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SubscribeTrajectory Conditioned Cross-embodiment Skill Transfer
Learning manipulation skills from human demonstration videos presents a promising yet challenging problem, primarily due to the significant embodiment gap between human body and robot manipulators. Existing methods rely on paired datasets or hand-crafted rewards, which limit scalability and generalization. We propose TrajSkill, a framework for Trajectory Conditioned Cross-embodiment Skill Transfer, enabling robots to acquire manipulation skills directly from human demonstration videos. Our key insight is to represent human motions as sparse optical flow trajectories, which serve as embodiment-agnostic motion cues by removing morphological variations while preserving essential dynamics. Conditioned on these trajectories together with visual and textual inputs, TrajSkill jointly synthesizes temporally consistent robot manipulation videos and translates them into executable actions, thereby achieving cross-embodiment skill transfer. Extensive experiments are conducted, and the results on simulation data (MetaWorld) show that TrajSkill reduces FVD by 39.6\% and KVD by 36.6\% compared with the state-of-the-art, and improves cross-embodiment success rate by up to 16.7\%. Real-robot experiments in kitchen manipulation tasks further validate the effectiveness of our approach, demonstrating practical human-to-robot skill transfer across embodiments.
Adversarial Skill Networks: Unsupervised Robot Skill Learning from Video
Key challenges for the deployment of reinforcement learning (RL) agents in the real world are the discovery, representation and reuse of skills in the absence of a reward function. To this end, we propose a novel approach to learn a task-agnostic skill embedding space from unlabeled multi-view videos. Our method learns a general skill embedding independently from the task context by using an adversarial loss. We combine a metric learning loss, which utilizes temporal video coherence to learn a state representation, with an entropy regularized adversarial skill-transfer loss. The metric learning loss learns a disentangled representation by attracting simultaneous viewpoints of the same observations and repelling visually similar frames from temporal neighbors. The adversarial skill-transfer loss enhances re-usability of learned skill embeddings over multiple task domains. We show that the learned embedding enables training of continuous control policies to solve novel tasks that require the interpolation of previously seen skills. Our extensive evaluation with both simulation and real world data demonstrates the effectiveness of our method in learning transferable skills from unlabeled interaction videos and composing them for new tasks. Code, pretrained models and dataset are available at http://robotskills.cs.uni-freiburg.de
UniSkill: Imitating Human Videos via Cross-Embodiment Skill Representations
Mimicry is a fundamental learning mechanism in humans, enabling individuals to learn new tasks by observing and imitating experts. However, applying this ability to robots presents significant challenges due to the inherent differences between human and robot embodiments in both their visual appearance and physical capabilities. While previous methods bridge this gap using cross-embodiment datasets with shared scenes and tasks, collecting such aligned data between humans and robots at scale is not trivial. In this paper, we propose UniSkill, a novel framework that learns embodiment-agnostic skill representations from large-scale cross-embodiment video data without any labels, enabling skills extracted from human video prompts to effectively transfer to robot policies trained only on robot data. Our experiments in both simulation and real-world environments show that our cross-embodiment skills successfully guide robots in selecting appropriate actions, even with unseen video prompts. The project website can be found at: https://kimhanjung.github.io/UniSkill.
Omnidirectional Information Gathering for Knowledge Transfer-based Audio-Visual Navigation
Audio-visual navigation is an audio-targeted wayfinding task where a robot agent is entailed to travel a never-before-seen 3D environment towards the sounding source. In this article, we present ORAN, an omnidirectional audio-visual navigator based on cross-task navigation skill transfer. In particular, ORAN sharpens its two basic abilities for a such challenging task, namely wayfinding and audio-visual information gathering. First, ORAN is trained with a confidence-aware cross-task policy distillation (CCPD) strategy. CCPD transfers the fundamental, point-to-point wayfinding skill that is well trained on the large-scale PointGoal task to ORAN, so as to help ORAN to better master audio-visual navigation with far fewer training samples. To improve the efficiency of knowledge transfer and address the domain gap, CCPD is made to be adaptive to the decision confidence of the teacher policy. Second, ORAN is equipped with an omnidirectional information gathering (OIG) mechanism, i.e., gleaning visual-acoustic observations from different directions before decision-making. As a result, ORAN yields more robust navigation behaviour. Taking CCPD and OIG together, ORAN significantly outperforms previous competitors. After the model ensemble, we got 1st in Soundspaces Challenge 2022, improving SPL and SR by 53% and 35% relatively.
