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Tom Erez

dblp:58/3548 · DBLP profile ↗
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21ranked-venue papers
7as first author
1since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 19 · 7 first-author · 1 since 2021Systems, architecture and hardware · 8 · 3 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1

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
10 papers
Reinforcement learning · 43% Robot manipulation · 24% Motion planning and robot control · 14%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%

Topics — the 24 heaviest of 28, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
model-based reinforcement learning
0.942018
Learning Awareness Models · ICLR (Poster) 2018
Learning to Perform Physics Experiments via Deep Reinforcement Learning · ICLR (Poster) 2017
Learning Continuous Control Policies by Stochastic Value Gradients · NIPS 2015
Robotics › Robot manipulation
contact-rich manipulation
0.912025
Efficient Online Learning of Contact Force Models for Connector Insertion · ICRA 2025
Computer animation and physical simulation › character animation
physics-based character animation
0.412020
Catch & Carry: reusable neural controllers for vision-guided whole-body tasks · ACM Trans. Graph. 2020
Machine learning › Trustworthy machine learning › robustness › model robustness evaluation
adversarial robustness evaluation
0.412019
Rigorous Agent Evaluation: An Adversarial Approach to Uncover Catastrophic Failures · ICLR (Poster) 2019
Machine learning › Reinforcement learning
agent evaluation
0.412019
Rigorous Agent Evaluation: An Adversarial Approach to Uncover Catastrophic Failures · ICLR (Poster) 2019
Machine learning › Trustworthy machine learning
robustness
0.412019
Rigorous Agent Evaluation: An Adversarial Approach to Uncover Catastrophic Failures · ICLR (Poster) 2019
Machine learning › Reinforcement learning
continuous control
0.322015
Learning Continuous Control Policies by Stochastic Value Gradients · NIPS 2015
Receding Horizon Differential Dynamic Programming · NIPS 2007
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.312017
Learning to Perform Physics Experiments via Deep Reinforcement Learning · ICLR (Poster) 2017
Machine learning › Reinforcement learning › model-based reinforcement learning › world model
learned dynamics models
0.212015
Learning Continuous Control Policies by Stochastic Value Gradients · NIPS 2015
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.212015
Learning Continuous Control Policies by Stochastic Value Gradients · NIPS 2015
Performance modeling and evaluation
simulation
0.212015
Simulation tools for model-based robotics: Comparison of Bullet, Havok, MuJoCo, ODE and PhysX · ICRA 2015
Robotics › Robot manipulation
dexterous manipulation
0.212014
Real-time behaviour synthesis for dynamic hand-manipulation · ICRA 2014
Robotics › Robot manipulation › dexterous manipulation
in-hand manipulation
0.212014
Real-time behaviour synthesis for dynamic hand-manipulation · ICRA 2014
Robotics › Motion planning and robot control › robot control
model predictive control
0.212014
Real-time behaviour synthesis for dynamic hand-manipulation · ICRA 2014
Robotics › Motion planning and robot control
robot control
0.212014
Real-time behaviour synthesis for dynamic hand-manipulation · ICRA 2014
Robotics › Motion planning and robot control › motion planning › motion planning under uncertainty
belief space planning
0.112011
A POMDP Model of Eye-Hand Coordination · AAAI 2011
Robotics › Robot manipulation › robot vision
hand-eye coordination
0.112011
A POMDP Model of Eye-Hand Coordination · AAAI 2011
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
POMDP planning
0.112011
A POMDP Model of Eye-Hand Coordination · AAAI 2011
Mathematical optimization › combinatorial optimization
local search
0.112010
Local Optimization for Simulation of Natural Motion · AAAI 2010
Machine learning › Representation and self-supervised learning › representation learning › latent representation learning › state representation learning
predictive state representation
0.112018
Learning Awareness Models · ICLR (Poster) 2018
Robotics › Motion planning and robot control › trajectory optimization
differential dynamic programming
0.112007
Receding Horizon Differential Dynamic Programming · NIPS 2007
Robotics › Motion planning and robot control › robot control › optimal control
receding horizon control
0.112007
Receding Horizon Differential Dynamic Programming · NIPS 2007
Robotics › Motion planning and robot control › robot control › trajectory tracking
trajectory control
0.112007
Receding Horizon Differential Dynamic Programming · NIPS 2007
Robotics › Motion planning and robot control › robot dynamics › dynamic simulation
