Researcher profile

Daniel Rakita

Daniel Rakita contributes to research discovery and scholarly infrastructure.

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Published work

8 published item(s)

preprint2026arXiv

Towards Zero-Knowledge Task Planning via a Language-based Approach

In this work, we introduce and formalize the Zero-Knowledge Task Planning (ZKTP) problem, i.e., formulating a sequence of actions to achieve some goal without task-specific knowledge. Additionally, we present a first investigation and approach for ZKTP that leverages a large language model (LLM) to decompose natural language instructions into subtasks and generate behavior trees (BTs) for execution. If errors arise during task execution, the approach also uses an LLM to adjust the BTs on-the-fly in a refinement loop. Experimental validation in the AI2-THOR simulator demonstrate our approach's effectiveness in improving overall task performance compared to alternative approaches that leverage task-specific knowledge. Our work demonstrates the potential of LLMs to effectively address several aspects of the ZKTP problem, providing a robust framework for automated behavior generation with no task-specific setup.

preprint2026arXiv

Turning Stale Gradients into Stable Gradients: Coherent Coordinate Descent with Implicit Landscape Smoothing for Lightweight Zeroth-Order Optimization

Zeroth-Order (ZO) optimization is pivotal for scenarios where backpropagation is unavailable, such as memory-constrained on-device learning and black-box optimization. However, existing methods face a stark trade-off: they are either sample-inefficient (e.g., standard finite differences) or suffer from high variance due to randomized estimation (e.g., random subspace methods). In this work, we propose Coherent Coordinate Descent (CoCD), a deterministic, sample-efficient, and budget-aware ZO optimizer. Theoretically, we formalize the notion of gradient coherence and demonstrate that CoCD is equivalent to Block Cyclic Coordinate Descent (BCCD) with ``warm starts,'' effectively converting historical (stale) gradients from a liability into a computational asset. This mechanism enables $O(1)$ query complexity per step while maintaining global descent directions. Furthermore, we derive error bounds revealing a counter-intuitive insight: larger finite-difference step sizes can induce an implicit smoothing effect on the optimization landscape by reducing the effective smoothness constant, thereby improving convergence stability. Experiments on MLP, CNN, and ResNet architectures (up to 270k parameters) demonstrate that CoCD significantly outperforms BCCD in terms of sample efficiency and convergence loss/accuracy, and exhibits superior stability over randomized ZO methods. Our results suggest that deterministic, structure-aware updates offer a superior alternative to randomization for lightweight ZO optimization.

preprint2025arXiv

A New Software Tool for Generating and Visualizing Robot Self-Collision Matrices

In robotics, it is common to check whether a given robot state results in self-intersection (i.e., a self-collision query) or to assess its distance from such an intersection (i.e., a self-proximity query). These checks are typically performed between pairs of shapes attached to different robot links. However, many of these shape pairs can be excluded in advance, as their configurations are known to always or never result in contact. This information is typically encoded in a self-collision matrix, where each entry (i, j) indicates whether a check should be performed between shape i and shape j. While the MoveIt Setup Assistant is widely used to generate such matrices, current tools are limited by static visualization, lack of proximity support, rigid single-geometry assumptions, and tedious refinement workflows, hindering flexibility and reuse in downstream robotics applications. In this work, we introduce an interactive tool that overcomes these limitations by generating and visualizing self-collision matrices across multiple shape representations, enabling dynamic inspection, filtering, and refinement of shape pairs. Outputs are provided in both JSON and YAML for easy integration. The system is implemented in Rust and uses the Bevy game engine to deliver high-quality visualizations. We demonstrate its effectiveness on multiple robot platforms, showing that matrices generated using diverse shape types yield faster and more accurate self-collision and self-proximity queries.

preprint2025arXiv

APOLLO Blender: A Robotics Library for Visualization and Animation in Blender

High-quality visualizations are an essential part of robotics research, enabling clear communication of results through figures, animations, and demonstration videos. While Blender is a powerful and freely available 3D graphics platform, its steep learning curve and lack of robotics-focused integrations make it difficult and time-consuming for researchers to use effectively. In this work, we introduce a lightweight software library that bridges this gap by providing simple scripting interfaces for common robotics visualization tasks. The library offers three primary capabilities: (1) importing robots and environments directly from standardized descriptions such as URDF; (2) Python-based scripting tools for keyframing robot states and visual attributes; and (3) convenient generation of primitive 3D shapes for schematic figures and animations. Together, these features allow robotics researchers to rapidly create publication-ready images, animations, and explanatory schematics without needing extensive Blender expertise. We demonstrate the library through a series of proof-of-concept examples and conclude with a discussion of current limitations and opportunities for future extensions.

