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Jul 4

Gaitor: Learning a Unified Representation Across Gaits for Real-World Quadruped Locomotion

The current state-of-the-art in quadruped locomotion is able to produce a variety of complex motions. These methods either rely on switching between a discrete set of skills or learn a distribution across gaits using complex black-box models. Alternatively, we present Gaitor, which learns a disentangled and 2D representation across locomotion gaits. This learnt representation forms a planning space for closed-loop control delivering continuous gait transitions and perceptive terrain traversal. Gaitor's latent space is readily interpretable and we discover that during gait transitions, novel unseen gaits emerge. The latent space is disentangled with respect to footswing heights and lengths. This means that these gait characteristics can be varied independently in the 2D latent representation. Together with a simple terrain encoding and a learnt planner operating in the latent space, Gaitor can take motion commands including desired gait type and swing characteristics all while reacting to uneven terrain. We evaluate Gaitor in both simulation and the real world on the ANYmal C platform. To the best of our knowledge, this is the first work learning a unified and interpretable latent space for multiple gaits, resulting in continuous blending between different locomotion modes on a real quadruped robot. An overview of the methods and results in this paper is found at https://youtu.be/eVFQbRyilCA.

Dexterous Legged Locomotion in Confined 3D Spaces with Reinforcement Learning

Recent advances of locomotion controllers utilizing deep reinforcement learning (RL) have yielded impressive results in terms of achieving rapid and robust locomotion across challenging terrain, such as rugged rocks, non-rigid ground, and slippery surfaces. However, while these controllers primarily address challenges underneath the robot, relatively little research has investigated legged mobility through confined 3D spaces, such as narrow tunnels or irregular voids, which impose all-around constraints. The cyclic gait patterns resulted from existing RL-based methods to learn parameterized locomotion skills characterized by motion parameters, such as velocity and body height, may not be adequate to navigate robots through challenging confined 3D spaces, requiring both agile 3D obstacle avoidance and robust legged locomotion. Instead, we propose to learn locomotion skills end-to-end from goal-oriented navigation in confined 3D spaces. To address the inefficiency of tracking distant navigation goals, we introduce a hierarchical locomotion controller that combines a classical planner tasked with planning waypoints to reach a faraway global goal location, and an RL-based policy trained to follow these waypoints by generating low-level motion commands. This approach allows the policy to explore its own locomotion skills within the entire solution space and facilitates smooth transitions between local goals, enabling long-term navigation towards distant goals. In simulation, our hierarchical approach succeeds at navigating through demanding confined 3D environments, outperforming both pure end-to-end learning approaches and parameterized locomotion skills. We further demonstrate the successful real-world deployment of our simulation-trained controller on a real robot.

Learning H-Infinity Locomotion Control

Stable locomotion in precipitous environments is an essential capability of quadruped robots, demanding the ability to resist various external disturbances. However, recent learning-based policies only use basic domain randomization to improve the robustness of learned policies, which cannot guarantee that the robot has adequate disturbance resistance capabilities. In this paper, we propose to model the learning process as an adversarial interaction between the actor and a newly introduced disturber and ensure their optimization with H_{infty} constraint. In contrast to the actor that maximizes the discounted overall reward, the disturber is responsible for generating effective external forces and is optimized by maximizing the error between the task reward and its oracle, i.e., "cost" in each iteration. To keep joint optimization between the actor and the disturber stable, our H_{infty} constraint mandates the bound of ratio between the cost to the intensity of the external forces. Through reciprocal interaction throughout the training phase, the actor can acquire the capability to navigate increasingly complex physical disturbances. We verify the robustness of our approach on quadrupedal locomotion tasks with Unitree Aliengo robot, and also a more challenging task with Unitree A1 robot, where the quadruped is expected to perform locomotion merely on its hind legs as if it is a bipedal robot. The simulated quantitative results show improvement against baselines, demonstrating the effectiveness of the method and each design choice. On the other hand, real-robot experiments qualitatively exhibit how robust the policy is when interfering with various disturbances on various terrains, including stairs, high platforms, slopes, and slippery terrains. All code, checkpoints, and real-world deployment guidance will be made public.

