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CycleManip: Imitation Learning for Cyclic Tasks

Updated 7 December 2025
  • The paper introduces CycleManip, which uses a cost-aware historical perception strategy to accurately execute cycle-based tasks with exact repetitions within a deadline.
  • CycleManip fuses multimodal encoding of language, visual, and proprioceptive inputs with a diffusion-policy backbone and auxiliary cycle-stage prediction for robust action recognition.
  • Experimental results in simulation and real-world settings demonstrate significant gains over baselines, confirming its efficiency, versatility, and improved cycle execution accuracy.

CycleManip is a framework for end-to-end imitation learning that addresses cycle-based task manipulation—tasks where a robot must repeat a given motion pattern exactly NN times and stop within an expected terminal time. Core contributions include a cost-aware historical perception strategy and multi-task learning to enhance historical understanding, a benchmark suite for cyclic manipulation tasks, and an automated evaluation protocol, all supporting diverse robotic platforms in simulation and real-world settings (Wei et al., 30 Nov 2025).

1. Problem Definition and Formalization

Cycle-based manipulation tasks require the agent to execute a specified action pattern (a "cycle") exactly NN times within a deadline TmaxT_{\max}. Each demonstration trajectory comprises a tuple {lan,(o1,a1),(o2,a2),,(oT,aT)}\left\{\mathtt{lan}, (o_1, a_1), (o_2, a_2), \dots, (o_T,a_T)\right\}, where lanL\mathtt{lan} \in \mathcal{L} is a natural language instruction (e.g., "shake bottle three times"), otOo_t \in \mathcal{O} is the observation at time tt, and atAa_t \in \mathcal{A} is the action.

The policy π\pi predicts:

at=π(lan,{oi}i=1t).a_t = \pi\left(\mathtt{lan}, \{o_i\}_{i=1}^t\right).

Let C(t)C(t) be the cumulative cycles completed at tt, determined by task-specific detectors. An execution is successful if:

C(T)=NandTTmax,C(T) = N \quad \text{and} \quad T \leq T_{\max},

where TT is the episode length.

The objective is to maximize the probability that actions both accomplish exactly NN cycles and terminate before the deadline. This setting exposes the failure of Markovian-short-horizon policies in distinguishing visually identical cycles, motivating CycleManip’s history-centric design.

2. Architecture and Key Methodological Components

CycleManip is an end-to-end imitation pipeline on a diffusion policy backbone, augmented to handle non-Markovian cyclic dependencies. The framework consists of the following key modules (§3):

2.1 End-to-End Imitation with Multimodal Encoding

  • Language (lan\mathtt{lan}) is encoded using a frozen CLIP text encoder (flanf_{\mathtt{lan}}).
  • High-overhead sensory data (RGB frames or point clouds) are encoded (fhf_h) via CNN or point cloud encoders.
  • Low-overhead proprioceptive signals (pose differences, denoted olo^l) are encoded by a Transformer into flf_l.
  • Fused features (flhf_{lh}) are formed by MLP-merging fhf_h and flf_l, concatenated with flanf_{\mathtt{lan}} to condition the diffusion policy for action prediction (ata_t).

Loss function (Eq. 7):

L=αMSE(at,at)+βCE(yt,yt),\mathcal{L} = \alpha\,\mathrm{MSE}(a_t, a_t^*) + \beta\,\mathrm{CE}(y_t, y_t^*),

where ata_t^* is the expert action, yty_t^* is the discretized cycle stage bin, and α=1,β=0.1\alpha=1, \beta=0.1 are hyperparameters.

2.2 Effective Historical Perception: Cost-Aware Sampling (§3.2)

  • Low-overhead features (olo^l): All historical pose-deltas are encoded at each time step (Hl={oil}i=1t\mathcal{H}_l = \{o_i^l\}_{i=1}^t), ensuring rich, long-horizon proprioception context.
  • High-overhead features (oho^h): Sampling is performed under fixed budget KhighK_{\rm high}. Two heuristics are employed:
    • Right-side binary: Khigh/2K_{\rm high}/2 evenly spread frames via interval bisection.
    • Exponential: Khigh/2K_{\rm high}/2 exponentially recent frames, i.e., t2kt-2^k (clipped at 0\geq 0), for k=0,,Khigh/21k=0,\ldots,K_{\rm high}/2-1.
  • This split enables the policy to retain extended context without prohibitive computational cost.

2.3 Effective Historical Understanding: Multi-task Cycle-Stage Prediction (§3.3)

  • Cycle progress bt=t/Tmaxb_t = t/T_{\max}, discretized into ten bins yt{1,,10}y_t \in \{1, \ldots, 10\}, is predicted from fused features via an auxiliary MLP head.
  • Training uses a joint MSE (on action) and cross-entropy (on cycle-stage) loss, promoting features encoding both position-in-cycle and current action.
  • This structure facilitates the network's ability to distinguish "which repetition" of the cycle is underway, improving termination accuracy.

