Learning from Demonstration

Overview

Learning from Demonstration studies how an agent can acquire skills, goals, or task rules from examples rather than relying only on hand-coded instructions or rewards. Common approaches include behavior cloning of demonstrated actions, inverse reinforcement learning, reinforcement learning guided by demonstrations, and extracting reusable skills or symbolic plans from video and interaction traces. Work spans robot manipulation and navigation as well as GUI workflows, with evaluation in simulation, on real hardware, and on held-out tasks or objects. A central challenge is turning limited, imperfect demonstrations into safe, closed-loop behavior that generalizes across scenes and embodiments; data quality and offline prediction scores do not always reveal whether a policy will succeed at deployment.

Latest papers

146 papers24 papers in the last four weeks, up 33% on the four weeks before. 0.1% of all new papers.

May 4, 2026

cotomi Act: Learning to Automate Work by Watching You

What if a browser agent could learn your work simply by watching you do it? We present cotomi Act, a browser-based computer-using agent that combines reliable multi-step task execution with persistent organizational knowledge learned from user behavior. For execution, an agent scaffold with adaptive lazy observation, verbal-diff-based history compression, coarse-grained actions, and test-time scaling via best-of-N action selection achieves 80.4% on the 179-task WebArena human-evaluation subset, exceeding the reported 78.2% human baseline. For organizational knowledge, a behavior-to-knowledge pipeline passively observes the user's browsing and progressively abstracts it into artifacts (task boards, wiki) exposed through a shared workspace editable by both user and agent. A controlled proxy evaluation confirms that task success improves as behavior-derived knowledge accumulates. In our live demonstration, attendees interact with the system in a real browser, issuing tasks and observing end-to-end autonomous execution and shared knowledge management.
May 2, 2026

Good in Bad (GiB): Sifting Through End-user Demonstrations for Learning a Better Policy

Imitation learning offers a promising framework for enabling robots to acquire diverse skills from human users. However, most imitation learning algorithms assume access to high-quality demonstrations an unrealistic expectation when collecting data from non-expert users, whose demonstrations often contain inadvertent errors. Naively learning from such demonstrations can result in unsafe policy behavior, while discarding entire demonstrations due to occasional mistakes wastes valuable data, especially in low-data settings. In this work, we introduce GiB (Good-in-Bad), an algorithm that automatically identifies and discards erroneous subtasks within demonstrations while preserving high-quality subtasks. The filtered data can then be used by any policy learning algorithm to train more robust policies. GiB first trains a self-supervised model to learn latent features and assigns binary weights to label each demonstration as good or bad. It then models the latent feature distribution of high-quality segments and uses the Mahalanobis distance to detect and evaluate poor-quality subtasks. We validate GiB on the Franka robot in both simulated and real-world multi-step tasks, demonstrating improved policy performance when learning from mixed-quality human demonstrations.
Apr 27, 2026

Learning Human-Intention Priors from Large-Scale Human Demonstrations for Robotic Manipulation

Human videos contain rich manipulation priors, but using them for robot learning remains difficult because raw observations entangle scene understanding, human motion, and embodiment-specific action. We introduce MoT-HRA, a hierarchical vision-language-action framework that learns human-intention priors from large-scale human demonstrations. We first curate HA-2.2M, a 2.2M-episode action-language dataset reconstructed from heterogeneous human videos through hand-centric filtering, spatial reconstruction, temporal segmentation, and language alignment. On top of this dataset, MoT-HRA factorizes manipulation into three coupled experts: a vision-language expert predicts an embodiment-agnostic 3D trajectory, an intention expert models MANO-style hand motion as a latent human-motion prior, and a fine expert maps the intention-aware representation to robot action chunks. A shared-attention trunk and read-only key-value transfer allow downstream control to use human priors while limiting interference with upstream representations. Experiments on hand motion generation, simulated manipulation, and real-world robot tasks show that MoT-HRA improves motion plausibility and robust control under distribution shift.
Apr 25, 2026

