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Sep 14

Enhancing Visual Place Recognition via Fast and Slow Adaptive Biasing in Event Cameras

Event cameras are increasingly popular in robotics due to beneficial features such as low latency, energy efficiency, and high dynamic range. Nevertheless, their downstream task performance is greatly influenced by the optimization of bias parameters. These parameters, for instance, regulate the necessary change in light intensity to trigger an event, which in turn depends on factors such as the environment lighting and camera motion. This paper introduces feedback control algorithms that automatically tune the bias parameters through two interacting methods: 1) An immediate, on-the-fly fast adaptation of the refractory period, which sets the minimum interval between consecutive events, and 2) if the event rate exceeds the specified bounds even after changing the refractory period repeatedly, the controller adapts the pixel bandwidth and event thresholds, which stabilizes after a short period of noise events across all pixels (slow adaptation). Our evaluation focuses on the visual place recognition task, where incoming query images are compared to a given reference database. We conducted comprehensive evaluations of our algorithms' adaptive feedback control in real-time. To do so, we collected the QCR-Fast-and-Slow dataset that contains DAVIS346 event camera streams from 366 repeated traversals of a Scout Mini robot navigating through a 100 meter long indoor lab setting (totaling over 35km distance traveled) in varying brightness conditions with ground truth location information. Our proposed feedback controllers result in superior performance when compared to the standard bias settings and prior feedback control methods. Our findings also detail the impact of bias adjustments on task performance and feature ablation studies on the fast and slow adaptation mechanisms.

  • 3 authors
·
Mar 25, 2024

Reachable Set Estimation for Neural Network Control Systems: A Simulation-Guided Approach

The vulnerability of artificial intelligence (AI) and machine learning (ML) against adversarial disturbances and attacks significantly restricts their applicability in safety-critical systems including cyber-physical systems (CPS) equipped with neural network components at various stages of sensing and control. This paper addresses the reachable set estimation and safety verification problems for dynamical systems embedded with neural network components serving as feedback controllers. The closed-loop system can be abstracted in the form of a continuous-time sampled-data system under the control of a neural network controller. First, a novel reachable set computation method in adaptation to simulations generated out of neural networks is developed. The reachability analysis of a class of feedforward neural networks called multilayer perceptrons (MLP) with general activation functions is performed in the framework of interval arithmetic. Then, in combination with reachability methods developed for various dynamical system classes modeled by ordinary differential equations, a recursive algorithm is developed for over-approximating the reachable set of the closed-loop system. The safety verification for neural network control systems can be performed by examining the emptiness of the intersection between the over-approximation of reachable sets and unsafe sets. The effectiveness of the proposed approach has been validated with evaluations on a robotic arm model and an adaptive cruise control system.

  • 4 authors
·
Apr 25, 2020

Local Linearity of LLMs Enables Activation Steering via Model-Based Linear Optimal Control

Inference-time LLM alignment methods, particularly activation steering, offer an alternative to fine-tuning by directly modifying activations during generation. Existing methods, however, often rely on non-anticipative interventions that ignore how perturbations propagate through transformer layers and lack online error feedback, resulting in suboptimal, open-loop control. To address this, we show empirically that, despite the nonlinear structure of transformer blocks, layer-wise dynamics across multiple LLM architectures and scales are well-approximated by locally-linear models. Exploiting this property, we model LLM inference as a linear time-varying dynamical system and adapt the classical linear quadratic regulator to compute feedback controllers using layer-wise Jacobians, steering activations toward desired semantic setpoints in closed-loop with minimal computational overhead and no offline training. We also derive theoretical bounds on setpoint tracking error, enabling formal guarantees on steering performance. Using a novel adaptive semantic feature setpoint signal, our method yields robust, fine-grained behavior control across models, scales, and tasks, including state-of-the-art modulation of toxicity, truthfulness, refusal, and arbitrary concepts, surpassing baseline steering methods. Our code is available at: https://github.com/trustworthyrobotics/lqr-activation-steering

  • 3 authors
·
Apr 20

UMI-on-Air: Embodiment-Aware Guidance for Embodiment-Agnostic Visuomotor Policies

We introduce UMI-on-Air, a framework for embodiment-aware deployment of embodiment-agnostic manipulation policies. Our approach leverages diverse, unconstrained human demonstrations collected with a handheld gripper (UMI) to train generalizable visuomotor policies. A central challenge in transferring these policies to constrained robotic embodiments-such as aerial manipulators-is the mismatch in control and robot dynamics, which often leads to out-of-distribution behaviors and poor execution. To address this, we propose Embodiment-Aware Diffusion Policy (EADP), which couples a high-level UMI policy with a low-level embodiment-specific controller at inference time. By integrating gradient feedback from the controller's tracking cost into the diffusion sampling process, our method steers trajectory generation towards dynamically feasible modes tailored to the deployment embodiment. This enables plug-and-play, embodiment-aware trajectory adaptation at test time. We validate our approach on multiple long-horizon and high-precision aerial manipulation tasks, showing improved success rates, efficiency, and robustness under disturbances compared to unguided diffusion baselines. Finally, we demonstrate deployment in previously unseen environments, using UMI demonstrations collected in the wild, highlighting a practical pathway for scaling generalizable manipulation skills across diverse-and even highly constrained-embodiments. All code, data, and checkpoints will be publicly released after acceptance. Result videos can be found at umi-on-air.github.io.

  • 9 authors
·
Oct 2, 2025

HyCodePolicy: Hybrid Language Controllers for Multimodal Monitoring and Decision in Embodied Agents

Recent advances in multimodal large language models (MLLMs) have enabled richer perceptual grounding for code policy generation in embodied agents. However, most existing systems lack effective mechanisms to adaptively monitor policy execution and repair codes during task completion. In this work, we introduce HyCodePolicy, a hybrid language-based control framework that systematically integrates code synthesis, geometric grounding, perceptual monitoring, and iterative repair into a closed-loop programming cycle for embodied agents. Technically, given a natural language instruction, our system first decomposes it into subgoals and generates an initial executable program grounded in object-centric geometric primitives. The program is then executed in simulation, while a vision-language model (VLM) observes selected checkpoints to detect and localize execution failures and infer failure reasons. By fusing structured execution traces capturing program-level events with VLM-based perceptual feedback, HyCodePolicy infers failure causes and repairs programs. This hybrid dual feedback mechanism enables self-correcting program synthesis with minimal human supervision. Our results demonstrate that HyCodePolicy significantly improves the robustness and sample efficiency of robot manipulation policies, offering a scalable strategy for integrating multimodal reasoning into autonomous decision-making pipelines.

  • 10 authors
·
Aug 4, 2025 2

UniPruning: Unifying Local Metric and Global Feedback for Scalable Sparse LLMs

Large Language Models (LLMs) achieve strong performance across diverse tasks but face prohibitive computational and memory costs. Pruning offers a promising path by inducing sparsity while preserving architectural flexibility. However, existing methods struggle to balance efficiency and robustness: local metric approaches prune layer by layer but often collapse under high sparsity, whereas global feedback methods enforce consistency at the cost of expensive weight updates or restrictive semi-structured formats. We present UniPruning, a unified post-training pruning framework that combines the speed of local saliency metrics with the stability of global coordination, enabled by a mirror descent based optimization, all without updating model weights. UniPruning leverages fast layer-wise scoring and a lightweight global controller to allocate a single sparsity budget, supporting both unstructured and semi-structured N :M pruning within one framework. After a brief calibration, it can generate pruning masks for arbitrary sparsity levels in one shot, and adapts seamlessly to hardware-aware constraints. Extensive experiments on multiple pretrained LLM families and standard benchmarks show that UniPruning consistently delivers competitive or superior perplexity and zero-shot accuracy. Ablation studies further highlight the importance of mirror descent and local saliency anchoring. Overall, UniPruning provides an efficient, principled, and scalable solution for sparsifying large-scale LLMs. Our code is available at: https://github.com/RainbowQTT/UniPruning.

