Ruohan Zhang

RO
h-index76
35papers
2,625citations
Novelty48%
AI Score57

35 Papers

ROJul 12, 2023
VoxPoser: Composable 3D Value Maps for Robotic Manipulation with Language Models

Wenlong Huang, Chen Wang, Ruohan Zhang et al. · mit, stanford

Large language models (LLMs) are shown to possess a wealth of actionable knowledge that can be extracted for robot manipulation in the form of reasoning and planning. Despite the progress, most still rely on pre-defined motion primitives to carry out the physical interactions with the environment, which remains a major bottleneck. In this work, we aim to synthesize robot trajectories, i.e., a dense sequence of 6-DoF end-effector waypoints, for a large variety of manipulation tasks given an open-set of instructions and an open-set of objects. We achieve this by first observing that LLMs excel at inferring affordances and constraints given a free-form language instruction. More importantly, by leveraging their code-writing capabilities, they can interact with a vision-language model (VLM) to compose 3D value maps to ground the knowledge into the observation space of the agent. The composed value maps are then used in a model-based planning framework to zero-shot synthesize closed-loop robot trajectories with robustness to dynamic perturbations. We further demonstrate how the proposed framework can benefit from online experiences by efficiently learning a dynamics model for scenes that involve contact-rich interactions. We present a large-scale study of the proposed method in both simulated and real-robot environments, showcasing the ability to perform a large variety of everyday manipulation tasks specified in free-form natural language. Videos and code at https://voxposer.github.io

ROJul 28, 2023
Primitive Skill-based Robot Learning from Human Evaluative Feedback

Ayano Hiranaka, Minjune Hwang, Sharon Lee et al. · stanford

Reinforcement learning (RL) algorithms face significant challenges when dealing with long-horizon robot manipulation tasks in real-world environments due to sample inefficiency and safety issues. To overcome these challenges, we propose a novel framework, SEED, which leverages two approaches: reinforcement learning from human feedback (RLHF) and primitive skill-based reinforcement learning. Both approaches are particularly effective in addressing sparse reward issues and the complexities involved in long-horizon tasks. By combining them, SEED reduces the human effort required in RLHF and increases safety in training robot manipulation with RL in real-world settings. Additionally, parameterized skills provide a clear view of the agent's high-level intentions, allowing humans to evaluate skill choices before they are executed. This feature makes the training process even safer and more efficient. To evaluate the performance of SEED, we conducted extensive experiments on five manipulation tasks with varying levels of complexity. Our results show that SEED significantly outperforms state-of-the-art RL algorithms in sample efficiency and safety. In addition, SEED also exhibits a substantial reduction of human effort compared to other RLHF methods. Further details and video results can be found at https://seediros23.github.io/.

LGAug 23, 2022
Interaction Modeling with Multiplex Attention

Fan-Yun Sun, Isaac Kauvar, Ruohan Zhang et al. · stanford

Modeling multi-agent systems requires understanding how agents interact. Such systems are often difficult to model because they can involve a variety of types of interactions that layer together to drive rich social behavioral dynamics. Here we introduce a method for accurately modeling multi-agent systems. We present Interaction Modeling with Multiplex Attention (IMMA), a forward prediction model that uses a multiplex latent graph to represent multiple independent types of interactions and attention to account for relations of different strengths. We also introduce Progressive Layer Training, a training strategy for this architecture. We show that our approach outperforms state-of-the-art models in trajectory forecasting and relation inference, spanning three multi-agent scenarios: social navigation, cooperative task achievement, and team sports. We further demonstrate that our approach can improve zero-shot generalization and allows us to probe how different interactions impact agent behavior.

AIJun 23, 2023
Task-Driven Graph Attention for Hierarchical Relational Object Navigation

Michael Lingelbach, Chengshu Li, Minjune Hwang et al. · stanford

Embodied AI agents in large scenes often need to navigate to find objects. In this work, we study a naturally emerging variant of the object navigation task, hierarchical relational object navigation (HRON), where the goal is to find objects specified by logical predicates organized in a hierarchical structure - objects related to furniture and then to rooms - such as finding an apple on top of a table in the kitchen. Solving such a task requires an efficient representation to reason about object relations and correlate the relations in the environment and in the task goal. HRON in large scenes (e.g. homes) is particularly challenging due to its partial observability and long horizon, which invites solutions that can compactly store the past information while effectively exploring the scene. We demonstrate experimentally that scene graphs are the best-suited representation compared to conventional representations such as images or 2D maps. We propose a solution that uses scene graphs as part of its input and integrates graph neural networks as its backbone, with an integrated task-driven attention mechanism, and demonstrate its better scalability and learning efficiency than state-of-the-art baselines.