SkillWeaver: Web Agents can Self-Improve by Discovering and Honing Skills
To survive and thrive in complex environments, humans have evolved sophisticated self-improvement mechanisms through environment exploration, hierarchical abstraction of experiences into reuseable skills, and collaborative construction of an ever-growing skill repertoire. Despite recent advancements, autonomous web agents still lack crucial self-improvement capabilities, struggling with procedural knowledge abstraction, refining skills, and skill composition. In this work, we introduce SkillWeaver, a skill-centric framework enabling agents to self-improve by autonomously synthesizing reusable skills as APIs. Given a new website, the agent autonomously discovers skills, executes them for practice, and distills practice experiences into robust APIs. Iterative exploration continually expands a library of lightweight, plug-and-play APIs, significantly enhancing the agent's capabilities. Experiments on WebArena and real-world websites demonstrate the efficacy of SkillWeaver, achieving relative success rate improvements of 31.8% and 39.8%, respectively. Additionally, APIs synthesized by strong agents substantially enhance weaker agents through transferable skills, yielding improvements of up to 54.3% on WebArena. These results demonstrate the effectiveness of honing diverse website interactions into APIs, which can be seamlessly shared among various web agents.
Universal Manipulation Interface: In-The-Wild Robot Teaching Without In-The-Wild Robots
We present Universal Manipulation Interface (UMI) -- a data collection and policy learning framework that allows direct skill transfer from in-the-wild human demonstrations to deployable robot policies. UMI employs hand-held grippers coupled with careful interface design to enable portable, low-cost, and information-rich data collection for challenging bimanual and dynamic manipulation demonstrations. To facilitate deployable policy learning, UMI incorporates a carefully designed policy interface with inference-time latency matching and a relative-trajectory action representation. The resulting learned policies are hardware-agnostic and deployable across multiple robot platforms. Equipped with these features, UMI framework unlocks new robot manipulation capabilities, allowing zero-shot generalizable dynamic, bimanual, precise, and long-horizon behaviors, by only changing the training data for each task. We demonstrate UMI's versatility and efficacy with comprehensive real-world experiments, where policies learned via UMI zero-shot generalize to novel environments and objects when trained on diverse human demonstrations. UMI's hardware and software system is open-sourced at https://umi-gripper.github.io.
LEGATO: Cross-Embodiment Imitation Using a Grasping Tool
Cross-embodiment imitation learning enables policies trained on specific embodiments to transfer across different robots, unlocking the potential for large-scale imitation learning that is both cost-effective and highly reusable. This paper presents LEGATO, a cross-embodiment imitation learning framework for visuomotor skill transfer across varied kinematic morphologies. We introduce a handheld gripper that unifies action and observation spaces, allowing tasks to be defined consistently across robots. We train visuomotor policies on task demonstrations using this gripper through imitation learning, applying transformation to a motion-invariant space for computing the training loss. Gripper motions generated by the policies are retargeted into high-degree-of-freedom whole-body motions using inverse kinematics for deployment across diverse embodiments. Our evaluations in simulation and real-robot experiments highlight the framework's effectiveness in learning and transferring visuomotor skills across various robots. More information can be found on the project page: https://ut-hcrl.github.io/LEGATO.
LEGO: Learning EGOcentric Action Frame Generation via Visual Instruction Tuning
Generating instructional images of human daily actions from an egocentric viewpoint serves a key step towards efficient skill transfer. In this paper, we introduce a novel problem -- egocentric action frame generation. The goal is to synthesize the action frame conditioning on the user prompt question and an input egocentric image that captures user's environment. Notably, existing egocentric datasets lack the detailed annotations that describe the execution of actions. Additionally, the diffusion-based image manipulation models fail to control the state change of an action within the corresponding egocentric image pixel space. To this end, we finetune a visual large language model (VLLM) via visual instruction tuning for curating the enriched action descriptions to address our proposed problem. Moreover, we propose to Learn EGOcentric (LEGO) action frame generation using image and text embeddings from VLLM as additional conditioning. We validate our proposed model on two egocentric datasets -- Ego4D and Epic-Kitchens. Our experiments show prominent improvement over prior image manipulation models in both quantitative and qualitative evaluation. We also conduct detailed ablation studies and analysis to provide insights on our method.
From Grounding to Manipulation: Case Studies of Foundation Model Integration in Embodied Robotic Systems
Foundation models (FMs) are increasingly used to bridge language and action in embodied agents, yet the operational characteristics of different FM integration strategies remain under-explored -- particularly for complex instruction following and versatile action generation in changing environments. This paper examines three paradigms for building robotic systems: end-to-end vision-language-action (VLA) models that implicitly integrate perception and planning, and modular pipelines incorporating either vision-language models (VLMs) or multimodal large language models (LLMs). We evaluate these paradigms through two focused case studies: a complex instruction grounding task assessing fine-grained instruction understanding and cross-modal disambiguation, and an object manipulation task targeting skill transfer via VLA finetuning. Our experiments in zero-shot and few-shot settings reveal trade-offs in generalization and data efficiency. By exploring performance limits, we distill design implications for developing language-driven physical agents and outline emerging challenges and opportunities for FM-powered robotics in real-world conditions.
