Loading video...

Video Failed to Load

Go Home

๐ŸŽ‰ Diffusion-style annealing + sampling-based MPC can surpass RL, and seamlessly adapt to task parameters, all ๐˜๐—ฟ๐—ฎ๐—ถ๐—ป๐—ถ๐—ป๐—ด-๐—ณ๐—ฟ๐—ฒ๐—ฒ! We open sourced DIAL-MPC, the first training-free method for whole-body torque control using full-order dynamics ๐Ÿงต

172,518 views โ€ข 1 year ago โ€ขvia X (Twitter)

11 Comments

Haoru Xue's profile picture
Haoru Xue1 year ago

1/9 We surprisingly found that the formulation of sampling-based MPC and single diffusion step are ๐—ฒ๐—พ๐˜‚๐—ถ๐˜ƒ๐—ฎ๐—น๐—ฒ๐—ป๐˜. This motivates us to do multi-step diffusion in MPC. (theoretical proofs in paper) ๐—ฅ๐—ฒ๐—ฎ๐—น-๐˜๐—ถ๐—บ๐—ฒ sampling is possible! We did it thanks to recent advancement in massively parallel simulation.

Haoru Xue's profile picture
Haoru Xue1 year ago

2/9 There are two diffusion-style annealings in DIAL-MPC: Trajectory-level: within a single timestep, we iteratively re-sample with adaptive distribution, which is equivalent to denoising in diffusion.

Haoru Xue's profile picture
Haoru Xue1 year ago

3/9 And action-level: we leverage the receeding-horizon nature of MPC to re-use partially diffused actions in future steps.

Haoru Xue's profile picture
Haoru Xue1 year ago

4/9 Some DIAL-MPC tasks can be deployed directly to real. We achieve ๐—ฟ๐—ฒ๐—ฎ๐—น-๐˜๐—ถ๐—บ๐—ฒ ๐˜๐—ผ๐—ฟ๐—พ๐˜‚๐—ฒ ๐—ฐ๐—ผ๐—ป๐˜๐—ฟ๐—ผ๐—น on a quadruped doing versatile tasks. We can even give it a very heavy payload (6 kg ๐Ÿ‘‡), and it could easily adapt to it after modifying the mass in the model.

Haoru Xue's profile picture
Haoru Xue1 year ago

5/9 Why is DIAL-MPC better than conventional sampling-based MPC? In our paper and website, we includes a toy experiment with a very rough cost function landscape to explain the theory.

Haoru Xue's profile picture
Haoru Xue1 year ago

6/9 Although not an ๐ŸŽ to ๐Ÿ“ท comparison, why can DIAL-MPC be better than RL policy? 1. It is training-free: all reward designs can be instantly verified. 2. It is explicitly adaptive: facing OOD tasks like๐Ÿ“ท

Haoru Xue's profile picture
Haoru Xue1 year ago

7/9 We emphasize that DIAL-MPC is not meant to compete with RL - its future directions align very well with RL: 1. Add nominal value and policy functions to shorten DIAL-MPC horizon needs. 2. It can be an "RL reward visualizer" to accelerate RL reward engineering.

Haoru Xue's profile picture
Haoru Xue1 year ago

8/9 DIAL-MPC is parallel to popular works in using diffusion-style annealing for robot learning. A significant distinction is that DIAL-MPC is model-based whereas these are model-free: - Diffusion Policy Policy Optimization - Streaming Diffusion Policy

Haoru Xue's profile picture
Haoru Xue1 year ago

9/9 Thanks for reading through! Check out our project website! We also open-source the code on GitHub to run all DIAL-MPC demos, including the rendering pipeline. Follow the authors @HaoruXue @ChaoyiPan @zejiyi @guannanqu @GuanyaShi for more updates!

Chen Tessler's profile picture
Chen Tessler1 year ago

Looks amazing! Congrats! And cudos on the visuals too!

