PyTorchKR Papers

최신 논문

총 1,970편
태그·기간 등 상세 필터

카테고리 탐색

로그인 후 이 태그 구독

arXiv:2506.14287

Steering Robots with Inference-Time Interactions

Imitation learning has driven the development of generalist policies capable of autonomously solving multiple tasks. However, when a pretrained policy makes errors during deployment, there are limited mechanisms for users to correct its behavior. While collecting additional data for finetuning can address such issues, doing so for each downstream use case is inefficient at deployment. My research proposes an alternative: keeping pretrained policies frozen as a fixed skill repertoire while allowing user interactions to guide behavior generation toward user preferences at inference time. By making pretrained policies steerable, users can help correct policy errors when the model struggles to generalize-without needing to finetune the policy. Specifically, I propose (1) inference-time steering, which leverages user interactions to switch between discrete skills, and (2) task and motion imitation, which enables user interactions to edit continuous motions while satisfying task constraints defined by discrete symbolic plans. These frameworks correct misaligned policy predictions without requiring additional training, maximizing the utility of pretrained models while achieving inference-time user objectives.

arXiv:2506.13781공식 코드 · Papers with Code

Solving the Job Shop Scheduling Problem with Graph Neural Networks: A Customizable Reinforcement Learning Environment

The job shop scheduling problem is an NP-hard combinatorial optimization problem relevant to manufacturing and timetabling. Traditional approaches use priority dispatching rules based on simple heuristics. Recent work has attempted to replace these with deep learning models, particularly graph neural networks (GNNs), that learn to assign priorities from data. However, training such models requires customizing numerous factors: graph representation, node features, action space, and reward functions. The lack of modular libraries for experimentation makes this research time-consuming. This work introduces JobShopLib, a modular library that allows customizing these factors and creating new components with its reinforcement learning environment. We trained several dispatchers through imitation learning to demonstrate the environment's utility. One model outperformed various graph-based dispatchers using only individual operation features, highlighting the importance of feature customization. Our GNN model achieved near state-of-the-art results on large-scale problems. These results suggest significant room for improvement in developing such models. JobShopLib provides the necessary tools for future experimentation.

arXiv:2506.13498

A Survey on Imitation Learning for Contact-Rich Tasks in Robotics

This paper comprehensively surveys research trends in imitation learning for contact-rich robotic tasks. Contact-rich tasks, which require complex physical interactions with the environment, represent a central challenge in robotics due to their nonlinear dynamics and sensitivity to small positional deviations. The paper examines demonstration collection methodologies, including teaching methods and sensory modalities crucial for capturing subtle interaction dynamics. We then analyze imitation learning approaches, highlighting their applications to contact-rich manipulation. Recent advances in multimodal learning and foundation models have significantly enhanced performance in complex contact tasks across industrial, household, and healthcare domains. Through systematic organization of current research and identification of challenges, this survey provides a foundation for future advancements in contact-rich robotic manipulation.

arXiv:2506.09284

UAD: Unsupervised Affordance Distillation for Generalization in Robotic Manipulation

Understanding fine-grained object affordances is imperative for robots to manipulate objects in unstructured environments given open-ended task instructions. However, existing methods of visual affordance predictions often rely on manually annotated data or conditions only on a predefined set of tasks. We introduce UAD (Unsupervised Affordance Distillation), a method for distilling affordance knowledge from foundation models into a task-conditioned affordance model without any manual annotations. By leveraging the complementary strengths of large vision models and vision-language models, UAD automatically annotates a large-scale dataset with detailed $<$instruction, visual affordance$>$ pairs. Training only a lightweight task-conditioned decoder atop frozen features, UAD exhibits notable generalization to in-the-wild robotic scenes and to various human activities, despite only being trained on rendered objects in simulation. Using affordance provided by UAD as the observation space, we show an imitation learning policy that demonstrates promising generalization to unseen object instances, object categories, and even variations in task instructions after training on as few as 10 demonstrations. Project website: https://unsup-affordance.github.io/

