Abstract:Teaching robots dexterous manipulation skills often requires collecting hundreds of demonstrations using wearables or teleoperation, a process that is challenging to scale. Videos of human-object interactions are easier to collect and scale, but leveraging them directly for robot learning is difficult due to the lack of explicit action labels from videos and morphological differences between robot and human hands. We propose Human2Sim2Robot, a novel real-to-sim-to-real framework for training dexterous manipulation policies using only one RGB-D video of a human demonstrating a task. Our method utilizes reinforcement learning (RL) in simulation to cross the human-robot embodiment gap without relying on wearables, teleoperation, or large-scale data collection typically necessary for imitation learning methods. From the demonstration, we extract two task-specific components: (1) the object pose trajectory to define an object-centric, embodiment-agnostic reward function, and (2) the pre-manipulation hand pose to initialize and guide exploration during RL training. We found that these two components are highly effective for learning the desired task, eliminating the need for task-specific reward shaping and tuning. We demonstrate that Human2Sim2Robot outperforms object-aware open-loop trajectory replay by 55% and imitation learning with data augmentation by 68% across grasping, non-prehensile manipulation, and multi-step tasks. Project Site: https://human2sim2robot.github.io
Abstract:Learning to perform manipulation tasks from human videos is a promising approach for teaching robots. However, many manipulation tasks require changing control parameters during task execution, such as force, which visual data alone cannot capture. In this work, we leverage sensing devices such as armbands that measure human muscle activities and microphones that record sound, to capture the details in the human manipulation process, and enable robots to extract task plans and control parameters to perform the same task. To achieve this, we introduce Chain-of-Modality (CoM), a prompting strategy that enables Vision Language Models to reason about multimodal human demonstration data -- videos coupled with muscle or audio signals. By progressively integrating information from each modality, CoM refines a task plan and generates detailed control parameters, enabling robots to perform manipulation tasks based on a single multimodal human video prompt. Our experiments show that CoM delivers a threefold improvement in accuracy for extracting task plans and control parameters compared to baselines, with strong generalization to new task setups and objects in real-world robot experiments. Videos and code are available at https://chain-of-modality.github.io
Abstract:Aerial robotic arms aim to enable inspection and environment interaction in otherwise hard-to-reach areas from the air. However, many aerial manipulators feature bulky or heavy robot manipulators mounted to large, high-payload aerial vehicles. Instead, we propose an aerial robotic arm with low mass and a small stowed configuration called a "flying vine". The flying vine consists of a small, maneuverable quadrotor equipped with a soft, growing, inflated beam as the arm. This soft robot arm is underactuated, and positioning of the end effector is achieved by controlling the coupled quadrotor-vine dynamics. In this work, we present the flying vine design and a modeling and control framework for tracking desired end effector trajectories. The dynamic model leverages data-driven modeling methods and introduces bilinear interpolation to account for time-varying dynamic parameters. We use trajectory optimization to plan quadrotor controls that produce desired end effector motions. Experimental results on a physical prototype demonstrate that our framework enables the flying vine to perform high-speed end effector tracking, laying a foundation for performing dynamic maneuvers with soft aerial manipulators.
Abstract:Keyframes are a standard representation for kinematic motion specification. Recent learned motion-inbetweening methods use keyframes as a way to control generative motion models, and are trained to generate life-like motion that matches the exact poses and timings of input keyframes. However, the quality of generated motion may degrade if the timing of these constraints is not perfectly consistent with the desired motion. Unfortunately, correctly specifying keyframe timings is a tedious and challenging task in practice. Our goal is to create a system that synthesizes high-quality motion from keyframes, even if keyframes are imprecisely timed. We present a method that allows constraints to be retimed as part of the generation process. Specifically, we introduce a novel model architecture that explicitly outputs a time-warping function to correct mistimed keyframes, and spatial residuals that add pose details. We demonstrate how our method can automatically turn approximately timed keyframe constraints into diverse, realistic motions with plausible timing and detailed submovements.
