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AURA: Autonomous Upskilling with Retrieval-Augmented Agents

arXiv.org Artificial Intelligence

Designing reinforcement learning curricula for agile robots traditionally requires extensive manual tuning of reward functions, environment randomizations, and training configurations. We introduce AURA (Autonomous Upskilling with Retrieval-Augmented Agents), a schema-validated curriculum reinforcement learning (RL) framework that leverages Large Language Models (LLMs) as autonomous designers of multi-stage curricula. AURA transforms user prompts into YAML workflows that encode full reward functions, domain randomization strategies, and training configurations. All files are statically validated before any GPU time is used, ensuring efficient and reliable execution. A retrieval-augmented feedback loop allows specialized LLM agents to design, execute, and refine curriculum stages based on prior training results stored in a vector database, enabling continual improvement over time. Quantitative experiments show that AURA consistently outperforms LLM-guided baselines in generation success rate, humanoid locomotion, and manipulation tasks. Ablation studies highlight the importance of schema validation and retrieval for curriculum quality. AURA successfully trains end-to-end policies directly from user prompts and deploys them zero-shot on a custom humanoid robot in multiple environments - capabilities that did not exist previously with manually designed controllers. By abstracting the complexity of curriculum design, AURA enables scalable and adaptive policy learning pipelines that would be complex to construct by hand. Project page: https://aura-research.org/


Bridge the Gap: Enhancing Quadruped Locomotion with Vertical Ground Perturbations

arXiv.org Artificial Intelligence

Abstract-- Legged robots, particularly quadrupeds, excel at navigating rough terrains, yet their performance under vertical ground perturbations, such as those from oscillating surfaces, remains underexplored. This study introduces a novel approach to enhance quadruped locomotion robustness by training the Unitree Go2 robot on an oscillating bridge--a 13.24-meter steel-and-concrete structure with a 2.0 Hz eigenfrequency designed to perturb locomotion. Using Reinforcement Learning (RL) with the Proximal Policy Optimization (PPO) algorithm in a MuJoCo simulation, we trained 15 distinct locomotion policies, combining five gaits (trot, pace, bound, free, default) with three training conditions: rigid bridge and two oscillating bridge setups with differing height regulation strategies (relative to bridge surface or ground). Our results demonstrate that policies trained on the oscillating bridge exhibit superior stability and adaptability compared to those trained on rigid surfaces. Our framework enables robust gait patterns even without prior bridge exposure. These findings highlight the potential of simulation-based RL to improve quadruped locomotion during dynamic ground perturbations, offering insights for designing robots capable of traversing vibrating environments.


Scalable Multi-Objective Robot Reinforcement Learning through Gradient Conflict Resolution

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) robot controllers usually aggregate many task objectives into one scalar reward. While large-scale proximal policy optimisation (PPO) has enabled impressive results such as robust robot locomotion in the real world, many tasks still require careful reward tuning and are brittle to local optima. Tuning cost and sub-optimality grow with the number of objectives, limiting scalability. Modelling reward vectors and their trade-offs can address these issues; however, multi-objective methods remain underused in RL for robotics because of computational cost and optimisation difficulty. In this work, we investigate the conflict between gradient contributions for each objective that emerge from scalarising the task objectives. In particular, we explicitly address the conflict between task-based rewards and terms that regularise the policy towards realistic behaviour. We propose GCR-PPO, a modification to actor-critic optimisation that decomposes the actor update into objective-wise gradients using a multi-headed critic and resolves conflicts based on the objective priority. Our methodology, GCR-PPO, is evaluated on the well-known IsaacLab manipulation and locomotion benchmarks and additional multi-objective modifications on two related tasks. We show superior scalability compared to parallel PPO (p = 0.04), without significant computational overhead. We also show higher performance with more conflicting tasks. GCR-PPO improves on large-scale PPO with an average improvement of 9.5%, with high-conflict tasks observing a greater improvement. The code is available at https://github.com/humphreymunn/GCR-PPO.