arXiv:2506.09176공식 코드 · Papers with Code

Robot-Gated Interactive Imitation Learning with Adaptive Intervention Mechanism

Interactive Imitation Learning (IIL) allows agents to acquire desired behaviors through human interventions, but current methods impose high cognitive demands on human supervisors. We propose the Adaptive Intervention Mechanism (AIM), a novel robot-gated IIL algorithm that learns an adaptive criterion for requesting human demonstrations. AIM utilizes a proxy Q-function to mimic the human intervention rule and adjusts intervention requests based on the alignment between agent and human actions. By assigning high Q-values when the agent deviates from the expert and decreasing these values as the agent becomes proficient, the proxy Q-function enables the agent to assess the real-time alignment with the expert and request assistance when needed. Our expert-in-the-loop experiments reveal that AIM significantly reduces expert monitoring efforts in both continuous and discrete control tasks. Compared to the uncertainty-based baseline Thrifty-DAgger, our method achieves a 40% improvement in terms of human take-over cost and learning efficiency. Furthermore, AIM effectively identifies safety-critical states for expert assistance, thereby collecting higher-quality expert demonstrations and reducing overall expert data and environment interactions needed. Code and demo video are available at https://github.com/metadriverse/AIM.

arXiv:2506.09422

Time-Unified Diffusion Policy with Action Discrimination for Robotic Manipulation

In many complex scenarios, robotic manipulation relies on generative models to estimate the distribution of multiple successful actions. As the diffusion model has better training robustness than other generative models, it performs well in imitation learning through successful robot demonstrations. However, the diffusion-based policy methods typically require significant time to iteratively denoise robot actions, which hinders real-time responses in robotic manipulation. Moreover, existing diffusion policies model a time-varying action denoising process, whose temporal complexity increases the difficulty of model training and leads to suboptimal action accuracy. To generate robot actions efficiently and accurately, we present the Time-Unified Diffusion Policy (TUDP), which utilizes action recognition capabilities to build a time-unified denoising process. On the one hand, we build a time-unified velocity field in action space with additional action discrimination information. By unifying all timesteps of action denoising, our velocity field reduces the difficulty of policy learning and speeds up action generation. On the other hand, we propose an action-wise training method, which introduces an action discrimination branch to supply additional action discrimination information. Through action-wise training, the TUDP implicitly learns the ability to discern successful actions to better denoising accuracy. Our method achieves state-of-the-art performance on RLBench with the highest success rate of 82.6% on a multi-view setup and 83.8% on a single-view setup. In particular, when using fewer denoising iterations, TUDP achieves a more significant improvement in success rate. Additionally, TUDP can produce accurate actions for a wide range of real-world tasks.

arXiv:2506.09930

From Intention to Execution: Probing the Generalization Boundaries of Vision-Language-Action Models

One promise that Vision-Language-Action (VLA) models hold over traditional imitation learning for robotics is to leverage the broad generalization capabilities of large Vision-Language Models (VLMs) to produce versatile, "generalist" robot policies. However, current evaluations of VLAs remain insufficient. Traditional imitation learning benchmarks are unsuitable due to the lack of language instructions. Emerging benchmarks for VLAs that incorporate language often come with limited evaluation tasks and do not intend to investigate how much VLM pretraining truly contributes to the generalization capabilities of the downstream robotic policy. Meanwhile, much research relies on real-world robot setups designed in isolation by different institutions, which creates a barrier for reproducibility and accessibility. To address this gap, we introduce a unified probing suite of 50 simulation-based tasks across 10 subcategories spanning language instruction, vision, and objects. We systematically evaluate several state-of-the-art VLA architectures on this suite to understand their generalization capability. Our results show that while VLM backbones endow VLAs with robust perceptual understanding and high level planning, which we refer to as good intentions, this does not reliably translate into precise motor execution: when faced with out-of-distribution observations, policies often exhibit coherent intentions, but falter in action execution. Moreover, finetuning on action data can erode the original VLM's generalist reasoning abilities. We release our task suite and evaluation code to serve as a standardized benchmark for future VLAs and to drive research on closing the perception-to-action gap. More information, including the source code, can be found at https://ai4ce.github.io/INT-ACT/

