Generalization to unseen environments is a significant challenge in the field of robotics and control. In this work, we focus on contextual reinforcement learning, where agents act within environments with varying contexts, such as self-driving cars or quadrupedal robots that need to operate in different terrains or weather conditions than they were trained for. We tackle the critical task of generalizing to out-of-distribution (OOD) settings, without access to explicit context information at test time. Recent work has addressed this problem by training a context encoder and a history adaptation module in separate stages. While promising, this two-phase approach is cumbersome to implement and train. We simplify the methodology and introduce SPARC: single-phase adaptation for robust control. We test SPARC on varying contexts within the high-fidelity racing simulator Gran Turismo 7 and wind-perturbed MuJoCo environments, and find that it achieves reliable and robust OOD generalization.
Learning latent actions from action-free video has emerged as a powerful paradigm for scaling up controllable world model learning. Latent actions provide a natural interface for users to iteratively generate and manipulate videos. However, most existing approaches rely on monolithic inverse and forward dynamics models that learn a single latent action to control the entire scene, and therefore struggle in complex environments where multiple entities act simultaneously. This paper introduces Factored Latent Action Model (FLAM), a factored dynamics framework that decomposes the scene into independent factors, each inferring its own latent action and predicting its own next-step factor value. This factorized structure enables more accurate modeling of complex multi-entity dynamics and improves video generation quality in action-free video settings compared to monolithic models. Based on experiments on both simulation and real-world multi-entity datasets, we find that FLAM outperforms prior work in prediction accuracy and representation quality, and facilitates downstream policy learning, demonstrating the benefits of factorized latent action models.
The ability to push large objects in a goal-directed manner using onboard egocentric perception is an essential skill for humanoid robots to perform complex tasks such as material handling in warehouses. To robustly manipulate heavy objects to arbitrary goal configurations, the robot must cope with unknown object mass and ground friction, noisy onboard perception, and actuation errors; all in a real-time feedback loop. Existing solutions either rely on privileged object-state information without onboard perception or lack robustness to variations in goal configurations and object physical properties. In this work, we present VOFA, a visual goal-conditioned humanoid loco-manipulation system capable of pushing objects with unknown physical properties to arbitrary goal positions. VOFA consists of a two-level hierarchical architecture with a high-level visuomotor policy and a low-level force-adaptive whole-body controller. The high-level policy processes noisy onboard observations and generates goal-conditioned commands to operate in closed loop across diverse object-goal configurations, while the low-level whole-body controller provides robustness to variations in object physical properties. VOFA is extensively evaluated in both simulation and real-world experiments on the Booster T1 humanoid robot. Our results demonstrate strong performance, achieving over 90
This work presents an object-centric approach to learning vision-based manipulation skills from human videos. We investigate the problem of robot manipulation via imitation in the open-world setting, where a robot learns to manipulate novel objects from a single video demonstration. We introduce ORION, an algorithm that tackles the problem by extracting an object-centric manipulation plan as an Open-World Object Graph from a single RGB or RGB-D video, and then deriving a policy that conditions on the resulting plan. Our method enables the robot to learn from videos captured by daily mobile devices and generalize to deployment environments with varying visual backgrounds, camera angles, spatial layouts, and novel object instances. We systematically evaluate our method on both short-horizon and long-horizon tasks, using RGB-D and RGB-only demonstration videos. Across our real-world evaluations on varied tasks and demonstration modalities (RGB-D / RGB), we observe an average success rate of 74.4 project website .
Reinforcement learning has proven to be a valuable tool in the creation of advanced AI and robotic systems, contributing to everything from game playing to robotics to foundation models. Through trial-and-error, these AI systems typically learn one, near-optimal behavior to solve their tasks. However, there are many use cases in which one would like to assert some level of control, preferably in real time, over how the task is solved. We refer to these modifications of a core task as styles. We combine universal value function approximators (UVFAs) with carefully selected training scenarios, learning algorithms, and data augmentation to create a framework for coaching agents that exhibit styles in complex domains. We demonstrate the framework's application in the AAA video games Horizon Forbidden West and Gran Turismo, and in an open-source humanoid test domain. Despite the different nature of the domains – car racing, stylized game combat, and humanoid walking – each agent shows strong coherence to the style requests while still satisfying the main task in its domain. Importantly, the techniques outlined in this paper allow an end user to choose the final behavior at run time, giving them flexible control over the final executed performance.
