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SubscribeHumanoidGen: Data Generation for Bimanual Dexterous Manipulation via LLM Reasoning
For robotic manipulation, existing robotics datasets and simulation benchmarks predominantly cater to robot-arm platforms. However, for humanoid robots equipped with dual arms and dexterous hands, simulation tasks and high-quality demonstrations are notably lacking. Bimanual dexterous manipulation is inherently more complex, as it requires coordinated arm movements and hand operations, making autonomous data collection challenging. This paper presents HumanoidGen, an automated task creation and demonstration collection framework that leverages atomic dexterous operations and LLM reasoning to generate relational constraints. Specifically, we provide spatial annotations for both assets and dexterous hands based on the atomic operations, and perform an LLM planner to generate a chain of actionable spatial constraints for arm movements based on object affordances and scenes. To further improve planning ability, we employ a variant of Monte Carlo tree search to enhance LLM reasoning for long-horizon tasks and insufficient annotation. In experiments, we create a novel benchmark with augmented scenarios to evaluate the quality of the collected data. The results show that the performance of the 2D and 3D diffusion policies can scale with the generated dataset. Project page is https://openhumanoidgen.github.io.
You Only Teach Once: Learn One-Shot Bimanual Robotic Manipulation from Video Demonstrations
Bimanual robotic manipulation is a long-standing challenge of embodied intelligence due to its characteristics of dual-arm spatial-temporal coordination and high-dimensional action spaces. Previous studies rely on pre-defined action taxonomies or direct teleoperation to alleviate or circumvent these issues, often making them lack simplicity, versatility and scalability. Differently, we believe that the most effective and efficient way for teaching bimanual manipulation is learning from human demonstrated videos, where rich features such as spatial-temporal positions, dynamic postures, interaction states and dexterous transitions are available almost for free. In this work, we propose the YOTO (You Only Teach Once), which can extract and then inject patterns of bimanual actions from as few as a single binocular observation of hand movements, and teach dual robot arms various complex tasks. Furthermore, based on keyframes-based motion trajectories, we devise a subtle solution for rapidly generating training demonstrations with diverse variations of manipulated objects and their locations. These data can then be used to learn a customized bimanual diffusion policy (BiDP) across diverse scenes. In experiments, YOTO achieves impressive performance in mimicking 5 intricate long-horizon bimanual tasks, possesses strong generalization under different visual and spatial conditions, and outperforms existing visuomotor imitation learning methods in accuracy and efficiency. Our project link is https://hnuzhy.github.io/projects/YOTO.
BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated Objects
We present BimArt, a novel generative approach for synthesizing 3D bimanual hand interactions with articulated objects. Unlike prior works, we do not rely on a reference grasp, a coarse hand trajectory, or separate modes for grasping and articulating. To achieve this, we first generate distance-based contact maps conditioned on the object trajectory with an articulation-aware feature representation, revealing rich bimanual patterns for manipulation. The learned contact prior is then used to guide our hand motion generator, producing diverse and realistic bimanual motions for object movement and articulation. Our work offers key insights into feature representation and contact prior for articulated objects, demonstrating their effectiveness in taming the complex, high-dimensional space of bimanual hand-object interactions. Through comprehensive quantitative experiments, we demonstrate a clear step towards simplified and high-quality hand-object animations that excel over the state-of-the-art in motion quality and diversity.
Learning Diverse Bimanual Dexterous Manipulation Skills from Human Demonstrations
Bimanual dexterous manipulation is a critical yet underexplored area in robotics. Its high-dimensional action space and inherent task complexity present significant challenges for policy learning, and the limited task diversity in existing benchmarks hinders general-purpose skill development. Existing approaches largely depend on reinforcement learning, often constrained by intricately designed reward functions tailored to a narrow set of tasks. In this work, we present a novel approach for efficiently learning diverse bimanual dexterous skills from abundant human demonstrations. Specifically, we introduce BiDexHD, a framework that unifies task construction from existing bimanual datasets and employs teacher-student policy learning to address all tasks. The teacher learns state-based policies using a general two-stage reward function across tasks with shared behaviors, while the student distills the learned multi-task policies into a vision-based policy. With BiDexHD, scalable learning of numerous bimanual dexterous skills from auto-constructed tasks becomes feasible, offering promising advances toward universal bimanual dexterous manipulation. Our empirical evaluation on the TACO dataset, spanning 141 tasks across six categories, demonstrates a task fulfillment rate of 74.59% on trained tasks and 51.07% on unseen tasks, showcasing the effectiveness and competitive zero-shot generalization capabilities of BiDexHD. For videos and more information, visit our project page https://sites.google.com/view/bidexhd.
VoxAct-B: Voxel-Based Acting and Stabilizing Policy for Bimanual Manipulation
Bimanual manipulation is critical to many robotics applications. In contrast to single-arm manipulation, bimanual manipulation tasks are challenging due to higher-dimensional action spaces. Prior works leverage large amounts of data and primitive actions to address this problem, but may suffer from sample inefficiency and limited generalization across various tasks. To this end, we propose VoxAct-B, a language-conditioned, voxel-based method that leverages Vision Language Models (VLMs) to prioritize key regions within the scene and reconstruct a voxel grid. We provide this voxel grid to our bimanual manipulation policy to learn acting and stabilizing actions. This approach enables more efficient policy learning from voxels and is generalizable to different tasks. In simulation, we show that VoxAct-B outperforms strong baselines on fine-grained bimanual manipulation tasks. Furthermore, we demonstrate VoxAct-B on real-world Open Drawer and Open Jar tasks using two UR5s. Code, data, and videos are available at https://voxact-b.github.io.
GigaHands: A Massive Annotated Dataset of Bimanual Hand Activities
Understanding bimanual human hand activities is a critical problem in AI and robotics. We cannot build large models of bimanual activities because existing datasets lack the scale, coverage of diverse hand activities, and detailed annotations. We introduce GigaHands, a massive annotated dataset capturing 34 hours of bimanual hand activities from 56 subjects and 417 objects, totaling 14k motion clips derived from 183 million frames paired with 84k text annotations. Our markerless capture setup and data acquisition protocol enable fully automatic 3D hand and object estimation while minimizing the effort required for text annotation. The scale and diversity of GigaHands enable broad applications, including text-driven action synthesis, hand motion captioning, and dynamic radiance field reconstruction. Our website are avaliable at https://ivl.cs.brown.edu/research/gigahands.html .
Planning-Guided Diffusion Policy Learning for Generalizable Contact-Rich Bimanual Manipulation
Contact-rich bimanual manipulation involves precise coordination of two arms to change object states through strategically selected contacts and motions. Due to the inherent complexity of these tasks, acquiring sufficient demonstration data and training policies that generalize to unseen scenarios remain a largely unresolved challenge. Building on recent advances in planning through contacts, we introduce Generalizable Planning-Guided Diffusion Policy Learning (GLIDE), an approach that effectively learns to solve contact-rich bimanual manipulation tasks by leveraging model-based motion planners to generate demonstration data in high-fidelity physics simulation. Through efficient planning in randomized environments, our approach generates large-scale and high-quality synthetic motion trajectories for tasks involving diverse objects and transformations. We then train a task-conditioned diffusion policy via behavior cloning using these demonstrations. To tackle the sim-to-real gap, we propose a set of essential design options in feature extraction, task representation, action prediction, and data augmentation that enable learning robust prediction of smooth action sequences and generalization to unseen scenarios. Through experiments in both simulation and the real world, we demonstrate that our approach can enable a bimanual robotic system to effectively manipulate objects of diverse geometries, dimensions, and physical properties. Website: https://glide-manip.github.io/
STRIDE: An Open-Source, Low-Cost, and Versatile Bipedal Robot Platform for Research and Education
In this paper, we present STRIDE, a Simple, Terrestrial, Reconfigurable, Intelligent, Dynamic, and Educational bipedal platform. STRIDE aims to propel bipedal robotics research and education by providing a cost-effective implementation with step-by-step instructions for building a bipedal robotic platform while providing flexible customizations via a modular and durable design. Moreover, a versatile terrain setup and a quantitative disturbance injection system are augmented to the robot platform to replicate natural terrains and push forces that can be used to evaluate legged locomotion in practical and adversarial scenarios. We demonstrate the functionalities of this platform by realizing an adaptive step-to-step dynamics based walking controller to achieve dynamic walking. Our work with the open-soured implementation shows that STRIDE is a highly versatile and durable platform that can be used in research and education to evaluate locomotion algorithms, mechanical designs, and robust and adaptative controls.
ManipTrans: Efficient Dexterous Bimanual Manipulation Transfer via Residual Learning
Human hands play a central role in interacting, motivating increasing research in dexterous robotic manipulation. Data-driven embodied AI algorithms demand precise, large-scale, human-like manipulation sequences, which are challenging to obtain with conventional reinforcement learning or real-world teleoperation. To address this, we introduce ManipTrans, a novel two-stage method for efficiently transferring human bimanual skills to dexterous robotic hands in simulation. ManipTrans first pre-trains a generalist trajectory imitator to mimic hand motion, then fine-tunes a specific residual module under interaction constraints, enabling efficient learning and accurate execution of complex bimanual tasks. Experiments show that ManipTrans surpasses state-of-the-art methods in success rate, fidelity, and efficiency. Leveraging ManipTrans, we transfer multiple hand-object datasets to robotic hands, creating DexManipNet, a large-scale dataset featuring previously unexplored tasks like pen capping and bottle unscrewing. DexManipNet comprises 3.3K episodes of robotic manipulation and is easily extensible, facilitating further policy training for dexterous hands and enabling real-world deployments.
