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SubscribeSelf-supervised perception for tactile skin covered dexterous hands
We present Sparsh-skin, a pre-trained encoder for magnetic skin sensors distributed across the fingertips, phalanges, and palm of a dexterous robot hand. Magnetic tactile skins offer a flexible form factor for hand-wide coverage with fast response times, in contrast to vision-based tactile sensors that are restricted to the fingertips and limited by bandwidth. Full hand tactile perception is crucial for robot dexterity. However, a lack of general-purpose models, challenges with interpreting magnetic flux and calibration have limited the adoption of these sensors. Sparsh-skin, given a history of kinematic and tactile sensing across a hand, outputs a latent tactile embedding that can be used in any downstream task. The encoder is self-supervised via self-distillation on a variety of unlabeled hand-object interactions using an Allegro hand sensorized with Xela uSkin. In experiments across several benchmark tasks, from state estimation to policy learning, we find that pretrained Sparsh-skin representations are both sample efficient in learning downstream tasks and improve task performance by over 41% compared to prior work and over 56% compared to end-to-end learning.
Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation
To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/
OmniVTLA: Vision-Tactile-Language-Action Model with Semantic-Aligned Tactile Sensing
Recent vision-language-action (VLA) models build upon vision-language foundations, and have achieved promising results and exhibit the possibility of task generalization in robot manipulation. However, due to the heterogeneity of tactile sensors and the difficulty of acquiring tactile data, current VLA models significantly overlook the importance of tactile perception and fail in contact-rich tasks. To address this issue, this paper proposes OmniVTLA, a novel architecture involving tactile sensing. Specifically, our contributions are threefold. First, our OmniVTLA features a dual-path tactile encoder framework. This framework enhances tactile perception across diverse vision-based and force-based tactile sensors by using a pretrained vision transformer (ViT) and a semantically-aligned tactile ViT (SA-ViT). Second, we introduce ObjTac, a comprehensive force-based tactile dataset capturing textual, visual, and tactile information for 56 objects across 10 categories. With 135K tri-modal samples, ObjTac supplements existing visuo-tactile datasets. Third, leveraging this dataset, we train a semantically-aligned tactile encoder to learn a unified tactile representation, serving as a better initialization for OmniVTLA. Real-world experiments demonstrate substantial improvements over state-of-the-art VLA baselines, achieving 96.9% success rates with grippers, (21.9% higher over baseline) and 100% success rates with dexterous hands (6.2% higher over baseline) in pick-and-place tasks. Besides, OmniVTLA significantly reduces task completion time and generates smoother trajectories through tactile sensing compared to existing VLA. Our ObjTac dataset can be found at https://readerek.github.io/Objtac.github.io
UniT: Unified Tactile Representation for Robot Learning
UniT is a novel approach to tactile representation learning, using VQVAE to learn a compact latent space and serve as the tactile representation. It uses tactile images obtained from a single simple object to train the representation with transferability and generalizability. This tactile representation can be zero-shot transferred to various downstream tasks, including perception tasks and manipulation policy learning. Our benchmarking on an in-hand 3D pose estimation task shows that UniT outperforms existing visual and tactile representation learning methods. Additionally, UniT's effectiveness in policy learning is demonstrated across three real-world tasks involving diverse manipulated objects and complex robot-object-environment interactions. Through extensive experimentation, UniT is shown to be a simple-to-train, plug-and-play, yet widely effective method for tactile representation learning. For more details, please refer to our open-source repository https://github.com/ZhengtongXu/UniT and the project website https://zhengtongxu.github.io/unifiedtactile.github.io/.
TacSL: A Library for Visuotactile Sensor Simulation and Learning
For both humans and robots, the sense of touch, known as tactile sensing, is critical for performing contact-rich manipulation tasks. Three key challenges in robotic tactile sensing are 1) interpreting sensor signals, 2) generating sensor signals in novel scenarios, and 3) learning sensor-based policies. For visuotactile sensors, interpretation has been facilitated by their close relationship with vision sensors (e.g., RGB cameras). However, generation is still difficult, as visuotactile sensors typically involve contact, deformation, illumination, and imaging, all of which are expensive to simulate; in turn, policy learning has been challenging, as simulation cannot be leveraged for large-scale data collection. We present TacSL (taxel), a library for GPU-based visuotactile sensor simulation and learning. TacSL can be used to simulate visuotactile images and extract contact-force distributions over 200times faster than the prior state-of-the-art, all within the widely-used Isaac Gym simulator. Furthermore, TacSL provides a learning toolkit containing multiple sensor models, contact-intensive training environments, and online/offline algorithms that can facilitate policy learning for sim-to-real applications. On the algorithmic side, we introduce a novel online reinforcement-learning algorithm called asymmetric actor-critic distillation (\sysName), designed to effectively and efficiently learn tactile-based policies in simulation that can transfer to the real world. Finally, we demonstrate the utility of our library and algorithms by evaluating the benefits of distillation and multimodal sensing for contact-rich manip ulation tasks, and most critically, performing sim-to-real transfer. Supplementary videos and results are at https://iakinola23.github.io/tacsl/.
Low Fidelity Visuo-Tactile Pretraining Improves Vision-Only Manipulation Performance
Tactile perception is a critical component of solving real-world manipulation tasks, but tactile sensors for manipulation have barriers to use such as fragility and cost. In this work, we engage a robust, low-cost tactile sensor, BeadSight, as an alternative to precise pre-calibrated sensors for a pretraining approach to manipulation. We show that tactile pretraining, even with a low-fidelity sensor as BeadSight, can improve an imitation learning agent's performance on complex manipulation tasks. We demonstrate this method against a baseline USB cable plugging task, previously achieved with a much higher precision GelSight sensor as the tactile input to pretraining. Our best BeadSight pretrained visuo-tactile agent completed the task with 70\% accuracy compared to 85\% for the best GelSight pretrained visuo-tactile agent, with vision-only inference for both.
VLA-Touch: Enhancing Vision-Language-Action Models with Dual-Level Tactile Feedback
Tactile feedback is generally recognized to be crucial for effective interaction with the physical world. However, state-of-the-art Vision-Language-Action (VLA) models lack the ability to interpret and use tactile signals, limiting their effectiveness in contact-rich tasks. Incorporating tactile feedback into these systems is challenging due to the absence of large multi-modal datasets. We present VLA-Touch, an approach that enhances generalist robot policies with tactile sensing without fine-tuning the base VLA. Our method introduces two key innovations: (1) a pipeline that leverages a pretrained tactile-language model that provides semantic tactile feedback for high-level task planning, and (2) a diffusion-based controller that refines VLA-generated actions with tactile signals for contact-rich manipulation. Through real-world experiments, we demonstrate that our dual-level integration of tactile feedback improves task planning efficiency while enhancing execution precision. Code is open-sourced at https://github.com/jxbi1010/VLA-Touch{this URL}.
Robot Learning with Sparsity and Scarcity
Unlike in language or vision, one of the fundamental challenges in robot learning is the lack of access to vast data resources. We can further break down the problem into (1) data sparsity from the angle of data representation and (2) data scarcity from the angle of data quantity. In this thesis, I will discuss selected works on two domains: (1) tactile sensing and (2) rehabilitation robots, which are exemplars of data sparsity and scarcity, respectively. Tactile sensing is an essential modality for robotics, but tactile data are often sparse, and for each interaction with the physical world, tactile sensors can only obtain information about the local area of contact. I will discuss my work on learning vision-free tactile-only exploration and manipulation policies through model-free reinforcement learning to make efficient use of sparse tactile information. On the other hand, rehabilitation robots are an example of data scarcity to the extreme due to the significant challenge of collecting biosignals from disabled-bodied subjects at scale for training. I will discuss my work in collaboration with the medical school and clinicians on intent inferral for stroke survivors, where a hand orthosis developed in our lab collects a set of biosignals from the patient and uses them to infer the activity that the patient intends to perform, so the orthosis can provide the right type of physical assistance at the right moment. My work develops machine learning algorithms that enable intent inferral with minimal data, including semi-supervised, meta-learning, and generative AI methods.
RoboPack: Learning Tactile-Informed Dynamics Models for Dense Packing
Tactile feedback is critical for understanding the dynamics of both rigid and deformable objects in many manipulation tasks, such as non-prehensile manipulation and dense packing. We introduce an approach that combines visual and tactile sensing for robotic manipulation by learning a neural, tactile-informed dynamics model. Our proposed framework, RoboPack, employs a recurrent graph neural network to estimate object states, including particles and object-level latent physics information, from historical visuo-tactile observations and to perform future state predictions. Our tactile-informed dynamics model, learned from real-world data, can solve downstream robotics tasks with model-predictive control. We demonstrate our approach on a real robot equipped with a compliant Soft-Bubble tactile sensor on non-prehensile manipulation and dense packing tasks, where the robot must infer the physics properties of objects from direct and indirect interactions. Trained on only an average of 30 minutes of real-world interaction data per task, our model can perform online adaptation and make touch-informed predictions. Through extensive evaluations in both long-horizon dynamics prediction and real-world manipulation, our method demonstrates superior effectiveness compared to previous learning-based and physics-based simulation systems.
Digitizing Touch with an Artificial Multimodal Fingertip
Touch is a crucial sensing modality that provides rich information about object properties and interactions with the physical environment. Humans and robots both benefit from using touch to perceive and interact with the surrounding environment (Johansson and Flanagan, 2009; Li et al., 2020; Calandra et al., 2017). However, no existing systems provide rich, multi-modal digital touch-sensing capabilities through a hemispherical compliant embodiment. Here, we describe several conceptual and technological innovations to improve the digitization of touch. These advances are embodied in an artificial finger-shaped sensor with advanced sensing capabilities. Significantly, this fingertip contains high-resolution sensors (~8.3 million taxels) that respond to omnidirectional touch, capture multi-modal signals, and use on-device artificial intelligence to process the data in real time. Evaluations show that the artificial fingertip can resolve spatial features as small as 7 um, sense normal and shear forces with a resolution of 1.01 mN and 1.27 mN, respectively, perceive vibrations up to 10 kHz, sense heat, and even sense odor. Furthermore, it embeds an on-device AI neural network accelerator that acts as a peripheral nervous system on a robot and mimics the reflex arc found in humans. These results demonstrate the possibility of digitizing touch with superhuman performance. The implications are profound, and we anticipate potential applications in robotics (industrial, medical, agricultural, and consumer-level), virtual reality and telepresence, prosthetics, and e-commerce. Toward digitizing touch at scale, we open-source a modular platform to facilitate future research on the nature of touch.
Touch-based Curiosity for Sparse-Reward Tasks
Robots in many real-world settings have access to force/torque sensors in their gripper and tactile sensing is often necessary in tasks that involve contact-rich motion. In this work, we leverage surprise from mismatches in touch feedback to guide exploration in hard sparse-reward reinforcement learning tasks. Our approach, Touch-based Curiosity (ToC), learns what visible objects interactions are supposed to "feel" like. We encourage exploration by rewarding interactions where the expectation and the experience don't match. In our proposed method, an initial task-independent exploration phase is followed by an on-task learning phase, in which the original interactions are relabeled with on-task rewards. We test our approach on a range of touch-intensive robot arm tasks (e.g. pushing objects, opening doors), which we also release as part of this work. Across multiple experiments in a simulated setting, we demonstrate that our method is able to learn these difficult tasks through sparse reward and curiosity alone. We compare our cross-modal approach to single-modality (touch- or vision-only) approaches as well as other curiosity-based methods and find that our method performs better and is more sample-efficient.
HyperTaxel: Hyper-Resolution for Taxel-Based Tactile Signals Through Contrastive Learning
To achieve dexterity comparable to that of humans, robots must intelligently process tactile sensor data. Taxel-based tactile signals often have low spatial-resolution, with non-standardized representations. In this paper, we propose a novel framework, HyperTaxel, for learning a geometrically-informed representation of taxel-based tactile signals to address challenges associated with their spatial resolution. We use this representation and a contrastive learning objective to encode and map sparse low-resolution taxel signals to high-resolution contact surfaces. To address the uncertainty inherent in these signals, we leverage joint probability distributions across multiple simultaneous contacts to improve taxel hyper-resolution. We evaluate our representation by comparing it with two baselines and present results that suggest our representation outperforms the baselines. Furthermore, we present qualitative results that demonstrate the learned representation captures the geometric features of the contact surface, such as flatness, curvature, and edges, and generalizes across different objects and sensor configurations. Moreover, we present results that suggest our representation improves the performance of various downstream tasks, such as surface classification, 6D in-hand pose estimation, and sim-to-real transfer.
Sensor-Invariant Tactile Representation
High-resolution tactile sensors have become critical for embodied perception and robotic manipulation. However, a key challenge in the field is the lack of transferability between sensors due to design and manufacturing variations, which result in significant differences in tactile signals. This limitation hinders the ability to transfer models or knowledge learned from one sensor to another. To address this, we introduce a novel method for extracting Sensor-Invariant Tactile Representations (SITR), enabling zero-shot transfer across optical tactile sensors. Our approach utilizes a transformer-based architecture trained on a diverse dataset of simulated sensor designs, allowing it to generalize to new sensors in the real world with minimal calibration. Experimental results demonstrate the method's effectiveness across various tactile sensing applications, facilitating data and model transferability for future advancements in the field.
Visual-Tactile Sensing for In-Hand Object Reconstruction
Tactile sensing is one of the modalities humans rely on heavily to perceive the world. Working with vision, this modality refines local geometry structure, measures deformation at the contact area, and indicates the hand-object contact state. With the availability of open-source tactile sensors such as DIGIT, research on visual-tactile learning is becoming more accessible and reproducible. Leveraging this tactile sensor, we propose a novel visual-tactile in-hand object reconstruction framework VTacO, and extend it to VTacOH for hand-object reconstruction. Since our method can support both rigid and deformable object reconstruction, no existing benchmarks are proper for the goal. We propose a simulation environment, VT-Sim, which supports generating hand-object interaction for both rigid and deformable objects. With VT-Sim, we generate a large-scale training dataset and evaluate our method on it. Extensive experiments demonstrate that our proposed method can outperform the previous baseline methods qualitatively and quantitatively. Finally, we directly apply our model trained in simulation to various real-world test cases, which display qualitative results. Codes, models, simulation environment, and datasets are available at https://sites.google.com/view/vtaco/.
