Abstract:Learning long-horizon manipulation skills with reinforcement learning remains challenging due to the complexity of reward design, the limited guidance of sparse rewards, and the high cost of manual subtask annotation. Visual demonstrations can provide supervision for reward learning, but rewards learned from raw pixels can be brittle and sensitive to visual variation, background appearance, and robot motion. In this work, we propose GORDON, a graph-based object-centric reward learning framework that learns dense rewards from action-free video demonstrations. Each visual scene is represented as a graph of detected objects and spatial relations, and a graph neural network is trained in a self-supervised manner to embed these graphs into a task-aligned latent space. To align the representation with semantic task progress, we introduce an activity-aware weighted pooling mechanism that emphasizes task-relevant objects while masking robot-dominated motion. The dense reward is then computed as distances in the learned latent space of the current state to demonstrated goal configurations, providing a measure of task progress. In long-horizon tasks, the temporal profile of this reward reveals stage-wise object-state transitions, enabling automatic subtask discovery without manual segmentation. The discovered segments are then used to train subtask-specific rewards and specialized policies that are composed sequentially. Experiments on seven manipulation tasks on MAGICAL and ManiSkill3 benchmarks show that our object-centric reward improves reinforcement learning in short-horizon settings and enables successful policy learning in complex long-horizon tasks through automatic decomposition, achieving an average success rate of 74.4% across the long-horizon tasks (on average approximately +35 p.p. vs. best learned baseline and approximately +25 p.p. vs. oracle).
Abstract:Robot motion planning is inherently multimodal, yet classical planners typically return only a single solution. Probabilistic formulations address this limitation by maintaining a distribution over motions, allowing the planner to reason over multiple low-cost alternatives. In robotics, however, motion samples must also satisfy strict constraints, including collision avoidance, joint limits, contact conditions, and dynamics consistency. These hard requirements make motion sampling substantially more challenging: within a limited planning budget, the ensemble must cover diverse low-cost motions while ensuring that every sample remains feasible under the relevant constraints. We propose SteinSQP (Stein Variational Sequential Quadratic Programming), a constrained Stein variational inference method for diverse feasible robot motion sampling. SteinSQP evolves an interacting particle ensemble, as in Stein variational methods, while embedding constraints directly into a kernel-space SQP subproblem. We solve the resulting constrained Stein-Newton subproblem with a GPU-friendly matrix-free primal-dual algorithm, enabling efficient batched ensemble updates. To globalize the method, we introduce an ensemble-level merit function that jointly balances objective value, constraint violation, and particle diversity. Across five constrained motion-planning tasks, SteinSQP returns fully feasible ensembles while preserving diverse motion alternatives. Compared with first-order constrained Stein baselines and serial multistart nonlinear programming, SteinSQP shows faster and more robust ensemble convergence in terms of iterations, improves particle-wise feasibility, and achieves faster batched time-to-solution on challenging robot-scale tasks.
Abstract:A key bottleneck in training generalist policies for bimanual dexterous manipulation is the lack of large-scale, high-quality datasets. Synthetic data generation in simulation provides a scalable alternative to human video demonstrations by overcoming challenges such as morphology mismatch, missing physical interactions, and the generation of robot actions. However, existing approaches based on human teleoperation offer limited task diversity, as object-centric trajectory matching often neglects the feasibility of robot execution. Reinforcement learning (RL) enables broader scalability but is often constrained by handcrafted, task-specific rewards. In this work, we propose a systematic RL-based data generation pipeline that integrates generalizable reward design, effective domain randomization, and language-conditioned task annotations. This pipeline synthesizes diverse, high-quality datasets for dexterous bimanual manipulation and enables training of language-conditioned multi-task policies. Our experiments show that the generated data significantly improves generalization across three representative manipulation tasks.