Bi-LAT: Bilateral Control-Based Imitation Learning via Natural Language and Action Chunking with Transformers
We present Bi-LAT, a novel imitation learning framework that unifies bilateral control with natural language processing to achieve precise force modulation in robotic manipulation. Bi-LAT leverages joint position, velocity, and torque data from leader-follower teleoperation while also integrating visual and linguistic cues to dynamically adjust applied force. By encoding human instructions such as "softly grasp the cup" or "strongly twist the sponge" through a multimodal Transformer-based model, Bi-LAT learns to distinguish nuanced force requirements in real-world tasks. We demonstrate Bi-LAT's performance in (1) unimanual cup-stacking scenario where the robot accurately modulates grasp force based on language commands, and (2) bimanual sponge-twisting task that requires coordinated force control. Experimental results show that Bi-LAT effectively reproduces the instructed force levels, particularly when incorporating SigLIP among tested language encoders. Our findings demonstrate the potential of integrating natural language cues into imitation learning, paving the way for more intuitive and adaptive human-robot interaction. For additional material, please visit: https://mertcookimg.github.io/bi-lat/
Towards a Generalizable Bimanual Foundation Policy via Flow-based Video Prediction
Learning a generalizable bimanual manipulation policy is extremely challenging for embodied agents due to the large action space and the need for coordinated arm movements. Existing approaches rely on Vision-Language-Action (VLA) models to acquire bimanual policies. However, transferring knowledge from single-arm datasets or pre-trained VLA models often fails to generalize effectively, primarily due to the scarcity of bimanual data and the fundamental differences between single-arm and bimanual manipulation. In this paper, we propose a novel bimanual foundation policy by fine-tuning the leading text-to-video models to predict robot trajectories and training a lightweight diffusion policy for action generation. Given the lack of embodied knowledge in text-to-video models, we introduce a two-stage paradigm that fine-tunes independent text-to-flow and flow-to-video models derived from a pre-trained text-to-video model. Specifically, optical flow serves as an intermediate variable, providing a concise representation of subtle movements between images. The text-to-flow model predicts optical flow to concretize the intent of language instructions, and the flow-to-video model leverages this flow for fine-grained video prediction. Our method mitigates the ambiguity of language in single-stage text-to-video prediction and significantly reduces the robot-data requirement by avoiding direct use of low-level actions. In experiments, we collect high-quality manipulation data for real dual-arm robot, and the results of simulation and real-world experiments demonstrate the effectiveness of our method.
OAKINK2: A Dataset of Bimanual Hands-Object Manipulation in Complex Task Completion
We present OAKINK2, a dataset of bimanual object manipulation tasks for complex daily activities. In pursuit of constructing the complex tasks into a structured representation, OAKINK2 introduces three level of abstraction to organize the manipulation tasks: Affordance, Primitive Task, and Complex Task. OAKINK2 features on an object-centric perspective for decoding the complex tasks, treating them as a sequence of object affordance fulfillment. The first level, Affordance, outlines the functionalities that objects in the scene can afford, the second level, Primitive Task, describes the minimal interaction units that humans interact with the object to achieve its affordance, and the third level, Complex Task, illustrates how Primitive Tasks are composed and interdependent. OAKINK2 dataset provides multi-view image streams and precise pose annotations for the human body, hands and various interacting objects. This extensive collection supports applications such as interaction reconstruction and motion synthesis. Based on the 3-level abstraction of OAKINK2, we explore a task-oriented framework for Complex Task Completion (CTC). CTC aims to generate a sequence of bimanual manipulation to achieve task objectives. Within the CTC framework, we employ Large Language Models (LLMs) to decompose the complex task objectives into sequences of Primitive Tasks and have developed a Motion Fulfillment Model that generates bimanual hand motion for each Primitive Task. OAKINK2 datasets and models are available at https://oakink.net/v2.
Bi-VLA: Vision-Language-Action Model-Based System for Bimanual Robotic Dexterous Manipulations
This research introduces the Bi-VLA (Vision-Language-Action) model, a novel system designed for bimanual robotic dexterous manipulations that seamlessly integrate vision, language understanding, and physical action. The system's functionality was evaluated through a set of household tasks, including the preparation of a desired salad upon human request. Bi-VLA demonstrates the ability to interpret complex human instructions, perceive and understand the visual context of ingredients, and execute precise bimanual actions to assemble the requested salad. Through a series of experiments, we evaluate the system's performance in terms of accuracy, efficiency, and adaptability to various salad recipes and human preferences. Our results indicate a high success rate of 100% in generating the correct executable code by the Language module from the user-requested tasks. The Vision Module achieved a success rate of 96.06% in detecting specific ingredients and an 83.4% success rate in detecting a list of multiple ingredients.
RDT-1B: a Diffusion Foundation Model for Bimanual Manipulation
Bimanual manipulation is essential in robotics, yet developing foundation models is extremely challenging due to the inherent complexity of coordinating two robot arms (leading to multi-modal action distributions) and the scarcity of training data. In this paper, we present the Robotics Diffusion Transformer (RDT), a pioneering diffusion foundation model for bimanual manipulation. RDT builds on diffusion models to effectively represent multi-modality, with innovative designs of a scalable Transformer to deal with the heterogeneity of multi-modal inputs and to capture the nonlinearity and high frequency of robotic data. To address data scarcity, we further introduce a Physically Interpretable Unified Action Space, which can unify the action representations of various robots while preserving the physical meanings of original actions, facilitating learning transferrable physical knowledge. With these designs, we managed to pre-train RDT on the largest collection of multi-robot datasets to date and scaled it up to 1.2B parameters, which is the largest diffusion-based foundation model for robotic manipulation. We finally fine-tuned RDT on a self-created multi-task bimanual dataset with over 6K+ episodes to refine its manipulation capabilities. Experiments on real robots demonstrate that RDT significantly outperforms existing methods. It exhibits zero-shot generalization to unseen objects and scenes, understands and follows language instructions, learns new skills with just 1~5 demonstrations, and effectively handles complex, dexterous tasks. We refer to https://rdt-robotics.github.io/rdt-robotics/ for the code and videos.
Vision in Action: Learning Active Perception from Human Demonstrations
We present Vision in Action (ViA), an active perception system for bimanual robot manipulation. ViA learns task-relevant active perceptual strategies (e.g., searching, tracking, and focusing) directly from human demonstrations. On the hardware side, ViA employs a simple yet effective 6-DoF robotic neck to enable flexible, human-like head movements. To capture human active perception strategies, we design a VR-based teleoperation interface that creates a shared observation space between the robot and the human operator. To mitigate VR motion sickness caused by latency in the robot's physical movements, the interface uses an intermediate 3D scene representation, enabling real-time view rendering on the operator side while asynchronously updating the scene with the robot's latest observations. Together, these design elements enable the learning of robust visuomotor policies for three complex, multi-stage bimanual manipulation tasks involving visual occlusions, significantly outperforming baseline systems.
ACE: A Cross-Platform Visual-Exoskeletons System for Low-Cost Dexterous Teleoperation
Learning from demonstrations has shown to be an effective approach to robotic manipulation, especially with the recently collected large-scale robot data with teleoperation systems. Building an efficient teleoperation system across diverse robot platforms has become more crucial than ever. However, there is a notable lack of cost-effective and user-friendly teleoperation systems for different end-effectors, e.g., anthropomorphic robot hands and grippers, that can operate across multiple platforms. To address this issue, we develop ACE, a cross-platform visual-exoskeleton system for low-cost dexterous teleoperation. Our system utilizes a hand-facing camera to capture 3D hand poses and an exoskeleton mounted on a portable base, enabling accurate real-time capture of both finger and wrist poses. Compared to previous systems, which often require hardware customization according to different robots, our single system can generalize to humanoid hands, arm-hands, arm-gripper, and quadruped-gripper systems with high-precision teleoperation. This enables imitation learning for complex manipulation tasks on diverse platforms.
RoboTwin 2.0: A Scalable Data Generator and Benchmark with Strong Domain Randomization for Robust Bimanual Robotic Manipulation
Simulation-based data synthesis has emerged as a powerful paradigm for enhancing real-world robotic manipulation. However, existing synthetic datasets remain insufficient for robust bimanual manipulation due to two challenges: (1) the lack of an efficient, scalable data generation method for novel tasks, and (2) oversimplified simulation environments that fail to capture real-world complexity. We present RoboTwin 2.0, a scalable simulation framework that enables automated, large-scale generation of diverse and realistic data, along with unified evaluation protocols for dual-arm manipulation. We first construct RoboTwin-OD, a large-scale object library comprising 731 instances across 147 categories, each annotated with semantic and manipulation-relevant labels. Building on this foundation, we develop an expert data synthesis pipeline that combines multimodal large language models (MLLMs) with simulation-in-the-loop refinement to generate task-level execution code automatically. To improve sim-to-real transfer, RoboTwin 2.0 incorporates structured domain randomization along five axes: clutter, lighting, background, tabletop height and language instructions, thereby enhancing data diversity and policy robustness. We instantiate this framework across 50 dual-arm tasks spanning five robot embodiments, and pre-collect over 100,000 domain-randomized expert trajectories. Empirical results show a 10.9% gain in code generation success and improved generalization to novel real-world scenarios. A VLA model fine-tuned on our dataset achieves a 367% relative improvement (42.0% vs. 9.0%) on unseen scene real-world tasks, while zero-shot models trained solely on our synthetic data achieve a 228% relative gain, highlighting strong generalization without real-world supervision. We release the data generator, benchmark, dataset, and code to support scalable research in robust bimanual manipulation.
