Researcher profile

George Konidaris

George Konidaris contributes to research discovery and scholarly infrastructure.

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Published work

18 published item(s)

preprint2026arXiv

Beyond Task and Motion Planning: Hierarchical Robot Planning with General-Purpose Skills

Task and motion planning is a well-established approach for solving long-horizon robot planning problems. However, traditional methods assume that each task-level robot action, or skill, can be reduced to kinematic motion planning. We address the challenge of combining motion planning with closed-loop motor controllers that go beyond mere kinematic considerations. We propose a novel framework that integrates these policies into motion planning using Composable Interaction Primitives (CIPs), enabling the use of diverse, non-composable pre-learned skills in hierarchical robot planning. We validate our Task and Skill Planning (TASP) approach through real-world experiments on a bimanual manipulator and a mobile manipulator, demonstrating that CIPs allow diverse robots to combine motion planning with general-purpose skills to solve complex, long-horizon tasks.

preprint2026arXiv

Creative Robot Tool Use by Counterfactual Reasoning

We propose a causal reasoning framework for creative robot tool use where a suitable tool for a task is correctly identified for use beyond its primary objectives. The proposed framework first discovers the causal relationships between the tool and the task by conducting simulated experiments in a dynamics model. We decouple the causal discovery problem into two complementary components: VLM-based feature suggestion and counterfactual tool generation via targeted geometric and physical feature perturbations. Then, novel objects are classified based on identified causal features, and the tool use skill is transferred via keypoint matching conditioned on the identified causal features. By reconstructing the task in a dynamics model, our approach grounds tool use in the physics of the problem. We illustrate our approach in reaching a distant object with different sticks, scooping candies from a bowl using diverse items, and using different boxes or crates as stepping platforms to retrieve an object from a high shelf. Our baseline comparisons show that identifying causal features and grounding them in physical tool properties leads to more reliable tool selection and stronger skill keypoint transfer.

preprint2026arXiv

JAXenstein: Accelerated Benchmarking for First-Person Environments

The progression of reinforcement learning algorithms have been driven by challenging benchmarks. The rate in which a researcher can iterate on a problem setting directly impacts the speed of algorithm development. Modern machine learning has produced tools that allow for fast and scalable algorithm development like the JAX library. With the availability of these tools, a serious bottleneck in algorithm development is the availability of large and complex domains for experimentation. Most notably, the JAX reinforcement learning ecosystem does not have any benchmarks that test visual first-person tasks; these domains are crucial for testing both exploration and an agent's ability to overcome partial observability. We introduce JAXenstein: an open-source JAX-based benchmark that implements the Wolfenstein 3D rendering engine for fast and scalable experimentation in visual first-person tasks. JAXenstein is several times faster than comparable vision-based benchmarks, and is easily extensible to more complex first-person domains.

preprint2026arXiv

Learning Equivariant Neural-Augmented Object Dynamics From Few Interactions

Learning data-efficient object dynamics models for robotic manipulation remains challenging, especially for deformable objects. A popular approach is to model objects as sets of 3D particles and learn their motion using graph neural networks. In practice, this is not enough to maintain physical feasibility over long horizons and may require large amounts of interaction data to learn. We introduce PIEGraph, a novel approach to combining analytical physics and data-driven models to capture object dynamics for both rigid and deformable bodies using limited real-world interaction data. PIEGraph consists of two components: (1) a \textbf{P}hysically \textbf{I}nformed particle-based analytical model (implemented as a spring--mass system) to enforce physically feasible motion, and (2) an \textbf{E}quivariant \textbf{Graph} Neural Network with a novel action representation that exploits symmetries in particle interactions to guide the analytical model. We evaluate PIEGraph in simulation and on robot hardware for reorientation and repositioning tasks with ropes, cloth, stuffed animals and rigid objects. We show that our method enables accurate dynamics prediction and reliable downstream robotic manipulation planning, which outperforms state of the art baselines.

