
Previous animatronic faces struggle to express emotions effectively due to hardware and software limitations. On the hardware side, earlier approaches either use rigid-driven mechanisms, which provide precise control but are difficult to design within constrained spaces, or tendon-driven mechanisms, which are more space-efficient but challenging to control. In contrast, we propose a hybrid actuation approach that combines the best of both worlds. The eyes and mouth-key areas for emotional expression-are controlled using rigid mechanisms for precise movement, while the nose and cheek, which convey subtle facial microexpressions, are driven by strings. This design allows us to build a compact yet versatile hardware platform capable of expressing a wide range of emotions. On the algorithmic side, our method introduces a self-modeling network that maps motor actions to facial landmarks, allowing us to automatically establish the relationship between blendshape coefficients for different facial expressions and the corresponding motor control signals through gradient backpropagation. We then train a neural network to map speech input to corresponding blendshape controls. With our method, we can generate distinct emotional expressions such as happiness, fear, disgust, and anger, from any given sentence, each with nuanced, emotion-specific control signals-a feature that has not been demonstrated in earlier systems. We release the hardware design and code at https://github.com/ZZongzheng0918/Morpheus-Hardware and https://github.com/ZZongzheng0918/Morpheus-Software.
Generating large-scale demonstrations for dexterous hand manipulation remains challenging, and several approaches have been proposed in recent years to address this. Among them, generative models have emerged as a promising paradigm, enabling the efficient creation of diverse and physically plausible demonstrations. In this paper, we introduce Dex1B, a large-scale, diverse, and high-quality demonstration dataset produced with generative models. The dataset contains one billion demonstrations for two fundamental tasks: grasping and articulation. To construct it, we propose a generative model that integrates geometric constraints to improve feasibility and applies additional conditions to enhance diversity. We validate the model on both established and newly introduced simulation benchmarks, where it significantly outperforms prior state-of-the-art methods. Furthermore, we demonstrate its effectiveness and robustness through real-world robot experiments. Our project page is at https://jianglongye.com/dex1b
Robust and adaptive robotic peg-in-hole assembly under tight tolerances is critical to various industrial applications. However, it remains an open challenge due to perceptual and physical uncertainties from contact-rich interactions that easily exceed the allowed clearance. In this paper, we study how to leverage contact between the peg and its matching hole to eliminate uncertainties in the assembly process under unstructured settings. By examining the role of compliance under contact constraints, we present a manipulation system that plans collision-inclusive interactions for the peg to 1) iteratively identify its task environment to localize the target hole and 2) exploit environmental contact constraints to refine insertion motions into the target hole without relying on precise perception, enabling a robust solution to peg-in-hole assembly. By conceptualizing the above process as the composition of funneling in different state spaces, we present a formal approach to constructing manipulation funnels as an uncertainty-absorbing paradigm for peg-in-hole assembly. The proposed system effectively generalizes across diverse peg-in-hole scenarios across varying scales, shapes, and materials in a learning-free manner. Extensive experiments on a NIST Assembly Task Board (ATB) and additional challenging scenarios validate its robustness in real-world applications.
For robots to become efficient helpers in the home, they must learn to perform new mobile manipulation tasks simply by watching humans perform them. Learning from a single video demonstration from a human is challenging as the robot needs to first extract from the demo what needs to be done and how, translate the strategy from a third to a first-person perspective, and then adapt it to be successful with its own morphology. Furthermore, to mitigate the dependency on costly human monitoring, this learning process should be performed in a safe and autonomous manner. We present SafeMimic, a framework to learn new mobile manipulation skills safely and autonomously from a single third-person human video. Given an initial human video demonstration of a multi-step mobile manipulation task, SafeMimic first parses the video into segments, inferring both the semantic changes caused and the motions the human executed to achieve them and translating them to an egocentric reference. Then, it adapts the behavior to the robot's own morphology by sampling candidate actions around the human ones, and verifying them for safety before execution in a receding horizon fashion using an ensemble of safety Q-functions trained in simulation. When safe forward progression is not possible, SafeMimic backtracks to previous states and attempts a different sequence of actions, adapting both the trajectory and the grasping modes when required for its morphology. As a result, SafeMimic yields a strategy that succeeds in the demonstrated behavior and learns task-specific actions that reduce exploration in future attempts. Our experiments show that our method allows robots to safely and efficiently learn multi-step mobile manipulation behaviors from a single human demonstration, from different users, and in different environments, with improvements over state-of-the-art baselines across seven tasks
Natural language instructions for robotic manipulation tasks often exhibit ambiguity and vagueness. For instance, the instruction "Hang a mug on the mug tree" may involve multiple valid actions if there are several mugs and branches to choose from. Existing language-conditioned policies typically rely on end-to-end models that jointly handle high-level semantic understanding and low-level action generation, which can result in suboptimal performance due to their lack of modularity and interpretability. To address these challenges, we introduce a novel robotic manipulation framework that can accomplish tasks specified by potentially ambiguous natural language. This framework employs a Vision-Language Model (VLM) to interpret abstract concepts in natural language instructions and generates task-specific code - an interpretable and executable intermediate representation. The generated code interfaces with the perception module to produce 3D attention maps that highlight task-relevant regions by integrating spatial and semantic information, effectively resolving ambiguities in instructions. Through extensive experiments, we identify key limitations of current imitation learning methods, such as poor adaptation to language and environmental variations. We show that our approach excels across challenging manipulation tasks involving language ambiguity, contact-rich manipulation, and multi-object interactions.