CVApr 3, 2023
Partial-View Object View Synthesis via Filtered Inversion

Fan-Yun Sun, Jonathan Tremblay, Valts Blukis et al. · microsoft-research, mit

We propose Filtering Inversion (FINV), a learning framework and optimization process that predicts a renderable 3D object representation from one or few partial views. FINV addresses the challenge of synthesizing novel views of objects from partial observations, spanning cases where the object is not entirely in view, is partially occluded, or is only observed from similar views. To achieve this, FINV learns shape priors by training a 3D generative model. At inference, given one or more views of a novel real-world object, FINV first finds a set of latent codes for the object by inverting the generative model from multiple initial seeds. Maintaining the set of latent codes, FINV filters and resamples them after receiving each new observation, akin to particle filtering. The generator is then finetuned for each latent code on the available views in order to adapt to novel objects. We show that FINV successfully synthesizes novel views of real-world objects (e.g., chairs, tables, and cars), even if the generative prior is trained only on synthetic objects. The ability to address the sim-to-real problem allows FINV to be used for object categories without real-world datasets. FINV achieves state-of-the-art performance on multiple real-world datasets, recovers object shape and texture from partial and sparse views, is robust to occlusion, and is able to incrementally improve its representation with more observations.

AIOct 3, 2023Code
Mini-BEHAVIOR: A Procedurally Generated Benchmark for Long-horizon Decision-Making in Embodied AI

Emily Jin, Jiaheng Hu, Zhuoyi Huang et al.

We present Mini-BEHAVIOR, a novel benchmark for embodied AI that challenges agents to use reasoning and decision-making skills to solve complex activities that resemble everyday human challenges. The Mini-BEHAVIOR environment is a fast, realistic Gridworld environment that offers the benefits of rapid prototyping and ease of use while preserving a symbolic level of physical realism and complexity found in complex embodied AI benchmarks. We introduce key features such as procedural generation, to enable the creation of countless task variations and support open-ended learning. Mini-BEHAVIOR provides implementations of various household tasks from the original BEHAVIOR benchmark, along with starter code for data collection and reinforcement learning agent training. In essence, Mini-BEHAVIOR offers a fast, open-ended benchmark for evaluating decision-making and planning solutions in embodied AI. It serves as a user-friendly entry point for research and facilitates the evaluation and development of solutions, simplifying their assessment and development while advancing the field of embodied AI. Code is publicly available at https://github.com/StanfordVL/mini_behavior.

RONov 2, 2023
NOIR: Neural Signal Operated Intelligent Robots for Everyday Activities

Ruohan Zhang, Sharon Lee, Minjune Hwang et al.

We present Neural Signal Operated Intelligent Robots (NOIR), a general-purpose, intelligent brain-robot interface system that enables humans to command robots to perform everyday activities through brain signals. Through this interface, humans communicate their intended objects of interest and actions to the robots using electroencephalography (EEG). Our novel system demonstrates success in an expansive array of 20 challenging, everyday household activities, including cooking, cleaning, personal care, and entertainment. The effectiveness of the system is improved by its synergistic integration of robot learning algorithms, allowing for NOIR to adapt to individual users and predict their intentions. Our work enhances the way humans interact with robots, replacing traditional channels of interaction with direct, neural communication. Project website: https://noir-corl.github.io/.

ROSep 3, 2024
ReKep: Spatio-Temporal Reasoning of Relational Keypoint Constraints for Robotic Manipulation

Wenlong Huang, Chen Wang, Yunzhu Li et al.

Representing robotic manipulation tasks as constraints that associate the robot and the environment is a promising way to encode desired robot behaviors. However, it remains unclear how to formulate the constraints such that they are 1) versatile to diverse tasks, 2) free of manual labeling, and 3) optimizable by off-the-shelf solvers to produce robot actions in real-time. In this work, we introduce Relational Keypoint Constraints (ReKep), a visually-grounded representation for constraints in robotic manipulation. Specifically, ReKep is expressed as Python functions mapping a set of 3D keypoints in the environment to a numerical cost. We demonstrate that by representing a manipulation task as a sequence of Relational Keypoint Constraints, we can employ a hierarchical optimization procedure to solve for robot actions (represented by a sequence of end-effector poses in SE(3)) with a perception-action loop at a real-time frequency. Furthermore, in order to circumvent the need for manual specification of ReKep for each new task, we devise an automated procedure that leverages large vision models and vision-language models to produce ReKep from free-form language instructions and RGB-D observations. We present system implementations on a wheeled single-arm platform and a stationary dual-arm platform that can perform a large variety of manipulation tasks, featuring multi-stage, in-the-wild, bimanual, and reactive behaviors, all without task-specific data or environment models. Website at https://rekep-robot.github.io/.