Hybrid Systems Neural Control with Region-of-Attraction Planner

Hybrid systems are prevalent in robotics. However, ensuring the stability of hybrid systems is challenging due to sophisticated continuous and discrete dynamics. A system with all its system modes stable can still be unstable. Hence special treatments are required at mode switchings to stabilize the system. In this work, we propose a hierarchical, neural network (NN)-based method to control general hybrid systems. For each system mode, we first learn an NN Lyapunov function and an NN controller to ensure the states within the region of attraction (RoA) can be stabilized. Then an RoA NN estimator is learned across different modes. Upon mode switching, we propose a differentiable planner to ensure the states after switching can land in next mode's RoA, hence stabilizing the hybrid system. We provide novel theoretical stability guarantees and conduct experiments in car tracking control, pogobot navigation, and bipedal walker locomotion. Our method only requires 0.25X of the training time as needed by other learning-based methods. With low running time (10-50X faster than model predictive control (MPC)), our controller achieves a higher stability/success rate over other baselines such as MPC, reinforcement learning (RL), common Lyapunov methods (CLF), linear quadratic regulator (LQR), quadratic programming (QP) and Hamilton-Jacobian-based methods (HJB). The project page is on https://mit-realm.github.io/hybrid-clf.

Barkour: Benchmarking Animal-level Agility with Quadruped Robots

Animals have evolved various agile locomotion strategies, such as sprinting, leaping, and jumping. There is a growing interest in developing legged robots that move like their biological counterparts and show various agile skills to navigate complex environments quickly. Despite the interest, the field lacks systematic benchmarks to measure the performance of control policies and hardware in agility. We introduce the Barkour benchmark, an obstacle course to quantify agility for legged robots. Inspired by dog agility competitions, it consists of diverse obstacles and a time based scoring mechanism. This encourages researchers to develop controllers that not only move fast, but do so in a controllable and versatile way. To set strong baselines, we present two methods for tackling the benchmark. In the first approach, we train specialist locomotion skills using on-policy reinforcement learning methods and combine them with a high-level navigation controller. In the second approach, we distill the specialist skills into a Transformer-based generalist locomotion policy, named Locomotion-Transformer, that can handle various terrains and adjust the robot's gait based on the perceived environment and robot states. Using a custom-built quadruped robot, we demonstrate that our method can complete the course at half the speed of a dog. We hope that our work represents a step towards creating controllers that enable robots to reach animal-level agility.

Hybrid Internal Model: A Simple and Efficient Learner for Agile Legged Locomotion

Robust locomotion control depends on accurate state estimations. However, the sensors of most legged robots can only provide partial and noisy observations, making the estimation particularly challenging, especially for external states like terrain frictions and elevation maps. Inspired by the classical Internal Model Control principle, we consider these external states as disturbances and introduce Hybrid Internal Model (HIM) to estimate them according to the response of the robot. The response, which we refer to as the hybrid internal embedding, contains the robot's explicit velocity and implicit stability representation, corresponding to two primary goals for locomotion tasks: explicitly tracking velocity and implicitly maintaining stability. We use contrastive learning to optimize the embedding to be close to the robot's successor state, in which the response is naturally embedded. HIM has several appealing benefits: It only needs the robot's proprioceptions, i.e., those from joint encoders and IMU as observations. It innovatively maintains consistent observations between simulation reference and reality that avoids information loss in mimicking learning. It exploits batch-level information that is more robust to noises and keeps better sample efficiency. It only requires 1 hour of training on an RTX 4090 to enable a quadruped robot to traverse any terrain under any disturbances. A wealth of real-world experiments demonstrates its agility, even in high-difficulty tasks and cases never occurred during the training process, revealing remarkable open-world generalizability.

VIGMA: An Open-Access Framework for Visual Gait and Motion Analytics

Gait disorders are commonly observed in older adults, who frequently experience various issues related to walking. Additionally, researchers and clinicians extensively investigate mobility related to gait in typically and atypically developing children, athletes, and individuals with orthopedic and neurological disorders. Effective gait analysis enables the understanding of the causal mechanisms of mobility and balance control of patients, the development of tailored treatment plans to improve mobility, the reduction of fall risk, and the tracking of rehabilitation progress. However, analyzing gait data is a complex task due to the multivariate nature of the data, the large volume of information to be interpreted, and the technical skills required. Existing tools for gait analysis are often limited to specific patient groups (e.g., cerebral palsy), only handle a specific subset of tasks in the entire workflow, and are not openly accessible. To address these shortcomings, we conducted a requirements assessment with gait practitioners (e.g., researchers, clinicians) via surveys and identified key components of the workflow, including (1) data processing and (2) data analysis and visualization. Based on the findings, we designed VIGMA, an open-access visual analytics framework integrated with computational notebooks and a Python library, to meet the identified requirements. Notably, the framework supports analytical capabilities for assessing disease progression and for comparing multiple patient groups. We validated the framework through usage scenarios with experts specializing in gait and mobility rehabilitation. VIGMA is available at https://github.com/komar41/VIGMA.