preprint2025arXiv

Beyond URDF: The Universal Robot Description Directory for Shared, Extensible, and Standardized Robot Models

Robots are typically described in software by specification files (e.g., URDF, SDF, MJCF, USD) that encode only basic kinematic, dynamic, and geometric information. As a result, downstream applications such as simulation, planning, and control must repeatedly re-derive richer data, leading to redundant computations, fragmented implementations, and limited standardization. In this work, we introduce the Universal Robot Description Directory (URDD), a modular representation that organizes derived robot information into structured, easy-to-parse JSON and YAML modules. Our open-source toolkit automatically generates URDDs from URDFs, with a Rust implementation supporting Bevy-based visualization. Additionally, we provide a JavaScript/Three.js viewer for web-based inspection of URDDs. Experiments on multiple robot platforms show that URDDs can be generated efficiently, encapsulate substantially richer information than standard specification files, and directly enable the construction of core robotics subroutines. URDD provides a unified, extensible resource for reducing redundancy and establishing shared standards across robotics frameworks. We conclude with a discussion on the limitations and implications of our work.

preprint2025arXiv

Subsecond 3D Mesh Generation for Robot Manipulation

3D meshes are a fundamental representation widely used in computer science and engineering. In robotics, they are particularly valuable because they capture objects in a form that aligns directly with how robots interact with the physical world, enabling core capabilities such as predicting stable grasps, detecting collisions, and simulating dynamics. Although automatic 3D mesh generation methods have shown promising progress in recent years, potentially offering a path toward real-time robot perception, two critical challenges remain. First, generating high-fidelity meshes is prohibitively slow for real-time use, often requiring tens of seconds per object. Second, mesh generation by itself is insufficient. In robotics, a mesh must be contextually grounded, i.e., correctly segmented from the scene and registered with the proper scale and pose. Additionally, unless these contextual grounding steps remain efficient, they simply introduce new bottlenecks. In this work, we introduce an end-to-end system that addresses these challenges, producing a high-quality, contextually grounded 3D mesh from a single RGB-D image in under one second. Our pipeline integrates open-vocabulary object segmentation, accelerated diffusion-based mesh generation, and robust point cloud registration, each optimized for both speed and accuracy. We demonstrate its effectiveness in a real-world manipulation task, showing that it enables meshes to be used as a practical, on-demand representation for robotics perception and planning.

preprint2022arXiv

MotionBenchMaker: A Tool to Generate and Benchmark Motion Planning Datasets

Recently, there has been a wealth of development in motion planning for robotic manipulation new motion planners are continuously proposed, each with their own unique strengths and weaknesses. However, evaluating new planners is challenging and researchers often create their own ad-hoc problems for benchmarking, which is time-consuming, prone to bias, and does not directly compare against other state-of-the-art planners. We present MotionBenchMaker, an open-source tool to generate benchmarking datasets for realistic robot manipulation problems. MotionBenchMaker is designed to be an extensible, easy-to-use tool that allows users to both generate datasets and benchmark them by comparing motion planning algorithms. Empirically, we show the benefit of using MotionBenchMaker as a tool to procedurally generate datasets which helps in the fair evaluation of planners. We also present a suite of 40 prefabricated datasets, with 5 different commonly used robots in 8 environments, to serve as a common ground to accelerate motion planning research.

preprint2021arXiv

CollisionIK: A Per-Instant Pose Optimization Method for Generating Robot Motions with Environment Collision Avoidance

In this work, we present a per-instant pose optimization method that can generate configurations that achieve specified pose or motion objectives as best as possible over a sequence of solutions, while also simultaneously avoiding collisions with static or dynamic obstacles in the environment. We cast our method as a multi-objective, non-linear constrained optimization-based IK problem where each term in the objective function encodes a particular pose objective. We demonstrate how to effectively incorporate environment collision avoidance as a single term in this multi-objective, optimization-based IK structure, and provide solutions for how to spatially represent and organize external environments such that data can be efficiently passed to a real-time, performance-critical optimization loop. We demonstrate the effectiveness of our method by comparing it to various state-of-the-art methods in a testbed of simulation experiments and discuss the implications of our work based on our results.