  • 5 authors
·
Dec 8, 2025

ACE-F: A Cross Embodiment Foldable System with Force Feedback for Dexterous Teleoperation

Teleoperation systems are essential for efficiently collecting diverse and high-quality robot demonstration data, especially for complex, contact-rich tasks. However, current teleoperation platforms typically lack integrated force feedback, cross-embodiment generalization, and portable, user-friendly designs, limiting their practical deployment. To address these limitations, we introduce ACE-F, a cross embodiment foldable teleoperation system with integrated force feedback. Our approach leverages inverse kinematics (IK) combined with a carefully designed human-robot interface (HRI), enabling users to capture precise and high-quality demonstrations effortlessly. We further propose a generalized soft-controller pipeline integrating PD control and inverse dynamics to ensure robot safety and precise motion control across diverse robotic embodiments. Critically, to achieve cross-embodiment generalization of force feedback without additional sensors, we innovatively interpret end-effector positional deviations as virtual force signals, which enhance data collection and enable applications in imitation learning. Extensive teleoperation experiments confirm that ACE-F significantly simplifies the control of various robot embodiments, making dexterous manipulation tasks as intuitive as operating a computer mouse. The system is open-sourced at: https://acefoldable.github.io/

  • 6 authors
·
Nov 25, 2025

Predictor-Feedback CACC for Vehicular Platoons with Actuation and Communication Delays Based on a Multiple-Predecessor-Following CTH Nominal Strategy

We develop a predictor-feedback cooperative adaptive cruise control (CACC) design relying on a multiple-predecessor-following (MPF) topology-based nominal delay-free CACC law. We consider vehicular platoons with heterogeneous vehicles, whose dynamics are described by a third-order linear system subject to actuation delay, along with vehicle-to-vehicle (V2V) communication delay. The design achieves individual vehicle stability, string stability, and zero, steady-state speed/spacing tracking errors, for any value of the actuation delay. The proofs of individual vehicle stability, string stability, and regulation rely on employment of an input-output approach on the frequency domain, capitalizing on the delay-compensating property of the design, which enables as to derive explicit string stability conditions on control and vehicle models parameters. The theoretical guarantees of string stability and the respective conditions on parameters are illustrated also numerically. We present consistent simulation results, for a ten-vehicle platoon, illustrating the potential of the design in traffic throughput improvement, as compared with a predictor-feedback CACC design in which, each ego vehicle's controller utilizes information only from a single preceding vehicle. We also present simulation results in a realistic scenario in which the leading vehicle's trajectory is obtained from NGSIM data.

  • 3 authors
·
Apr 6

Harnessing the Plug-and-Play Controller by Prompting

Controllable text generation is a growing field within natural language generation (NLG) that focuses on producing text that meets specific constraints in real-world applications. Previous approaches, such as plug-and-play controllers (PPCs), aimed to steer the properties of generated text in a flexible manner. However, these methods often compromised the integrity of the language model's decoding process, resulting in less smooth text generation. Alternatively, other techniques utilized multiple attribute prompts to align the generated text with desired attributes, but this approach required prompt design for each attribute and was dependent on the size of the language model. This paper introduces a novel method for flexible attribute control in text generation using pre-trained language models (PLMs). The proposed approach aims to enhance the fluency of generated text by guiding the generation process with PPCs. The key idea is to dynamically adjust the distribution of generated text by modifying prompts, effectively constraining the output space of the language model and influencing the desired attribute. To enable smooth cooperation between the PLM and the PPC, our work innovatively proposes a new model fine-tuning method: Reinforcement Learning with Dynamic Adjust Feedback (RLDAF).This fine-tuning process adapts a small subset of the language model's parameters based on the generating actions taken during the PPC control process. The resulting harmonious collaboration between the PLM and PPC leads to improved smoothness in text generation during inference. Extensive experiments were conducted on the SST2 dataset, and the proposed method outperformed previous approaches in various evaluation metrics, including text fluency and attribute consistency.

  • 2 authors
·
Feb 6, 2024

TexSenseGAN: A User-Guided System for Optimizing Texture-Related Vibrotactile Feedback Using Generative Adversarial Network

Vibration rendering is essential for creating realistic tactile experiences in human-virtual object interactions, such as in video game controllers and VR devices. By dynamically adjusting vibration parameters based on user actions, these systems can convey spatial features and contribute to texture representation. However, generating arbitrary vibrations to replicate real-world material textures is challenging due to the large parameter space. This study proposes a human-in-the-loop vibration generation model based on user preferences. To enable users to easily control the generation of vibration samples with large parameter spaces, we introduced an optimization model based on Differential Subspace Search (DSS) and Generative Adversarial Network (GAN). With DSS, users can employ a one-dimensional slider to easily modify the high-dimensional latent space to ensure that the GAN can generate desired vibrations. We trained the generative model using an open dataset of tactile vibration data and selected five types of vibrations as target samples for the generation experiment. Extensive user experiments were conducted using the generated and real samples. The results indicated that our system could generate distinguishable samples that matched the target characteristics. Moreover, we established a correlation between subjects' ability to distinguish real samples and their ability to distinguish generated samples.

  • 4 authors
·
Jul 16, 2024

Fast & Slow Learning: Incorporating Synthetic Gradients in Neural Memory Controllers

Neural Memory Networks (NMNs) have received increased attention in recent years compared to deep architectures that use a constrained memory. Despite their new appeal, the success of NMNs hinges on the ability of the gradient-based optimiser to perform incremental training of the NMN controllers, determining how to leverage their high capacity for knowledge retrieval. This means that while excellent performance can be achieved when the training data is consistent and well distributed, rare data samples are hard to learn from as the controllers fail to incorporate them effectively during model training. Drawing inspiration from the human cognition process, in particular the utilisation of neuromodulators in the human brain, we propose to decouple the learning process of the NMN controllers to allow them to achieve flexible, rapid adaptation in the presence of new information. This trait is highly beneficial for meta-learning tasks where the memory controllers must quickly grasp abstract concepts in the target domain, and adapt stored knowledge. This allows the NMN controllers to quickly determine which memories are to be retained and which are to be erased, and swiftly adapt their strategy to the new task at hand. Through both quantitative and qualitative evaluations on multiple public benchmarks, including classification and regression tasks, we demonstrate the utility of the proposed approach. Our evaluations not only highlight the ability of the proposed NMN architecture to outperform the current state-of-the-art methods, but also provide insights on how the proposed augmentations help achieve such superior results. In addition, we demonstrate the practical implications of the proposed learning strategy, where the feedback path can be shared among multiple neural memory networks as a mechanism for knowledge sharing.

