arXiv:2606. 11891v1 Announce Type: cross Abstract: Multi-objective reinforcement learning for humanoid robots must coordinate locomotion and manipulation within a single policy.
By Mehmet Turan Yard{\i}mc{\i}
arXiv:2606. 11982v1 Announce Type: new Abstract: Preference-based reinforcement learning (PbRL) learns policies from human trajectory-level comparisons, avoiding explicit reward design and expert demonstrations.
By Aleksandar Taranovic, Onur Celik, Niklas Freymuth, Ge Li, Serge Thilges, Huy Le, Tai Hoang, Rania Rayyes, Gerhard Neumann
arXiv:2606. 32027v1 Announce Type: cross Abstract: Reward design remains a central bottleneck for autonomous robot policy improvement, especially in long-horizon manipulation tasks where sparse success labels provide too little signal and binary preferences collapse many competing notions of quality into one ambiguous signal.
By Marcel Torne, Anubha Mahajan, Abhijnya Bhat, Chelsea Finn
arXiv:2610.01260v1 Announce Type: cross
Abstract: Quadrupedal locomotion requires balancing conflicting objectives such as command tracking, stability, and energy efficiency, yet conventional reinfor...
By Amr Mousa, Rifny Rachman, Neil Karavis, Michele Caprio, Richard Allmendinger
arXiv:2603. 13707v3 Announce Type: replace-cross Abstract: Humanoid loco-manipulation requires coordinated task-space motion planning with stable loco-manipulation command tracking under complex robot-environment dynamics and long-horizon tasks.
By Zhaoyuan Gu, Yipu Chen, Zimeng Chai, Alfred Cueva, Thong Nguyen, Yifan Wu, Huishu Xue, Minji Kim, Isaac Legene, Fukang Liu, KyoungMok Kim, Ayan Barula, Yongxin Chen, Ye Zhao
The paper introduces DIGHT, a co‑adaptive framework that couples a Digital Human Interaction Generator with a Humanoid Tracking policy. DIGHT first runs multiple text‑conditioned interaction candidates in simulation, then builds physics‑grounded preferences from the rollouts—covering executability and interaction fidelity—and uses diffusion‑based direct preference optimization to align the generator without back‑propagating through the simulator. The aligned generator supplies reference motions for fine‑tuning the tracker, leading to more physically plausible and faithful humanoid interactions in simulation.
By Kerui Chen, Jianrong Zhang, Kai Lv, Hehe Fan
PhysMoDPO is a Direct Preference Optimization framework that integrates a Whole-Body Controller into the training of diffusion models for text-conditioned human motion generation. By using physics-based and task-specific rewards to assign preferences to synthesized trajectories, it ensures that the resulting motions are both physically realistic and faithful to the original text instructions. Experiments on simulated robots and a real G1 humanoid robot show consistent improvements in physical realism and task performance, including zero‑shot motion transfer.
By Yangsong Zhang, Anujith Muraleedharan, Rikhat Akizhanov, Abdul Ahad Butt, G\"ul Varol, Pascal Fua, Fabio Pizzati, Ivan Laptev
LIBERO-PeRM is a benchmark for studying personalized robotic manipulation, focusing on how policies learn and follow user preferences in zero‑shot settings, from demonstrations, and across varying tasks and layouts. It introduces a taxonomy of language‑expressible preferences—motion, skill, and user‑profile choices—within the LIBERO simulation framework, generating 312 tasks with paired demonstrations and preference‑satisfaction metrics. Experiments reveal that current vision‑language‑action policies struggle with zero‑shot personalization, while supervised fine‑tuning improves learnability, yet challenges remain in generalization, decomposition, and conflict handling.
By Zhixu Li, Keqian Tang, Litian Gong, Jingyu Yao, Wenqian Zhang, Tianze Xu, Zehao Wang, Yuping Wang, Junge Zhang, Jiachen Li
arXiv:2607. 00642v1 Announce Type: new Abstract: Reinforcement learning has proven to be a valuable tool in the creation of advanced AI and robotic systems, contributing to everything from game playing to robotics to foundation models.