DexCanvas: Bridging Human Demonstrations and Robot Learning for Dexterous Manipulation
We present DexCanvas, a large-scale hybrid real-synthetic human manipulation dataset containing 7,000 hours of dexterous hand-object interactions seeded from 70 hours of real human demonstrations, organized across 21 fundamental manipulation types based on the Cutkosky taxonomy. Each entry combines synchronized multi-view RGB-D, high-precision mocap with MANO hand parameters, and per-frame contact points with physically consistent force profiles. Our real-to-sim pipeline uses reinforcement learning to train policies that control an actuated MANO hand in physics simulation, reproducing human demonstrations while discovering the underlying contact forces that generate the observed object motion. DexCanvas is the first manipulation dataset to combine large-scale real demonstrations, systematic skill coverage based on established taxonomies, and physics-validated contact annotations. The dataset can facilitate research in robotic manipulation learning, contact-rich control, and skill transfer across different hand morphologies.
TrajBooster: Boosting Humanoid Whole-Body Manipulation via Trajectory-Centric Learning
Recent Vision-Language-Action models show potential to generalize across embodiments but struggle to quickly align with a new robot's action space when high-quality demonstrations are scarce, especially for bipedal humanoids. We present TrajBooster, a cross-embodiment framework that leverages abundant wheeled-humanoid data to boost bipedal VLA. Our key idea is to use end-effector trajectories as a morphology-agnostic interface. TrajBooster (i) extracts 6D dual-arm end-effector trajectories from real-world wheeled humanoids, (ii) retargets them in simulation to Unitree G1 with a whole-body controller trained via a heuristic-enhanced harmonized online DAgger to lift low-dimensional trajectory references into feasible high-dimensional whole-body actions, and (iii) forms heterogeneous triplets that couple source vision/language with target humanoid-compatible actions to post-pre-train a VLA, followed by only 10 minutes of teleoperation data collection on the target humanoid domain. Deployed on Unitree G1, our policy achieves beyond-tabletop household tasks, enabling squatting, cross-height manipulation, and coordinated whole-body motion with markedly improved robustness and generalization. Results show that TrajBooster allows existing wheeled-humanoid data to efficiently strengthen bipedal humanoid VLA performance, reducing reliance on costly same-embodiment data while enhancing action space understanding and zero-shot skill transfer capabilities. For more details, For more details, please refer to our https://jiachengliu3.github.io/TrajBooster/.
SparseDFF: Sparse-View Feature Distillation for One-Shot Dexterous Manipulation
Humans demonstrate remarkable skill in transferring manipulation abilities across objects of varying shapes, poses, and appearances, a capability rooted in their understanding of semantic correspondences between different instances. To equip robots with a similar high-level comprehension, we present SparseDFF, a novel DFF for 3D scenes utilizing large 2D vision models to extract semantic features from sparse RGBD images, a domain where research is limited despite its relevance to many tasks with fixed-camera setups. SparseDFF generates view-consistent 3D DFFs, enabling efficient one-shot learning of dexterous manipulations by mapping image features to a 3D point cloud. Central to SparseDFF is a feature refinement network, optimized with a contrastive loss between views and a point-pruning mechanism for feature continuity. This facilitates the minimization of feature discrepancies w.r.t. end-effector parameters, bridging demonstrations and target manipulations. Validated in real-world scenarios with a dexterous hand, SparseDFF proves effective in manipulating both rigid and deformable objects, demonstrating significant generalization capabilities across object and scene variations.
Towards General Purpose Vision Systems
Computer vision systems today are primarily N-purpose systems, designed and trained for a predefined set of tasks. Adapting such systems to new tasks is challenging and often requires non-trivial modifications to the network architecture (e.g. adding new output heads) or training process (e.g. adding new losses). To reduce the time and expertise required to develop new applications, we would like to create general purpose vision systems that can learn and perform a range of tasks without any modification to the architecture or learning process. In this paper, we propose GPV-1, a task-agnostic vision-language architecture that can learn and perform tasks that involve receiving an image and producing text and/or bounding boxes, including classification, localization, visual question answering, captioning, and more. We also propose evaluations of generality of architecture, skill-concept transfer, and learning efficiency that may inform future work on general purpose vision. Our experiments indicate GPV-1 is effective at multiple tasks, reuses some concept knowledge across tasks, can perform the Referring Expressions task zero-shot, and further improves upon the zero-shot performance using a few training samples.