BEHAVIOR Robot Suite: Streamlining Real-World Whole-Body Manipulation for Everyday Household Activities
Real-world household tasks present significant challenges for mobile manipulation robots. An analysis of existing robotics benchmarks reveals that successful task performance hinges on three key whole-body control capabilities: bimanual coordination, stable and precise navigation, and extensive end-effector reachability. Achieving these capabilities requires careful hardware design, but the resulting system complexity further complicates visuomotor policy learning. To address these challenges, we introduce the BEHAVIOR Robot Suite (BRS), a comprehensive framework for whole-body manipulation in diverse household tasks. Built on a bimanual, wheeled robot with a 4-DoF torso, BRS integrates a cost-effective whole-body teleoperation interface for data collection and a novel algorithm for learning whole-body visuomotor policies. We evaluate BRS on five challenging household tasks that not only emphasize the three core capabilities but also introduce additional complexities, such as long-range navigation, interaction with articulated and deformable objects, and manipulation in confined spaces. We believe that BRS's integrated robotic embodiment, data collection interface, and learning framework mark a significant step toward enabling real-world whole-body manipulation for everyday household tasks. BRS is open-sourced at https://behavior-robot-suite.github.io/
DualTHOR: A Dual-Arm Humanoid Simulation Platform for Contingency-Aware Planning
Developing embodied agents capable of performing complex interactive tasks in real-world scenarios remains a fundamental challenge in embodied AI. Although recent advances in simulation platforms have greatly enhanced task diversity to train embodied Vision Language Models (VLMs), most platforms rely on simplified robot morphologies and bypass the stochastic nature of low-level execution, which limits their transferability to real-world robots. To address these issues, we present a physics-based simulation platform DualTHOR for complex dual-arm humanoid robots, built upon an extended version of AI2-THOR. Our simulator includes real-world robot assets, a task suite for dual-arm collaboration, and inverse kinematics solvers for humanoid robots. We also introduce a contingency mechanism that incorporates potential failures through physics-based low-level execution, bridging the gap to real-world scenarios. Our simulator enables a more comprehensive evaluation of the robustness and generalization of VLMs in household environments. Extensive evaluations reveal that current VLMs struggle with dual-arm coordination and exhibit limited robustness in realistic environments with contingencies, highlighting the importance of using our simulator to develop more capable VLMs for embodied tasks. The code is available at https://github.com/ds199895/DualTHOR.git.
Synchronize Dual Hands for Physics-Based Dexterous Guitar Playing
We present a novel approach to synthesize dexterous motions for physically simulated hands in tasks that require coordination between the control of two hands with high temporal precision. Instead of directly learning a joint policy to control two hands, our approach performs bimanual control through cooperative learning where each hand is treated as an individual agent. The individual policies for each hand are first trained separately, and then synchronized through latent space manipulation in a centralized environment to serve as a joint policy for two-hand control. By doing so, we avoid directly performing policy learning in the joint state-action space of two hands with higher dimensions, greatly improving the overall training efficiency. We demonstrate the effectiveness of our proposed approach in the challenging guitar-playing task. The virtual guitarist trained by our approach can synthesize motions from unstructured reference data of general guitar-playing practice motions, and accurately play diverse rhythms with complex chord pressing and string picking patterns based on the input guitar tabs that do not exist in the references. Along with this paper, we provide the motion capture data that we collected as the reference for policy training. Code is available at: https://pei-xu.github.io/guitar.
Mobile ALOHA: Learning Bimanual Mobile Manipulation with Low-Cost Whole-Body Teleoperation
Imitation learning from human demonstrations has shown impressive performance in robotics. However, most results focus on table-top manipulation, lacking the mobility and dexterity necessary for generally useful tasks. In this work, we develop a system for imitating mobile manipulation tasks that are bimanual and require whole-body control. We first present Mobile ALOHA, a low-cost and whole-body teleoperation system for data collection. It augments the ALOHA system with a mobile base, and a whole-body teleoperation interface. Using data collected with Mobile ALOHA, we then perform supervised behavior cloning and find that co-training with existing static ALOHA datasets boosts performance on mobile manipulation tasks. With 50 demonstrations for each task, co-training can increase success rates by up to 90%, allowing Mobile ALOHA to autonomously complete complex mobile manipulation tasks such as sauteing and serving a piece of shrimp, opening a two-door wall cabinet to store heavy cooking pots, calling and entering an elevator, and lightly rinsing a used pan using a kitchen faucet. Project website: https://mobile-aloha.github.io
Left/Right Brain, human motor control and the implications for robotics
Neural Network movement controllers promise a variety of advantages over conventional control methods however they are not widely adopted due to their inability to produce reliably precise movements. This research explores a bilateral neural network architecture as a control system for motor tasks. We aimed to achieve hemispheric specialisation similar to what is observed in humans across different tasks; the dominant system (usually the right hand, left hemisphere) excels at tasks involving coordination and efficiency of movement, and the non-dominant system performs better at tasks requiring positional stability. Specialisation was achieved by training the hemispheres with different loss functions tailored toward the expected behaviour of the respective hemispheres. We compared bilateral models with and without specialised hemispheres, with and without inter-hemispheric connectivity (representing the biological Corpus Callosum), and unilateral models with and without specialisation. The models were trained and tested on two tasks common in the human motor control literature: the random reach task, suited to the dominant system, a model with better coordination, and the hold position task, suited to the non-dominant system, a model with more stable movement. Each system out-performed the non-favoured system in its preferred task. For both tasks, a bilateral model outperforms the 'non-preferred' hand, and is as good or better than the 'preferred' hand. The Corpus Callosum tends to improve performance, but not always for the specialised models.
High-density Electromyography for Effective Gesture-based Control of Physically Assistive Mobile Manipulators
Injury to the cervical spinal cord can cause quadriplegia, impairing muscle function in all four limbs. People with impaired hand function and mobility encounter significant difficulties in carrying out essential self-care and household tasks. Despite the impairment of their neural drive, their volitional myoelectric activity is often partially preserved. High-density electromyography (HDEMG) can detect this myoelectric activity, which can serve as control inputs to assistive devices. Previous HDEMG-controlled robotic interfaces have primarily been limited to controlling table-mounted robot arms. These have constrained reach capabilities. Instead, the ability to control mobile manipulators, which have no such workspace constraints, could allow individuals with quadriplegia to perform a greater variety of assistive tasks, thus restoring independence and reducing caregiver workload. In this study, we introduce a non-invasive wearable HDEMG interface with real-time myoelectric hand gesture recognition, enabling both coarse and fine control over the intricate mobility and manipulation functionalities of an 8 degree-of-freedom mobile manipulator. Our evaluation, involving 13 participants engaging in challenging self-care and household activities, demonstrates the potential of our wearable HDEMG system to profoundly enhance user independence by enabling non-invasive control of a mobile manipulator.
BIGS: Bimanual Category-agnostic Interaction Reconstruction from Monocular Videos via 3D Gaussian Splatting
Reconstructing 3Ds of hand-object interaction (HOI) is a fundamental problem that can find numerous applications. Despite recent advances, there is no comprehensive pipeline yet for bimanual class-agnostic interaction reconstruction from a monocular RGB video, where two hands and an unknown object are interacting with each other. Previous works tackled the limited hand-object interaction case, where object templates are pre-known or only one hand is involved in the interaction. The bimanual interaction reconstruction exhibits severe occlusions introduced by complex interactions between two hands and an object. To solve this, we first introduce BIGS (Bimanual Interaction 3D Gaussian Splatting), a method that reconstructs 3D Gaussians of hands and an unknown object from a monocular video. To robustly obtain object Gaussians avoiding severe occlusions, we leverage prior knowledge of pre-trained diffusion model with score distillation sampling (SDS) loss, to reconstruct unseen object parts. For hand Gaussians, we exploit the 3D priors of hand model (i.e., MANO) and share a single Gaussian for two hands to effectively accumulate hand 3D information, given limited views. To further consider the 3D alignment between hands and objects, we include the interacting-subjects optimization step during Gaussian optimization. Our method achieves the state-of-the-art accuracy on two challenging datasets, in terms of 3D hand pose estimation (MPJPE), 3D object reconstruction (CDh, CDo, F10), and rendering quality (PSNR, SSIM, LPIPS), respectively.
LEAP Hand: Low-Cost, Efficient, and Anthropomorphic Hand for Robot Learning
Dexterous manipulation has been a long-standing challenge in robotics. While machine learning techniques have shown some promise, results have largely been currently limited to simulation. This can be mostly attributed to the lack of suitable hardware. In this paper, we present LEAP Hand, a low-cost dexterous and anthropomorphic hand for machine learning research. In contrast to previous hands, LEAP Hand has a novel kinematic structure that allows maximal dexterity regardless of finger pose. LEAP Hand is low-cost and can be assembled in 4 hours at a cost of 2000 USD from readily available parts. It is capable of consistently exerting large torques over long durations of time. We show that LEAP Hand can be used to perform several manipulation tasks in the real world -- from visual teleoperation to learning from passive video data and sim2real. LEAP Hand significantly outperforms its closest competitor Allegro Hand in all our experiments while being 1/8th of the cost. We release detailed assembly instructions, the Sim2Real pipeline and a development platform with useful APIs on our website at https://leap-hand.github.io/
2HandedAfforder: Learning Precise Actionable Bimanual Affordances from Human Videos
When interacting with objects, humans effectively reason about which regions of objects are viable for an intended action, i.e., the affordance regions of the object. They can also account for subtle differences in object regions based on the task to be performed and whether one or two hands need to be used. However, current vision-based affordance prediction methods often reduce the problem to naive object part segmentation. In this work, we propose a framework for extracting affordance data from human activity video datasets. Our extracted 2HANDS dataset contains precise object affordance region segmentations and affordance class-labels as narrations of the activity performed. The data also accounts for bimanual actions, i.e., two hands co-ordinating and interacting with one or more objects. We present a VLM-based affordance prediction model, 2HandedAfforder, trained on the dataset and demonstrate superior performance over baselines in affordance region segmentation for various activities. Finally, we show that our predicted affordance regions are actionable, i.e., can be used by an agent performing a task, through demonstration in robotic manipulation scenarios.