2.4 Training Loop (High-level)

For each demonstration trajectory, at each step tt:

  1. Sample HhH_h, HlH_l via cost-aware strategy.
  2. Encode features as above and predict ata_t (action) and y^t\hat y_t (cycle-stage).
  3. Compute total loss and backpropagate.

3. Benchmark Environments and Evaluation Protocol

CycleManip includes a dedicated cyclical manipulation benchmark (§4):

3.1 Simulated Environments

Eight tasks are built on RoboTwin 2.0:

Task Description Cycles Supported
Block hammering Contact manipulation 1–8
Bottle shaking Non-contact, cyclic 1–8
Roller rolling Rotational cycles 1–8
Carrot cutting Sequential slicing 1–8
Dual-knife chopping Bimanual, cyclic 1–8
Egg beating Stirring/rotation 1–8
Chemical mixing Agitated mixing 1–8
Morse tapping Rhythmic task 1–8

Each has 200 expert demonstrations annotated with target cycles NN, running count C(t)C(t), and object pose.

3.2 Evaluation Metrics

Task-specific detectors count cycles:

  • Contact tasks: State-machine detects collision events.
  • Non-contact: Peak-detection on pose trajectories.

Metrics:

  • Success Rate (Suc): Fraction of rollouts with C(T)=NC(T)=N.
  • Cycle Count Deviation (Cyc): Mean C(T)N|C(T)-N|.

Simulated tasks use 100 evaluation trials; real-world tasks use 16.

4. Experimental Results

4.1 Simulation (§5.3, Tab. 1)

  • Compared to state-of-the-art imitation baselines (DP, DP3, RDT, π0\pi_0), CycleManip achieves 86–97% success rates versus <<35% for alternatives.
  • Cycle count deviations are <<0.81, compared to 1.5–8.3 for baselines.
  • These results confirm that short-horizon policies lose track of cycle progress due to partial observability (§5, Fig. 2a).

4.2 Real-World Performance (§5.3, Tab. 2)

  • On block hammering, bottle shaking, drum beating, tire pumping, knife cutting, and table cleaning across AgileX Piper grippers, BrainCO Revo2 hands, and Unitree G1 humanoid:
    • CycleManip: Success 50–100%, Cyc. deviation 0–1.5.
    • DP3 baseline: Success 0–37.5%, Cyc. deviation 0.9–3.8.
  • Ablations show both cost-aware sampling and multi-task components contribute substantially to performance.

4.3 Generalization (§5.4, Tab. 3)

  • On four standard (non-cyclic) tasks—place-cans, handover, bottle-picking, stamp-seal—CycleManip outperforms all baselines (e.g., 91% vs 48% on place-cans).
  • This demonstrates that the history-aware feature architecture confers advantages beyond cyclic domains.

4.4 Plug-and-play with VLA Models (§5.6, Tab. 4)

  • Integrating only the low-overhead history Transformer from CycleManip into π0\pi_0 19 increases cyclic task performance from 1–27% to 41–72%.
  • This modularity indicates retrofitting is possible with minimal architectural changes.

4.5 Efficiency (§5.7, Tab. 5)

  • Overhead for carrot-cutting is modest: +0.03+0.03 s/training step (0.073→0.102 s) and +0.006+0.006 GB GPU, for a success increase from 38% to 86%.

5. Principles and Insights

  • Non-Markovianity: Cyclic imitation tasks undermine standard Markovian/horizon-limited policies because identical observations at each cycle prevent accurate progress tracking (§5, Fig. 2a).
  • Cost-aware history: Combining dense low-overhead sampling with sparse, informative high-overhead sampling allows efficient, rich temporal context (§3.2).
  • Cycle-stage prediction: The cycle-stage auxiliary loss enforces learning of "repetition index," improving both performance and the ability to stop at exactly NN cycles (§3.3, Fig. 2b).
  • Versatility: CycleManip generalizes to both cyclic and standard manipulation, is compatible with VLA architectures, and supports diverse hardware configurations (§5.6).

6. Limitations and Future Directions

  • The provided benchmark supports up to 8 cycles; expanding to longer, variable-length, or hierarchical cycles remains open (§6).
  • Evaluation presently utilizes ground-truth pose or clean collision signals; extending evaluation to noisy, fully vision-based scenarios is an area for development.
  • Reinforcement learning could be incorporated to adaptively modulate movement speed or force for further performance enhancement in dynamic settings.
  • A plausible implication is that CycleManip’s modularity and low computational overhead make it suitable as a foundation for further research into long-horizon cyclic control and robotic skill composition.

7. Summary Table of CycleManip Components

Module Purpose Distinctive Mechanism
Cost-aware sampling History perception Dense low-overhead, sparse high-overhead
Cycle-stage auxiliary head History understanding Multi-task CE loss, normalized cycle index
Diffusion-policy backbone End-to-end imitation Multimodal fusion, language grounding

CycleManip constitutes a lightweight and effective approach to cyclic task imitation in robotics, offering precision history-awareness, adaptability to heterogeneous platforms, and practical utility across simulation and real-world deployments (Wei et al., 30 Nov 2025).

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