CurLL: A Developmental Framework to Evaluate Continual Learning in Language Models
We introduce a comprehensive continual learning dataset and benchmark (CurlL) grounded in human developmental trajectories from ages 5-10, enabling systematic and fine-grained assessment of models' ability to progressively acquire new skills. CurlL spans five developmental stages (0-4) covering ages 5-10, supported by a skill graph that breaks down broad skills into smaller abilities, concrete goals, and measurable indicators, while also capturing which abilities build on others. We generate a 23.4B-token synthetic dataset with controlled skill progression, vocabulary complexity, and format diversity, comprising paragraphs, comprehension-based QA (CQA), skill-testing QA (CSQA), and instruction-response (IR) pairs. Stage-wise token counts range from 2.12B to 6.78B tokens, supporting precise analysis of forgetting, forward transfer, and backward transfer. Using a 135M-parameter transformer trained under independent, joint, and sequential (continual) setups, we show trade-offs in skill retention and transfer efficiency. By mirroring human learning patterns and providing fine-grained control over skill dependencies, this work advances continual learning evaluations for language models.
DataPlatter: Boosting Robotic Manipulation Generalization with Minimal Costly Data
The growing adoption of Vision-Language-Action (VLA) models in embodied AI intensifies the demand for diverse manipulation demonstrations. However, high costs associated with data collection often result in insufficient data coverage across all scenarios, which limits the performance of the models. It is observed that the spatial reasoning phase (SRP) in large workspace dominates the failure cases. Fortunately, this data can be collected with low cost, underscoring the potential of leveraging inexpensive data to improve model performance. In this paper, we introduce the DataPlatter method, a framework that decouples training trajectories into distinct task stages and leverages abundant easily collectible SRP data to enhance VLA model's generalization. Through analysis we demonstrate that sub-task-specific training with additional SRP data with proper proportion can act as a performance catalyst for robot manipulation, maximizing the utilization of costly physical interaction phase (PIP) data. Experiments show that through introducing large proportion of cost-effective SRP trajectories into a limited set of PIP data, we can achieve a maximum improvement of 41\% on success rate in zero-shot scenes, while with the ability to transfer manipulation skill to novel targets.
Kompetencer: Fine-grained Skill Classification in Danish Job Postings via Distant Supervision and Transfer Learning
Skill Classification (SC) is the task of classifying job competences from job postings. This work is the first in SC applied to Danish job vacancy data. We release the first Danish job posting dataset: Kompetencer (en: competences), annotated for nested spans of competences. To improve upon coarse-grained annotations, we make use of The European Skills, Competences, Qualifications and Occupations (ESCO; le Vrang et al., 2014) taxonomy API to obtain fine-grained labels via distant supervision. We study two setups: The zero-shot and few-shot classification setting. We fine-tune English-based models and RemBERT (Chung et al., 2020) and compare them to in-language Danish models. Our results show RemBERT significantly outperforms all other models in both the zero-shot and the few-shot setting.
Transfer Learning for Emulating Ocean Climate Variability across $CO_2$ forcing
With the success of machine learning (ML) applied to climate reaching further every day, emulators have begun to show promise not only for weather but for multi-year time scales in the atmosphere. Similar work for the ocean remains nascent, with state-of-the-art limited to models running for shorter time scales or only for regions of the globe. In this work, we demonstrate high-skill global emulation for surface ocean fields over 5-8 years of model rollout, accurately representing modes of variability for two different ML architectures (ConvNext and Transformers). In addition, we address the outstanding question of generalization, an essential consideration if the end-use of emulation is to model warming scenarios outside of the model training data. We show that 1) generalization is not an intrinsic feature of a data-driven emulator, 2) fine-tuning the emulator on only small amounts of additional data from a distribution similar to the test set can enable the emulator to perform well in a warmed climate, and 3) the forced emulators are robust to noise in the forcing.
MSDF: A General Open-Domain Multi-Skill Dialog Framework
Dialog systems have achieved significant progress and have been widely used in various scenarios. The previous researches mainly focused on designing dialog generation models in a single scenario, while comprehensive abilities are required to handle tasks under various scenarios in the real world. In this paper, we propose a general Multi-Skill Dialog Framework, namely MSDF, which can be applied in different dialog tasks (e.g. knowledge grounded dialog and persona based dialog). Specifically, we propose a transferable response generator pre-trained on diverse large-scale dialog corpora as the backbone of MSDF, consisting of BERT-based encoders and a GPT-based decoder. To select the response consistent with dialog history, we propose a consistency selector trained through negative sampling. Moreover, the flexible copy mechanism of external knowledge is also employed to enhance the utilization of multiform knowledge in various scenarios. We conduct experiments on knowledge grounded dialog, recommendation dialog, and persona based dialog tasks. The experimental results indicate that our MSDF outperforms the baseline models with a large margin. In the Multi-skill Dialog of 2021 Language and Intelligence Challenge, our general MSDF won the 3rd prize, which proves our MSDF is effective and competitive.
