Quadratic Programming
Also known as QP
Momentum
5 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.
Latest papers 11
Ergodic control drives robots to spend time in each region in proportion to a spatial distribution of interest, making it well suited for dense spatiotemporal environmental monitoring. Existing safe ergodic controllers rely on offline trajectory optimization or hierarchical architectures, which limit real-time applicability and decouple the ergodicity objective from the safety constraint. This paper presents a quadratic programming (QP)-based controller that treats ergodicity and safety jointly. We first introduce a Gaussian-kernel ergodic metric that, unlike the classical indicator-based metric, is time differentiable. This allows the exponential decay of the metric to be imposed as a time-varying control barrier function (CBF) constraint, relaxed by a slack variable, alongside hard CBF constraints for region containment and inter-robot collision avoidance. We establish that the resulting QP remains feasible from any safe initial configuration and that, up to the slack term, the ergodic metric decays exponentially. Simulations show improved performance over baseline methods, and experiments with three aerial vehicles validate the work on real hardware.
Efficient Reasoning via Constrained Optimization in Latent Space
Large Reasoning Models (LRMs) have shown remarkable reasoning capabilities, yet they still suffer from overthinking, generating redundant reasoning steps which incur substantial token consumption. Existing methods, such as suppressing reflective keywords or forcing shorter reasoning lengths, attempt to mitigate this issue but inevitably truncate necessary steps and induce underthinking, thereby compromising performance. To address this dilemma, we investigate the latent representations and observe that efficient reasoning steps naturally cluster into a concentrated region in latent space, while those deviating from this region tend to produce verbose sequences. To leverage this, we keep reasoning focused within this region via a quadratic program which projects deviating hidden states back into the region. Then we propose a novel training-free framework to achieve efficient reasoning that reduces token generation costs without sacrificing performance. Extensive experiments conducted on four models ranging from 1.5B to 14B, and across six benchmarks in math reasoning, coding, and scientific QA, validate the effectiveness of our method, up to a 12.1% improvement in accuracy while reducing generated tokens by 11.8% to 52.8%. Codes are available at https://github.com/hzn18/Opt4Reasoning.
S4R: Scaling for Rigid-Body Interpenetration Resolution
Rigid-body interpenetration frequently occurs in procedurally assembled and generated scenes and must be removed before downstream applications such as physical simulation. We present S4R (Scaling for Rigid-Body Interpenetration Resolution), a scale-continuation method for static interpenetration repair. S4R first uniformly shrinks each body about a fixed reference center to a small initial scale, at which the layout is penetration-free, and then restores full scale through a sequence of minimum-norm convex contact quadratic programs (QPs) that target the linearized separation margin during continuation. Resolution thereby replaces one deep correction with a sequence of shallow-contact subproblems. A conservative scale-event bound and frozen-witness gap predictions cut the number of exact mesh queries; the continuation then ends with a full-scale evaluator check and bounded tail refinement. We evaluate S4R on Kubric, HY3D-Bench, and Thingi10K using a shared mesh-level evaluator and a unified per-scene timing protocol. In the main comparisons on all three benchmarks, up to N=5000 bodies, S4R reaches zero reported penetration with displacement that stays small and nearly independent of scene size, and at the lowest wall time within each hardware tier among the compared methods. A GPU implementation extends these results to large-scale scenes. Our code and data can be found on our project page: https://frank-zy-dou.github.io/projects/S4R/index.html.
