Abstract:In partially observable reinforcement learning, agents face a dual bottleneck: they must explore to encounter rewarding states and retain that experience in memory to optimize their policies. Exploration bonuses and memory architectures are traditionally evaluated in isolation, leaving their interaction unmeasured, and standard notions of sparse reward conflate temporal signal density with what the reward actually supervises. We present a controlled study crossing episodic exploration bonuses with diverse neural memory architectures across three environments that vary how the content of memory is acquired. An identical bonus signal yields three distinct interaction patterns: it amplifies architectural capacity differences where memory content must be actively discovered and retained unsupervised; equalizes architectures to a shared ceiling where the content, once sought out, is a single reward-supervised cue; and is null where the observation stream is purely scheduled. Controlled reward manipulations verify that these patterns track reward structure rather than density: a dense reward neutralizes a bonus only if it directly supervises the required latent memory, and a small avoidable penalty on exploratory actions (leaving the optimum unchanged) induces policy convergence to suboptimal stationary states, which either bonus resolves. We then formalize reward sparsity with observation-anchored reward machines, separating structural sparsity (an automaton reproduces the return without the task-required history) from potential sparsity (the one-step reward misprices local exploratory actions); the resulting vocabulary organizes the three regimes by the retention burden each task exposes. Together, these results show exploration and memory are complements, not substitutes: a bonus induces exposure, and only memory converts exposure into return.
Abstract:Humans readily adapt their movements as their bodies change through aging, injury, or load carrying, but learning-based robot policies often break when hardware properties shift. We introduce an online embodiment adaptation framework for quadrupedal locomotion that infers embodiment parameters from short interaction histories and conditions control on the inferred hardware state. Our method pairs a generalist policy trained under embodiment randomization with a lightweight adaptation module that identifies physical changes within half a second. We evaluate two representative forms of embodiment variation: joint-range constraints and trunk-mass changes, corresponding to joint-level kinematic degradation and body-level dynamic variation. In simulation, the module accurately estimates these changes and enables closed-loop control that substantially outperforms policies conditioned directly on interaction history. On a real Unitree Go2 robot, our system maintains stable locomotion under severe instances of the evaluated changes, including a fully locked leg and a 5 kg payload, where non-adaptive methods fail. These results demonstrate the practicality of explicit online embodiment identification for rapid adaptation to joint-limit and payload-mass changes, and provide a step toward handling broader forms of uncertain, degraded, or changing robot hardware.
Abstract:Affordance understanding bridges visual perception and physical action, serving as an explainable interface for robot manipulation in open and unstructured real-world environments. Yet, building an affordance foundation model that not only understands where and how the interaction should happen, but also generalizes across diverse environments, objects, and tasks, remains a long-standing research challenge. Existing methods typically address only part of this challenge, either localizing task-relevant regions without specifying executable motion, or predicting motion but with limited scalability. In this paper, we present ourmodel, a step towards an affordance foundation model for functionality understanding. From a single RGB-D observation and a language task description, ourmodel predicts a task-conditional functional mask (where to interact) and a 3D post-contact motion curve (how to interact). To support open-world generalization, we build a large-scale standardized data pipeline that converts heterogeneous robot, human, simulation, and real-world scan data into a shared affordance schema with language, masks, and object-centric 3D motion labels. We evaluate ourmodel from three aspects: for affordance segmentation, ourmodel outperforms all baselines by a large margin across 8 test sets from 4 benchmarks, improving mean gIoU/cIoU by +23.9/+26.3; for contact-point prediction, it predicts substantially more accurate points, with a 12.7--61.3% hit-rate gain over the best baseline; and for 3D motion, it achieves the best performance on all three test sets. ourmodel can be deployed for real-world robot manipulation without finetuning for robot embodiment or using task-specific heuristics, demonstrating the ability to adapt to open-world affordance tasks. Project page: https://www.zhaoningwang.com/AFUN
Abstract:We present a scalable self-supervised approach for segmenting feasible vehicle trajectories from monocular images for autonomous driving in complex urban environments. Leveraging large-scale dashcam videos, we treat recorded ego-vehicle motion as implicit supervision and recover camera trajectories via monocular structure-from-motion, projecting them onto the ground plane to generate spatial masks of traversed regions without manual annotation. These automatically generated labels are used to train a deep segmentation network that predicts motion-conditioned path proposals from a single RGB image at run time, without explicit modeling of road or lane markings. Trained on diverse, unconstrained internet data, the model implicitly captures scene layout, lane topology, and intersection structure, and generalizes across varying camera configurations. We evaluate our approach on NuScenes, demonstrating reliable trajectory prediction, and further show transfer to an electric scooter platform through light fine-tuning. Our results indicate that large-scale ego-motion distillation yields structured and generalizable path proposals beyond the demonstrated trajectory, enabling trajectory hypothesis estimation via image segmentation.