DRP: Distilled Reasoning Pruning with Skill-aware Step Decomposition for Efficient Large Reasoning Models
While Large Reasoning Models (LRMs) have demonstrated success in complex reasoning tasks through long chain-of-thought (CoT) reasoning, their inference often involves excessively verbose reasoning traces, resulting in substantial inefficiency. To address this, we propose Distilled Reasoning Pruning (DRP), a hybrid framework that combines inference-time pruning with tuning-based distillation, two widely used strategies for efficient reasoning. DRP uses a teacher model to perform skill-aware step decomposition and content pruning, and then distills the pruned reasoning paths into a student model, enabling it to reason both efficiently and accurately. Across several challenging mathematical reasoning datasets, we find that models trained with DRP achieve substantial improvements in token efficiency without sacrificing accuracy. Specifically, DRP reduces average token usage on GSM8K from 917 to 328 while improving accuracy from 91.7% to 94.1%, and achieves a 43% token reduction on AIME with no performance drop. Further analysis shows that aligning the reasoning structure of training CoTs with the student's reasoning capacity is critical for effective knowledge transfer and performance gains.
Kimi-Dev: Agentless Training as Skill Prior for SWE-Agents
Large Language Models (LLMs) are increasingly applied to software engineering (SWE), with SWE-bench as a key benchmark. Solutions are split into SWE-Agent frameworks with multi-turn interactions and workflow-based Agentless methods with single-turn verifiable steps. We argue these paradigms are not mutually exclusive: reasoning-intensive Agentless training induces skill priors, including localization, code edit, and self-reflection that enable efficient and effective SWE-Agent adaptation. In this work, we first curate the Agentless training recipe and present Kimi-Dev, an open-source SWE LLM achieving 60.4\% on SWE-bench Verified, the best among workflow approaches. With additional SFT adaptation on 5k publicly-available trajectories, Kimi-Dev powers SWE-Agents to 48.6\% pass@1, on par with that of Claude 3.5 Sonnet (241022 version). These results show that structured skill priors from Agentless training can bridge workflow and agentic frameworks for transferable coding agents.
Cooperative Multi-Agent Planning with Adaptive Skill Synthesis
Despite much progress in training distributed artificial intelligence (AI), building cooperative multi-agent systems with multi-agent reinforcement learning (MARL) faces challenges in sample efficiency, interpretability, and transferability. Unlike traditional learning-based methods that require extensive interaction with the environment, large language models (LLMs) demonstrate remarkable capabilities in zero-shot planning and complex reasoning. However, existing LLM-based approaches heavily rely on text-based observations and struggle with the non-Markovian nature of multi-agent interactions under partial observability. We present COMPASS, a novel multi-agent architecture that integrates vision-language models (VLMs) with a dynamic skill library and structured communication for decentralized closed-loop decision-making. The skill library, bootstrapped from demonstrations, evolves via planner-guided tasks to enable adaptive strategies. COMPASS propagates entity information through multi-hop communication under partial observability. Evaluations on the improved StarCraft Multi-Agent Challenge (SMACv2) demonstrate COMPASS's strong performance against state-of-the-art MARL baselines across both symmetric and asymmetric scenarios. Notably, in the symmetric Protoss 5v5 task, COMPASS achieved a 57\% win rate, representing a 30 percentage point advantage over QMIX (27\%). Project page can be found at https://stellar-entremet-1720bb.netlify.app/.