HOVER: Versatile Neural Whole-Body Controller for Humanoid Robots
Humanoid whole-body control requires adapting to diverse tasks such as navigation, loco-manipulation, and tabletop manipulation, each demanding a different mode of control. For example, navigation relies on root velocity tracking, while tabletop manipulation prioritizes upper-body joint angle tracking. Existing approaches typically train individual policies tailored to a specific command space, limiting their transferability across modes. We present the key insight that full-body kinematic motion imitation can serve as a common abstraction for all these tasks and provide general-purpose motor skills for learning multiple modes of whole-body control. Building on this, we propose HOVER (Humanoid Versatile Controller), a multi-mode policy distillation framework that consolidates diverse control modes into a unified policy. HOVER enables seamless transitions between control modes while preserving the distinct advantages of each, offering a robust and scalable solution for humanoid control across a wide range of modes. By eliminating the need for policy retraining for each control mode, our approach improves efficiency and flexibility for future humanoid applications.
DeltaFinger: a 3-DoF Wearable Haptic Display Enabling High-Fidelity Force Vector Presentation at a User Finger
This paper presents a novel haptic device DeltaFinger designed to deliver the force of interaction with virtual objects by guiding user's finger with wearable delta mechanism. The developed interface is capable to deliver 3D force vector to the fingertip of the index finger of the user, allowing complex rendering of virtual reality (VR) environment. The developed device is able to produce the kinesthetic feedback up to 1.8 N in vertical projection and 0.9 N in horizontal projection without restricting the motion freedom of of the remaining fingers. The experimental results showed a sufficient precision in perception of force vector with DeltaFinger (mean force vector error of 0.6 rad). The proposed device potentially can be applied to VR communications, medicine, and navigation of the people with vision problems.
SoftZoo: A Soft Robot Co-design Benchmark For Locomotion In Diverse Environments
While significant research progress has been made in robot learning for control, unique challenges arise when simultaneously co-optimizing morphology. Existing work has typically been tailored for particular environments or representations. In order to more fully understand inherent design and performance tradeoffs and accelerate the development of new breeds of soft robots, a comprehensive virtual platform with well-established tasks, environments, and evaluation metrics is needed. In this work, we introduce SoftZoo, a soft robot co-design platform for locomotion in diverse environments. SoftZoo supports an extensive, naturally-inspired material set, including the ability to simulate environments such as flat ground, desert, wetland, clay, ice, snow, shallow water, and ocean. Further, it provides a variety of tasks relevant for soft robotics, including fast locomotion, agile turning, and path following, as well as differentiable design representations for morphology and control. Combined, these elements form a feature-rich platform for analysis and development of soft robot co-design algorithms. We benchmark prevalent representations and co-design algorithms, and shed light on 1) the interplay between environment, morphology, and behavior; 2) the importance of design space representations; 3) the ambiguity in muscle formation and controller synthesis; and 4) the value of differentiable physics. We envision that SoftZoo will serve as a standard platform and template an approach toward the development of novel representations and algorithms for co-designing soft robots' behavioral and morphological intelligence.
DexMimicGen: Automated Data Generation for Bimanual Dexterous Manipulation via Imitation Learning
Imitation learning from human demonstrations is an effective means to teach robots manipulation skills. But data acquisition is a major bottleneck in applying this paradigm more broadly, due to the amount of cost and human effort involved. There has been significant interest in imitation learning for bimanual dexterous robots, like humanoids. Unfortunately, data collection is even more challenging here due to the challenges of simultaneously controlling multiple arms and multi-fingered hands. Automated data generation in simulation is a compelling, scalable alternative to fuel this need for data. To this end, we introduce DexMimicGen, a large-scale automated data generation system that synthesizes trajectories from a handful of human demonstrations for humanoid robots with dexterous hands. We present a collection of simulation environments in the setting of bimanual dexterous manipulation, spanning a range of manipulation behaviors and different requirements for coordination among the two arms. We generate 21K demos across these tasks from just 60 source human demos and study the effect of several data generation and policy learning decisions on agent performance. Finally, we present a real-to-sim-to-real pipeline and deploy it on a real-world humanoid can sorting task. Videos and more are at https://dexmimicgen.github.io/
BOTH2Hands: Inferring 3D Hands from Both Text Prompts and Body Dynamics
The recently emerging text-to-motion advances have spired numerous attempts for convenient and interactive human motion generation. Yet, existing methods are largely limited to generating body motions only without considering the rich two-hand motions, let alone handling various conditions like body dynamics or texts. To break the data bottleneck, we propose BOTH57M, a novel multi-modal dataset for two-hand motion generation. Our dataset includes accurate motion tracking for the human body and hands and provides pair-wised finger-level hand annotations and body descriptions. We further provide a strong baseline method, BOTH2Hands, for the novel task: generating vivid two-hand motions from both implicit body dynamics and explicit text prompts. We first warm up two parallel body-to-hand and text-to-hand diffusion models and then utilize the cross-attention transformer for motion blending. Extensive experiments and cross-validations demonstrate the effectiveness of our approach and dataset for generating convincing two-hand motions from the hybrid body-and-textual conditions. Our dataset and code will be disseminated to the community for future research.
TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization
Synthesizing diverse and physically plausible Human-Scene Interactions (HSI) is pivotal for both computer animation and embodied AI. Despite encouraging progress, current methods mainly focus on developing separate controllers, each specialized for a specific interaction task. This significantly hinders the ability to tackle a wide variety of challenging HSI tasks that require the integration of multiple skills, e.g., sitting down while carrying an object. To address this issue, we present TokenHSI, a single, unified transformer-based policy capable of multi-skill unification and flexible adaptation. The key insight is to model the humanoid proprioception as a separate shared token and combine it with distinct task tokens via a masking mechanism. Such a unified policy enables effective knowledge sharing across skills, thereby facilitating the multi-task training. Moreover, our policy architecture supports variable length inputs, enabling flexible adaptation of learned skills to new scenarios. By training additional task tokenizers, we can not only modify the geometries of interaction targets but also coordinate multiple skills to address complex tasks. The experiments demonstrate that our approach can significantly improve versatility, adaptability, and extensibility in various HSI tasks. Website: https://liangpan99.github.io/TokenHSI/
DG16M: A Large-Scale Dataset for Dual-Arm Grasping with Force-Optimized Grasps
Dual-arm robotic grasping is crucial for handling large objects that require stable and coordinated manipulation. While single-arm grasping has been extensively studied, datasets tailored for dual-arm settings remain scarce. We introduce a large-scale dataset of 16 million dual-arm grasps, evaluated under improved force-closure constraints. Additionally, we develop a benchmark dataset containing 300 objects with approximately 30,000 grasps, evaluated in a physics simulation environment, providing a better grasp quality assessment for dual-arm grasp synthesis methods. Finally, we demonstrate the effectiveness of our dataset by training a Dual-Arm Grasp Classifier network that outperforms the state-of-the-art methods by 15\%, achieving higher grasp success rates and improved generalization across objects.
SLAM for Visually Impaired Navigation: A Systematic Literature Review of the Current State of Research
In recent decades, several assistive technologies have been developed for visually impaired and blind (VIB) individuals to improve their ability to navigate independently and safely. At the same time, simultaneous localization and mapping (SLAM) techniques have become sufficiently robust and efficient to be adopted in the development of these assistive technologies. In this paper, we first report the results of an anonymous worldwide survey conducted with VIB people to understand their experiences, needs, and challenges in navigation, differentiating our approach from prior work that often has a limited geographic scope and focuses on specific challenges. We then present a systematic literature review of recent studies on SLAM-based solutions for VIB people. This review explores various SLAM techniques employed in this context. We discuss the advantages and limitations of these techniques for VIB navigation. Moreover, we examined a range of challenging situations addressed in the studies included in this review. We explain how SLAM-based solutions offer potential to improve the ability of visually impaired individuals to navigate effectively. Finally, we present future opportunities and challenges in this domain.
HOMIE: Humanoid Loco-Manipulation with Isomorphic Exoskeleton Cockpit
Generalizable humanoid loco-manipulation poses significant challenges, requiring coordinated whole-body control and precise, contact-rich object manipulation. To address this, this paper introduces HOMIE, a semi-autonomous teleoperation system that combines a reinforcement learning policy for body control mapped to a pedal, an isomorphic exoskeleton arm for arm control, and motion-sensing gloves for hand control, forming a unified cockpit to freely operate humanoids and establish a data flywheel. The policy incorporates novel designs, including an upper-body pose curriculum, a height-tracking reward, and symmetry utilization. These features enable the system to perform walking and squatting to specific heights while seamlessly adapting to arbitrary upper-body poses. The exoskeleton, by eliminating the reliance on inverse dynamics, delivers faster and more precise arm control. The gloves utilize Hall sensors instead of servos, allowing even compact devices to achieve 15 or more degrees of freedom and freely adapt to any model of dexterous hands. Compared to previous teleoperation systems, HOMIE stands out for its exceptional efficiency, completing tasks in half the time; its expanded working range, allowing users to freely reach high and low areas as well as interact with any objects; and its affordability, with a price of just $500. The system is fully open-source, demos and code can be found in our https://homietele.github.io/.
Safe & Accurate at Speed with Tendons: A Robot Arm for Exploring Dynamic Motion
Operating robots precisely and at high speeds has been a long-standing goal of robotics research. Balancing these competing demands is key to enabling the seamless collaboration of robots and humans and increasing task performance. However, traditional motor-driven systems often fall short in this balancing act. Due to their rigid and often heavy design exacerbated by positioning the motors into the joints, faster motions of such robots transfer high forces at impact. To enable precise and safe dynamic motions, we introduce a four degree-of-freedom~(DoF) tendon-driven robot arm. Tendons allow placing the actuation at the base to reduce the robot's inertia, which we show significantly reduces peak collision forces compared to conventional robots with motors placed near the joints. Pairing our robot with pneumatic muscles allows generating high forces and highly accelerated motions, while benefiting from impact resilience through passive compliance. Since tendons are subject to additional friction and hence prone to wear and tear, we validate the reliability of our robotic arm on various experiments, including long-term dynamic motions. We also demonstrate its ease of control by quantifying the nonlinearities of the system and the performance on a challenging dynamic table tennis task learned from scratch using reinforcement learning. We open-source the entire hardware design, which can be largely 3D printed, the control software, and a proprioceptive dataset of 25 days of diverse robot motions at webdav.tuebingen.mpg.de/pamy2.
