Papers for

robotic system designers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Social world models predict multiple futures to improve outcomes

Anticipating Social Consequences with Distributional World Models

Abstract: Social world models predict how interactions develop after an action, helping agents negotiate, cooperate and mediate. In these situations, one action can lead to several plausible futures, hence predicting only one future can overlook consequential alternatives, while exploring them through repeated simulations increases inference cost. We propose DSWM, a Distributional Social World Model that predicts alternative responses, their probabilities and immediate and final outcome values in one output per candidate action. We train a 4B model on repeated simulations using supervised fine-tuning and GRPO. At inference time, the actor uses these possible consequences to choose an action. Across three seen and two unseen environments, with interaction backbones absent from training collection, DSWM achieves the best average performance on 13 of 15 metrics. Ablations show that retaining multiple futures and their predicted probabilities improves outcomes in all five environments.

Thu 22 OctArtificial Intelligence
The gist
Some situations involve many possible results from one choice, and just guessing one future can miss important outcomes. The authors made a new model called DSWM that predicts various possible reactions and their chances all at once instead of one at a time. This helps an agent pick better actions by knowing many likely consequences. They trained a large model on many simulated examples and tested it in several different situations, showing it does better than other methods.
Open → 2610.30657v1

Video helps computers learn touch sense from limited sensor data

Touch-JEPA: Tactile Representation Learning from Hand-Object Video with Limited Tactile Supervision

Abstract: Understanding contact and tactile magnitude in hand-object interaction is a key step toward physically intelligent systems, yet learning such representations is limited by the cost and restricted coverage of tactile measurements. We present Touch-JEPA, a framework for learning tactile representations from hand-object videos with limited tactile supervision. We first introduce a self-supervised pretraining objective that learns from video alone without tactile supervision. Using video-derived hand geometry, Touch-JEPA predicts masked visual features at corresponding hand-surface locations from spatial and temporal context, encouraging the representation to capture latent contact dynamics. We then extend this formulation to joint representation learning, where masked prediction is applied to all videos while tactile supervision is available only for a labeled subset, grounding the shared representation in measured contact and magnitude. With self-supervised pretraining alone, simple supervised readouts on frozen Touch-JEPA features outperform supervised baselines in contact discrimination and tactile magnitude estimation across three human-hand benchmarks, and transfer to robotic hands without robot tactile training data. Joint learning with limited tactile supervision further improves contact and magnitude estimation on the human-hand benchmarks. Together, these results show that hand-object video can provide scalable self-supervision for tactile representation learning, while limited tactile measurements provide complementary physical grounding.

Tue 20 OctComputer Vision and Pattern Recognition
The gist
Feeling touch and understanding physical contact is hard for computers and robots because actual touch sensors are expensive and limited. The authors created a method called Touch-JEPA that teaches computers to guess how hands touch objects by watching videos of hands and objects together. They start by letting the computer learn from videos alone without touch data, then improve it by showing a small amount of real touch sensor information. This approach helps computers better recognize when and how much contact happens, even for robotic hands without direct touch training.
Open → 2610.28519v1

Robust partially observable decision processes reduced to partial observable games

Reward Objectives for Robust (PO)MDPs: A Law-Preserving Equivalence with (Partially Observable) Games

Abstract: Robust partially observable Markov decision processes model agents that act under partial observability while adversarial environment resolves uncertainty in the transition probabilities. Reward objectives such as discounted-sum, long-run average and cumulative reward under finite and infinite horizons allow quantifying the utility of an agent. We consider the problem of solving RPOMDPs under all four reward objectives, where the goal is to decide whether the value of a risk measure with respect to a reward objective exceeds a given threshold. We consider different risk measures, such as (1)~expected value, (2)~mean-variance (MV), (3)~conditional value-at-risk (CVaR), and (4)~entropic risk (ERisk). Our results can be summarized as follows. First, we formalize the class of law-invariant risk measures, that subsume all four risk measures above. Second, we propose a unified framework for solving RPOMDPs with discounted-sum, long-run average and cumulative reward objectives under any law-invariant risk measure, by reducing the problem to solving partially observable stochastic games (POSGs). Our unified framework applies to (s,a)-rectangular RPOMDPs with polytopic uncertainty sets, which we show to be {\em equivalent} to POSGs, for each of the four reward objectives and any law-invariant risk measure. We prove equivalence by designing logspace reductions between the RPOMDP and POSG models, that map strategies to strategies and preserve the distribution of the reward objective, up to a constant rescaling factor. Third, as a corollary, we derive new computational complexity results for R(PO)MDPs and POSGs. In particular, we show that solving (s,a)-rectangular RMDPs is as hard as solving simple stochastic games.