Abstract:Sampling-based Model Predictive Control (SMPC) is a promising strategy for contact-rich robotic manipulation, combining gradient-free optimization with massively parallel GPU simulation. Yet, most prior work relies on simplified dynamics or remains confined to simulation. We present an MPC framework that leverages JAX for large-scale parallelization and efficient computation, coupled with the high-fidelity MuJoCo MJX simulator, and deploy it on a Franka Research 3 executing the Push-T manipulation task through a complete real-to-sim-to-real pipeline. The MTP variant with structured global sampling outperforms unimodal baselines such as CEM, MPPI, and PS across tasks that require mode switching, both in simulation and on hardware. Furthermore, we evaluate online domain randomization within the MPC sample budget, showing that contact-initiation parameters yield interpretable adaptation signals, whereas global physics parameters provide feedback that is too weak for reliable exploitation at typical replanning frequencies. These findings highlight key challenges for sampling-based MPC in contact-rich manipulation-contact sensitivity, tight compute budgets, and the difficulty of obtaining informative domain-randomization signals in real time.
Abstract:Reinforcement learning (RL) has become a powerful paradigm for robot learning, particularly in sim-to-real settings, but its broader adoption remains limited by the engineering pipeline surrounding the algorithms. Building tasks, shaping rewards, and tuning hyperparameters require substantial expert effort, making RL workflows costly and difficult to scale. We introduce HARBOR, an agentic framework that frames robot RL automation as a harness-engineering problem: given a simulator codebase and a task specification, it automates the workflow from environment setup to policy training in simulation. HARBOR decomposes such high-level objectives into bounded stages executed by specialized agents through standardized commands, persistent artifacts, executable gates, and reusable knowledge, and scales iteration via decentralized parallel trials and experience learning across runs. We evaluate HARBOR across 6 benchmarks and 16 tasks in total, spanning manipulation, locomotion, and bimanual dexterous control. We demonstrate that HARBOR automates the simulation RL workflow end-to-end, designs rewards, tunes algorithms to match or improve over default configurations, and reduces engineering effort at practical token and wall-clock cost; the resulting policies can also be transferred to real robots.
Abstract:Touch sensing is beneficial for solving a wide variety of manipulation tasks. While there exists a wide range of tactile sensors with different properties, exploiting the fusion of multiple heterogeneous tactile sensors to improve manipulation learning remains underexplored. We present Multi-Resolution Tactile Sensing (MiTaS), a representation framework that leverages multiple tactile sensors operating at different temporal resolutions in order to solve complex contact-rich manipulation tasks. We propose a novel architecture using modality-specific convolutional stems and transformer-based fusion that effectively fuses information from an RGB camera stream, a vision-based GelSight Mini sensor and a high-frequency event-based Evetac sensor. This multi-sensor representation then conditions a flow-matching policy for solving downstream tasks. Experimental results across five contact-rich manipulation tasks demonstrate the effectiveness of multi-resolution tactile features in imitation learning. MiTaS achieves an average success rate of 80 %, while vision-only (31 %) and visual-tactile (54 %) baselines cannot solve the task reliably. Co-training a visuo-tactile model with multi-tactile data boosts performance by over 10 \% in certain tasks, without having access to the Evetac sensor during policy evaluation. A detailed sensor-reading and attention analysis reveals the importance of different sensors throughout task execution, validating our multi-resolution tactile sensing approach. Project Page: http://mitas-touch.github.io.
Abstract:Building generalist embodied agents capable of solving complex real-world tasks remains a fundamental challenge in AI. Multimodal Large Language Models (MLLMs) have significantly advanced the reasoning capabilities of such agents through strong vision-language knowledge and chain-of-thought (CoT) reasoning, yet remain brittle when faced with challenging out-of-distribution scenarios. To address this, we propose Verifier-Guided Action Selection (VegAS), a test-time framework designed to improve the robustness of MLLM-based embodied agents through an explicit verification step. At inference time, rather than committing to a single decoded action, VeGAS samples an ensemble of candidate actions and uses a generative verifier to identify the most reliable choice, without modifying the underlying policy. Crucially, we find that using an MLLM off-the-shelf as a verifier yields no improvement, motivating our LLM-driven data synthesis strategy, which automatically constructs a diverse curriculum of failure cases to expose the verifier to a rich distribution of potential errors at training time. Across embodied reasoning benchmarks spanning the Habitat and ALFRED environments, VeGAS consistently improves generalization, achieving up to a 36% relative performance gain over strong CoT baselines on the most challenging multi-object, long-horizon tasks.
