Karlsruhe Institute of Technology
Abstract:Multi-embodiment grasping focuses on developing approaches that exhibit generalist behavior across diverse gripper designs. Existing methods often learn the kinematic structure of the robot implicitly and face challenges due to the difficulty of sourcing the required large-scale data. In this work, we present a data-efficient, flow-based, equivariant grasp synthesis architecture that can handle different gripper types with variable degrees of freedom and successfully exploit the underlying kinematic model, deducing all necessary information solely from the gripper and scene geometry. Unlike previous equivariant grasping methods, we translated all modules from the ground up to JAX and provide a model with batching capabilities over scenes, grippers, and grasps, resulting in smoother learning, improved performance and faster inference time. Our dataset encompasses grippers ranging from humanoid hands to parallel yaw grippers and includes 25,000 scenes and 20 million grasps.




Abstract:Robotic manipulation systems benefit from complementary sensing modalities, where each provides unique environmental information. Point clouds capture detailed geometric structure, while RGB images provide rich semantic context. Current point cloud methods struggle to capture fine-grained detail, especially for complex tasks, which RGB methods lack geometric awareness, which hinders their precision and generalization. We introduce PointMapPolicy, a novel approach that conditions diffusion policies on structured grids of points without downsampling. The resulting data type makes it easier to extract shape and spatial relationships from observations, and can be transformed between reference frames. Yet due to their structure in a regular grid, we enable the use of established computer vision techniques directly to 3D data. Using xLSTM as a backbone, our model efficiently fuses the point maps with RGB data for enhanced multi-modal perception. Through extensive experiments on the RoboCasa and CALVIN benchmarks and real robot evaluations, we demonstrate that our method achieves state-of-the-art performance across diverse manipulation tasks. The overview and demos are available on our project page: https://point-map.github.io/Point-Map/




Abstract:Solving stochastic optimal control problems with quadratic control costs can be viewed as approximating a target path space measure, e.g. via gradient-based optimization. In practice, however, this optimization is challenging in particular if the target measure differs substantially from the prior. In this work, we therefore approach the problem by iteratively solving constrained problems incorporating trust regions that aim for approaching the target measure gradually in a systematic way. It turns out that this trust region based strategy can be understood as a geometric annealing from the prior to the target measure, where, however, the incorporated trust regions lead to a principled and educated way of choosing the time steps in the annealing path. We demonstrate in multiple optimal control applications that our novel method can improve performance significantly, including tasks in diffusion-based sampling, transition path sampling, and fine-tuning of diffusion models.