Mon 19 OctArtificial IntelligenceFormal Languages and Automata Theory
The gist
The paper looks at decision-making problems where an agent must act without full information, and the environment might be adversarial. The authors study four ways to measure risk or reward, like average gains or worst-case scenarios. They show these problems can be transformed into a kind of mathematical game where two players have partial information, preserving the key reward properties. This means techniques from game theory can now solve these decision problems, and it also clarifies how hard these problems are to compute.
Open → 2610.26568v1

Impedance control improves robot handling of hinged and sliding objects

Constraint-Decomposed Impedance Control from Generative Policy for Articulated Object Manipulation

Abstract: Articulated object manipulation tasks such as opening doors, tightening bolts, and pulling drawers impose kinematic constraints on a robot end-effector's motion that neural policies may fail to satisfy. Unlike hybrid force-position control that strictly separates force and position control into orthogonal subspaces, impedance control modulates a mechanical impedance system in the form of a virtual inertia, damping, and stiffness. However, selecting task-appropriate impedance gains remains challenging for robot policies. In this paper, we address this problem for the case of manipulating articulated objects. Our constraint-decomposed impedance control method uses the sampling diversity of a generative policy to estimate the feasible motion directions in twist space. The key idea is to infer the feasible and constrained subspaces of twists from an ensemble of trajectories generated by the policy from the same observation. Principal component analysis (PCA) of the end-effector twists determines the feasible twist subspace, which is then used to form 6x6 impedance gain matrices. For many common articulated objects, the feasible twist subspace is independent of the object configuration, so the subspace and resulting gains are estimated once and held fixed during manipulation, minimizing computational overhead. For less common cases where this independence does not hold, we instead estimate a configuration-independent twist subspace of higher dimension that contains the local feasible subspaces, allowing the same fixed-gain strategy to be used. Experiments across simulated and real-world single- and multi-DoF objects show that the proposed method consistently reduces constraint-violating contact loads relative to isotropic impedance control while maintaining task execution.

Mon 12 OctRobotics
The gist
Robots often struggle with objects that have moving parts, like doors or drawers, because they must move in specific ways to avoid damage. This paper presents a new method for robots to learn how to move their tools while respecting these movement constraints. The approach uses many example movements to find safe directions and tunes the robot’s control system accordingly. This helps robots reduce forces that could harm the object while still accomplishing tasks.
Open → 2610.16316v1

Reinforcement learning controls spacecraft to capture and stop tumbling space junk

Phase-Gated Constrained Reinforcement Learning for End-to-End Capture and Detumbling of Non-Cooperative Targets

Abstract: Active debris removal requires a servicer spacecraft to approach a non-cooperative tumbling object, capture it, and arrest its rotation. This sequence is conventionally divided among phase-specific controllers, each depending on knowledge of the target's inertia, a dedicated grappling fixture, or a hand-designed switch at the contact-rich seam where such pipelines are most fragile. We show that a single constrained reinforcement learning policy can execute the entire mission, driving a dual-arm free-flying servicer from free-space closing through friction-based fixture-free capture to full detumbling of a target whose mass and inertia are unknown and whose state is observed only through noisy estimates. The enabling mechanism is a smooth proximity gate applied at three loci of a constrained Markov decision process. In the reward it induces the phase structure rather than imposing it; in the action space it forecloses a degenerate grab-and-pull exploit as a hard guarantee; and in the constraint set it resolves a normalization failure of constraint-based learning, in which a constraint spanning phases that load it unequally is rendered nearly inert in the phase where precision matters most. Both the failure mode and the remedy apply to any multi-phase problem of this kind. Over 1000 randomized trials the policy succeeds in 99.5% while holding its contact-force, actuator, base-reaction and collision limits throughout, transfers zero-shot to unseen geometries and centre-of-mass offsets, and extrapolates across a tenfold range of target mass.

Sun 11 OctRobotics
The gist
Capturing and stabilizing tumbling space debris is difficult because the debris moves unpredictably and its properties are unknown. The paper shows how a single smart controller, trained with a new form of reinforcement learning, can guide a spacecraft with two arms to approach, grab, and stop the spinning debris without needing detailed prior information. The controller learns to handle different phases of the task smoothly and respects physical limits like force and collisions, even when sensing is noisy and the debris shape varies. This approach works reliably in thousands of simulated tests and adapts to new debris shapes and masses without extra training.
Open → 2610.15491v1

Humanoid robot with flexible legs improves balance and motion control

Modeling and Control of a Rigid-soft Hybrid-link Humanoid Robot

Abstract: Physical flexibility plays a significant role not only in human motions but also in robot motions. For example, a humanoid robot with passive and flexible elements, which can be regarded as a rigid--soft hybrid-link system, has the advantages of storing energy and mitigating impact in a dynamic motion. However, the motion design and control of a hybrid-link system are challenging to achieve and have only been discussed in the literature. In this study, we propose the framework of inverse kinematics and compliance optimization-based control for a hybrid-link humanoid system that represents the continuous deformation of a flexible structure using the piece-wise constant strain (PCS) model. The proposed method was validated using forward dynamics simulations for standing, jumping, and walking motions. Then, we built an experimental setup using a biped humanoid robot with leaf-spring type prosthesis leg, in which the prosthesis deformation was measured by a motion capture system. Using this setup, we experimentally validated the proposed method for standing balance control in both double- and single-support cases.