Adaptive Visuo-Tactile Fusion with Predictive Force Attention for Dexterous Manipulation
Effectively utilizing multi-sensory data is important for robots to generalize across diverse tasks. However, the heterogeneous nature of these modalities makes fusion challenging. Existing methods propose strategies to obtain comprehensively fused features but often ignore the fact that each modality requires different levels of attention at different manipulation stages. To address this, we propose a force-guided attention fusion module that adaptively adjusts the weights of visual and tactile features without human labeling. We also introduce a self-supervised future force prediction auxiliary task to reinforce the tactile modality, improve data imbalance, and encourage proper adjustment. Our method achieves an average success rate of 93% across three fine-grained, contactrich tasks in real-world experiments. Further analysis shows that our policy appropriately adjusts attention to each modality at different manipulation stages. The videos can be viewed at https://adaptac-dex.github.io/.
eFlesh: Highly customizable Magnetic Touch Sensing using Cut-Cell Microstructures
If human experience is any guide, operating effectively in unstructured environments -- like homes and offices -- requires robots to sense the forces during physical interaction. Yet, the lack of a versatile, accessible, and easily customizable tactile sensor has led to fragmented, sensor-specific solutions in robotic manipulation -- and in many cases, to force-unaware, sensorless approaches. With eFlesh, we bridge this gap by introducing a magnetic tactile sensor that is low-cost, easy to fabricate, and highly customizable. Building an eFlesh sensor requires only four components: a hobbyist 3D printer, off-the-shelf magnets (<$5), a CAD model of the desired shape, and a magnetometer circuit board. The sensor is constructed from tiled, parameterized microstructures, which allow for tuning the sensor's geometry and its mechanical response. We provide an open-source design tool that converts convex OBJ/STL files into 3D-printable STLs for fabrication. This modular design framework enables users to create application-specific sensors, and to adjust sensitivity depending on the task. Our sensor characterization experiments demonstrate the capabilities of eFlesh: contact localization RMSE of 0.5 mm, and force prediction RMSE of 0.27 N for normal force and 0.12 N for shear force. We also present a learned slip detection model that generalizes to unseen objects with 95% accuracy, and visuotactile control policies that improve manipulation performance by 40% over vision-only baselines -- achieving 91% average success rate for four precise tasks that require sub-mm accuracy for successful completion. All design files, code and the CAD-to-eFlesh STL conversion tool are open-sourced and available on https://e-flesh.com.
Touch in the Wild: Learning Fine-Grained Manipulation with a Portable Visuo-Tactile Gripper
Handheld grippers are increasingly used to collect human demonstrations due to their ease of deployment and versatility. However, most existing designs lack tactile sensing, despite the critical role of tactile feedback in precise manipulation. We present a portable, lightweight gripper with integrated tactile sensors that enables synchronized collection of visual and tactile data in diverse, real-world, and in-the-wild settings. Building on this hardware, we propose a cross-modal representation learning framework that integrates visual and tactile signals while preserving their distinct characteristics. The learning procedure allows the emergence of interpretable representations that consistently focus on contacting regions relevant for physical interactions. When used for downstream manipulation tasks, these representations enable more efficient and effective policy learning, supporting precise robotic manipulation based on multimodal feedback. We validate our approach on fine-grained tasks such as test tube insertion and pipette-based fluid transfer, demonstrating improved accuracy and robustness under external disturbances. Our project page is available at https://binghao-huang.github.io/touch_in_the_wild/ .
RA-Touch: Retrieval-Augmented Touch Understanding with Enriched Visual Data
Visuo-tactile perception aims to understand an object's tactile properties, such as texture, softness, and rigidity. However, the field remains underexplored because collecting tactile data is costly and labor-intensive. We observe that visually distinct objects can exhibit similar surface textures or material properties. For example, a leather sofa and a leather jacket have different appearances but share similar tactile properties. This implies that tactile understanding can be guided by material cues in visual data, even without direct tactile supervision. In this paper, we introduce RA-Touch, a retrieval-augmented framework that improves visuo-tactile perception by leveraging visual data enriched with tactile semantics. We carefully recaption a large-scale visual dataset with tactile-focused descriptions, enabling the model to access tactile semantics typically absent from conventional visual datasets. A key challenge remains in effectively utilizing these tactile-aware external descriptions. RA-Touch addresses this by retrieving visual-textual representations aligned with tactile inputs and integrating them to focus on relevant textural and material properties. By outperforming prior methods on the TVL benchmark, our method demonstrates the potential of retrieval-based visual reuse for tactile understanding. Code is available at https://aim-skku.github.io/RA-Touch
Vi-TacMan: Articulated Object Manipulation via Vision and Touch
Autonomous manipulation of articulated objects remains a fundamental challenge for robots in human environments. Vision-based methods can infer hidden kinematics but can yield imprecise estimates on unfamiliar objects. Tactile approaches achieve robust control through contact feedback but require accurate initialization. This suggests a natural synergy: vision for global guidance, touch for local precision. Yet no framework systematically exploits this complementarity for generalized articulated manipulation. Here we present Vi-TacMan, which uses vision to propose grasps and coarse directions that seed a tactile controller for precise execution. By incorporating surface normals as geometric priors and modeling directions via von Mises-Fisher distributions, our approach achieves significant gains over baselines (all p<0.0001). Critically, manipulation succeeds without explicit kinematic models -- the tactile controller refines coarse visual estimates through real-time contact regulation. Tests on more than 50,000 simulated and diverse real-world objects confirm robust cross-category generalization. This work establishes that coarse visual cues suffice for reliable manipulation when coupled with tactile feedback, offering a scalable paradigm for autonomous systems in unstructured environments.
Reactive Diffusion Policy: Slow-Fast Visual-Tactile Policy Learning for Contact-Rich Manipulation
Humans can accomplish complex contact-rich tasks using vision and touch, with highly reactive capabilities such as quick adjustments to environmental changes and adaptive control of contact forces; however, this remains challenging for robots. Existing visual imitation learning (IL) approaches rely on action chunking to model complex behaviors, which lacks the ability to respond instantly to real-time tactile feedback during the chunk execution. Furthermore, most teleoperation systems struggle to provide fine-grained tactile / force feedback, which limits the range of tasks that can be performed. To address these challenges, we introduce TactAR, a low-cost teleoperation system that provides real-time tactile feedback through Augmented Reality (AR), along with Reactive Diffusion Policy (RDP), a novel slow-fast visual-tactile imitation learning algorithm for learning contact-rich manipulation skills. RDP employs a two-level hierarchy: (1) a slow latent diffusion policy for predicting high-level action chunks in latent space at low frequency, (2) a fast asymmetric tokenizer for closed-loop tactile feedback control at high frequency. This design enables both complex trajectory modeling and quick reactive behavior within a unified framework. Through extensive evaluation across three challenging contact-rich tasks, RDP significantly improves performance compared to state-of-the-art visual IL baselines through rapid response to tactile / force feedback. Furthermore, experiments show that RDP is applicable across different tactile / force sensors. Code and videos are available on https://reactive-diffusion-policy.github.io.
Task-Optimized Convolutional Recurrent Networks Align with Tactile Processing in the Rodent Brain
Tactile sensing remains far less understood in neuroscience and less effective in artificial systems compared to more mature modalities such as vision and language. We bridge these gaps by introducing a novel Encoder-Attender-Decoder (EAD) framework to systematically explore the space of task-optimized temporal neural networks trained on realistic tactile input sequences from a customized rodent whisker-array simulator. We identify convolutional recurrent neural networks (ConvRNNs) as superior encoders to purely feedforward and state-space architectures for tactile categorization. Crucially, these ConvRNN-encoder-based EAD models achieve neural representations closely matching rodent somatosensory cortex, saturating the explainable neural variability and revealing a clear linear relationship between supervised categorization performance and neural alignment. Furthermore, contrastive self-supervised ConvRNN-encoder-based EADs, trained with tactile-specific augmentations, match supervised neural fits, serving as an ethologically-relevant, label-free proxy. For neuroscience, our findings highlight nonlinear recurrent processing as important for general-purpose tactile representations in somatosensory cortex, providing the first quantitative characterization of the underlying inductive biases in this system. For embodied AI, our results emphasize the importance of recurrent EAD architectures to handle realistic tactile inputs, along with tailored self-supervised learning methods for achieving robust tactile perception with the same type of sensors animals use to sense in unstructured environments.
Proprioceptive State Estimation for Amphibious Tactile Sensing
This paper presents a novel vision-based proprioception approach for a soft robotic finger that can estimate and reconstruct tactile interactions in both terrestrial and aquatic environments. The key to this system lies in the finger's unique metamaterial structure, which facilitates omni-directional passive adaptation during grasping, protecting delicate objects across diverse scenarios. A compact in-finger camera captures high-framerate images of the finger's deformation during contact, extracting crucial tactile data in real-time. We present a volumetric discretized model of the soft finger and use the geometry constraints captured by the camera to find the optimal estimation of the deformed shape. The approach is benchmarked using a motion capture system with sparse markers and a haptic device with dense measurements. Both results show state-of-the-art accuracies, with a median error of 1.96 mm for overall body deformation, corresponding to 2.1% of the finger's length. More importantly, the state estimation is robust in both on-land and underwater environments as we demonstrate its usage for underwater object shape sensing. This combination of passive adaptation and real-time tactile sensing paves the way for amphibious robotic grasping applications.
Visuo-Tactile Transformers for Manipulation
Learning representations in the joint domain of vision and touch can improve manipulation dexterity, robustness, and sample-complexity by exploiting mutual information and complementary cues. Here, we present Visuo-Tactile Transformers (VTTs), a novel multimodal representation learning approach suited for model-based reinforcement learning and planning. Our approach extends the Visual Transformer dosovitskiy2021image to handle visuo-tactile feedback. Specifically, VTT uses tactile feedback together with self and cross-modal attention to build latent heatmap representations that focus attention on important task features in the visual domain. We demonstrate the efficacy of VTT for representation learning with a comparative evaluation against baselines on four simulated robot tasks and one real world block pushing task. We conduct an ablation study over the components of VTT to highlight the importance of cross-modality in representation learning.
Making Sense of Vision and Touch: Self-Supervised Learning of Multimodal Representations for Contact-Rich Tasks
Contact-rich manipulation tasks in unstructured environments often require both haptic and visual feedback. However, it is non-trivial to manually design a robot controller that combines modalities with very different characteristics. While deep reinforcement learning has shown success in learning control policies for high-dimensional inputs, these algorithms are generally intractable to deploy on real robots due to sample complexity. We use self-supervision to learn a compact and multimodal representation of our sensory inputs, which can then be used to improve the sample efficiency of our policy learning. We evaluate our method on a peg insertion task, generalizing over different geometry, configurations, and clearances, while being robust to external perturbations. Results for simulated and real robot experiments are presented.
DIFFTACTILE: A Physics-based Differentiable Tactile Simulator for Contact-rich Robotic Manipulation
We introduce DIFFTACTILE, a physics-based differentiable tactile simulation system designed to enhance robotic manipulation with dense and physically accurate tactile feedback. In contrast to prior tactile simulators which primarily focus on manipulating rigid bodies and often rely on simplified approximations to model stress and deformations of materials in contact, DIFFTACTILE emphasizes physics-based contact modeling with high fidelity, supporting simulations of diverse contact modes and interactions with objects possessing a wide range of material properties. Our system incorporates several key components, including a Finite Element Method (FEM)-based soft body model for simulating the sensing elastomer, a multi-material simulator for modeling diverse object types (such as elastic, elastoplastic, cables) under manipulation, a penalty-based contact model for handling contact dynamics. The differentiable nature of our system facilitates gradient-based optimization for both 1) refining physical properties in simulation using real-world data, hence narrowing the sim-to-real gap and 2) efficient learning of tactile-assisted grasping and contact-rich manipulation skills. Additionally, we introduce a method to infer the optical response of our tactile sensor to contact using an efficient pixel-based neural module. We anticipate that DIFFTACTILE will serve as a useful platform for studying contact-rich manipulations, leveraging the benefits of dense tactile feedback and differentiable physics. Code and supplementary materials are available at the project website https://difftactile.github.io/.
