new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Feb 18

Adaptive Legged Locomotion via Online Learning for Model Predictive Control

We provide an algorithm for adaptive legged locomotion via online learning and model predictive control. The algorithm is composed of two interacting modules: model predictive control (MPC) and online learning of residual dynamics. The residual dynamics can represent modeling errors and external disturbances. We are motivated by the future of autonomy where quadrupeds will autonomously perform complex tasks despite real-world unknown uncertainty, such as unknown payload and uneven terrains. The algorithm uses random Fourier features to approximate the residual dynamics in reproducing kernel Hilbert spaces. Then, it employs MPC based on the current learned model of the residual dynamics. The model is updated online in a self-supervised manner using least squares based on the data collected while controlling the quadruped. The algorithm enjoys sublinear dynamic regret, defined as the suboptimality against an optimal clairvoyant controller that knows how the residual dynamics. We validate our algorithm in Gazebo and MuJoCo simulations, where the quadruped aims to track reference trajectories. The Gazebo simulations include constant unknown external forces up to 12g, where g is the gravity vector, in flat terrain, slope terrain with 20degree inclination, and rough terrain with 0.25m height variation. The MuJoCo simulations include time-varying unknown disturbances with payload up to 8~kg and time-varying ground friction coefficients in flat terrain.

  • 3 authors
·
Oct 17, 2025

Dojo: A Differentiable Physics Engine for Robotics

We present Dojo, a differentiable physics engine for robotics that prioritizes stable simulation, accurate contact physics, and differentiability with respect to states, actions, and system parameters. Dojo models hard contact and friction with a nonlinear complementarity problem with second-order cone constraints. We introduce a custom primal-dual interior-point method to solve the second order cone program for stable forward simulation over a broad range of sample rates. We obtain smooth gradient approximations with this solver through the implicit function theorem, giving gradients that are useful for downstream trajectory optimization, policy optimization, and system identification applications. Specifically, we propose to use the central path parameter threshold in the interior point solver as a user-tunable design parameter. A high value gives a smooth approximation to contact dynamics with smooth gradients for optimization and learning, while a low value gives precise simulation rollouts with hard contact. We demonstrate Dojo's differentiability in trajectory optimization, policy learning, and system identification examples. We also benchmark Dojo against MuJoCo, PyBullet, Drake, and Brax on a variety of robot models, and study the stability and simulation quality over a range of sample frequencies and accuracy tolerances. Finally, we evaluate the sim-to-real gap in hardware experiments with a Ufactory xArm 6 robot. Dojo is an open source project implemented in Julia with Python bindings, with code available at https://github.com/dojo-sim/Dojo.jl.

  • 8 authors
·
Mar 1, 2022

A Grasp Pose is All You Need: Learning Multi-fingered Grasping with Deep Reinforcement Learning from Vision and Touch

Multi-fingered robotic hands have potential to enable robots to perform sophisticated manipulation tasks. However, teaching a robot to grasp objects with an anthropomorphic hand is an arduous problem due to the high dimensionality of state and action spaces. Deep Reinforcement Learning (DRL) offers techniques to design control policies for this kind of problems without explicit environment or hand modeling. However, state-of-the-art model-free algorithms have proven inefficient for learning such policies. The main problem is that the exploration of the environment is unfeasible for such high-dimensional problems, thus hampering the initial phases of policy optimization. One possibility to address this is to rely on off-line task demonstrations, but, oftentimes, this is too demanding in terms of time and computational resources. To address these problems, we propose the A Grasp Pose is All You Need (G-PAYN) method for the anthropomorphic hand of the iCub humanoid. We develop an approach to automatically collect task demonstrations to initialize the training of the policy. The proposed grasping pipeline starts from a grasp pose generated by an external algorithm, used to initiate the movement. Then a control policy (previously trained with the proposed G-PAYN) is used to reach and grab the object. We deployed the iCub into the MuJoCo simulator and use it to test our approach with objects from the YCB-Video dataset. Results show that G-PAYN outperforms current DRL techniques in the considered setting in terms of success rate and execution time with respect to the baselines. The code to reproduce the experiments is released together with the paper with an open source license.