arXiv:2505.18121

ProgRM: Build Better GUI Agents with Progress Rewards

LLM-based (Large Language Model) GUI (Graphical User Interface) agents can potentially reshape our daily lives significantly. However, current LLM-based GUI agents suffer from the scarcity of high-quality training data owing to the difficulties of trajectory collection and reward annotation. Existing works have been exploring LLMs to collect trajectories for imitation learning or to offer reward signals for online RL training. However, the Outcome Reward Model (ORM) used in existing works cannot provide finegrained feedback and can over-penalize the valuable steps in finally failed trajectories. To this end, we propose Progress Reward Model (ProgRM) to provide dense informative intermediate rewards by predicting a task completion progress for each step in online training. To handle the challenge of progress reward label annotation, we further design an efficient LCS-based (Longest Common Subsequence) self-annotation algorithm to discover the key steps in trajectories and assign progress labels accordingly. ProgRM is evaluated with extensive experiments and analyses. Actors trained with ProgRM outperform leading proprietary LLMs and ORM-trained actors, illustrating the effectiveness of ProgRM. The codes for experiments will be made publicly available upon acceptance.

arXiv:2502.09680

Object-Centric Latent Action Learning

Leveraging vast amounts of unlabeled internet video data for embodied AI is currently bottlenecked by the lack of action labels and the presence of action-correlated visual distractors. Although recent latent action policy optimization (LAPO) has shown promise in inferring proxy-action labels from visual observations, its performance degrades significantly when distractors are present. To address this limitation, we propose a novel object-centric latent action learning framework that centers on objects rather than pixels. We leverage self-supervised object-centric pretraining to disentangle action-related and distracting dynamics. This allows LAPO to focus on task-relevant interactions, resulting in more robust proxy-action labels, enabling better imitation learning and efficient adaptation of the agent with just a few action-labeled trajectories. We evaluated our method in eight visually complex tasks across the Distracting Control Suite (DCS) and Distracting MetaWorld (DMW). Our results show that object-centric pretraining mitigates the negative effects of distractors by 50%, as measured by downstream task performance: average return (DCS) and success rate (DMW).

arXiv:2506.10790

Human-Robot Navigation using Event-based Cameras and Reinforcement Learning

This work introduces a robot navigation controller that combines event cameras and other sensors with reinforcement learning to enable real-time human-centered navigation and obstacle avoidance. Unlike conventional image-based controllers, which operate at fixed rates and suffer from motion blur and latency, this approach leverages the asynchronous nature of event cameras to process visual information over flexible time intervals, enabling adaptive inference and control. The framework integrates event-based perception, additional range sensing, and policy optimization via Deep Deterministic Policy Gradient, with an initial imitation learning phase to improve sample efficiency. Promising results are achieved in simulated environments, demonstrating robust navigation, pedestrian following, and obstacle avoidance. A demo video is available at the project website.

arXiv:2506.07505

Reinforcement Learning via Implicit Imitation Guidance

We study the problem of sample efficient reinforcement learning, where prior data such as demonstrations are provided for initialization in lieu of a dense reward signal. A natural approach is to incorporate an imitation learning objective, either as regularization during training or to acquire a reference policy. However, imitation learning objectives can ultimately degrade long-term performance, as it does not directly align with reward maximization. In this work, we propose to use prior data solely for guiding exploration via noise added to the policy, sidestepping the need for explicit behavior cloning constraints. The key insight in our framework, Data-Guided Noise (DGN), is that demonstrations are most useful for identifying which actions should be explored, rather than forcing the policy to take certain actions. Our approach achieves up to 2-3x improvement over prior reinforcement learning from offline data methods across seven simulated continuous control tasks.

arXiv:2506.06690

SpikePingpong: High-Frequency Spike Vision-based Robot Learning for Precise Striking in Table Tennis Game