TouchSDF: A DeepSDF Approach for 3D Shape Reconstruction using Vision-Based Tactile Sensing
Humans rely on their visual and tactile senses to develop a comprehensive 3D understanding of their physical environment. Recently, there has been a growing interest in exploring and manipulating objects using data-driven approaches that utilise high-resolution vision-based tactile sensors. However, 3D shape reconstruction using tactile sensing has lagged behind visual shape reconstruction because of limitations in existing techniques, including the inability to generalise over unseen shapes, the absence of real-world testing, and limited expressive capacity imposed by discrete representations. To address these challenges, we propose TouchSDF, a Deep Learning approach for tactile 3D shape reconstruction that leverages the rich information provided by a vision-based tactile sensor and the expressivity of the implicit neural representation DeepSDF. Our technique consists of two components: (1) a Convolutional Neural Network that maps tactile images into local meshes representing the surface at the touch location, and (2) an implicit neural function that predicts a signed distance function to extract the desired 3D shape. This combination allows TouchSDF to reconstruct smooth and continuous 3D shapes from tactile inputs in simulation and real-world settings, opening up research avenues for robust 3D-aware representations and improved multimodal perception in robotics. Code and supplementary material are available at: https://touchsdf.github.io/
Binding Touch to Everything: Learning Unified Multimodal Tactile Representations
The ability to associate touch with other modalities has huge implications for humans and computational systems. However, multimodal learning with touch remains challenging due to the expensive data collection process and non-standardized sensor outputs. We introduce UniTouch, a unified tactile model for vision-based touch sensors connected to multiple modalities, including vision, language, and sound. We achieve this by aligning our UniTouch embeddings to pretrained image embeddings already associated with a variety of other modalities. We further propose learnable sensor-specific tokens, allowing the model to learn from a set of heterogeneous tactile sensors, all at the same time. UniTouch is capable of conducting various touch sensing tasks in the zero-shot setting, from robot grasping prediction to touch image question answering. To the best of our knowledge, UniTouch is the first to demonstrate such capabilities. Project page: https://cfeng16.github.io/UniTouch/
MidasTouch: Monte-Carlo inference over distributions across sliding touch
We present MidasTouch, a tactile perception system for online global localization of a vision-based touch sensor sliding on an object surface. This framework takes in posed tactile images over time, and outputs an evolving distribution of sensor pose on the object's surface, without the need for visual priors. Our key insight is to estimate local surface geometry with tactile sensing, learn a compact representation for it, and disambiguate these signals over a long time horizon. The backbone of MidasTouch is a Monte-Carlo particle filter, with a measurement model based on a tactile code network learned from tactile simulation. This network, inspired by LIDAR place recognition, compactly summarizes local surface geometries. These generated codes are efficiently compared against a precomputed tactile codebook per-object, to update the pose distribution. We further release the YCB-Slide dataset of real-world and simulated forceful sliding interactions between a vision-based tactile sensor and standard YCB objects. While single-touch localization can be inherently ambiguous, we can quickly localize our sensor by traversing salient surface geometries. Project page: https://suddhu.github.io/midastouch-tactile/
FeelAnyForce: Estimating Contact Force Feedback from Tactile Sensation for Vision-Based Tactile Sensors
In this paper, we tackle the problem of estimating 3D contact forces using vision-based tactile sensors. In particular, our goal is to estimate contact forces over a large range (up to 15 N) on any objects while generalizing across different vision-based tactile sensors. Thus, we collected a dataset of over 200K indentations using a robotic arm that pressed various indenters onto a GelSight Mini sensor mounted on a force sensor and then used the data to train a multi-head transformer for force regression. Strong generalization is achieved via accurate data collection and multi-objective optimization that leverages depth contact images. Despite being trained only on primitive shapes and textures, the regressor achieves a mean absolute error of 4\% on a dataset of unseen real-world objects. We further evaluate our approach's generalization capability to other GelSight mini and DIGIT sensors, and propose a reproducible calibration procedure for adapting the pre-trained model to other vision-based sensors. Furthermore, the method was evaluated on real-world tasks, including weighing objects and controlling the deformation of delicate objects, which relies on accurate force feedback. Project webpage: http://prg.cs.umd.edu/FeelAnyForce
MLA: A Multisensory Language-Action Model for Multimodal Understanding and Forecasting in Robotic Manipulation
Vision-language-action models (VLAs) have shown generalization capabilities in robotic manipulation tasks by inheriting from vision-language models (VLMs) and learning action generation. Most VLA models focus on interpreting vision and language to generate actions, whereas robots must perceive and interact within the spatial-physical world. This gap highlights the need for a comprehensive understanding of robotic-specific multisensory information, which is crucial for achieving complex and contact-rich control. To this end, we introduce a multisensory language-action (MLA) model that collaboratively perceives heterogeneous sensory modalities and predicts future multisensory objectives to facilitate physical world modeling. Specifically, to enhance perceptual representations, we propose an encoder-free multimodal alignment scheme that innovatively repurposes the large language model itself as a perception module, directly interpreting multimodal cues by aligning 2D images, 3D point clouds, and tactile tokens through positional correspondence. To further enhance MLA's understanding of physical dynamics, we design a future multisensory generation post-training strategy that enables MLA to reason about semantic, geometric, and interaction information, providing more robust conditions for action generation. For evaluation, the MLA model outperforms the previous state-of-the-art 2D and 3D VLA methods by 12% and 24% in complex, contact-rich real-world tasks, respectively, while also demonstrating improved generalization to unseen configurations. Project website: https://sites.google.com/view/open-mla
FreeTacMan: Robot-free Visuo-Tactile Data Collection System for Contact-rich Manipulation
Enabling robots with contact-rich manipulation remains a pivotal challenge in robot learning, which is substantially hindered by the data collection gap, including its inefficiency and limited sensor setup. While prior work has explored handheld paradigms, their rod-based mechanical structures remain rigid and unintuitive, providing limited tactile feedback and posing challenges for human operators. Motivated by the dexterity and force feedback of human motion, we propose FreeTacMan, a human-centric and robot-free data collection system for accurate and efficient robot manipulation. Concretely, we design a wearable gripper with dual visuo-tactile sensors for data collection, which can be worn by human fingers for intuitive control. A high-precision optical tracking system is introduced to capture end-effector poses while synchronizing visual and tactile feedback simultaneously. We leverage FreeTacMan to collect a large-scale multimodal dataset, comprising over 3000k paired visual-tactile images with end-effector poses, 10k demonstration trajectories across 50 diverse contact-rich manipulation tasks. FreeTacMan achieves multiple improvements in data collection performance compared to prior works, and enables effective policy learning for contact-rich manipulation tasks with self-collected dataset. The full suite of hardware specifications and the dataset will be released to facilitate reproducibility and support research in visuo-tactile manipulation.
AnySkin: Plug-and-play Skin Sensing for Robotic Touch
While tactile sensing is widely accepted as an important and useful sensing modality, its use pales in comparison to other sensory modalities like vision and proprioception. AnySkin addresses the critical challenges that impede the use of tactile sensing -- versatility, replaceability, and data reusability. Building on the simplistic design of ReSkin, and decoupling the sensing electronics from the sensing interface, AnySkin simplifies integration making it as straightforward as putting on a phone case and connecting a charger. Furthermore, AnySkin is the first uncalibrated tactile-sensor with cross-instance generalizability of learned manipulation policies. To summarize, this work makes three key contributions: first, we introduce a streamlined fabrication process and a design tool for creating an adhesive-free, durable and easily replaceable magnetic tactile sensor; second, we characterize slip detection and policy learning with the AnySkin sensor; and third, we demonstrate zero-shot generalization of models trained on one instance of AnySkin to new instances, and compare it with popular existing tactile solutions like DIGIT and ReSkin. Videos of experiments, fabrication details and design files can be found on https://any-skin.github.io/
Touch-GS: Visual-Tactile Supervised 3D Gaussian Splatting
In this work, we propose a novel method to supervise 3D Gaussian Splatting (3DGS) scenes using optical tactile sensors. Optical tactile sensors have become widespread in their use in robotics for manipulation and object representation; however, raw optical tactile sensor data is unsuitable to directly supervise a 3DGS scene. Our representation leverages a Gaussian Process Implicit Surface to implicitly represent the object, combining many touches into a unified representation with uncertainty. We merge this model with a monocular depth estimation network, which is aligned in a two stage process, coarsely aligning with a depth camera and then finely adjusting to match our touch data. For every training image, our method produces a corresponding fused depth and uncertainty map. Utilizing this additional information, we propose a new loss function, variance weighted depth supervised loss, for training the 3DGS scene model. We leverage the DenseTact optical tactile sensor and RealSense RGB-D camera to show that combining touch and vision in this manner leads to quantitatively and qualitatively better results than vision or touch alone in a few-view scene syntheses on opaque as well as on reflective and transparent objects. Please see our project page at http://armlabstanford.github.io/touch-gs
Controllable Visual-Tactile Synthesis
Deep generative models have various content creation applications such as graphic design, e-commerce, and virtual Try-on. However, current works mainly focus on synthesizing realistic visual outputs, often ignoring other sensory modalities, such as touch, which limits physical interaction with users. In this work, we leverage deep generative models to create a multi-sensory experience where users can touch and see the synthesized object when sliding their fingers on a haptic surface. The main challenges lie in the significant scale discrepancy between vision and touch sensing and the lack of explicit mapping from touch sensing data to a haptic rendering device. To bridge this gap, we collect high-resolution tactile data with a GelSight sensor and create a new visuotactile clothing dataset. We then develop a conditional generative model that synthesizes both visual and tactile outputs from a single sketch. We evaluate our method regarding image quality and tactile rendering accuracy. Finally, we introduce a pipeline to render high-quality visual and tactile outputs on an electroadhesion-based haptic device for an immersive experience, allowing for challenging materials and editable sketch inputs.
General In-Hand Object Rotation with Vision and Touch
We introduce RotateIt, a system that enables fingertip-based object rotation along multiple axes by leveraging multimodal sensory inputs. Our system is trained in simulation, where it has access to ground-truth object shapes and physical properties. Then we distill it to operate on realistic yet noisy simulated visuotactile and proprioceptive sensory inputs. These multimodal inputs are fused via a visuotactile transformer, enabling online inference of object shapes and physical properties during deployment. We show significant performance improvements over prior methods and the importance of visual and tactile sensing.
Chat with the Environment: Interactive Multimodal Perception Using Large Language Models
Programming robot behavior in a complex world faces challenges on multiple levels, from dextrous low-level skills to high-level planning and reasoning. Recent pre-trained Large Language Models (LLMs) have shown remarkable reasoning ability in few-shot robotic planning. However, it remains challenging to ground LLMs in multimodal sensory input and continuous action output, while enabling a robot to interact with its environment and acquire novel information as its policies unfold. We develop a robot interaction scenario with a partially observable state, which necessitates a robot to decide on a range of epistemic actions in order to sample sensory information among multiple modalities, before being able to execute the task correctly. An interactive perception framework is therefore proposed with an LLM as its backbone, whose ability is exploited to instruct epistemic actions and to reason over the resulting multimodal sensations (vision, sound, haptics, proprioception), as well as to plan an entire task execution based on the interactively acquired information. Our study demonstrates that LLMs can provide high-level planning and reasoning skills and control interactive robot behavior in a multimodal environment, while multimodal modules with the context of the environmental state help ground the LLMs and extend their processing ability. The project website can be found at https://matcha-model.github.io{blue{https://matcha-model.github.io/}}.
Beyond Sight: Finetuning Generalist Robot Policies with Heterogeneous Sensors via Language Grounding
Interacting with the world is a multi-sensory experience: achieving effective general-purpose interaction requires making use of all available modalities -- including vision, touch, and audio -- to fill in gaps from partial observation. For example, when vision is occluded reaching into a bag, a robot should rely on its senses of touch and sound. However, state-of-the-art generalist robot policies are typically trained on large datasets to predict robot actions solely from visual and proprioceptive observations. In this work, we propose FuSe, a novel approach that enables finetuning visuomotor generalist policies on heterogeneous sensor modalities for which large datasets are not readily available by leveraging natural language as a common cross-modal grounding. We combine a multimodal contrastive loss with a sensory-grounded language generation loss to encode high-level semantics. In the context of robot manipulation, we show that FuSe enables performing challenging tasks that require reasoning jointly over modalities such as vision, touch, and sound in a zero-shot setting, such as multimodal prompting, compositional cross-modal prompting, and descriptions of objects it interacts with. We show that the same recipe is applicable to widely different generalist policies, including both diffusion-based generalist policies and large vision-language-action (VLA) models. Extensive experiments in the real world show that FuSeis able to increase success rates by over 20% compared to all considered baselines.
Towards a Unified Understanding of Robot Manipulation: A Comprehensive Survey
Embodied intelligence has witnessed remarkable progress in recent years, driven by advances in computer vision, natural language processing, and the rise of large-scale multimodal models. Among its core challenges, robot manipulation stands out as a fundamental yet intricate problem, requiring the seamless integration of perception, planning, and control to enable interaction within diverse and unstructured environments. This survey presents a comprehensive overview of robotic manipulation, encompassing foundational background, task-organized benchmarks and datasets, and a unified taxonomy of existing methods. We extend the classical division between high-level planning and low-level control by broadening high-level planning to include language, code, motion, affordance, and 3D representations, while introducing a new taxonomy of low-level learning-based control grounded in training paradigms such as input modeling, latent learning, and policy learning. Furthermore, we provide the first dedicated taxonomy of key bottlenecks, focusing on data collection, utilization, and generalization, and conclude with an extensive review of real-world applications. Compared with prior surveys, our work offers both a broader scope and deeper insight, serving as an accessible roadmap for newcomers and a structured reference for experienced researchers. All related resources, including research papers, open-source datasets, and projects, are curated for the community at https://github.com/BaiShuanghao/Awesome-Robotics-Manipulation.
Learning Object Compliance via Young's Modulus from Single Grasps with Camera-Based Tactile Sensors
Compliance is a useful parametrization of tactile information that humans often utilize in manipulation tasks. It can be used to inform low-level contact-rich actions or characterize objects at a high-level. In robotic manipulation, existing approaches to estimate compliance have struggled to generalize across object shape and material. Using camera-based tactile sensors, we present a novel approach to parametrize compliance through Young's modulus E. We evaluate our method over a novel dataset of 285 common objects, including a wide array of shapes and materials with Young's moduli ranging from 5.0 kPa to 250 GPa. Data is collected over automated parallel grasps of each object. Combining analytical and data-driven approaches, we develop a hybrid system using a multi-tower neural network to analyze a sequence of tactile images from grasping. This system is shown to estimate the Young's modulus of unseen objects within an order of magnitude at 74.2% accuracy across our dataset. This is a drastic improvement over a purely analytical baseline, which exhibits only 28.9% accuracy. Importantly, this estimation system performs irrespective of object geometry and demonstrates robustness across object materials. Thus, it could be applied in a general robotic manipulation setting to characterize unknown objects and inform decision-making, for instance to sort produce by ripeness.
Proprioceptive Learning with Soft Polyhedral Networks
Proprioception is the "sixth sense" that detects limb postures with motor neurons. It requires a natural integration between the musculoskeletal systems and sensory receptors, which is challenging among modern robots that aim for lightweight, adaptive, and sensitive designs at a low cost. Here, we present the Soft Polyhedral Network with an embedded vision for physical interactions, capable of adaptive kinesthesia and viscoelastic proprioception by learning kinetic features. This design enables passive adaptations to omni-directional interactions, visually captured by a miniature high-speed motion tracking system embedded inside for proprioceptive learning. The results show that the soft network can infer real-time 6D forces and torques with accuracies of 0.25/0.24/0.35 N and 0.025/0.034/0.006 Nm in dynamic interactions. We also incorporate viscoelasticity in proprioception during static adaptation by adding a creep and relaxation modifier to refine the predicted results. The proposed soft network combines simplicity in design, omni-adaptation, and proprioceptive sensing with high accuracy, making it a versatile solution for robotics at a low cost with more than 1 million use cycles for tasks such as sensitive and competitive grasping, and touch-based geometry reconstruction. This study offers new insights into vision-based proprioception for soft robots in adaptive grasping, soft manipulation, and human-robot interaction.
A Touch, Vision, and Language Dataset for Multimodal Alignment
Touch is an important sensing modality for humans, but it has not yet been incorporated into a multimodal generative language model. This is partially due to the difficulty of obtaining natural language labels for tactile data and the complexity of aligning tactile readings with both visual observations and language descriptions. As a step towards bridging that gap, this work introduces a new dataset of 44K in-the-wild vision-touch pairs, with English language labels annotated by humans (10%) and textual pseudo-labels from GPT-4V (90%). We use this dataset to train a vision-language-aligned tactile encoder for open-vocabulary classification and a touch-vision-language (TVL) model for text generation using the trained encoder. Results suggest that by incorporating touch, the TVL model improves (+29% classification accuracy) touch-vision-language alignment over existing models trained on any pair of those modalities. Although only a small fraction of the dataset is human-labeled, the TVL model demonstrates improved visual-tactile understanding over GPT-4V (+12%) and open-source vision-language models (+32%) on a new touch-vision understanding benchmark. Code and data: https://tactile-vlm.github.io.