  • 4 authors
·
Nov 10, 2020

HybridFlow: A Flexible and Efficient RLHF Framework

Reinforcement Learning from Human Feedback (RLHF) is widely used in Large Language Model (LLM) alignment. Traditional RL can be modeled as a dataflow, where each node represents computation of a neural network (NN) and each edge denotes data dependencies between the NNs. RLHF complicates the dataflow by expanding each node into a distributed LLM training or generation program, and each edge into a many-to-many multicast. Traditional RL frameworks execute the dataflow using a single controller to instruct both intra-node computation and inter-node communication, which can be inefficient in RLHF due to large control dispatch overhead for distributed intra-node computation. Existing RLHF systems adopt a multi-controller paradigm, which can be inflexible due to nesting distributed computation and data communication. We propose HybridFlow, which combines single-controller and multi-controller paradigms in a hybrid manner to enable flexible representation and efficient execution of the RLHF dataflow. We carefully design a set of hierarchical APIs that decouple and encapsulate computation and data dependencies in the complex RLHF dataflow, allowing efficient operation orchestration to implement RLHF algorithms and flexible mapping of the computation onto various devices. We further design a 3D-HybridEngine for efficient actor model resharding between training and generation phases, with zero memory redundancy and significantly reduced communication overhead. Our experimental results demonstrate 1.53times~20.57times throughput improvement when running various RLHF algorithms using HybridFlow, as compared with state-of-the-art baselines. HybridFlow source code will be available at https://github.com/volcengine/verl.

  • 9 authors
·
Sep 28, 2024 1

Contact-Grounded Policy: Dexterous Visuotactile Policy with Generative Contact Grounding

Contact-rich dexterous manipulation with multi-finger hands remains an open challenge in robotics because task success depends on multi-point contacts that continuously evolve and are highly sensitive to object geometry, frictional transitions, and slip. Recently, tactile-informed manipulation policies have shown promise. However, most use tactile signals as additional observations rather than modeling contact state or how their action outputs interact with low-level controller dynamics. We present Contact-Grounded Policy (CGP), a visuotactile policy that grounds multi-point contacts by predicting coupled trajectories of actual robot state and tactile feedback, and using a learned contact-consistency mapping to convert these predictions into executable target robot states for a compliance controller. CGP consists of two components: (i) a conditional diffusion model that forecasts future robot state and tactile feedback in a compressed latent space, and (ii) a learned contact-consistency mapping that converts the predicted robot state-tactile pair into executable targets for a compliance controller, enabling it to realize the intended contacts. We evaluate CGP using a physical four-finger Allegro V5 hand with Digit360 fingertip tactile sensors, and a simulated five-finger Tesollo DG-5F hand with dense whole-hand tactile arrays. Across a range of dexterous tasks including in-hand manipulation, delicate grasping, and tool use, CGP outperforms visuomotor and visuotactile diffusion-policy baselines.

  • 7 authors
·
May 7

Agentic Artificial Intelligence (AI): Architectures, Taxonomies, and Evaluation of Large Language Model Agents

Artificial Intelligence is moving from models that only generate text to Agentic AI, where systems behave as autonomous entities that can perceive, reason, plan, and act. Large Language Models (LLMs) are no longer used only as passive knowledge engines but as cognitive controllers that combine memory, tool use, and feedback from their environment to pursue extended goals. This shift already supports the automation of complex workflows in software engineering, scientific discovery, and web navigation, yet the variety of emerging designs, from simple single loop agents to hierarchical multi agent systems, makes the landscape hard to navigate. In this paper, we investigate architectures and propose a unified taxonomy that breaks agents into Perception, Brain, Planning, Action, Tool Use, and Collaboration. We use this lens to describe the move from linear reasoning procedures to native inference time reasoning models, and the transition from fixed API calls to open standards like the Model Context Protocol (MCP) and Native Computer Use. We also group the environments in which these agents operate, including digital operating systems, embodied robotics, and other specialized domains, and we review current evaluation practices. Finally, we highlight open challenges, such as hallucination in action, infinite loops, and prompt injection, and outline future research directions toward more robust and reliable autonomous systems.

  • 3 authors
·
Jan 18

Skill Self-Play: Pushing the Frontier of LLM Capability with Co-Evolving Skills

LLM training is shifting from manual design and annotation to interaction-driven self-evolution. However, existing self-evolutionary methods face a fundamental dilemma between task diversity and verification reliability: environment-bound methods obtain precise feedback but confine learning to narrow domains, while open-ended self-generation broadens the task space but lacks reliable verification, allowing misleading rewards to pollute the training loop. We identify agent skills as a powerful middle ground to reconcile this tension: each skill ensures deep, verifiable execution in a specific scenario, while dynamic routing across skills maintains open-ended task variety. Leveraging this insight, we introduce Skill Self-Play (Skill-SP), a co-evolutionary framework comprising a proposer, a solver, and a dynamic skill controller. Orchestrated via a reinforcement learning loop, these components co-evolve in a continuous self-play loop: the proposer generates challenging tasks conditioned on dynamically sampled skills; the solver explores candidate solutions to push its capability boundaries; and the skill controller collects execution feedback to update and expand the skill library. This interactive co-evolution effectively bridges the gap between structured verification and open-ended exploration. Empirical evaluations on tool-use and reasoning benchmarks demonstrate that Skill-SP, serving as a robust evolution engine, consistently pushes the performance ceiling of competent backbones while catalyzing striking turnarounds for initially misaligned models. Our code is available at https://github.com/Qwen-Applications/skill-self-play.

CyberV: Cybernetics for Test-time Scaling in Video Understanding

Current Multimodal Large Language Models (MLLMs) may struggle with understanding long or complex videos due to computational demands at test time, lack of robustness, and limited accuracy, primarily stemming from their feed-forward processing nature. These limitations could be more severe for models with fewer parameters. To address these limitations, we propose a novel framework inspired by cybernetic principles, redesigning video MLLMs as adaptive systems capable of self-monitoring, self-correction, and dynamic resource allocation during inference. Our approach, CyberV, introduces a cybernetic loop consisting of an MLLM Inference System, a Sensor, and a Controller. Specifically, the sensor monitors forward processes of the MLLM and collects intermediate interpretations, such as attention drift, then the controller determines when and how to trigger self-correction and generate feedback to guide the next round. This test-time adaptive scaling framework enhances frozen MLLMs without requiring retraining or additional components. Experiments demonstrate significant improvements: CyberV boosts Qwen2.5-VL-7B by 8.3% and InternVL3-8B by 5.5% on VideoMMMU, surpassing the competitive proprietary model GPT-4o. When applied to Qwen2.5-VL-72B, it yields a 10.0% improvement, achieving performance even comparable to human experts. Furthermore, our method demonstrates consistent gains on general-purpose benchmarks, such as VideoMME and WorldSense, highlighting its effectiveness and generalization capabilities in making MLLMs more robust and accurate for dynamic video understanding. The code is released at https://github.com/marinero4972/CyberV.

ByteDance ByteDance
·
Jun 9, 2025 2

DiffuSpec: Unlocking Diffusion Language Models for Speculative Decoding

As large language models (LLMs) scale up, accuracy improves, but the autoregressive (AR) nature of decoding increases latency since each token requires a serial forward pass. Speculative decoding addresses this by employing a fast drafter to propose multi-token drafts, which are then verified in parallel by the target model. However, many deployments still rely on AR drafters, where sequential passes limit wall-clock gains. We revisit the drafting stage and present DiffuSpec, a training-free drop-in framework that uses a pretrained diffusion language model (DLM) to produce multi-token drafts in a single forward pass, while remaining compatible with standard AR verifiers. Because DLM drafts are generated under bidirectional conditioning, parallel per-position candidates form a token lattice in which the locally highest-probability token at each position need not form a causal left-to-right path. Moreover, DLM drafting requires pre-specifying a draft length, inducing a speed-quality trade-off. To address these challenges, we introduce two practical components: (i) a causal-consistency path search (CPS) over this lattice that extracts a left-to-right path aligned with AR verification; and (ii) an adaptive draft-length (ADL) controller that adjusts next proposal size based on recent acceptance feedback and realized generated length. Across benchmarks, DiffuSpec yields up to 3x wall-clock speedup, establishing diffusion-based drafting as a robust alternative to autoregressive drafters for speculative decoding.

