arXiv AI

An Exploration of Collision-based Enemy Morphology Generation

arXiv:2606. 02832v1 Announce Type: new Abstract: Despite a great deal of prior research into Procedural Content Generation (PCG), relatively little prior work has explored generating enemies for video games.

arXiv Machine Learning
Jun 9

RAM: Reachability Across Morphologies

arXiv:2606. 09108v1 Announce Type: cross Abstract: Many stages of the robotic lifecycle, from morphology synthesis to operation, rely fundamentally on the reachable workspace.

By Tim Walter, Xinyu Chen, Jonathan K\"ulz, Matthias Althoff
arXiv AI
Sep 25

MorphIK: Morphology-Conditioned Neural Inverse Kinematics for Unknown Robots

MorphIK is a flow‑matching neural model that learns inverse kinematics for revolute‑joint kinematic chains it has never seen during training. Using a transformer to encode a robot’s morphology and target pose, the model generates pose solutions from noise and can be fine‑tuned with optimization to achieve sub‑centimeter accuracy. It also efficiently samples the robot’s null space, producing diverse configurations for the same pose.

By Lennart Clasmeier, Jan Gerrit Habekost, Cornelius Weber, Stefan Wermter
arXiv AI
Jul 28

Limbomorphs

arXiv:2607. 23842v1 Announce Type: cross Abstract: Artificial life systems are typically defined by a set of dynamical rules over an environment, an agent, or both, from which lifelike patterns may emerge.

By Alex Alvarez, Michael Levin
arXiv AI
Sep 25

RoboLDA: A Probabilistic Generative Model for Uncovering Embodied Hierarchical Structures in Voxel-based Soft Robots

RoboLDA is a Bayesian probabilistic model that learns a four‑level hierarchy—task, robot, organ, voxel—from existing high‑performing voxel‑based soft robot designs. By training with variational inference, it uncovers consistent, intuitive hierarchical patterns and can generate new robot morphologies that outperform evolutionary algorithms by an average of 106.4% without further optimization. The inferred organ structures also improve modular control policies, demonstrating the model’s utility for zero‑shot design and motion control.

By Junru Song, Yang Yang, Jingdan Shi, Guozhen Li, Weien Zhou, Ying Wen, Feifei Wang, Wen Yao, Tingsong Jiang
arXiv AI
Jul 3

Evolutionary Wave Function Collapse

arXiv:2607. 02082v1 Announce Type: cross Abstract: Wave Function Collapse (WFC) is a widely used procedural content generation method that learns local adjacency constraints from example inputs to generate larger outputs.

By Dipika Rajesh, Ahmed Khalifa, Julian Togelius
arXiv AI
Sep 4

BRIDGE: An Open-Source Humanoid Platform via Morphology-Control Co-Design for Physical AI

The paper introduces BRIDGE, an open‑source 88 cm tall humanoid robot designed through a data‑driven morphology‑control co‑design framework that optimizes the robot’s body shape for human‑like movement. A new metric combining kinematic retargeting fidelity and dynamic tracking performance is proposed to evaluate morphological fidelity, and the framework achieves state‑of‑the‑art results compared to existing humanoids such as Bumi, K1, and Toddlerbot. The resulting platform, released with its control policy and supporting materials, demonstrates superior fidelity in capturing human motion, robust balance, and highly dynamic maneuvers.

By Jianren Wang, Letian Qian, Zikai Wang, Weiwei Wu, Junjie Zong, Abhinav Gupta, Deepak Pathak
arXiv AI
Jul 2

Coachable agents for interactive gameplay

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)