robot dynamics simulation
0.112015
Simulation tools for model-based robotics: Comparison of Bullet, Havok, MuJoCo, ODE and PhysX · ICRA 2015

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

optimization-based impedance control · 0.9linear model learning · 0.9human demonstration · 0.9curriculum learning · 0.9quantitative simulation performance measures · 0.4motor primitives · 0.4motor primitive · 0.4adversarial evaluation · 0.4reinforcement learning · 0.3predictive modeling · 0.3deep reinforcement learning · 0.3side-by-side engine comparison · 0.2local optimization · 0.2
YearPublicationVenuePosition
2025 Efficient Online Learning of Contact Force Models for Connector Insertion
abstract
Contact-rich manipulation tasks with stiff frictional elements, like connector insertion, are difficult to model with rigid-body simulators. In this work, we propose a new approach for modeling these environments by learning a quasistatic contact force model instead of a full simulator. Using a feature vector that contains information about the configuration and control, we find a linear mapping adequately captures the relationship between this feature vector and the sensed contact forces. A novel Linear Model Learning (LML) algorithm is used to solve for the globally optimal mapping in real time without any matrix inversions, resulting in an algorithm that runs in nearly constant time on a GPU as the model size increases. We validate the proposed approach for connector insertion in both simulation and hardware experiments, where the learned model is combined with an optimizationbased impedance controller to achieve smooth insertions in the presence of misalignments and uncertainty. Our website featuring videos, code, and more materials is available at https://model-based-plugging.github.io/.
Kevin Tracy, Zachary Manchester, Ajinkya Jain, Keegan Go, Stefan Schaal, Tom Erez, Yuval Tassa
ICRA6
2020 Catch & Carry: reusable neural controllers for vision-guided whole-body tasks
abstract
We address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics and animation to robotics and motor neuroscience. Our physics-based environment uses realistic actuation and first-person perception - including touch sensors and egocentric vision - with a view to producing active-sensing behaviors (e.g. gaze direction), transferability to real robots, and comparisons to the biology. We develop an integrated neural-network based approach consisting of a motor primitive module, human demonstrations, and an instructed reinforcement learning regime with curricula and task variations. We demonstrate the utility of our approach for several tasks, including goal-conditioned box carrying and ball catching, and we characterize its behavioral robustness. The resulting controllers can be deployed in real-time on a standard PC. 1
Josh Merel, Saran Tunyasuvunakool, Arun Ahuja, Yuval Tassa, Leonard Hasenclever, Tom Erez, Greg Wayne, Nicolas Heess
ACM Trans. Graph.7
2019 Rigorous Agent Evaluation: An Adversarial Approach to Uncover Catastrophic Failures
Jonathan Uesato, Ananya Kumar, Csaba Szepesvári, Tom Erez, Avraham Ruderman, Keith Anderson, Krishnamurthy Dvijotham, Nicolas Heess, Pushmeet Kohli
ICLR (Poster)4
2018 Learning Awareness Models
Brandon Amos, Laurent Dinh, Serkan Cabi, Thomas Rothörl, Sergio Gomez Colmenarejo, Alistair Muldal, Tom Erez, Yuval Tassa, Nando de Freitas, Misha Denil
ICLR (Poster)7
2017 Learning to Perform Physics Experiments via Deep Reinforcement Learning
Misha Denil, Pulkit Agrawal 0001, Tejas D. Kulkarni, Tom Erez, Peter W. Battaglia, Nando de Freitas
ICLR (Poster)4
2015 Simulation tools for model-based robotics: Comparison of Bullet, Havok, MuJoCo, ODE and PhysX
abstract
There is growing need for software tools that can accurately simulate the complex dynamics of modern robots. While a number of candidates exist, the field is fragmented. It is difficult to select the best tool for a given project, or to predict how much effort will be needed and what the ultimate simulation performance will be. Here we introduce new quantitative measures of simulation performance, focusing on the numerical challenges that are typical for robotics as opposed to multi-body dynamics and gaming. We then present extensive simulation results, obtained within a new software framework for instantiating the same model in multiple engines and running side-by-side comparisons. Overall we find that each engine performs best on the type of system it was designed and optimized for: MuJoCo wins the robotics-related tests, while the gaming engines win the gaming-related tests without a clear leader among them. The simulations are illustrated in the accompanying movie.