  • 7 authors
·
Sep 28, 2025

Feedback-controlled solute transport through chemo-responsive polymer membranes

Polymer membranes are typically assumed to be inert and nonresponsive to the flux and density of the permeating particles in transport processes. Here, we study theoretically the consequences of membrane responsiveness and feedback on the steady-state force--flux relations and membrane permeability using a nonlinear-feedback solution-diffusion model of transport through a slab-like membrane. Therein, the solute concentration inside the membrane depends on the bulk concentration, c_0, the driving force, f, and the polymer volume fraction, phi. In our model, solute accumulation in the membrane causes a sigmoidal volume phase transition of the polymer, changing its permeability, which, in return, affects the membrane's solute uptake. This feedback leads to nonlinear force--flux relations, j(f), which we quantify in terms of the system's differential permeability, P_sys^{Delta}mathrm{dj}/{df}. We find that the membrane feedback can increase or decrease the solute flux by orders of magnitude, triggered by a small change in the driving force, and largely tunable by attractive versus repulsive solute--membrane interactions. Moreover, controlling the input, c_0 and f, can lead to steady-state bistability of phi and hysteresis in the force--flux relations. This work advocates that the fine-tuning of the membrane's chemo-responsiveness will enhance the nonlinear transport control features, providing great potential for future (self-)regulating membrane devices.

  • 3 authors
·
Dec 1, 2022

DexTrack: Towards Generalizable Neural Tracking Control for Dexterous Manipulation from Human References

We address the challenge of developing a generalizable neural tracking controller for dexterous manipulation from human references. This controller aims to manage a dexterous robot hand to manipulate diverse objects for various purposes defined by kinematic human-object interactions. Developing such a controller is complicated by the intricate contact dynamics of dexterous manipulation and the need for adaptivity, generalizability, and robustness. Current reinforcement learning and trajectory optimization methods often fall short due to their dependence on task-specific rewards or precise system models. We introduce an approach that curates large-scale successful robot tracking demonstrations, comprising pairs of human references and robot actions, to train a neural controller. Utilizing a data flywheel, we iteratively enhance the controller's performance, as well as the number and quality of successful tracking demonstrations. We exploit available tracking demonstrations and carefully integrate reinforcement learning and imitation learning to boost the controller's performance in dynamic environments. At the same time, to obtain high-quality tracking demonstrations, we individually optimize per-trajectory tracking by leveraging the learned tracking controller in a homotopy optimization method. The homotopy optimization, mimicking chain-of-thought, aids in solving challenging trajectory tracking problems to increase demonstration diversity. We showcase our success by training a generalizable neural controller and evaluating it in both simulation and real world. Our method achieves over a 10% improvement in success rates compared to leading baselines. The project website with animated results is available at https://meowuu7.github.io/DexTrack/.

  • 5 authors
·
Feb 13, 2025 2

Multi-Stage Cable Routing through Hierarchical Imitation Learning

We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.

  • 8 authors
·
Jul 17, 2023

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.

  • 6 authors
·
Nov 21, 2022

Training, learning and inference: unified dynamics of neural systems

We define an atomic generation fact f=(u,tau,omega,z;rho), recording the origin, realized transformation, concrete occurrence, generated result and relation role. Compiled into a Generation-Fact Graph (GFG), these facts provide an AI-native, compilable scientific fact substrate preserving generation histories. We establish a GFG-based recursive scientific process in which analysis, intervention, replay and validation form facts for later cycles. Using nanoGPT, we establish unified training-learning dynamics. Training is the evolution of a parameter-optimizer system with state and memory: each actual training action enters the receiving state and produces a finite-amplitude nonlinear functional response conditioned by that state and target-specific update geometry. Learning is the persistent reorganization of distributed functional support by these responses; capability formation, maintenance, decline or recovery becomes observable when target-specific states are evaluated against their readout boundaries. Three primary coordinates - target-boundary state, target-specific update geometry and parameter-Adam receiving state - yield a second-order predictor operating before post-update outputs are read. On held-out runs, it achieved 91.43% accuracy and 91.49% macro-averaged recall across four transitions. We further establish inference as a frozen projection of training-learning dynamics. Component gating and rollback show causal recruitment and non-additive combination of query-conditioned support formed during training, deriving organizational conditions realized by Attention. Controlled feedback indicates possible double-edged reinforcement effects. ResNet/CIFAR-100 and diffusion/CIFAR-10 experiments confirm receiving-state-conditioned responses, persistent support reorganization and frozen inference projection beyond nanoGPT.

  • 1 authors
·
Aug 20 2

Closing the Loop in Teleoperation: Episode-Level Data Quality Assessment and Feedback for High-Quality Demonstration Collection

Industrial automation is at a pivotal moment, as Physical AI is driving a transition from rigid, hand-engineered automation systems toward more flexible and adaptive systems. This shift has created a growing demand for large-scale, real-world robot demonstration data, making teleoperation an increasingly important mechanism for data collection. However, high-quality teleoperated demonstrations remain difficult to obtain in practice, as novice operators often produce episodes that are task-successful but suboptimal for downstream use due to inefficient motion, repeated corrections, or operation near robot joint limits. We present a Data Quality Assessment and Feedback (DQAF) framework that closes the loop in teleoperation by providing immediate post-episode feedback grounded in semantic task progress and robot telemetry. The framework extracts quality relevant signals such as sub-task progress, motion smoothness, stalls, kinematic limits and converts them into structured quality assessments and actionable natural-language feedback. Unlike binary success or failure feedback, the proposed system explains why an episode is suboptimal and highlights specific behaviors to correct in the next trial. We evaluate the framework through a diagnostic validation study and a pilot user study. In the validation study, the system is compared with a human reviewer during dataset curation, producing rejection reasons and actionable feedback for improvement. In the pilot study with three novice operators across two manipulation tasks, the operator who received the systems immediate, automated post-episode feedback improved faster than those who did not, producing higher-quality demonstrations sooner.

  • 5 authors
·
May 24

CAFE: Self-Improving Search Agents Need Co-Evolving Feedback

Outcome-supervised search agents learn when and how to retrieve evidence, but terminal rewards neither localize intermediate errors nor redirect an ongoing trajectory before those errors compound. Treating corrective feedback as a learned in-trajectory intervention couples the two roles: the agent must decide when to request and use feedback, while the critic must infer useful corrections from outcome-confounded rollouts whose failure patterns shift as the agent improves. We introduce CAFE (Coupled Agent--Feedback Evolution), a framework in which a shared-parameter model alternates between search-agent and critic roles. CAFE initializes feedback-conditioned recovery from trajectories built around the base agent's own failures, then couples online and offline optimization. During online RL, a comparative feedback estimate uses a prompt-level call--skip success gap to shape request returns, while feedback-aware advantage shaping reweights token advantages before and after feedback. Offline, rollout-derived preference optimization learns feedback from matched successful and unsuccessful trajectories. On seven agentic search benchmarks, CAFE outperforms the evaluated RL-based search agents on average, retains its gains across all six out-of-domain benchmarks, and reduces answer-level hallucinations. One-sided ablations show that improving only the agent or only the critic eventually plateaus, whereas alternating the two updates continues to improve performance. These findings suggest that a self-improving search agent needs feedback that co-evolves with the policy it guides.

