Abstract:Vision-Language-Action (VLA) models pre-trained on massive video-robot datasets have revolutionized robotic manipulation, yet their multi-billion parameter architectures impose prohibitive computational burdens during downstream fine-tuning and real-time inference. In this work, we reveal a highly non-trivial architectural characteristic of these continuous control foundation policies (e.g., pi_0, GR00T-N1.5): despite being trained on diverse physical trajectories, they exhibit severe layer-wise representational redundancy. To exploit this, we introduce a structural compression pipeline that is entirely training-free, bypassing the need of existing methods to load full-scale models to learn optimized token reductions or dynamic layer selectors. Instead, using only a single forward pass via Centered Kernel Alignment to identify redundant layer features, we remove twin layers to permanently compress the model depth by up to 50% across both the VLM backbone and the continuous control policy head. Downstream fine-tuning of this streamlined architecture yields a dual acceleration benefit: a 40-50% reduction in training time and up to 30% faster real-time inference, while matching or exceeding full-scale base model performance. We comprehensively validate our method across three simulation benchmarks (LIBERO, RoboCasa, SimplerEnv) and 10 diverse real-world manipulation tasks across 4 unique robotic embodiments. These results prove that advanced VLAs require significantly fewer layers than previously assumed, offering a highly compute-efficient paradigm for scalable robot learning.
Abstract:For residual learning that refines existing behavior, sample efficiency depends on two things: how much information each rollout returns, and how efficiently the learner uses that information. Reinforcement learning's standard scalar reward carries far less information than the directional task error that defines the task. Random exploration further discards whatever information each rollout returns. Through residual learning with directional task-error supervision and a task error model that drives sample selection, we achieve stable three-, four-, and five-ball juggling on anthropomorphic Barrett WAM arms. Despite planning and controlling through a simple, idealized stack, the system converges from the second attempt. The first attempt drops, after which task error decreases monotonically without further failures. In comparison, five-ball juggling typically takes humans years of practice. We compare residual learners across two ternary axes, the directional information in the learning feedback and the commitment of the analytic prior, spanning Newton-style Jacobian updates, Composite Bayesian Optimization, and stochastic search methods. Both axes prove necessary: neither directional feedback nor an informative prior suffices alone, and the simplest method that combines them, a fixed-Jacobian Newton update, is the most reliable. The learned residual tolerates substantial prior misalignment and degraded joint tracking, affecting mainly convergence speed. The bottleneck for residual learning on real robots is therefore the information content of the supervision signal and how the learner uses it, not the accuracy of the surrounding stack. Video documentation of all experiments is available at https://kai-ploeger.com/residual-juggling.
Abstract:Enabling humanoid robots to operate in complex, dynamic environments remains a critical challenge, fundamentally limited by the ability to navigate robustly, safely, and accurately. While reinforcement learning with velocity-commanded policies has achieved remarkable robustness in humanoid locomotion, this approach lacks explicit control of the foothold placement, leading to unsafe behavior, such as stepping onto human feet, or imprecise navigation, hindering the following manipulation task. Conversely, explicit foothold-tracking policies offer a promising alternative by directly being commanded with target foot poses. However, existing approaches are often limited by unrealistic state assumptions, compromising real-world deployment, or they are part of staged pipelines, making them tied to specific downstream tasks. In this work, we introduce a novel, lightweight framework for training general-purpose 3D foothold-tracking policies. By dynamically providing footstep support through a goal sampler, this method enables the learned policy to be agnostic to specific terrains. Our new target representation effectively mitigates challenges arising in the real world, such as noisy and inaccurate pose estimation and foot contact estimation. Designed for direct real-world transfer, our policy acts as a standalone low-level controller that can be seamlessly paired with various high-level foothold generators. We demonstrate the effectiveness of our framework through extensive experiments in simulation and in the real world. By coupling our policy with different upstream planners, we achieve natural and accurate locomotion in challenging settings, paving the way for loco-manipulation tasks in complex environments.
Abstract:Touch sensing is beneficial for solving a wide variety of manipulation tasks. While there exists a wide range of tactile sensors with different properties, exploiting the fusion of multiple heterogeneous tactile sensors to improve manipulation learning remains underexplored. We present Multi-Resolution Tactile Sensing (MiTaS), a representation framework that leverages multiple tactile sensors operating at different temporal resolutions in order to solve complex contact-rich manipulation tasks. We propose a novel architecture using modality-specific convolutional stems and transformer-based fusion that effectively fuses information from an RGB camera stream, a vision-based GelSight Mini sensor and a high-frequency event-based Evetac sensor. This multi-sensor representation then conditions a flow-matching policy for solving downstream tasks. Experimental results across five contact-rich manipulation tasks demonstrate the effectiveness of multi-resolution tactile features in imitation learning. MiTaS achieves an average success rate of 80 %, while vision-only (31 %) and visual-tactile (54 %) baselines cannot solve the task reliably. Co-training a visuo-tactile model with multi-tactile data boosts performance by over 10 \% in certain tasks, without having access to the Evetac sensor during policy evaluation. A detailed sensor-reading and attention analysis reveals the importance of different sensors throughout task execution, validating our multi-resolution tactile sensing approach. Project Page: http://mitas-touch.github.io.