Enhancing Player Enjoyment with a Two-Tier DRL and LLM-Based Agent System for Fighting Games

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has effectively enhanced gameplay experiences and game design across various game genres. However, few studies on fighting game agents have focused explicitly on enhancing player enjoyment, a critical factor for both developers and players. To address this gap and establish a practical baseline for designing enjoyability-focused agents, we propose a two-tier agent (TTA) system and conducted experiments in the classic fighting game Street Fighter II. The first tier of TTA employs a task-oriented network architecture, modularized reward functions, and hybrid training to produce diverse and skilled DRL agents. In the second tier of TTA, a Large Language Model Hyper-Agent, leveraging players' playing data and feedback, dynamically selects suitable DRL opponents. In addition, we investigate and model several key factors that affect the enjoyability of the opponent. The experiments demonstrate improvements from 64. 36% to 156. 36% in the execution of advanced skills over baseline methods. The trained agents also exhibit distinct game-playing styles. Additionally, we conducted a small-scale user study, and the overall enjoyment in the player's feedback validates the effectiveness of our TTA system.


Versatile Locomotion Skills for Hexapod Robots

arXiv.org Artificial Intelligence

V ersatile Locomotion Skills for Hexapod Robots Tomson Qu 1, Dichen Li 1, Avideh Zakhor 1, Wenhao Y u 2, Tingnan Zhang 2 Abstract -- Hexapod robots are potentially suitable for carrying out tasks in cluttered environments since they are stable, compact, and light weight. They also have multi-joint legs and variable height bodies that make them good candidates for tasks such as stairs climbing and squeezing under objects in a typical home environment or an attic. Expanding on our previous work on joist climbing in attics, we train a legged hexapod equipped with a depth camera and visual inertial odometry (VIO) to perform three tasks: climbing stairs, avoiding obstacles, and squeezing under obstacles such as a table. Our policies are trained with simulation data only and can be deployed on low-cost hardware not requiring real-time joint state feedback. We train our model in a teacher-student model with 2 phases: In phase 1, we use reinforcement learning with access to privileged information such as height maps and joint feedback. In phase 2, we use supervised learning to distill the model into one with access to only onboard observations, consisting of egocentric depth images and robot pose captured by a tracking VIO camera. By manipulating available privileged information, constructing simulation terrains, and refining reward functions during phase 1 training, we are able to train the robots with skills that are robust in non-ideal physical environments. We demonstrate successful sim-to-real transfer and achieve high success rates across all three tasks in physical experiments.


Learning Whole-Body Loco-Manipulation for Omni-Directional Task Space Pose Tracking with a Wheeled-Quadrupedal-Manipulator

arXiv.org Artificial Intelligence

In this paper, we study the whole-body loco-manipulation problem using reinforcement learning (RL). Specifically, we focus on the problem of how to coordinate the floating base and the robotic arm of a wheeled-quadrupedal manipulator robot to achieve direct six-dimensional (6D) end-effector (EE) pose tracking in task space. Different from conventional whole-body loco-manipulation problems that track both floating-base and end-effector commands, the direct EE pose tracking problem requires inherent balance among redundant degrees of freedom in the whole-body motion. We leverage RL to solve this challenging problem. To address the associated difficulties, we develop a novel reward fusion module (RFM) that systematically integrates reward terms corresponding to different tasks in a nonlinear manner. In such a way, the inherent multi-stage and hierarchical feature of the loco-manipulation problem can be carefully accommodated. By combining the proposed RFM with the a teacher-student RL training paradigm, we present a complete RL scheme to achieve 6D EE pose tracking for the wheeled-quadruped manipulator robot. Extensive simulation and hardware experiments demonstrate the significance of the RFM. In particular, we enable smooth and precise tracking performance, achieving state-of-the-art tracking position error of less than 5 cm, and rotation error of less than 0.1 rad. Please refer to https://clearlab-sustech.github.io/RFM_loco_mani/ for more experimental videos.


