Expert demonstrations often specify what a robot should do, but not how fast it can do it. Imitation Learning (IL) inherits demonstration timing, while directly accelerating the learned motion can fail when faster execution changes the robot-object dynamics. We study faster-than-demonstration execution as a dynamics-aware control problem and introduce Expert-Play Contouring Control (EPCC), which combines slow expert demonstrations with fast, non-expert play. Expert demonstrations train a latent trajectory generator whose predictions are reparameterized into a time-independent contour of successful task progression, while play trains a world model (WM) of fast-action outcomes. At deployment, our proposed planner uses the WM to optimize actions that makes maximize progress along the expert-derived contour while penalizing deviation from the intended task evolution. Averaged across three visuomotor manipulation tasks, EPCC achieves a 2.0× the throughput of the IL baseline, including 2.2× that of the throughput of the strongest acceleration baseline on a task with interaction-sensitive object dynamics. Our analysis shows that the gains concentrate where faster execution changes robot-object evolution. Together, our results highlight a simple yet effective principle: demonstrations provide task intent, while play data provides the dynamic coverage needed to execute that intent faster.
Figures & tables
Fig. 2 : Overview of EPCC . Training (left): play data Dp trains a latent world model, consisting of an encoder hϕ and an action-conditioned predictor fθ , with the next-latent prediction objective LWM ( Section IV-A ). Expert demonstrations De are encoded with the frozen hϕ and used to train a latent trajectory generator Gψ ; the path reparameterization P removes the demonstrations’ timing, yielding a time-independent contour zˉt(s) , s∈[0,1] ( Section IV-B ). Inference (right): from the current observation, the contour generator Cψ produces the reference contour, and the controller jointly optimizes the action sequence At and progress increments Vt by minimizing the contouring error et+k∣tc between the world-model rollout z^t+k∣t and zˉt(st+k∣t) , maximizing progress Δs along the contour, and regularizing the actions ( Section IV-C , Equation 25 ). The first Ta actions are executed and both the contour and the plan are recomputed from the next observation.
PushT
Cube
Slippery-PushT
SR
TTC
TP
SR
TTC
TP
SR
TTC
TP
(%)
(s)
(1/s)
(%)
(s)
(1/s)
(%)
(s)
(1/s)
DP
88
24.3
.033
96
6.8
.137
68
28.8
.021
SkiP
56
20.2
.019
80
4.9
.146
24
23.6
-.003
SAIL
66
19.8
.033
96
3.8
.240
46
18.5
.016
SuP
92
12.1
.070
100
3.2
.321
48
19.8
.017
TABLE I : Main benchmark. Metrics are defined in Section V-A ; leading zeros are omitted from TP. Higher is better for SR and TP, lower for TTC. TTC is the median over successful episodes: ‘–’ marks a cell with no successful episode. Bold (resp. underline) marks the best (resp. second best) entry in each metric column.
Fig. 3 : When is dynamics-aware acceleration helpful? (a) SR, time to completion, and TP across the Slippery-PushT with varying block’s coasting time τ . (b) Speed-up ratio α during contact and free motion, median over each method’s successful episodes. EPCC gains most as interaction dynamics become more consequential and during contact-sensitive phases.
PushT
Cube
Slippery-PushT
SR
TTC
TP
SR
TTC
TP
SR
TTC
TP
(%)
(s)
(1/s)
(%)
(s)
(1/s)
(%)
(s)
(1/s)
Select
92
12.6
.069
96
3.5
.270
16
24.5
-.005
EPCC-WS
94
10.0
.092
78
2.6
.281
60
20.2
.030
EPCC
78
10.4
.073
84
2.5
.317
62
15.8
.033
TABLE II : Play-supported action search vs. temporal scaling. Select is restricted to temporally rescaled actions from the frozen policy, while EPCC-WS and EPCC can optimize actions beyond this candidate set using the action priors in play data. Success rate (SR), time-to-completion (TTC), and throughput (TP) are reported over 50 episodes.
Fig. 4 : What play data enables acceleration? EPCC performance with equal-budget play datasets collected at different paces. Dashed lines denote Expert-Only ; Play data at 2.6 - 3.5× demonstration pace achieves highest throughput.
Fig. 5 : Scaling with play data. Throughput of EPCC across tasks as the amount of play data used to train WM increases.
Fig. 6 : Real-world setup. A Kinova Gen3 arm uses a ZED scene camera to push a T-shaped object into the target region on a low-friction surface, where faster execution makes object motion more sensitive to contact dynamics.
Appendix figures & tables5 assets
Supplementary material from the paper’s appendix.
Appendix
PushT
Slippery-PushT
Cube
Execution Horizon
3
1
3
CEM candidates
300
300
1000
Progress weight wp
4.21
9.26
6.01
Progress cap ν~max
4.0
2.7
4.0
Smoothness rΔ
0
1
1
Appendix
TABLE III : Main-benchmark controller settings.
Fig. 7 : Additional play-data scaling results. Success rate (top) and median completion time among successes (bottom) across dataset sizes; the corresponding throughput results appear in Figure 5 . TTC is omitted for fewer than five successful episodes.
PushT
Slippery-PushT
Cube
Expert-Only
— / 4.0
— / 2.2
— / 2.8
Play 1
1.85 / 2.0
1.44 / 1.1
1.06 / 0.84
Play 2
3.51† / 4.0
2.47† / 2.2
2.65 / 2.1
Play 3
4.15 / 6.0
3.28 / 3.3
3.54† / 2.8
Play 4
5.30 / 10.0
4.21 / 5.5
4.22 / 3.4
Appendix
TABLE IV : Play collection pace (relative to expert demonstrations) and corresponding controller progress cap for Figure 4 . Entries are pace / ν~max ; † denotes the nominal 1× play condition.
Fig. 8 : Simulation tasks. PushT and Slippery-PushT share the same pushing geometry but differ in block damping; Cube requires grasping and placing an object.
Task
O
B
D
Total
Episodes
PushT
62.7
8.0
6.9
77.6
21,393
Slippery-PushT
30.5
16.4
—
46.8
7,880
Cube
27.9
18.9
10.7
57.5
19,111
Appendix
TABLE V : Main-benchmark play mixtures (hours) used in Table I .
College of Intelligent Robotics and Advanced Manufacturing, Fudan University, Shanghai, China · School of Computing, Shanghai Jiao Tong University, Shanghai, China