BioMoDiffuse: Physics-Guided Biomechanical Diffusion for Controllable and Authentic Human Motion Synthesis

Human motion generation holds significant promise in fields such as animation, film production, and robotics. However, existing methods often fail to produce physically plausible movements that adhere to biomechanical principles. While recent autoregressive and diffusion models have improved visual quality, they frequently overlook essential biodynamic features, such as muscle activation patterns and joint coordination, leading to motions that either violate physical laws or lack controllability. This paper introduces BioMoDiffuse, a novel biomechanics-aware diffusion framework that addresses these limitations. It features three key innovations: (1) A lightweight biodynamic network that integrates muscle electromyography (EMG) signals and kinematic features with acceleration constraints, (2) A physics-guided diffusion process that incorporates real-time biomechanical verification via modified Euler-Lagrange equations, and (3) A decoupled control mechanism that allows independent regulation of motion speed and semantic context. We also propose a set of comprehensive evaluation protocols that combines traditional metrics (FID, R-precision, etc.) with new biomechanical criteria (smoothness, foot sliding, floating, etc.). Our approach bridges the gap between data-driven motion synthesis and biomechanical authenticity, establishing new benchmarks for physically accurate motion generation.

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/

SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation

Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy, enabling more expressive and diverse human-scene interactions. Specifically, we employ Large Language Models with Retrieval-Augmented Generation (RAG) to generate coherent and diverse long-form scripts, providing a rich foundation for motion planning. A versatile multicondition physics-based control policy is also developed, which leverages text embeddings from the generated scripts to encode stylistic cues, simultaneously perceiving environmental geometries and accomplishing task goals. By integrating the retrieval-augmented script generation with the multi-condition controller, our approach provides a unified solution for generating stylized HSI motions. We further introduce a comprehensive planning dataset produced by RAG and a stylized motion dataset featuring diverse locomotions and interactions. Extensive experiments demonstrate SIMS's effectiveness in executing various tasks and generalizing across different scenarios, significantly outperforming previous methods.

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.

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

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.

METRA: Scalable Unsupervised RL with Metric-Aware Abstraction

Unsupervised pre-training strategies have proven to be highly effective in natural language processing and computer vision. Likewise, unsupervised reinforcement learning (RL) holds the promise of discovering a variety of potentially useful behaviors that can accelerate the learning of a wide array of downstream tasks. Previous unsupervised RL approaches have mainly focused on pure exploration and mutual information skill learning. However, despite the previous attempts, making unsupervised RL truly scalable still remains a major open challenge: pure exploration approaches might struggle in complex environments with large state spaces, where covering every possible transition is infeasible, and mutual information skill learning approaches might completely fail to explore the environment due to the lack of incentives. To make unsupervised RL scalable to complex, high-dimensional environments, we propose a novel unsupervised RL objective, which we call Metric-Aware Abstraction (METRA). Our main idea is, instead of directly covering the entire state space, to only cover a compact latent space Z that is metrically connected to the state space S by temporal distances. By learning to move in every direction in the latent space, METRA obtains a tractable set of diverse behaviors that approximately cover the state space, being scalable to high-dimensional environments. Through our experiments in five locomotion and manipulation environments, we demonstrate that METRA can discover a variety of useful behaviors even in complex, pixel-based environments, being the first unsupervised RL method that discovers diverse locomotion behaviors in pixel-based Quadruped and Humanoid. Our code and videos are available at https://seohong.me/projects/metra/

FinePhys: Fine-grained Human Action Generation by Explicitly Incorporating Physical Laws for Effective Skeletal Guidance