Existing robot locomotion learning techniques rely heavily on the offline selection of proper reward weighting gains and cannot guarantee constraint satisfaction (i.e., constraint violation) during training. Thus, this work aims to address both issues by proposing Reward-Oriented Gains via Embodied Regulation (ROGER), which adapts reward-weighting gains online based on penalties received throughout the embodied interaction process. The ratio between the positive reward (primary reward) and negative reward (penalty) gains is automatically reduced as the learning approaches the constraint thresholds to avoid violation. Conversely, the ratio is increased when learning is in safe states to prioritize performance. With a 60-kg quadruped robot, ROGER achieved near-zero constraint violation throughout multiple learning trials. It also achieved up to 50% more primary reward than the equivalent state-of-the-art techniques. In MuJoCo continuous locomotion benchmarks, including a single-leg hopper, ROGER exhibited comparable or up to 100% higher performance and 60% less torque usage and orientation deviation compared to those trained with the default reward function. Finally, real-world locomotion learning of a physical quadruped robot was achieved from scratch within one hour without any falls. Therefore, this work contributes to constraint-satisfying real-world continual robot locomotion learning and simplifies reward weighting gain tuning, potentially facilitating the development of physical robots and those that learn in the real world.
Quadrupedal robots have demonstrated impressive locomotion capabilities in complex environments, but equipping them with autonomous versatile manipulation skills in a scalable way remains a significant challenge. In this work, we introduce a cross-embodiment imitation learning system for quadrupedal manipulation, leveraging data collected from both humans and LocoMan, a quadruped equipped with multiple manipulation modes. Specifically, we develop a teleoperation and data collection pipeline, which unifies and modularizes the observation and action spaces of the human and the robot. To effectively leverage the collected data, we propose an efficient modularized architecture that supports co-training and pretraining on structured modality-aligned data across different embodiments. Additionally, we construct the first manipulation dataset for the LocoMan robot, covering various household tasks in both unimanual and bimanual modes, supplemented by a corresponding human dataset. We validate our system on six real-world manipulation tasks, where it achieves an average success rate improvement of 41.9
Contact dynamics hold immense amounts of information that can improve a robot's ability to characterize and learn about objects in their environment through interactions. However, collecting information-rich contact data is challenging due to its inherent sparsity and non-smooth nature, requiring an active approach to maximize the utility of contacts for learning. In this work, we investigate an optimal experimental design approach to synthesize robot behaviors that produce contact-rich data for learning. Our approach derives a contact-aware Fisher information measure that characterizes information-rich contact behaviors that improve parameter learning. We observe emergent robot behaviors that are able to excite contact interactions that efficiently learns object parameters across a range of parameter learning examples. Last, we demonstrate the utility of contact-awareness for learning parameters through contact-seeking behaviors on several robotic experiments.
In this paper, we investigated how the choice of a Wizard-of-Oz (WoZ) interface affects communication with a robot from both the user's and the wizard's perspective. In a conversational setting, we used three WoZ interfaces with varying levels of dialogue input and output restrictions: a) a restricted perception GUI that showed fixed-view video and ASR transcripts and let the wizard trigger pre-scripted utterances and gestures; b) an unrestricted perception GUI that added real-time audio from the participant and the robot c) a VR telepresence interface that streamed immersive stereo video and audio to the wizard and forwarded the wizard's spontaneous speech, gaze and facial expressions to the robot. We found that the interaction mediated by the VR interface was preferred by users in terms of robot features and perceived social presence. For the wizards, the VR condition turned out to be the most demanding but elicited a higher social connection with the users. VR interface also induced the most connected interaction in terms of inter-speaker gaps and overlaps, while Restricted GUI induced the least connected flow and the largest silences. Given these results, we argue for more WoZ studies using telepresence interfaces. These studies better reflect the robots of tomorrow and offer a promising path to automation based on naturalistic contextualized verbal and non-verbal behavioral data.