Redefining Robot Generalization Through Interactive Intelligence
Recent advances in large-scale machine learning have produced high-capacity foundation models capable of adapting to a broad array of downstream tasks. While such models hold great promise for robotics, the prevailing paradigm still portrays robots as single, autonomous decision-makers, performing tasks like manipulation and navigation, with limited human involvement. However, a large class of real-world robotic systems, including wearable robotics (e.g., prostheses, orthoses, exoskeletons), teleoperation, and neural interfaces, are semiautonomous, and require ongoing interactive coordination with human partners, challenging single-agent assumptions. In this position paper, we argue that robot foundation models must evolve to an interactive multi-agent perspective in order to handle the complexities of real-time human-robot co-adaptation. We propose a generalizable, neuroscience-inspired architecture encompassing four modules: (1) a multimodal sensing module informed by sensorimotor integration principles, (2) an ad-hoc teamwork model reminiscent of joint-action frameworks in cognitive science, (3) a predictive world belief model grounded in internal model theories of motor control, and (4) a memory/feedback mechanism that echoes concepts of Hebbian and reinforcement-based plasticity. Although illustrated through the lens of cyborg systems, where wearable devices and human physiology are inseparably intertwined, the proposed framework is broadly applicable to robots operating in semi-autonomous or interactive contexts. By moving beyond single-agent designs, our position emphasizes how foundation models in robotics can achieve a more robust, personalized, and anticipatory level of performance.
Universal Manipulation Interface: In-The-Wild Robot Teaching Without In-The-Wild Robots
We present Universal Manipulation Interface (UMI) -- a data collection and policy learning framework that allows direct skill transfer from in-the-wild human demonstrations to deployable robot policies. UMI employs hand-held grippers coupled with careful interface design to enable portable, low-cost, and information-rich data collection for challenging bimanual and dynamic manipulation demonstrations. To facilitate deployable policy learning, UMI incorporates a carefully designed policy interface with inference-time latency matching and a relative-trajectory action representation. The resulting learned policies are hardware-agnostic and deployable across multiple robot platforms. Equipped with these features, UMI framework unlocks new robot manipulation capabilities, allowing zero-shot generalizable dynamic, bimanual, precise, and long-horizon behaviors, by only changing the training data for each task. We demonstrate UMI's versatility and efficacy with comprehensive real-world experiments, where policies learned via UMI zero-shot generalize to novel environments and objects when trained on diverse human demonstrations. UMI's hardware and software system is open-sourced at https://umi-gripper.github.io.
Object-Centric Dexterous Manipulation from Human Motion Data
Manipulating objects to achieve desired goal states is a basic but important skill for dexterous manipulation. Human hand motions demonstrate proficient manipulation capability, providing valuable data for training robots with multi-finger hands. Despite this potential, substantial challenges arise due to the embodiment gap between human and robot hands. In this work, we introduce a hierarchical policy learning framework that uses human hand motion data for training object-centric dexterous robot manipulation. At the core of our method is a high-level trajectory generative model, learned with a large-scale human hand motion capture dataset, to synthesize human-like wrist motions conditioned on the desired object goal states. Guided by the generated wrist motions, deep reinforcement learning is further used to train a low-level finger controller that is grounded in the robot's embodiment to physically interact with the object to achieve the goal. Through extensive evaluation across 10 household objects, our approach not only demonstrates superior performance but also showcases generalization capability to novel object geometries and goal states. Furthermore, we transfer the learned policies from simulation to a real-world bimanual dexterous robot system, further demonstrating its applicability in real-world scenarios. Project website: https://cypypccpy.github.io/obj-dex.github.io/.
MediaPipe Hands: On-device Real-time Hand Tracking
We present a real-time on-device hand tracking pipeline that predicts hand skeleton from single RGB camera for AR/VR applications. The pipeline consists of two models: 1) a palm detector, 2) a hand landmark model. It's implemented via MediaPipe, a framework for building cross-platform ML solutions. The proposed model and pipeline architecture demonstrates real-time inference speed on mobile GPUs and high prediction quality. MediaPipe Hands is open sourced at https://mediapipe.dev.
EgoMimic: Scaling Imitation Learning via Egocentric Video
The scale and diversity of demonstration data required for imitation learning is a significant challenge. We present EgoMimic, a full-stack framework which scales manipulation via human embodiment data, specifically egocentric human videos paired with 3D hand tracking. EgoMimic achieves this through: (1) a system to capture human embodiment data using the ergonomic Project Aria glasses, (2) a low-cost bimanual manipulator that minimizes the kinematic gap to human data, (3) cross-domain data alignment techniques, and (4) an imitation learning architecture that co-trains on human and robot data. Compared to prior works that only extract high-level intent from human videos, our approach treats human and robot data equally as embodied demonstration data and learns a unified policy from both data sources. EgoMimic achieves significant improvement on a diverse set of long-horizon, single-arm and bimanual manipulation tasks over state-of-the-art imitation learning methods and enables generalization to entirely new scenes. Finally, we show a favorable scaling trend for EgoMimic, where adding 1 hour of additional hand data is significantly more valuable than 1 hour of additional robot data. Videos and additional information can be found at https://egomimic.github.io/
MyoDex: A Generalizable Prior for Dexterous Manipulation
Human dexterity is a hallmark of motor control. Our hands can rapidly synthesize new behaviors despite the complexity (multi-articular and multi-joints, with 23 joints controlled by more than 40 muscles) of musculoskeletal sensory-motor circuits. In this work, we take inspiration from how human dexterity builds on a diversity of prior experiences, instead of being acquired through a single task. Motivated by this observation, we set out to develop agents that can build upon their previous experience to quickly acquire new (previously unattainable) behaviors. Specifically, our approach leverages multi-task learning to implicitly capture task-agnostic behavioral priors (MyoDex) for human-like dexterity, using a physiologically realistic human hand model - MyoHand. We demonstrate MyoDex's effectiveness in few-shot generalization as well as positive transfer to a large repertoire of unseen dexterous manipulation tasks. Agents leveraging MyoDex can solve approximately 3x more tasks, and 4x faster in comparison to a distillation baseline. While prior work has synthesized single musculoskeletal control behaviors, MyoDex is the first generalizable manipulation prior that catalyzes the learning of dexterous physiological control across a large variety of contact-rich behaviors. We also demonstrate the effectiveness of our paradigms beyond musculoskeletal control towards the acquisition of dexterity in 24 DoF Adroit Hand. Website: https://sites.google.com/view/myodex
DexGarmentLab: Dexterous Garment Manipulation Environment with Generalizable Policy
Garment manipulation is a critical challenge due to the diversity in garment categories, geometries, and deformations. Despite this, humans can effortlessly handle garments, thanks to the dexterity of our hands. However, existing research in the field has struggled to replicate this level of dexterity, primarily hindered by the lack of realistic simulations of dexterous garment manipulation. Therefore, we propose DexGarmentLab, the first environment specifically designed for dexterous (especially bimanual) garment manipulation, which features large-scale high-quality 3D assets for 15 task scenarios, and refines simulation techniques tailored for garment modeling to reduce the sim-to-real gap. Previous data collection typically relies on teleoperation or training expert reinforcement learning (RL) policies, which are labor-intensive and inefficient. In this paper, we leverage garment structural correspondence to automatically generate a dataset with diverse trajectories using only a single expert demonstration, significantly reducing manual intervention. However, even extensive demonstrations cannot cover the infinite states of garments, which necessitates the exploration of new algorithms. To improve generalization across diverse garment shapes and deformations, we propose a Hierarchical gArment-manipuLation pOlicy (HALO). It first identifies transferable affordance points to accurately locate the manipulation area, then generates generalizable trajectories to complete the task. Through extensive experiments and detailed analysis of our method and baseline, we demonstrate that HALO consistently outperforms existing methods, successfully generalizing to previously unseen instances even with significant variations in shape and deformation where others fail. Our project page is available at: https://wayrise.github.io/DexGarmentLab/.
Atlas3D: Physically Constrained Self-Supporting Text-to-3D for Simulation and Fabrication
Existing diffusion-based text-to-3D generation methods primarily focus on producing visually realistic shapes and appearances, often neglecting the physical constraints necessary for downstream tasks. Generated models frequently fail to maintain balance when placed in physics-based simulations or 3D printed. This balance is crucial for satisfying user design intentions in interactive gaming, embodied AI, and robotics, where stable models are needed for reliable interaction. Additionally, stable models ensure that 3D-printed objects, such as figurines for home decoration, can stand on their own without requiring additional supports. To fill this gap, we introduce Atlas3D, an automatic and easy-to-implement method that enhances existing Score Distillation Sampling (SDS)-based text-to-3D tools. Atlas3D ensures the generation of self-supporting 3D models that adhere to physical laws of stability under gravity, contact, and friction. Our approach combines a novel differentiable simulation-based loss function with physically inspired regularization, serving as either a refinement or a post-processing module for existing frameworks. We verify Atlas3D's efficacy through extensive generation tasks and validate the resulting 3D models in both simulated and real-world environments.
ArtiGrasp: Physically Plausible Synthesis of Bi-Manual Dexterous Grasping and Articulation
We present ArtiGrasp, a novel method to synthesize bi-manual hand-object interactions that include grasping and articulation. This task is challenging due to the diversity of the global wrist motions and the precise finger control that are necessary to articulate objects. ArtiGrasp leverages reinforcement learning and physics simulations to train a policy that controls the global and local hand pose. Our framework unifies grasping and articulation within a single policy guided by a single hand pose reference. Moreover, to facilitate the training of the precise finger control required for articulation, we present a learning curriculum with increasing difficulty. It starts with single-hand manipulation of stationary objects and continues with multi-agent training including both hands and non-stationary objects. To evaluate our method, we introduce Dynamic Object Grasping and Articulation, a task that involves bringing an object into a target articulated pose. This task requires grasping, relocation, and articulation. We show our method's efficacy towards this task. We further demonstrate that our method can generate motions with noisy hand-object pose estimates from an off-the-shelf image-based regressor.