Despite significant advances in video generation, synthesizing physically plausible human actions remains a persistent challenge, particularly in modeling fine-grained semantics and complex temporal dynamics. For instance, generating gymnastics routines such as "switch leap with 0.5 turn" poses substantial difficulties for current methods, often yielding unsatisfactory results. To bridge this gap, we propose FinePhys, a Fine-grained human action generation framework that incorporates Physics to obtain effective skeletal guidance. Specifically, FinePhys first estimates 2D poses in an online manner and then performs 2D-to-3D dimension lifting via in-context learning. To mitigate the instability and limited interpretability of purely data-driven 3D poses, we further introduce a physics-based motion re-estimation module governed by Euler-Lagrange equations, calculating joint accelerations via bidirectional temporal updating. The physically predicted 3D poses are then fused with data-driven ones, offering multi-scale 2D heatmap guidance for the diffusion process. Evaluated on three fine-grained action subsets from FineGym (FX-JUMP, FX-TURN, and FX-SALTO), FinePhys significantly outperforms competitive baselines. Comprehensive qualitative results further demonstrate FinePhys's ability to generate more natural and plausible fine-grained human actions.

Text2Reward: Automated Dense Reward Function Generation for Reinforcement Learning

Designing reward functions is a longstanding challenge in reinforcement learning (RL); it requires specialized knowledge or domain data, leading to high costs for development. To address this, we introduce Text2Reward, a data-free framework that automates the generation of dense reward functions based on large language models (LLMs). Given a goal described in natural language, Text2Reward generates dense reward functions as an executable program grounded in a compact representation of the environment. Unlike inverse RL and recent work that uses LLMs to write sparse reward codes, Text2Reward produces interpretable, free-form dense reward codes that cover a wide range of tasks, utilize existing packages, and allow iterative refinement with human feedback. We evaluate Text2Reward on two robotic manipulation benchmarks (ManiSkill2, MetaWorld) and two locomotion environments of MuJoCo. On 13 of the 17 manipulation tasks, policies trained with generated reward codes achieve similar or better task success rates and convergence speed than expert-written reward codes. For locomotion tasks, our method learns six novel locomotion behaviors with a success rate exceeding 94%. Furthermore, we show that the policies trained in the simulator with our method can be deployed in the real world. Finally, Text2Reward further improves the policies by refining their reward functions with human feedback. Video results are available at https://text-to-reward.github.io

Neural Circuit Architectural Priors for Embodied Control

Artificial neural networks for motor control usually adopt generic architectures like fully connected MLPs. While general, these tabula rasa architectures rely on large amounts of experience to learn, are not easily transferable to new bodies, and have internal dynamics that are difficult to interpret. In nature, animals are born with highly structured connectivity in their nervous systems shaped by evolution; this innate circuitry acts synergistically with learning mechanisms to provide inductive biases that enable most animals to function well soon after birth and learn efficiently. Convolutional networks inspired by visual circuitry have encoded useful biases for vision. However, it is unknown the extent to which ANN architectures inspired by neural circuitry can yield useful biases for other AI domains. In this work, we ask what advantages biologically inspired ANN architecture can provide in the domain of motor control. Specifically, we translate C. elegans locomotion circuits into an ANN model controlling a simulated Swimmer agent. On a locomotion task, our architecture achieves good initial performance and asymptotic performance comparable with MLPs, while dramatically improving data efficiency and requiring orders of magnitude fewer parameters. Our architecture is interpretable and transfers to new body designs. An ablation analysis shows that constrained excitation/inhibition is crucial for learning, while weight initialization contributes to good initial performance. Our work demonstrates several advantages of biologically inspired ANN architecture and encourages future work in more complex embodied control.

ReinFlow: Fine-tuning Flow Matching Policy with Online Reinforcement Learning

We propose ReinFlow, a simple yet effective online reinforcement learning (RL) framework that fine-tunes a family of flow matching policies for continuous robotic control. Derived from rigorous RL theory, ReinFlow injects learnable noise into a flow policy's deterministic path, converting the flow into a discrete-time Markov Process for exact and straightforward likelihood computation. This conversion facilitates exploration and ensures training stability, enabling ReinFlow to fine-tune diverse flow model variants, including Rectified Flow [35] and Shortcut Models [19], particularly at very few or even one denoising step. We benchmark ReinFlow in representative locomotion and manipulation tasks, including long-horizon planning with visual input and sparse reward. The episode reward of Rectified Flow policies obtained an average net growth of 135.36% after fine-tuning in challenging legged locomotion tasks while saving denoising steps and 82.63% of wall time compared to state-of-the-art diffusion RL fine-tuning method DPPO [43]. The success rate of the Shortcut Model policies in state and visual manipulation tasks achieved an average net increase of 40.34% after fine-tuning with ReinFlow at four or even one denoising step, whose performance is comparable to fine-tuned DDIM policies while saving computation time for an average of 23.20%. Project webpage: https://reinflow.github.io/