preprint2022arXiv

Adaptive Online Value Function Approximation with Wavelets

Using function approximation to represent a value function is necessary for continuous and high-dimensional state spaces. Linear function approximation has desirable theoretical guarantees and often requires less compute and samples than neural networks, but most approaches suffer from an exponential growth in the number of functions as the dimensionality of the state space increases. In this work, we introduce the wavelet basis for reinforcement learning. Wavelets can effectively be used as a fixed basis and additionally provide the ability to adaptively refine the basis set as learning progresses, making it feasible to start with a minimal basis set. This adaptive method can either increase the granularity of the approximation at a point in state space, or add in interactions between different dimensions as necessary. We prove that wavelets are both necessary and sufficient if we wish to construct a function approximator that can be adaptively refined without loss of precision. We further demonstrate that a fixed wavelet basis set performs comparably against the high-performing Fourier basis on Mountain Car and Acrobot, and that the adaptive methods provide a convenient approach to addressing an oversized initial basis set, while demonstrating performance comparable to, or greater than, the fixed wavelet basis.

preprint2022arXiv

Automatic Encoding and Repair of Reactive High-Level Tasks with Learned Abstract Representations

We present a framework that, given a set of skills a robot can perform, abstracts sensor data into symbols that we use to automatically encode the robot's capabilities in Linear Temporal Logic. We specify reactive high-level tasks based on these capabilities, for which a strategy is automatically synthesized and executed on the robot, if the task is feasible. If a task is not feasible given the robot's capabilities, we present two methods, one enumeration-based and one synthesis-based, for automatically suggesting additional skills for the robot or modifications to existing skills that would make the task feasible. We demonstrate our framework on a Baxter robot manipulating blocks on a table, a Baxter robot manipulating plates on a table, and a Kinova arm manipulating vials, with multiple sensor modalities, including raw images.

preprint2022arXiv

Characterizing the Action-Generalization Gap in Deep Q-Learning

We study the action generalization ability of deep Q-learning in discrete action spaces. Generalization is crucial for efficient reinforcement learning (RL) because it allows agents to use knowledge learned from past experiences on new tasks. But while function approximation provides deep RL agents with a natural way to generalize over state inputs, the same generalization mechanism does not apply to discrete action outputs. And yet, surprisingly, our experiments indicate that Deep Q-Networks (DQN), which use exactly this type of function approximator, are still able to achieve modest action generalization. Our main contribution is twofold: first, we propose a method of evaluating action generalization using expert knowledge of action similarity, and empirically confirm that action generalization leads to faster learning; second, we characterize the action-generalization gap (the difference in learning performance between DQN and the expert) in different domains. We find that DQN can indeed generalize over actions in several simple domains, but that its ability to do so decreases as the action space grows larger.

preprint2022arXiv

Effects of Data Geometry in Early Deep Learning

Deep neural networks can approximate functions on different types of data, from images to graphs, with varied underlying structure. This underlying structure can be viewed as the geometry of the data manifold. By extending recent advances in the theoretical understanding of neural networks, we study how a randomly initialized neural network with piece-wise linear activation splits the data manifold into regions where the neural network behaves as a linear function. We derive bounds on the density of boundary of linear regions and the distance to these boundaries on the data manifold. This leads to insights into the expressivity of randomly initialized deep neural networks on non-Euclidean data sets. We empirically corroborate our theoretical results using a toy supervised learning problem. Our experiments demonstrate that number of linear regions varies across manifolds and the results hold with changing neural network architectures. We further demonstrate how the complexity of linear regions is different on the low dimensional manifold of images as compared to the Euclidean space, using the MetFaces dataset.

preprint2022arXiv

Generalizing to New Domains by Mapping Natural Language to Lifted LTL

Recent work on using natural language to specify commands to robots has grounded that language to LTL. However, mapping natural language task specifications to LTL task specifications using language models require probability distributions over finite vocabulary. Existing state-of-the-art methods have extended this finite vocabulary to include unseen terms from the input sequence to improve output generalization. However, novel out-of-vocabulary atomic propositions cannot be generated using these methods. To overcome this, we introduce an intermediate contextual query representation which can be learned from single positive task specification examples, associating a contextual query with an LTL template. We demonstrate that this intermediate representation allows for generalization over unseen object references, assuming accurate groundings are available. We compare our method of mapping natural language task specifications to intermediate contextual queries against state-of-the-art CopyNet models capable of translating natural language to LTL, by evaluating whether correct LTL for manipulation and navigation task specifications can be output, and show that our method outperforms the CopyNet model on unseen object references. We demonstrate that the grounded LTL our method outputs can be used for planning in a simulated OO-MDP environment. Finally, we discuss some common failure modes encountered when translating natural language task specifications to grounded LTL.