Classifying Textual Data with Pre-trained Vision Models through Transfer Learning and Data Transformations
Knowledge is acquired by humans through experience, and no boundary is set between the kinds of knowledge or skill levels we can achieve on different tasks at the same time. When it comes to Neural Networks, that is not the case. The breakthroughs in the field are extremely task and domain-specific. Vision and language are dealt with in separate manners, using separate methods and different datasets. Current text classification methods, mostly rely on obtaining contextual embeddings for input text samples, then training a classifier on the embedded dataset. Transfer learning in Language-related tasks in general, is heavily used in obtaining the contextual text embeddings for the input samples. In this work, we propose to use the knowledge acquired by benchmark Vision Models which are trained on ImageNet to help a much smaller architecture learn to classify text. A data transformation technique is used to create a new image dataset, where each image represents a sentence embedding from the last six layers of BERT, projected on a 2D plane using a t-SNE based method. We trained five models containing early layers sliced from vision models which are pretrained on ImageNet, on the created image dataset for the IMDB dataset embedded with the last six layers of BERT. Despite the challenges posed by the very different datasets, experimental results achieved by this approach which links large pretrained models on both language and vision, are very promising, without employing compute resources. Specifically, Sentiment Analysis is achieved by five different models on the same image dataset obtained after BERT embeddings are transformed into gray scale images. Index Terms: BERT, Convolutional Neural Networks, Domain Adaptation, image classification, Natural Language Processing, t-SNE, text classification, Transfer Learning
EvoStruggle: A Dataset Capturing the Evolution of Struggle across Activities and Skill Levels
The ability to determine when a person struggles during skill acquisition is crucial for both optimizing human learning and enabling the development of effective assistive systems. As skills develop, the type and frequency of struggles tend to change, and understanding this evolution is key to determining the user's current stage of learning. However, existing manipulation datasets have not focused on how struggle evolves over time. In this work, we collect a dataset for struggle determination, featuring 61.68 hours of video recordings, 2,793 videos, and 5,385 annotated temporal struggle segments collected from 76 participants. The dataset includes 18 tasks grouped into four diverse activities -- tying knots, origami, tangram puzzles, and shuffling cards, representing different task variations. In addition, participants repeated the same task five times to capture their evolution of skill. We define the struggle determination problem as a temporal action localization task, focusing on identifying and precisely localizing struggle segments with start and end times. Experimental results show that Temporal Action Localization models can successfully learn to detect struggle cues, even when evaluated on unseen tasks or activities. The models attain an overall average mAP of 34.56% when generalizing across tasks and 19.24% across activities, indicating that struggle is a transferable concept across various skill-based tasks while still posing challenges for further improvement in struggle detection. Our dataset is available at https://github.com/FELIXFENG2019/EvoStruggle.
IMBUE: Improving Interpersonal Effectiveness through Simulation and Just-in-time Feedback with Human-Language Model Interaction
Navigating certain communication situations can be challenging due to individuals' lack of skills and the interference of strong emotions. However, effective learning opportunities are rarely accessible. In this work, we conduct a human-centered study that uses language models to simulate bespoke communication training and provide just-in-time feedback to support the practice and learning of interpersonal effectiveness skills. We apply the interpersonal effectiveness framework from Dialectical Behavioral Therapy (DBT), DEAR MAN, which focuses on both conversational and emotional skills. We present IMBUE, an interactive training system that provides feedback 25% more similar to experts' feedback, compared to that generated by GPT-4. IMBUE is the first to focus on communication skills and emotion management simultaneously, incorporate experts' domain knowledge in providing feedback, and be grounded in psychology theory. Through a randomized trial of 86 participants, we find that IMBUE's simulation-only variant significantly improves participants' self-efficacy (up to 17%) and reduces negative emotions (up to 25%). With IMBUE's additional just-in-time feedback, participants demonstrate 17% improvement in skill mastery, along with greater enhancements in self-efficacy (27% more) and reduction of negative emotions (16% more) compared to simulation-only. The improvement in skill mastery is the only measure that is transferred to new and more difficult situations; situation specific training is necessary for improving self-efficacy and emotion reduction.
Affective social anthropomorphic intelligent system
Human conversational styles are measured by the sense of humor, personality, and tone of voice. These characteristics have become essential for conversational intelligent virtual assistants. However, most of the state-of-the-art intelligent virtual assistants (IVAs) are failed to interpret the affective semantics of human voices. This research proposes an anthropomorphic intelligent system that can hold a proper human-like conversation with emotion and personality. A voice style transfer method is also proposed to map the attributes of a specific emotion. Initially, the frequency domain data (Mel-Spectrogram) is created by converting the temporal audio wave data, which comprises discrete patterns for audio features such as notes, pitch, rhythm, and melody. A collateral CNN-Transformer-Encoder is used to predict seven different affective states from voice. The voice is also fed parallelly to the deep-speech, an RNN model that generates the text transcription from the spectrogram. Then the transcripted text is transferred to the multi-domain conversation agent using blended skill talk, transformer-based retrieve-and-generate generation strategy, and beam-search decoding, and an appropriate textual response is generated. The system learns an invertible mapping of data to a latent space that can be manipulated and generates a Mel-spectrogram frame based on previous Mel-spectrogram frames to voice synthesize and style transfer. Finally, the waveform is generated using WaveGlow from the spectrogram. The outcomes of the studies we conducted on individual models were auspicious. Furthermore, users who interacted with the system provided positive feedback, demonstrating the system's effectiveness.
Meta-Learning Parameterized Skills
We propose a novel parameterized skill-learning algorithm that aims to learn transferable parameterized skills and synthesize them into a new action space that supports efficient learning in long-horizon tasks. We propose to leverage off-policy Meta-RL combined with a trajectory-centric smoothness term to learn a set of parameterized skills. Our agent can use these learned skills to construct a three-level hierarchical framework that models a Temporally-extended Parameterized Action Markov Decision Process. We empirically demonstrate that the proposed algorithms enable an agent to solve a set of difficult long-horizon (obstacle-course and robot manipulation) tasks.