Learning from Demonstration with Failure Awareness for Safe Robot Navigation

Learning from demonstration is widely used for robot navigation, yet it suffers from a fundamental limitation: demonstrations consist predominantly of successful behaviors and provide limited coverage of unsafe states. This limitation leads to poor safety when the robot encounters scenarios beyond the demonstration distribution. Failure experiences, such as collisions, contain essential information about unsafe regions, but remain underutilized. The key difficulty lies in the fact that failure data do not provide valid guidance for action imitation, and their naive incorporation into policy learning often degrades performance. We address this challenge by proposing a failure-aware learning framework that explicitly decouples the roles of success and failure data. In this framework, failure experiences are used to shape value estimation in hazardous regions, while policy learning is restricted to successful demonstrations. This separation enables the effective use of failure data without corrupting policy behavior. We implement this design within an offline reinforcement learning (RL) setting and evaluate it in both simulation and real-world environments. The results show that our framework consistently reduces collision rates while preserving the task success rate, and demonstrate strong generalization across different environments and robot platforms.
Apr 21, 2026

SpanVLA: Learning from Negative-Recovery Samples with Fast Action Bridging for Vision-Language-Action Model

Vision-Language-Action (VLA) models bring rich world knowledge and reasoning capabilities to autonomous driving. However, most driving VLAs are trained only on positive expert demonstrations, which teach models what to do but provide limited supervision on which behaviors to avoid and how to recover from these failures, leading to limited robustness. We introduce SpanVLA, a robust and efficient driving VLA, together with nuReasoning-NR, the first real-world driving dataset and benchmark for learning from negative and recovery samples. An extension of nuReasoning, it comprises 36K reasoning-intensive driving scenarios, including 3K suboptimal trajectories and 3K expert recovery trajectories. To exploit their asymmetric supervision, we introduce Negative--Recovery Reinforcement Fine-Tuning (NR-RFT), which penalizes undesirable behaviors and rewards expert corrective actions. Because challenging scenarios produce rollout groups dominated by similar suboptimal or even infeasible trajectories, it further incorporates an advantage correction to preserve informative optimization signals and encourage exploration. For efficient action generation, SpanVLA retains autoregressive reasoning and introduces a lightweight flow-matching action bridge conditioned on sparse-layer KV caches and initialized from the historical trajectory. Extensive experiments on NAVSIM v1/v2, nuReasoning, and the nuReasoning-NR benchmark demonstrate strong and robust planning performance and efficient action generation. Qualitative results across diverse challenging scenarios further highlight its planning robustness and recovery capability. The dataset and benchmark code will be released to support future research.
Apr 18, 2026

Refinement of Accelerated Demonstrations via Incremental Iterative Reference Learning Control for Fast Contact-Rich Imitation Learning

Fast execution of contact-rich manipulation is critical for practical deployment, yet providing fast demonstrations for imitation learning (IL) remains challenging: humans cannot demonstrate at high speed, and naively accelerating demonstrations alters contact dynamics and induces large tracking errors. We present a method to autonomously refine time-accelerated demonstrations by repurposing Iterative Reference Learning Control (IRLC) to iteratively update the reference trajectory from observed tracking errors. However, applying IRLC directly at high speed tends to produce larger early-iteration errors and less stable transients. To address this issue, we propose Incremental Iterative Reference Learning Control (I2RLC), which gradually increases the speed while updating the reference, yielding high-fidelity trajectories. We validate on real-robot whiteboard erasing and peg-in-hole tasks using a teleoperation setup with a compliance-controlled follower and a 3D-printed haptic leader. Both IRLC and I2RLC achieve up to 10x faster demonstrations with reduced tracking error; moreover, I2RLC improves spatial similarity to the original trajectories by 22.5% on average over IRLC across three tasks and multiple speeds (3x-10x). We then use the refined trajectories to train IL policies; the resulting policies execute faster than the demonstrations and achieve 100% success rates in the peg-in-hole task at both seen and unseen positions, with I2RLC-trained policies exhibiting lower contact forces than those trained on IRLC-refined demonstrations. These results indicate that gradual speed scheduling coupled with reference adaptation provides a practical path to fast, contact-rich IL.
Apr 14, 2026