Foundation Policies with Hilbert Representations

Unsupervised and self-supervised objectives, such as next token prediction, have enabled pre-training generalist models from large amounts of unlabeled data. In reinforcement learning (RL), however, finding a truly general and scalable unsupervised pre-training objective for generalist policies from offline data remains a major open question. While a number of methods have been proposed to enable generic self-supervised RL, based on principles such as goal-conditioned RL, behavioral cloning, and unsupervised skill learning, such methods remain limited in terms of either the diversity of the discovered behaviors, the need for high-quality demonstration data, or the lack of a clear prompting or adaptation mechanism for downstream tasks. In this work, we propose a novel unsupervised framework to pre-train generalist policies that capture diverse, optimal, long-horizon behaviors from unlabeled offline data such that they can be quickly adapted to any arbitrary new tasks in a zero-shot manner. Our key insight is to learn a structured representation that preserves the temporal structure of the underlying environment, and then to span this learned latent space with directional movements, which enables various zero-shot policy "prompting" schemes for downstream tasks. Through our experiments on simulated robotic locomotion and manipulation benchmarks, we show that our unsupervised policies can solve goal-conditioned and general RL tasks in a zero-shot fashion, even often outperforming prior methods designed specifically for each setting. Our code and videos are available at https://seohong.me/projects/hilp/

RHINO: Learning Real-Time Humanoid-Human-Object Interaction from Human Demonstrations

Humanoid robots have shown success in locomotion and manipulation. Despite these basic abilities, humanoids are still required to quickly understand human instructions and react based on human interaction signals to become valuable assistants in human daily life. Unfortunately, most existing works only focus on multi-stage interactions, treating each task separately, and neglecting real-time feedback. In this work, we aim to empower humanoid robots with real-time reaction abilities to achieve various tasks, allowing human to interrupt robots at any time, and making robots respond to humans immediately. To support such abilities, we propose a general humanoid-human-object interaction framework, named RHINO, i.e., Real-time Humanoid-human Interaction and Object manipulation. RHINO provides a unified view of reactive motion, instruction-based manipulation, and safety concerns, over multiple human signal modalities, such as languages, images, and motions. RHINO is a hierarchical learning framework, enabling humanoids to learn reaction skills from human-human-object demonstrations and teleoperation data. In particular, it decouples the interaction process into two levels: 1) a high-level planner inferring human intentions from real-time human behaviors; and 2) a low-level controller achieving reactive motion behaviors and object manipulation skills based on the predicted intentions. We evaluate the proposed framework on a real humanoid robot and demonstrate its effectiveness, flexibility, and safety in various scenarios.

Subequivariant Graph Reinforcement Learning in 3D Environments

Learning a shared policy that guides the locomotion of different agents is of core interest in Reinforcement Learning (RL), which leads to the study of morphology-agnostic RL. However, existing benchmarks are highly restrictive in the choice of starting point and target point, constraining the movement of the agents within 2D space. In this work, we propose a novel setup for morphology-agnostic RL, dubbed Subequivariant Graph RL in 3D environments (3D-SGRL). Specifically, we first introduce a new set of more practical yet challenging benchmarks in 3D space that allows the agent to have full Degree-of-Freedoms to explore in arbitrary directions starting from arbitrary configurations. Moreover, to optimize the policy over the enlarged state-action space, we propose to inject geometric symmetry, i.e., subequivariance, into the modeling of the policy and Q-function such that the policy can generalize to all directions, improving exploration efficiency. This goal is achieved by a novel SubEquivariant Transformer (SET) that permits expressive message exchange. Finally, we evaluate the proposed method on the proposed benchmarks, where our method consistently and significantly outperforms existing approaches on single-task, multi-task, and zero-shot generalization scenarios. Extensive ablations are also conducted to verify our design. Code and videos are available on our project page: https://alpc91.github.io/SGRL/.

