Aiden Swann

RO
h-index13
7papers
159citations
Novelty49%
AI Score50

7 Papers

ROMar 19Code
Sparse Autoencoders Reveal Interpretable and Steerable Features in VLA Models

Aiden Swann, Lachlain McGranahan, Hugo Buurmeijer et al.

Vision-Language-Action (VLA) models have emerged as a promising approach for general-purpose robot manipulation. However, their generalization is inconsistent: while these models can perform impressively in some settings, fine-tuned variants often fail on novel objects, scenes, and instructions. We apply mechanistic interpretability techniques to better understand the inner workings of VLA models. To probe internal representations, we train Sparse Autoencoders (SAEs) on hidden layer activations of the VLA. SAEs learn a sparse dictionary whose features act as a compact, interpretable basis for the model's computation. We find that the large majority of extracted SAE features correspond to memorized sequences from specific training demonstrations. However, some features correspond to interpretable, general, and steerable motion primitives and semantic properties, offering a promising glimpse toward VLA generalizability. We propose a metric to categorize features according to whether they represent generalizable transferable primitives or episode-specific memorization. We validate these findings through steering experiments on the LIBERO benchmark. We show that individual SAE features causally influence robot behavior. Steering general features induces behaviors consistent with their semantic meaning and can be applied across tasks and scenes. This work provides the first mechanistic evidence that VLAs can learn generalizable features across tasks and scenes. We observe that supervised fine-tuning on small robotics datasets disproportionately amplifies memorization. In contrast, training on larger, more diverse datasets (e.g., DROID) or using knowledge insulation promotes more general features. We provide an open-source codebase and user-friendly interface for activation collection, SAE training, and feature steering. Our project page is located at http://drvla.github.io

ROMar 26
$π$, But Make It Fly: Physics-Guided Transfer of VLA Models to Aerial Manipulation

Johnathan Tucker, Denis Liu, Aiden Swann et al.

Vision-Language-Action (VLA) models such as $π_0$ have demonstrated remarkable generalization across diverse fixed-base manipulators. However, transferring these foundation models to aerial platforms remains an open challenge due to the fundamental mismatch between the quasi-static dynamics of fixed-base arms and the underactuated, highly dynamic nature of flight. In this work, we introduce AirVLA, a system that investigates the transferability of manipulation-pretrained VLAs to aerial pick-and-place tasks. We find that while visual representations transfer effectively, the specific control dynamics required for flight do not. To bridge this "dynamics gap" without retraining the foundation model, we introduce a Payload-Aware Guidance mechanism that injects payload constraints directly into the policy's flow-matching sampling process. To overcome data scarcity, we further utilize a Gaussian Splatting pipeline to synthesize navigation training data. We evaluate our method through a cumulative 460 real-world experiments which demonstrate that this synthetic data is a key enabler of performance, unlocking 100% success in navigation tasks where directly fine-tuning on teleoperation data alone attains 81% success. Our inference-time intervention, Payload-Aware Guidance, increases real-world pick-and-place task success from 23% to 50%. Finally, we evaluate the model on a long-horizon compositional task, achieving a 62% overall success rate. These results suggest that pre-trained manipulation VLAs, with appropriate data augmentation and physics-informed guidance, can transfer to aerial manipulation and navigation, as well as the composition of these tasks.

ROMay 7, 2024
Splat-MOVER: Multi-Stage, Open-Vocabulary Robotic Manipulation via Editable Gaussian Splatting

Ola Shorinwa, Johnathan Tucker, Aliyah Smith et al.

We present Splat-MOVER, a modular robotics stack for open-vocabulary robotic manipulation, which leverages the editability of Gaussian Splatting (GSplat) scene representations to enable multi-stage manipulation tasks. Splat-MOVER consists of: (i) ASK-Splat, a GSplat representation that distills semantic and grasp affordance features into the 3D scene. ASK-Splat enables geometric, semantic, and affordance understanding of 3D scenes, which is critical in many robotics tasks; (ii) SEE-Splat, a real-time scene-editing module using 3D semantic masking and infilling to visualize the motions of objects that result from robot interactions in the real-world. SEE-Splat creates a "digital twin" of the evolving environment throughout the manipulation task; and (iii) Grasp-Splat, a grasp generation module that uses ASK-Splat and SEE-Splat to propose affordance-aligned candidate grasps for open-world objects. ASK-Splat is trained in real-time from RGB images in a brief scanning phase prior to operation, while SEE-Splat and Grasp-Splat run in real-time during operation. We demonstrate the superior performance of Splat-MOVER in hardware experiments on a Kinova robot compared to two recent baselines in four single-stage, open-vocabulary manipulation tasks and in four multi-stage manipulation tasks, using the edited scene to reflect changes due to prior manipulation stages, which is not possible with existing baselines. Video demonstrations and the code for the project are available at https://splatmover.github.io.

ROApr 30
DOT-Sim: Differentiable Optical Tactile Simulation with Precise Real-to-Sim Physical Calibration

Yang You, Won Kyung Do, Aiden Swann et al.