Learning to control high-speed objects in the real world remains a challenging frontier in robotics. Table tennis serves as an ideal testbed for this problem, demanding both rapid interception of fast-moving balls and precise adjustment of their trajectories. This task presents two fundamental challenges: it requires a high-precision vision system capable of accurately predicting ball trajectories, and it necessitates intelligent strategic planning to ensure precise ball placement to target regions. The dynamic nature of table tennis, coupled with its real-time response requirements, makes it particularly well-suited for advancing robotic control capabilities in fast-paced, precision-critical domains. In this paper, we present SpikePingpong, a novel system that integrates spike-based vision with imitation learning for high-precision robotic table tennis. Our approach introduces two key attempts that directly address the aforementioned challenges: SONIC, a spike camera-based module that achieves millimeter-level precision in ball-racket contact prediction by compensating for real-world uncertainties such as air resistance and friction; and IMPACT, a strategic planning module that enables accurate ball placement to targeted table regions. The system harnesses a 20 kHz spike camera for high-temporal resolution ball tracking, combined with efficient neural network models for real-time trajectory correction and stroke planning. Experimental results demonstrate that SpikePingpong achieves a remarkable 91% success rate for 30 cm accuracy target area and 71% in the more challenging 20 cm accuracy task, surpassing previous state-of-the-art approaches by 38% and 37% respectively. These significant performance improvements enable the robust implementation of sophisticated tactical gameplay strategies, providing a new research perspective for robotic control in high-speed dynamic tasks.

arXiv:2506.08052

ReCogDrive: A Reinforced Cognitive Framework for End-to-End Autonomous Driving

Although end-to-end autonomous driving has made remarkable progress, its performance degrades significantly in rare and long-tail scenarios. Recent approaches attempt to address this challenge by leveraging the rich world knowledge of Vision-Language Models (VLMs), but these methods suffer from several limitations: (1) a significant domain gap between the pre-training data of VLMs and real-world driving data, (2) a dimensionality mismatch between the discrete language space and the continuous action space, and (3) imitation learning tends to capture the average behavior present in the dataset, which may be suboptimal even dangerous. In this paper, we propose ReCogDrive, an autonomous driving system that integrates VLMs with diffusion planner, which adopts a three-stage paradigm for training. In the first stage, we use a large-scale driving question-answering datasets to train the VLMs, mitigating the domain discrepancy between generic content and real-world driving scenarios. In the second stage, we employ a diffusion-based planner to perform imitation learning, mapping representations from the latent language space to continuous driving actions. Finally, we fine-tune the diffusion planner using reinforcement learning with NAVSIM non-reactive simulator, enabling the model to generate safer, more human-like driving trajectories. We evaluate our approach on the planning-oriented NAVSIM benchmark, achieving a PDMS of 89.6 and setting a new state-of-the-art that surpasses the previous vision-only SOTA by 5.6 PDMS.

arXiv:2506.06072

BEAST: Efficient Tokenization of B-Splines Encoded Action Sequences for Imitation Learning

We present the B-spline Encoded Action Sequence Tokenizer (BEAST), a novel action tokenizer that encodes action sequences into compact discrete or continuous tokens using B-splines. In contrast to existing action tokenizers based on vector quantization or byte pair encoding, BEAST requires no separate tokenizer training and consistently produces tokens of uniform length, enabling fast action sequence generation via parallel decoding. Leveraging our B-spline formulation, BEAST inherently ensures generating smooth trajectories without discontinuities between adjacent segments. We extensively evaluate BEAST by integrating it with three distinct model architectures: a Variational Autoencoder (VAE) with continuous tokens, a decoder-only Transformer with discrete tokens, and Florence-2, a pretrained Vision-Language Model with an encoder-decoder architecture, demonstrating BEAST's compatibility and scalability with large pretrained models. We evaluate BEAST across three established benchmarks consisting of 166 simulated tasks and on three distinct robot settings with a total of 8 real-world tasks. Experimental results demonstrate that BEAST (i) significantly reduces both training and inference computational costs, and (ii) consistently generates smooth, high-frequency control signals suitable for continuous control tasks while (iii) reliably achieves competitive task success rates compared to state-of-the-art methods.

arXiv:2506.08795

Towards Biosignals-Free Autonomous Prosthetic Hand Control via Imitation Learning