Abstract:Generalist robot intelligence is often framed as a policy-scaling problem: collect more robot demonstrations, train larger Vision-Language-Action (VLA) models, and expect broader generalisation. In this position paper, we argue that this framing is incomplete. The central bottleneck is not only policy learning, but the absence of mechanisms that convert the world's abundant unstructured behavioural data into grounded robot supervision. Human motion, internet video, simulation rollouts, and interactive demonstrations contain rich information about tasks, goals, contacts, failures, and physical constraints, yet most of this information is not directly usable by robot policies because it lacks embodiment-specific action labels, task semantics, and reward structure. We identify four missing components for the next generation of robotics: data interfaces for autolabelling unstructured behaviour, embodiment interfaces for retargeting human motion to robot actions, world-model interfaces for physics-grounded 3D reasoning, and reward interfaces for inferring task progress and success from video and language. We survey recent progress in robot foundation models, cross-embodiment datasets, learning from video, world models, and reward modelling, and propose a research agenda for building robotics systems that can learn not only from robot demonstrations, but from the broader physical world.
Abstract:Distilling expert demonstration data into large generative models using behavioral cloning is a scalable approach to learning capable policies for robotic control, particularly for dexterous manipulation. Reinforcement learning (RL) can be used as a means to finetune these policies further using additional experience. An open question is whether RL is more sample-efficient than collecting more human demonstrations. Prior work has finetuned large pretrained policies in a scalable fashion by applying RL to a smaller residual policy that corrects the pretrained model. However, for the typical sparse reward tasks, RL algorithms can struggle to optimize the behavior in a sample-efficient manner. We explore inverse reinforcement learning, where a dense reward function is learned from expert demonstrations, potentially reducing the challenge of RL finetuning. We specifically consider coherent imitation learning, an IRL method that facilitates improvement of the BC policy through using a specific reward formulation with theoretical guarantees. We show that our IRL method maintains or improves the performance of pi-0.5 on all six sparse manipulation tasks and achieves a $\geq 90\%$ success rate on five out of six complex manipulation tasks, outperforming RL-based baselines using sparse rewards. By ensuring our initial pretrained finetuning policy is optimal for our initial reward and critic, our method circumvents the initial drop commonly seen in RL finetuning and enables faster improvement.
Abstract:We propose to turn generalist multi-embodiment value functions into reusable models for robot design. Instead of running a new reinforcement learning co-design loop for each robot, we first train an embodiment-aware policy and value function across many robot designs. After training, the frozen value function is used as a differentiable surrogate to optimize candidate embodiments through value gradients. We evaluate our approach across different robot design settings, from perturbed single robots to held-out robots across morphology classes, with single models trained on up to 50 robots and design spaces of over 1100 continuous embodiment parameters. Beyond optimizing complete embodiments, we show that value gradients can identify performance-limiting design and control parameters, enabling both the optimization and the analysis of new robot designs.
Abstract:Reinforcement learning has shown promising results for optimizing the control of industrial energy systems, yet most existing studies remain limited to the application in simulation environments. We investigate the challenges of deploying reinforcement learning in a real-world industrial energy system, considering a thermal heating network as a use case. We formulate the task as a Markov Decision Process and systematically analyze the associated challenges along the structure of the formal description, including partial observability, action space design, reward design, and the simulation-to-reality gap. The challenges are grounded in an existing real-world deployment, where reinforcement learning achieves operational stability but shows a significant performance gap compared to simulation.
Abstract:Streaming reinforcement learning has emerged as an online learning paradigm that conforms to the restrictions of natural learning agents that process data incrementally, i.e. with a batch size of 1 and no replay buffer. While streaming RL has recently been shown to scale with deep function approximation with full observability, partially observable settings have remained out of reach. Truncated backpropagation through time collapses to a one-step gradient horizon under the streaming setting, and exact real-time recurrent learning is prohibitively expensive. We close this gap using recurrent trace units, a diagonal recurrent architecture that enables exact RTRL with linear time and memory complexity in the parameter count, and show that they integrate cleanly into existing streaming algorithms across both discrete and continuous control. On a MemoryChain diagnostic with chain lengths from 2 to 128, our method sustains performance where streaming TBPTT(1) baselines using feedforward, GRU, and RTU networks collapse. On five POPGym tasks and on partially observable MuJoCo continuous control, the streaming approach is competitive with batched PPO on POPGym and recovers a substantial fraction of batched performance on masked MuJoCo, despite using no replay buffer or batched updates.
Abstract:For reinforcement learning in the real world online exploration is expensive A common practice in robotic reinforcement learning is to incorporate additional data to improve sample efficiency Expert demonstration data is often crucial for solving hard exploration tasks with sparse rewards While prior data is used to augment experience and pretrain models we show that the design of existing algorithms fails to achieve the sample efficiency that is possible in this setting due to a failure to use pretrained policies effectively We propose XQCfD which extends the sample-efficient XQC actor-critic to learn from demonstrations using augmented replay buffers pretrained policies and stationary policy architectures designed to avoid rapidly unlearning the strong initial policy like prior works We show our stationary network architecture enables policy improvement out-of-distribution better than standard network architectures due to its higher entropy predictions XQCfD achieves state of the art performance across a range of complex manipulation tasks with sparse rewards from the popular Adroit Robomimic and MimicGen benchmarks -- notably with a low update-to-data ratio and no ensemble networks