Simulating optical tactile sensors presents significant challenges due to their high deformability and intricate optical properties. To address these issues and enable a physically accurate simulation, we propose DOT-Sim: Differentiable Optical Tactile Simulation. Unlike prior simulators that rely on simplified models of deformable sensors, DOT-Sim accurately captures the physical behavior of soft sensors by modeling them as elastic materials using the Material Point Method (MPM). DOT-Sim enables rapid calibration of optical tactile sensor simulation using a small number of demonstrations within minutes, which is substantially faster than existing methods. Compared to current baselines, our approach supports much larger and non-linear deformations. To handle the optical aspect, we propose a novel approach to simulating optical responses by learning a residual image relative to the real-world idle state. We validate the physical and visual realism of our method through a series of zero-shot sim-to-real tasks. Our experiments show that DOT-Sim (1) accurately replicates the physical dynamics of a DenseTact optical tactile sensor in reality, (2) generates realistic optical outputs in contact-rich scenarios, (3) enables direct deployment of simulation-trained classifiers in the real world, achieving 85% classification accuracy on challenging objects and 90% accuracy in embedded tumor-type detection, and (4) allows precise trajectory following with a policy trained from demonstrations in simulation, with an average error of less than 0.9 mm.

ROOct 13, 2025
Phys2Real: Fusing VLM Priors with Interactive Online Adaptation for Uncertainty-Aware Sim-to-Real Manipulation

Maggie Wang, Stephen Tian, Aiden Swann et al.

Learning robotic manipulation policies directly in the real world can be expensive and time-consuming. While reinforcement learning (RL) policies trained in simulation present a scalable alternative, effective sim-to-real transfer remains challenging, particularly for tasks that require precise dynamics. To address this, we propose Phys2Real, a real-to-sim-to-real RL pipeline that combines vision-language model (VLM)-inferred physical parameter estimates with interactive adaptation through uncertainty-aware fusion. Our approach consists of three core components: (1) high-fidelity geometric reconstruction with 3D Gaussian splatting, (2) VLM-inferred prior distributions over physical parameters, and (3) online physical parameter estimation from interaction data. Phys2Real conditions policies on interpretable physical parameters, refining VLM predictions with online estimates via ensemble-based uncertainty quantification. On planar pushing tasks of a T-block with varying center of mass (CoM) and a hammer with an off-center mass distribution, Phys2Real achieves substantial improvements over a domain randomization baseline: 100% vs 79% success rate for the bottom-weighted T-block, 57% vs 23% in the challenging top-weighted T-block, and 15% faster average task completion for hammer pushing. Ablation studies indicate that the combination of VLM and interaction information is essential for success. Project website: https://phys2real.github.io/ .

ROMar 14, 2024
Touch-GS: Visual-Tactile Supervised 3D Gaussian Splatting

Aiden Swann, Matthew Strong, Won Kyung Do et al.

In this work, we propose a novel method to supervise 3D Gaussian Splatting (3DGS) scenes using optical tactile sensors. Optical tactile sensors have become widespread in their use in robotics for manipulation and object representation; however, raw optical tactile sensor data is unsuitable to directly supervise a 3DGS scene. Our representation leverages a Gaussian Process Implicit Surface to implicitly represent the object, combining many touches into a unified representation with uncertainty. We merge this model with a monocular depth estimation network, which is aligned in a two stage process, coarsely aligning with a depth camera and then finely adjusting to match our touch data. For every training image, our method produces a corresponding fused depth and uncertainty map. Utilizing this additional information, we propose a new loss function, variance weighted depth supervised loss, for training the 3DGS scene model. We leverage the DenseTact optical tactile sensor and RealSense RGB-D camera to show that combining touch and vision in this manner leads to quantitatively and qualitatively better results than vision or touch alone in a few-view scene syntheses on opaque as well as on reflective and transparent objects. Please see our project page at http://armlabstanford.github.io/touch-gs

SYJan 12, 2022
Onboard Safety Guarantees for Racing Drones: High-speed Geofencing with Control Barrier Functions

Andrew Singletary, Aiden Swann, Yuxiao Chen et al.

This paper details the theory and implementation behind practically ensuring safety of remotely piloted racing drones. We demonstrate robust and practical safety guarantees on a 7" racing drone at speeds exceeding 100 km/h, utilizing only online computations on a 10 gram micro-controller. To achieve this goal, we utilize the framework of control barrier functions (CBFs) which give guaranteed safety encoded as forward set invariance. To make this methodology practically applicable, we present an implicitly defined CBF which leverages backup controllers to enable gradient-free evaluations that ensure safety. The method applied to hardware results in smooth, minimally conservative alterations of the pilots' desired inputs, enabling them to push the limits of their drone without fear of crashing. Moreover, the method works in conjunction with the preexisting flight controller, resulting in unaltered flight when there are no nearby safety risks. Additional benefits include safety and stability of the drone when losing line-of-sight or in the event of radio failure.