Asynchronous Parallel Reinforcement Learning for Optimizing Propulsive Performance in Fin Ray Control

Fish fin rays constitute a sophisticated control system for ray-finned fish, facilitating versatile locomotion within complex fluid environments. Despite extensive research on the kinematics and hydrodynamics of fish locomotion, the intricate control strategies in fin-ray actuation remain largely unexplored. While deep reinforcement learning (DRL) has demonstrated potential in managing complex nonlinear dynamics; its trial-and-error nature limits its application to problems involving computationally demanding environmental interactions. This study introduces a cutting-edge off-policy DRL algorithm, interacting with a fluid-structure interaction (FSI) environment to acquire intricate fin-ray control strategies tailored for various propulsive performance objectives. To enhance training efficiency and enable scalable parallelism, an innovative asynchronous parallel training (APT) strategy is proposed, which fully decouples FSI environment interactions and policy/value network optimization. The results demonstrated the success of the proposed method in discovering optimal complex policies for fin-ray actuation control, resulting in a superior propulsive performance compared to the optimal sinusoidal actuation function identified through a parametric grid search. The merit and effectiveness of the APT approach are also showcased through comprehensive comparison with conventional DRL training strategies in numerical experiments of controlling nonlinear dynamics.

WildLMa: Long Horizon Loco-Manipulation in the Wild

`In-the-wild' mobile manipulation aims to deploy robots in diverse real-world environments, which requires the robot to (1) have skills that generalize across object configurations; (2) be capable of long-horizon task execution in diverse environments; and (3) perform complex manipulation beyond pick-and-place. Quadruped robots with manipulators hold promise for extending the workspace and enabling robust locomotion, but existing results do not investigate such a capability. This paper proposes WildLMa with three components to address these issues: (1) adaptation of learned low-level controller for VR-enabled whole-body teleoperation and traversability; (2) WildLMa-Skill -- a library of generalizable visuomotor skills acquired via imitation learning or heuristics and (3) WildLMa-Planner -- an interface of learned skills that allow LLM planners to coordinate skills for long-horizon tasks. We demonstrate the importance of high-quality training data by achieving higher grasping success rate over existing RL baselines using only tens of demonstrations. WildLMa exploits CLIP for language-conditioned imitation learning that empirically generalizes to objects unseen in training demonstrations. Besides extensive quantitative evaluation, we qualitatively demonstrate practical robot applications, such as cleaning up trash in university hallways or outdoor terrains, operating articulated objects, and rearranging items on a bookshelf.

Robust Adversarial Reinforcement Learning via Bounded Rationality Curricula

Robustness against adversarial attacks and distribution shifts is a long-standing goal of Reinforcement Learning (RL). To this end, Robust Adversarial Reinforcement Learning (RARL) trains a protagonist against destabilizing forces exercised by an adversary in a competitive zero-sum Markov game, whose optimal solution, i.e., rational strategy, corresponds to a Nash equilibrium. However, finding Nash equilibria requires facing complex saddle point optimization problems, which can be prohibitive to solve, especially for high-dimensional control. In this paper, we propose a novel approach for adversarial RL based on entropy regularization to ease the complexity of the saddle point optimization problem. We show that the solution of this entropy-regularized problem corresponds to a Quantal Response Equilibrium (QRE), a generalization of Nash equilibria that accounts for bounded rationality, i.e., agents sometimes play random actions instead of optimal ones. Crucially, the connection between the entropy-regularized objective and QRE enables free modulation of the rationality of the agents by simply tuning the temperature coefficient. We leverage this insight to propose our novel algorithm, Quantal Adversarial RL (QARL), which gradually increases the rationality of the adversary in a curriculum fashion until it is fully rational, easing the complexity of the optimization problem while retaining robustness. We provide extensive evidence of QARL outperforming RARL and recent baselines across several MuJoCo locomotion and navigation problems in overall performance and robustness.