ROMar 7, 2025Code
BEHAVIOR Robot Suite: Streamlining Real-World Whole-Body Manipulation for Everyday Household Activities

Yunfan Jiang, Ruohan Zhang, Josiah Wong et al. · stanford

Real-world household tasks present significant challenges for mobile manipulation robots. An analysis of existing robotics benchmarks reveals that successful task performance hinges on three key whole-body control capabilities: bimanual coordination, stable and precise navigation, and extensive end-effector reachability. Achieving these capabilities requires careful hardware design, but the resulting system complexity further complicates visuomotor policy learning. To address these challenges, we introduce the BEHAVIOR Robot Suite (BRS), a comprehensive framework for whole-body manipulation in diverse household tasks. Built on a bimanual, wheeled robot with a 4-DoF torso, BRS integrates a cost-effective whole-body teleoperation interface for data collection and a novel algorithm for learning whole-body visuomotor policies. We evaluate BRS on five challenging household tasks that not only emphasize the three core capabilities but also introduce additional complexities, such as long-range navigation, interaction with articulated and deformable objects, and manipulation in confined spaces. We believe that BRS's integrated robotic embodiment, data collection interface, and learning framework mark a significant step toward enabling real-world whole-body manipulation for everyday household tasks. BRS is open-sourced at https://behavior-robot-suite.github.io/

RODec 31, 2025
Dream2Flow: Bridging Video Generation and Open-World Manipulation with 3D Object Flow

Karthik Dharmarajan, Wenlong Huang, Jiajun Wu et al.

Generative video modeling has emerged as a compelling tool to zero-shot reason about plausible physical interactions for open-world manipulation. Yet, it remains a challenge to translate such human-led motions into the low-level actions demanded by robotic systems. We observe that given an initial image and task instruction, these models excel at synthesizing sensible object motions. Thus, we introduce Dream2Flow, a framework that bridges video generation and robotic control through 3D object flow as an intermediate representation. Our method reconstructs 3D object motions from generated videos and formulates manipulation as object trajectory tracking. By separating the state changes from the actuators that realize those changes, Dream2Flow overcomes the embodiment gap and enables zero-shot guidance from pre-trained video models to manipulate objects of diverse categories-including rigid, articulated, deformable, and granular. Through trajectory optimization or reinforcement learning, Dream2Flow converts reconstructed 3D object flow into executable low-level commands without task-specific demonstrations. Simulation and real-world experiments highlight 3D object flow as a general and scalable interface for adapting video generation models to open-world robotic manipulation. Videos and visualizations are available at https://dream2flow.github.io/.

AINov 26, 2025
ENACT: Evaluating Embodied Cognition with World Modeling of Egocentric Interaction

Qineng Wang, Wenlong Huang, Yu Zhou et al.

Embodied cognition argues that intelligence arises from sensorimotor interaction rather than passive observation. It raises an intriguing question: do modern vision-language models (VLMs), trained largely in a disembodied manner, exhibit signs of embodied cognition? We introduce ENACT, a benchmark that casts evaluation of embodied cognition as world modeling from egocentric interaction in a visual question answering (VQA) format. Framed as a partially observable Markov decision process (POMDP) whose actions are scene graph changes, ENACT comprises two complementary sequence reordering tasks: forward world modeling (reorder shuffled observations given actions) and inverse world modeling (reorder shuffled actions given observations). While conceptually simple, solving these tasks implicitly demands capabilities central to embodied cognition-affordance recognition, action-effect reasoning, embodied awareness, and interactive, long-horizon memory from partially observable egocentric input, while avoiding low-level image synthesis that could confound the evaluation. We provide a scalable pipeline that synthesizes QA pairs from robotics simulation (BEHAVIOR) and evaluates models on 8,972 QA pairs spanning long-horizon home-scale activities. Experiments reveal a performance gap between frontier VLMs and humans that widens with interaction horizon. Models consistently perform better on the inverse task than the forward one and exhibit anthropocentric biases, including a preference for right-handed actions and degradation when camera intrinsics or viewpoints deviate from human vision. Website at https://enact-embodied-cognition.github.io/.

65.3ROMar 31
IMPASTO: Integrating Model-Based Planning with Learned Dynamics Models for Robotic Oil Painting Reproduction

Yingke Wang, Hao Li, Yifeng Zhu et al.

Robotic reproduction of oil paintings using soft brushes and pigments requires force-sensitive control of deformable tools, prediction of brushstroke effects, and multi-step stroke planning, often without human step-by-step demonstrations or faithful simulators. Given only a sequence of target oil painting images, can a robot infer and execute the stroke trajectories, forces, and colors needed to reproduce it? We present IMPASTO, a robotic oil-painting system that integrates learned pixel dynamics models with model-based planning. The dynamics models predict canvas updates from image observations and parameterized stroke actions; a receding-horizon model predictive control optimizer then plans trajectories and forces, while a force-sensitive controller executes strokes on a 7-DoF robot arm. IMPASTO integrates low-level force control, learned dynamics models, and high-level closed-loop planning, learns solely from robot self-play, and approximates human artists' single-stroke datasets and multi-stroke artworks, outperforming baselines in reproduction accuracy. Project website: https://impasto-robopainting.github.io/

ROMar 12, 2024
DexCap: Scalable and Portable Mocap Data Collection System for Dexterous Manipulation

Chen Wang, Haochen Shi, Weizhuo Wang et al.

Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the complexity of translating mocap data into effective robotic policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to seamlessly replicate human actions with robot hands. Beyond direct learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism during policy rollouts to refine and further improve task performance. Through extensive evaluation across six challenging dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods in the pursuit of human-level robot dexterity. More details can be found at https://dex-cap.github.io

76.3ROMay 11
StereoPolicy: Improving Robotic Manipulation Policies via Stereo Perception

Evans Han, Yunfan Jiang, Yingke Wang et al.

Recent advances in robot imitation learning have yielded powerful visuomotor policies capable of manipulating a wide variety of objects directly from monocular visual inputs. However, monocular observations inherently lack reliable depth cues and spatial awareness, which are critical for precise manipulation in cluttered or geometrically complex scenes. To address this limitation, we introduce StereoPolicy, a new visuomotor policy learning framework that directly leverages synchronized stereo image pairs to strengthen geometric reasoning, without requiring explicit 3D reconstruction or camera calibration. StereoPolicy employs pretrained 2D vision encoders to process each image independently and fuses the resulting representations through a Stereo Transformer. This design implicitly captures spatial correspondence and disparity cues. The framework integrates seamlessly with diffusion-based and pretrained vision-language-action (VLA) policies, delivering consistent improvements over RGB, RGB-D, point cloud, and multi-view baselines across three simulation benchmarks: RoboMimic, RoboCasa, and OmniGibson. We further validate StereoPolicy on real-robot experiments spanning both tabletop and bimanual mobile manipulation settings. Our results underscore stereo vision as a scalable and robust modality that bridges 2D pretrained representations with 3D geometric understanding for robotic manipulation.

ROMay 16, 2024
TRANSIC: Sim-to-Real Policy Transfer by Learning from Online Correction

Yunfan Jiang, Chen Wang, Ruohan Zhang et al. · stanford

Learning in simulation and transferring the learned policy to the real world has the potential to enable generalist robots. The key challenge of this approach is to address simulation-to-reality (sim-to-real) gaps. Previous methods often require domain-specific knowledge a priori. We argue that a straightforward way to obtain such knowledge is by asking humans to observe and assist robot policy execution in the real world. The robots can then learn from humans to close various sim-to-real gaps. We propose TRANSIC, a data-driven approach to enable successful sim-to-real transfer based on a human-in-the-loop framework. TRANSIC allows humans to augment simulation policies to overcome various unmodeled sim-to-real gaps holistically through intervention and online correction. Residual policies can be learned from human corrections and integrated with simulation policies for autonomous execution. We show that our approach can achieve successful sim-to-real transfer in complex and contact-rich manipulation tasks such as furniture assembly. Through synergistic integration of policies learned in simulation and from humans, TRANSIC is effective as a holistic approach to addressing various, often coexisting sim-to-real gaps. It displays attractive properties such as scaling with human effort. Videos and code are available at https://transic-robot.github.io/

ROMar 12, 2024
TeleMoMa: A Modular and Versatile Teleoperation System for Mobile Manipulation

Shivin Dass, Wensi Ai, Yuqian Jiang et al.

A critical bottleneck limiting imitation learning in robotics is the lack of data. This problem is more severe in mobile manipulation, where collecting demonstrations is harder than in stationary manipulation due to the lack of available and easy-to-use teleoperation interfaces. In this work, we demonstrate TeleMoMa, a general and modular interface for whole-body teleoperation of mobile manipulators. TeleMoMa unifies multiple human interfaces including RGB and depth cameras, virtual reality controllers, keyboard, joysticks, etc., and any combination thereof. In its more accessible version, TeleMoMa works using simply vision (e.g., an RGB-D camera), lowering the entry bar for humans to provide mobile manipulation demonstrations. We demonstrate the versatility of TeleMoMa by teleoperating several existing mobile manipulators - PAL Tiago++, Toyota HSR, and Fetch - in simulation and the real world. We demonstrate the quality of the demonstrations collected with TeleMoMa by training imitation learning policies for mobile manipulation tasks involving synchronized whole-body motion. Finally, we also show that TeleMoMa's teleoperation channel enables teleoperation on site, looking at the robot, or remote, sending commands and observations through a computer network, and perform user studies to evaluate how easy it is for novice users to learn to collect demonstrations with different combinations of human interfaces enabled by our system. We hope TeleMoMa becomes a helpful tool for the community enabling researchers to collect whole-body mobile manipulation demonstrations. For more information and video results, https://robin-lab.cs.utexas.edu/telemoma-web.

ROMay 28, 2025
Learning Compositional Behaviors from Demonstration and Language

Weiyu Liu, Neil Nie, Ruohan Zhang et al.