ElastiQP: An Always-Feasible QP Solver for Constrained Robot Control
As robot capabilities increase, quadratic programming (QP)-based controllers must account for a similarly increasing number of constraints to ensure safe, reliable operation. Yet, with each added constraint, this introduces more chances of momentary conflict: in which case, a QP solver that returns an "infeasible" status leaves the controller with nothing to execute. To address this, we introduce ElastiQP, a modified dual active-set QP solver that relaxes every inequality constraint with an exact, per-constraint l1 penalty while keeping equality constraints (dynamics) hard. Notably, ElastiQP does so by folding the slack variables into the solver analytically, maintaining a constant size of the condensed linear system. On a suite of robot control benchmarks, ElastiQP achieves microsecond-level performance, matching or outperforming leading modern solvers on feasible problems. On infeasible problems, ElastiQP handles these gracefully, confining violations to strictly the conflicting inequality terms, returning a usable solution up to 40x faster than the best alternative solvers. ElastiQP is available as an open-source C++ header-only library, with Python and JAX interfaces, at https://github.com/StanfordASL/elastiqp.
CALOS: Control-Affine Lyapunov On-manifold Safety Layer for Safe Deep Reinforcement Learning for Quadrotors
Deep Reinforcement Learning has demonstrated remarkable capability in quadrotor control, yet learned policies offer no guarantee of respecting safety constraints during training or deployment. We present CALOS (Control-Affine Lyapunov On-manifold Safety), a runtime safety layer that enforces attitude constraints on a quadrotor without modifying the underlying learning algorithm. CALOS formulates four tilt-angle inequalities and a Lyapunov descent condition as a single quadratic program whose solution is the minimum-norm correction to the nominal torque output of the policy. The quadratic program is solved exactly via active-set enumeration over the three-dimensional torque space, with a computational cost low enough to enforce constraints in real time across thousands of parallel simulation environments, as required by modern massively parallel Deep Reinforcement Learning training. Evaluated on trajectory-tracking tasks in NVIDIA Isaac Lab, CALOS reduces lateral tracking error by 55-60% relative to an unconstrained Proximal Policy Optimization baseline while achieving zero attitude-constraint violations on the training trajectory. By restricting exploration to safe regions of the state space, the safety layer also accelerates training convergence and improves data efficiency without producing suboptimal policies.
WarpMPC: Large-Batch MPC on GPU via ADMM with Unrolled Factorization
This paper introduces numerical optimizations for maximizing throughput on GPU when solving large batches (10,000 to over 100,000) of sequential quadratic programming (SQP) iterations, where all problems have the same structure. The optimizations are implemented in a toolbox WarpMPC for model-predictive control (MPC) in JAX and Warp. Based on the insight that all MPC problem instances in a batch share the same sparsity in time, cost, and constraints, we propose unrolling sparse linear factorizations and solves, which dominate alternating direction method of multipliers (ADMM) solver runtime. We avoid memory access bottlenecks and wasting computations via optimized memory layout, padding-reducing segmentation of the unrolled factorization, and dependency level scheduled backsolves, additionally accelerating sensitivity computation. We achieve throughputs of 8,000 to 250,000 SQP iterations per second on nonlinear cartpole, quadrotor, and humanoid robot benchmarks, outperforming baselines by 3 to 25. We illustrate practical usefulness by synthesizing a dataset and training a neural network approximation of an MPC in under 4 minutes that stabilizes a nano quadrotor in hardware experiments.
Elastic ODYN: Differentiable Optimization for Infeasible Control and Learning in Robotics
Robotic systems routinely encounter conflicting objectives, modeling errors, and degenerate contact conditions that render quadratic programs (QPs) infeasible. Yet most optimization solvers and differentiable QP layers assume feasibility, leading to numerical failures, unstable gradients, or solver breakdown when constraints cannot be simultaneously satisfied. We present Elastic ODYN, a primal-dual non-interior-point QP solver that handles infeasibility through smooth squared- elastic relaxations. The formulation remains well posed under ill-conditioning and degeneracy, supports warm starting, and converges to closest-to-feasible solutions, with lightweight refinement recovering physically meaningful dual variables. Building on this framework, we develop Elastic ODYNLayer, a differentiable QP layer with stable gradients under infeasibility, and Elastic OdynSQP, an SQP method that resolves inconsistent subproblems and intrinsically infeasible optimal control tasks through selective constraint elasticity. Across benchmark QPs, singular contact mechanics, differentiable parameter identification, and quadrupedal and humanoid trajectory optimization, Elastic ODYN outperforms state-of-the-art elastic QP solvers in robustness, warm-start performance, and convergence reliability, enabling optimization, simulation, control, and learning beyond standard feasibility assumptions.