Representing expertise accelerates learning from pedagogical interaction data

Work in cognitive science and artificial intelligence has suggested that exposing learning agents to traces of interaction between multiple individuals can improve performance in a variety of settings, yet it remains unknown which features of interactions contribute to this improvement. We examined the factors that support the effectiveness of interaction data, using a controlled paradigm that allowed us to precisely operationalize key distinctions between interaction and an expert acting alone. We generated synthetic datasets of simple interactions between an expert and a novice in a spatial navigation task, and then trained transformer models on those datasets, evaluating performance after exposure to different datasets. Our experiments showed that models trained on pedagogical interactions were more robust across a variety of scenarios compared to models trained only on expert demonstrations, and that having the ability to represent epistemically distinct agents led to expert-like behavior even when expert behavior was rarely observed.
Apr 9, 2026

A Unified Multi-Layer Framework for Skill Acquisition from Imperfect Human Demonstrations

Current Human-Robot Interaction (HRI) systems for skill teaching are fragmented, and existing approaches in the literature do not offer a cohesive framework that is simultaneously efficient, intuitive, and universally safe. This paper presents a novel, layered control framework that addresses this fundamental gap by enabling robust, compliant Learning from Demonstration (LfD) built upon a foundation of universal robot compliance. The proposed approach is structured in three progressive and interconnected stages. First, we introduce a real-time LfD method that learns both the trajectory and variable impedance from a single demonstration, significantly improving efficiency and reproduction fidelity. To ensure high-quality and intuitive {kinesthetic teaching}, we then present a null-space optimization strategy that proactively manages singularities and provides a consistent interaction feel during human demonstration. Finally, to ensure generalized safety, we introduce a foundational null-space compliance method that enables the entire robot body to compliantly adapt to post-learning external interactions without compromising main task performance. This final contribution transforms the system into a versatile HRI platform, moving beyond end-effector (EE)-specific applications. We validate the complete framework through comprehensive comparative experiments on a 7-DOF KUKA LWR robot. The results demonstrate a safer, more intuitive, and more efficient unified system for a wide range of human-robot collaborative tasks.
Apr 8, 2026

EgoVerse: An Egocentric Human Dataset for Robot Learning from Around the World

Robot learning increasingly depends on large and diverse data, yet robot data collection remains expensive and difficult to scale. Egocentric human data offer a promising alternative by capturing rich manipulation behavior across everyday environments. However, existing human datasets are often limited in scope, difficult to extend, and fragmented across institutions. We introduce EgoVerse, a collaborative platform for human data-driven robot learning that unifies data collection, processing, and access under a shared framework, enabling contributions from individual researchers, academic labs, and industry partners. The current release includes 1,362 hours (80k episodes) of human demonstrations spanning 1,965 tasks, 240 scenes, and 2,087 unique demonstrators, with standardized formats, manipulation-relevant annotations, and tooling for downstream learning. Beyond the dataset, we conduct a large-scale study of human-to-robot transfer with experiments replicated across multiple labs, tasks, and robot embodiments under shared protocols. We find that policy performance generally improves with increased human data, but that effective scaling depends on alignment between human data and robot learning objectives. Together, the dataset, platform, and study establish a foundation for reproducible progress in human data-driven robot learning. Videos and additional information can be found at https://egoverse.ai/
Apr 4, 2026

Optimizing Neurorobot Policy under Limited Demonstration Data through Preference Regret

Robot reinforcement learning from demonstrations (RLfD) assumes that expert data is abundant; this is usually unrealistic in the real world given data scarcity as well as high collection cost. Furthermore, imitation learning algorithms assume that the data is independently and identically distributed, which ultimately results in poorer performance as gradual errors emerge and compound within test-time trajectories. We address these issues by introducing the "master your own expertise" (MYOE) framework, a self-imitation framework that enables robotic agents to learn complex behaviors from limited demonstration data samples. Inspired by human perception and action, we propose and design what we call the queryable mixture-of-preferences state space model (QMoP-SSM), which estimates the desired goal at every time step. These desired goals are used in computing the "preference regret", which is used to optimize the robot control policy. Our experiments demonstrate the robustness, adaptability, and out-of-sample performance of our agent compared to other state-of-the-art RLfD schemes. The GitHub repository that supports this work can be found at: https://github.com/rxng8/neurorobot-preference-regret-learning.
Apr 2, 2026