Learning Bipedal Walking for Humanoid Robots in Challenging Environments with Obstacle Avoidance

arXiv.org Artificial Intelligence

Deep reinforcement learning has seen successful implementations on humanoid robots to achieve dynamic walking. However, these implementations have been so far successful in simple environments void of obstacles. In this paper, we aim to achieve bipedal locomotion in an environment where obstacles are present using a policy-based reinforcement learning. By adding simple distance reward terms to a state of art reward function that can achieve basic bipedal locomotion, the trained policy succeeds in navigating the robot towards the desired destination without colliding with the obstacles along the way.


Revisiting Reward Design and Evaluation for Robust Humanoid Standing and Walking

arXiv.org Artificial Intelligence

A necessary capability for humanoid robots is the ability to stand and walk while rejecting natural disturbances. Recent progress has been made using sim-to-real reinforcement learning (RL) to train such locomotion controllers, with approaches differing mainly in their reward functions. However, prior works lack a clear method to systematically test new reward functions and compare controller performance through repeatable experiments. This limits our understanding of the trade-offs between approaches and hinders progress. To address this, we propose a low-cost, quantitative benchmarking method to evaluate and compare the real-world performance of standing and walking (SaW) controllers on metrics like command following, disturbance recovery, and energy efficiency. We also revisit reward function design and construct a minimally constraining reward function to train SaW controllers. We experimentally verify that our benchmarking framework can identify areas for improvement, which can be systematically addressed to enhance the policies. We also compare our new controller to state-of-the-art controllers on the Digit humanoid robot. The results provide clear quantitative trade-offs among the controllers and suggest directions for future improvements to the reward functions and expansion of the benchmarks.


Not Only Rewards But Also Constraints: Applications on Legged Robot Locomotion

arXiv.org Artificial Intelligence

Several earlier studies have shown impressive control performance in complex robotic systems by designing the controller using a neural network and training it with model-free reinforcement learning. However, these outstanding controllers with natural motion style and high task performance are developed through extensive reward engineering, which is a highly laborious and time-consuming process of designing numerous reward terms and determining suitable reward coefficients. In this work, we propose a novel reinforcement learning framework for training neural network controllers for complex robotic systems consisting of both rewards and constraints. To let the engineers appropriately reflect their intent to constraints and handle them with minimal computation overhead, two constraint types and an efficient policy optimization algorithm are suggested. The learning framework is applied to train locomotion controllers for several legged robots with different morphology and physical attributes to traverse challenging terrains. Extensive simulation and real-world experiments demonstrate that performant controllers can be trained with significantly less reward engineering, by tuning only a single reward coefficient. Furthermore, a more straightforward and intuitive engineering process can be utilized, thanks to the interpretability and generalizability of constraints. The summary video is available at https://youtu.be/KAlm3yskhvM.


DexDLO: Learning Goal-Conditioned Dexterous Policy for Dynamic Manipulation of Deformable Linear Objects

arXiv.org Artificial Intelligence

Deformable linear object (DLO) manipulation is needed in many fields. Previous research on deformable linear object (DLO) manipulation has primarily involved parallel jaw gripper manipulation with fixed grasping positions. However, the potential for dexterous manipulation of DLOs using an anthropomorphic hand is under-explored. We present DexDLO, a model-free framework that learns dexterous dynamic manipulation policies for deformable linear objects with a fixed-base dexterous hand in an end-to-end way. By abstracting several common DLO manipulation tasks into goal-conditioned tasks, our DexDLO can perform these tasks, such as DLO grabbing, DLO pulling, DLO end-tip position controlling, etc. Using the Mujoco physics simulator, we demonstrate that our framework can efficiently and effectively learn five different DLO manipulation tasks with the same framework parameters. We further provide a thorough analysis of learned policies, reward functions, and reduced observations for a comprehensive understanding of the framework.