preprint2022arXiv

Hierarchical Reinforcement Learning of Locomotion Policies in Response to Approaching Objects: A Preliminary Study

Animals such as rabbits and birds can instantly generate locomotion behavior in reaction to a dynamic, approaching object, such as a person or a rock, despite having possibly never seen the object before and having limited perception of the object's properties. Recently, deep reinforcement learning has enabled complex kinematic systems such as humanoid robots to successfully move from point A to point B. Inspired by the observation of the innate reactive behavior of animals in nature, we hope to extend this progress in robot locomotion to settings where external, dynamic objects are involved whose properties are partially observable to the robot. As a first step toward this goal, we build a simulation environment in MuJoCo where a legged robot must avoid getting hit by a ball moving toward it. We explore whether prior locomotion experiences that animals typically possess benefit the learning of a reactive control policy under a proposed hierarchical reinforcement learning framework. Preliminary results support the claim that the learning becomes more efficient using this hierarchical reinforcement learning method, even when partial observability (radius-based object visibility) is taken into account.

preprint2022arXiv

IKFlow: Generating Diverse Inverse Kinematics Solutions

Inverse kinematics - finding joint poses that reach a given Cartesian-space end-effector pose - is a common operation in robotics, since goals and waypoints are typically defined in Cartesian space, but robots must be controlled in joint space. However, existing inverse kinematics solvers return a single solution pose, where systems with more than 6 degrees of freedom support infinitely many such solutions, which can be useful in the presence of constraints, pose preferences, or obstacles. We introduce a method that uses a deep neural network to learn to generate a diverse set of samples from the solution space of such kinematic chains. The resulting samples can be generated quickly (2000 solutions in under 10ms) and accurately (to within 10 millimeters and 2 degrees of an exact solution) and can be rapidly refined by classical methods if necessary.

preprint2022arXiv

Learning Abstract and Transferable Representations for Planning

We are concerned with the question of how an agent can acquire its own representations from sensory data. We restrict our focus to learning representations for long-term planning, a class of problems that state-of-the-art learning methods are unable to solve. We propose a framework for autonomously learning state abstractions of an agent's environment, given a set of skills. Importantly, these abstractions are task-independent, and so can be reused to solve new tasks. We demonstrate how an agent can use an existing set of options to acquire representations from ego- and object-centric observations. These abstractions can immediately be reused by the same agent in new environments. We show how to combine these portable representations with problem-specific ones to generate a sound description of a specific task that can be used for abstract planning. Finally, we show how to autonomously construct a multi-level hierarchy consisting of increasingly abstract representations. Since these hierarchies are transferable, higher-order concepts can be reused in new tasks, relieving the agent from relearning them and improving sample efficiency. Our results demonstrate that our approach allows an agent to transfer previous knowledge to new tasks, improving sample efficiency as the number of tasks increases.

preprint2022arXiv

Multi-Resolution POMDP Planning for Multi-Object Search in 3D

Robots operating in households must find objects on shelves, under tables, and in cupboards. In such environments, it is crucial to search efficiently at 3D scale while coping with limited field of view and the complexity of searching for multiple objects. Principled approaches to object search frequently use Partially Observable Markov Decision Process (POMDP) as the underlying framework for computing search strategies, but constrain the search space in 2D. In this paper, we present a POMDP formulation for multi-object search in a 3D region with a frustum-shaped field-of-view. To efficiently solve this POMDP, we propose a multi-resolution planning algorithm based on online Monte-Carlo tree search. In this approach, we design a novel octree-based belief representation to capture uncertainty of the target objects at different resolution levels, then derive abstract POMDPs at lower resolutions with dramatically smaller state and observation spaces. Evaluation in a simulated 3D domain shows that our approach finds objects more efficiently and successfully compared to a set of baselines without resolution hierarchy in larger instances under the same computational requirement. We demonstrate our approach on a mobile robot to find objects placed at different heights in two 10m$^2 \times 2$m regions by moving its base and actuating its torso.