Evolution 6.0: Evolving Robotic Capabilities Through Generative Design
We propose a new concept, Evolution 6.0, which represents the evolution of robotics driven by Generative AI. When a robot lacks the necessary tools to accomplish a task requested by a human, it autonomously designs the required instruments and learns how to use them to achieve the goal. Evolution 6.0 is an autonomous robotic system powered by Vision-Language Models (VLMs), Vision-Language Action (VLA) models, and Text-to-3D generative models for tool design and task execution. The system comprises two key modules: the Tool Generation Module, which fabricates task-specific tools from visual and textual data, and the Action Generation Module, which converts natural language instructions into robotic actions. It integrates QwenVLM for environmental understanding, OpenVLA for task execution, and Llama-Mesh for 3D tool generation. Evaluation results demonstrate a 90% success rate for tool generation with a 10-second inference time, and action generation achieving 83.5% in physical and visual generalization, 70% in motion generalization, and 37% in semantic generalization. Future improvements will focus on bimanual manipulation, expanded task capabilities, and enhanced environmental interpretation to improve real-world adaptability.
BiPO: Bidirectional Partial Occlusion Network for Text-to-Motion Synthesis
Generating natural and expressive human motions from textual descriptions is challenging due to the complexity of coordinating full-body dynamics and capturing nuanced motion patterns over extended sequences that accurately reflect the given text. To address this, we introduce BiPO, Bidirectional Partial Occlusion Network for Text-to-Motion Synthesis, a novel model that enhances text-to-motion synthesis by integrating part-based generation with a bidirectional autoregressive architecture. This integration allows BiPO to consider both past and future contexts during generation while enhancing detailed control over individual body parts without requiring ground-truth motion length. To relax the interdependency among body parts caused by the integration, we devise the Partial Occlusion technique, which probabilistically occludes the certain motion part information during training. In our comprehensive experiments, BiPO achieves state-of-the-art performance on the HumanML3D dataset, outperforming recent methods such as ParCo, MoMask, and BAMM in terms of FID scores and overall motion quality. Notably, BiPO excels not only in the text-to-motion generation task but also in motion editing tasks that synthesize motion based on partially generated motion sequences and textual descriptions. These results reveal the BiPO's effectiveness in advancing text-to-motion synthesis and its potential for practical applications.
Unity: A General Platform for Intelligent Agents
Recent advances in artificial intelligence have been driven by the presence of increasingly realistic and complex simulated environments. However, many of the existing environments provide either unrealistic visuals, inaccurate physics, low task complexity, restricted agent perspective, or a limited capacity for interaction among artificial agents. Furthermore, many platforms lack the ability to flexibly configure the simulation, making the simulated environment a black-box from the perspective of the learning system. In this work, we propose a novel taxonomy of existing simulation platforms and discuss the highest level class of general platforms which enable the development of learning environments that are rich in visual, physical, task, and social complexity. We argue that modern game engines are uniquely suited to act as general platforms and as a case study examine the Unity engine and open source Unity ML-Agents Toolkit. We then survey the research enabled by Unity and the Unity ML-Agents Toolkit, discussing the kinds of research a flexible, interactive and easily configurable general platform can facilitate.
Demonstrating Wheeled Lab: Modern Sim2Real for Low-cost, Open-source Wheeled Robotics
Simulation has been pivotal in recent robotics milestones and is poised to play a prominent role in the field's future. However, recent robotic advances often rely on expensive and high-maintenance platforms, limiting access to broader robotics audiences. This work introduces Wheeled Lab, a framework for the low-cost, open-source wheeled platforms that are already widely established in education and research. Through integration with Isaac Lab, Wheeled Lab introduces modern techniques in Sim2Real, such as domain randomization, sensor simulation, and end-to-end learning, to new user communities. To kickstart education and demonstrate the framework's capabilities, we develop three state-of-the-art policies for small-scale RC cars: controlled drifting, elevation traversal, and visual navigation, each trained in simulation and deployed in the real world. By bridging the gap between advanced Sim2Real methods and affordable, available robotics, Wheeled Lab aims to democratize access to cutting-edge tools, fostering innovation and education in a broader robotics context. The full stack, from hardware to software, is low cost and open-source.
Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes
In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.
Twisting Lids Off with Two Hands
Manipulating objects with two multi-fingered hands has been a long-standing challenge in robotics, attributed to the contact-rich nature of many manipulation tasks and the complexity inherent in coordinating a high-dimensional bimanual system. In this work, we consider the problem of twisting lids of various bottle-like objects with two hands, and demonstrate that policies trained in simulation using deep reinforcement learning can be effectively transferred to the real world. With novel engineering insights into physical modeling, real-time perception, and reward design, the policy demonstrates generalization capabilities across a diverse set of unseen objects, showcasing dynamic and dexterous behaviors. Our findings serve as compelling evidence that deep reinforcement learning combined with sim-to-real transfer remains a promising approach for addressing manipulation problems of unprecedented complexity.
3DTouch: Towards a Wearable 3D Input Device for 3D Applications
Three-dimensional (3D) applications have come to every corner of life. We present 3DTouch, a novel 3D wearable input device worn on the fingertip for interacting with 3D applications. 3DTouch is self-contained, and designed to universally work on various 3D platforms. The device employs touch input for the benefits of passive haptic feedback, and movement stability. Moreover, with touch interaction, 3DTouch is conceptually less fatiguing to use over many hours than 3D spatial input devices such as Kinect. Our approach relies on relative positioning technique using an optical laser sensor and a 9-DOF inertial measurement unit. We implemented a set of 3D interaction techniques including selection, translation, and rotation using 3DTouch. An evaluation also demonstrates the device's tracking accuracy of 1.10 mm and 2.33 degrees for subtle touch interaction in 3D space. With 3DTouch project, we would like to provide an input device that reduces the gap between 3D applications and users.
Sequential Dexterity: Chaining Dexterous Policies for Long-Horizon Manipulation
Many real-world manipulation tasks consist of a series of subtasks that are significantly different from one another. Such long-horizon, complex tasks highlight the potential of dexterous hands, which possess adaptability and versatility, capable of seamlessly transitioning between different modes of functionality without the need for re-grasping or external tools. However, the challenges arise due to the high-dimensional action space of dexterous hand and complex compositional dynamics of the long-horizon tasks. We present Sequential Dexterity, a general system based on reinforcement learning (RL) that chains multiple dexterous policies for achieving long-horizon task goals. The core of the system is a transition feasibility function that progressively finetunes the sub-policies for enhancing chaining success rate, while also enables autonomous policy-switching for recovery from failures and bypassing redundant stages. Despite being trained only in simulation with a few task objects, our system demonstrates generalization capability to novel object shapes and is able to zero-shot transfer to a real-world robot equipped with a dexterous hand. More details and video results could be found at https://sequential-dexterity.github.io
GraspMolmo: Generalizable Task-Oriented Grasping via Large-Scale Synthetic Data Generation
We present GrasMolmo, a generalizable open-vocabulary task-oriented grasping (TOG) model. GraspMolmo predicts semantically appropriate, stable grasps conditioned on a natural language instruction and a single RGB-D frame. For instance, given "pour me some tea", GraspMolmo selects a grasp on a teapot handle rather than its body. Unlike prior TOG methods, which are limited by small datasets, simplistic language, and uncluttered scenes, GraspMolmo learns from PRISM, a novel large-scale synthetic dataset of 379k samples featuring cluttered environments and diverse, realistic task descriptions. We fine-tune the Molmo visual-language model on this data, enabling GraspMolmo to generalize to novel open-vocabulary instructions and objects. In challenging real-world evaluations, GraspMolmo achieves state-of-the-art results, with a 70% prediction success on complex tasks, compared to the 35% achieved by the next best alternative. GraspMolmo also successfully demonstrates the ability to predict semantically correct bimanual grasps zero-shot. We release our synthetic dataset, code, model, and benchmarks to accelerate research in task-semantic robotic manipulation, which, along with videos, are available at https://abhaybd.github.io/GraspMolmo/.
Being-0: A Humanoid Robotic Agent with Vision-Language Models and Modular Skills
Building autonomous robotic agents capable of achieving human-level performance in real-world embodied tasks is an ultimate goal in humanoid robot research. Recent advances have made significant progress in high-level cognition with Foundation Models (FMs) and low-level skill development for humanoid robots. However, directly combining these components often results in poor robustness and efficiency due to compounding errors in long-horizon tasks and the varied latency of different modules. We introduce Being-0, a hierarchical agent framework that integrates an FM with a modular skill library. The FM handles high-level cognitive tasks such as instruction understanding, task planning, and reasoning, while the skill library provides stable locomotion and dexterous manipulation for low-level control. To bridge the gap between these levels, we propose a novel Connector module, powered by a lightweight vision-language model (VLM). The Connector enhances the FM's embodied capabilities by translating language-based plans into actionable skill commands and dynamically coordinating locomotion and manipulation to improve task success. With all components, except the FM, deployable on low-cost onboard computation devices, Being-0 achieves efficient, real-time performance on a full-sized humanoid robot equipped with dexterous hands and active vision. Extensive experiments in large indoor environments demonstrate Being-0's effectiveness in solving complex, long-horizon tasks that require challenging navigation and manipulation subtasks. For further details and videos, visit https://beingbeyond.github.io/being-0.
HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos
We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground-truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.
