RL for Robotics
RL: Reinforcement Learning
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31 papers in the last four weeks, up 675% on the four weeks before. 0.3% of all new papers.
Latest papers 155
Preference-based reinforcement learning (PbRL) enables agents to learn control policies without requiring manually designed reward functions, making it well-suited for tasks where objectives are difficult to formalize or inherently subjective. Acrobatic flight poses a particularly challenging problem due to its complex dynamics, rapid movements, and the importance of precise execution. However, manually designed reward functions for such tasks often fail to capture the qualities that matter: we find that hand-crafted rewards agree with human judgment only 60.7% of the time, underscoring the need for preference-driven approaches. In this work, we propose Reward Ensemble under Confidence (REC), a probabilistic reward learning framework for PbRL that explicitly models per-timestep reward uncertainty through an ensemble of distributional reward models. By propagating uncertainty into the preference loss and leveraging disagreement for exploration, REC achieves 88.4% of shaped reward performance on acrobatic quadrotor control, compared to 55.2% with standard Preference PPO. We train policies in simulation and successfully transfer them zero-shot to the real world, demonstrating complex acrobatic maneuvers learned purely from preference feedback. We further validate REC on a continuous control benchmark, confirming its applicability beyond the domain of aerial robotics.
RetrDex: Efficient Object Retrieval in Cluttered Scenes with a Dexterous Hand
Retrieving objects buried beneath clutter is both challenging and time-consuming, as complex support relationships make manipulation particularly difficult. Existing methods either focus on support relations and rely on sequential grasping to remove occluding objects, or perform preparatory actions such as pushing to facilitate subsequent grasps. However, these approaches are often inefficient and treat physical interactions as isolated auxiliary steps. In this paper, we propose RetrDex, an efficient framework for dexterous arm-hand systems to learn object retrieval in cluttered scenes. Our approach leverages large-scale parallel reinforcement learning (RL) in diverse cluttered scenes and incorporates a spatially aware representation that encodes occlusion patterns and spatial relationships among the target, the dexterous hand, and surrounding clutter. This representation enables the policy to develop diverse manipulation skills (e.g., pushing, stirring, and poking) that actively clear occluders. We evaluate RetrDex on 16 household objects across varied clutter configurations, and obtain strong retrieval performance and efficiency on both seen and unseen targets. Furthermore, we demonstrate successful zero-shot transfer to a real-world dexterous multi-fingered robot system, validating the practical applicability of our method. Videos can be found on our project website: https://RetrDex.github.io.
A Survey on Reinforcement Learning Applications in SLAM
Simultaneous localization and mapping (SLAM) allows a mobile robot or autonomous vehicle to build a map of an unknown environment while estimating its own pose within that map. Reinforcement learning (RL), in which an agent learns a decision policy from interaction and reward, has been applied to decide how such systems move, explore, and recognize places they have visited before. This survey reviews the applications of RL in SLAM. We first distinguish passive SLAM, in which the robot's motion is not chosen by the SLAM system, from active SLAM, in which it is, and summarize the sensors that provide the input to SLAM. We then introduce the RL methods used in this literature, from value-based and policy-based methods to actor-critic and deep RL. Next, we classify RL applications in SLAM into three categories: path planning, including environment exploration and obstacle avoidance; loop closure detection; and active SLAM. Thirteen representative studies are compared in terms of their simulation environment, deep learning method, SLAM method, and RL algorithm. Most of these studies are evaluated mainly in simulation, and value-based methods from the deep Q-network family are the most common. Finally, we discuss the challenges of applying RL to SLAM, namely computational demands, safety, generalization, high-dimensional state and action spaces, sample efficiency, and sensor and actuator delays, and we outline directions for future research.
Robust Recurrent Reinforcement Learning under Evolving Hidden Disturbances with Application to Rover Wheel Slip
Reinforcement learning (RL) performs well in continuous-control tasks, but evolving hidden disturbances create partial observability: the agent must infer decision-relevant latent dynamics from interaction history. This study investigates how observation history, action history, history length, and network structure affect recurrent Twin Delayed Deep Deterministic Policy Gradient (TD3) agents. Three recurrent architectures are evaluated under controlled disturbances with different temporal characteristics. Results show that action history is particularly important when observed responses depend on previous actions, and that processing past and current action-observation information within a unified temporal sequence improves performance compared with using separate branches. We also introduce H-TD3, which reuses recurrent states generated by the actor to initialize the critic, reducing duplicated sequence processing. The architectures are further tested in a simulation-based differential-drive rover motion-regulation task under hidden asymmetric wheel slip. Recurrent architectures retain their advantage under the physically motivated multiplicative wheel-slip model, while policies trained with abstract temporally structured disturbances transfer more effectively to previously unseen wheel-slip dynamics than policies trained without disturbances. These findings provide practical guidance for recurrent RL under partial observability and evolving hidden disturbances.
Rhythm: Learning Interactive Whole-Body Control for Dual Humanoids
Realizing interactive whole-body control for multi-humanoid systems is critical for unlocking complex collaborative capabilities in shared environments. Although recent advancements have significantly enhanced the agility of individual robots, bridging the gap to physically coupled multi-humanoid interaction remains challenging, primarily due to severe kinematic mismatches and complex contact dynamics. To address this, we introduce Rhythm, the first unified framework enabling real-world deployment of dual-humanoid systems for complex, physically plausible interactions. Our framework integrates three core components: (1) an Interaction-Aware Motion Retargeting (IAMR) module that generates feasible humanoid interaction references from human data; (2) an Interaction-Guided Reinforcement Learning (IGRL) policy that masters coupled dynamics via graph-based rewards; and (3) a real-world deployment system that enables robust transfer of dual-humanoid interaction. Extensive experiments on physical Unitree G1 robots demonstrate that our framework achieves robust interactive whole-body control, successfully transferring diverse behaviors such as hugging and dancing from simulation to reality.