Limb loss affects millions globally, impairing physical function and reducing quality of life. Most traditional surface electromyographic (sEMG) and semi-autonomous methods require users to generate myoelectric signals for each control, imposing physically and mentally taxing demands. This study aims to develop a fully autonomous control system that enables a prosthetic hand to automatically grasp and release objects of various shapes using only a camera attached to the wrist. By placing the hand near an object, the system will automatically execute grasping actions with a proper grip force in response to the hand's movements and the environment. To release the object being grasped, just naturally place the object close to the table and the system will automatically open the hand. Such a system would provide individuals with limb loss with a very easy-to-use prosthetic control interface and greatly reduce mental effort while using. To achieve this goal, we developed a teleoperation system to collect human demonstration data for training the prosthetic hand control model using imitation learning, which mimics the prosthetic hand actions from human. Through training the model using only a few objects' data from one single participant, we have shown that the imitation learning algorithm can achieve high success rates, generalizing to more individuals and unseen objects with a variation of weights. The demonstrations are available at \href{https://sites.google.com/view/autonomous-prosthetic-hand}{https://sites.google.com/view/autonomous-prosthetic-hand}

arXiv:2506.05755

FlowOE: Imitation Learning with Flow Policy from Ensemble RL Experts for Optimal Execution under Heston Volatility and Concave Market Impacts

Optimal execution in financial markets refers to the process of strategically transacting a large volume of assets over a period to achieve the best possible outcome by balancing the trade-off between market impact costs and timing or volatility risks. Traditional optimal execution strategies, such as static Almgren-Chriss models, often prove suboptimal in dynamic financial markets. This paper propose flowOE, a novel imitation learning framework based on flow matching models, to address these limitations. FlowOE learns from a diverse set of expert traditional strategies and adaptively selects the most suitable expert behavior for prevailing market conditions. A key innovation is the incorporation of a refining loss function during the imitation process, enabling flowOE not only to mimic but also to improve upon the learned expert actions. To the best of our knowledge, this work is the first to apply flow matching models in a stochastic optimal execution problem. Empirical evaluations across various market conditions demonstrate that flowOE significantly outperforms both the specifically calibrated expert models and other traditional benchmarks, achieving higher profits with reduced risk. These results underscore the practical applicability and potential of flowOE to enhance adaptive optimal execution.

arXiv:2506.00320

Dyna-Think: Synergizing Reasoning, Acting, and World Model Simulation in AI Agents

Recent progress in reasoning with large language models (LLMs), such as DeepSeek-R1, demonstrates impressive capabilities in domains like mathematics and coding, by exhibiting complex cognitive behaviors such as verification, goal decomposition, and self-reflection. However, it is unclear what behavior is effective and what behavior is missing for long-horizon AI agents tasks. In this work, we propose Dyna-Think, a thinking framework that integrates planning with an internal world model with reasoning and acting to enhance AI agent performance. To enable Dyna-Think, we propose Dyna-Think Imitation Learning (DIT) and Dyna-Think Dyna Training (DDT). To initialize a policy with Dyna-Think, DIT reconstructs the thinking process of R1 to focus on performing world model simulation relevant to the proposed (and planned) action, and trains the policy using this reconstructed data. To enhance Dyna-Think, DDT uses a two-stage training process to first improve the agent's world modeling ability via objectives such as state prediction or critique generation, and then improve the agent's action via policy training. We evaluate our methods on OSWorld, and demonstrate that Dyna-Think improves the agent's in-domain and out-of-domain performance, achieving similar best-of-n performance compared to R1 while generating 2x less tokens on average. Our extensive empirical studies reveal that 1) using critique generation for world model training is effective to improve policy performance; and 2) AI agents with better performance correlate with better world modeling abilities. We believe our results suggest a promising research direction to integrate world model simulation into AI agents to enhance their reasoning, planning, and acting capabilities.

arXiv:2506.05294공식 코드 · Papers with Code

A Smooth Sea Never Made a Skilled $\texttt{SAILOR}$: Robust Imitation via Learning to Search

