while enforcing tracking, actuation, and task constraints without prescribing a contact schedule or introducing explicit contact constraints. Compared with existing retargeting methods, DSMS accelerates motion-imitation RL training and yields policies with high success rates and low tracking error. We further demonstrate zero-shot sim-to-real transfer on the Unitree G1 through command-conditioned walking, jogging, and contact-rich crawling, and a highly dynamic 180-degree jump-turn.

cs.RO · eess.SY

版本更新 · v2arXiv:2512.04231

CRAFT-E: An Interpretable and Editable Neuro-Symbolic Framework for Affordance-Grounded Active Object Retrieval

Zhou Chen, Joe Lin, Carson Bulgin, Sathyanarayanan N. Aakur

原文摘要

Assistive robots operating in unstructured environments must reason not only about what objects are, but how they can be used, including non-canonical and improvised uses. This requires grounding language-based action queries to objects that afford the requested function, are visually present, and can be physically retrieved. Existing approaches often rely on black-box models, fixed affordance labels, or direct object predictions, limiting transparency and controllability. We introduce CRAFT-E, a modular neuro-symbolic framework that composes an LLM-derived verb-property-object knowledge graph with CLIP-based visual alignment and energy-based grasp reasoning. The system exposes interpretable grounding paths, incorporates grasp feasibility into affordance inference, and supports targeted graph edits without retraining. We also construct a benchmark dataset with unified annotations for verb-object compatibility, segmentation, and grasp candidates, and deploy the full pipeline on a physical robot. Across static scenes, real-world trials involving 20 verbs and 39 objects, ImageNet-based functional retrieval, and COCO-Tasks transfer, CRAFT-E provides a competitive training-free prior for affordance-grounded retrieval while exposing component-level diagnostics and graph-level interventions. Under staged and full-pipeline perception, CRAFT-E matches strong flat LLM priors in several settings while adding failure attribution and editable reasoning paths. By coupling symbolic reasoning with embodied perception, CRAFT-E offers an inspectable and customizable framework for affordance-grounded object retrieval.

cs.RO · cs.AI

版本更新 · v2arXiv:2610.24016

CLARO: Clutter Aware Robot Orchestrator for Open-Vocabulary Grasping using VLM Agents

Sungsu Kim, Vineet Bhat, Prashanth Krishnamurthy, Ramesh Karri, Farshad Khorrami

原文摘要

Robots that follow natural-language instructions unlock a wide range of autonomous applications in households, warehouses, and labs. Real-world environments are diverse and often heavily cluttered, requiring robots to plan over multiple steps, act, and replan as they work toward a goal. We present CLARO (CLutter-Aware Robot Orchestrator), a VLM agent that orchestrates a set of perception and manipulation skills: open-vocabulary object detection, segmentation, 6-DoF grasping, and non-prehensile pushing to locate and retrieve a language-specified target in clutter. CLARO maintains a memory of its past actions to support long-horizon execution, and emits manipulation targets (grasp poses/3D waypoints) allowing transfer across robot arms without task-specific training. We evaluate CLARO against a range of methods on a dynamic simulation environment and standard image-based benchmarks, demonstrating strong generalization across object classes, lighting, and clutter levels. CLARO attains an average success rate of 89.1%, a relative improvement of over 16% on the strongest competing method in high cluttered scenes. We further analyze performance along grounding and grasping axes to characterize where each method succeeds and fails. Finally, we deploy CLARO on a robot arm across diverse cluttered scenes, achieving a success rate of 88.8%, and demonstrating strong sim2real generalizability.

cs.RO · cs.CV

版本更新 · v2arXiv:2609.01799

Designing Versatile Samples for Learned Trajectory Scoring

Yaguang Li, Jiaru Zhang, Chuheng Wei, Can Cui, Ziran Wang

原文摘要

Many current end-to-end driving policies emit a pool of candidate trajectories and select one, which makes selection a separable component: a scorer can be retrained while the planner, its backbone, and its trajectory generator all stay frozen. However, many strong planners concentrate their proposals around safe mode, providing limited supervision near decision boundaries. In this work, we design a training dataset that provides more informative supervision for the scorer. In particular, we construct two generators that perturb the logged human trajectory along the two axes a vehicle can be displaced: laterally toward the drivable boundary and longitudinally toward a leading vehicle. The designed dataset produces more informative positive and negative samples than the base planner's proposal pool. We attach a transformer-based scorer to two frozen generative planners, DiffusionDrive and MeanFuser, and train it on the NAVSIM navtrain dataset. The results of the experiments show that we achieve 90.1 EPDMS on DiffusionDrive and 90.4 EPDMS on MeanFuser when using ResNet-34, with 0.4 and 0.3 EPDMS respectively, from the designed training dataset. The code is publicly available at https://github.com/PurdueDigitalTwin/Versatile-Scoring.