Abstract:Mobile manipulation requires coordinated control of high-dimensional, bimanual robots. Imitation learning methods have been broadly used to solve these robotic tasks, yet typically ignore the bilateral morphological symmetry inherent in such systems. We argue that morphological symmetry is an underexplored but crucial inductive bias for learning in bimanual mobile manipulation: knowing how to solve a task in one configuration directly determines how to solve its mirrored counterpart. In this paper, we formalize this symmetry prior and show that it constrains optimal bimanual policies to be ambidextrous and equivariant under reflections across the robot's sagittal plane. We introduce a $\mathbb{C}_2$-equivariant flow matching policy that enforces reflective symmetry either via a regularized training loss or an equivariant velocity network. Across planar and 6-DoF mobile manipulation tasks, symmetry-informed policies consistently improve sample efficiency and achieve zero-shot generalization to mirrored configurations absent from the training distribution. We further validate this zero-shot generalization capability on a real-world manipulation task with a TIAGo++ robot. Together, our findings establish morphological symmetry as an effective, generalizable, and scalable inductive bias for ambidextrous generative policy learning.
Abstract:Robot learning research is fragmented across policy families, benchmark suites, and real robots; each implementation is entangled with the others in a complex combination matrix, making it an engineering nightmare to port any single element. General-purpose coding agents may occasionally bridge specific setups, but cannot close this gap at scale because they lack the procedural priors and validation practices that characterize robotics research workflows. We propose NAUTILUS, an open-source harness that turns a single user prompt -- for example, "Evaluate policy A with benchmark B" -- into ready-to-use reproduction, evaluation, fine-tuning, and deployment workflows. NAUTILUS provides: plug-and-play agent skill sets with distilled priors from robotics research; typed contracts among policies, simulators/benchmarks, and real-world robots; unified interfaces and execution environments; and a trustworthy agentic coding workflow with explicit, automated validation, and testing at each milestone. NAUTILUS can not only automatically generate the required adapters and containers for existing implementations, but also wrap and onboard new or user-provided policies, simulators/benchmarks, and robots, all connected via a uniform interface. This expands cross-validation coverage without hand-written glue code. Like a nautilus shell that grows by adding chambers, NAUTILUS scales by extending its execution in chambered units, making it a research harness for scalability rather than a hand-curated framework, and aiming to reduce the engineering burden of cross-family reproduction and evaluation in the ever-growing robot learning ecosystem.
Abstract:Language Models (LLMs) have emerged as powerful reasoning engines for embodied control. In particular, In-Context Learning (ICL) enables off-the-shelf, text-only LLMs to predict robot actions without any task-specific training while preserving their generalization capabilities. Applying ICL to bimanual manipulation remains challenging, as the high-dimensional joint action space and tight inter-arm coordination constraints rapidly overwhelm standard context windows. To address this, we introduce BiCICLe (Bimanual Coordinated In-Context Learning), the first framework that enables standard LLMs to perform few-shot bimanual manipulation without fine-tuning. BiCICLe frames bimanual control as a multi-agent leader-follower problem, decoupling the action space into sequential, conditioned single-arm predictions. This naturally extends to Arms' Debate, an iterative refinement process, and to the introduction of a third LLM-as-Judge to evaluate and select the most plausible coordinated trajectories. Evaluated on 13 tasks from the TWIN benchmark, BiCICLe achieves up to 71.1% average success rate, outperforming the best training-free baseline by 6.7 percentage points and surpassing most supervised methods. We further demonstrate strong few-shot generalization on novel tasks.