Model Merging by Output-Space Projection
Model merging combines fine-tuned checkpoints into a single multi-task model without retraining. Existing methods - such as task arithmetic, model soups, TIES, and DARE - are computationally efficient and empirically successful, but rely on heuristic design choices and lack formal optimality guarantees. We show that merging can be formulated as a convex quadratic programme over residual updates, yielding weights that minimise a squared-output calibration objective using calibration inputs and fine-tuned model outputs, and subsuming existing methods as special cases. Our framework yields a closed-form diagnostic - the fraction of residual energy captured by a chosen basis - that predicts downstream merge quality using only the calibration set. Empirically, the QP matches or outperforms existing methods in the single-layer setting, and we characterise when the optimal basis provides significant gains over the cheaper diagonal QP. We extend to multi-layer merging via a sequential layer-wise algorithm and demonstrate consistent gains across language and vision benchmarks.
Planning Smooth and Safe Control Laws for a Unicycle Robot Among Obstacles
This paper presents a framework for safe navigation of a unicycle point robot to a goal position in an environment populated with obstacles from almost any admissible state, considering input limits. We introduce a novel QP formulation to create a Cinfinity-smooth vector field with reduced total bending and total turning. Then we design an analytic, non-linear feedback controller that inherently satisfies the conditions of Nagumo's theorem, ensuring forward invariance of the safe set without requiring any online optimization. We have demonstrated that our controller, even under hard input limits, safely converges to the goal position. Simulations confirm the effectiveness of the proposed framework, resulting in a twice faster arrival time with over 50% lower angular control effort compared to the baseline.
ReMoSPLAT: Reactive Mobile Manipulation Control on a Gaussian Splat
Reactive control can gracefully coordinate the motion of the base and the arm of a mobile manipulator. However, incorporating an accurate representation of the environment to avoid obstacles without involving costly planning remains a challenge. In this work, we present ReMoSPLAT, a reactive controller based on a quadratic program formulation for mobile manipulation that leverages a Gaussian Splat representation for collision avoidance. By integrating additional constraints and costs into the optimisation formulation, a mobile manipulator platform can reach its intended end effector pose while avoiding obstacles, even in cluttered scenes. We investigate the trade-offs of two methods for efficiently calculating robot-obstacle distances, comparing a purely geometric approach with a rasterisation-based approach. Our simulation experiments on both synthetic and real-world scans demonstrate the feasibility of the proposed method, achieving performance comparable to controllers that rely on perfect ground-truth information. We further validate the approach on a real robot platform more details: https://remosplat.github.io
Quadratic Programming Approach for Nash Equilibrium Computation in Multiplayer Imperfect-Information Games
There has been significant recent progress in algorithms for approximation of Nash equilibrium in large two-player zero-sum imperfect-information games and exact computation of Nash equilibrium in multiplayer strategic-form games. While counterfactual regret minimization and fictitious play are scalable to large games and have convergence guarantees in two-player zero-sum games, they do not guarantee convergence to Nash equilibrium in multiplayer games. We present an approach for exact computation of Nash equilibrium in multiplayer imperfect-information games that solves a quadratically-constrained program based on a nonlinear complementarity problem formulation from the sequence-form game representation. This approach capitalizes on recent advances for solving nonconvex quadratic programs. Our algorithm is able to quickly solve three-player Kuhn poker after removal of dominated actions. Of the available algorithms in the Gambit software suite, only the logit quantal response approach is successfully able to solve the game; however, the approach takes longer than our algorithm and also involves a degree of approximation. Our formulation also leads to a new approach for computing Nash equilibrium in multiplayer strategic-form games which we demonstrate to outperform a previous quadratically-constrained program formulation.