Robot planning in partially observable environments, where not all objects are known or visible, is a challenging problem, as it requires reasoning under uncertainty through partially observable Markov decision processes. During the execution of a computed plan, a robot may unexpectedly observe task-irrelevant objects, which are typically ignored by naive planners. In this work, we propose incorporating two types of common-sense knowledge: (1) certain objects are more likely to be found in specific locations; and (2) similar objects are likely to be co-located, while dissimilar objects are less likely to be found together. Manually engineering such knowledge is complex, so we explore leveraging the powerful common-sense reasoning capabilities of large language models (LLMs). Our planning and execution framework, CoCo-TAMP, introduces a hierarchical state estimation that uses LLM-guided information to shape the belief over task-relevant objects, enabling efficient solutions to long-horizon task and motion planning problems. In experiments, CoCo-TAMP achieves an average reduction of 62.7 in planning and execution time in simulation, and 72.6 in real-world demonstrations, compared to a baseline that does not incorporate either type of common-sense knowledge.
In Fall 2023, we introduced a new AI Literacy class called The Essentials of AI for Life and Society (CS 109), a one-credit, seminar course consisting mainly of guest lectures, which was open to the entire university, including students, staff, and faculty. Building on its success and popularity, this paper describes our significant expansion of the course into a full-scale three-credit undergraduate course (CS 309), with an expanded emphasis on student engagement, interactivity, and ethics-related components. To knit together content from the guest lecturers, we implemented a flipped classroom. This model used weekly asynchronous learning modules---integrating pre-recorded expert lectures, collaborative readings, and ethical reflections---which were then unified by the course instructor during a live, interactive discussion session. To maintain the broad accessibility of the material (no prerequisites), the course introduced substantive, non-programming homework assignments in which students applied AI concepts to grounded, real-world problems. This work culminated in a final project analyzing the ethical and societal implications of a chosen AI tool. The redesigned course received overwhelmingly positive student feedback, highlighting its interactivity, coherence, and accessible and engaging assignments. This paper details the course's evolution, its pedagogical structure, and the lessons learned in developing a core AI literacy course. All course materials are freely available for others to use and build upon.
Long-horizon manipulation tasks pose significant challenges for reinforcement learning due to sparse reward signals and long horizons. Automatic curriculum learning (ACL) has been proposed to tackle these challenges by progressively training agents on a sequence of tasks, from easier to more difficult. However, the success of ACL depends heavily on task-dependent specifications-such as well-defined task parameter spaces and difficulty measures-which are often manually crafted and difficult to generalize across diverse tasks. Recent advances in large language models (LLMs) offer a promising alternative by enabling the decomposition of complex tasks into meaningful subtasks using the LLMs' web-scale common-sense knowledge. This decomposition can provide a natural curriculum structure for efficient learning of long-horizon tasks. However, existing LLM-based methods typically rely on hand-designed dense reward functions to learn each subtask, which can introduce bias and still requires significant human supervision. In this work, we propose LLM-enhanced automatic curriculum learning (LEACL), a framework that integrates LLMs and ACL to address these limitations. Specifically, LLMs are used to both decompose tasks into subtasks and to generate task-dependent specifications for each subtask. These specifications are then used by ACL algorithms to guide learning using only sparse reward signals, eliminating the need for dense reward design. We evaluate LEACL on five long-horizon manipulation tasks from the LIBERO benchmark. LEACL achieves better asymptotic performance in terms of the success rates compared to human-designed dense rewards.
Learning fast and robust ball-kicking skills is a critical capability for humanoid soccer robots, yet it remains a challenging problem due to the need for rapid leg swings, postural stability on a single support foot, and robustness under noisy sensory input and external perturbations (e.g., opponents). This paper presents a reinforcement learning (RL)based training pipeline that enables humanoid robots to execute robust continual ball-kicking with adaptability to different ball-goal configurations. The pipeline extends a typical teacher-student training framework--in which a teacher policy is trained with ground truth state information and the student learns to mimic it with noisy, imperfect sensing--by including four training stages: (1) long-distance ball chasing (teacher); (2) directional kicking (teacher); (3) teacher policy distillation (student), and (4) student adaptation and refinement (student). Key design elements--including tailored reward functions, realistic noise modeling, and online constrained RL for adaptation and refinement--are critical for closing the sim-to-real gap and sustaining performance under perceptual uncertainty. Extensive evaluations in both simulation and on a real robot demonstrate strong kicking accuracy and goal-scoring success across diverse ballgoal configurations. Ablation studies further highlight the necessity of the constrained RL, noise modeling, and the adaptation stage. This work presents a training pipeline for robust continual humanoid ball-kicking under imperfect perception, establishing a benchmark task for visuomotor skill learning in humanoid whole-body control.