Tom Erez, Yuval Tassa, Emanuel Todorov
ICRA1
2015 Learning Continuous Control Policies by Stochastic Value Gradients
abstract
We present a unified framework for learning continuous control policies usingbackpropagation. It supports stochastic control by treating stochasticity in theBellman equation as a deterministic function of exogenous noise. The productis a spectrum of general policy gradient algorithms that range from model-freemethods with value functions to model-based methods without value functions.We use learned models but only require observations from the environment insteadof observations from model-predicted trajectories, minimizing the impactof compounded model errors. We apply these algorithms first to a toy stochasticcontrol problem and then to several physics-based control problems in simulation.One of these variants, SVG(1), shows the effectiveness of learning models, valuefunctions, and policies simultaneously in continuous domains.
Nicolas Heess, Greg Wayne, David Silver 0001, Timothy P. Lillicrap, Tom Erez, Yuval Tassa
NIPS5
2014 Real-time behaviour synthesis for dynamic hand-manipulation
abstract
Dexterous hand manipulation is one of the most complex types of biological movement, and has proven very difficult to replicate in robots. The usual approaches to robotic control - following pre-defined trajectories or planning online with reduced models - are both inapplicable. Dexterous manipulation is so sensitive to small variations in contact force and object location that it seems to require online planning without any simplifications. Here we demonstrate for the first time online planning (or model-predictive control) with a full physics model of a humanoid hand, with 28 degrees of freedom and 48 pneumatic actuators. We augment the actuation space with motor synergies which speed up optimization without removing dexterity. Most of our results are in simulation, showing non-prehensile object manipulation as well as typing. In both cases the input to the system is a high level task description, while all details of the hand movement emerge online from fully automated numerical optimization.
Yuval Tassa, Tom Erez, Emanuel Todorov
ICRA3
2014 Physically-consistent sensor fusion in contact-rich behaviors
abstract
We describe an accurate approach to state estimation which fuses any available sensor data with physical consistency priors. This is done by combining the advantages of recursive estimation and fixed-lag smoothing: at each step we re-estimate the trajectory over a time window into the past, but also use a recursive prior obtained from the previous time step via internal simulation. We also incorporate a physics engine into the estimator, which makes it possible to adjust the state estimates so that the inferred contact interactions are consistent with the observed accelerations. The estimator can utilize contact sensors to improve accuracy, but even in the absence of such sensors it reasons correctly about contact forces. Estimation speed and accuracy are demonstrated on a 28-DOF humanoid robot (Darwin) in a walking task. Timing tests and leave-one-out cross-validation show that the proposed approach can be used in real-time and is substantially more accurate than the EKF, without any over-fitting. A video of our results is attached.
Kendall Lowrey, Svetoslav Kolev, Yuval Tassa, Tom Erez, Emanuel Todorov
IROS4
2013 Value function approximation and model predictive control
abstract
Both global methods and on-line trajectory optimization methods are powerful techniques for solving optimal control problems; however, each has limitations. In order to mitigate the undesirable properties of each, we explore the possibility of combining the two. We explore two methods of deriving a descriptive final cost function to assist model predictive control (MPC) in selecting a good policy without having to plan as far into the future or having to fine-tune delicate cost functions. First, we exploit the large amount of data which is generated in MPC simulations (based on the receding horizon iterative LQG method) to learn, off-line, the global optimal value function for use as a final cost. We demonstrate that, while the global function approximation matches the value function well on some problems, there is relatively little improvement to the original MPC. Alternatively, we solve the Bellman equation directly using aggregation methods for linearly-solvable Markov Decision Processes to obtain an approximation to the value function and the optimal policy. Using both pieces of information in the MPC framework, we find controller performance of similar quality to MPC alone with long horizon, but now we may drastically shorten the horizon. Implementation of these methods shows that Bellman equation-based methods and on-line trajectory methods can be combined in real applications to the benefit of both.