Can Tool-Integrated Reinforcement Learning Generalize Across Diverse Domains?
Recent advances in large language models (LLMs) have demonstrated remarkable capabilities in reasoning and tool utilization. However, the generalization of tool-augmented reinforcement learning (RL) across diverse domains remains underexplored. In this work, we investigate the cross-domain generalization of an LLM agent equipped with a code interpreter tool, which is exclusively trained on mathematical problem-solving tasks. Despite the restricted training domain, we evaluate the agent's performance across several distinct reasoning domains. The results reveal that RL-based tool usage learned from mathematical tasks can be effectively transferred to complex tasks in other domains, enabling great task performance and high token efficiency. To facilitate this cross-domain transfer, we propose a Tool Generalization Reinforcement Learning (TGRL) framework designed to promote domain-agnostic learning and skill migration, encompassing: (i) a standardized tool interface that abstracts domain-specific nuances through consistent formatting and explicit termination, fostering transferable invocation patterns; (ii) a dual-component reward system that decomposes rewards to incentivize generalizable behaviors like tool efficiency and reasoning abstraction, ensuring alignment and robustness across domain shifts; and (iii) an XML-based prompt template that separates thinking, tool calls, and responses to encourage modular, domain-invariant planning and coherent multi-turn interactions. Extensive experiments across diverse benchmarks validate our approach, achieving state-of-the-art performance and highlighting the cross-domain potential of Tool RL for LLM reasoning.
From $f(x)$ and $g(x)$ to $f(g(x))$: LLMs Learn New Skills in RL by Composing Old Ones
Does RL teach LLMs genuinely new skills, or does it merely activate existing ones? This question lies at the core of ongoing debates about the role of RL in LLM post-training. On one side, strong empirical results can be achieved with RL even without preceding supervised finetuning; on the other, critics argue that RL contributes little beyond reweighting existing reasoning strategies. This work provides concrete evidence that LLMs can acquire genuinely new skills during RL by composing existing ones, mirroring one of the central mechanisms by which humans acquire new cognitive skills. To mitigate data contamination and other confounding factors, and to allow precise control over task complexity, we develop a synthetic framework for our investigation. Specifically, we define a skill as the ability to infer the output of a string transformation function f(x) given x. When an LLM has already learned f and g prior to RL, our experiments reveal that RL enables it to learn unseen compositions of them h(x)=g(f(x)). Further, this compositional ability generalizes to more difficult problems such as compositions of >2 functions unseen during RL training. Surprisingly, our experiments show that compositional skill acquired on a source task transfers to a different target task. This transfer happens even without compositional training on the target, requiring only prior knowledge of the target's atomic skills. Our qualitative analysis shows that RL fundamentally changes the reasoning behaviors of the models. In contrast, next-token training with the same data yields none of these findings. Our systematic experiments provide fresh insights into LLM learning, suggesting the value of first building base models with basic skills, then using RL to incentivize advanced, generalizable skills for complex problems.
Learning Generalizable Skills from Offline Multi-Task Data for Multi-Agent Cooperation
Learning cooperative multi-agent policy from offline multi-task data that can generalize to unseen tasks with varying numbers of agents and targets is an attractive problem in many scenarios. Although aggregating general behavior patterns among multiple tasks as skills to improve policy transfer is a promising approach, two primary challenges hinder the further advancement of skill learning in offline multi-task MARL. Firstly, extracting general cooperative behaviors from various action sequences as common skills lacks bringing cooperative temporal knowledge into them. Secondly, existing works only involve common skills and can not adaptively choose independent knowledge as task-specific skills in each task for fine-grained action execution. To tackle these challenges, we propose Hierarchical and Separate Skill Discovery (HiSSD), a novel approach for generalizable offline multi-task MARL through skill learning. HiSSD leverages a hierarchical framework that jointly learns common and task-specific skills. The common skills learn cooperative temporal knowledge and enable in-sample exploitation for offline multi-task MARL. The task-specific skills represent the priors of each task and achieve a task-guided fine-grained action execution. To verify the advancement of our method, we conduct experiments on multi-agent MuJoCo and SMAC benchmarks. After training the policy using HiSSD on offline multi-task data, the empirical results show that HiSSD assigns effective cooperative behaviors and obtains superior performance in unseen tasks.