Abstract:Dexterous robotic hands are essential for performing complex manipulation tasks, yet remain difficult to train due to the challenges of demonstration collection and high-dimensional control. While reinforcement learning (RL) can alleviate the data bottleneck by generating experience in simulation, it typically relies on carefully designed, task-specific reward functions, which hinder scalability and generalization. Thus, contemporary works in dexterous manipulation have often bootstrapped from reference trajectories. These trajectories specify target hand poses that guide the exploration of RL policies and object poses that enable dense, task-agnostic rewards. However, sourcing suitable trajectories - particularly for dexterous hands - remains a significant challenge. Yet, the precise details in explicit reference trajectories are often unnecessary, as RL ultimately refines the motion. Our key insight is that modern vision-language models (VLMs) already encode the commonsense spatial and semantic knowledge needed to specify tasks and guide exploration effectively. Given a task description (e.g., "open the cabinet") and a visual scene, our method uses an off-the-shelf VLM to first identify task-relevant keypoints (e.g., handles, buttons) and then synthesize 3D trajectories for hand motion and object motion. Subsequently, we train a low-level residual RL policy in simulation to track these coarse trajectories or "scaffolds" with high fidelity. Across a number of simulated tasks involving articulated objects and semantic understanding, we demonstrate that our method is able to learn robust dexterous manipulation policies. Moreover, we showcase that our method transfers to real-world robotic hands without any human demonstrations or handcrafted rewards.
Abstract:Graph-based learned simulators have emerged as a promising approach for simulating physical systems on unstructured meshes, offering speed and generalization across diverse geometries. However, they often struggle with capturing global phenomena, such as bending or long-range correlations, and suffer from error accumulation over long rollouts due to their reliance on local message passing and direct next-step prediction. We address these limitations by introducing the Rolling Diffusion-Batched Inference Network (ROBIN), a novel learned simulator that integrates two key innovations: (i) Rolling Diffusion, a parallelized inference scheme that amortizes the cost of diffusion-based refinement across physical time steps by overlapping denoising steps across a temporal window. (ii) A Hierarchical Graph Neural Network built on algebraic multigrid coarsening, enabling multiscale message passing across different mesh resolutions. This architecture, implemented via Algebraic-hierarchical Message Passing Networks, captures both fine-scale local dynamics and global structural effects critical for phenomena like beam bending or multi-body contact. We validate ROBIN on challenging 2D and 3D solid mechanics benchmarks involving geometric, material, and contact nonlinearities. ROBIN achieves state-of-the-art accuracy on all tasks, substantially outperforming existing next-step learned simulators while reducing inference time by up to an order of magnitude compared to standard diffusion simulators.
Abstract:The cost and accuracy of simulating complex physical systems using the Finite Element Method (FEM) scales with the resolution of the underlying mesh. Adaptive meshes improve computational efficiency by refining resolution in critical regions, but typically require task-specific heuristics or cumbersome manual design by a human expert. We propose Adaptive Meshing By Expert Reconstruction (AMBER), a supervised learning approach to mesh adaptation. Starting from a coarse mesh, AMBER iteratively predicts the sizing field, i.e., a function mapping from the geometry to the local element size of the target mesh, and uses this prediction to produce a new intermediate mesh using an out-of-the-box mesh generator. This process is enabled through a hierarchical graph neural network, and relies on data augmentation by automatically projecting expert labels onto AMBER-generated data during training. We evaluate AMBER on 2D and 3D datasets, including classical physics problems, mechanical components, and real-world industrial designs with human expert meshes. AMBER generalizes to unseen geometries and consistently outperforms multiple recent baselines, including ones using Graph and Convolutional Neural Networks, and Reinforcement Learning-based approaches.
Abstract:Human interaction experience plays a crucial role in the effectiveness of human-machine collaboration, especially as interactions in future systems progress towards tighter physical and functional integration. While automation design has been shown to impact task performance, its influence on human experience metrics such as flow, sense of agency (SoA), and embodiment remains underexplored. This study investigates how variations in automation design affect these psychological experience measures and examines correlations between subjective experience and physiological indicators. A user study was conducted in a simulated wood workshop, where participants collaborated with a lightweight robot under four automation levels. The results of the study indicate that medium automation levels enhance flow, SoA and embodiment, striking a balance between support and user autonomy. In contrast, higher automation, despite optimizing task performance, diminishes perceived flow and agency. Furthermore, we observed that grip force might be considered as a real-time proxy of SoA, while correlations with heart rate variability were inconclusive. The findings underscore the necessity for automation strategies that integrate human- centric metrics, aiming to optimize both performance and user experience in collaborative robotic systems
Abstract:This work explores how force feedback affects various aspects of robot data collection within the Extended Reality (XR) setting. Force feedback has been proved to enhance the user experience in Extended Reality (XR) by providing contact-rich information. However, its impact on robot data collection has not received much attention in the robotics community. This paper addresses this shortcoming by conducting an extensive user study on the effects of force feedback during data collection in XR. We extended two XR-based robot control interfaces, Kinesthetic Teaching and Motion Controllers, with haptic feedback features. The user study is conducted using manipulation tasks ranging from simple pick-place to complex peg assemble, requiring precise operations. The evaluations show that force feedback enhances task performance and user experience, particularly in tasks requiring high-precision manipulation. These improvements vary depending on the robot control interface and task complexity. This paper provides new insights into how different factors influence the impact of force feedback.
Abstract:Soft Actor-Critic (SAC) critically depends on its critic network, which typically evaluates a single state-action pair to guide policy updates. Using N-step returns is a common practice to reduce the bias in the target values of the critic. However, using N-step returns can again introduce high variance and necessitates importance sampling, often destabilizing training. Recent algorithms have also explored action chunking-such as direct action repetition and movement primitives-to enhance exploration. In this paper, we propose a Transformer-based Critic Network for SAC that integrates the N-returns framework in a stable and efficient manner. Unlike approaches that perform chunking in the actor network, we feed chunked actions into the critic network to explore potential performance gains. Our architecture leverages the Transformer's ability to process sequential information, facilitating more robust value estimation. Empirical results show that this method not only achieves efficient, stable training but also excels in sparse reward/multi-phase environments-traditionally a challenge for step-based methods. These findings underscore the promise of combining Transformer-based critics with N-returns to advance reinforcement learning performance
Abstract:We provide a general framework for learning diffusion bridges that transport prior to target distributions. It includes existing diffusion models for generative modeling, but also underdamped versions with degenerate diffusion matrices, where the noise only acts in certain dimensions. Extending previous findings, our framework allows to rigorously show that score matching in the underdamped case is indeed equivalent to maximizing a lower bound on the likelihood. Motivated by superior convergence properties and compatibility with sophisticated numerical integration schemes of underdamped stochastic processes, we propose \emph{underdamped diffusion bridges}, where a general density evolution is learned rather than prescribed by a fixed noising process. We apply our method to the challenging task of sampling from unnormalized densities without access to samples from the target distribution. Across a diverse range of sampling problems, our approach demonstrates state-of-the-art performance, notably outperforming alternative methods, while requiring significantly fewer discretization steps and no hyperparameter tuning.