Verified Synthesis of Optimal Safety Controllers for Human-Robot Collaboration

We present a tool-supported approach for the synthesis, verification and validation of the control software responsible for the safety of the human-robot interaction in manufacturing processes that use collaborative robots. In human-robot collaboration, software-based safety controllers are used to improve operational safety, e.g., by triggering shutdown mechanisms or emergency stops to avoid accidents. Complex robotic tasks and increasingly close human-robot interaction pose new challenges to controller developers and certification authorities. Key among these challenges is the need to assure the correctness of safety controllers under explicit (and preferably weak) assumptions. Our controller synthesis, verification and validation approach is informed by the process, risk analysis, and relevant safety regulations for the target application. Controllers are selected from a design space of feasible controllers according to a set of optimality criteria, are formally verified against correctness criteria, and are translated into executable code and validated in a digital twin. The resulting controller can detect the occurrence of hazards, move the process into a safe state, and, in certain circumstances, return the process to an operational state from which it can resume its original task. We show the effectiveness of our software engineering approach through a case study involving the development of a safety controller for a manufacturing work cell equipped with a collaborative robot.

  • 8 authors
·
Jun 11, 2021

Agentic Visual Generation: From Generative Models to Agentic Control

Visual generation is evolving from generative models used through a single invocation into agentic control processes that can plan, select tools, inspect intermediate synthesized outputs, revise failures, and reuse prior experience. In most existing systems, the controller is an LLM or VLM, while visual generation models serve as tools or executors. However, existing work lacks a consistent criterion for determining when a generation system becomes agentic. Planning depth, tool use, multi-role collaboration, and reinforcement learning are often treated as evidence of agenticity, even though none of them necessarily determines which generation decisions the controller can make. We organize the field according to what the controller can directly control in the generation process. At L1 Conditioning Control, the controller prepares the input to a predetermined generator but does not control which visual operation is executed. At L2 Execution Control, it selects and invokes actual generation, editing, rendering, or other content-modifying operations. At L3 Outcome-Adaptive Control, it observes an intermediate outcome and uses that observation to change a subsequent operation within the current task. At L4 Experience-Adaptive Control, it retains experience from completed tasks and uses that experience to change decisions on future tasks. L0 Fixed Support separately denotes generators, editors, evaluators, reward models, benchmarks, and fixed pipelines without a deployed controller that makes generation-level decisions. These levels describe a progressively broader decision-making scope rather than model size, system complexity, output quality, tool or role count, or training method. Applying this framework across image, video, editing, 3D, world, slide, and user-interface generation reveals how controller capabilities have evolved and how their mechanisms are distributed across levels.

Feedback Friction: LLMs Struggle to Fully Incorporate External Feedback

Recent studies have shown LLMs possess some ability to improve their responses when given external feedback. However, it remains unclear how effectively and thoroughly these models can incorporate extrinsic feedback. In an ideal scenario, if LLMs receive near-perfect and complete feedback, we would expect them to fully integrate the feedback and change their incorrect answers to correct ones. In this paper, we systematically investigate LLMs' ability to incorporate feedback by designing a controlled experimental environment. For each problem, a solver model attempts a solution, then a feedback generator with access to near-complete ground-truth answers produces targeted feedback, after which the solver tries again. We evaluate this pipeline across a diverse range of tasks, including math reasoning, knowledge reasoning, scientific reasoning, and general multi-domain evaluations with state-of-the-art language models including Claude 3.7 (with and without extended thinking). Surprisingly, even under these near-ideal conditions, solver models consistently show resistance to feedback, a limitation that we term FEEDBACK FRICTION. To mitigate this limitation, we experiment with sampling-based strategies like progressive temperature increases and explicit rejection of previously attempted incorrect answers, which yield improvements but still fail to help models achieve target performance. We also perform a rigorous exploration of potential causes of FEEDBACK FRICTION, ruling out factors such as model overconfidence and data familiarity. We hope that highlighting this issue in LLMs and ruling out several apparent causes will help future research in self-improvement.

  • 5 authors
·
Jun 13, 2025 3

MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.

  • 5 authors
·
Sep 22, 2024 2

Rethinking Self-Evolving Agent Skills: Feedback Dynamics over Multiple Rounds

Self-evolving skill systems promise to improve agents by turning execution feedback into persistent skill updates without changing the underlying model. Yet it remains unclear when further evolution helps, how successful and failed trajectories shape revision, and whether extra test-time computation can recover the same gains. To address these questions, we present a controlled evaluation framework across five benchmarks and three models. Our primary study contains 42 feedback runs across 14 supported model-benchmark settings. Within each setting, we hold the executor and optimizer configuration, revision procedure, validation rule, and round budget fixed, while varying only the feedback shown to the optimizer: successes and failures (Normal), failures only, or successes only. Evolution is sparse: only 55 of 388 candidates establish byte-distinct validation bests. Validation-based selection chooses an evolved skill in 11 of 14 settings, nine of which improve released-test performance. All 11 selections come from feedback conditions that include failed trajectories, although the relative ranking of Normal and Fail-only varies across settings. Validation and downstream evaluations on test, robustness, and transfer sometimes favor different feedback views. A broader SearchQA analysis covering eight models shows similarly sparse, feedback-dependent dynamics. In the GPT-5.5 test-time-scaling controls, oracle Parallel Sampling comes within 0.43 points of the evolved SearchQA skill but remains 30.96 points behind on SpreadsheetBench; Sequential Refinement recovers neither gain. Overall, persistent skill self-evolution is better understood as sparse, validation-filtered search with model- and benchmark-dependent returns, rather than steady improvement from additional rounds. The implementation is available at https://github.com/HKUST-KnowComp/rethinkskill.

  • 12 authors
·
Jul 30

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.

  • 7 authors
·
May 22, 2022

Towards a Reinforcement Learning Environment Toolbox for Intelligent Electric Motor Control

Electric motors are used in many applications and their efficiency is strongly dependent on their control. Among others, PI approaches or model predictive control methods are well-known in the scientific literature and industrial practice. A novel approach is to use reinforcement learning (RL) to have an agent learn electric drive control from scratch merely by interacting with a suitable control environment. RL achieved remarkable results with super-human performance in many games (e.g. Atari classics or Go) and also becomes more popular in control tasks like cartpole or swinging pendulum benchmarks. In this work, the open-source Python package gym-electric-motor (GEM) is developed for ease of training of RL-agents for electric motor control. Furthermore, this package can be used to compare the trained agents with other state-of-the-art control approaches. It is based on the OpenAI Gym framework that provides a widely used interface for the evaluation of RL-agents. The initial package version covers different DC motor variants and the prevalent permanent magnet synchronous motor as well as different power electronic converters and a mechanical load model. Due to the modular setup of the proposed toolbox, additional motor, load, and power electronic devices can be easily extended in the future. Furthermore, different secondary effects like controller interlocking time or noise are considered. An intelligent controller example based on the deep deterministic policy gradient algorithm which controls a series DC motor is presented and compared to a cascaded PI-controller as a baseline for future research. Fellow researchers are encouraged to use the framework in their RL investigations or to contribute to the functional scope (e.g. further motor types) of the package.

  • 4 authors
·
Oct 21, 2019 1

Require Process Control? LSTMc is all you need!