Sat 10 OctRobotics
The gist
Humans move smoothly partly because their bodies can flex and absorb shocks. The authors studied robots that combine stiff parts with flexible parts, like springy legs, which can help with energy use and reduce impact. They created a new way to calculate and control how these robots move using a model that breaks the flexible parts into smaller segments. They tested their approach in computer simulations and with a real robot that has springy prosthetic legs, showing it can keep balance while standing and walking.
Open → 2610.15073v1

Spatialasm enhances large vision models with active viewpoint thinking

SpatialASM: Internalizing Active Mentalization for Spatial Reasoning

Abstract: When solving complex spatial reasoning tasks, ordinary humans naturally revisit the scenes from task-relevant viewpoints and mentally reconstruct the spatial layouts from those viewpoints. But can Large Vision-Language Models (LVLMs) proactively think in the same way? We term this ability Active Spatial Mentalization (ASM), an intrinsic component of visual intelligence that remains substantially underdeveloped in current LVLMs. To bridge this gap, we introduce SpatialASM, a scalable framework to internalize ASM into LVLMs through training-time spatial simulation. SpatialASM employs an allocentric novel-view generator to ground hypothetical viewpoints in visual evidence and produces two complementary forms of supervision: i) explicit ASM trajectories that teach LVLMs when and how to adaptively invoke view planning and imagination during spatial reasoning, and ii) automatically-constructed perspective-taking tasks that further strengthens viewpoint-conditioned scene imagination. On seven benchmarks spanning relatively perception-oriented spatial understanding to more challenging tasks requiring multi-image, cross-view and viewpoint-transformation reasoning, SpatialASM yields performance gain on LVLMs of four LVLM backbones in spatial reasoning while retaining their original general vision capabilities. The experimental results demonstrate that our approach improves average accuracy across the seven spatial benchmarks. And the synthesis of ASM trajectories provides a scalable pathway to alleviate the scarcity of spatial Chain-of-Thought (CoT) supervision for eliciting active viewpoint exploration and mental scene simulation.

Fri 9 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Humans often solve puzzles that involve understanding spaces by imagining looking at scenes from different angles. The authors found that current large vision-language models don’t naturally do this kind of active viewpoint thinking. They created SpatialASM, a method that trains these models to simulate changing viewpoints internally, helping them mentally reconstruct scenes better. This improves model accuracy on tasks that require understanding space from multiple angles without losing their general vision skills.
Open → 2610.13832v1

Adaptive control improves collision avoidance for spacecraft near small bodies

Distributionally Robust Adaptive Iterative Covariance Steering for Small-Body Proximity Operations

Abstract: Autonomous small-body proximity operations require continuous-thrust guidance under uncertain gravity, solar-radiation pressure (SRP), and stochastic disturbances. We combine iterative covariance steering (iCS) with $L_1$ distributionally robust adaptive control ($L_1$-DRAC) to provide risk-aware collision avoidance despite mismatch between the nominal planning model and the true dynamics. Iterative covariance steering plans a nominal feedback policy satisfying distributionally robust conditional value-at-risk keep-out constraints, while $L_1$-DRAC compensates for dynamics uncertainty and bounds the residual distributional mismatch through a Wasserstein radius used by the planner. In $\mathbf{1000}$ paired Monte Carlo trials with gravity, SRP, and diffusion mismatch, $L_1$-DRAC adaptive control reduces the keep-out violation rate from $\mathbf{32.7\%}$ to $\mathbf{0.2\%}$ and the physical collision rate from $\mathbf{16.4\%}$ to zero, without actuator saturation.

Thu 8 OctRobotics
The gist
Navigating spacecraft close to small objects in space is tricky because gravity and sunlight can push the spacecraft in unexpected ways. The authors combined two techniques to better plan safe paths and automatically adjust control to handle unexpected forces. This approach drastically reduces crashes and near misses during simulations. It means spacecraft can operate more safely and reliably near small space bodies like asteroids or comets.
Open → 2610.12774v1

Compact magnetociliary sensor measures 3D forces for robotic touch

MagCilia: A Compact Magnetociliary Tactile Sensor with 3D Force Sensing for Robotic Contact Perception and Grasping Feedback

Abstract: Robotic grasping and surface exploration benefit from simultaneous measurement of normal and tangential forces and from surface information obtained through contact. Here, we present a compact magnetociliary tactile sensor (MagCilia) that combines a flexible magnetic-cilia structure with a Hall sensor for 3D force sensing. Quasi-static finite element analysis is used to investigate structural deformation and magnetic responses under multidirectional loading. To reconstruct forces from the coupled magnetic channels, we propose causal history fusion regression (CHFR), which combines current magnetic-field measurements with their recent changes. Five-fold cross-validation grouped by calibration record yields root-mean-square errors of 0.40, 0.57, and 0.69 N for Fx, Fy, and Fz, respectively, with corresponding coefficients of determination of 0.93, 0.90, and 0.92. Robotic experiments demonstrate tangential-force-guided gripper adjustment and multi-axis load monitoring under external perturbations. Frequency-domain features of the reconstructed forces distinguish six surface categories with 99.39% accuracy in three-fold cross-validation grouped by acquisition session. An online robotic demonstration additionally identifies all six tested surfaces. These results demonstrate 3D force reconstruction, grasping feedback, and surface recognition using a single compact tactile unit.