cs.RO · cs.CV

新论文 · v1arXiv:2610.34538

Dual Gradient Consensus for Adaptive Learning to Transient Out-of-Distribution Disturbances in Quadrotor Control

Mingtian Tan, Vasileios Tzoumas

原文摘要

Quadrotor trajectory tracking under unmodeled disturbances often relies on online residual adaptation, but short out-domain residuals can corrupt the learned disturbance model when constant-step updates treat every residual gradient uniformly. We propose Dual Gradient Consensus (DGC), an adaptive-learning method for mixed in-domain/out-domain disturbances that retains the random Fourier feature model, offline BPTT policy, and least-squares adaptation of a prior domain-adaptive residual policy (DAPL) while modifying the online update step size. DGC compares each residual gradient with long- and short-term gradient memories, classifies the current adaptation regime, and uses a confidence map to suppress unreliable updates while recovering adaptation after persistent domain shifts. We evaluate DGC in numerical quadrotor trajectory tracking under four residuals that mix an in-domain component with short out-domain events. Compared with $L_1$-augmented MPC, RFF-based MPC, constant-step DAPL, and a frozen-parameter baseline, DGC achieves the lowest mean position RMSE in all four cases.

cs.RO · eess.SY

版本更新 · v3arXiv:2511.17384

IndustryNav: Evaluating Spatial Reasoning and Safety of Embodied Agents in Dynamic Industrial Navigation

Yifan Li, Lichi Li, Anh Dao, Xinyu Zhou, Wenjun Huang, Tianyi Ma, Yicheng Qiao, Zheda Mai 等 18 位作者

原文摘要

Visual large language models (VLLMs) are increasingly used as embodied agents, yet industrial warehouses demand more than reaching a goal: agents must navigate safely around moving workers and vehicles. To evaluate embodied agents' goal reaching and safety, we introduce IndustryNav, a simulation environment with 24 warehouse scenes for closed-loop navigation to specified destinations. Alongside task success and efficiency, we introduce safety-aware metrics that capture collisions and near-collision warnings along each trajectory. Experiments with eleven leading open- and closed-source VLLMs and three navigation baselines show that agents can reach their goals yet collide with moving obstacles, exposing a gap between success and safe navigation. This gap matters in safety-critical settings, where a single collision can end the task. IndustryNav also supports policy learning through automated oracle trajectories and simulator interaction, with held-out scenes for generalization tests. These experiments show that policies can succeed on new routes in familiar warehouses yet fail to transfer to held-out layouts, making cross-scene generalization an open challenge.

cs.RO · cs.CV

新论文 · v1arXiv:2610.34519

TRIAGE: Efficient Vision-Language-Action Inference Needs Both Reuse and Pruning

Sooyoung Kwon, Carlee Joe-Wong, Kyunghan Lee

原文摘要

Vision-language-action (VLA) models are increasingly used for robot manipulation because they map camera images and a language instruction directly to actions. Robots that cannot be tethered to a workstation, such as mobile manipulators and humanoids, must run them on onboard embedded boards, where the prefill latency of the language backbone grows with the hundreds of visual tokens processed at every control step. To meet real-time limits, training-free accelerators recompute only a subset of the visual tokens and skip the rest, either by pruning them or by reusing their cached key-value (KV) states. The two options save nearly the same computation, yet existing methods apply only one of them to every skipped token. Through a token-level diagnostic, we show that which option keeps the action closer to full recomputation depends on the token's drift, the change in its shallow-layer value since its cache was computed. On both backbones tested, reusing tokens below a drift threshold was no worse than pruning them, whereas beyond it, reuse yields up to 4.4x the action error of pruning; the same diagnostic calibrates this threshold per backbone. Building on this finding, we propose TRIAGE, which deems a cache valid when its drift is below this threshold and it is not too old. TRIAGE recomputes a fixed budget of tokens, prioritizing important tokens with invalid caches, reuses every other token with a valid cache, and prunes the rest; prune-only and reuse-only methods are the two extremes of this partition. Because the budget fixes the number of recomputed tokens, it directly sets the prefill latency. On LIBERO and SimplerEnv, TRIAGE stays within 3 pp of full recomputation in average success rate while cutting prefill latency on a Jetson AGX Orin by up to 48%, and with only 7% of visual tokens recomputed, it beats the strongest baseline by 24.4 pp on LIBERO-Object.