Transferable Tactile Transformers for Representation Learning Across Diverse Sensors and Tasks
This paper presents T3: Transferable Tactile Transformers, a framework for tactile representation learning that scales across multi-sensors and multi-tasks. T3 is designed to overcome the contemporary issue that camera-based tactile sensing is extremely heterogeneous, i.e. sensors are built into different form factors, and existing datasets were collected for disparate tasks. T3 captures the shared latent information across different sensor-task pairings by constructing a shared trunk transformer with sensor-specific encoders and task-specific decoders. The pre-training of T3 utilizes a novel Foundation Tactile (FoTa) dataset, which is aggregated from several open-sourced datasets and it contains over 3 million data points gathered from 13 sensors and 11 tasks. FoTa is the largest and most diverse dataset in tactile sensing to date and it is made publicly available in a unified format. Across various sensors and tasks, experiments show that T3 pre-trained with FoTa achieved zero-shot transferability in certain sensor-task pairings, can be further fine-tuned with small amounts of domain-specific data, and its performance scales with bigger network sizes. T3 is also effective as a tactile encoder for long horizon contact-rich manipulation. Results from sub-millimeter multi-pin electronics insertion tasks show that T3 achieved a task success rate 25% higher than that of policies trained with tactile encoders trained from scratch, or 53% higher than without tactile sensing. Data, code, and model checkpoints are open-sourced at https://t3.alanz.info.
RobustDexGrasp: Robust Dexterous Grasping of General Objects from Single-view Perception
Robust grasping of various objects from single-view perception is fundamental for dexterous robots. Previous works often rely on fully observable objects, expert demonstrations, or static grasping poses, which restrict their generalization ability and adaptability to external disturbances. In this paper, we present a reinforcement-learning-based framework that enables zero-shot dynamic dexterous grasping of a wide range of unseen objects from single-view perception, while performing adaptive motions to external disturbances. We utilize a hand-centric object representation for shape feature extraction that emphasizes interaction-relevant local shapes, enhancing robustness to shape variance and uncertainty. To enable effective hand adaptation to disturbances with limited observations, we propose a mixed curriculum learning strategy, which first utilizes imitation learning to distill a policy trained with privileged real-time visual-tactile feedback, and gradually transfers to reinforcement learning to learn adaptive motions under disturbances caused by observation noises and dynamic randomization. Our experiments demonstrate strong generalization in grasping unseen objects with random poses, achieving success rates of 97.0% across 247,786 simulated objects and 94.6% across 512 real objects. We also demonstrate the robustness of our method to various disturbances, including unobserved object movement and external forces, through both quantitative and qualitative evaluations. Project Page: https://zdchan.github.io/Robust_DexGrasp/
AcTExplore: Active Tactile Exploration of Unknown Objects
Tactile exploration plays a crucial role in understanding object structures for fundamental robotics tasks such as grasping and manipulation. However, efficiently exploring such objects using tactile sensors is challenging, primarily due to the large-scale unknown environments and limited sensing coverage of these sensors. To this end, we present AcTExplore, an active tactile exploration method driven by reinforcement learning for object reconstruction at scales that automatically explores the object surfaces in a limited number of steps. Through sufficient exploration, our algorithm incrementally collects tactile data and reconstructs 3D shapes of the objects as well, which can serve as a representation for higher-level downstream tasks. Our method achieves an average of 95.97% IoU coverage on unseen YCB objects while just being trained on primitive shapes. Project Webpage: https://prg.cs.umd.edu/AcTExplore
ArrayBot: Reinforcement Learning for Generalizable Distributed Manipulation through Touch
We present ArrayBot, a distributed manipulation system consisting of a 16 times 16 array of vertically sliding pillars integrated with tactile sensors, which can simultaneously support, perceive, and manipulate the tabletop objects. Towards generalizable distributed manipulation, we leverage reinforcement learning (RL) algorithms for the automatic discovery of control policies. In the face of the massively redundant actions, we propose to reshape the action space by considering the spatially local action patch and the low-frequency actions in the frequency domain. With this reshaped action space, we train RL agents that can relocate diverse objects through tactile observations only. Surprisingly, we find that the discovered policy can not only generalize to unseen object shapes in the simulator but also transfer to the physical robot without any domain randomization. Leveraging the deployed policy, we present abundant real-world manipulation tasks, illustrating the vast potential of RL on ArrayBot for distributed manipulation.
Snap-it, Tap-it, Splat-it: Tactile-Informed 3D Gaussian Splatting for Reconstructing Challenging Surfaces
Touch and vision go hand in hand, mutually enhancing our ability to understand the world. From a research perspective, the problem of mixing touch and vision is underexplored and presents interesting challenges. To this end, we propose Tactile-Informed 3DGS, a novel approach that incorporates touch data (local depth maps) with multi-view vision data to achieve surface reconstruction and novel view synthesis. Our method optimises 3D Gaussian primitives to accurately model the object's geometry at points of contact. By creating a framework that decreases the transmittance at touch locations, we achieve a refined surface reconstruction, ensuring a uniformly smooth depth map. Touch is particularly useful when considering non-Lambertian objects (e.g. shiny or reflective surfaces) since contemporary methods tend to fail to reconstruct with fidelity specular highlights. By combining vision and tactile sensing, we achieve more accurate geometry reconstructions with fewer images than prior methods. We conduct evaluation on objects with glossy and reflective surfaces and demonstrate the effectiveness of our approach, offering significant improvements in reconstruction quality.
Autoencoding a Soft Touch to Learn Grasping from On-land to Underwater
Robots play a critical role as the physical agent of human operators in exploring the ocean. However, it remains challenging to grasp objects reliably while fully submerging under a highly pressurized aquatic environment with little visible light, mainly due to the fluidic interference on the tactile mechanics between the finger and object surfaces. This study investigates the transferability of grasping knowledge from on-land to underwater via a vision-based soft robotic finger that learns 6D forces and torques (FT) using a Supervised Variational Autoencoder (SVAE). A high-framerate camera captures the whole-body deformations while a soft robotic finger interacts with physical objects on-land and underwater. Results show that the trained SVAE model learned a series of latent representations of the soft mechanics transferrable from land to water, presenting a superior adaptation to the changing environments against commercial FT sensors. Soft, delicate, and reactive grasping enabled by tactile intelligence enhances the gripper's underwater interaction with improved reliability and robustness at a much-reduced cost, paving the path for learning-based intelligent grasping to support fundamental scientific discoveries in environmental and ocean research.
Large Language Models for Robotics: A Survey
The human ability to learn, generalize, and control complex manipulation tasks through multi-modality feedback suggests a unique capability, which we refer to as dexterity intelligence. Understanding and assessing this intelligence is a complex task. Amidst the swift progress and extensive proliferation of large language models (LLMs), their applications in the field of robotics have garnered increasing attention. LLMs possess the ability to process and generate natural language, facilitating efficient interaction and collaboration with robots. Researchers and engineers in the field of robotics have recognized the immense potential of LLMs in enhancing robot intelligence, human-robot interaction, and autonomy. Therefore, this comprehensive review aims to summarize the applications of LLMs in robotics, delving into their impact and contributions to key areas such as robot control, perception, decision-making, and path planning. We first provide an overview of the background and development of LLMs for robotics, followed by a description of the benefits of LLMs for robotics and recent advancements in robotics models based on LLMs. We then delve into the various techniques used in the model, including those employed in perception, decision-making, control, and interaction. Finally, we explore the applications of LLMs in robotics and some potential challenges they may face in the near future. Embodied intelligence is the future of intelligent science, and LLMs-based robotics is one of the promising but challenging paths to achieve this.
Cross-Embodiment Dexterous Grasping with Reinforcement Learning
Dexterous hands exhibit significant potential for complex real-world grasping tasks. While recent studies have primarily focused on learning policies for specific robotic hands, the development of a universal policy that controls diverse dexterous hands remains largely unexplored. In this work, we study the learning of cross-embodiment dexterous grasping policies using reinforcement learning (RL). Inspired by the capability of human hands to control various dexterous hands through teleoperation, we propose a universal action space based on the human hand's eigengrasps. The policy outputs eigengrasp actions that are then converted into specific joint actions for each robot hand through a retargeting mapping. We simplify the robot hand's proprioception to include only the positions of fingertips and the palm, offering a unified observation space across different robot hands. Our approach demonstrates an 80% success rate in grasping objects from the YCB dataset across four distinct embodiments using a single vision-based policy. Additionally, our policy exhibits zero-shot generalization to two previously unseen embodiments and significant improvement in efficient finetuning. For further details and videos, visit our project page https://sites.google.com/view/crossdex.
Learning Visually Guided Latent Actions for Assistive Teleoperation
It is challenging for humans -- particularly those living with physical disabilities -- to control high-dimensional, dexterous robots. Prior work explores learning embedding functions that map a human's low-dimensional inputs (e.g., via a joystick) to complex, high-dimensional robot actions for assistive teleoperation; however, a central problem is that there are many more high-dimensional actions than available low-dimensional inputs. To extract the correct action and maximally assist their human controller, robots must reason over their context: for example, pressing a joystick down when interacting with a coffee cup indicates a different action than when interacting with knife. In this work, we develop assistive robots that condition their latent embeddings on visual inputs. We explore a spectrum of visual encoders and show that incorporating object detectors pretrained on small amounts of cheap, easy-to-collect structured data enables i) accurately and robustly recognizing the current context and ii) generalizing control embeddings to new objects and tasks. In user studies with a high-dimensional physical robot arm, participants leverage this approach to perform new tasks with unseen objects. Our results indicate that structured visual representations improve few-shot performance and are subjectively preferred by users.
ManipLLM: Embodied Multimodal Large Language Model for Object-Centric Robotic Manipulation
Robot manipulation relies on accurately predicting contact points and end-effector directions to ensure successful operation. However, learning-based robot manipulation, trained on a limited category within a simulator, often struggles to achieve generalizability, especially when confronted with extensive categories. Therefore, we introduce an innovative approach for robot manipulation that leverages the robust reasoning capabilities of Multimodal Large Language Models (MLLMs) to enhance the stability and generalization of manipulation. By fine-tuning the injected adapters, we preserve the inherent common sense and reasoning ability of the MLLMs while equipping them with the ability for manipulation. The fundamental insight lies in the introduced fine-tuning paradigm, encompassing object category understanding, affordance prior reasoning, and object-centric pose prediction to stimulate the reasoning ability of MLLM in manipulation. During inference, our approach utilizes an RGB image and text prompt to predict the end effector's pose in chain of thoughts. After the initial contact is established, an active impedance adaptation policy is introduced to plan the upcoming waypoints in a closed-loop manner. Moreover, in real world, we design a test-time adaptation (TTA) strategy for manipulation to enable the model better adapt to the current real-world scene configuration. Experiments in simulator and real-world show the promising performance of ManipLLM. More details and demonstrations can be found at https://sites.google.com/view/manipllm.
Pinching Tactile Display: A Cloth that Changes Tactile Sensation by Electrostatic Adsorption
Haptic displays play an important role in enhancing the sense of presence in VR and telepresence. Displaying the tactile properties of fabrics has potential in the fashion industry, but there are difficulties in dynamically displaying different types of tactile sensations while maintaining their flexible properties. The vibrotactile stimulation of fabrics is an important element in the tactile properties of fabrics, as it greatly affects the way a garment feels when rubbed against the skin. To dynamically change the vibrotactile stimuli, many studies have used mechanical actuators. However, when combined with fabric, the soft properties of the fabric are compromised by the stiffness of the actuator. In addition, because the vibration generated by such actuators is applied to a single point, it is not possible to provide a uniform tactile sensation over the entire surface of the fabric, resulting in an uneven tactile sensation. In this study, we propose a Pinching Tactile Display: a conductive cloth that changes the tactile sensation by controlling electrostatic adsorption. By controlling the voltage and frequency applied to the conductive cloth, different tactile sensations can be dynamically generated. This makes it possible to create a tactile device in which tactile sensations are applied to the entire fabric while maintaining the thin and soft characteristics of the fabric. As a result, users could experiment with tactile sensations by picking up and rubbing the fabric in the same way they normally touch it. This mechanism has the potential for dynamic tactile transformation of soft materials.
VIRT: Vision Instructed Transformer for Robotic Manipulation
Robotic manipulation, owing to its multi-modal nature, often faces significant training ambiguity, necessitating explicit instructions to clearly delineate the manipulation details in tasks. In this work, we highlight that vision instruction is naturally more comprehensible to recent robotic policies than the commonly adopted text instruction, as these policies are born with some vision understanding ability like human infants. Building on this premise and drawing inspiration from cognitive science, we introduce the robotic imagery paradigm, which realizes large-scale robotic data pre-training without text annotations. Additionally, we propose the robotic gaze strategy that emulates the human eye gaze mechanism, thereby guiding subsequent actions and focusing the attention of the policy on the manipulated object. Leveraging these innovations, we develop VIRT, a fully Transformer-based policy. We design comprehensive tasks using both a physical robot and simulated environments to assess the efficacy of VIRT. The results indicate that VIRT can complete very competitive tasks like ``opening the lid of a tightly sealed bottle'', and the proposed techniques boost the success rates of the baseline policy on diverse challenging tasks from nearly 0% to more than 65%.
Interpretable Robot Control via Structured Behavior Trees and Large Language Models
As intelligent robots become more integrated into human environments, there is a growing need for intuitive and reliable Human-Robot Interaction (HRI) interfaces that are adaptable and more natural to interact with. Traditional robot control methods often require users to adapt to interfaces or memorize predefined commands, limiting usability in dynamic, unstructured environments. This paper presents a novel framework that bridges natural language understanding and robotic execution by combining Large Language Models (LLMs) with Behavior Trees. This integration enables robots to interpret natural language instructions given by users and translate them into executable actions by activating domain-specific plugins. The system supports scalable and modular integration, with a primary focus on perception-based functionalities, such as person tracking and hand gesture recognition. To evaluate the system, a series of real-world experiments was conducted across diverse environments. Experimental results demonstrate that the proposed approach is practical in real-world scenarios, with an average cognition-to-execution accuracy of approximately 94%, making a significant contribution to HRI systems and robots. The complete source code of the framework is publicly available at https://github.com/snt-arg/robot_suite.