Wed 7 OctRobotics
The gist
Robots need to feel forces both pushing in and sliding along objects to grab and explore them well. The authors created a small sensor with flexible magnetic hairs and a special detector to capture these forces in three dimensions. They developed a new method to interpret the sensor's signals accurately, allowing robots to adjust their grip and recognize different surfaces by touch. Tests showed this sensor can reliably measure forces and identify materials, helping robots react better to what they hold and touch.
Open → 2610.09536v1

Robot learning improves motion control on curved and flat surfaces

Robot Learning on Discrete Surfaces: Theory and Applications

Abstract: All the objects composing our world are enclosed within surfaces. Yet, most robot learning and motion generation frameworks treat surfaces as constraints ignoring their intrinsic geometry. This gap is acute for polyhedral meshes--the standard output of CAD and 3D reconstruction--whose discrete geometric structure remains unexploited. In this paper, we propose a unified discrete Riemannian framework that enables robot learning directly on polyhedral surface meshes. Using discrete differential geometry, we define logarithmic and exponential maps, parallel transport, and ambient-space projections that remain well-defined across faces, edges, and vertices. We instantiate the framework in three learning paradigms: (i) Dynamic Movement Primitives (DMPs), an improved exponential-map computation and a fixed-tangent-cone forcing-term encoding with parallel transport yield better cross-surface generalisation and stability over prior mesh-based approaches. (ii) Gaussian Process (GP), a geodesic-based kernel with practical admissibility control, enables regression at arbitrary mesh locations without smoothness assumptions. (iii) Riemannian Flow Matching (RFM), mesh-native operators improve generative quality over spectral baselines while reducing training time. The framework is validated in simulation against state-of-the-art methods and demonstrated on two real-robot scenarios: generalising user-drawn trajectories across different surfaces and planning polishing motions on RGB-D-reconstructed surfaces.

Thu 1 OctRobotics
The gist
Most robot learning systems do not consider the true shape and structure of surfaces, especially those made of many flat faces like 3D models. The authors created a new mathematical framework that lets robots learn movements directly on these complex surfaces, better respecting their shapes. They showed this improves the robot’s ability to replicate and plan motions smoothly across edges and curves, tested in simulations and real robots. This helps robots perform tasks like following drawn paths or polishing uneven objects more accurately.
Open → 2610.01910v1

World model precision depends on planning task and search strategy

What Must a World Model Distinguish for Planning?

Abstract: World models simulate the consequences of action candidates, but good planning need not preserve every physical distinction required for accurate prediction. We formalize this gap through a hierarchy of mechanism, response, and decision sufficiency. Given a candidate set, the planning query determines which physical variations matter and how precisely they must be preserved: coarse decisions can discard much of the information needed for prediction, whereas fine decisions may require nearly the same resolution. In practice, planners often adaptively search to construct candidates, and information unnecessary for final selection may still be needed to discover good candidates. What a world model must preserve therefore depends on the query, the candidate set, and the planner. We study these effects in a collision system, nonlinear dynamics, and robotic planning. These varying requirements raise a design question: where should query information enter the planning system? A model that jointly generates actions and outcomes conditioned on the query achieves lower regret than an action-conditioned world model on seen objectives, but this advantage largely disappears when generalizing to unseen objectives. Motivated by this, we propose a modular design in which the query determines where to look and an action-conditioned model predicts what will happen, allowing the same predictions to be reused across objectives.

Sat 26 SeptMachine LearningRobotics
The gist
When computers plan actions by imagining what will happen, they don’t always need to remember every little physical detail. The authors explain how different planning goals require different levels of detail in these world models. Sometimes a rough idea is enough for making decisions, while other times more detail is necessary. They also show that how the planning process searches for good actions affects what details the model needs to keep. Their experiments with robots and physics help understand how these ideas work in practice.
Open → 2609.33030v1

Control barrier functions improve safety for robotic spacecraft capture

Control Barrier Functions for Safe Free-Flying Robotic Spacecraft Operations in Tumbling Target Capture

Abstract: This paper presents a modular control barrier function (CBF) framework for safe free-flying robotic spacecraft operations during tumbling target capture. Motivated by latest ESA guidelines for safe close proximity operations, safety zones and requirements are translated into dedicated CBFs. The 13-DoF system is decomposed into translational, attitude, and robotic subsystems, each equipped with a safety filter that minimally modifies nominal control inputs in a lightweight quadratic program. The filters enforce a conical approach corridor, collision avoidance zone, attitude line-of-sight pointing, angular velocity limits, robotic joint limits, link-base collision avoidance, and actuator constraints. Dynamic coupling between subsystems is handled by treating upstream safe control commands as known interconnection inputs in the downstream safety filters, preserving modularity while supporting system-level safety. The framework is validated in an on-orbit servicing scenario, including final approach, angular rate synchronization, and tumbling target grasping, using the high-fidelity astrodynamics simulator Basilisk. Monte Carlo simulation results demonstrate runtime efficiency and operational safety for various tumbling rates.