  • 4 authors
·
Jun 6, 2023

Language to Rewards for Robotic Skill Synthesis

Large language models (LLMs) have demonstrated exciting progress in acquiring diverse new capabilities through in-context learning, ranging from logical reasoning to code-writing. Robotics researchers have also explored using LLMs to advance the capabilities of robotic control. However, since low-level robot actions are hardware-dependent and underrepresented in LLM training corpora, existing efforts in applying LLMs to robotics have largely treated LLMs as semantic planners or relied on human-engineered control primitives to interface with the robot. On the other hand, reward functions are shown to be flexible representations that can be optimized for control policies to achieve diverse tasks, while their semantic richness makes them suitable to be specified by LLMs. In this work, we introduce a new paradigm that harnesses this realization by utilizing LLMs to define reward parameters that can be optimized and accomplish variety of robotic tasks. Using reward as the intermediate interface generated by LLMs, we can effectively bridge the gap between high-level language instructions or corrections to low-level robot actions. Meanwhile, combining this with a real-time optimizer, MuJoCo MPC, empowers an interactive behavior creation experience where users can immediately observe the results and provide feedback to the system. To systematically evaluate the performance of our proposed method, we designed a total of 17 tasks for a simulated quadruped robot and a dexterous manipulator robot. We demonstrate that our proposed method reliably tackles 90% of the designed tasks, while a baseline using primitive skills as the interface with Code-as-policies achieves 50% of the tasks. We further validated our method on a real robot arm where complex manipulation skills such as non-prehensile pushing emerge through our interactive system.

  • 20 authors
·
Jun 14, 2023

Adversarial Locomotion and Motion Imitation for Humanoid Policy Learning

Humans exhibit diverse and expressive whole-body movements. However, attaining human-like whole-body coordination in humanoid robots remains challenging, as conventional approaches that mimic whole-body motions often neglect the distinct roles of upper and lower body. This oversight leads to computationally intensive policy learning and frequently causes robot instability and falls during real-world execution. To address these issues, we propose Adversarial Locomotion and Motion Imitation (ALMI), a novel framework that enables adversarial policy learning between upper and lower body. Specifically, the lower body aims to provide robust locomotion capabilities to follow velocity commands while the upper body tracks various motions. Conversely, the upper-body policy ensures effective motion tracking when the robot executes velocity-based movements. Through iterative updates, these policies achieve coordinated whole-body control, which can be extended to loco-manipulation tasks with teleoperation systems. Extensive experiments demonstrate that our method achieves robust locomotion and precise motion tracking in both simulation and on the full-size Unitree H1 robot. Additionally, we release a large-scale whole-body motion control dataset featuring high-quality episodic trajectories from MuJoCo simulations deployable on real robots. The project page is https://almi-humanoid.github.io.

  • 8 authors
·
Apr 19, 2025

Out-of-Dynamics Imitation Learning from Multimodal Demonstrations

Existing imitation learning works mainly assume that the demonstrator who collects demonstrations shares the same dynamics as the imitator. However, the assumption limits the usage of imitation learning, especially when collecting demonstrations for the imitator is difficult. In this paper, we study out-of-dynamics imitation learning (OOD-IL), which relaxes the assumption to that the demonstrator and the imitator have the same state spaces but could have different action spaces and dynamics. OOD-IL enables imitation learning to utilize demonstrations from a wide range of demonstrators but introduces a new challenge: some demonstrations cannot be achieved by the imitator due to the different dynamics. Prior works try to filter out such demonstrations by feasibility measurements, but ignore the fact that the demonstrations exhibit a multimodal distribution since the different demonstrators may take different policies in different dynamics. We develop a better transferability measurement to tackle this newly-emerged challenge. We firstly design a novel sequence-based contrastive clustering algorithm to cluster demonstrations from the same mode to avoid the mutual interference of demonstrations from different modes, and then learn the transferability of each demonstration with an adversarial-learning based algorithm in each cluster. Experiment results on several MuJoCo environments, a driving environment, and a simulated robot environment show that the proposed transferability measurement more accurately finds and down-weights non-transferable demonstrations and outperforms prior works on the final imitation learning performance. We show the videos of our experiment results on our website.

  • 4 authors
·
Nov 13, 2022

PhysX-Anything: Simulation-Ready Physical 3D Assets from Single Image

3D modeling is shifting from static visual representations toward physical, articulated assets that can be directly used in simulation and interaction. However, most existing 3D generation methods overlook key physical and articulation properties, thereby limiting their utility in embodied AI. To bridge this gap, we introduce PhysX-Anything, the first simulation-ready physical 3D generative framework that, given a single in-the-wild image, produces high-quality sim-ready 3D assets with explicit geometry, articulation, and physical attributes. Specifically, we propose the first VLM-based physical 3D generative model, along with a new 3D representation that efficiently tokenizes geometry. It reduces the number of tokens by 193x, enabling explicit geometry learning within standard VLM token budgets without introducing any special tokens during fine-tuning and significantly improving generative quality. In addition, to overcome the limited diversity of existing physical 3D datasets, we construct a new dataset, PhysX-Mobility, which expands the object categories in prior physical 3D datasets by over 2x and includes more than 2K common real-world objects with rich physical annotations. Extensive experiments on PhysX-Mobility and in-the-wild images demonstrate that PhysX-Anything delivers strong generative performance and robust generalization. Furthermore, simulation-based experiments in a MuJoCo-style environment validate that our sim-ready assets can be directly used for contact-rich robotic policy learning. We believe PhysX-Anything can substantially empower a broad range of downstream applications, especially in embodied AI and physics-based simulation.

  • 5 authors
·
Nov 17, 2025 2