GPA: Learning GUI Process Automation from Demonstrations

GUI Process Automation (GPA) is a lightweight but general vision-based Robotic Process Automation (RPA), which enables fast and stable process replay with only a single demo. Addressing the fragility of traditional RPA and the non-deterministic risks of current vision language model-based GUI agents, GPA introduces three core benefits: (1) Robustness via Sequential Monte Carlo-based localization to handle rescaling and detection uncertainty; (2) Deterministic and Reliability safeguarded by readiness calibration; and (3) Privacy through fast, fully local execution. This approach delivers the adaptability, robustness, and security required for enterprise workflows. It can also be used as an MCP/CLI tool by other agents with coding capabilities so that the agent only reasons and orchestrates while GPA handles the GUI execution. We conducted a pilot experiment to compare GPA with Gemini 3 Pro (with CUA tools) and found that GPA achieves higher success rate with 10 times faster execution speed in finishing long-horizon GUI tasks.
Mar 31, 2026

Hierarchical Apprenticeship Learning from Imperfect Demonstrations with Evolving Rewards

While apprenticeship learning has shown promise for inducing effective pedagogical policies directly from student interactions in e-learning environments, most existing approaches rely on optimal or near-optimal expert demonstrations under a fixed reward. Real-world student interactions, however, are often inherently imperfect and evolving: students explore, make errors, revise strategies, and refine their goals as understanding develops. In this work, we argue that imperfect student demonstrations are not noise to be discarded, but structured signals-provided their relative quality is ranked. We introduce HALIDE, Hierarchical Apprenticeship Learning from Imperfect Demonstrations with Evolving Rewards, which not only leverages sub-optimal student demonstrations, but ranks them within a hierarchical learning framework. HALIDE models student behavior at multiple levels of abstraction, enabling inference of higher-level intent and strategy from suboptimal actions while explicitly capturing the temporal evolution of student reward functions. By integrating demonstration quality into hierarchical reward inference,HALIDE distinguishes transient errors from suboptimal strategies and meaningful progress toward higher-level learning goals. Our results show that HALIDE more accurately predicts student pedagogical decisions than approaches that rely on optimal trajectories, fixed rewards, or unranked imperfect demonstrations.
Mar 28, 2026

Rainbow-DemoRL: Combining Improvements in Demonstration-Augmented Reinforcement Learning

Several approaches have been proposed to improve the sample efficiency of online reinforcement learning (RL) by leveraging demonstrations collected offline. The offline data can be used directly as transitions to optimize RL objectives, or offline policy and value functions can first be learned from the data and then used for online finetuning or to provide reference actions. While each of these strategies has shown compelling results, it is unclear which method has the most impact on sample efficiency, whether these approaches can be combined, and if there are cumulative benefits. We classify existing demonstration-augmented RL approaches into three categories and perform an extensive empirical study of their strengths, weaknesses, and combinations to isolate the contribution of each strategy and determine effective hybrid combinations for sample-efficient online RL. Our analysis reveals that directly reusing offline data and initializing with behavior cloning consistently outperform more complex offline RL pretraining methods for improving online sample efficiency.
Mar 27, 2026

Addressing Ambiguity in Imitation Learning through Product of Experts based Negative Feedback

Programming robots to perform complex tasks is often difficult and time consuming, requiring expert knowledge and skills in robot software and sometimes hardware. Imitation learning is a method for training robots to perform tasks by leveraging human expertise through demonstrations. Typically, the assumption is that those demonstrations are performed by a single, highly competent expert. However, in many real-world applications that use user demonstrations for tasks or incorporate both user data and pretrained data, such as home robotics including assistive robots, this is unlikely to be the case. This paper presents research towards a system which can leverage suboptimal demonstrations to solve ambiguous tasks; and particularly learn from its own failures. This is a negative-feedback system which achieves significant improvement over purely positive imitation learning for ambiguous tasks, achieving a 90% improvement in success rate against a system that does not utilise negative feedback, compared to a 50% improvement in success rate when utilised on a real robot, as well as demonstrating higher efficacy, memory efficiency and time efficiency than a comparable negative feedback scheme. The novel scheme presented in this paper is validated through simulated and real-robot experiments.
Mar 26, 2026

Towards Generalizable Robotic Data Flywheel: High-Dimensional Factorization and Composition