We introduce Behavior from Language and Demonstration (BLADE), a framework for long-horizon robotic manipulation by integrating imitation learning and model-based planning. BLADE leverages language-annotated demonstrations, extracts abstract action knowledge from large language models (LLMs), and constructs a library of structured, high-level action representations. These representations include preconditions and effects grounded in visual perception for each high-level action, along with corresponding controllers implemented as neural network-based policies. BLADE can recover such structured representations automatically, without manually labeled states or symbolic definitions. BLADE shows significant capabilities in generalizing to novel situations, including novel initial states, external state perturbations, and novel goals. We validate the effectiveness of our approach both in simulation and on real robots with a diverse set of objects with articulated parts, partial observability, and geometric constraints.

ROJun 10, 2025
UAD: Unsupervised Affordance Distillation for Generalization in Robotic Manipulation

Yihe Tang, Wenlong Huang, Yingke Wang et al.

Understanding fine-grained object affordances is imperative for robots to manipulate objects in unstructured environments given open-ended task instructions. However, existing methods of visual affordance predictions often rely on manually annotated data or conditions only on a predefined set of tasks. We introduce UAD (Unsupervised Affordance Distillation), a method for distilling affordance knowledge from foundation models into a task-conditioned affordance model without any manual annotations. By leveraging the complementary strengths of large vision models and vision-language models, UAD automatically annotates a large-scale dataset with detailed $<$instruction, visual affordance$>$ pairs. Training only a lightweight task-conditioned decoder atop frozen features, UAD exhibits notable generalization to in-the-wild robotic scenes and to various human activities, despite only being trained on rendered objects in simulation. Using affordance provided by UAD as the observation space, we show an imitation learning policy that demonstrates promising generalization to unseen object instances, object categories, and even variations in task instructions after training on as few as 10 demonstrations. Project website: https://unsup-affordance.github.io/

CVMay 15, 2024
BEHAVIOR Vision Suite: Customizable Dataset Generation via Simulation

Yunhao Ge, Yihe Tang, Jiashu Xu et al. · stanford

The systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as "filled" and "folded"), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/

ROApr 17, 2025
Chain-of-Modality: Learning Manipulation Programs from Multimodal Human Videos with Vision-Language-Models

Chen Wang, Fei Xia, Wenhao Yu et al.

Learning to perform manipulation tasks from human videos is a promising approach for teaching robots. However, many manipulation tasks require changing control parameters during task execution, such as force, which visual data alone cannot capture. In this work, we leverage sensing devices such as armbands that measure human muscle activities and microphones that record sound, to capture the details in the human manipulation process, and enable robots to extract task plans and control parameters to perform the same task. To achieve this, we introduce Chain-of-Modality (CoM), a prompting strategy that enables Vision Language Models to reason about multimodal human demonstration data -- videos coupled with muscle or audio signals. By progressively integrating information from each modality, CoM refines a task plan and generates detailed control parameters, enabling robots to perform manipulation tasks based on a single multimodal human video prompt. Our experiments show that CoM delivers a threefold improvement in accuracy for extracting task plans and control parameters compared to baselines, with strong generalization to new task setups and objects in real-world robot experiments. Videos and code are available at https://chain-of-modality.github.io

33.3CVApr 24
CAGE-SGG: Counterfactual Active Graph Evidence for Open-Vocabulary Scene Graph Generation

Suiyang Guang, Chenyu Liu, Ruohan Zhang et al.

Open-vocabulary scene graph generation (SGG) aims to describe visual scenes with flexible and fine-grained relation phrases beyond a fixed predicate vocabulary. While recent vision-language models greatly expand the semantic coverage of SGG, they also introduce a critical reliability issue: predicted relations may be driven by language priors or object co-occurrence rather than grounded visual evidence. In this paper, we propose an evidence-rounded open-vocabulary SGG framework based on counterfactual relation verification. Instead of directly accepting plausible relation proposals, our method verifies whether each candidate relation is supported by relation-pecific visual, geometric, and contextual evidence. Specifically, we first generate open-vocabulary relation candidates with a vision-language proposer, then decompose predicate phrases into soft evidence bases such as support, contact, containment, depth, motion, and state. A relation-conditioned evidence encoder extracts predicate-relevant cues, while a counterfactual verifier tests whether the relation score decreases when necessary vidence is removed and remains stable under irrelevant perturbations. We further introduce contradiction-aware predicate learning and graph-level preference optimization to improve fine-grained discrimination and global graph consistency. Experiments on conventional, open-vocabulary, and panoptic SGG benchmarks show that our method consistently improves standard recall-based metrics, unseen predicate generalization, and counterfactual grounding quality. These results demonstrate that moving from relation generation to relation verification leads to more reliable, interpretable, and evidence-grounded scene graphs.