Policy Regularization with Dataset Constraint for Offline Reinforcement Learning

We consider the problem of learning the best possible policy from a fixed dataset, known as offline Reinforcement Learning (RL). A common taxonomy of existing offline RL works is policy regularization, which typically constrains the learned policy by distribution or support of the behavior policy. However, distribution and support constraints are overly conservative since they both force the policy to choose similar actions as the behavior policy when considering particular states. It will limit the learned policy's performance, especially when the behavior policy is sub-optimal. In this paper, we find that regularizing the policy towards the nearest state-action pair can be more effective and thus propose Policy Regularization with Dataset Constraint (PRDC). When updating the policy in a given state, PRDC searches the entire dataset for the nearest state-action sample and then restricts the policy with the action of this sample. Unlike previous works, PRDC can guide the policy with proper behaviors from the dataset, allowing it to choose actions that do not appear in the dataset along with the given state. It is a softer constraint but still keeps enough conservatism from out-of-distribution actions. Empirical evidence and theoretical analysis show that PRDC can alleviate offline RL's fundamentally challenging value overestimation issue with a bounded performance gap. Moreover, on a set of locomotion and navigation tasks, PRDC achieves state-of-the-art performance compared with existing methods. Code is available at https://github.com/LAMDA-RL/PRDC

Autonomous Character-Scene Interaction Synthesis from Text Instruction

Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.

UBSoft: A Simulation Platform for Robotic Skill Learning in Unbounded Soft Environments

It is desired to equip robots with the capability of interacting with various soft materials as they are ubiquitous in the real world. While physics simulations are one of the predominant methods for data collection and robot training, simulating soft materials presents considerable challenges. Specifically, it is significantly more costly than simulating rigid objects in terms of simulation speed and storage requirements. These limitations typically restrict the scope of studies on soft materials to small and bounded areas, thereby hindering the learning of skills in broader spaces. To address this issue, we introduce UBSoft, a new simulation platform designed to support unbounded soft environments for robot skill acquisition. Our platform utilizes spatially adaptive resolution scales, where simulation resolution dynamically adjusts based on proximity to active robotic agents. Our framework markedly reduces the demand for extensive storage space and computation costs required for large-scale scenarios involving soft materials. We also establish a set of benchmark tasks in our platform, including both locomotion and manipulation tasks, and conduct experiments to evaluate the efficacy of various reinforcement learning algorithms and trajectory optimization techniques, both gradient-based and sampling-based. Preliminary results indicate that sampling-based trajectory optimization generally achieves better results for obtaining one trajectory to solve the task. Additionally, we conduct experiments in real-world environments to demonstrate that advancements made in our UBSoft simulator could translate to improved robot interactions with large-scale soft material. More videos can be found at https://vis-www.cs.umass.edu/ubsoft/.

Evolution Gym: A Large-Scale Benchmark for Evolving Soft Robots

Both the design and control of a robot play equally important roles in its task performance. However, while optimal control is well studied in the machine learning and robotics community, less attention is placed on finding the optimal robot design. This is mainly because co-optimizing design and control in robotics is characterized as a challenging problem, and more importantly, a comprehensive evaluation benchmark for co-optimization does not exist. In this paper, we propose Evolution Gym, the first large-scale benchmark for co-optimizing the design and control of soft robots. In our benchmark, each robot is composed of different types of voxels (e.g., soft, rigid, actuators), resulting in a modular and expressive robot design space. Our benchmark environments span a wide range of tasks, including locomotion on various types of terrains and manipulation. Furthermore, we develop several robot co-evolution algorithms by combining state-of-the-art design optimization methods and deep reinforcement learning techniques. Evaluating the algorithms on our benchmark platform, we observe robots exhibiting increasingly complex behaviors as evolution progresses, with the best evolved designs solving many of our proposed tasks. Additionally, even though robot designs are evolved autonomously from scratch without prior knowledge, they often grow to resemble existing natural creatures while outperforming hand-designed robots. Nevertheless, all tested algorithms fail to find robots that succeed in our hardest environments. This suggests that more advanced algorithms are required to explore the high-dimensional design space and evolve increasingly intelligent robots -- an area of research in which we hope Evolution Gym will accelerate progress. Our website with code, environments, documentation, and tutorials is available at http://evogym.csail.mit.edu.