Scientific peer review faces mounting strain as submission volumes surge, making it increasingly difficult to sustain review quality, consistency, and timeliness. Recent advances in AI have led the community to consider its use in peer review, yet a key unresolved question is whether AI can generate technically sound reviews at real-world conference scale. Here we report the first large-scale field deployment of AI-assisted peer review: every main-track submission at AAAI-26 received one clearly identified AI review from a state-of-the-art system. The system combined frontier models, tool use, and safeguards in a multi-stage process to generate reviews for all 22,977 full-review papers in less than a day. A large-scale survey of AAAI-26 authors and program committee members showed that participants not only found AI reviews useful, but actually preferred them to human reviews on key dimensions such as technical accuracy and research suggestions. We also introduce a novel benchmark and find that our system substantially outperforms a simple LLM-generated review baseline at detecting a variety of scientific weaknesses. Together, these results show that state-of-the-art AI methods can already make meaningful contributions to scientific peer review at conference scale, opening a path toward the next generation of synergistic human-AI teaming for evaluating research.
Continual Reinforcement Learning (CRL) for Vision-Language-Action (VLA) models is a promising direction toward self-improving embodied agents that can adapt in openended, evolving environments. However, conventional wisdom from continual learning suggests that naive Sequential Fine-Tuning (Seq. FT) leads to catastrophic forgetting, necessitating complex CRL strategies. In this work, we take a step back and conduct a systematic study of CRL for large pretrained VLAs across three models and five challenging lifelong RL benchmarks. We find that, contrary to established belief, simple Seq. FT with low-rank adaptation (LoRA) is remarkably strong: it achieves high plasticity, exhibits little to no forgetting, and retains strong zero-shot generalization, frequently outperforming more sophisticated CRL methods. Through detailed analysis, we show that this robustness arises from a synergy between the large pretrained model, parameter-efficient adaptation, and on-policy RL. Together, these components reshape the stability-plasticity trade-off, making continual adaptation both stable and scalable. Our results position Sequential Fine-Tuning as a powerful method for continual RL with VLAs and provide new insights into lifelong learning in the large model era. Code is available at github.com/UT-Austin-RobIn/continual-vla-rl.
Assessing whether an AI system can independently “rediscover” known scientific breakthroughs.
Type 1 Diabetes (T1D) management requires continuous adjustment of insulin and lifestyle behaviors to maintain blood glucose within a safe target range. Although automated insulin delivery (AID) systems have improved glycemic outcomes, many patients still fail to achieve recommended clinical targets, warranting new approaches to improve glucose control in patients with T1D. While reinforcement learning (RL) has been utilized as a promising approach, current RL-based methods focus primarily on insulin-only treatment and do not provide behavioral recommendations for glucose control. To address this gap, we propose GUIDE, an RL-based decision-support framework designed to complement AID technologies by providing behavioral recommendations to prevent abnormal glucose events. GUIDE generates structured actions defined by intervention type, magnitude, and timing, including bolus insulin administration and carbohydrate intake events. GUIDE integrates a patient-specific glucose level predictor trained on real-world continuous glucose monitoring data and supports both offline and online RL algorithms within a unified environment. We evaluate both off-policy and on-policy methods across 25 individuals with T1D using standardized glycemic metrics. Among the evaluated approaches, the CQL-BC algorithm demonstrates the highest average time-in-range, reaching 85.49
Artificial intelligence (AI) systems now challenge or surpass human experts in many computer games1,2. Physical and real-time sports such as table tennis, however, remain a major open challenge because of their requirements for fast, precise and adversarial interactions near obstacles and at the edge of human reaction time3. Here we present Ace, to our knowledge the first real-world autonomous system competitive with elite human table tennis players. Ace addresses the challenges of physical real-time interaction through a new, high-speed perception system using event-based vision sensors4, and a new control system based on model-free reinforcement learning, as well as state-of-the-art high-speed robot hardware. Evaluated in matches against elite and professional players under official competition rules, Ace achieved several victories and demonstrated consistent returns of high-speed, high-spin shots. These results highlight the potential of physical AI agents to perform complex, real-time interactive tasks, suggesting broader applications in domains requiring fast, precise human-robot interaction.