Abstract:Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/
Abstract:Learning-based robotics research driven by data demands a new approach to robot hardware design-one that serves as both a platform for policy execution and a tool for embodied data collection to train policies. We introduce ToddlerBot, a low-cost, open-source humanoid robot platform designed for scalable policy learning and research in robotics and AI. ToddlerBot enables seamless acquisition of high-quality simulation and real-world data. The plug-and-play zero-point calibration and transferable motor system identification ensure a high-fidelity digital twin, enabling zero-shot policy transfer from simulation to the real world. A user-friendly teleoperation interface facilitates streamlined real-world data collection for learning motor skills from human demonstrations. Utilizing its data collection ability and anthropomorphic design, ToddlerBot is an ideal platform to perform whole-body loco-manipulation. Additionally, ToddlerBot's compact size (0.56m, 3.4kg) ensures safe operation in real-world environments. Reproducibility is achieved with an entirely 3D-printed, open-source design and commercially available components, keeping the total cost under 6,000 USD. Comprehensive documentation allows assembly and maintenance with basic technical expertise, as validated by a successful independent replication of the system. We demonstrate ToddlerBot's capabilities through arm span, payload, endurance tests, loco-manipulation tasks, and a collaborative long-horizon scenario where two robots tidy a toy session together. By advancing ML-compatibility, capability, and reproducibility, ToddlerBot provides a robust platform for scalable learning and dynamic policy execution in robotics research.
Abstract:Humanoid robots have great potential to perform various human-level skills. These skills involve locomotion, manipulation, and cognitive capabilities. Driven by advances in machine learning and the strength of existing model-based approaches, these capabilities have progressed rapidly, but often separately. Therefore, a timely overview of current progress and future trends in this fast-evolving field is essential. This survey first summarizes the model-based planning and control that have been the backbone of humanoid robotics for the past three decades. We then explore emerging learning-based methods, with a focus on reinforcement learning and imitation learning that enhance the versatility of loco-manipulation skills. We examine the potential of integrating foundation models with humanoid embodiments, assessing the prospects for developing generalist humanoid agents. In addition, this survey covers emerging research for whole-body tactile sensing that unlocks new humanoid skills that involve physical interactions. The survey concludes with a discussion of the challenges and future trends.
Abstract:For designing a wide range of everyday objects, the design process should be aware of both the human body and the underlying semantics of the design specification. However, these two objectives present significant challenges to the current AI-based designing tools. In this work, we present a method to synthesize body-aware 3D objects from a base mesh given an input body geometry and either text or image as guidance. The generated objects can be simulated on virtual characters, or fabricated for real-world use. We propose to use a mesh deformation procedure that optimizes for both semantic alignment as well as contact and penetration losses. Using our method, users can generate both virtual or real-world objects from text, image, or sketch, without the need for manual artist intervention. We present both qualitative and quantitative results on various object categories, demonstrating the effectiveness of our approach.
Abstract:Estimating 3D motion from 2D observations is a long-standing research challenge. Prior work typically requires training on datasets containing ground truth 3D motions, limiting their applicability to activities well-represented in existing motion capture data. This dependency particularly hinders generalization to out-of-distribution scenarios or subjects where collecting 3D ground truth is challenging, such as complex athletic movements or animal motion. We introduce MVLift, a novel approach to predict global 3D motion -- including both joint rotations and root trajectories in the world coordinate system -- using only 2D pose sequences for training. Our multi-stage framework leverages 2D motion diffusion models to progressively generate consistent 2D pose sequences across multiple views, a key step in recovering accurate global 3D motion. MVLift generalizes across various domains, including human poses, human-object interactions, and animal poses. Despite not requiring 3D supervision, it outperforms prior work on five datasets, including those methods that require 3D supervision.
Abstract:Diffusion models have demonstrated significant promise in various generative tasks; however, they often struggle to satisfy challenging constraints. Our approach addresses this limitation by rethinking training-free loss-guided diffusion from an optimization perspective. We formulate a series of constrained optimizations throughout the inference process of a diffusion model. In each optimization, we allow the sample to take multiple steps along the gradient of the proxy constraint function until we can no longer trust the proxy, according to the variance at each diffusion level. Additionally, we estimate the state manifold of diffusion model to allow for early termination when the sample starts to wander away from the state manifold at each diffusion step. Trust sampling effectively balances between following the unconditional diffusion model and adhering to the loss guidance, enabling more flexible and accurate constrained generation. We demonstrate the efficacy of our method through extensive experiments on complex tasks, and in drastically different domains of images and 3D motion generation, showing significant improvements over existing methods in terms of generation quality. Our implementation is available at https://github.com/will-s-h/trust-sampling.