Robotic Table Tennis: A Case Study into a High Speed Learning System
We present a deep-dive into a real-world robotic learning system that, in previous work, was shown to be capable of hundreds of table tennis rallies with a human and has the ability to precisely return the ball to desired targets. This system puts together a highly optimized perception subsystem, a high-speed low-latency robot controller, a simulation paradigm that can prevent damage in the real world and also train policies for zero-shot transfer, and automated real world environment resets that enable autonomous training and evaluation on physical robots. We complement a complete system description, including numerous design decisions that are typically not widely disseminated, with a collection of studies that clarify the importance of mitigating various sources of latency, accounting for training and deployment distribution shifts, robustness of the perception system, sensitivity to policy hyper-parameters, and choice of action space. A video demonstrating the components of the system and details of experimental results can be found at https://youtu.be/uFcnWjB42I0.
MResT: Multi-Resolution Sensing for Real-Time Control with Vision-Language Models
Leveraging sensing modalities across diverse spatial and temporal resolutions can improve performance of robotic manipulation tasks. Multi-spatial resolution sensing provides hierarchical information captured at different spatial scales and enables both coarse and precise motions. Simultaneously multi-temporal resolution sensing enables the agent to exhibit high reactivity and real-time control. In this work, we propose a framework, MResT (Multi-Resolution Transformer), for learning generalizable language-conditioned multi-task policies that utilize sensing at different spatial and temporal resolutions using networks of varying capacities to effectively perform real time control of precise and reactive tasks. We leverage off-the-shelf pretrained vision-language models to operate on low-frequency global features along with small non-pretrained models to adapt to high frequency local feedback. Through extensive experiments in 3 domains (coarse, precise and dynamic manipulation tasks), we show that our approach significantly improves (2X on average) over recent multi-task baselines. Further, our approach generalizes well to visual and geometric variations in target objects and to varying interaction forces.
MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World
Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.
Redefining Robot Generalization Through Interactive Intelligence
Recent advances in large-scale machine learning have produced high-capacity foundation models capable of adapting to a broad array of downstream tasks. While such models hold great promise for robotics, the prevailing paradigm still portrays robots as single, autonomous decision-makers, performing tasks like manipulation and navigation, with limited human involvement. However, a large class of real-world robotic systems, including wearable robotics (e.g., prostheses, orthoses, exoskeletons), teleoperation, and neural interfaces, are semiautonomous, and require ongoing interactive coordination with human partners, challenging single-agent assumptions. In this position paper, we argue that robot foundation models must evolve to an interactive multi-agent perspective in order to handle the complexities of real-time human-robot co-adaptation. We propose a generalizable, neuroscience-inspired architecture encompassing four modules: (1) a multimodal sensing module informed by sensorimotor integration principles, (2) an ad-hoc teamwork model reminiscent of joint-action frameworks in cognitive science, (3) a predictive world belief model grounded in internal model theories of motor control, and (4) a memory/feedback mechanism that echoes concepts of Hebbian and reinforcement-based plasticity. Although illustrated through the lens of cyborg systems, where wearable devices and human physiology are inseparably intertwined, the proposed framework is broadly applicable to robots operating in semi-autonomous or interactive contexts. By moving beyond single-agent designs, our position emphasizes how foundation models in robotics can achieve a more robust, personalized, and anticipatory level of performance.
Sim-to-Real Reinforcement Learning for Vision-Based Dexterous Manipulation on Humanoids
Reinforcement learning has delivered promising results in achieving human- or even superhuman-level capabilities across diverse problem domains, but success in dexterous robot manipulation remains limited. This work investigates the key challenges in applying reinforcement learning to solve a collection of contact-rich manipulation tasks on a humanoid embodiment. We introduce novel techniques to overcome the identified challenges with empirical validation. Our main contributions include an automated real-to-sim tuning module that brings the simulated environment closer to the real world, a generalized reward design scheme that simplifies reward engineering for long-horizon contact-rich manipulation tasks, a divide-and-conquer distillation process that improves the sample efficiency of hard-exploration problems while maintaining sim-to-real performance, and a mixture of sparse and dense object representations to bridge the sim-to-real perception gap. We show promising results on three humanoid dexterous manipulation tasks, with ablation studies on each technique. Our work presents a successful approach to learning humanoid dexterous manipulation using sim-to-real reinforcement learning, achieving robust generalization and high performance without the need for human demonstration.
MoDem-V2: Visuo-Motor World Models for Real-World Robot Manipulation
Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.
RoboDexVLM: Visual Language Model-Enabled Task Planning and Motion Control for Dexterous Robot Manipulation
This paper introduces RoboDexVLM, an innovative framework for robot task planning and grasp detection tailored for a collaborative manipulator equipped with a dexterous hand. Previous methods focus on simplified and limited manipulation tasks, which often neglect the complexities associated with grasping a diverse array of objects in a long-horizon manner. In contrast, our proposed framework utilizes a dexterous hand capable of grasping objects of varying shapes and sizes while executing tasks based on natural language commands. The proposed approach has the following core components: First, a robust task planner with a task-level recovery mechanism that leverages vision-language models (VLMs) is designed, which enables the system to interpret and execute open-vocabulary commands for long sequence tasks. Second, a language-guided dexterous grasp perception algorithm is presented based on robot kinematics and formal methods, tailored for zero-shot dexterous manipulation with diverse objects and commands. Comprehensive experimental results validate the effectiveness, adaptability, and robustness of RoboDexVLM in handling long-horizon scenarios and performing dexterous grasping. These results highlight the framework's ability to operate in complex environments, showcasing its potential for open-vocabulary dexterous manipulation. Our open-source project page can be found at https://henryhcliu.github.io/robodexvlm.
DEXOP: A Device for Robotic Transfer of Dexterous Human Manipulation
We introduce perioperation, a paradigm for robotic data collection that sensorizes and records human manipulation while maximizing the transferability of the data to real robots. We implement this paradigm in DEXOP, a passive hand exoskeleton designed to maximize human ability to collect rich sensory (vision + tactile) data for diverse dexterous manipulation tasks in natural environments. DEXOP mechanically connects human fingers to robot fingers, providing users with direct contact feedback (via proprioception) and mirrors the human hand pose to the passive robot hand to maximize the transfer of demonstrated skills to the robot. The force feedback and pose mirroring make task demonstrations more natural for humans compared to teleoperation, increasing both speed and accuracy. We evaluate DEXOP across a range of dexterous, contact-rich tasks, demonstrating its ability to collect high-quality demonstration data at scale. Policies learned with DEXOP data significantly improve task performance per unit time of data collection compared to teleoperation, making DEXOP a powerful tool for advancing robot dexterity. Our project page is at https://dex-op.github.io.
Look Closer: Bridging Egocentric and Third-Person Views with Transformers for Robotic Manipulation
Learning to solve precision-based manipulation tasks from visual feedback using Reinforcement Learning (RL) could drastically reduce the engineering efforts required by traditional robot systems. However, performing fine-grained motor control from visual inputs alone is challenging, especially with a static third-person camera as often used in previous work. We propose a setting for robotic manipulation in which the agent receives visual feedback from both a third-person camera and an egocentric camera mounted on the robot's wrist. While the third-person camera is static, the egocentric camera enables the robot to actively control its vision to aid in precise manipulation. To fuse visual information from both cameras effectively, we additionally propose to use Transformers with a cross-view attention mechanism that models spatial attention from one view to another (and vice-versa), and use the learned features as input to an RL policy. Our method improves learning over strong single-view and multi-view baselines, and successfully transfers to a set of challenging manipulation tasks on a real robot with uncalibrated cameras, no access to state information, and a high degree of task variability. In a hammer manipulation task, our method succeeds in 75% of trials versus 38% and 13% for multi-view and single-view baselines, respectively.
TactileNet: Bridging the Accessibility Gap with AI-Generated Tactile Graphics for Individuals with Vision Impairment
Tactile graphics are essential for providing access to visual information for the 43 million people globally living with vision loss. Traditional methods for creating these graphics are labor-intensive and cannot meet growing demand. We introduce TactileNet, the first comprehensive dataset and AI-driven framework for generating embossing-ready 2D tactile templates using text-to-image Stable Diffusion (SD) models. By integrating Low-Rank Adaptation (LoRA) and DreamBooth, our method fine-tunes SD models to produce high-fidelity, guideline-compliant graphics while reducing computational costs. Quantitative evaluations with tactile experts show 92.86% adherence to accessibility standards. Structural fidelity analysis revealed near-human design similarity, with an SSIM of 0.538 between generated graphics and expert-designed tactile images. Notably, our method preserves object silhouettes better than human designs (SSIM = 0.259 vs. 0.215 for binary masks), addressing a key limitation of manual tactile abstraction. The framework scales to 32,000 images (7,050 high-quality) across 66 classes, with prompt editing enabling customizable outputs (e.g., adding or removing details). By automating the 2D template generation step-compatible with standard embossing workflows-TactileNet accelerates production while preserving design flexibility. This work demonstrates how AI can augment (not replace) human expertise to bridge the accessibility gap in education and beyond. Code, data, and models will be publicly released to foster further research.
ManipVQA: Injecting Robotic Affordance and Physically Grounded Information into Multi-Modal Large Language Models
While the integration of Multi-modal Large Language Models (MLLMs) with robotic systems has significantly improved robots' ability to understand and execute natural language instructions, their performance in manipulation tasks remains limited due to a lack of robotics-specific knowledge. Conventional MLLMs are typically trained on generic image-text pairs, leaving them deficient in understanding affordances and physical concepts crucial for manipulation. To address this gap, we propose ManipVQA, a novel framework that infuses MLLMs with manipulation-centric knowledge through a Visual Question-Answering (VQA) format. This approach encompasses tool detection, affordance recognition, and a broader understanding of physical concepts. We curated a diverse dataset of images depicting interactive objects, to challenge robotic understanding in tool detection, affordance prediction, and physical concept comprehension. To effectively integrate this robotics-specific knowledge with the inherent vision-reasoning capabilities of MLLMs, we leverage a unified VQA format and devise a fine-tuning strategy. This strategy preserves the original vision-reasoning abilities while incorporating the newly acquired robotic insights. Empirical evaluations conducted in robotic simulators and across various vision task benchmarks demonstrate the robust performance of ManipVQA. The code and dataset are publicly available at https://github.com/SiyuanHuang95/ManipVQA.
REVERIE: Remote Embodied Visual Referring Expression in Real Indoor Environments
One of the long-term challenges of robotics is to enable robots to interact with humans in the visual world via natural language, as humans are visual animals that communicate through language. Overcoming this challenge requires the ability to perform a wide variety of complex tasks in response to multifarious instructions from humans. In the hope that it might drive progress towards more flexible and powerful human interactions with robots, we propose a dataset of varied and complex robot tasks, described in natural language, in terms of objects visible in a large set of real images. Given an instruction, success requires navigating through a previously-unseen environment to identify an object. This represents a practical challenge, but one that closely reflects one of the core visual problems in robotics. Several state-of-the-art vision-and-language navigation, and referring-expression models are tested to verify the difficulty of this new task, but none of them show promising results because there are many fundamental differences between our task and previous ones. A novel Interactive Navigator-Pointer model is also proposed that provides a strong baseline on the task. The proposed model especially achieves the best performance on the unseen test split, but still leaves substantial room for improvement compared to the human performance.
Open-World Object Manipulation using Pre-trained Vision-Language Models
For robots to follow instructions from people, they must be able to connect the rich semantic information in human vocabulary, e.g. "can you get me the pink stuffed whale?" to their sensory observations and actions. This brings up a notably difficult challenge for robots: while robot learning approaches allow robots to learn many different behaviors from first-hand experience, it is impractical for robots to have first-hand experiences that span all of this semantic information. We would like a robot's policy to be able to perceive and pick up the pink stuffed whale, even if it has never seen any data interacting with a stuffed whale before. Fortunately, static data on the internet has vast semantic information, and this information is captured in pre-trained vision-language models. In this paper, we study whether we can interface robot policies with these pre-trained models, with the aim of allowing robots to complete instructions involving object categories that the robot has never seen first-hand. We develop a simple approach, which we call Manipulation of Open-World Objects (MOO), which leverages a pre-trained vision-language model to extract object-identifying information from the language command and image, and conditions the robot policy on the current image, the instruction, and the extracted object information. In a variety of experiments on a real mobile manipulator, we find that MOO generalizes zero-shot to a wide range of novel object categories and environments. In addition, we show how MOO generalizes to other, non-language-based input modalities to specify the object of interest such as finger pointing, and how it can be further extended to enable open-world navigation and manipulation. The project's website and evaluation videos can be found at https://robot-moo.github.io/
Bi-LAT: Bilateral Control-Based Imitation Learning via Natural Language and Action Chunking with Transformers
We present Bi-LAT, a novel imitation learning framework that unifies bilateral control with natural language processing to achieve precise force modulation in robotic manipulation. Bi-LAT leverages joint position, velocity, and torque data from leader-follower teleoperation while also integrating visual and linguistic cues to dynamically adjust applied force. By encoding human instructions such as "softly grasp the cup" or "strongly twist the sponge" through a multimodal Transformer-based model, Bi-LAT learns to distinguish nuanced force requirements in real-world tasks. We demonstrate Bi-LAT's performance in (1) unimanual cup-stacking scenario where the robot accurately modulates grasp force based on language commands, and (2) bimanual sponge-twisting task that requires coordinated force control. Experimental results show that Bi-LAT effectively reproduces the instructed force levels, particularly when incorporating SigLIP among tested language encoders. Our findings demonstrate the potential of integrating natural language cues into imitation learning, paving the way for more intuitive and adaptive human-robot interaction. For additional material, please visit: https://mertcookimg.github.io/bi-lat/
RoboCook: Long-Horizon Elasto-Plastic Object Manipulation with Diverse Tools
Humans excel in complex long-horizon soft body manipulation tasks via flexible tool use: bread baking requires a knife to slice the dough and a rolling pin to flatten it. Often regarded as a hallmark of human cognition, tool use in autonomous robots remains limited due to challenges in understanding tool-object interactions. Here we develop an intelligent robotic system, RoboCook, which perceives, models, and manipulates elasto-plastic objects with various tools. RoboCook uses point cloud scene representations, models tool-object interactions with Graph Neural Networks (GNNs), and combines tool classification with self-supervised policy learning to devise manipulation plans. We demonstrate that from just 20 minutes of real-world interaction data per tool, a general-purpose robot arm can learn complex long-horizon soft object manipulation tasks, such as making dumplings and alphabet letter cookies. Extensive evaluations show that RoboCook substantially outperforms state-of-the-art approaches, exhibits robustness against severe external disturbances, and demonstrates adaptability to different materials.
