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David Yuan 0001

dblp:02/3830-1 · also David D. Yuan, Dewei Yuan · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
0009-0000-8736-8139ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Systems, architecture and hardware · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Robot manipulation · 33% Reinforcement learning · 33% Motion planning and robot control · 33%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › policy optimization
policy improvement
0.912025
Speedtuning: Speeding Up Policy Execution with Lightweight Reinforcement Learning · ICRA 2025
Robotics › Motion planning and robot control › robot control › motion control
speed control
0.912025
Speedtuning: Speeding Up Policy Execution with Lightweight Reinforcement Learning · ICRA 2025

Methods — techniques the papers use, named apart from their topics

reinforcement learning · 0.9imitation learning · 0.9
YearPublicationVenuePosition
2025 RoboCrowd: Scaling Robot Data Collection Through Crowdsourcing
abstract
In recent years, imitation learning from large-scale human demonstrations has emerged as a promising paradigm for training robot policies. However, the burden of collecting large quantities of human demonstrations is significant in terms of collection time and the need for access to expert operators. We introduce a new data collection paradigm, RoboCrowd, which distributes the workload by utilizing crowdsourcing principles and incentive design. RoboCrowd helps enable scalable data collection and facilitates more efficient learning of robot policies. We build RoboCrowd on top of ALOHA [1]—a bimanual platform that supports data collection via puppeteering—to explore the design space for crowdsourcing in-person demonstrations in a public environment. We propose three classes of incentive mechanisms to appeal to users' varying sources of motivation for interacting with the system: material rewards, intrinsic interest, and social comparison. We instantiate these incentives through tasks that include physical rewards, engaging or challenging manipulations, as well as gamification elements such as a leaderboard. We conduct a large-scale, two-week field experiment in which the platform is situated in a university café. We observe significant engagement with the system—over 200 individuals independently volunteered to provide a total of over 800 interaction episodes. Our findings validate the proposed incentives as mechanisms for shaping users' data quantity and quality. Further, we demonstrate that the crowdsourced data can serve as useful pre-training data for policies fine-tuned on expert demonstrations—boosting performance up to 20 % compared to when this data is not available. These results suggest the potential for RoboCrowd to reduce the burden of robot data collection by carefully implementing crowdsourcing and incentive design principles. Videos are available at https://robocrowd.github.io.
Suvir Mirchandani, David Yuan 0001, Kaylee Burns, Md Sazzad Islam, Tony Z. Zhao, Chelsea Finn, Dorsa Sadigh
ICRA2
2025 Speedtuning: Speeding Up Policy Execution with Lightweight Reinforcement Learning
abstract
While learned robotic policies hold promise for advancing generalizable manipulation, their practical deployment is often hindered by suboptimal execution speeds. Imitation learning policies are inherently limited by hardware constraints and the speed of the operator during data collection. In addition, there are no established methods for accelerating policies learned via imitation, and the empirical relationship between execution speed and task success remains underexplored. To address these issues, we introduce Speed Tuning, a reinforcement learning framework specifically designed to enhance the speed of manipulation policies. SPEEDTUNING learns to predict the optimal execution speed for actions, thereby complementing a base policy without necessitating additional data collection. We provide empirical evidence that SPEEDTUNING achieves substantial improvements in execution speed, exceeding 2.4x speed-up, while preserving an adequate success rate compared to both the original task policy and straightforward speed-up methods such as linear interpolation at a fixed speed. We evaluate our approach across a diverse set of dynamic and precise tasks, including pouring, throwing, and picking, demonstrating its effectiveness and robustness in enhancing real-world robotic manipulation. Videos and code are available at https://daivdyuan.github.io/speed-tuning/
David Yuan 0001, Tony Z. Zhao, Kaylee Burns, Chelsea Finn
ICRA1
2024 A Fast and Accurate Machine Learning Autograder for the Breakout Assignment
abstract
In this paper, we detail the successful deployment of a machine learning autograder that significantly decreases the grading labor required in the Breakout computer science assignment. This assignment - which tasks students with programming a game consisting of a controllable paddle and a ball that bounces off the paddle to break bricks - is popular for engaging students with introductory computer science concepts, but creates a large grading burden. Due to the game's interactive nature, grading defies traditional unit tests and instead typically requires 8+ minutes of manually playing each student's game to search for bugs. This amounts to 45+ hours of grading in a standard course offering and prevents further widespread adoption of the assignment. Our autograder alleviates this burden by playing each student's game with a reinforcement learning agent and providing videos of discovered bugs to instructors. In an A/B test with manual grading, we find that our human-in-the-loop AI autograder reduces grading time by 44%, while slightly improving grading accuracy by 6%, ultimately saving roughly 30 hours over our deployment in two offerings of the assignment. Our results further suggest the practicality of grading other interactive assignments (e.g., other games or building websites) via similar machine learning techniques. Live demo at https://ezliu.github.io/breakoutgrader.
Evan Zheran Liu, David Yuan 0001, Elyse Cornwall, Juliette Woodrow, Kaylee Burns, Allen Nie, Emma Brunskill, Chris Piech, Chelsea Finn
SIGCSE (1)2