By Roberto Capobianco (Sony AI, Zurich, Switzerland), Harm van Seijen (Sony AI, North America, various locations), Nolan D. Bard (Sony AI, North America, various locations), Neil Burch (Sony AI, North America, various locations), Fatima Davelouis (Sony AI, North America, various locations), Josh Davidson (Sony AI, North America, various locations), Alisa Devlic (Sony AI, Zurich, Switzerland), Yunshu Du (Sony AI, North America, various locations), Ishan Durugkar (Sony AI, North America, various locations), Siddhant Gangapurwala (Sony AI, North America, various locations), Daniel Hernandez (Sony AI, North America, various locations), G. Zacharias Holland (Sony AI, North America, various locations), Sahil Jain (Sony AI, North America, various locations), Kenta Kawamoto (Sony AI, Tokyo, Japan), Raksha Kumaraswamy (Sony AI, North America, various locations), Patrick MacAlpine (Sony AI, North America, various locations), Dustin R. Morrill (Sony AI, North America, various locations), Declan Oller (Sony AI, North America, various locations), Francesco Riccio (Sony AI, Zurich, Switzerland), Akanksha Saran (Sony AI, North America, various locations), Craig Sherstan (Sony AI, Tokyo, Japan), Kaushik Subramanian (Sony AI, Zurich, Switzerland), Thomas J. Walsh (Sony AI, North America, various locations), Samuel Barrett (Sony AI, North America, various locations), Kizza N. Frisbee (Sony AI, North America, various locations), Mady Govil (Sony AI, North America, various locations), Johannes G\"unther (Sony AI, North America, various locations), Varun R. Kompella (Sony AI, North America, various locations), James A. MacGlashan (Sony AI, North America, various locations), Maxwell Svetlik (Sony AI, North America, various locations), Michael D. Thomure (Sony AI, North America, various locations), Jaden B. Travnik (Sony AI, North America, various locations), Kevin Waugh (Sony AI, North America, various locations), Elahe Aghapour (Sony AI, North America, various locations), Florian Fuchs (Sony AI, Zurich, Switzerland), Andreanne Lemay (Sony AI, North America, various locations), Shruti Mishra (Sony AI, Zurich, Switzerland), Takuma Seno (Sony AI, Tokyo, Japan), Peter Stone (Sony AI, North America, various locations), Michael Spranger (Sony AI, Tokyo, Japan), Peter R. Wurman (Sony AI, North America, various locations)
PrefPI (Preference-Guided Policy Iteration) is an iterative framework that steers pretrained generative robot policies using only relative preferences over self-generated trajectories. It treats preference learning as preference-conditioned generative modeling, where preferred trajectories define a conditional distribution whose density ratio with the broader behavior prior yields an implicit preference signal amplified by classifier-free guidance (CFG). By repeatedly applying this preference-conditioned modeling and guidance, PrefPI iteratively improves policies, enabling access to behaviors that were rarely or never observed under the initial policy, and achieves significant behavioral shifts such as increasing object transport height from 10.7 cm to 19.8 cm on real hardware with only 150 preference-labeled trajectories.
By Seungeun Rho, Wontaek Kim, Danfei Xu, Sehoon Ha
arXiv:2506. 13741v2 Announce Type: replace-cross Abstract: Preference-based reinforcement learning (PbRL) has emerged as a promising approach for learning behaviors from human feedback without predefined reward functions.
By Brahim Driss, Alex Davey, Riad Akrour
The paper critiques the standard fixed-rule approach for deriving labels from human feedback in human-robot collaboration, showing that human-provided implication labels often differ and improve reward learning. It introduces IMPLIED, a method that starts with fixed-rule implications but learns to infer and revise accepted/rejected action labels over time, outperforming both the fixed rule and LLM baselines on recorded trajectories and a physical pizza‑making study. As a result, IMPLIED reduces preference‑estimation error and yields robot actions that better align with combined reward objectives.
By Qiping Zhang, Kate Candon, Debasmita Ghose, Marynel V\'azquez