preprint2022arXiv

RMPs for Safe Impedance Control in Contact-Rich Manipulation

Variable impedance control in operation-space is a promising approach to learning contact-rich manipulation behaviors. One of the main challenges with this approach is producing a manipulation behavior that ensures the safety of the arm and the environment. Such behavior is typically implemented via a reward function that penalizes unsafe actions (e.g. obstacle collision, joint limit extension), but that approach is not always effective and does not result in behaviors that can be reused in slightly different environments. We show how to combine Riemannian Motion Policies, a class of policies that dynamically generate motion in the presence of safety and collision constraints, with variable impedance operation-space control to learn safer contact-rich manipulation behaviors.

preprint2022arXiv

Towards Optimal Correlational Object Search

In realistic applications of object search, robots will need to locate target objects in complex environments while coping with unreliable sensors, especially for small or hard-to-detect objects. In such settings, correlational information can be valuable for planning efficiently. Previous approaches that consider correlational information typically resort to ad-hoc, greedy search strategies. We introduce the Correlational Object Search POMDP (COS-POMDP), which models correlations while preserving optimal solutions with a reduced state space. We propose a hierarchical planning algorithm to scale up COS-POMDPs for practical domains. Our evaluation, conducted with the AI2-THOR household simulator and the YOLOv5 object detector, shows that our method finds objects more successfully and efficiently compared to baselines,particularly for hard-to-detect objects such as srub brush and remote control.

preprint2021arXiv

Bootstrapping Motor Skill Learning with Motion Planning

Learning a robot motor skill from scratch is impractically slow; so much so that in practice, learning must be bootstrapped using a good skill policy obtained from human demonstration. However, relying on human demonstration necessarily degrades the autonomy of robots that must learn a wide variety of skills over their operational lifetimes. We propose using kinematic motion planning as a completely autonomous, sample efficient way to bootstrap motor skill learning for object manipulation. We demonstrate the use of motion planners to bootstrap motor skills in two complex object manipulation scenarios with different policy representations: opening a drawer with a dynamic movement primitive representation, and closing a microwave door with a deep neural network policy. We also show how our method can bootstrap a motor skill for the challenging dynamic task of learning to hit a ball off a tee, where a kinematic plan based on treating the scene as static is insufficient to solve the task, but sufficient to bootstrap a more dynamic policy. In all three cases, our method is competitive with human-demonstrated initialization, and significantly outperforms starting with a random policy. This approach enables robots to to efficiently and autonomously learn motor policies for dynamic tasks without human demonstration.

preprint2021arXiv

Learning Deep Parameterized Skills from Demonstration for Re-targetable Visuomotor Control

Robots need to learn skills that can not only generalize across similar problems but also be directed to a specific goal. Previous methods either train a new skill for every different goal or do not infer the specific target in the presence of multiple goals from visual data. We introduce an end-to-end method that represents targetable visuomotor skills as a goal-parameterized neural network policy. By training on an informative subset of available goals with the associated target parameters, we are able to learn a policy that can zero-shot generalize to previously unseen goals. We evaluate our method in a representative 2D simulation of a button-grid and on both button-pressing and peg-insertion tasks on two different physical arms. We demonstrate that our model trained on 33% of the possible goals is able to generalize to more than 90% of the targets in the scene for both simulation and robot experiments. We also successfully learn a mapping from target pixel coordinates to a robot policy to complete a specified goal.

preprint2020arXiv

Visual Transfer for Reinforcement Learning via Wasserstein Domain Confusion

We introduce Wasserstein Adversarial Proximal Policy Optimization (WAPPO), a novel algorithm for visual transfer in Reinforcement Learning that explicitly learns to align the distributions of extracted features between a source and target task. WAPPO approximates and minimizes the Wasserstein-1 distance between the distributions of features from source and target domains via a novel Wasserstein Confusion objective. WAPPO outperforms the prior state-of-the-art in visual transfer and successfully transfers policies across Visual Cartpole and two instantiations of 16 OpenAI Procgen environments.