Introducing HOT3D: An Egocentric Dataset for 3D Hand and Object Tracking
We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. We aim to accelerate research on egocentric hand-object interaction by making the HOT3D dataset publicly available and by co-organizing public challenges on the dataset at ECCV 2024. The dataset can be downloaded from the project website: https://facebookresearch.github.io/hot3d/.
Embodied Hands: Modeling and Capturing Hands and Bodies Together
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).
VIALM: A Survey and Benchmark of Visually Impaired Assistance with Large Models
Visually Impaired Assistance (VIA) aims to automatically help the visually impaired (VI) handle daily activities. The advancement of VIA primarily depends on developments in Computer Vision (CV) and Natural Language Processing (NLP), both of which exhibit cutting-edge paradigms with large models (LMs). Furthermore, LMs have shown exceptional multimodal abilities to tackle challenging physically-grounded tasks such as embodied robots. To investigate the potential and limitations of state-of-the-art (SOTA) LMs' capabilities in VIA applications, we present an extensive study for the task of VIA with LMs (VIALM). In this task, given an image illustrating the physical environments and a linguistic request from a VI user, VIALM aims to output step-by-step guidance to assist the VI user in fulfilling the request grounded in the environment. The study consists of a survey reviewing recent LM research and benchmark experiments examining selected LMs' capabilities in VIA. The results indicate that while LMs can potentially benefit VIA, their output cannot be well environment-grounded (i.e., 25.7% GPT-4's responses) and lacks fine-grained guidance (i.e., 32.1% GPT-4's responses).
DexUMI: Using Human Hand as the Universal Manipulation Interface for Dexterous Manipulation
We present DexUMI - a data collection and policy learning framework that uses the human hand as the natural interface to transfer dexterous manipulation skills to various robot hands. DexUMI includes hardware and software adaptations to minimize the embodiment gap between the human hand and various robot hands. The hardware adaptation bridges the kinematics gap using a wearable hand exoskeleton. It allows direct haptic feedback in manipulation data collection and adapts human motion to feasible robot hand motion. The software adaptation bridges the visual gap by replacing the human hand in video data with high-fidelity robot hand inpainting. We demonstrate DexUMI's capabilities through comprehensive real-world experiments on two different dexterous robot hand hardware platforms, achieving an average task success rate of 86%.
SkillBlender: Towards Versatile Humanoid Whole-Body Loco-Manipulation via Skill Blending
Humanoid robots hold significant potential in accomplishing daily tasks across diverse environments thanks to their flexibility and human-like morphology. Recent works have made significant progress in humanoid whole-body control and loco-manipulation leveraging optimal control or reinforcement learning. However, these methods require tedious task-specific tuning for each task to achieve satisfactory behaviors, limiting their versatility and scalability to diverse tasks in daily scenarios. To that end, we introduce SkillBlender, a novel hierarchical reinforcement learning framework for versatile humanoid loco-manipulation. SkillBlender first pretrains goal-conditioned task-agnostic primitive skills, and then dynamically blends these skills to accomplish complex loco-manipulation tasks with minimal task-specific reward engineering. We also introduce SkillBench, a parallel, cross-embodiment, and diverse simulated benchmark containing three embodiments, four primitive skills, and eight challenging loco-manipulation tasks, accompanied by a set of scientific evaluation metrics balancing accuracy and feasibility. Extensive simulated experiments show that our method significantly outperforms all baselines, while naturally regularizing behaviors to avoid reward hacking, resulting in more accurate and feasible movements for diverse loco-manipulation tasks in our daily scenarios. Our code and benchmark will be open-sourced to the community to facilitate future research. Project page: https://usc-gvl.github.io/SkillBlender-web/.
GR00T N1: An Open Foundation Model for Generalist Humanoid Robots
General-purpose robots need a versatile body and an intelligent mind. Recent advancements in humanoid robots have shown great promise as a hardware platform for building generalist autonomy in the human world. A robot foundation model, trained on massive and diverse data sources, is essential for enabling the robots to reason about novel situations, robustly handle real-world variability, and rapidly learn new tasks. To this end, we introduce GR00T N1, an open foundation model for humanoid robots. GR00T N1 is a Vision-Language-Action (VLA) model with a dual-system architecture. The vision-language module (System 2) interprets the environment through vision and language instructions. The subsequent diffusion transformer module (System 1) generates fluid motor actions in real time. Both modules are tightly coupled and jointly trained end-to-end. We train GR00T N1 with a heterogeneous mixture of real-robot trajectories, human videos, and synthetically generated datasets. We show that our generalist robot model GR00T N1 outperforms the state-of-the-art imitation learning baselines on standard simulation benchmarks across multiple robot embodiments. Furthermore, we deploy our model on the Fourier GR-1 humanoid robot for language-conditioned bimanual manipulation tasks, achieving strong performance with high data efficiency.
SayTap: Language to Quadrupedal Locomotion
Large language models (LLMs) have demonstrated the potential to perform high-level planning. Yet, it remains a challenge for LLMs to comprehend low-level commands, such as joint angle targets or motor torques. This paper proposes an approach to use foot contact patterns as an interface that bridges human commands in natural language and a locomotion controller that outputs these low-level commands. This results in an interactive system for quadrupedal robots that allows the users to craft diverse locomotion behaviors flexibly. We contribute an LLM prompt design, a reward function, and a method to expose the controller to the feasible distribution of contact patterns. The results are a controller capable of achieving diverse locomotion patterns that can be transferred to real robot hardware. Compared with other design choices, the proposed approach enjoys more than 50% success rate in predicting the correct contact patterns and can solve 10 more tasks out of a total of 30 tasks. Our project site is: https://saytap.github.io.
COMPASS: Cross-embodiment Mobility Policy via Residual RL and Skill Synthesis
As robots are increasingly deployed in diverse application domains, generalizable cross-embodiment mobility policies are increasingly essential. While classical mobility stacks have proven effective on specific robot platforms, they pose significant challenges when scaling to new embodiments. Learning-based methods, such as imitation learning (IL) and reinforcement learning (RL), offer alternative solutions but suffer from covariate shift, sparse sampling in large environments, and embodiment-specific constraints. This paper introduces COMPASS, a novel workflow for developing cross-embodiment mobility policies by integrating IL, residual RL, and policy distillation. We begin with IL on a mobile robot, leveraging easily accessible teacher policies to train a foundational model that combines a world model with a mobility policy. Building on this base, we employ residual RL to fine-tune embodiment-specific policies, exploiting pre-trained representations to improve sampling efficiency in handling various physical constraints and sensor modalities. Finally, policy distillation merges these embodiment-specialist policies into a single robust cross-embodiment policy. We empirically demonstrate that COMPASS scales effectively across diverse robot platforms while maintaining adaptability to various environment configurations, achieving a generalist policy with a success rate approximately 5X higher than the pre-trained IL policy. The resulting framework offers an efficient, scalable solution for cross-embodiment mobility, enabling robots with different designs to navigate safely and efficiently in complex scenarios.
Realistic Full-Body Tracking from Sparse Observations via Joint-Level Modeling
To bridge the physical and virtual worlds for rapidly developed VR/AR applications, the ability to realistically drive 3D full-body avatars is of great significance. Although real-time body tracking with only the head-mounted displays (HMDs) and hand controllers is heavily under-constrained, a carefully designed end-to-end neural network is of great potential to solve the problem by learning from large-scale motion data. To this end, we propose a two-stage framework that can obtain accurate and smooth full-body motions with the three tracking signals of head and hands only. Our framework explicitly models the joint-level features in the first stage and utilizes them as spatiotemporal tokens for alternating spatial and temporal transformer blocks to capture joint-level correlations in the second stage. Furthermore, we design a set of loss terms to constrain the task of a high degree of freedom, such that we can exploit the potential of our joint-level modeling. With extensive experiments on the AMASS motion dataset and real-captured data, we validate the effectiveness of our designs and show our proposed method can achieve more accurate and smooth motion compared to existing approaches.
Getting the Ball Rolling: Learning a Dexterous Policy for a Biomimetic Tendon-Driven Hand with Rolling Contact Joints
Biomimetic, dexterous robotic hands have the potential to replicate much of the tasks that a human can do, and to achieve status as a general manipulation platform. Recent advances in reinforcement learning (RL) frameworks have achieved remarkable performance in quadrupedal locomotion and dexterous manipulation tasks. Combined with GPU-based highly parallelized simulations capable of simulating thousands of robots in parallel, RL-based controllers have become more scalable and approachable. However, in order to bring RL-trained policies to the real world, we require training frameworks that output policies that can work with physical actuators and sensors as well as a hardware platform that can be manufactured with accessible materials yet is robust enough to run interactive policies. This work introduces the biomimetic tendon-driven Faive Hand and its system architecture, which uses tendon-driven rolling contact joints to achieve a 3D printable, robust high-DoF hand design. We model each element of the hand and integrate it into a GPU simulation environment to train a policy with RL, and achieve zero-shot transfer of a dexterous in-hand sphere rotation skill to the physical robot hand.
Persistent-Transient Duality: A Multi-mechanism Approach for Modeling Human-Object Interaction
Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.
BiFold: Bimanual Cloth Folding with Language Guidance
Cloth folding is a complex task due to the inevitable self-occlusions of clothes, their complicated dynamics, and the disparate materials, geometries, and textures that garments can have. In this work, we learn folding actions conditioned on text commands. Translating high-level, abstract instructions into precise robotic actions requires sophisticated language understanding and manipulation capabilities. To do that, we leverage a pre-trained vision-language model and repurpose it to predict manipulation actions. Our model, BiFold, can take context into account and achieves state-of-the-art performance on an existing language-conditioned folding benchmark. Given the lack of annotated bimanual folding data, we devise a procedure to automatically parse actions of a simulated dataset and tag them with aligned text instructions. BiFold attains the best performance on our dataset and can transfer to new instructions, garments, and environments.