Mingyuan Zhong 0002, Yuval Tassa, Tom Erez, Emanuel Todorov
ADPRL4
2012 Trajectory optimization for domains with contacts using inverse dynamics
abstract
This paper presents an algorithm for direct trajectory optimization in domains with contact. Since contacts and other unilateral constraints may introduce non-smooth dynamics, many standard algorithms of optimal control and reinforcement learning cannot be directly applied to such domains. We use a smooth contact model that can compute inverse dynamics through the contact, thereby avoiding hybrid representation of the non-smooth contact state. This allows us to formulate an unconstrained, continuous trajectory optimization problem, which can be solved using standard optimization tools. We demonstrate our approach by optimizing a running gait for a 31-dimensional simulated humanoid. The resulting gait is demonstrated in a movie attached as supplementary material. The optimization result exhibits a synchronous motion of the arm and the opposite leg, eliminating undesired angular momentum; this is a key feature of bipedal running, and its emergence attests to the power of the optimization process.
Tom Erez, Emanuel Todorov
IROS1
2012 Synthesis and stabilization of complex behaviors through online trajectory optimization
abstract
We present an online trajectory optimization method and software platform applicable to complex humanoid robots performing challenging tasks such as getting up from an arbitrary pose on the ground and recovering from large disturbances using dexterous acrobatic maneuvers. The resulting behaviors, illustrated in the attached video, are computed only 7 × slower than real time, on a standard PC. The video also shows results on the acrobot problem, planar swimming and one-legged hopping. These simpler problems can already be solved in real time, without pre-computing anything.
Yuval Tassa, Tom Erez, Emanuel Todorov
IROS2
2012 MuJoCo: A physics engine for model-based control
abstract
We describe a new physics engine tailored to model-based control. Multi-joint dynamics are represented in generalized coordinates and computed via recursive algorithms. Contact responses are computed via efficient new algorithms we have developed, based on the modern velocity-stepping approach which avoids the difficulties with spring-dampers. Models are specified using either a high-level C++ API or an intuitive XML file format. A built-in compiler transforms the user model into an optimized data structure used for runtime computation. The engine can compute both forward and inverse dynamics. The latter are well-defined even in the presence of contacts and equality constraints. The model can include tendon wrapping as well as actuator activation states (e.g. pneumatic cylinders or muscles). To facilitate optimal control applications and in particular sampling and finite differencing, the dynamics can be evaluated for different states and controls in parallel. Around 400,000 dynamics evaluations per second are possible on a 12-core machine, for a 3D homanoid with 18 dofs and 6 active contacts. We have already used the engine in a number of control applications. It will soon be made publicly available.
Emanuel Todorov, Tom Erez, Yuval Tassa
IROS2
2011 A POMDP Model of Eye-Hand Coordination
abstract
This paper presents a generative model of eye-hand coordination. We use numerical optimization to solve for the joint behavior of an eye and two hands, deriving a predicted motion pattern from first principles, without imposing heuristics. We model the planar scene as a POMDP with 17 continuous state dimensions. Belief-space optimization is facilitated by using a nominal-belief heuristic, whereby we assume (during planning) that the maximum likelihood observation is always obtained. Since a globally-optimal solution for such a high-dimensional domain is computationally intractable, we employ local optimization in the belief domain. By solving for a locally-optimal plan through belief space, we generate a motion pattern of mutual coordination between hands and eye: the eye's saccades disambiguate the scene in a task-relevant manner, and the hands' motions anticipate the eye's saccades. Finally, the model is validated through a behavioral experiment, in which human subjects perform the same eye-hand coordination task. We show how simulation is congruent with the experimental results.
Tom Erez, Julian J. Tramper, William D. Smart, Stan C. A. M. Gielen
AAAI1
2011 Image-space constraints for controlling camera interpolation
abstract
Camera keyframing is an integral part of the animation making process. The animator places the camera in a sequence of "key" positions, and the computer produces a set of intermediate camera locations that interpolates between these keyframes. Camera keyframing traditionally treats the camera as just another 3D object in the scene, with intermediate frames produced by interpolating the position and focal point of the camera in space. Unlike a 3D object, however, the camera's role is to project the 3D scene into 2D. The animator indirectly controls the projection --- how objects in the scene are placed in the 2D image --- by adjusting the camera parameters for each keyframe. Automatic 3D camera interpolation adds yet another layer of indirection. The net effect is that the animator must solve a complicated inverse problem in order to move objects across the 2D scene in the desired manner.