Tue 22 SeptRobotics
The gist
Capturing a tumbling spacecraft safely is challenging because the target keeps spinning unpredictably. The authors present a new modular approach that uses control barrier functions to keep a robotic spacecraft within safe zones while it approaches, matches rotation, and grabs the target. This method breaks down the spacecraft's movements into parts, each with safety rules that adjust commands just enough to avoid problems without slowing down operations. They tested their system using a detailed space simulator and found it runs quickly and keeps the mission safe even with different spinning speeds.
Open → 2609.25905v1

Generating interactive 3D scenes from a single image with improved layout

Fysiverse-3D-Vision Technical Report: Generating Executable 3D Worlds from Images through Unified Spatial Reasoning

Abstract: Generative models have advanced image-conditioned 3D content creation, yet generating controllable and executable 3D scenes from a single image remains challenging. Existing 3D generative approaches can synthesize visually plausible objects and scenes, but their spatial layout estimation is coupled with specific asset generators. They struggle to jointly model object semantics, metric geometry, and scene-level spatial relationships, which are essential for interactive editing, physical simulation, and embodied applications. We propose Fysiverse-3D-Vision, a unified vision-language-geometry framework for generative 3D scene reconstruction and executable asset construction from a single image. We establish a shared representation where spatial reasoning and geometric reconstruction mutually enhance each other, allowing object layouts to be inferred beyond the constraints of individual asset generators. Our model integrates textual supervision, semantic visual cues, and geometric representations within a unified Transformer to capture scene context, metric geometry, and object-level interactions. An object-conditioned layout module performs cross-attention between target object representations and global geometric features to predict object translation, rotation, and scale. Training progressively learns geometry-language alignment, introduces layout reasoning while preserving reconstruction capability, and refines physical consistency through collision-aware optimization. By separating spatial layout reasoning from asset synthesis, Fysiverse-3D-Vision provides an adaptable interface for interactive scene editing, object-level manipulations, and executable 3D content generation. Experiments demonstrate that our framework achieves superior geometric consistency, layout estimation, rendering quality, and physical property understanding compared with existing approaches.

Tue 22 SeptComputer Vision and Pattern Recognition
The gist
Creating 3D worlds from just one picture is tricky because you need to understand where things are, how big they are, and how they relate to each other in space. The paper presents a method called Fysiverse-3D-Vision that uses a smart system combining language, vision, and geometry to build 3D scenes that can be edited and used for simulations. This approach separates how objects are placed from how they look, making it easier to adjust scenes and simulate physical interactions like collisions. The method performs better than earlier systems in making scenes that are geometrically accurate, visually consistent, and physically realistic.
Open → 2609.25741v1

Human-robot communication improves by measuring listener knowledge gaps

Toward Human-in-the-Loop Robot Failure Recovery: Bridging Communication Gaps in Human-Robot Collaboration

Abstract: Robots can recover from failures by asking bystanders for help, but effective human-in-the-loop recovery requires communication that accounts for differences in people's knowledge. Prior inverse-semantics work generates requests using a single listener model, leaving differences in listener knowledge untested. We introduce Listener Differences in Human-Robot Interaction (LD-HRI), a game, dataset, and benchmark that evaluates speakers through human listener performance. Our evaluation examines request properties, large language model (LLM) speakers, and inverse-semantics request-selection algorithms under controlled differences in listener information. The corpus contains 446 human-written requests and 1{,}302 listener trials. We additionally evaluated 24 frozen LLM-written requests with 70 human listeners across 560 trials. Novice success is descriptively higher with model-written requests across all four tasks, yet both request sources leave substantial expert--novice gaps, including 16 percentage points for LLM requests. LD-HRI makes these gaps measurable, providing a foundation for designing more robust communication in human-robot and human-agent interaction.

Mon 21 SeptRoboticsHuman-Computer Interaction
The gist
Robots sometimes fail and need help from people nearby, but it's hard to know how to ask for help in a way everyone understands. The authors created a game and a dataset to test how well different robot requests work when people have different knowledge levels. They found that robot-generated requests help beginners somewhat but still leave a big gap compared to experts. Their work helps scientists measure and improve how robots and people talk when working together.
Open → 2609.24055v1

Moving geometric objects to ensure connected or dense intersection graphs

Moving Geometric Objects to Render Their Intersection Graph Connected or Locally Dense