Abstract:Visual reinforcement learning is appealing for robotics but expensive -- off-policy methods are sample-efficient yet slow; on-policy methods parallelize well but waste samples. Recent work has shown that off-policy methods can train faster than on-policy methods in wall-clock time for state-based control. Extending this to vision remains challenging, where high-dimensional input images complicate training dynamics and introduce substantial storage and encoding overhead. To address these challenges, we introduce Squint, a visual Soft Actor Critic method that achieves faster wall-clock training than prior visual off-policy and on-policy methods. Squint achieves this via parallel simulation, a distributional critic, resolution squinting, layer normalization, a tuned update-to-data ratio, and an optimized implementation. We evaluate on the SO-101 Task Set, a new suite of eight manipulation tasks in ManiSkill3 with heavy domain randomization, and demonstrate sim-to-real transfer to a real SO-101 robot. We train policies for 15 minutes on a single RTX 3090 GPU, with most tasks converging in under 6 minutes.
Abstract:As intelligent systems and multi-agent coordination become increasingly central to real-world applications, there is a growing need for simulation tools that are both scalable and accessible. Existing high-fidelity simulators, while powerful, are often computationally expensive and ill-suited for rapid prototyping or large-scale agent deployments. We present GAMMS (Graph based Adversarial Multiagent Modeling Simulator), a lightweight yet extensible simulation framework designed to support fast development and evaluation of agent behavior in environments that can be represented as graphs. GAMMS emphasizes five core objectives: scalability, ease of use, integration-first architecture, fast visualization feedback, and real-world grounding. It enables efficient simulation of complex domains such as urban road networks and communication systems, supports integration with external tools (e.g., machine learning libraries, planning solvers), and provides built-in visualization with minimal configuration. GAMMS is agnostic to policy type, supporting heuristic, optimization-based, and learning-based agents, including those using large language models. By lowering the barrier to entry for researchers and enabling high-performance simulations on standard hardware, GAMMS facilitates experimentation and innovation in multi-agent systems, autonomous planning, and adversarial modeling. The framework is open-source and available at https://github.com/GAMMSim/GAMMS/
Abstract:We present a cooperative aerial-ground search-and-rescue (SAR) framework that pairs two unmanned aerial vehicles (UAVs) with an unmanned ground vehicle (UGV) to achieve rapid victim localization and obstacle-aware navigation in unknown environments. We dub this framework Guided Long-horizon Integrated Drone Escort (GLIDE), highlighting the UGV's reliance on UAV guidance for long-horizon planning. In our framework, a goal-searching UAV executes real-time onboard victim detection and georeferencing to nominate goals for the ground platform, while a terrain-scouting UAV flies ahead of the UGV's planned route to provide mid-level traversability updates. The UGV fuses aerial cues with local sensing to perform time-efficient A* planning and continuous replanning as information arrives. Additionally, we present a hardware demonstration (using a GEM e6 golf cart as the UGV and two X500 UAVs) to evaluate end-to-end SAR mission performance and include simulation ablations to assess the planning stack in isolation from detection. Empirical results demonstrate that explicit role separation across UAVs, coupled with terrain scouting and guided planning, improves reach time and navigation safety in time-critical SAR missions.
Abstract:Lane-topology prediction is a critical component of safe and reliable autonomous navigation. An accurate understanding of the road environment aids this task. We observe that this information often follows conventions encoded in natural language, through design codes that reflect the road structure and road names that capture the road functionality. We augment this information in a lightweight manner to SMERF, a map-prior-based online lane-topology prediction model, by combining structured road metadata from OSM maps and lane-width priors from Road design manuals with the road centerline encodings. We evaluate our method on two geo-diverse complex intersection scenarios. Our method shows improvement in both lane and traffic element detection and their association. We report results using four topology-aware metrics to comprehensively assess the model performance. These results demonstrate the ability of our approach to generalize and scale to diverse topologies and conditions.
Abstract:Developing generalist agents that can operate across diverse tasks, environments, and physical embodiments is a grand challenge in robotics and artificial intelligence. In this work, we focus on the axis of embodiment and investigate embodiment scaling laws$\unicode{x2013}$the hypothesis that increasing the number of training embodiments improves generalization to unseen ones. Using robot locomotion as a test bed, we procedurally generate a dataset of $\sim$1,000 varied embodiments, spanning humanoids, quadrupeds, and hexapods, and train generalist policies capable of handling diverse observation and action spaces on random subsets. We find that increasing the number of training embodiments improves generalization to unseen ones, and scaling embodiments is more effective in enabling embodiment-level generalization than scaling data on small, fixed sets of embodiments. Notably, our best policy, trained on the full dataset, zero-shot transfers to novel embodiments in the real world, such as Unitree Go2 and H1. These results represent a step toward general embodied intelligence, with potential relevance to adaptive control for configurable robots, co-design of morphology and control, and beyond.
Abstract:Vision is well-known for its use in manipulation, especially using visual servoing. To make it robust, multiple cameras are needed to expand the field of view. That is computationally challenging. Merging multiple views and using Q-learning allows the design of more effective representations and optimization of sample efficiency. Such a solution might be expensive to deploy. To mitigate this, we introduce a Merge And Disentanglement (MAD) algorithm that efficiently merges views to increase sample efficiency while augmenting with single-view features to allow lightweight deployment and ensure robust policies. We demonstrate the efficiency and robustness of our approach using Meta-World and ManiSkill3. For project website and code, see https://aalmuzairee.github.io/mad