Ross T. Sowell, Tom Erez, Emily Feder, Cindy Grimm, Jianqi Xing, Leon Barrett
SI3D2
2010 Local Optimization for Simulation of Natural Motion
Tom Erez
AAAI1
2010 A Scalable Method for Solving High-Dimensional Continuous POMDPs Using Local Approximation
Tom Erez, William D. Smart
UAI1
2009 Coupling perception and action using minimax optimal control
abstract
This paper proposes a novel approach for coupling perception and action through minimax dynamic programming. We tackle domains where the agent has some control over the observation process (e.g. via the manipulation of some sensors), and show how to transform the system so that an optimal control solution can be sought with standard algorithms. We demonstrate our method in a toy domain, where an agent guides two point masses (ldquohandsrdquo) to a target in a 2D scene with obstacles. The agent can direct the gaze of a virtual ldquoeyerdquo to different parts of the scene, thereby reducing the observation noise for elements of the scene in that vicinity and improving the quality of feedback control. In this manner, motor control of the eye allots attentional resources. We propose a unified framework that treats both perception and action as interdependent components of the same optimal control task. The implications of uncertainty on task performance are uncovered by deploying an adversary whose strength to do harm is proportional to the instantaneous level of state uncertainty. We transform the partially-observable system to a fully-observable by coupling the state dynamics with a state-estimation filter, and so augment the state space to include an explicit representation of the instantaneous state uncertainty. The augmented system is high-dimensional, but through minimax differential dynamic programming, a local method that is less susceptible to the curse of dimensionality, we are able to solve for the optimal control of the hands and the eye at the same time, allowing for the emergence of interesting phenomena such as hand-eye coordination, saccades and smooth pursuit.
Tom Erez, William D. Smart
ADPRL1
2007 Bipedal walking on rough terrain using manifold control
abstract
This paper presents an algorithm for adapting periodic behavior to gradual shifts in task parameters. Since learning optimal control in high dimensional domains is subject to the 'curse of dimensionality', we parametrize the policy only along the limit cycle traversed by the gait, and thus focus the computational effort on a closed one-dimensional manifold, embedded in the high-dimensional state space. We take an initial gait as a departure point, and iterate between modifying the task slightly, and adapting the gait to this modification. This creates a sequence of gaits, each optimized for a different variant of the task. Since every two gaits in this sequence are very similar, the whole sequence spans a two-dimensional manifold, and combining all policies in this 2-manifold provides additional robustness to the system. We demonstrate our approach on two simulations of bipedal robots - the compass gait walker, which is a four-dimensional system, and RABBIT, which is ten-dimensional. The walkers' gaits are adapted to a sequence of changes in the ground slope, and when all policies in the sequence are combined, the walkers can safely traverse a rough terrain, where the incline changes at every step.
Tom Erez, William D. Smart
IROS1
2007 Receding Horizon Differential Dynamic Programming
abstract
The control of high-dimensional, continuous, non-linear systems is a key problem in reinforcement learning and control. Local, trajectory-based methods, using techniques such as Differential Dynamic Programming (DDP) are not directly subject to the curse of dimensionality, but generate only local controllers. In this paper, we introduce Receding Horizon DDP (RH-DDP), an extension to the classic DDP algorithm, which allows us to construct stable and robust controllers based on a library of local-control trajectories. We demonstrate the effectiveness of our approach on a series of high-dimensional control problems using a simulated multi-link swimming robot. These experiments show that our approach effectively circumvents dimensionality issues, and is capable of dealing effectively with problems with (at least) 34 state and 14 action dimensions.
Yuval Tassa, Tom Erez, William D. Smart
NIPS2
2007 Least Squares Solutions of the HJB Equation With Neural Network Value-Function Approximators
abstract
In this paper, we present an empirical study of iterative least squares minimization of the Hamilton-Jacobi-Bellman (HJB) residual with a neural network (NN) approximation of the value function. Although the nonlinearities in the optimal control problem and NN approximator preclude theoretical guarantees and raise concerns of numerical instabilities, we present two simple methods for promoting convergence, the effectiveness of which is presented in a series of experiments. The first method involves the gradual increase of the horizon time scale, with a corresponding gradual increase in value function complexity. The second method involves the assumption of stochastic dynamics which introduces a regularizing second derivative term to the HJB equation. A gradual reduction of this term provides further stabilization of the convergence. We demonstrate the solution of several problems, including the 4-D inverted-pendulum system with bounded control. Our approach requires no initial stabilizing policy or any restrictive assumptions on the plant or cost function, only knowledge of the plant dynamics. In the Appendix, we provide the equations for first- and second-order differential backpropagation.
Yuval Tassa, Tom Erez
IEEE Trans. Neural Networks2