Abstract: In this paper, we study graph editing problems on geometric intersection graphs. For a tuple $\mathcal{S}=(S_1,\dots,S_n)$ of geometric objects in some Euclidean space, let $G_\mathcal{S}$ be their intersection graph. We study the problem of finding a tuple $D=(d_1,\dots,d_n)$ of movement vectors such that the resulting intersection graph $G_{\mathcal{S}+D}$ (after moving, for every $i \in \{1,\dots,n\}$, object $S_i$ by $d_i$) has a predefined property and the total movement distance $|D|$ is minimum. In the weighted version, we are also given a weight vector $w=(w_1,\dots,w_n)$ with positive entries, and the objective is to minimise the total weighted movement distance $|w \cdot D|$. We first consider the property locally dense, which we define as containment of a $k$-clique. Given $n$ weighted intervals, we solve the problem with respect to this property in $O(k^{1/3} n \log^{1+\varepsilon} n)$ time for any $\varepsilon>0$. We then consider $k$-connectivity for $1\le k \le n-1$. Given $n$ unweighted unit intervals, we solve the problem in $O(n^2 \log n)$ time and, for $k=1$, in $O(n\log n)$ time. For $k=1$, we prove strong NP-hardness on intervals of arbitrary length and on weighted unit disks (with only two distinct weights), and weak NP-hardness on weighted intervals (even when lengths equal weights).

Sat 19 SeptComputational GeometryData Structures and Algorithms
The gist
This paper looks at how to move shapes like intervals or disks just enough to make their overlaps form graphs with certain features, such as being connected or having a dense cluster of overlaps. The authors focus on minimizing the total movement needed to achieve these properties. They develop algorithms to solve this with different shapes and connectivity goals, and also show some problems are hard to solve efficiently. This research helps understand how to control overlaps by small adjustments efficiently.
Open → 2609.22958v1

Robot dynamics shape strategy in humanoid quadruped penalty kicks

Dynamics-Induced Commitment in Learning-Based Robotic Penalty Kicks

Abstract: Learning in robotic games is constrained not only by strategic information but also by what the body can still execute. We study this coupling in a hierarchical humanoid-quadruped penalty system in which game-level self-play policies command fixed soccer whole-body controllers (S-WBCs). The humanoid shooting skill is initialized from self-collected motion-capture data, whereas the quadruped saving skill is learned by reinforcement learning. We introduce dynamics-induced commitment mapping (DIC-Map), a body-grounded analysis that estimates continuation capability, identifies the first persistent loss of a terminal alternative, and tests whether the remaining interaction admits a reduced zero-sum game. For symmetric terminal alternatives, the reduced game yields a closed-form bound on optimal strategy concentration determined by the responder's value of deferring. We further show that, when the responder acts through an estimator, equal response values eliminate the direct terminal-allocation gradient and leave an estimator-mediated first-order learning channel. Experiments locate commitment about 0.29 s before contact, and changing only ball speed shifts deferral coverage. Across four responder policies, replacing the estimator raises save rate from 0.240 to 0.472, whereas a comparable gain in read accuracy obtained by waiting raises it only to 0.246. Posterior analysis is used for the equilibrium comparison because the available coverage terms are observational proxies. Project website: https://chris-ruizegeng.github.io/penaltykick/

Thu 17 SeptRobotics
The gist
This paper studies how a robot's body and its physical abilities affect decision-making in robotic soccer penalty kicks. The authors combine a humanoid robot that kicks a ball with a four-legged robot that tries to save it, using learned control skills for both. They introduce a way to analyze when the robots must commit to a particular action because of their physical limits and how this timing influences game strategies. Their experiments show that adjusting the ball's speed changes when the robot goalie decides to act, and smarter prediction methods help the goalie save more shots.
Open → 2609.21100v1

Teleoperation robots adjust help by reading operator emotions and motions

Affective Shared Autonomy: Temporal Affect Dynamics and Subjective Evaluation in Bimanual Teleoperation Tasks

Abstract: Physical teleoperation integrates human cognitive flexibility with robotic precision, yet demanding manipulation tasks frequently induce severe cognitive workload, acute frustration, and execution breakdown. Conventional shared autonomy paradigms rely primarily on task-based rules, such as spatial error boundaries, which disregard the operator's transient affective state and risk misaligned control interventions. To address this limitation, we propose an affect-aware shared autonomy teleoperation framework that dynamically modulates robotic assistance based on real-time operator state estimation. The system estimates operator affective states from synchronized facial video, cardiac signals, and bilateral arm kinematics, outputting a seven-state affective distribution and a three-category operational abstraction (neutral, productive, adverse). Affect-aware assistance is selectively triggered when the user is detected in a continuous adverse state, preserving task-positive engagement without unnecessary disruption. The empirical user study ($N = 30$) confirms that the proposed affective assistance increases the productive states by up to 39.7% without compromising user agency. The collected dataset represents the first multimodal dataset that provides continuous visual, physiological, and operator's bilateral motion tracking of temporal affective state shifts during bimanual teleoperation. Our multimodal fusion model outperforms zero-shot baselines (Qwen, MiniCPM-V) in tracking temporal state dynamics. This real-world deployment offers a new human-centric framework that integrates visual, physiological, and motion tracking for physical human-robot interaction.