ROOct 21, 2025
MoMaGen: Generating Demonstrations under Soft and Hard Constraints for Multi-Step Bimanual Mobile Manipulation

Chengshu Li, Mengdi Xu, Arpit Bahety et al. · stanford

Imitation learning from large-scale, diverse human demonstrations has proven effective for training robots, but collecting such data is costly and time-consuming. This challenge is amplified for multi-step bimanual mobile manipulation, where humans must teleoperate both a mobile base and two high-degree-of-freedom arms. Prior automated data generation frameworks have addressed static bimanual manipulation by augmenting a few human demonstrations in simulation, but they fall short for mobile settings due to two key challenges: (1) determining base placement to ensure reachability, and (2) positioning the camera to provide sufficient visibility for visuomotor policies. To address these issues, we introduce MoMaGen, which formulates data generation as a constrained optimization problem that enforces hard constraints (e.g., reachability) while balancing soft constraints (e.g., visibility during navigation). This formulation generalizes prior approaches and provides a principled foundation for future methods. We evaluate MoMaGen on four multi-step bimanual mobile manipulation tasks and show that it generates significantly more diverse datasets than existing methods. Leveraging this diversity, MoMaGen can train successful imitation learning policies from a single source demonstration, and these policies can be fine-tuned with as few as 40 real-world demonstrations to achieve deployment on physical robotic hardware. More details are available at our project page: momagen.github.io.

IRSep 19, 2025
Purely Semantic Indexing for LLM-based Generative Recommendation and Retrieval

Ruohan Zhang, Jiacheng Li, Julian McAuley et al.

Semantic identifiers (IDs) have proven effective in adapting large language models for generative recommendation and retrieval. However, existing methods often suffer from semantic ID conflicts, where semantically similar documents (or items) are assigned identical IDs. A common strategy to avoid conflicts is to append a non-semantic token to distinguish them, which introduces randomness and expands the search space, therefore hurting performance. In this paper, we propose purely semantic indexing to generate unique, semantic-preserving IDs without appending non-semantic tokens. We enable unique ID assignment by relaxing the strict nearest-centroid selection and introduce two model-agnostic algorithms: exhaustive candidate matching (ECM) and recursive residual searching (RRS). Extensive experiments on sequential recommendation, product search, and document retrieval tasks demonstrate that our methods improve both overall and cold-start performance, highlighting the effectiveness of ensuring ID uniqueness.

CVDec 5, 2024
CRAFT: Designing Creative and Functional 3D Objects

Michelle Guo, Mia Tang, Hannah Cha et al.

For designing a wide range of everyday objects, the design process should be aware of both the human body and the underlying semantics of the design specification. However, these two objectives present significant challenges to the current AI-based designing tools. In this work, we present a method to synthesize body-aware 3D objects from a base mesh given an input body geometry and either text or image as guidance. The generated objects can be simulated on virtual characters, or fabricated for real-world use. We propose to use a mesh deformation procedure that optimizes for both semantic alignment as well as contact and penetration losses. Using our method, users can generate both virtual or real-world objects from text, image, or sketch, without the need for manual artist intervention. We present both qualitative and quantitative results on various object categories, demonstrating the effectiveness of our approach.

ROMar 14, 2024
BEHAVIOR-1K: A Human-Centered, Embodied AI Benchmark with 1,000 Everyday Activities and Realistic Simulation

Chengshu Li, Ruohan Zhang, Josiah Wong et al.

We present BEHAVIOR-1K, a comprehensive simulation benchmark for human-centered robotics. BEHAVIOR-1K includes two components, guided and motivated by the results of an extensive survey on "what do you want robots to do for you?". The first is the definition of 1,000 everyday activities, grounded in 50 scenes (houses, gardens, restaurants, offices, etc.) with more than 9,000 objects annotated with rich physical and semantic properties. The second is OMNIGIBSON, a novel simulation environment that supports these activities via realistic physics simulation and rendering of rigid bodies, deformable bodies, and liquids. Our experiments indicate that the activities in BEHAVIOR-1K are long-horizon and dependent on complex manipulation skills, both of which remain a challenge for even state-of-the-art robot learning solutions. To calibrate the simulation-to-reality gap of BEHAVIOR-1K, we provide an initial study on transferring solutions learned with a mobile manipulator in a simulated apartment to its real-world counterpart. We hope that BEHAVIOR-1K's human-grounded nature, diversity, and realism make it valuable for embodied AI and robot learning research. Project website: https://behavior.stanford.edu.

LGMay 27, 2023
Modeling Dynamic Environments with Scene Graph Memory

Andrey Kurenkov, Michael Lingelbach, Tanmay Agarwal et al.

Embodied AI agents that search for objects in large environments such as households often need to make efficient decisions by predicting object locations based on partial information. We pose this as a new type of link prediction problem: link prediction on partially observable dynamic graphs. Our graph is a representation of a scene in which rooms and objects are nodes, and their relationships are encoded in the edges; only parts of the changing graph are known to the agent at each timestep. This partial observability poses a challenge to existing link prediction approaches, which we address. We propose a novel state representation -- Scene Graph Memory (SGM) -- with captures the agent's accumulated set of observations, as well as a neural net architecture called a Node Edge Predictor (NEP) that extracts information from the SGM to search efficiently. We evaluate our method in the Dynamic House Simulator, a new benchmark that creates diverse dynamic graphs following the semantic patterns typically seen at homes, and show that NEP can be trained to predict the locations of objects in a variety of environments with diverse object movement dynamics, outperforming baselines both in terms of new scene adaptability and overall accuracy. The codebase and more can be found at https://www.scenegraphmemory.com.