Over the past three decades, numerous controllers have been developed to regulate complex chemical processes, but they have certain limitations. Traditional PI/PID controllers often require customized tuning for various set-point scenarios. On the other hand, MPC frameworks involve resource-intensive steps, and the utilization of black-box machine learning (ML) models can lead to issues such as local minima and infeasibility. Thus, there is a need for an alternative controller paradigm that combines the simplicity of a PI controller with the grade-to-grade (G2G) transferability of an MPC approach. To this end, we developed a novel LSTM controller (LSTMc) as a model-free data-driven controller framework. The LSTMc considers an augmented input tensor that incorporates information on state evolution and error dynamics for the current and previous W time steps, to predict the manipulated input at the next step (u_{t+1}). To demonstrate LSTMc, batch crystallization of dextrose was taken as a representative case study. The desired output for set-point tracking was the mean crystal size (L), with the manipulated input being the jacket temperature (T_j). Extensive training data, encompassing 7000+ different operating conditions, was compiled to ensure comprehensive training of LSTMc across a wide state space region. For comparison, we also designed a PI controller and an LSTM-MPC for different set-point tracking cases. The results consistently showed that LSTMc achieved the lowest set-point deviation (<2\%), three times lower than the MPC. Remarkably, LSTMc maintained this superior performance across all set points, even when sensor measurements contained noise levels of 10\% to 15\%. In summary, by effectively leveraging process data and utilizing sequential ML models, LSTMc offers a superior controller design approach.

  • 2 authors
·
Jun 12, 2023

Learning Lipschitz Feedback Policies from Expert Demonstrations: Closed-Loop Guarantees, Generalization and Robustness

In this work, we propose a framework to learn feedback control policies with guarantees on closed-loop generalization and adversarial robustness. These policies are learned directly from expert demonstrations, contained in a dataset of state-control input pairs, without any prior knowledge of the task and system model. We use a Lipschitz-constrained loss minimization scheme to learn feedback policies with certified closed-loop robustness, wherein the Lipschitz constraint serves as a mechanism to tune the generalization performance and robustness to adversarial disturbances. Our analysis exploits the Lipschitz property to obtain closed-loop guarantees on generalization and robustness of the learned policies. In particular, we derive a finite sample bound on the policy learning error and establish robust closed-loop stability under the learned control policy. We also derive bounds on the closed-loop regret with respect to the expert policy and the deterioration of closed-loop performance under bounded (adversarial) disturbances to the state measurements. Numerical results validate our analysis and demonstrate the effectiveness of our robust feedback policy learning framework. Finally, our results suggest the existence of a potential tradeoff between nominal closed-loop performance and adversarial robustness, and that improvements in nominal closed-loop performance can only be made at the expense of robustness to adversarial perturbations.

  • 3 authors
·
Mar 30, 2021

Enhancing Safety and Robustness of Vision-Based Controllers via Reachability Analysis

Autonomous systems, such as self-driving cars and drones, have made significant strides in recent years by leveraging visual inputs and machine learning for decision-making and control. Despite their impressive performance, these vision-based controllers can make erroneous predictions when faced with novel or out-of-distribution inputs. Such errors can cascade into catastrophic system failures and compromise system safety. In this work, we compute Neural Reachable Tubes, which act as parameterized approximations of Backward Reachable Tubes to stress-test the vision-based controllers and mine their failure modes. The identified failures are then used to enhance the system safety through both offline and online methods. The online approach involves training a classifier as a run-time failure monitor to detect closed-loop, system-level failures, subsequently triggering a fallback controller that robustly handles these detected failures to preserve system safety. For the offline approach, we improve the original controller via incremental training using a carefully augmented failure dataset, resulting in a more robust controller that is resistant to the known failure modes. In either approach, the system is safeguarded against shortcomings that transcend the vision-based controller and pertain to the closed-loop safety of the overall system. We validate the proposed approaches on an autonomous aircraft taxiing task that involves using a vision-based controller to guide the aircraft towards the centerline of the runway. Our results show the efficacy of the proposed algorithms in identifying and handling system-level failures, outperforming methods that rely on controller prediction error or uncertainty quantification for identifying system failures.

  • 3 authors
·
Oct 29, 2024

SWE-RM: Execution-free Feedback For Software Engineering Agents

Execution-based feedback like unit testing is widely used in the development of coding agents through test-time scaling (TTS) and reinforcement learning (RL). This paradigm requires scalable and reliable collection of unit test cases to provide accurate feedback, and the resulting feedback is often sparse and cannot effectively distinguish between trajectories that are both successful or both unsuccessful. In contrast, execution-free feedback from reward models can provide more fine-grained signals without depending on unit test cases. Despite this potential, execution-free feedback for realistic software engineering (SWE) agents remains underexplored. Aiming to develop versatile reward models that are effective across TTS and RL, however, we observe that two verifiers with nearly identical TTS performance can nevertheless yield very different results in RL. Intuitively, TTS primarily reflects the model's ability to select the best trajectory, but this ability does not necessarily generalize to RL. To address this limitation, we identify two additional aspects that are crucial for RL training: classification accuracy and calibration. We then conduct comprehensive controlled experiments to investigate how to train a robust reward model that performs well across these metrics. In particular, we analyze the impact of various factors such as training data scale, policy mixtures, and data source composition. Guided by these investigations, we introduce SWE-RM, an accurate and robust reward model adopting a mixture-of-experts architecture with 30B total parameters and 3B activated during inference. SWE-RM substantially improves SWE agents on both TTS and RL performance. For example, it increases the accuracy of Qwen3-Coder-Flash from 51.6% to 62.0%, and Qwen3-Coder-Max from 67.0% to 74.6% on SWE-Bench Verified using TTS, achieving new state-of-the-art performance among open-source models.

  • 9 authors
·
Dec 26, 2025 2

Environments as Scaffold: Enriching Feedback to Bootstrap Self-Evolving Agents in Long-Horizon Tasks

Large Language Models demonstrate remarkable proficiency in static reasoning, yet training them as autonomous agents through Reinforcement Learning (RL) for long-horizon tasks is often hindered by severe reward sparsity. While conventional agent-side warming up via supervised fine-tuning (SFT) can alleviate this, it is frequently limited by data scarcity and constrained exploration. To address this, we propose a paradigm shift to environment-side adaptation by constructing Feedback-Enriched Environments (FEEs). Through a pilot study, we establish a feedback design strategy that reformulates environments by transitioning from action guidance to observation enrichment during the later stages of both intra-episode exploration and inter-episode evolution. Large-scale experiments on SciWorld and BFCL benchmarks using various Qwen3 model scales and RL algorithms such as GRPO, GSPO, and DAPO demonstrate that FEEs consistently yield performance improvements over standard settings. Furthermore, our analysis reveals that training with FEEs (1) stabilizes training dynamics by reducing entropy volatility, (2) facilitates proactive state-space exploration in difficult tasks, (3) ensures the internalization of environmental guidance into policy weights rather than acting as a mere inference-time prior, and (4) identifies intra-group feedback consistency as a critical boundary for stable optimization.

Bresa: Bio-inspired Reflexive Safe Reinforcement Learning for Contact-Rich Robotic Tasks

Ensuring safety in reinforcement learning (RL)-based robotic systems is a critical challenge, especially in contact-rich tasks within unstructured environments. While the state-of-the-art safe RL approaches mitigate risks through safe exploration or high-level recovery mechanisms, they often overlook low-level execution safety, where reflexive responses to potential hazards are crucial. Similarly, variable impedance control (VIC) enhances safety by adjusting the robot's mechanical response, yet lacks a systematic way to adapt parameters, such as stiffness and damping throughout the task. In this paper, we propose Bresa, a Bio-inspired Reflexive Hierarchical Safe RL method inspired by biological reflexes. Our method decouples task learning from safety learning, incorporating a safety critic network that evaluates action risks and operates at a higher frequency than the task solver. Unlike existing recovery-based methods, our safety critic functions at a low-level control layer, allowing real-time intervention when unsafe conditions arise. The task-solving RL policy, running at a lower frequency, focuses on high-level planning (decision-making), while the safety critic ensures instantaneous safety corrections. We validate Bresa on multiple tasks including a contact-rich robotic task, demonstrating its reflexive ability to enhance safety, and adaptability in unforeseen dynamic environments. Our results show that Bresa outperforms the baseline, providing a robust and reflexive safety mechanism that bridges the gap between high-level planning and low-level execution. Real-world experiments and supplementary material are available at project website https://jack-sherman01.github.io/Bresa.