Thu 17 SeptRoboticsHuman-Computer Interaction
The gist
Using robots to control things remotely can be hard and frustrating for people, leading to mistakes and stress. The authors created a system that watches a person's face, heart signals, and arm movements to figure out how they're feeling while controlling a robot. When the system detects the person is upset or struggling, it gently steps in to help without taking full control. This approach helped people stay focused and feel more positive during tricky two-handed tasks. The authors also collected a new dataset with all these signals to better understand how feelings change over time during these operations.
Open → 2609.19802v1

Robot guide dog adjusts handle stiffness based on slope preferences

Understanding User Preferences of a Slope-Aware Variable-Admittance Filter for a Robot Guide Dog

Abstract: This letter investigates how the parameters of a slope-aware variable-admittance filter influence user preferences in force-based interaction with a robotic guide dog for visually impaired individuals. The proposed system consists of a quadruped robot equipped with a sensor-free rigid handle for physical guidance. The framework combines path following, momentum-based interaction-wrench estimation, and a variable-admittance filter whose stiffness and damping are adapted online from slope information extracted by the robot's depth camera. The adaptation policies are evaluated through high-fidelity simulations and a human-subject study involving blindfolded sighted participants. Multiple strategies are compared using a Taguchi L9 design of experiments. Preliminary main-effect results suggest that increasing stiffness uphill and decreasing it downhill improves both objective and subjective metrics, whereas damping shows no significant main effect.

Mon 14 SeptRobotics
The gist
Helping people guide a robot dog physically can be tricky, especially on hills. The paper looks at how changing how hard or soft the robot’s handle feels can make walking easier. The researchers found that making the handle stiffer going uphill and softer going downhill helps people feel better and perform better. They tested this idea in computer simulations and with sighted people wearing blindfolds to mimic blindness.
Open → 2609.15362v1

Graph exploration with limited colors improves efficiency on complex structures

Color Complexity of Recolorable Graph Exploration: Upper and Lower Bounds via Block Structure

Abstract: We study exploration of anonymous, port-free graphs by a single agent with no internal memory. To compensate for the lack of memory, the agent uses writable vertex colors as external memory. From every starting vertex, the agent must visit all vertices, return to its start, and terminate there. Throughout, recoloring is unrestricted, and the color count includes the common initial color. However, to our knowledge, no nontrivial color lower bound was known for unrestricted recoloring. We determine the optimal number of colors on two classes defined by block structure and prove the first nontrivial color lower bounds for unrestricted recoloring. First, a single three-color algorithm explores every tree and every simple cycle in $O(n)$ moves, and no algorithm with at most two colors explores $P_3$, the path on three vertices. Second, we give a four-color algorithm that explores every graph whose blocks are cycles or complete bipartite graphs in $O(n)$ moves, and we prove that no algorithm with at most three colors explores all subcubic pseudotrees. Hence four colors are optimal for every class between subcubic pseudotrees and this block-defined class. On cacti, this improves the previous five-color upper bound to a tight four. The lower bound reduces the possible initial actions by hand and rules out the remaining cases by a machine-checked SAT certificate on nine graphs with at most five vertices. Finally, we extend the known five-color algorithm for triangle-free graphs to graphs whose blocks are cliques or triangle-free, using $O(nΔ)$ moves, where $Δ$ is the maximum degree.

Sun 13 SeptDistributed, Parallel, and Cluster ComputingData Structures and Algorithms
The gist
The paper looks at how a simple robot without memory can explore all parts of a network by writing colors on spots it visits. The researchers found the smallest number of colors needed so the robot can always visit every point and come back to start, even when it can change these colors freely. For different types of networks, they showed how many colors are enough and when fewer colors won’t work. Their results improve previous knowledge by lowering the color requirements needed for certain network shapes. They also confirmed some parts using computers to check all tricky cases.
Open → 2609.14356v1

Kinematic method links joint motion to platform behavior across robot mechanisms

Lie-Algebraic Bell Recurrences for Arbitrary-Order Twist Jets and Parallel-Mechanism Closure

Abstract: This paper develops an arbitrary-order kinematic construction that links serial propagation, parallel-mechanism closure, and rigid-platform point fields within one dual screw framework. A cylindrical joint is retained as one native physical block, with revolute and prismatic joints obtained as special cases. For each fixed joint axis, ordinary Bell polynomials organize the derivatives of the exponential factor; across a chain, the noncommuting factors remain in their physical order. Initial-frame prefix and terminal-resolved covariant formulas then produce equivalent representations of the serial twist jet. For a parallel mechanism, repeated Leibniz differentiation, with joint-level derivatives organized by Bell polynomials, yields an arbitrary-order triangular active-passive closure recurrence: the same passive Jacobian is solved at every derivative order at a regular configuration, while the right-hand side contains only prescribed active data and lower-order jets. The resulting platform twist jet is mapped exactly to the point-independent affine invariants of the velocity, acceleration, jerk, and snap fields. The validation is deliberately complementary: a generic 3C chain with noncoplanar axes and nonzero rotational and translational cylindrical coordinates tests ordered serial propagation, an RR+RRR spherical wrist tests active-passive closure, and a Hunt-type 6-RUS mechanism with six active revolute joints tests an independently reconstructed platform jet and its affine fields. Independent differentiation of the rigid motion, evaluation of the affine fields, and the differentiated branch closures all agree through fourth order with residuals below $10^{-12}$ in the corresponding SI units. The formulation is purely kinematic and applies at configurations where the selected active-passive partition is regular.