IRAug 7, 2021
A Survey on Cross-domain Recommendation: Taxonomies, Methods, and Future Directions

Tianzi Zang, Yanmin Zhu, Haobing Liu et al.

Traditional recommendation systems are faced with two long-standing obstacles, namely, data sparsity and cold-start problems, which promote the emergence and development of Cross-Domain Recommendation (CDR). The core idea of CDR is to leverage information collected from other domains to alleviate the two problems in one domain. Over the last decade, many efforts have been engaged for cross-domain recommendation. Recently, with the development of deep learning and neural networks, a large number of methods have emerged. However, there is a limited number of systematic surveys on CDR, especially regarding the latest proposed methods as well as the recommendation scenarios and recommendation tasks they address. In this survey paper, we first proposed a two-level taxonomy of cross-domain recommendation which classifies different recommendation scenarios and recommendation tasks. We then introduce and summarize existing cross-domain recommendation approaches under different recommendation scenarios in a structured manner. We also organize datasets commonly used. We conclude this survey by providing several potential research directions about this field.

AIJul 13, 2021
Recent Advances in Leveraging Human Guidance for Sequential Decision-Making Tasks

Ruohan Zhang, Faraz Torabi, Garrett Warnell et al.

A longstanding goal of artificial intelligence is to create artificial agents capable of learning to perform tasks that require sequential decision making. Importantly, while it is the artificial agent that learns and acts, it is still up to humans to specify the particular task to be performed. Classical task-specification approaches typically involve humans providing stationary reward functions or explicit demonstrations of the desired tasks. However, there has recently been a great deal of research energy invested in exploring alternative ways in which humans may guide learning agents that may, e.g., be more suitable for certain tasks or require less human effort. This survey provides a high-level overview of five recent machine learning frameworks that primarily rely on human guidance apart from pre-specified reward functions or conventional, step-by-step action demonstrations. We review the motivation, assumptions, and implementation of each framework, and we discuss possible future research directions.

LGOct 29, 2020
Machine versus Human Attention in Deep Reinforcement Learning Tasks

Sihang Guo, Ruohan Zhang, Bo Liu et al.

Deep reinforcement learning (RL) algorithms are powerful tools for solving visuomotor decision tasks. However, the trained models are often difficult to interpret, because they are represented as end-to-end deep neural networks. In this paper, we shed light on the inner workings of such trained models by analyzing the pixels that they attend to during task execution, and comparing them with the pixels attended to by humans executing the same tasks. To this end, we investigate the following two questions that, to the best of our knowledge, have not been previously studied. 1) How similar are the visual representations learned by RL agents and humans when performing the same task? and, 2) How do similarities and differences in these learned representations explain RL agents' performance on these tasks? Specifically, we compare the saliency maps of RL agents against visual attention models of human experts when learning to play Atari games. Further, we analyze how hyperparameters of the deep RL algorithm affect the learned representations and saliency maps of the trained agents. The insights provided have the potential to inform novel algorithms for closing the performance gap between human experts and RL agents.

AIJun 26, 2020
Widening the Pipeline in Human-Guided Reinforcement Learning with Explanation and Context-Aware Data Augmentation

Lin Guan, Mudit Verma, Sihang Guo et al.

Human explanation (e.g., in terms of feature importance) has been recently used to extend the communication channel between human and agent in interactive machine learning. Under this setting, human trainers provide not only the ground truth but also some form of explanation. However, this kind of human guidance was only investigated in supervised learning tasks, and it remains unclear how to best incorporate this type of human knowledge into deep reinforcement learning. In this paper, we present the first study of using human visual explanations in human-in-the-loop reinforcement learning (HRL). We focus on the task of learning from feedback, in which the human trainer not only gives binary evaluative "good" or "bad" feedback for queried state-action pairs, but also provides a visual explanation by annotating relevant features in images. We propose EXPAND (EXPlanation AugmeNted feeDback) to encourage the model to encode task-relevant features through a context-aware data augmentation that only perturbs irrelevant features in human salient information. We choose five tasks, namely Pixel-Taxi and four Atari games, to evaluate the performance and sample efficiency of this approach. We show that our method significantly outperforms methods leveraging human explanation that are adapted from supervised learning, and Human-in-the-loop RL baselines that only utilize evaluative feedback.

LGFeb 28, 2020
Efficiently Guiding Imitation Learning Agents with Human Gaze

Akanksha Saran, Ruohan Zhang, Elaine Schaertl Short et al.