  • 3 authors
·
Mar 27, 2025

Game On: Towards Language Models as RL Experimenters

We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.

  • 5 authors
·
Sep 5, 2024

Agentic Auto-Research is Fuzz Testing

Autonomous research agents can generate experiments faster than researchers can validate them. Researchers have responded by scaling the proposer and ranking more samples with a learned judge or human reviewers. We argue that this *generate-and-rank* paradigm misses the problem of sparse feedback. Within a declared research problem, an agent follows the control loop of a greybox fuzzer: it proposes a candidate, executes it, observes feedback, and chooses what to try next. A fuzzer rarely finds a bug, but coverage makes partial progress observable on every execution. Fuzzers then use that signal to mutate inputs and allocate effort, rather than only to rank completed runs. Auto-research needs the same two capabilities. First, each experiment should expose a cheap, dense signal of epistemic progress before final scientific validation is available. Second, that signal should determine the next intervention so that the agent searches rather than repeatedly samples. Because the optimized progress signal is guidance rather than a verdict, final validation must still decide what counts as a discovery using evidence protected from adaptive reuse. We propose controlled tests of whether candidate signals predict validated progress, whether feedback-directed search yields more validated discoveries per unit cost than repeated sampling, and whether protected validation reduces false discoveries. Feedback architecture, not only generation, is a central bottleneck in auto-research.

  • 5 authors
·
Aug 9

Reinforcing Human Behavior Simulation via Verbal Feedback

Humans learn social norms and behaviors from verbal feedback (e.g., a parent saying "that was rude" or a friend explaining "here's why that hurt"). Yet, learning from feedback for LLMs has largely focused on domains like code and math, where RL rewards are directly verifiable and condensed into scalar values. As LLMs are increasingly used to simulate human behavior, e.g., standing in for users, patients, students, and other personas, there is a pressing need to make them more human-like, which requires embracing a fundamentally different kind of signal: feedback that is verbal, subjective, and multi-faceted. We present DITTO, a model trained by treating verbal feedback as a first-class signal in reinforcement learning. After each rollout, DITTO receives verbal feedback and generates a feedback-conditioned improved rollout; both outputs are jointly optimized with GRPO, distilling verbal guidance into the base policy without requiring feedback at test time. We also introduce SOUL (Simulation gym Of hUman-Like behavior), a unified benchmark and training data suite spanning 10 tasks across six categories: Theory of Mind, character role play, social skill, learner simulation, user simulation, and persona simulation. DITTO achieves an average 36% improvement over the base model and exceeds GPT-5.4 on 6 of 10 SOUL benchmarks, demonstrating that RL with verbal feedback is a promising direction for training LLMs to simulate human behavior.

  • 16 authors
·
May 18

LoopArena: Benchmarking Models as Runtime Controllers for Loop Engineering

Loop Engineering is emerging as a practice for organizing development work around coding agents. Instead of writing each prompt by hand, practitioners design loops that monitor progress, assign work, run checks, and decide what the agent should do next. Even with a capable coding agent, a loop may trust a stale progress note, skip needed verification, spend its budget in the wrong direction, or stop before the task is safe to submit. Yet the final outcome of one end-to-end run cannot tell whether success or failure reflects the loop's guidance or the coding agent's ability to carry out the task. We introduce LoopArena, a benchmark for evaluating how well one model can guide a separate coding agent through a long-running task. The model under evaluation is the Controller: after each coding round, it receives a structured summary of the run and instructs a separate, fixed coding agent, the Worker, on what to do or verify next, or decides whether to stop. LoopArena evaluates this ability in three complementary settings that differ in execution scope and cost. Type I scores next-step Loop Contract selection through execution-validated questions without running the Worker at evaluation time. Type II executes repeated control over a selected slice of a full task, while Type III evaluates the paired full task from its original state. On full tasks, the best observed Strict Success Rate is 24.69\%, leaving substantial room for improvement in long-horizon loop control. Across Controllers, the paired reduction in estimated inference cost averages 64.4\%, and Type II produces a similar ordering under the main Core criterion (Spearman's \(ρ=0.9747\)). We release the benchmark data and evaluation code at https://github.com/AMAP-ML/LoopArena .

GD-ML AMAP-ML
·
Aug 27 5

CRISP -- Compliant ROS2 Controllers for Learning-Based Manipulation Policies and Teleoperation

Learning-based controllers, such as diffusion policies and vision-language action models, often generate low-frequency or discontinuous robot state changes. Achieving smooth reference tracking requires a low-level controller that converts high-level targets commands into joint torques, enabling compliant behavior during contact interactions. We present CRISP, a lightweight C++ implementation of compliant Cartesian and joint-space controllers for the ROS2 control standard, designed for seamless integration with high-level learning-based policies as well as teleoperation. The controllers are compatible with any manipulator that exposes a joint-torque interface. Through our Python and Gymnasium interfaces, CRISP provides a unified pipeline for recording data from hardware and simulation and deploying high-level learning-based policies seamlessly, facilitating rapid experimentation. The system has been validated on hardware with the Franka Robotics FR3 and in simulation with the Kuka IIWA14 and Kinova Gen3. Designed for rapid integration, flexible deployment, and real-time performance, our implementation provides a unified pipeline for data collection and policy execution, lowering the barrier to applying learning-based methods on ROS2-compatible manipulators. Detailed documentation is available at the project website - https://utiasDSL.github.io/crisp_controllers.

  • 6 authors
·
Sep 8, 2025

ASID: Active Exploration for System Identification in Robotic Manipulation

Model-free control strategies such as reinforcement learning have shown the ability to learn control strategies without requiring an accurate model or simulator of the world. While this is appealing due to the lack of modeling requirements, such methods can be sample inefficient, making them impractical in many real-world domains. On the other hand, model-based control techniques leveraging accurate simulators can circumvent these challenges and use a large amount of cheap simulation data to learn controllers that can effectively transfer to the real world. The challenge with such model-based techniques is the requirement for an extremely accurate simulation, requiring both the specification of appropriate simulation assets and physical parameters. This requires considerable human effort to design for every environment being considered. In this work, we propose a learning system that can leverage a small amount of real-world data to autonomously refine a simulation model and then plan an accurate control strategy that can be deployed in the real world. Our approach critically relies on utilizing an initial (possibly inaccurate) simulator to design effective exploration policies that, when deployed in the real world, collect high-quality data. We demonstrate the efficacy of this paradigm in identifying articulation, mass, and other physical parameters in several challenging robotic manipulation tasks, and illustrate that only a small amount of real-world data can allow for effective sim-to-real transfer. Project website at https://weirdlabuw.github.io/asid

  • 6 authors
·
Apr 18, 2024

REALM: Real-Time Estimates of Assistance for Learned Models in Human-Robot Interaction

There are a variety of mechanisms (i.e., input types) for real-time human interaction that can facilitate effective human-robot teaming. For example, previous works have shown how teleoperation, corrective, and discrete (i.e., preference over a small number of choices) input can enable robots to complete complex tasks. However, few previous works have looked at combining different methods, and in particular, opportunities for a robot to estimate and elicit the most effective form of assistance given its understanding of a task. In this paper, we propose a method for estimating the value of different human assistance mechanisms based on the action uncertainty of a robot policy. Our key idea is to construct mathematical expressions for the expected post-interaction differential entropy (i.e., uncertainty) of a stochastic robot policy to compare the expected value of different interactions. As each type of human input imposes a different requirement for human involvement, we demonstrate how differential entropy estimates can be combined with a likelihood penalization approach to effectively balance feedback informational needs with the level of required input. We demonstrate evidence of how our approach interfaces with emergent learning models (e.g., a diffusion model) to produce accurate assistance value estimates through both simulation and a robot user study. Our user study results indicate that the proposed approach can enable task completion with minimal human feedback for uncertain robot behaviors.