Technical Report on: Tripedal Dynamic Gaits for a Quadruped Robot
A vast number of applications for legged robots entail tasks in complex, dynamic environments. But these environments put legged robots at high risk for limb damage. This paper presents an empirical study of fault tolerant dynamic gaits designed for a quadrupedal robot suffering from a single, known "missing" limb. Preliminary data suggests that the featured gait controller successfully anchors a previously developed planar monopedal hopping template in the three-legged spatial machine. This compositional approach offers a useful and generalizable guide to the development of a wider range of tripedal recovery gaits for damaged quadrupedal machines.
RP1M: A Large-Scale Motion Dataset for Piano Playing with Bi-Manual Dexterous Robot Hands
It has been a long-standing research goal to endow robot hands with human-level dexterity. Bi-manual robot piano playing constitutes a task that combines challenges from dynamic tasks, such as generating fast while precise motions, with slower but contact-rich manipulation problems. Although reinforcement learning based approaches have shown promising results in single-task performance, these methods struggle in a multi-song setting. Our work aims to close this gap and, thereby, enable imitation learning approaches for robot piano playing at scale. To this end, we introduce the Robot Piano 1 Million (RP1M) dataset, containing bi-manual robot piano playing motion data of more than one million trajectories. We formulate finger placements as an optimal transport problem, thus, enabling automatic annotation of vast amounts of unlabeled songs. Benchmarking existing imitation learning approaches shows that such approaches reach state-of-the-art robot piano playing performance by leveraging RP1M.
Learning Getting-Up Policies for Real-World Humanoid Robots
Automatic fall recovery is a crucial prerequisite before humanoid robots can be reliably deployed. Hand-designing controllers for getting up is difficult because of the varied configurations a humanoid can end up in after a fall and the challenging terrains humanoid robots are expected to operate on. This paper develops a learning framework to produce controllers that enable humanoid robots to get up from varying configurations on varying terrains. Unlike previous successful applications of humanoid locomotion learning, the getting-up task involves complex contact patterns, which necessitates accurately modeling the collision geometry and sparser rewards. We address these challenges through a two-phase approach that follows a curriculum. The first stage focuses on discovering a good getting-up trajectory under minimal constraints on smoothness or speed / torque limits. The second stage then refines the discovered motions into deployable (i.e. smooth and slow) motions that are robust to variations in initial configuration and terrains. We find these innovations enable a real-world G1 humanoid robot to get up from two main situations that we considered: a) lying face up and b) lying face down, both tested on flat, deformable, slippery surfaces and slopes (e.g., sloppy grass and snowfield). To the best of our knowledge, this is the first successful demonstration of learned getting-up policies for human-sized humanoid robots in the real world. Project page: https://humanoid-getup.github.io/
Active Vision Might Be All You Need: Exploring Active Vision in Bimanual Robotic Manipulation
Imitation learning has demonstrated significant potential in performing high-precision manipulation tasks using visual feedback. However, it is common practice in imitation learning for cameras to be fixed in place, resulting in issues like occlusion and limited field of view. Furthermore, cameras are often placed in broad, general locations, without an effective viewpoint specific to the robot's task. In this work, we investigate the utility of active vision (AV) for imitation learning and manipulation, in which, in addition to the manipulation policy, the robot learns an AV policy from human demonstrations to dynamically change the robot's camera viewpoint to obtain better information about its environment and the given task. We introduce AV-ALOHA, a new bimanual teleoperation robot system with AV, an extension of the ALOHA 2 robot system, incorporating an additional 7-DoF robot arm that only carries a stereo camera and is solely tasked with finding the best viewpoint. This camera streams stereo video to an operator wearing a virtual reality (VR) headset, allowing the operator to control the camera pose using head and body movements. The system provides an immersive teleoperation experience, with bimanual first-person control, enabling the operator to dynamically explore and search the scene and simultaneously interact with the environment. We conduct imitation learning experiments of our system both in real-world and in simulation, across a variety of tasks that emphasize viewpoint planning. Our results demonstrate the effectiveness of human-guided AV for imitation learning, showing significant improvements over fixed cameras in tasks with limited visibility. Project website: https://soltanilara.github.io/av-aloha/
Bench-NPIN: Benchmarking Non-prehensile Interactive Navigation
Mobile robots are increasingly deployed in unstructured environments where obstacles and objects are movable. Navigation in such environments is known as interactive navigation, where task completion requires not only avoiding obstacles but also strategic interactions with movable objects. Non-prehensile interactive navigation focuses on non-grasping interaction strategies, such as pushing, rather than relying on prehensile manipulation. Despite a growing body of research in this field, most solutions are evaluated using case-specific setups, limiting reproducibility and cross-comparison. In this paper, we present Bench-NPIN, the first comprehensive benchmark for non-prehensile interactive navigation. Bench-NPIN includes multiple components: 1) a comprehensive range of simulated environments for non-prehensile interactive navigation tasks, including navigating a maze with movable obstacles, autonomous ship navigation in icy waters, box delivery, and area clearing, each with varying levels of complexity; 2) a set of evaluation metrics that capture unique aspects of interactive navigation, such as efficiency, interaction effort, and partial task completion; and 3) demonstrations using Bench-NPIN to evaluate example implementations of established baselines across environments. Bench-NPIN is an open-source Python library with a modular design. The code, documentation, and trained models can be found at https://github.com/IvanIZ/BenchNPIN.
Toward smart composites: small-scale, untethered prediction and control for soft sensor/actuator systems
We present formulation and open-source tools to achieve in-material model predictive control of sensor/actuator systems using learned forward kinematics and on-device computation. Microcontroller units (MCUs) that compute the prediction and control task while colocated with the sensors and actuators enable in-material untethered behaviors. In this approach, small parameter size neural network models learn forward kinematics offline. Our open-source compiler, nn4mc, generates code to offload these predictions onto MCUs. A Newton-Raphson solver then computes the control input in real time. We first benchmark this nonlinear control approach against a PID controller on a mass-spring-damper simulation. We then study experimental results on two experimental rigs with different sensing, actuation and computational hardware: a tendon-based platform with embedded LightLace sensors and a HASEL-based platform with magnetic sensors. Experimental results indicate effective high-bandwidth tracking of reference paths (greater than or equal to 120 Hz) with a small memory footprint (less than or equal to 6.4% of flash memory). The measured path following error does not exceed 2mm in the tendon-based platform. The simulated path following error does not exceed 1mm in the HASEL-based platform. The mean power consumption of this approach in an ARM Cortex-M4f device is 45.4 mW. This control approach is also compatible with Tensorflow Lite models and equivalent on-device code. In-material intelligence enables a new class of composites that infuse autonomy into structures and systems with refined artificial proprioception.
UbiPhysio: Support Daily Functioning, Fitness, and Rehabilitation with Action Understanding and Feedback in Natural Language
We introduce UbiPhysio, a milestone framework that delivers fine-grained action description and feedback in natural language to support people's daily functioning, fitness, and rehabilitation activities. This expert-like capability assists users in properly executing actions and maintaining engagement in remote fitness and rehabilitation programs. Specifically, the proposed UbiPhysio framework comprises a fine-grained action descriptor and a knowledge retrieval-enhanced feedback module. The action descriptor translates action data, represented by a set of biomechanical movement features we designed based on clinical priors, into textual descriptions of action types and potential movement patterns. Building on physiotherapeutic domain knowledge, the feedback module provides clear and engaging expert feedback. We evaluated UbiPhysio's performance through extensive experiments with data from 104 diverse participants, collected in a home-like setting during 25 types of everyday activities and exercises. We assessed the quality of the language output under different tuning strategies using standard benchmarks. We conducted a user study to gather insights from clinical physiotherapists and potential users about our framework. Our initial tests show promise for deploying UbiPhysio in real-life settings without specialized devices.
Multi-critic Learning for Whole-body End-effector Twist Tracking
Learning whole-body control for locomotion and arm motions in a single policy has challenges, as the two tasks have conflicting goals. For instance, efficient locomotion typically favors a horizontal base orientation, while end-effector tracking may benefit from base tilting to extend reachability. Additionally, current Reinforcement Learning (RL) approaches using a pose-based task specification lack the ability to directly control the end-effector velocity, making smoothly executing trajectories very challenging. To address these limitations, we propose an RL-based framework that allows for dynamic, velocity-aware whole-body end-effector control. Our method introduces a multi-critic actor architecture that decouples the reward signals for locomotion and manipulation, simplifying reward tuning and allowing the policy to resolve task conflicts more effectively. Furthermore, we design a twist-based end-effector task formulation that can track both discrete poses and motion trajectories. We validate our approach through a set of simulation and hardware experiments using a quadruped robot equipped with a robotic arm. The resulting controller can simultaneously walk and move its end-effector and shows emergent whole-body behaviors, where the base assists the arm in extending the workspace, despite a lack of explicit formulations.
BIMgent: Towards Autonomous Building Modeling via Computer-use Agents
Existing computer-use agents primarily focus on general-purpose desktop automation tasks, with limited exploration of their application in highly specialized domains. In particular, the 3D building modeling process in the Architecture, Engineering, and Construction (AEC) sector involves open-ended design tasks and complex interaction patterns within Building Information Modeling (BIM) authoring software, which has yet to be thoroughly addressed by current studies. In this paper, we propose BIMgent, an agentic framework powered by multimodal large language models (LLMs), designed to enable autonomous building model authoring via graphical user interface (GUI) operations. BIMgent automates the architectural building modeling process, including multimodal input for conceptual design, planning of software-specific workflows, and efficient execution of the authoring GUI actions. We evaluate BIMgent on real-world building modeling tasks, including both text-based conceptual design generation and reconstruction from existing building design. The design quality achieved by BIMgent was found to be reasonable. Its operations achieved a 32% success rate, whereas all baseline models failed to complete the tasks (0% success rate). Results demonstrate that BIMgent effectively reduces manual workload while preserving design intent, highlighting its potential for practical deployment in real-world architectural modeling scenarios. Project page: https://tumcms.github.io/BIMgent.github.io/