Imitation learning is a framework for learning a behavior policy from demonstrations. Usually, demonstrations are presented in the form of state-action trajectories, with each pair indicating the action to take at the state being visited. In order to learn the behavior policy, the demonstrated actions are usually utilized in two ways. The first, known as Behavior Cloning (BC), treats the action as the target label for each state, and then learns a generalized mapping from states to actions in a supervised manner. Another way, known as Inverse Reinforcement Learning (IRL), views the demonstrated actions as a sequence of decisions, and aims at finding a reward/cost function under which the demonstrated decisions are optimal.
Adversarial imitation learning (AIL) achieves high-quality imitation by mitigating compounding errors in behavioral cloning (BC), but often exhibits training instability due to adversarial optimization. To avoid this issue, a class of non-adversarial Q-based imitation learning (IL) methods, represented by IQ-Learn, has emerged and is widely believed to outperform BC by leveraging online environment interactions. However, this paper revisits IQ-Learn and demonstrates that it provably reduces to BC and suffers from an imitation gap lower bound with quadratic dependence on horizon, therefore still suffering from compounding errors. Theoretical analysis reveals that, despite using online interactions, IQ-Learn uniformly suppresses the Q-values for all actions on states uncovered by demonstrations, thereby failing to generalize. To address this limitation, we introduce a primal-dual framework for distribution matching, yielding a new Q-based IL method, Dual Q-DM. The key mechanism in Dual Q-DM is incorporating Bellman constraints to propagate high Q-values from visited states to unvisited ones, thereby achieving generalization beyond demonstrations. We prove that Dual Q-DM is equivalent to AIL and can recover expert actions beyond demonstrations, thereby mitigating compounding errors. To the best of our knowledge, Dual Q-DM is the first non-adversarial IL method that is theoretically guaranteed to eliminate compounding errors. Experimental results further corroborate our theoretical results.
Embodied Visual Tracking (EVT), a core dynamic task in embodied intelligence, requires an agent to precisely follow a language-specified target. Yet most existing methods rely on single-agent imitation learning, suffering from costly expert data and limited generalization due to static training environments. Inspired by competition-driven capability evolution, we propose CoMaTrack, a competitive game-theoretic multi-agent reinforcement learning framework that trains agents in a dynamic adversarial setting with competitive subtasks, yielding stronger adaptive planning and interference-resilient strategies. We further introduce CoMaTrack-Bench, the first benchmark for competitive EVT, featuring game scenarios between a tracker and adaptive opponents across diverse environments and instructions, enabling standardized robustness evaluation under active adversarial interactions. Experiments show that CoMaTrack achieves state-of-the-art results on both standard benchmarks and CoMaTrack-Bench. Notably, a 3B VLM trained with our framework surpasses previous single-agent imitation learning methods based on 7B models on the challenging EVT-Bench, achieving 92.1% in STT, 74.2% in DT, and 57.5% in AT. The benchmark code will be available at https://github.com/wlqcode/CoMaTrack-Bench
Vision-Language-Action (VLA) models show promise for robotic control, yet performance in complex household environments remains sub-optimal. Mobile manipulation requires reasoning about global scene layout, fine-grained geometry, and high-dimensional continuous actions, making standard imitation learning insufficient. We introduce a framework for learning spatially-grounded VLA models that strengthens perception and representation through auxiliary task co-training and multi-modal input enhancement. Our method addresses the challenge of controlling a 13-dimensional action space involving coordinated base motion, arm articulation, and gripper actuation. To enrich spatial understanding, the model incorporates multi-view RGB observations, depth cues, and short temporal history, providing perspectives of both global scene structure and local manipulation context. To improve representation quality, we co-train auxiliary decoders that reconstruct interpretable intermediate signals - including global robot position, joint configurations, grasp affordances, target-object relative pose, and segmentation masks - from shared visual-language features. These objectives provide dense supervision that encourages the backbone to develop spatially grounded, manipulation-aware latent representations. Through extensive evaluation on home rearrangement tasks, our approach achieves consistent improvements across picking, placing, opening, and closing operations, substantially outperforming direct imitation learning. Our findings suggest that spatial grounding through auxiliary and multi-modal learning provides a strong direction for scaling VLA models toward general-purpose domestic robots.