  • 2 authors
·
Apr 12, 2025

The Alignment Waltz: Jointly Training Agents to Collaborate for Safety

Harnessing the power of LLMs requires a delicate dance between being helpful and harmless. This creates a fundamental tension between two competing challenges: vulnerability to adversarial attacks that elicit unsafe content, and a tendency for overrefusal on benign but sensitive prompts. Current approaches often navigate this dance with safeguard models that completely reject any content that contains unsafe portions. This approach cuts the music entirely-it may exacerbate overrefusals and fails to provide nuanced guidance for queries it refuses. To teach models a more coordinated choreography, we propose WaltzRL, a novel multi-agent reinforcement learning framework that formulates safety alignment as a collaborative, positive-sum game. WaltzRL jointly trains a conversation agent and a feedback agent, where the latter is incentivized to provide useful suggestions that improve the safety and helpfulness of the conversation agent's responses. At the core of WaltzRL is a Dynamic Improvement Reward (DIR) that evolves over time based on how well the conversation agent incorporates the feedback. At inference time, unsafe or overrefusing responses from the conversation agent are improved rather than discarded. The feedback agent is deployed together with the conversation agent and only engages adaptively when needed, preserving helpfulness and low latency on safe queries. Our experiments, conducted across five diverse datasets, demonstrate that WaltzRL significantly reduces both unsafe responses (e.g., from 39.0% to 4.6% on WildJailbreak) and overrefusals (from 45.3% to 9.9% on OR-Bench) compared to various baselines. By enabling the conversation and feedback agents to co-evolve and adaptively apply feedback, WaltzRL enhances LLM safety without degrading general capabilities, thereby advancing the Pareto front between helpfulness and harmlessness.

facebook AI at Meta
·
Oct 9, 2025 2

Progress Reward Modeling for Robotic Learning: A Comprehensive Survey

Robotic learning takes place in dynamic environments with large behavior spaces. A terminal success signal only tells the robot whether the task is completed. It does not explain whether the current behavior is making progress, remaining unchanged, or undoing earlier progress. For this reason, recent studies have increasingly explored progress rewards that provide feedback during task execution. However, the current literature lacks a shared framework. Existing methods use different observations, goal specifications, output signals, supervision sources, and evaluation protocols. This makes it difficult to compare them and understand what their results actually validate. In this survey, we provide a unified view of progress reward modeling for robotic learning. We organize the field in three connected steps. We first study the interface of a progress model. This defines the problem from the outside by asking what information the model receives and what form of progress signal it produces. We then move inside the model and study the methods used to construct this signal. This reveals the different assumptions and mechanisms behind progress estimation and reward generation. Finally, we examine the data and benchmarks that support these methods. This shows how progress supervision is obtained and what different evaluations actually measure. Together, these three perspectives connect what a progress model is, how it is built, and how its quality is validated. We further summarize the main limitations of current approaches and discuss future research directions.

Flight Controller Synthesis Via Deep Reinforcement Learning

Traditional control methods are inadequate in many deployment settings involving control of Cyber-Physical Systems (CPS). In such settings, CPS controllers must operate and respond to unpredictable interactions, conditions, or failure modes. Dealing with such unpredictability requires the use of executive and cognitive control functions that allow for planning and reasoning. Motivated by the sport of drone racing, this dissertation addresses these concerns for state-of-the-art flight control by investigating the use of deep neural networks to bring essential elements of higher-level cognition for constructing low level flight controllers. This thesis reports on the development and release of an open source, full solution stack for building neuro-flight controllers. This stack consists of the methodology for constructing a multicopter digital twin for synthesize the flight controller unique to a specific aircraft, a tuning framework for implementing training environments (GymFC), and a firmware for the world's first neural network supported flight controller (Neuroflight). GymFC's novel approach fuses together the digital twinning paradigm for flight control training to provide seamless transfer to hardware. Additionally, this thesis examines alternative reward system functions as well as changes to the software environment to bridge the gap between the simulation and real world deployment environments. Work summarized in this thesis demonstrates that reinforcement learning is able to be leveraged for training neural network controllers capable, not only of maintaining stable flight, but also precision aerobatic maneuvers in real world settings. As such, this work provides a foundation for developing the next generation of flight control systems.

  • 1 authors
·
Sep 13, 2019

Yell At Your Robot: Improving On-the-Fly from Language Corrections

Hierarchical policies that combine language and low-level control have been shown to perform impressively long-horizon robotic tasks, by leveraging either zero-shot high-level planners like pretrained language and vision-language models (LLMs/VLMs) or models trained on annotated robotic demonstrations. However, for complex and dexterous skills, attaining high success rates on long-horizon tasks still represents a major challenge -- the longer the task is, the more likely it is that some stage will fail. Can humans help the robot to continuously improve its long-horizon task performance through intuitive and natural feedback? In this paper, we make the following observation: high-level policies that index into sufficiently rich and expressive low-level language-conditioned skills can be readily supervised with human feedback in the form of language corrections. We show that even fine-grained corrections, such as small movements ("move a bit to the left"), can be effectively incorporated into high-level policies, and that such corrections can be readily obtained from humans observing the robot and making occasional suggestions. This framework enables robots not only to rapidly adapt to real-time language feedback, but also incorporate this feedback into an iterative training scheme that improves the high-level policy's ability to correct errors in both low-level execution and high-level decision-making purely from verbal feedback. Our evaluation on real hardware shows that this leads to significant performance improvement in long-horizon, dexterous manipulation tasks without the need for any additional teleoperation. Videos and code are available at https://yay-robot.github.io/.

  • 8 authors
·
Mar 19, 2024

Multi-Modal Self-Supervised Learning for Surgical Feedback Effectiveness Assessment

During surgical training, real-time feedback from trainers to trainees is important for preventing errors and enhancing long-term skill acquisition. Accurately predicting the effectiveness of this feedback, specifically whether it leads to a change in trainee behavior, is crucial for developing methods for improving surgical training and education. However, relying on human annotations to assess feedback effectiveness is laborious and prone to biases, underscoring the need for an automated, scalable, and objective method. Creating such an automated system poses challenges, as it requires an understanding of both the verbal feedback delivered by the trainer and the visual context of the real-time surgical scene. To address this, we propose a method that integrates information from transcribed verbal feedback and corresponding surgical video to predict feedback effectiveness. Our findings show that both transcribed feedback and surgical video are individually predictive of trainee behavior changes, and their combination achieves an AUROC of 0.70+/-0.02, improving prediction accuracy by up to 6.6%. Additionally, we introduce self-supervised fine-tuning as a strategy for enhancing surgical video representation learning, which is scalable and further enhances prediction performance. Our results demonstrate the potential of multi-modal learning to advance the automated assessment of surgical feedback.

  • 8 authors
·
Nov 16, 2024