Time is on my sight: scene graph filtering for dynamic environment perception in an LLM-driven robot
Robots are increasingly being used in dynamic environments like workplaces, hospitals, and homes. As a result, interactions with robots must be simple and intuitive, with robots perception adapting efficiently to human-induced changes. This paper presents a robot control architecture that addresses key challenges in human-robot interaction, with a particular focus on the dynamic creation and continuous update of the robot state representation. The architecture uses Large Language Models to integrate diverse information sources, including natural language commands, robotic skills representation, real-time dynamic semantic mapping of the perceived scene. This enables flexible and adaptive robotic behavior in complex, dynamic environments. Traditional robotic systems often rely on static, pre-programmed instructions and settings, limiting their adaptability to dynamic environments and real-time collaboration. In contrast, this architecture uses LLMs to interpret complex, high-level instructions and generate actionable plans that enhance human-robot collaboration. At its core, the system Perception Module generates and continuously updates a semantic scene graph using RGB-D sensor data, providing a detailed and structured representation of the environment. A particle filter is employed to ensure accurate object localization in dynamic, real-world settings. The Planner Module leverages this up-to-date semantic map to break down high-level tasks into sub-tasks and link them to robotic skills such as navigation, object manipulation (e.g., PICK and PLACE), and movement (e.g., GOTO). By combining real-time perception, state tracking, and LLM-driven communication and task planning, the architecture enhances adaptability, task efficiency, and human-robot collaboration in dynamic environments.
Vision in Action: Learning Active Perception from Human Demonstrations
We present Vision in Action (ViA), an active perception system for bimanual robot manipulation. ViA learns task-relevant active perceptual strategies (e.g., searching, tracking, and focusing) directly from human demonstrations. On the hardware side, ViA employs a simple yet effective 6-DoF robotic neck to enable flexible, human-like head movements. To capture human active perception strategies, we design a VR-based teleoperation interface that creates a shared observation space between the robot and the human operator. To mitigate VR motion sickness caused by latency in the robot's physical movements, the interface uses an intermediate 3D scene representation, enabling real-time view rendering on the operator side while asynchronously updating the scene with the robot's latest observations. Together, these design elements enable the learning of robust visuomotor policies for three complex, multi-stage bimanual manipulation tasks involving visual occlusions, significantly outperforming baseline systems.
iTeach: Interactive Teaching for Robot Perception using Mixed Reality
We introduce iTeach, a human-in-the-loop Mixed Reality (MR) system that enhances robot perception through interactive teaching. Our system enables users to visualize robot perception outputs such as object detection and segmentation results using a MR device. Therefore, users can inspect failures of perception models using the system on real robots. Moreover, iTeach facilitates real-time, informed data collection and annotation, where users can use hand gesture, eye gaze and voice commands to annotate images collected from robots. The annotated images can be used to fine-tune perception models to improve their accuracy and adaptability. The system continually improves perception models by collecting annotations of failed examples from users. When applied to object detection and unseen object instance segmentation (UOIS) tasks, iTeach demonstrates encouraging results in improving pre-trained vision models for these two tasks. These results highlight the potential of MR to make robotic perception systems more capable and adaptive in real-world environments. Project page at https://irvlutd.github.io/iTeach.
End-to-End Dexterous Arm-Hand VLA Policies via Shared Autonomy: VR Teleoperation Augmented by Autonomous Hand VLA Policy for Efficient Data Collection
Achieving human-like dexterous manipulation remains a major challenge for general-purpose robots. While Vision-Language-Action (VLA) models show potential in learning skills from demonstrations, their scalability is limited by scarce high-quality training data. Existing data collection methods face inherent constraints: manual teleoperation overloads human operators, while automated planning often produces unnatural motions. We propose a Shared Autonomy framework that divides control between macro and micro motions. A human operator guides the robot's arm pose through intuitive VR teleoperation, while an autonomous DexGrasp-VLA policy handles fine-grained hand control using real-time tactile and visual feedback. This division significantly reduces cognitive load and enables efficient collection of high-quality coordinated arm-hand demonstrations. Using this data, we train an end-to-end VLA policy enhanced with our novel Arm-Hand Feature Enhancement module, which captures both distinct and shared representations of macro and micro movements for more natural coordination. Our Corrective Teleoperation system enables continuous policy improvement through human-in-the-loop failure recovery. Experiments demonstrate that our framework generates high-quality data with minimal manpower and achieves a 90% success rate across diverse objects, including unseen instances. Comprehensive evaluations validate the system's effectiveness in developing dexterous manipulation capabilities.
Language Bootstrapping: Learning Word Meanings From Perception-Action Association
We address the problem of bootstrapping language acquisition for an artificial system similarly to what is observed in experiments with human infants. Our method works by associating meanings to words in manipulation tasks, as a robot interacts with objects and listens to verbal descriptions of the interactions. The model is based on an affordance network, i.e., a mapping between robot actions, robot perceptions, and the perceived effects of these actions upon objects. We extend the affordance model to incorporate spoken words, which allows us to ground the verbal symbols to the execution of actions and the perception of the environment. The model takes verbal descriptions of a task as the input and uses temporal co-occurrence to create links between speech utterances and the involved objects, actions, and effects. We show that the robot is able form useful word-to-meaning associations, even without considering grammatical structure in the learning process and in the presence of recognition errors. These word-to-meaning associations are embedded in the robot's own understanding of its actions. Thus, they can be directly used to instruct the robot to perform tasks and also allow to incorporate context in the speech recognition task. We believe that the encouraging results with our approach may afford robots with a capacity to acquire language descriptors in their operation's environment as well as to shed some light as to how this challenging process develops with human infants.
WALL-E: Embodied Robotic WAiter Load Lifting with Large Language Model
Enabling robots to understand language instructions and react accordingly to visual perception has been a long-standing goal in the robotics research community. Achieving this goal requires cutting-edge advances in natural language processing, computer vision, and robotics engineering. Thus, this paper mainly investigates the potential of integrating the most recent Large Language Models (LLMs) and existing visual grounding and robotic grasping system to enhance the effectiveness of the human-robot interaction. We introduce the WALL-E (Embodied Robotic WAiter load lifting with Large Language model) as an example of this integration. The system utilizes the LLM of ChatGPT to summarize the preference object of the users as a target instruction via the multi-round interactive dialogue. The target instruction is then forwarded to a visual grounding system for object pose and size estimation, following which the robot grasps the object accordingly. We deploy this LLM-empowered system on the physical robot to provide a more user-friendly interface for the instruction-guided grasping task. The further experimental results on various real-world scenarios demonstrated the feasibility and efficacy of our proposed framework. See the project website at: https://star-uu-wang.github.io/WALL-E/
ForceVLA: Enhancing VLA Models with a Force-aware MoE for Contact-rich Manipulation
Vision-Language-Action (VLA) models have advanced general-purpose robotic manipulation by leveraging pretrained visual and linguistic representations. However, they struggle with contact-rich tasks that require fine-grained control involving force, especially under visual occlusion or dynamic uncertainty. To address these limitations, we propose ForceVLA, a novel end-to-end manipulation framework that treats external force sensing as a first-class modality within VLA systems. ForceVLA introduces FVLMoE, a force-aware Mixture-of-Experts fusion module that dynamically integrates pretrained visual-language embeddings with real-time 6-axis force feedback during action decoding. This enables context-aware routing across modality-specific experts, enhancing the robot's ability to adapt to subtle contact dynamics. We also introduce ForceVLA-Data, a new dataset comprising synchronized vision, proprioception, and force-torque signals across five contact-rich manipulation tasks. ForceVLA improves average task success by 23.2\% over strong pi_0-based baselines, achieving up to 80\% success in tasks such as plug insertion. Our approach highlights the importance of multimodal integration for dexterous manipulation and sets a new benchmark for physically intelligent robotic control. Code and data will be released at https://sites.google.com/view/forcevla2025.
On Flange-based 3D Hand-Eye Calibration for Soft Robotic Tactile Welding
This paper investigates the direct application of standardized designs on the robot for conducting robot hand-eye calibration by employing 3D scanners with collaborative robots. The well-established geometric features of the robot flange are exploited by directly capturing its point cloud data. In particular, an iterative method is proposed to facilitate point cloud processing toward a refined calibration outcome. Several extensive experiments are conducted over a range of collaborative robots, including Universal Robots UR5 & UR10 e-series, Franka Emika, and AUBO i5 using an industrial-grade 3D scanner Photoneo Phoxi S & M and a commercial-grade 3D scanner Microsoft Azure Kinect DK. Experimental results show that translational and rotational errors converge efficiently to less than 0.28 mm and 0.25 degrees, respectively, achieving a hand-eye calibration accuracy as high as the camera's resolution, probing the hardware limit. A welding seam tracking system is presented, combining the flange-based calibration method with soft tactile sensing. The experiment results show that the system enables the robot to adjust its motion in real-time, ensuring consistent weld quality and paving the way for more efficient and adaptable manufacturing processes.
Affordance-Guided Reinforcement Learning via Visual Prompting
Robots equipped with reinforcement learning (RL) have the potential to learn a wide range of skills solely from a reward signal. However, obtaining a robust and dense reward signal for general manipulation tasks remains a challenge. Existing learning-based approaches require significant data, such as human demonstrations of success and failure, to learn task-specific reward functions. Recently, there is also a growing adoption of large multi-modal foundation models for robotics that can perform visual reasoning in physical contexts and generate coarse robot motions for manipulation tasks. Motivated by this range of capability, in this work, we present Keypoint-based Affordance Guidance for Improvements (KAGI), a method leveraging rewards shaped by vision-language models (VLMs) for autonomous RL. State-of-the-art VLMs have demonstrated impressive reasoning about affordances through keypoints in zero-shot, and we use these to define dense rewards that guide autonomous robotic learning. On real-world manipulation tasks specified by natural language descriptions, KAGI improves the sample efficiency of autonomous RL and enables successful task completion in 20K online fine-tuning steps. Additionally, we demonstrate the robustness of KAGI to reductions in the number of in-domain demonstrations used for pre-training, reaching similar performance in 35K online fine-tuning steps. Project website: https://sites.google.com/view/affordance-guided-rl
J-ORA: A Framework and Multimodal Dataset for Japanese Object Identification, Reference, Action Prediction in Robot Perception
We introduce J-ORA, a novel multimodal dataset that bridges the gap in robot perception by providing detailed object attribute annotations within Japanese human-robot dialogue scenarios. J-ORA is designed to support three critical perception tasks, object identification, reference resolution, and next-action prediction, by leveraging a comprehensive template of attributes (e.g., category, color, shape, size, material, and spatial relations). Extensive evaluations with both proprietary and open-source Vision Language Models (VLMs) reveal that incorporating detailed object attributes substantially improves multimodal perception performance compared to without object attributes. Despite the improvement, we find that there still exists a gap between proprietary and open-source VLMs. In addition, our analysis of object affordances demonstrates varying abilities in understanding object functionality and contextual relationships across different VLMs. These findings underscore the importance of rich, context-sensitive attribute annotations in advancing robot perception in dynamic environments. See project page at https://jatuhurrra.github.io/J-ORA/.
SAPIEN: A SimulAted Part-based Interactive ENvironment
Building home assistant robots has long been a pursuit for vision and robotics researchers. To achieve this task, a simulated environment with physically realistic simulation, sufficient articulated objects, and transferability to the real robot is indispensable. Existing environments achieve these requirements for robotics simulation with different levels of simplification and focus. We take one step further in constructing an environment that supports household tasks for training robot learning algorithm. Our work, SAPIEN, is a realistic and physics-rich simulated environment that hosts a large-scale set for articulated objects. Our SAPIEN enables various robotic vision and interaction tasks that require detailed part-level understanding.We evaluate state-of-the-art vision algorithms for part detection and motion attribute recognition as well as demonstrate robotic interaction tasks using heuristic approaches and reinforcement learning algorithms. We hope that our SAPIEN can open a lot of research directions yet to be explored, including learning cognition through interaction, part motion discovery, and construction of robotics-ready simulated game environment.
Empowering Large Language Models on Robotic Manipulation with Affordance Prompting
While large language models (LLMs) are successful in completing various language processing tasks, they easily fail to interact with the physical world by generating control sequences properly. We find that the main reason is that LLMs are not grounded in the physical world. Existing LLM-based approaches circumvent this problem by relying on additional pre-defined skills or pre-trained sub-policies, making it hard to adapt to new tasks. In contrast, we aim to address this problem and explore the possibility to prompt pre-trained LLMs to accomplish a series of robotic manipulation tasks in a training-free paradigm. Accordingly, we propose a framework called LLM+A(ffordance) where the LLM serves as both the sub-task planner (that generates high-level plans) and the motion controller (that generates low-level control sequences). To ground these plans and control sequences on the physical world, we develop the affordance prompting technique that stimulates the LLM to 1) predict the consequences of generated plans and 2) generate affordance values for relevant objects. Empirically, we evaluate the effectiveness of LLM+A in various language-conditioned robotic manipulation tasks, which show that our approach substantially improves performance by enhancing the feasibility of generated plans and control and can easily generalize to different environments.
What Matters to You? Towards Visual Representation Alignment for Robot Learning
When operating in service of people, robots need to optimize rewards aligned with end-user preferences. Since robots will rely on raw perceptual inputs like RGB images, their rewards will inevitably use visual representations. Recently there has been excitement in using representations from pre-trained visual models, but key to making these work in robotics is fine-tuning, which is typically done via proxy tasks like dynamics prediction or enforcing temporal cycle-consistency. However, all these proxy tasks bypass the human's input on what matters to them, exacerbating spurious correlations and ultimately leading to robot behaviors that are misaligned with user preferences. In this work, we propose that robots should leverage human feedback to align their visual representations with the end-user and disentangle what matters for the task. We propose Representation-Aligned Preference-based Learning (RAPL), a method for solving the visual representation alignment problem and visual reward learning problem through the lens of preference-based learning and optimal transport. Across experiments in X-MAGICAL and in robotic manipulation, we find that RAPL's reward consistently generates preferred robot behaviors with high sample efficiency, and shows strong zero-shot generalization when the visual representation is learned from a different embodiment than the robot's.