The lack of sufficiently diverse data, coupled with limited data efficiency, remains a major bottleneck for generalist robotic models, yet systematic strategies for collecting and curating such data are not fully explored. Task diversity arises from implicit factors that are sparsely distributed across multiple dimensions and are difficult to define explicitly. To address this challenge, we propose F-ACIL, a heuristic factor-aware compositional iterative learning framework that enables structured data factorization and promotes compositional generalization. F-ACIL decomposes the data distribution into structured factor spaces such as object, action, and environment. Based on the factorized formulation, we develop a factor-wise data collection and an iterative training paradigm that promotes compositional generalization over the high-dimensional factor space, leading to more effective utilization of real-world robotic demonstrations. With extensive real-world experiments, we show that F-ACIL can achieve more than 45% performance gains with 5-10×\times fewer demonstrations comparing to that of which without the strategy. The results suggest that structured factorization offers a practical pathway toward efficient compositional generalization in real-world robotic learning. We believe F-ACIL can inspire more systematic research on building generalizable robotic data flywheel strategies. More demonstrations can be found at: https://f-acil.github.io/
Mar 17, 2026

Influence of Gripper Design on Human Demonstration Quality for Robot Learning

Opening sterile medical packaging is routine for healthcare workers but remains challenging for robots. Learning from demonstration enables robots to acquire manipulation skills directly from humans, and handheld gripper tools such as the Universal Manipulation Interface (UMI) offer a pathway for efficient data collection. However, the effectiveness of these tools depends heavily on their usability. We evaluated UMI in demonstrating a bandage opening task, a common manipulation task in hospital settings, by testing three conditions: distributed load grippers, concentrated load grippers, and bare hands. Eight participants performed timed trials, with task performance assessed by success rate, completion time, and damage, alongside perceived workload using the NASA-TLX questionnaire. Concentrated load grippers improved performance relative to distributed load grippers but remained substantially slower and less effective than hands. These results underscore the importance of ergonomic and mechanical refinements in handheld grippers to reduce user burden and improve demonstration quality, especially for applications in healthcare robotics.
Mar 10, 2026

Quality over Quantity: Demonstration Curation via Influence Functions for Data-Centric Robot Learning

Learning from demonstrations has emerged as a promising paradigm for end-to-end robot control, particularly when scaled to diverse and large datasets. However, the quality of demonstration data, often collected through human teleoperation, remains a critical bottleneck for effective data-driven robot learning. Human errors, operational constraints, and teleoperator variability introduce noise and suboptimal behaviors, making data curation essential yet largely manual and heuristic-driven. In this work, we propose Quality over Quantity (QoQ), a grounded and systematic approach to identifying high-quality data by defining data quality as the contribution of each training sample to reducing loss on validation demonstrations. To efficiently estimate this contribution, we leverage influence functions, which quantify the impact of individual training samples on model performance. We further introduce two key techniques to adapt influence functions for robot demonstrations: (i) using maximum influence across validation samples to capture the most relevant state-action pairs, and (ii) aggregating influence scores of state-action pairs within the same trajectory to reduce noise and improve data coverage. Experiments in both simulated and real-world settings show that QoQ consistently improves policy performances over prior data selection methods.
Mar 9, 2026

See and Switch: Vision-Based Branching for Interactive Robot-Skill Programming

Programming by demonstration (PbD) makes robot programming accessible to non-experts, but scaling it to real-world variability remains a challenge for current teaching frameworks, especially when a robot must select suitable task variants online from visual input. We present See & Switch, an interactive teaching-and-execution framework that represents tasks as graphs of skill parts connected by decision states, enabling conditional branching during replay. Its vision-based Switcher uses eye-in-hand images to select the appropriate successor skill part and detect novel situations that require new demonstrations. The framework supports recovery demonstrations during execution through kinesthetic teaching, joystick control, and hand gestures. We evaluate See & Switch on three dexterous manipulation tasks with 8 novice users, collecting approx. 900 real-robot execution rollouts. To isolate visual decision performance from timing errors during decision states, we evaluate the Switcher offline using user-gated decision state windows. In the evaluation within the decision state windows, the method achieves up to 90.6% branch-selection accuracy and detects anomalies with >90% accuracy in 47 of 79 decision states, demonstrating reliable switching based on visual input for conditional robot-skill programming. We provide all code and experiment data at http://imitrob.ciirc.cvut.cz/publications/seeandswitch.
Mar 6, 2026

