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

+1151新增论文
+896其中 AI 相关
+86已有论文修订
+100新增 AI 导读

arXiv 最近完成扫描:2026-11-06 22:43 · 全站最近入库:2026-11-06 13:12各信源进度 →

统计口径与数据新鲜度

统计 2026-11-05 22:53 — 2026-11-06 22:53(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:2026-11-06 22:43最近发现新增版本:2026-11-06 13:12库内论文最新更新时间:2026-11-06 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。

17,100 已收录论文14,661 AI 相关4,055 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 2026-11-06 22:38(北京时间)
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

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.

尚无 AI 解读,展示原文摘要

cs.LG
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.37215

Retrieve to Act: Motion Primitive Graph Retrieval for Robust VLA Execution

Pham Tri Quang, Bao-Ngoc Dao, Minh Duc Nguyen, Duc-Duy Nguyen, Hung T. Ho, Linh Dang Le, Trong-Bao Ho, Thien-Loc Ha 等 18 位作者

Vision-Language-Action (VLA) policies demonstrate remarkable semantic generalization, yet remain highly vulnerable to out-of-distribution (OOD) visual shifts during execution. While existing test-time methods attempt to suppress spurious visual cues, they fundamentally overlook the rich, uncorrupted kinematic priors embedded in the policy's own training experience. We introduce Retrieve to Act (R2A), a test-time scaling framework that formulates OOD robustness purely as a geometric motion primitive retrieval problem. R2A bypasses fragile visual features by structuring successful training demonstrations into an offline spatiotemporal motion primitive graph. During inference, a query-dependent Graph Neural Network dynamically localizes the robot's ongoing execution within this graph, retrieving structurally compatible future motion primitives. These retrieved geometric priors are then seamlessly harmonized with the frozen VLA's predicted actions via a learned, dimension-wise gating mechanism, adaptively rectifying erroneous spatial trajectories while preserving the policy's local reactivity. Extensive experiments across three state-of-the-art VLA architectures, GR00T N1.7, $π_{0.5}$, and StableVLA, demonstrate that R2A consistently and significantly enhances robustness against diverse contextual perturbations. R2A achieves absolute success rate improvements of up to +12% in simulation benchmarks (LIBERO-Plus, RoboTwin2.0-Plus) and +40% in real-world deployments, without requiring any finetuning of the base policies. Project page: https://retrieve2act.github.io/r2a/

尚无 AI 解读,展示原文摘要

cs.RO · cs.AI
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.37203

Remember Where You Walk: Learning Spatial Memory for End-to-End Legged Robot Exploration

Leon Magnus, Nico Bohlinger, Jan Peters, Oleg Arenz

Humanoids and other legged robots operating in complex environments must remember information that leaves their field of view and only becomes relevant much later. Reinforcement learning policies address this using memory networks such as LSTMs that are trained end-to-end with the policy to memorize such task-relevant aspects. Yet, such architectures often fail to preserve sufficient information over long horizons. In this work, we propose a network architecture based on Hadamard memory that specifically targets robot navigation. Our Local Spatial Matrix Memory (LSMM) enables RL agents to store generic task-relevant information at specific, position-based memory cells, enabling flexible and spatially grounded memorization. We evaluate LSMM on the task of autonomous maze exploration, where it matches the maze coverage of strong recurrent and finite-history baselines while being the only architecture that remembers the maze layout, reducing the reconstruction error threefold.

尚无 AI 解读,展示原文摘要

cs.RO
arXiv ↗PDF ↗
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

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

尚无 AI 解读,展示原文摘要

cs.RO · cs.LG
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.36452

Whole-Body Humanoid Control via Stochastic Motion Tokenization

Michael Drolet, Oleg Arenz, Jan Peters

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.

尚无 AI 解读,展示原文摘要

cs.RO · cs.LG
arXiv ↗PDF ↗