Abstract:Physically grounded robot intelligence requires robots to perceive, reason about, and regulate their interactions with the physical world. This capability is particularly critical in contact-sensitive manipulation, where successful task execution depends not only on visual perception and motion generation, but also on force regulation and adaptive control. In this context, recent robot learning methods have made substantial progress by integrating force, tactile, vision, language, and proprioceptive sensing into learned manipulation policies. In parallel, many systems adopt multi-phase architectures that combine high-level policies, action-refinement modules, and low-level controllers to bridge semantic task understanding with reactive physical execution. Despite these advances, existing surveys have not explicitly reviewed force- and tactile-aware robot learning from a unified perspective that jointly captures multimodal sensing and multi-phase system design. This survey addresses this gap by proposing TF-ART, a Tactile/Force-Aware Robot learning Taxonomy for multimodal and multi-phase frameworks, which maps individual methods into a unified hierarchical structure. The framework characterizes how recent works organize observation modalities, encode and fuse heterogeneous sensory inputs, generate and refine actions across multiple phases, and connect learned policies to reactive robot-end control. Building on this methodological view, we further examine the task settings and infrastructure requirements of physical interaction, thereby integrating both algorithmic and practical perspectives on force- and tactile-aware robot learning.
Abstract:Stereo matching is a fundamental task in 3D reconstruction. Despite remarkable advances, the prevailing paradigms formulate stereo matching as a deterministic regression problem, collapsing the multimodal distribution modeling into a single-point estimation. This formulation suffers from a regression-to-mean bias, frequently struggling with ambiguous regions. In contrast, we introduce a prior-guided generative framework that integrates deterministic matching regression and generative distribution modeling within a complementary formulation. Built upon this formulation, we introduce StereoFlow through three key components: (i) a two-stage progressive cascade matching network that progressively produces multi-resolution stereo conditions with complementary matching cues; (ii) a pixel diffusion transformer (termed StereoDiT) with a frequency-decoupled architecture for modeling correspondence ambiguity; (iii) a few-step flow matching objective (termed Transition Flow Matching) for efficient optimization. In summary, \textsc{\textbf{StereoFlow}} achieves strong geometric consistency and rich fine-grained details in ill-posed, discontinuous regions and under zero-shot generalization. Extensive experiments demonstrate that the proposed StereoFlow establishes multiple state-of-the-art results across benchmarks, including Scene Flow, KITTI, ETH3D, and Middlebury.
Abstract:Diffusion models are increasingly used as powerful conditional generators, yet real deployments often involve multiple target distributions arising from different tasks, e.g., diverse prompt domains in text-to-image generation, or multiple environments in robotics with diffusion policies. This naturally leads to a multi-objective learning (MOL) problem. A key challenge is that achieving good Pareto trade-offs can require a generalist model class with substantially larger capacity than what suffices for solving any individual task, thereby increasing statistical cost since sample complexity typically scales with the model complexity. To reconcile this, we develop a principled MOL framework for diffusion models with limited data: a semi-supervised regime where paired (labeled) samples are scarce, but (unlabeled) condition data are abundant. We propose a two-stage training procedure that first fits lightweight specialist models from limited paired data, and then distills them into a generalist model by generating pseudo-samples. We establish generalization bounds showing that the required number of paired samples only depends on the complexity of the specialist model classes. We further extend the theory to diffusion policies for sequential decision making to account for distribution shift in on-policy rollouts. Extensive experiments on robotic control and image restoration tasks are conducted to verify our theoretical results.
Abstract:Simulation provides a cost-effective and flexible platform for data generation and policy learning to develop robotic systems. However, bridging the gap between simulation and real-world dynamics remains a significant challenge, especially in physical parameter identification. In this work, we introduce a real-to-sim-to-real engine that leverages the Gaussian Splat representations to build a differentiable engine, enabling object mass identification from real-world visual observations and robot control signals, while enabling grasping policy learning simultaneously. Through optimizing the mass of the manipulated object, our method automatically builds high-fidelity and physically plausible digital twins. Additionally, we propose a novel approach to train force-aware grasping policies from limited data by transferring feasible human demonstrations into simulated robot demonstrations. Through comprehensive experiments, we demonstrate that our engine achieves accurate and robust performance in mass identification across various object geometries and mass values. Those optimized mass values facilitate force-aware policy learning, achieving superior and high performance in object grasping, effectively reducing the sim-to-real gap.




Abstract:General-purpose robots require decision-making models that generalize across diverse tasks and environments. Recent works build robot foundation models by extending multimodal large language models (MLLMs) with action outputs, creating vision-language-action (VLA) systems. These efforts are motivated by the intuition that MLLMs' large-scale language and image pretraining can be effectively transferred to the action output modality. In this work, we explore an alternative paradigm of using large-scale video pretraining as a primary modality for building robot foundation models. Unlike static images and language, videos capture spatio-temporal sequences of states and actions in the physical world that are naturally aligned with robotic behavior. We curate an internet-scale video dataset of human activities and task demonstrations, and train, for the first time at a foundation-model scale, an open video model for generative robotics planning. The model produces zero-shot video plans for novel scenes and tasks, which we post-process to extract executable robot actions. We evaluate task-level generalization through third-party selected tasks in the wild and real-robot experiments, demonstrating successful physical execution. Together, these results show robust instruction following, strong generalization, and real-world feasibility. We release both the model and dataset to support open, reproducible video-based robot learning. Our website is available at https://www.boyuan.space/large-video-planner/.