MetaScenes: Towards Automated Replica Creation for Real-world 3D Scans
Embodied AI (EAI) research requires high-quality, diverse 3D scenes to effectively support skill acquisition, sim-to-real transfer, and generalization. Achieving these quality standards, however, necessitates the precise replication of real-world object diversity. Existing datasets demonstrate that this process heavily relies on artist-driven designs, which demand substantial human effort and present significant scalability challenges. To scalably produce realistic and interactive 3D scenes, we first present MetaScenes, a large-scale, simulatable 3D scene dataset constructed from real-world scans, which includes 15366 objects spanning 831 fine-grained categories. Then, we introduce Scan2Sim, a robust multi-modal alignment model, which enables the automated, high-quality replacement of assets, thereby eliminating the reliance on artist-driven designs for scaling 3D scenes. We further propose two benchmarks to evaluate MetaScenes: a detailed scene synthesis task focused on small item layouts for robotic manipulation and a domain transfer task in vision-and-language navigation (VLN) to validate cross-domain transfer. Results confirm MetaScene's potential to enhance EAI by supporting more generalizable agent learning and sim-to-real applications, introducing new possibilities for EAI research. Project website: https://meta-scenes.github.io/.
Getting the Ball Rolling: Learning a Dexterous Policy for a Biomimetic Tendon-Driven Hand with Rolling Contact Joints
Biomimetic, dexterous robotic hands have the potential to replicate much of the tasks that a human can do, and to achieve status as a general manipulation platform. Recent advances in reinforcement learning (RL) frameworks have achieved remarkable performance in quadrupedal locomotion and dexterous manipulation tasks. Combined with GPU-based highly parallelized simulations capable of simulating thousands of robots in parallel, RL-based controllers have become more scalable and approachable. However, in order to bring RL-trained policies to the real world, we require training frameworks that output policies that can work with physical actuators and sensors as well as a hardware platform that can be manufactured with accessible materials yet is robust enough to run interactive policies. This work introduces the biomimetic tendon-driven Faive Hand and its system architecture, which uses tendon-driven rolling contact joints to achieve a 3D printable, robust high-DoF hand design. We model each element of the hand and integrate it into a GPU simulation environment to train a policy with RL, and achieve zero-shot transfer of a dexterous in-hand sphere rotation skill to the physical robot hand.
Skill Transformer: A Monolithic Policy for Mobile Manipulation
We present Skill Transformer, an approach for solving long-horizon robotic tasks by combining conditional sequence modeling and skill modularity. Conditioned on egocentric and proprioceptive observations of a robot, Skill Transformer is trained end-to-end to predict both a high-level skill (e.g., navigation, picking, placing), and a whole-body low-level action (e.g., base and arm motion), using a transformer architecture and demonstration trajectories that solve the full task. It retains the composability and modularity of the overall task through a skill predictor module while reasoning about low-level actions and avoiding hand-off errors, common in modular approaches. We test Skill Transformer on an embodied rearrangement benchmark and find it performs robust task planning and low-level control in new scenarios, achieving a 2.5x higher success rate than baselines in hard rearrangement problems.
STAR: Learning Diverse Robot Skill Abstractions through Rotation-Augmented Vector Quantization
Transforming complex actions into discrete skill abstractions has demonstrated strong potential for robotic manipulation. Existing approaches mainly leverage latent variable models, e.g., VQ-VAE, to learn skill abstractions through learned vectors (codebooks), while they suffer from codebook collapse and modeling the causal relationship between learned skills. To address these limitations, we present Skill Training with Augmented Rotation (STAR), a framework that advances both skill learning and composition to complete complex behaviors. Specifically, to prevent codebook collapse, we devise rotation-augmented residual skill quantization (RaRSQ). It encodes relative angles between encoder outputs into the gradient flow by rotation-based gradient mechanism. Points within the same skill code are forced to be either pushed apart or pulled closer together depending on gradient directions. Further, to capture the causal relationship between skills, we present causal skill transformer (CST) which explicitly models dependencies between skill representations through an autoregressive mechanism for coherent action generation. Extensive experiments demonstrate the superiority of STAR on both LIBERO benchmark and realworld tasks, with around 12\% improvement over the baselines.
FaceDancer: Pose- and Occlusion-Aware High Fidelity Face Swapping
In this work, we present a new single-stage method for subject agnostic face swapping and identity transfer, named FaceDancer. We have two major contributions: Adaptive Feature Fusion Attention (AFFA) and Interpreted Feature Similarity Regularization (IFSR). The AFFA module is embedded in the decoder and adaptively learns to fuse attribute features and features conditioned on identity information without requiring any additional facial segmentation process. In IFSR, we leverage the intermediate features in an identity encoder to preserve important attributes such as head pose, facial expression, lighting, and occlusion in the target face, while still transferring the identity of the source face with high fidelity. We conduct extensive quantitative and qualitative experiments on various datasets and show that the proposed FaceDancer outperforms other state-of-the-art networks in terms of identityn transfer, while having significantly better pose preservation than most of the previous methods.