Wed 9 SeptRobotics
The gist
Robots and mechanical systems often have parts connected by joints that move in specific ways. This paper presents a mathematical method to describe motion changes of any order (speed, acceleration, jerk, and beyond) for complex assemblies that include serial chains and parallel mechanisms. The authors use special polynomials (called Bell polynomials) and algebraic tools to keep track of how motions combine, even when joints interact non-linearly. They validate their formulas by testing on different robotic arms and mechanisms, confirming accurate and consistent results.
Open → 2609.10748v1

Soft actuators detect and recover from punctures in real time

Real-time Puncture Detection and Recovery for Pneumatic Soft Actuators

Abstract: Soft robots offer safe and adaptive interaction with humans and unstructured environments through their inherent ability to deform and comply. Pneumatic actuators are one way to build soft robots. They are typically made from soft silicone materials and are especially effective for driving such systems, enabling smooth and adaptable motion. However, their compliant nature also makes them vulnerable to mechanical failures like punctures and tears, limiting practical deployment. To address this, we propose a puncture detection system for soft actuators using motion data from a single inertial measurement unit. Extracted features are used to train anomaly detectors for puncture detection and non-linear models to estimate severity. We also introduce a multi-chamber pneumatic soft bending actuator capable of diverse configurations via selective chamber inflation. Our algorithm identifies the punctured chamber and provides a severity score using a chamber perturbation scheme. Anomaly detectors are trained on normal operation data and detect damage through reconstruction errors, while severity is estimated by a separate model trained under slightly modified conditions. Finally, we demonstrate a failure recovery strategy to maintain actuation force post-failure. This approach enhances the reliability and safety of soft robotic systems through real-time, data-driven damage detection.

Tue 8 SeptRobotics
The gist
Soft robots are made from squishy materials and move by inflating chambers with air. These robots can get holes that make it hard for them to work properly. The authors design a system that uses a small motion sensor to spot when a hole happens and how bad it is. Their approach can figure out which part got damaged and help the robot keep working even after a hole appears.
Open → 2609.08804v1

Large language models differ in robot safety compliance and behavior

How Long Until Your Robot Ignores You? A Safety Benchmark for LLM Orchestrators in Human-Humanoid Collaboration

Abstract: Large Language Models (LLMs) are increasingly employed to orchestrate robot behavior through natural-language interfaces, yet no benchmark exists to evaluate their reliability as safety-aware decision makers in human-humanoid collaboration. Unlike deterministic safety systems that enforce binary allow/deny decisions, LLM-based orchestrators exhibit a compliance spectrum ranging from overcompliance (refusing safe actions) to full safety violations. This paper introduces the first safety benchmarking environment for LLM orchestrators in human-humanoid collaboration, built on a Model Context Protocol (MCP)-based architecture with safety invariants grounded in ISO 10218-2:2025 protective measures. The benchmark defines five testable safety invariants, a four-level compliance taxonomy (correct compliance, overcompliance, undercompliance, full violation), and a three-layer evaluation pipeline (text prompting, simulated sensor-actuator loops, and physical validation on a Unitree G1 EDU humanoid). We report Layer-1 results: three cloud backends (Claude Haiku 4.5, GPT-4o-mini, Gemini 2.5 Flash) and a local open-weights baseline (qwen3:8b) across 40 100-turn sessions under full-context and sliding-window budget conditions, while the simulation and physical layers remain ongoing. We find that (1) model family determines the safety floor, as Claude and Gemini remain at or near zero violations while GPT-4o-mini commits up to 13 per session, (2) context management dissociates two failure axes, reducing mean behavioral issues by 42-57% for every cloud backend while nearly doubling GPT-4o-mini's violations (3.8 to 7.2 per session), and (3) proportional compliance, clamping movement speed to the rule-specified maximum rather than refusing, emerges consistently only in Gemini; the preliminary simulation layer reproduces the model ranking and the GPT-4o-mini failure-mode inversion.

Mon 7 SeptRobotics
The gist
Robots guided by large language models (LLMs) need to act safely around humans, but there was no way to test how well these AI systems keep people safe. The authors created the first safety test for AI that controls humanoid robots, checking if the robot follows safety rules, refuses unsafe actions, or disobeys them altogether. They tested several popular LLM systems and found big differences: some rarely broke safety rules, while others made more mistakes. The way the AI remembers conversation context also affected safety behaviors in surprising ways.
Open → 2609.07288v1