cs.RO · cs.AI · cs.CV · cs.LG

版本更新 · v2arXiv:2606.12019

MPPI-based Informative Trajectory Planning for Search and Capture of Drifting Targets with ASVs

Sanjeev Ramkumar Sudha, Marija Popović, Erlend M. Coates

原文摘要

Autonomous surface vehicles (ASVs) offer an efficient solution for environmental cleanup as well as search and rescue operations in open waters. Targets in these settings drift continuously, so efficient search must balance exploration of unobserved regions with tracking of known targets. However, most target tracking and pursuit scenarios consider simple guidance behaviours and short-term predictions for decision-making. In this letter, we address the problem of search and capture of multiple drifting targets, such as litter, in marine environments, using an adaptive informative planning approach. A key aspect of our strategy is a spatiotemporal informative planning method based on model predictive path integral (MPPI) control, a sampling-based model predictive control method. Our planner balances search and tracking objectives with a cost design that couples spatiotemporal target drift predictions and exploration objectives. The planner directly generates kinematic-level commands by optimising continuous trajectories over long horizons. In the interception stage, we use pure pursuit guidance for physical capture of the targets. Simulations show that our planner captures up to 18% more targets than the strongest baseline, proving its efficiency for environmental cleanup. Finally, we validate our approach in field trials with an ASV.

cs.RO

新论文 · v1arXiv:2610.34466

IntNet: A Communication-Driven Multi-Agent Reinforcement Learning Framework for Cooperative Autonomous Driving

Leandro Parada, Kevin Yu, Panagiotis Angeloudis

原文摘要

Achieving safety in autonomous driving through Multi-Agent Reinforcement Learning (MARL) is a critical yet challenging task due to non-stationarity, partial observability, and the need for effective coordination among agents. Although earlier cooperative MARL methods have aimed to improve coordination by sharing encoded state observations, we find these strategies are insufficient in safety-critical scenarios. To address this gap, we present IntNet, a novel MARL framework that enhances safety by incorporating the transmission of vehicle intent and adaptive communication scheduling into a unified end-to-end learning paradigm, jointly optimising all components for safe coordination. Central to our approach is an observation prediction module that enables agents to forecast subsequent policy outputs, which they can then share across a vehicle-to-vehicle network. Our model-free architecture employs a Graph Attention Network to process incoming messages and a scheduler component to dynamically optimise the communication graph for bandwidth efficiency. We compare IntNet against state-of-the-art communicative MARL methods in complex urban environments with both autonomous and human-operated vehicles, achieving improved coordination, lower collision rates, and reducing communication efforts by up to 60\%. Through extensive experiments, we assess the framework's learning efficiency, scalability, and the balance between information sharing and bandwidth usage for collision-free trajectories.

cs.RO · cs.LG

新论文 · v1arXiv:2610.34456

Trajectory Generation and Control for Quadrotors

Sandesh Thapa

原文摘要

In this project, I explored controller design and trajectory generation for a quadrotor. Differential flatness was used for trajectory generation based on one of the references. A minimum snap trajectory is generated from the given algorithm based on waypoint navigation, and a simple proportional plus derivative (PD) controller is used to track the trajectories. Simulation results are presented which generate smooth trajectories for position and velocity of the quadrotor.

eess.SY · cs.RO

新论文 · v1arXiv:2610.34454

Nonlinear Control of Aerial Manipulator

Sandesh Thapa

原文摘要

This paper presents two controllers for a quadrotor equipped with a two-DOF robot manipulator that physically interacts with the environment. Cartesian impedance and adaptive sliding mode controllers are implemented and compared for a simple hovering task in the presence of some bounded disturbance. A full dynamic model is developed, and the two above controllers are implemented with the same initial conditions and desired position.

eess.SY · cs.RO