Robotic grinding is widely used for shaping workpieces in manufacturing, but it remains difficult to automate this process efficiently. In particular, efficiently grinding workpieces of different shapes and material hardness is challenging because removal resistance varies with local contact conditions. Moreover, it is difficult to achieve accurate estimation of removal resistance and analytical modeling of shape transition, and learning-based approaches often require large amounts of training data to cover diverse processing conditions. To address these challenges, we decompose robotic grinding into two components: removal-shape planning and contact-force adaptation. Based on this formulation, we propose DecompGrind, a framework that combines Global Cutting-Surface Planning (GCSP) and Local Contact-Force Adaptation (LCFA). GCSP determines removal shapes through geometric analysis of the current and target shapes without learning, while LCFA learns a contact-force adaptation policy using bilateral control-based imitation learning during the grinding of each removal shape. This decomposition restricts learning to local contact-force adaptation, allowing the policy to be learned from a small number of demonstrations, while handling global shape transition geometrically. Experiments using a robotic grinding system and 3D-printed workpieces demonstrate efficient robotic grinding of workpieces having different shapes and material hardness while maintaining safe levels of contact force.
Video understanding with multimodal large language models (MLLMs) remains challenging due to the long token sequences of videos, which contain extensive temporal dependencies and redundant frames. Existing approaches typically treat MLLMs as passive recognizers, processing entire videos or uniformly sampled frames without adaptive reasoning. Recent agent-based methods introduce external tools, yet still depend on manually designed workflows and perception-first strategies, resulting in inefficiency on long videos. We present EVA, an Efficient Reinforcement Learning framework for End-to-End Video Agent, which enables planning-before-perception through iterative summary-plan-action-reflection reasoning. EVA autonomously decides what to watch, when to watch, and how to watch, achieving query-driven and efficient video understanding. To train such agents, we design a simple yet effective three-stage learning pipeline - comprising supervised fine-tuning (SFT), Kahneman-Tversky Optimization (KTO), and Generalized Reward Policy Optimization (GRPO) - that bridges supervised imitation and reinforcement learning. We further construct high-quality datasets for each stage, supporting stable and reproducible training. We evaluate EVA on six video understanding benchmarks, demonstrating its comprehensive capabilities. Compared with existing baselines, EVA achieves a substantial improvement of 6-12% over general MLLM baselines and a further 1-3% gain over prior adaptive agent methods. Our code and model are available at https://github.com/wangruohui/EfficientVideoAgent.
Sidewalk micromobility is a promising solution for last-mile transportation, but current learning-based control methods struggle in complex urban environments. Imitation learning (IL) learns policies from human demonstrations, yet its reliance on fixed offline data often leads to compounding errors, limited robustness, and poor generalization. To address these challenges, we propose a framework that advances IL through corrective behavior expansion and multi-scale imitation learning. On the data side, we augment teleoperation datasets with diverse corrective behaviors and sensor augmentations to enable the policy to learn to recover from its own mistakes. On the model side, we introduce a multi-scale IL architecture that captures both short-horizon interactive behaviors and long-horizon goal-directed intentions via horizon-based trajectory clustering and hierarchical supervision. Real-world experiments show that our approach significantly improves robustness and generalization in diverse sidewalk scenarios.