Evaluating Gesture Recognition in Virtual Reality
Human-Robot Interaction (HRI) has become increasingly important as robots are being integrated into various aspects of daily life. One key aspect of HRI is gesture recognition, which allows robots to interpret and respond to human gestures in real-time. Gesture recognition plays an important role in non-verbal communication in HRI. To this aim, there is ongoing research on how such non-verbal communication can strengthen verbal communication and improve the system's overall efficiency, thereby enhancing the user experience with the robot. However, several challenges need to be addressed in gesture recognition systems, which include data generation, transferability, scalability, generalizability, standardization, and lack of benchmarking of the gestural systems. In this preliminary paper, we want to address the challenges of data generation using virtual reality simulations and standardization issues by presenting gestures to some commands that can be used as a standard in ground robots.
Online Recognition of Incomplete Gesture Data to Interface Collaborative Robots
Online recognition of gestures is critical for intuitive human-robot interaction (HRI) and further push collaborative robotics into the market, making robots accessible to more people. The problem is that it is difficult to achieve accurate gesture recognition in real unstructured environments, often using distorted and incomplete multisensory data. This paper introduces an HRI framework to classify large vocabularies of interwoven static gestures (SGs) and dynamic gestures (DGs) captured with wearable sensors. DG features are obtained by applying data dimensionality reduction to raw data from sensors (resampling with cubic interpolation and principal component analysis). Experimental tests were conducted using the UC2017 hand gesture dataset with samples from eight different subjects. The classification models show an accuracy of 95.6% for a library of 24 SGs with a random forest and 99.3% for 10 DGs using artificial neural networks. These results compare equally or favorably with different commonly used classifiers. Long short-term memory deep networks achieved similar performance in online frame-by-frame classification using raw incomplete data, performing better in terms of accuracy than static models with specially crafted features, but worse in training and inference time. The recognized gestures are used to teleoperate a robot in a collaborative process that consists in preparing a breakfast meal.
Robots Pre-train Robots: Manipulation-Centric Robotic Representation from Large-Scale Robot Dataset
The pre-training of visual representations has enhanced the efficiency of robot learning. Due to the lack of large-scale in-domain robotic datasets, prior works utilize in-the-wild human videos to pre-train robotic visual representation. Despite their promising results, representations from human videos are inevitably subject to distribution shifts and lack the dynamics information crucial for task completion. We first evaluate various pre-trained representations in terms of their correlation to the downstream robotic manipulation tasks (i.e., manipulation centricity). Interestingly, we find that the "manipulation centricity" is a strong indicator of success rates when applied to downstream tasks. Drawing from these findings, we propose Manipulation Centric Representation (MCR), a foundation representation learning framework capturing both visual features and the dynamics information such as actions and proprioceptions of manipulation tasks to improve manipulation centricity. Specifically, we pre-train a visual encoder on the DROID robotic dataset and leverage motion-relevant data such as robot proprioceptive states and actions. We introduce a novel contrastive loss that aligns visual observations with the robot's proprioceptive state-action dynamics, combined with a behavior cloning (BC)-like actor loss to predict actions during pre-training, along with a time contrastive loss. Empirical results across 4 simulation domains with 20 tasks verify that MCR outperforms the strongest baseline method by 14.8%. Moreover, MCR boosts the performance of data-efficient learning with a UR5e arm on 3 real-world tasks by 76.9%. Project website: https://robots-pretrain-robots.github.io/.
Skills Made to Order: Efficient Acquisition of Robot Cooking Skills Guided by Multiple Forms of Internet Data
This study explores the utility of various internet data sources to select among a set of template robot behaviors to perform skills. Learning contact-rich skills involving tool use from internet data sources has typically been challenging due to the lack of physical information such as contact existence, location, areas, and force in this data. Prior works have generally used internet data and foundation models trained on this data to generate low-level robot behavior. We hypothesize that these data and models may be better suited to selecting among a set of basic robot behaviors to perform these contact-rich skills. We explore three methods of template selection: querying large language models, comparing video of robot execution to retrieved human video using features from a pretrained video encoder common in prior work, and performing the same comparison using features from an optic flow encoder trained on internet data. Our results show that LLMs are surprisingly capable template selectors despite their lack of visual information, optical flow encoding significantly outperforms video encoders trained with an order of magnitude more data, and important synergies exist between various forms of internet data for template selection. By exploiting these synergies, we create a template selector using multiple forms of internet data that achieves a 79\% success rate on a set of 16 different cooking skills involving tool-use.
ReKep: Spatio-Temporal Reasoning of Relational Keypoint Constraints for Robotic Manipulation
Representing robotic manipulation tasks as constraints that associate the robot and the environment is a promising way to encode desired robot behaviors. However, it remains unclear how to formulate the constraints such that they are 1) versatile to diverse tasks, 2) free of manual labeling, and 3) optimizable by off-the-shelf solvers to produce robot actions in real-time. In this work, we introduce Relational Keypoint Constraints (ReKep), a visually-grounded representation for constraints in robotic manipulation. Specifically, ReKep is expressed as Python functions mapping a set of 3D keypoints in the environment to a numerical cost. We demonstrate that by representing a manipulation task as a sequence of Relational Keypoint Constraints, we can employ a hierarchical optimization procedure to solve for robot actions (represented by a sequence of end-effector poses in SE(3)) with a perception-action loop at a real-time frequency. Furthermore, in order to circumvent the need for manual specification of ReKep for each new task, we devise an automated procedure that leverages large vision models and vision-language models to produce ReKep from free-form language instructions and RGB-D observations. We present system implementations on a wheeled single-arm platform and a stationary dual-arm platform that can perform a large variety of manipulation tasks, featuring multi-stage, in-the-wild, bimanual, and reactive behaviors, all without task-specific data or environment models. Website at https://rekep-robot.github.io/.
A Mobile Manipulation System for One-Shot Teaching of Complex Tasks in Homes
We describe a mobile manipulation hardware and software system capable of autonomously performing complex human-level tasks in real homes, after being taught the task with a single demonstration from a person in virtual reality. This is enabled by a highly capable mobile manipulation robot, whole-body task space hybrid position/force control, teaching of parameterized primitives linked to a robust learned dense visual embeddings representation of the scene, and a task graph of the taught behaviors. We demonstrate the robustness of the approach by presenting results for performing a variety of tasks, under different environmental conditions, in multiple real homes. Our approach achieves 85% overall success rate on three tasks that consist of an average of 45 behaviors each.
BEHAVIOR Robot Suite: Streamlining Real-World Whole-Body Manipulation for Everyday Household Activities
Real-world household tasks present significant challenges for mobile manipulation robots. An analysis of existing robotics benchmarks reveals that successful task performance hinges on three key whole-body control capabilities: bimanual coordination, stable and precise navigation, and extensive end-effector reachability. Achieving these capabilities requires careful hardware design, but the resulting system complexity further complicates visuomotor policy learning. To address these challenges, we introduce the BEHAVIOR Robot Suite (BRS), a comprehensive framework for whole-body manipulation in diverse household tasks. Built on a bimanual, wheeled robot with a 4-DoF torso, BRS integrates a cost-effective whole-body teleoperation interface for data collection and a novel algorithm for learning whole-body visuomotor policies. We evaluate BRS on five challenging household tasks that not only emphasize the three core capabilities but also introduce additional complexities, such as long-range navigation, interaction with articulated and deformable objects, and manipulation in confined spaces. We believe that BRS's integrated robotic embodiment, data collection interface, and learning framework mark a significant step toward enabling real-world whole-body manipulation for everyday household tasks. BRS is open-sourced at https://behavior-robot-suite.github.io/
Robot Learning with Sensorimotor Pre-training
We present a self-supervised sensorimotor pre-training approach for robotics. Our model, called RPT, is a Transformer that operates on sequences of sensorimotor tokens. Given a sequence of camera images, proprioceptive robot states, and past actions, we encode the interleaved sequence into tokens, mask out a random subset, and train a model to predict the masked-out content. We hypothesize that if the robot can predict the missing content it has acquired a good model of the physical world that can enable it to act. RPT is designed to operate on latent visual representations which makes prediction tractable, enables scaling to 10x larger models, and 10 Hz inference on a real robot. To evaluate our approach, we collect a dataset of 20,000 real-world trajectories over 9 months using a combination of motion planning and model-based grasping algorithms. We find that pre-training on this data consistently outperforms training from scratch, leads to 2x improvements in the block stacking task, and has favorable scaling properties.
RAM: Retrieval-Based Affordance Transfer for Generalizable Zero-Shot Robotic Manipulation
This work proposes a retrieve-and-transfer framework for zero-shot robotic manipulation, dubbed RAM, featuring generalizability across various objects, environments, and embodiments. Unlike existing approaches that learn manipulation from expensive in-domain demonstrations, RAM capitalizes on a retrieval-based affordance transfer paradigm to acquire versatile manipulation capabilities from abundant out-of-domain data. First, RAM extracts unified affordance at scale from diverse sources of demonstrations including robotic data, human-object interaction (HOI) data, and custom data to construct a comprehensive affordance memory. Then given a language instruction, RAM hierarchically retrieves the most similar demonstration from the affordance memory and transfers such out-of-domain 2D affordance to in-domain 3D executable affordance in a zero-shot and embodiment-agnostic manner. Extensive simulation and real-world evaluations demonstrate that our RAM consistently outperforms existing works in diverse daily tasks. Additionally, RAM shows significant potential for downstream applications such as automatic and efficient data collection, one-shot visual imitation, and LLM/VLM-integrated long-horizon manipulation. For more details, please check our website at https://yxkryptonite.github.io/RAM/.
Dexonomy: Synthesizing All Dexterous Grasp Types in a Grasp Taxonomy
Generalizable dexterous grasping with suitable grasp types is a fundamental skill for intelligent robots. Developing such skills requires a large-scale and high-quality dataset that covers numerous grasp types (i.e., at least those categorized by the GRASP taxonomy), but collecting such data is extremely challenging. Existing automatic grasp synthesis methods are often limited to specific grasp types or object categories, hindering scalability. This work proposes an efficient pipeline capable of synthesizing contact-rich, penetration-free, and physically plausible grasps for any grasp type, object, and articulated hand. Starting from a single human-annotated template for each hand and grasp type, our pipeline tackles the complicated synthesis problem with two stages: optimize the object to fit the hand template first, and then locally refine the hand to fit the object in simulation. To validate the synthesized grasps, we introduce a contact-aware control strategy that allows the hand to apply the appropriate force at each contact point to the object. Those validated grasps can also be used as new grasp templates to facilitate future synthesis. Experiments show that our method significantly outperforms previous type-unaware grasp synthesis baselines in simulation. Using our algorithm, we construct a dataset containing 10.7k objects and 9.5M grasps, covering 31 grasp types in the GRASP taxonomy. Finally, we train a type-conditional generative model that successfully performs the desired grasp type from single-view object point clouds, achieving an 82.3% success rate in real-world experiments. Project page: https://pku-epic.github.io/Dexonomy.
Creative Robot Tool Use with Large Language Models
Tool use is a hallmark of advanced intelligence, exemplified in both animal behavior and robotic capabilities. This paper investigates the feasibility of imbuing robots with the ability to creatively use tools in tasks that involve implicit physical constraints and long-term planning. Leveraging Large Language Models (LLMs), we develop RoboTool, a system that accepts natural language instructions and outputs executable code for controlling robots in both simulated and real-world environments. RoboTool incorporates four pivotal components: (i) an "Analyzer" that interprets natural language to discern key task-related concepts, (ii) a "Planner" that generates comprehensive strategies based on the language input and key concepts, (iii) a "Calculator" that computes parameters for each skill, and (iv) a "Coder" that translates these plans into executable Python code. Our results show that RoboTool can not only comprehend explicit or implicit physical constraints and environmental factors but also demonstrate creative tool use. Unlike traditional Task and Motion Planning (TAMP) methods that rely on explicit optimization, our LLM-based system offers a more flexible, efficient, and user-friendly solution for complex robotics tasks. Through extensive experiments, we validate that RoboTool is proficient in handling tasks that would otherwise be infeasible without the creative use of tools, thereby expanding the capabilities of robotic systems. Demos are available on our project page: https://creative-robotool.github.io/.
RoboMP^2: A Robotic Multimodal Perception-Planning Framework with Multimodal Large Language Models
Multimodal Large Language Models (MLLMs) have shown impressive reasoning abilities and general intelligence in various domains. It inspires researchers to train end-to-end MLLMs or utilize large models to generate policies with human-selected prompts for embodied agents. However, these methods exhibit limited generalization capabilities on unseen tasks or scenarios, and overlook the multimodal environment information which is critical for robots to make decisions. In this paper, we introduce a novel Robotic Multimodal Perception-Planning (RoboMP^2) framework for robotic manipulation which consists of a Goal-Conditioned Multimodal Preceptor (GCMP) and a Retrieval-Augmented Multimodal Planner (RAMP). Specially, GCMP captures environment states by employing a tailored MLLMs for embodied agents with the abilities of semantic reasoning and localization. RAMP utilizes coarse-to-fine retrieval method to find the k most-relevant policies as in-context demonstrations to enhance the planner. Extensive experiments demonstrate the superiority of RoboMP^2 on both VIMA benchmark and real-world tasks, with around 10% improvement over the baselines.