Human gaze is known to be an intention-revealing signal in human demonstrations of tasks. In this work, we use gaze cues from human demonstrators to enhance the performance of agents trained via three popular imitation learning methods -- behavioral cloning (BC), behavioral cloning from observation (BCO), and Trajectory-ranked Reward EXtrapolation (T-REX). Based on similarities between the attention of reinforcement learning agents and human gaze, we propose a novel approach for utilizing gaze data in a computationally efficient manner, as part of an auxiliary loss function, which guides a network to have higher activations in image regions where the human's gaze fixated. This work is a step towards augmenting any existing convolutional imitation learning agent's training with auxiliary gaze data. Our auxiliary coverage-based gaze loss (CGL) guides learning toward a better reward function or policy, without adding any additional learnable parameters and without requiring gaze data at test time. We find that our proposed approach improves the performance by 95% for BC, 343% for BCO, and 390% for T-REX, averaged over 20 different Atari games. We also find that compared to a prior state-of-the-art imitation learning method assisted by human gaze (AGIL), our method achieves better performance, and is more efficient in terms of learning with fewer demonstrations. We further interpret trained CGL agents with a saliency map visualization method to explain their performance. At last, we show that CGL can help alleviate a well-known causal confusion problem in imitation learning.

AISep 21, 2019
Leveraging Human Guidance for Deep Reinforcement Learning Tasks

Ruohan Zhang, Faraz Torabi, Lin Guan et al.

Reinforcement learning agents can learn to solve sequential decision tasks by interacting with the environment. Human knowledge of how to solve these tasks can be incorporated using imitation learning, where the agent learns to imitate human demonstrated decisions. However, human guidance is not limited to the demonstrations. Other types of guidance could be more suitable for certain tasks and require less human effort. This survey provides a high-level overview of five recent learning frameworks that primarily rely on human guidance other than conventional, step-by-step action demonstrations. We review the motivation, assumption, and implementation of each framework. We then discuss possible future research directions.

LGMar 15, 2019
Atari-HEAD: Atari Human Eye-Tracking and Demonstration Dataset

Ruohan Zhang, Calen Walshe, Zhuode Liu et al.

Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate the development of new methods by providing a common reproducible standard. Many human decision-making tasks require visual attention to obtain high levels of performance. Therefore, measuring eye movements can provide a rich source of information about the strategies that humans use to solve decision-making tasks. Here, we provide a large-scale, high-quality dataset of human actions with simultaneously recorded eye movements while humans play Atari video games. The dataset consists of 117 hours of gameplay data from a diverse set of 20 games, with 8 million action demonstrations and 328 million gaze samples. We introduce a novel form of gameplay, in which the human plays in a semi-frame-by-frame manner. This leads to near-optimal game decisions and game scores that are comparable or better than known human records. We demonstrate the usefulness of the dataset through two simple applications: predicting human gaze and imitating human demonstrated actions. The quality of the data leads to promising results in both tasks. Moreover, using a learned human gaze model to inform imitation learning leads to an 115\% increase in game performance. We interpret these results as highlighting the importance of incorporating human visual attention in models of decision making and demonstrating the value of the current dataset to the research community. We hope that the scale and quality of this dataset can provide more opportunities to researchers in the areas of visual attention, imitation learning, and reinforcement learning.

LGNov 11, 2018
An initial attempt of combining visual selective attention with deep reinforcement learning

Liu Yuezhang, Ruohan Zhang, Dana H. Ballard

Visual attention serves as a means of feature selection mechanism in the perceptual system. Motivated by Broadbent's leaky filter model of selective attention, we evaluate how such mechanism could be implemented and affect the learning process of deep reinforcement learning. We visualize and analyze the feature maps of DQN on a toy problem Catch, and propose an approach to combine visual selective attention with deep reinforcement learning. We experiment with optical flow-based attention and A2C on Atari games. Experiment results show that visual selective attention could lead to improvements in terms of sample efficiency on tested games. An intriguing relation between attention and batch normalization is also discovered.

CVJun 1, 2018
AGIL: Learning Attention from Human for Visuomotor Tasks

Ruohan Zhang, Zhuode Liu, Luxin Zhang et al.

When intelligent agents learn visuomotor behaviors from human demonstrations, they may benefit from knowing where the human is allocating visual attention, which can be inferred from their gaze. A wealth of information regarding intelligent decision making is conveyed by human gaze allocation; hence, exploiting such information has the potential to improve the agents' performance. With this motivation, we propose the AGIL (Attention Guided Imitation Learning) framework. We collect high-quality human action and gaze data while playing Atari games in a carefully controlled experimental setting. Using these data, we first train a deep neural network that can predict human gaze positions and visual attention with high accuracy (the gaze network) and then train another network to predict human actions (the policy network). Incorporating the learned attention model from the gaze network into the policy network significantly improves the action prediction accuracy and task performance.