Data Analogies Enable Efficient Cross-Embodiment Transfer

Generalist robot policies are trained on demonstrations collected across a wide variety of robots, scenes, and viewpoints. Yet it remains unclear how to best organize and scale such heterogeneous data so that it genuinely improves performance in a given target setting. In this work, we ask: what form of demonstration data is most useful for enabling transfer across robot set-ups? We conduct controlled experiments that vary end-effector morphology, robot platform appearance, and camera perspective, and compare the effects of simply scaling the number of demonstrations against systematically broadening the diversity in different ways. Our simulated experiments show that while perceptual shifts such as viewpoint benefit most from broad diversity, morphology shifts benefit far less from unstructured diversity and instead see the largest gains from data analogies, i.e. paired demonstrations that align scenes, tasks, and/or trajectories across different embodiments. Informed by the simulation results, we improve real-world cross-embodiment transfer success by an average of 22.5%22.5\% over large-scale, unpaired datasets by changing only the composition of the data.
Mar 3, 2026

Generative adversarial imitation learning for robot swarms: Learning from human demonstrations and trained policies

In imitation learning, robots are supposed to learn from demonstrations of the desired behavior. Most of the work in imitation learning for swarm robotics provides the demonstrations as rollouts of an existing policy. In this work, we provide a framework based on generative adversarial imitation learning that aims to learn collective behaviors from human demonstrations. Our framework is evaluated across six different missions, learning both from manual demonstrations and demonstrations derived from a PPO-trained policy. Results show that the imitation learning process is able to learn qualitatively meaningful behaviors that perform similarly well as the provided demonstrations. Additionally, we deploy the learned policies on a swarm of TurtleBot 4 robots in real-robot experiments. The exhibited behaviors preserved their visually recognizable character and their performance is comparable to the one achieved in simulation.
Feb 27, 2026

Learning to maintain safety through expert demonstrations in settings with unknown constraints: A Q-learning perspective

Given a set of trajectories demonstrating the execution of a task safely in a constrained MDP with observable rewards but with unknown constraints and non-observable costs, we aim to find a policy that maximizes the likelihood of demonstrated trajectories trading the balance between being conservative and increasing significantly the likelihood of high-rewarding trajectories but with potentially unsafe steps. Having these objectives, we aim towards learning a policy that maximizes the probability of the most promisingpromising trajectories with respect to the demonstrations. In so doing, we formulate the ``promise" of individual state-action pairs in terms of QQ values, which depend on task-specific rewards as well as on the assessment of states' safety, mixing expectations in terms of rewards and safety. This entails a safe Q-learning perspective of the inverse learning problem under constraints: The devised Safe QQ Inverse Constrained Reinforcement Learning (SafeQIL) algorithm is compared to state-of-the art inverse constraint reinforcement learning algorithms to a set of challenging benchmark tasks, showing its merits.
Feb 26, 2026

Interface-Aware Trajectory Reconstruction of Limited Demonstrations for Robot Learning

Assistive robots offer agency to humans with severe motor impairments. Often, these users control high-DoF robots through low-dimensional interfaces, such as using a 1-D sip-and-puff interface to operate a 6-DoF robotic arm. This mismatch results in having access to only a subset of control dimensions at a given time, imposing unintended and artificial constraints on robot motion. As a result, interface-limited demonstrations embed suboptimal motions that reflect interface restrictions rather than user intent. To address this, we present a trajectory reconstruction algorithm that reasons about task, environment, and interface constraints to lift demonstrations into the robot's full control space. We evaluate our approach using real-world demonstrations of ADL-inspired tasks performed via a 2-D joystick and 1-D sip-and-puff control interface, teleoperating two distinct 7-DoF robotic arms. Analyses of the reconstructed demonstrations and derived control policies show that lifted trajectories are faster and more efficient than their interface-constrained counterparts while respecting user preferences.
Feb 22, 2026

Human-to-Robot Interaction: Learning from Video Demonstration for Robot Imitation