Deformable objects often appear in unstructured configurations. Tracing deformable objects helps bringing them into extended states and facilitating the downstream manipulation tasks. Due to the requirements for object-specific modeling or sim-to-real transfer, existing tracing methods either lack generalizability across different categories of deformable objects or struggle to complete tasks reliably in the real world. To address this, we propose a novel visual-tactile imitation learning method to achieve one-dimensional (1D) and two-dimensional (2D) deformable object tracing with a unified model. Our method is designed from both local and global perspectives based on visual and tactile sensing. Locally, we introduce a weighted loss that emphasizes actions maintaining contact near the center of the tactile image, improving fine-grained adjustment. Globally, we propose a tracing task loss that helps the policy to regulate task progression. On the hardware side, to compensate for the limited features extracted from visual information, we integrate tactile sensing into a low-cost teleoperation system considering both the teleoperator and the robot. Extensive ablation and comparative experiments on diverse 1D and 2D deformable objects demonstrate the effectiveness of our approach, achieving an average success rate of 80% on seen objects and 65% on unseen objects.
This paper presents a safety-guaranteed, runtime-efficient imitation learning framework for spacecraft close proximity control. We leverage Control Barrier Functions (CBFs) for safety certificates and Control Lyapunov Functions (CLFs) for stability as unified design principles across data generation, training, and deployment. First, a nonlinear Model Predictive Control (NMPC) expert enforces CBF constraints to provide safe reference trajectories. Second, we train a neural policy with a novel CBF-CLF-informed loss and DAgger-like rollouts with curriculum weighting, promoting data-efficiency and reducing future safety filter interventions. Third, at deployment a lightweight one-step CBF-CLF quadratic program minimally adjusts the learned control input to satisfy hard safety constraints while encouraging stability. We validate the approach for ESA-compliant close proximity operations, including fly-around with a spherical keep-out zone and final approach inside a conical approach corridor, using the Basilisk high-fidelity simulator with nonlinear dynamics and perturbations. Numerical experiments indicate stable convergence to decision points and strict adherence to safety under the filter, with task performance comparable to the NMPC expert while significantly reducing online computation. A runtime analysis demonstrates real-time feasibility on a commercial off-the-shelf processor, supporting onboard deployment for safety-critical on-orbit servicing.
Training generalist robots demands large-scale, diverse manipulation data, yet real-world collection is prohibitively expensive, and existing simulators are often constrained by fixed asset libraries and manual heuristics. To bridge this gap, we present V-Dreamer, a fully automated framework that generates open-vocabulary, simulation-ready manipulation environments and executable expert trajectories directly from natural language instructions. V-Dreamer employs a novel generative pipeline that constructs physically grounded 3D scenes using large language models and 3D generative models, validated by geometric constraints to ensure stable, collision-free layouts. Crucially, for behavior synthesis, we leverage video generation models as rich motion priors. These visual predictions are then mapped into executable robot trajectories via a robust Sim-to-Gen visual-kinematic alignment module utilizing CoTracker3 and VGGT. This pipeline supports high visual diversity and physical fidelity without manual intervention. To evaluate the generated data, we train imitation learning policies on synthesized trajectories encompassing diverse object and environment variations. Extensive evaluations on tabletop manipulation tasks using the Piper robotic arm demonstrate that our policies robustly generalize to unseen objects in simulation and achieve effective sim-to-real transfer, successfully manipulating novel real-world objects.
Imitation learning is a prominent paradigm for robotic manipulation. However, existing visual imitation methods map 2D image observations directly to 3D action outputs, imposing a 2D-3D mismatch that hinders spatial reasoning and degrades robustness. We present VolumeDP, a policy architecture that restores spatial alignment by explicitly reasoning in 3D. VolumeDP first lifts image features into a Volumetric Representation via cross-attention. It then selects task-relevant voxels with a learnable module and converts them into a compact set of spatial tokens, markedly reducing computation while preserving action-critical geometry. Finally, a multi-token decoder conditions on the entire token set to predict actions, thereby avoiding lossy aggregation that collapses multiple spatial tokens into a single descriptor. VolumeDP achieves a state-of-the-art average success rate of 88.8% on the LIBERO simulation benchmark, outperforming the strongest baseline by a substantial 14.8% improvement. It also delivers large performance gains over prior methods on the ManiSkill and LIBERO-Plus benchmarks. Real-world experiments further demonstrate higher success rates and robust generalization to novel spatial layouts, camera viewpoints, and environment backgrounds. Code will be released.