The fundamental limitation of the behavioral cloning (BC) approach to imitation learning is that it only teaches an agent what the expert did at states the expert visited. This means that when a BC agent makes a mistake which takes them out of the support of the demonstrations, they often don't know how to recover from it. In this sense, BC is akin to giving the agent the fish -- giving them dense supervision across a narrow set of states -- rather than teaching them to fish: to be able to reason independently about achieving the expert's outcome even when faced with unseen situations at test-time. In response, we explore learning to search (L2S) from expert demonstrations, i.e. learning the components required to, at test time, plan to match expert outcomes, even after making a mistake. These include (1) a world model and (2) a reward model. We carefully ablate the set of algorithmic and design decisions required to combine these and other components for stable and sample/interaction-efficient learning of recovery behavior without additional human corrections. Across a dozen visual manipulation tasks from three benchmarks, our approach $\texttt{SAILOR}$ consistently out-performs state-of-the-art Diffusion Policies trained via BC on the same data. Furthermore, scaling up the amount of demonstrations used for BC by 5-10$\times$ still leaves a performance gap. We find that $\texttt{SAILOR}$ can identify nuanced failures and is robust to reward hacking. Our code is available at https://github.com/arnavkj1995/SAILOR .

arXiv:2506.04625공식 코드 · Papers with Code

Advancing Tool-Augmented Large Language Models via Meta-Verification and Reflection Learning

Empowering large language models (LLMs) with effective tool utilization capabilities is crucial for enabling AI agents to solve complex problems. However, current models face two major limitations: (1) unreliable tool planning and invocation due to low-quality instruction datasets (e.g., widespread hallucinated API calls), and (2) weak tool reflection abilities (over 90% of errors cannot be corrected) resulting from static imitation learning. To address these critical limitations, we propose Tool-MVR, a novel Tool-Augmented LLM that achieves comprehensive System 2 reasoning through two key innovations. Specifically, we first introduce Multi-Agent Meta-Verification (MAMV), a systematic pipeline that rigorously validates APIs, queries, and reasoning trajectories to construct ToolBench-V, a new high-quality instruction dataset that addresses the limitation of unreliable tool planning and invocation. Second, we propose Exploration-based Reflection Learning (EXPLORE), which enhances tool reflection capabilities by leveraging tool feedback through a dynamic "Error -> Reflection -> Correction" learning paradigm, resulting in our reflection dataset ToolBench-R and addressing the critical weakness in tool reflection. Finally, we obtain Tool-MVR by finetuning open-source LLMs (e.g., Qwen-7B) on both ToolBench-V and ToolBench-R. Our experiments demonstrate that Tool-MVR achieves state-of-the-art performance on StableToolBench, surpassing both ToolLLM (by 23.9%) and GPT-4 (by 15.3%) while reducing API calls by 31.4%, with strong generalization capabilities across unseen tools and scenarios. Additionally, on our proposed RefineToolBench, the first benchmark specifically designed to evaluate tool reflection capabilities, Tool-MVR achieves a 58.9% error correction rate, significantly outperforming ToolLLM's 9.1%.

arXiv:2506.04716

Learning dissection trajectories from expert surgical videos via imitation learning with equivariant diffusion

Endoscopic Submucosal Dissection (ESD) is a well-established technique for removing epithelial lesions. Predicting dissection trajectories in ESD videos offers significant potential for enhancing surgical skill training and simplifying the learning process, yet this area remains underexplored. While imitation learning has shown promise in acquiring skills from expert demonstrations, challenges persist in handling uncertain future movements, learning geometric symmetries, and generalizing to diverse surgical scenarios. To address these, we introduce a novel approach: Implicit Diffusion Policy with Equivariant Representations for Imitation Learning (iDPOE). Our method models expert behavior through a joint state action distribution, capturing the stochastic nature of dissection trajectories and enabling robust visual representation learning across various endoscopic views. By incorporating a diffusion model into policy learning, iDPOE ensures efficient training and sampling, leading to more accurate predictions and better generalization. Additionally, we enhance the model's ability to generalize to geometric symmetries by embedding equivariance into the learning process. To address state mismatches, we develop a forward-process guided action inference strategy for conditional sampling. Using an ESD video dataset of nearly 2000 clips, experimental results show that our approach surpasses state-of-the-art methods, both explicit and implicit, in trajectory prediction. To the best of our knowledge, this is the first application of imitation learning to surgical skill development for dissection trajectory prediction.