Learning from Demonstration (LfD) offers a promising paradigm for robot skill acquisition. Recent approaches attempt to extract manipulation commands directly from video demonstrations, yet face two critical challenges: (1) general video captioning models prioritize global scene features over task-relevant objects, producing descriptions unsuitable for precise robotic execution, and (2) end-to-end architectures coupling visual understanding with policy learning require extensive paired datasets and struggle to generalize across objects and scenarios. To address these limitations, we propose a novel ``Human-to-Robot'' imitation learning pipeline that enables robots to acquire manipulation skills directly from unstructured video demonstrations, inspired by the human ability to learn by watching and imitating. Our key innovation is a modular framework that decouples the learning process into two distinct stages: (1) Video Understanding, which combines Temporal Shift Modules (TSM) with Vision-Language Models (VLMs) to extract actions and identify interacted objects, and (2) Robot Imitation, which employs TD3-based deep reinforcement learning to execute the demonstrated manipulations. We validated our approach in PyBullet simulation environments with a UR5e manipulator and in a real-world experiment with a UF850 manipulator across four fundamental actions: reach, pick, move, and put. For video understanding, our method achieves 89.97% action classification accuracy and BLEU-4 scores of 0.351 on standard objects and 0.265 on novel objects, representing improvements of 76.4% and 128.4% over the best baseline, respectively. For robot manipulation, our framework achieves an average success rate of 87.5% across all actions, with 100% success on reaching tasks and up to 90% on complex pick-and-place operations. The project website is available at https://thanhnguyencanh.github.io/LfD4hri.
Feb 18, 2026

SparTa: Sparse Graphical Task Models from a Handful of Demonstrations

Learning long-horizon manipulation tasks efficiently is a central challenge in robot learning from demonstration. Unlike recent endeavors that focus on directly learning the task in the action domain, we focus on inferring what the robot should achieve in the task, rather than how to do so. To this end, we represent evolving scene states using a series of graphical object relationships. We propose a demonstration segmentation and pooling approach that extracts a series of manipulation graphs and estimates distributions over object states across task phases. In contrast to prior graph-based methods that capture only partial interactions or short temporal windows, our approach captures complete object interactions spanning from the onset of control to the end of the manipulation. To improve robustness when learning from multiple demonstrations, we additionally perform object matching using pre-trained visual features. In extensive experiments, we evaluate our method's demonstration segmentation accuracy and the utility of learning from multiple demonstrations for finding a desired minimal task model. Finally, we deploy the fitted models both in simulation and on a real robot, demonstrating that the resulting task representations support reliable execution across environments.
Jun 20, 2025

Policy Improvement with Style-Specific Demonstrations

Proficient game agents with diverse play styles enrich the gaming experience and enhance the replay value of games. However, recent advancements in game AI based on reinforcement learning have predominantly focused on improving proficiency, whereas methods based on evolution algorithms generate agents with diverse play styles but exhibit subpar performance compared to RL methods. To address this gap, this paper proposes Mixed Proximal Policy Optimization (MPPO), a method designed to improve the proficiency of existing suboptimal agents while retaining their distinct styles. MPPO unifies loss objectives for both online and offline samples and introduces an implicit constraint to approximate demonstrator policies by adjusting the empirical distribution of samples. Empirical results across environments of varying scales demonstrate that MPPO achieves proficiency levels comparable to, or even superior to, pure online algorithms while preserving demonstrators' play styles. This work presents an effective approach for generating highly proficient and diverse game agents, ultimately contributing to more engaging gameplay experiences.
Apr 23, 2025

HERB: Human-augmented Efficient Reinforcement learning for Bin-packing

Packing objects efficiently is a fundamental problem in logistics, warehouse automation, and robotics. When dealing with highly diverse 3D objects (household or grocery items), closed-form solutions are infeasible, and heuristic or model-free Reinforcement Learning~(RL) methods tend to focus solely on geometric optimization, relying on exhaustive searches of the discretized solution space. This leads to long training times (for pure RL) and high latency (heuristics), limited transferability to robotic scenarios, and ultimately ignores object characteristics (fragility, deformability) and human preferences. We propose HERB, a human-augmented RL framework for packing irregular objects, the first to explore the potential of learning from human demonstrations to solve this complex task. It leverages human demonstrations of packing strategies, which inherently exhibit latent factors such as space optimization, stability, and object properties that are difficult to model explicitly. The human-expert data is combined with RL exploration to provide the placement of each object inside the container. Experimental results show that our method outperforms heuristic, purely RL-based, and imitation learning approaches in packing efficiency and latency. Qualitative results highlight that our packing strategy produces more stable, human-like arrangements, which we expect to be more appropriate and widely accepted. Finally, we demonstrate the real-world feasibility of our method on a robotic system.