Soft Actor-Critic Algorithms and Applications

Model-free deep reinforcement learning (RL) algorithms have been successfully applied to a range of challenging sequential decision making and control tasks. However, these methods typically suffer from two major challenges: high sample complexity and brittleness to hyperparameters. Both of these challenges limit the applicability of such methods to real-world domains. In this paper, we describe Soft Actor-Critic (SAC), our recently introduced off-policy actor-critic algorithm based on the maximum entropy RL framework. In this framework, the actor aims to simultaneously maximize expected return and entropy. That is, to succeed at the task while acting as randomly as possible. We extend SAC to incorporate a number of modifications that accelerate training and improve stability with respect to the hyperparameters, including a constrained formulation that automatically tunes the temperature hyperparameter. We systematically evaluate SAC on a range of benchmark tasks, as well as real-world challenging tasks such as locomotion for a quadrupedal robot and robotic manipulation with a dexterous hand. With these improvements, SAC achieves state-of-the-art performance, outperforming prior on-policy and off-policy methods in sample-efficiency and asymptotic performance. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving similar performance across different random seeds. These results suggest that SAC is a promising candidate for learning in real-world robotics tasks.

CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning

Human motion driven control (HMDC) is an effective approach for generating natural and compelling robot motions while preserving high-level semantics. However, establishing the correspondence between humans and robots with different body structures is not straightforward due to the mismatches in kinematics and dynamics properties, which causes intrinsic ambiguity to the problem. Many previous algorithms approach this motion retargeting problem with unsupervised learning, which requires the prerequisite skill sets. However, it will be extremely costly to learn all the skills without understanding the given human motions, particularly for high-dimensional robots. In this work, we introduce CrossLoco, a guided unsupervised reinforcement learning framework that simultaneously learns robot skills and their correspondence to human motions. Our key innovation is to introduce a cycle-consistency-based reward term designed to maximize the mutual information between human motions and robot states. We demonstrate that the proposed framework can generate compelling robot motions by translating diverse human motions, such as running, hopping, and dancing. We quantitatively compare our CrossLoco against the manually engineered and unsupervised baseline algorithms along with the ablated versions of our framework and demonstrate that our method translates human motions with better accuracy, diversity, and user preference. We also showcase its utility in other applications, such as synthesizing robot movements from language input and enabling interactive robot control.

Dual RL: Unification and New Methods for Reinforcement and Imitation Learning

The goal of reinforcement learning (RL) is to find a policy that maximizes the expected cumulative return. It has been shown that this objective can be represented as an optimization problem of state-action visitation distribution under linear constraints. The dual problem of this formulation, which we refer to as dual RL, is unconstrained and easier to optimize. In this work, we first cast several state-of-the-art offline RL and offline imitation learning (IL) algorithms as instances of dual RL approaches with shared structures. Such unification allows us to identify the root cause of the shortcomings of prior methods. For offline IL, our analysis shows that prior methods are based on a restrictive coverage assumption that greatly limits their performance in practice. To fix this limitation, we propose a new discriminator-free method ReCOIL that learns to imitate from arbitrary off-policy data to obtain near-expert performance. For offline RL, our analysis frames a recent offline RL method XQL in the dual framework, and we further propose a new method f-DVL that provides alternative choices to the Gumbel regression loss that fixes the known training instability issue of XQL. The performance improvements by both of our proposed methods, ReCOIL and f-DVL, in IL and RL are validated on an extensive suite of simulated robot locomotion and manipulation tasks. Project code and details can be found at this https://hari-sikchi.github.io/dual-rl.

Causal Information Prioritization for Efficient Reinforcement Learning

Current Reinforcement Learning (RL) methods often suffer from sample-inefficiency, resulting from blind exploration strategies that neglect causal relationships among states, actions, and rewards. Although recent causal approaches aim to address this problem, they lack grounded modeling of reward-guided causal understanding of states and actions for goal-orientation, thus impairing learning efficiency. To tackle this issue, we propose a novel method named Causal Information Prioritization (CIP) that improves sample efficiency by leveraging factored MDPs to infer causal relationships between different dimensions of states and actions with respect to rewards, enabling the prioritization of causal information. Specifically, CIP identifies and leverages causal relationships between states and rewards to execute counterfactual data augmentation to prioritize high-impact state features under the causal understanding of the environments. Moreover, CIP integrates a causality-aware empowerment learning objective, which significantly enhances the agent's execution of reward-guided actions for more efficient exploration in complex environments. To fully assess the effectiveness of CIP, we conduct extensive experiments across 39 tasks in 5 diverse continuous control environments, encompassing both locomotion and manipulation skills learning with pixel-based and sparse reward settings. Experimental results demonstrate that CIP consistently outperforms existing RL methods across a wide range of scenarios.

Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation

Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.

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/

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/.