The success of reinforcement learning (RL) is fundamentally tied to having a reward function that accurately reflects the task objective. Yet, designing reward functions is notoriously time-consuming and prone to misspecification. To address this issue, our first goal is to understand how to support RL practitioners in specifying appropriate weights for a reward function. We leverage the Trajectory Alignment Coefficient (TAC), a metric that evaluates how closely a reward function's induced preferences match those of a domain expert. To evaluate whether TAC provides effective support in practice, we conducted a human-subject study in which RL practitioners tuned reward weights for Lunar Lander. We found that providing TAC during reward tuning led participants to produce more performant reward functions and report lower cognitive workload relative to standard tuning without TAC. However, the study also underscored that manual reward design, even with TAC, remains labor-intensive. This limitation motivated our second goal: to learn a reward model that maximizes TAC directly. Specifically, we propose Soft-TAC, a differentiable approximation of TAC that can be used as a loss function to train reward models from human preference data. Validated in the racing simulator Gran Turismo 7, reward models trained using Soft-TAC successfully captured preference-specific objectives, resulting in policies with qualitatively more distinct behaviors than models trained with standard Cross-Entropy loss. This work demonstrates that TAC can serve as both a practical tool for guiding reward tuning and a reward learning objective in complex domains.
Learning generalizable and robust behavior cloning policies requires large volumes of high-quality robotics data. While human demonstrations (e.g., through teleoperation) serve as the standard source for expert behaviors, acquiring such data at scale in the real world is prohibitively expensive. This paper introduces ExpertGen, a framework that automates expert policy learning in simulation to enable scalable sim-to-real transfer. ExpertGen first initializes a behavior prior using a diffusion policy trained on imperfect demonstrations, which may be synthesized by large language models or provided by humans. Reinforcement learning is then used to steer this prior toward high task success by optimizing the diffusion model's initial noise while keep original policy frozen. By keeping the pretrained diffusion policy frozen, ExpertGen regularizes exploration to remain within safe, human-like behavior manifolds, while also enabling effective learning with only sparse rewards. Empirical evaluations on challenging manipulation benchmarks demonstrate that ExpertGen reliably produces high-quality expert policies with no reward engineering. On industrial assembly tasks, ExpertGen achieves a 90.5
Deep reinforcement learning has achieved superhuman racing performance in high-fidelity simulators like Gran Turismo 7 (GT7). It typically utilizes global features that require instrumentation external to a car, such as precise localization of agents and opponents, limiting real-world applicability. To address this limitation, we introduce a vision-based autonomous racing agent that relies solely on ego-centric camera views and onboard sensor data, eliminating the need for precise localization during inference. This agent employs an asymmetric actor-critic framework: the actor uses a recurrent neural network with the sensor data local to the car to retain track layouts and opponent positions, while the critic accesses the global features during training. Evaluated in GT7, our agent consistently outperforms GT7's built-drivers. To our knowledge, this work presents the first vision-based autonomous racing agent to demonstrate champion-level performance in competitive racing scenarios.
The most fundamental capability of modern AI methods such as Large Language Models (LLMs) is the ability to predict the next token in a long sequence of tokens, known as “sequence modeling.” Although the Transformers model is the current dominant approach to sequence modeling, its quadratic computational cost with respect to sequence length is a significant drawback. State-space models (SSMs) offer a promising alternative due to their linear decoding efficiency and high parallelizability during training. However, existing SSMs often rely on seemingly ad hoc linear recurrence designs.In this work, we explore SSM design through the lens of online learning, conceptualizing SSMs as meta-modules for specific online learning problems. This approach links SSM design to formulating precise online learning objectives, with state transition rules derived from optimizing these objectives.Based on this insight, we introduce a novel deep SSM architecture based on the implicit update for optimizing an online regression objective. Our experimental results show that our models outperform state-of-the-art SSMs, including the Mamba model, on standard sequence modeling benchmarks and language modeling tasks.
When designing reinforcement learning (RL) agents, a designer communicates the desired agent behavior through the definition of reward functions - numerical feedback given to the agent as reward or punishment for its actions. However, mapping desired behaviors to reward functions can be a difficult process, especially in complex environments such as autonomous racing. In this paper, we demonstrate how current foundation models can effectively search over a space of reward functions to produce desirable RL agents for the Gran Turismo 7 racing game, given only text-based instructions. Through a combination of LLM-based reward generation, VLM preference-based evaluation, and human feedback we demonstrate how our system can be used to produce racing agents competitive with GT Sophy, a champion-level RL racing agent, as well as generate novel behaviors, paving the way for practical automated reward design in real world applications.
David Pardoe合作论文数Department of Computer Sciences|University of Texas at Austin19