Abstract:Robots must integrate multiple sensory modalities to act effectively in the real world. Yet, learning such multimodal policies at scale remains challenging. Simulation offers a viable solution, but while vision has benefited from high-fidelity simulators, other modalities (e.g. sound) can be notoriously difficult to simulate. As a result, sim-to-real transfer has succeeded primarily in vision-based tasks, with multimodal transfer still largely unrealized. In this work, we tackle these challenges by introducing MultiGen, a framework that integrates large-scale generative models into traditional physics simulators, enabling multisensory simulation. We showcase our framework on the dynamic task of robot pouring, which inherently relies on multimodal feedback. By synthesizing realistic audio conditioned on simulation video, our method enables training on rich audiovisual trajectories -- without any real robot data. We demonstrate effective zero-shot transfer to real-world pouring with novel containers and liquids, highlighting the potential of generative modeling to both simulate hard-to-model modalities and close the multimodal sim-to-real gap.
Abstract:Humanoid robots hold significant potential in accomplishing daily tasks across diverse environments thanks to their flexibility and human-like morphology. Recent works have made significant progress in humanoid whole-body control and loco-manipulation leveraging optimal control or reinforcement learning. However, these methods require tedious task-specific tuning for each task to achieve satisfactory behaviors, limiting their versatility and scalability to diverse tasks in daily scenarios. To that end, we introduce SkillBlender, a novel hierarchical reinforcement learning framework for versatile humanoid loco-manipulation. SkillBlender first pretrains goal-conditioned task-agnostic primitive skills, and then dynamically blends these skills to accomplish complex loco-manipulation tasks with minimal task-specific reward engineering. We also introduce SkillBench, a parallel, cross-embodiment, and diverse simulated benchmark containing three embodiments, four primitive skills, and eight challenging loco-manipulation tasks, accompanied by a set of scientific evaluation metrics balancing accuracy and feasibility. Extensive simulated experiments show that our method significantly outperforms all baselines, while naturally regularizing behaviors to avoid reward hacking, resulting in more accurate and feasible movements for diverse loco-manipulation tasks in our daily scenarios. Our code and benchmark will be open-sourced to the community to facilitate future research. Project page: https://usc-gvl.github.io/SkillBlender-web/.
Abstract:This paper presents AlphaOne ($\alpha$1), a universal framework for modulating reasoning progress in large reasoning models (LRMs) at test time. $\alpha$1 first introduces $\alpha$ moment, which represents the scaled thinking phase with a universal parameter $\alpha$. Within this scaled pre-$\alpha$ moment phase, it dynamically schedules slow thinking transitions by modeling the insertion of reasoning transition tokens as a Bernoulli stochastic process. After the $\alpha$ moment, $\alpha$1 deterministically terminates slow thinking with the end-of-thinking token, thereby fostering fast reasoning and efficient answer generation. This approach unifies and generalizes existing monotonic scaling methods by enabling flexible and dense slow-to-fast reasoning modulation. Extensive empirical studies on various challenging benchmarks across mathematical, coding, and scientific domains demonstrate $\alpha$1's superior reasoning capability and efficiency. Project page: https://alphaone-project.github.io/
Abstract:Reinforcement learning (RL) has driven significant progress in robotics, but its complexity and long training times remain major bottlenecks. In this report, we introduce FastTD3, a simple, fast, and capable RL algorithm that significantly speeds up training for humanoid robots in popular suites such as HumanoidBench, IsaacLab, and MuJoCo Playground. Our recipe is remarkably simple: we train an off-policy TD3 agent with several modifications -- parallel simulation, large-batch updates, a distributional critic, and carefully tuned hyperparameters. FastTD3 solves a range of HumanoidBench tasks in under 3 hours on a single A100 GPU, while remaining stable during training. We also provide a lightweight and easy-to-use implementation of FastTD3 to accelerate RL research in robotics.
Abstract:Garment manipulation is a critical challenge due to the diversity in garment categories, geometries, and deformations. Despite this, humans can effortlessly handle garments, thanks to the dexterity of our hands. However, existing research in the field has struggled to replicate this level of dexterity, primarily hindered by the lack of realistic simulations of dexterous garment manipulation. Therefore, we propose DexGarmentLab, the first environment specifically designed for dexterous (especially bimanual) garment manipulation, which features large-scale high-quality 3D assets for 15 task scenarios, and refines simulation techniques tailored for garment modeling to reduce the sim-to-real gap. Previous data collection typically relies on teleoperation or training expert reinforcement learning (RL) policies, which are labor-intensive and inefficient. In this paper, we leverage garment structural correspondence to automatically generate a dataset with diverse trajectories using only a single expert demonstration, significantly reducing manual intervention. However, even extensive demonstrations cannot cover the infinite states of garments, which necessitates the exploration of new algorithms. To improve generalization across diverse garment shapes and deformations, we propose a Hierarchical gArment-manipuLation pOlicy (HALO). It first identifies transferable affordance points to accurately locate the manipulation area, then generates generalizable trajectories to complete the task. Through extensive experiments and detailed analysis of our method and baseline, we demonstrate that HALO consistently outperforms existing methods, successfully generalizing to previously unseen instances even with significant variations in shape and deformation where others fail. Our project page is available at: https://wayrise.github.io/DexGarmentLab/.