Eye, Robot: Learning to Look to Act with a BC-RL Perception-Action Loop
Humans do not passively observe the visual world -- we actively look in order to act. Motivated by this principle, we introduce EyeRobot, a robotic system with gaze behavior that emerges from the need to complete real-world tasks. We develop a mechanical eyeball that can freely rotate to observe its surroundings and train a gaze policy to control it using reinforcement learning. We accomplish this by first collecting teleoperated demonstrations paired with a 360 camera. This data is imported into a simulation environment that supports rendering arbitrary eyeball viewpoints, allowing episode rollouts of eye gaze on top of robot demonstrations. We then introduce a BC-RL loop to train the hand and eye jointly: the hand (BC) agent is trained from rendered eye observations, and the eye (RL) agent is rewarded when the hand produces correct action predictions. In this way, hand-eye coordination emerges as the eye looks towards regions which allow the hand to complete the task. EyeRobot implements a foveal-inspired policy architecture allowing high resolution with a small compute budget, which we find also leads to the emergence of more stable fixation as well as improved ability to track objects and ignore distractors. We evaluate EyeRobot on five panoramic workspace manipulation tasks requiring manipulation in an arc surrounding the robot arm. Our experiments suggest EyeRobot exhibits hand-eye coordination behaviors which effectively facilitate manipulation over large workspaces with a single camera. See project site for videos: https://www.eyerobot.net/
Hi Robot: Open-Ended Instruction Following with Hierarchical Vision-Language-Action Models
Generalist robots that can perform a range of different tasks in open-world settings must be able to not only reason about the steps needed to accomplish their goals, but also process complex instructions, prompts, and even feedback during task execution. Intricate instructions (e.g., "Could you make me a vegetarian sandwich?" or "I don't like that one") require not just the ability to physically perform the individual steps, but the ability to situate complex commands and feedback in the physical world. In this work, we describe a system that uses vision-language models in a hierarchical structure, first reasoning over complex prompts and user feedback to deduce the most appropriate next step to fulfill the task, and then performing that step with low-level actions. In contrast to direct instruction following methods that can fulfill simple commands ("pick up the cup"), our system can reason through complex prompts and incorporate situated feedback during task execution ("that's not trash"). We evaluate our system across three robotic platforms, including single-arm, dual-arm, and dual-arm mobile robots, demonstrating its ability to handle tasks such as cleaning messy tables, making sandwiches, and grocery shopping. Videos are available at https://www.pi.website/research/hirobot
A Survey on Robotics with Foundation Models: toward Embodied AI
While the exploration for embodied AI has spanned multiple decades, it remains a persistent challenge to endow agents with human-level intelligence, including perception, learning, reasoning, decision-making, control, and generalization capabilities, so that they can perform general-purpose tasks in open, unstructured, and dynamic environments. Recent advances in computer vision, natural language processing, and multi-modality learning have shown that the foundation models have superhuman capabilities for specific tasks. They not only provide a solid cornerstone for integrating basic modules into embodied AI systems but also shed light on how to scale up robot learning from a methodological perspective. This survey aims to provide a comprehensive and up-to-date overview of foundation models in robotics, focusing on autonomous manipulation and encompassing high-level planning and low-level control. Moreover, we showcase their commonly used datasets, simulators, and benchmarks. Importantly, we emphasize the critical challenges intrinsic to this field and delineate potential avenues for future research, contributing to advancing the frontier of academic and industrial discourse.
Robots Can Feel: LLM-based Framework for Robot Ethical Reasoning
This paper presents the development of a novel ethical reasoning framework for robots. "Robots Can Feel" is the first system for robots that utilizes a combination of logic and human-like emotion simulation to make decisions in morally complex situations akin to humans. The key feature of the approach is the management of the Emotion Weight Coefficient - a customizable parameter to assign the role of emotions in robot decision-making. The system aims to serve as a tool that can equip robots of any form and purpose with ethical behavior close to human standards. Besides the platform, the system is independent of the choice of the base model. During the evaluation, the system was tested on 8 top up-to-date LLMs (Large Language Models). This list included both commercial and open-source models developed by various companies and countries. The research demonstrated that regardless of the model choice, the Emotions Weight Coefficient influences the robot's decision similarly. According to ANOVA analysis, the use of different Emotion Weight Coefficients influenced the final decision in a range of situations, such as in a request for a dietary violation F(4, 35) = 11.2, p = 0.0001 and in an animal compassion situation F(4, 35) = 8.5441, p = 0.0001. A demonstration code repository is provided at: https://github.com/TemaLykov/robots_can_feel
Learning by Watching: A Review of Video-based Learning Approaches for Robot Manipulation
Robot learning of manipulation skills is hindered by the scarcity of diverse, unbiased datasets. While curated datasets can help, challenges remain in generalizability and real-world transfer. Meanwhile, large-scale "in-the-wild" video datasets have driven progress in computer vision through self-supervised techniques. Translating this to robotics, recent works have explored learning manipulation skills by passively watching abundant videos sourced online. Showing promising results, such video-based learning paradigms provide scalable supervision while reducing dataset bias. This survey reviews foundations such as video feature representation learning techniques, object affordance understanding, 3D hand/body modeling, and large-scale robot resources, as well as emerging techniques for acquiring robot manipulation skills from uncontrolled video demonstrations. We discuss how learning only from observing large-scale human videos can enhance generalization and sample efficiency for robotic manipulation. The survey summarizes video-based learning approaches, analyses their benefits over standard datasets, survey metrics, and benchmarks, and discusses open challenges and future directions in this nascent domain at the intersection of computer vision, natural language processing, and robot learning.
Robotic Fabric Flattening with Wrinkle Direction Detection
Deformable Object Manipulation (DOM) is an important field of research as it contributes to practical tasks such as automatic cloth handling, cable routing, surgical operation, etc. Perception is considered one of the major challenges in DOM due to the complex dynamics and high degree of freedom of deformable objects. In this paper, we develop a novel image-processing algorithm based on Gabor filters to extract useful features from cloth, and based on this, devise a strategy for cloth flattening tasks. We also evaluate the overall framework experimentally and compare it with three human operators. The results show that our algorithm can determine the direction of wrinkles on the cloth accurately in simulation as well as in real robot experiments. Furthermore, our dewrinkling strategy compares favorably to baseline methods. The experiment video is available on https://sites.google.com/view/robotic-fabric-flattening/home
ROSGPT_Vision: Commanding Robots Using Only Language Models' Prompts
In this paper, we argue that the next generation of robots can be commanded using only Language Models' prompts. Every prompt interrogates separately a specific Robotic Modality via its Modality Language Model (MLM). A central Task Modality mediates the whole communication to execute the robotic mission via a Large Language Model (LLM). This paper gives this new robotic design pattern the name of: Prompting Robotic Modalities (PRM). Moreover, this paper applies this PRM design pattern in building a new robotic framework named ROSGPT_Vision. ROSGPT_Vision allows the execution of a robotic task using only two prompts: a Visual and an LLM prompt. The Visual Prompt extracts, in natural language, the visual semantic features related to the task under consideration (Visual Robotic Modality). Meanwhile, the LLM Prompt regulates the robotic reaction to the visual description (Task Modality). The framework automates all the mechanisms behind these two prompts. The framework enables the robot to address complex real-world scenarios by processing visual data, making informed decisions, and carrying out actions automatically. The framework comprises one generic vision module and two independent ROS nodes. As a test application, we used ROSGPT_Vision to develop CarMate, which monitors the driver's distraction on the roads and makes real-time vocal notifications to the driver. We showed how ROSGPT_Vision significantly reduced the development cost compared to traditional methods. We demonstrated how to improve the quality of the application by optimizing the prompting strategies, without delving into technical details. ROSGPT_Vision is shared with the community (link: https://github.com/bilel-bj/ROSGPT_Vision) to advance robotic research in this direction and to build more robotic frameworks that implement the PRM design pattern and enables controlling robots using only prompts.
DexUMI: Using Human Hand as the Universal Manipulation Interface for Dexterous Manipulation
We present DexUMI - a data collection and policy learning framework that uses the human hand as the natural interface to transfer dexterous manipulation skills to various robot hands. DexUMI includes hardware and software adaptations to minimize the embodiment gap between the human hand and various robot hands. The hardware adaptation bridges the kinematics gap using a wearable hand exoskeleton. It allows direct haptic feedback in manipulation data collection and adapts human motion to feasible robot hand motion. The software adaptation bridges the visual gap by replacing the human hand in video data with high-fidelity robot hand inpainting. We demonstrate DexUMI's capabilities through comprehensive real-world experiments on two different dexterous robot hand hardware platforms, achieving an average task success rate of 86%.
Position: Olfaction Standardization is Essential for the Advancement of Embodied Artificial Intelligence
Despite extraordinary progress in artificial intelligence (AI), modern systems remain incomplete representations of human cognition. Vision, audition, and language have received disproportionate attention due to well-defined benchmarks, standardized datasets, and consensus-driven scientific foundations. In contrast, olfaction - a high-bandwidth, evolutionarily critical sense - has been largely overlooked. This omission presents a foundational gap in the construction of truly embodied and ethically aligned super-human intelligence. We argue that the exclusion of olfactory perception from AI architectures is not due to irrelevance but to structural challenges: unresolved scientific theories of smell, heterogeneous sensor technologies, lack of standardized olfactory datasets, absence of AI-oriented benchmarks, and difficulty in evaluating sub-perceptual signal processing. These obstacles have hindered the development of machine olfaction despite its tight coupling with memory, emotion, and contextual reasoning in biological systems. In this position paper, we assert that meaningful progress toward general and embodied intelligence requires serious investment in olfactory research by the AI community. We call for cross-disciplinary collaboration - spanning neuroscience, robotics, machine learning, and ethics - to formalize olfactory benchmarks, develop multimodal datasets, and define the sensory capabilities necessary for machines to understand, navigate, and act within human environments. Recognizing olfaction as a core modality is essential not only for scientific completeness, but for building AI systems that are ethically grounded in the full scope of the human experience.
Learning Vision-Guided Quadrupedal Locomotion End-to-End with Cross-Modal Transformers
We propose to address quadrupedal locomotion tasks using Reinforcement Learning (RL) with a Transformer-based model that learns to combine proprioceptive information and high-dimensional depth sensor inputs. While learning-based locomotion has made great advances using RL, most methods still rely on domain randomization for training blind agents that generalize to challenging terrains. Our key insight is that proprioceptive states only offer contact measurements for immediate reaction, whereas an agent equipped with visual sensory observations can learn to proactively maneuver environments with obstacles and uneven terrain by anticipating changes in the environment many steps ahead. In this paper, we introduce LocoTransformer, an end-to-end RL method that leverages both proprioceptive states and visual observations for locomotion control. We evaluate our method in challenging simulated environments with different obstacles and uneven terrain. We transfer our learned policy from simulation to a real robot by running it indoors and in the wild with unseen obstacles and terrain. Our method not only significantly improves over baselines, but also achieves far better generalization performance, especially when transferred to the real robot. Our project page with videos is at https://rchalyang.github.io/LocoTransformer/ .
T-DOM: A Taxonomy for Robotic Manipulation of Deformable Objects
Robotic grasp and manipulation taxonomies, inspired by observing human manipulation strategies, can provide key guidance for tasks ranging from robotic gripper design to the development of manipulation algorithms. The existing grasp and manipulation taxonomies, however, often assume object rigidity, which limits their ability to reason about the complex interactions in the robotic manipulation of deformable objects. Hence, to assist in tasks involving deformable objects, taxonomies need to capture more comprehensively the interactions inherent in deformable object manipulation. To this end, we introduce T-DOM, a taxonomy that analyses key aspects involved in the manipulation of deformable objects, such as robot motion, forces, prehensile and non-prehensile interactions and, for the first time, a detailed classification of object deformations. To evaluate T-DOM, we curate a dataset of ten tasks involving a variety of deformable objects, such as garments, ropes, and surgical gloves, as well as diverse types of deformations. We analyse the proposed tasks comparing the T-DOM taxonomy with previous well established manipulation taxonomies. Our analysis demonstrates that T-DOM can effectively distinguish between manipulation skills that were not identified in other taxonomies, across different deformable objects and manipulation actions, offering new categories to characterize a skill. The proposed taxonomy significantly extends past work, providing a more fine-grained classification that can be used to describe the robotic manipulation of deformable objects. This work establishes a foundation for advancing deformable object manipulation, bridging theoretical understanding and practical implementation in robotic systems.
Large Language Models for Robotics: Opportunities, Challenges, and Perspectives
Large language models (LLMs) have undergone significant expansion and have been increasingly integrated across various domains. Notably, in the realm of robot task planning, LLMs harness their advanced reasoning and language comprehension capabilities to formulate precise and efficient action plans based on natural language instructions. However, for embodied tasks, where robots interact with complex environments, text-only LLMs often face challenges due to a lack of compatibility with robotic visual perception. This study provides a comprehensive overview of the emerging integration of LLMs and multimodal LLMs into various robotic tasks. Additionally, we propose a framework that utilizes multimodal GPT-4V to enhance embodied task planning through the combination of natural language instructions and robot visual perceptions. Our results, based on diverse datasets, indicate that GPT-4V effectively enhances robot performance in embodied tasks. This extensive survey and evaluation of LLMs and multimodal LLMs across a variety of robotic tasks enriches the understanding of LLM-centric embodied intelligence and provides forward-looking insights toward bridging the gap in Human-Robot-Environment interaction.
Agent AI: Surveying the Horizons of Multimodal Interaction
Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.
Dexterous Teleoperation of 20-DoF ByteDexter Hand via Human Motion Retargeting
Replicating human--level dexterity remains a fundamental robotics challenge, requiring integrated solutions from mechatronic design to the control of high degree--of--freedom (DoF) robotic hands. While imitation learning shows promise in transferring human dexterity to robots, the efficacy of trained policies relies on the quality of human demonstration data. We bridge this gap with a hand--arm teleoperation system featuring: (1) a 20--DoF linkage--driven anthropomorphic robotic hand for biomimetic dexterity, and (2) an optimization--based motion retargeting for real--time, high--fidelity reproduction of intricate human hand motions and seamless hand--arm coordination. We validate the system via extensive empirical evaluations, including dexterous in-hand manipulation tasks and a long--horizon task requiring the organization of a cluttered makeup table randomly populated with nine objects. Experimental results demonstrate its intuitive teleoperation interface with real--time control and the ability to generate high--quality demonstration data. Please refer to the accompanying video for further details.
Instruct2Act: Mapping Multi-modality Instructions to Robotic Actions with Large Language Model
Foundation models have made significant strides in various applications, including text-to-image generation, panoptic segmentation, and natural language processing. This paper presents Instruct2Act, a framework that utilizes Large Language Models to map multi-modal instructions to sequential actions for robotic manipulation tasks. Specifically, Instruct2Act employs the LLM model to generate Python programs that constitute a comprehensive perception, planning, and action loop for robotic tasks. In the perception section, pre-defined APIs are used to access multiple foundation models where the Segment Anything Model (SAM) accurately locates candidate objects, and CLIP classifies them. In this way, the framework leverages the expertise of foundation models and robotic abilities to convert complex high-level instructions into precise policy codes. Our approach is adjustable and flexible in accommodating various instruction modalities and input types and catering to specific task demands. We validated the practicality and efficiency of our approach by assessing it on robotic tasks in different scenarios within tabletop manipulation domains. Furthermore, our zero-shot method outperformed many state-of-the-art learning-based policies in several tasks. The code for our proposed approach is available at https://github.com/OpenGVLab/Instruct2Act, serving as a robust benchmark for high-level robotic instruction tasks with assorted modality inputs.