Haoru Xue's profile picture
Haoru Xue1 year ago

thank you! we also open-sourced our blender pipeline in the codebase, courtesy of the UMI on Legs authors

Related Videos

Check out our latest work, "Actor-Critic Model Predictive Control: Differentiable Optimization meets Reinforcement Learning for Agile Flight," published in the IEEE Transactions on Robotics, where we reconcile #OptimalControl and #ReinforcementLearning, achieving the same super-human performance, but with superior generalizability, as our previous model-free deep RL! Code released! PDF: Code: Full Video: Model-free #ReinforcementLearning (RL) is known for its strong task performance and flexibility in optimizing general reward formulations. On the other hand, #ModelPredictiveControl (MPC) provides robustness, constraint handling, and powerful online replanning capabilities. In this work, we extend our previous AC-MPC paper (Romero, ICRA'24) by taking a deeper look at how both approaches can be unified. We introduce and extend Actor-Critic Model Predictive Control (AC-MPC), a framework that embeds a differentiable MPC inside an Actor-Critic RL architecture. This integration allows the MPC-based actor to perform short-term predictive optimization, while the critic facilitates long-horizon learning and exploration. We conduct a comprehensive study that highlights AC-MPCโ€™s key advantages: - Better out-of-distribution generalization, both against unknown disturbances and changes in the quadrotor dynamics - Improved sample efficiency - A novel empirical analysis uncovering a relationship between the criticโ€™s value function and the MPC cost function, providing deeper insight into their interplay. We validate our method in simulation and the real world on a quadcopter flying at superhuman speeds of up to 21 m/s, matching state-of-the-art model-free RL performance, and retaining the predictive structure of MPC for more reliable out-of-distribution behavior. Reference: Actor-Critic Model Predictive Control: Differentiable Optimization meets Reinforcement Learning for Agile Flight IEEE Transactions on Robotics (T-RO), 2025 PDF: Full Video: Code: Kudos to รngel Romero, Elie Aljalbout, Yunlong Song! University of Zurich UZH Science UZH Space Hub AUTOASSESS European Research Council (ERC) UZHai

Davide Scaramuzza

27,090 views โ€ข 6 months ago

Tencent presents GameGen-O Open-world Video Game Generation We introduce GameGen-O, the first diffusion transformer model tailored for the generation of open-world video games. This model facilitates high-quality, open-domain generation by simulating a wide array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, thus allowing for the gameplay simulation. The development of GameGen-O involves a comprehensive data collection and processing effort from scratch. We collect and build the first Open-World Video Game Dataset (OGameData), amassed extensive data from over a hundred of next-generation open-world games, employing a proprietary data pipeline for efficient sorting, scoring, filtering, and decoupled captioning. This robust and extensive OGameData forms the foundation of our model's training process. GameGen-O undergoes a two-stage training process, consisting of foundation model pretraining and instruction tuning. In the first phase, the model is pre-trained on the OGameData via the text-to-video and video continuation, endowing GameGen-O with the capability for open-domain video game generation. In the second phase, the pre-trained model is frozen, and we fine-tuned using a trainable InstructNet, which enables the production of subsequent frames based on multimodal structural instructions. This whole training process imparts the model with the ability to generate and interactively control content. In summary, GameGen-O represents a notable initial step forward in the realm of open-world video game generation via generative models. It underscores the potential of generative models to serve as an alternative to rendering techniques, which can efficiently combine creative generation with interactive capabilities.

AK

367,088 views โ€ข 1 year ago

OpenClaw meets RL! OpenClaw Agents adapt through memory files and skills, but the base model weights never actually change. OpenClaw-RL solves this! It wraps a self-hosted model as an OpenAI-compatible API, intercepts live conversations from OpenClaw, and trains the policy in the background using RL. The architecture is fully async. This means serving, reward scoring, and training all run in parallel. Once done, weights get hot-swapped after every batch while the agent keeps responding. Currently, it has two training modes: - Binary RL (GRPO): A process reward model scores each turn as good, bad, or neutral. That scalar reward drives policy updates via a PPO-style clipped objective. - On-Policy Distillation: When concrete corrections come in like "you should have checked that file first," it uses that feedback as a richer, directional training signal at the token level. When to use OpenClaw-RL? To be fair, a lot of agent behavior can already be improved through better memory and skill design. OpenClaw's existing skill ecosystem and community-built self-improvement skills handle a wide range of use cases without touching model weights at all. If the agent keeps forgetting preferences, that's a memory problem. And if it doesn't know how to handle a specific workflow, that's a skill problem. Both are solvable at the prompt and context layer. Where RL becomes interesting is when the failure pattern lives deeper in the model's reasoning itself. Things like consistently poor tool selection order, weak multi-step planning, or failing to interpret ambiguous instructions the way a specific user intends. Research on agentic RL (like ARTIST and Agent-R1) has shown that these behavioral patterns hit a ceiling with prompt-based approaches alone, especially in complex multi-turn tasks where the model needs to recover from tool failures or adapt its strategy mid-execution. That's the layer OpenClaw-RL targets, and it's a meaningful distinction from what OpenClaw offers. I have shared the repo in the replies!

Avi Chawla

138,691 views โ€ข 4 months ago