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Compose by Focus: Scene Graph-based Atomic Skills

Han Qi, Changhe Chen, Heng Yang

TL;DR

A scene graph-based representation that focuses on task-relevant objects and relations, thereby mitigating sensitivity to irrelevant variation is introduced, and a scene-graph skill learning framework that integrates graph neural networks with diffusion-based imitation learning is developed.

Abstract

A key requirement for generalist robots is compositional generalization - the ability to combine atomic skills to solve complex, long-horizon tasks. While prior work has primarily focused on synthesizing a planner that sequences pre-learned skills, robust execution of the individual skills themselves remains challenging, as visuomotor policies often fail under distribution shifts induced by scene composition. To address this, we introduce a scene graph-based representation that focuses on task-relevant objects and relations, thereby mitigating sensitivity to irrelevant variation. Building on this idea, we develop a scene-graph skill learning framework that integrates graph neural networks with diffusion-based imitation learning, and further combine "focused" scene-graph skills with a vision-language model (VLM) based task planner. Experiments in both simulation and real-world manipulation tasks demonstrate substantially higher success rates than state-of-the-art baselines, highlighting improved robustness and compositional generalization in long-horizon tasks.

Compose by Focus: Scene Graph-based Atomic Skills

TL;DR

A scene graph-based representation that focuses on task-relevant objects and relations, thereby mitigating sensitivity to irrelevant variation is introduced, and a scene-graph skill learning framework that integrates graph neural networks with diffusion-based imitation learning is developed.

Abstract

A key requirement for generalist robots is compositional generalization - the ability to combine atomic skills to solve complex, long-horizon tasks. While prior work has primarily focused on synthesizing a planner that sequences pre-learned skills, robust execution of the individual skills themselves remains challenging, as visuomotor policies often fail under distribution shifts induced by scene composition. To address this, we introduce a scene graph-based representation that focuses on task-relevant objects and relations, thereby mitigating sensitivity to irrelevant variation. Building on this idea, we develop a scene-graph skill learning framework that integrates graph neural networks with diffusion-based imitation learning, and further combine "focused" scene-graph skills with a vision-language model (VLM) based task planner. Experiments in both simulation and real-world manipulation tasks demonstrate substantially higher success rates than state-of-the-art baselines, highlighting improved robustness and compositional generalization in long-horizon tasks.

Paper Structure

This paper contains 20 sections, 5 equations, 8 figures, 3 tables.

Figures (8)

  • Figure 1: Real world vegetable picking. A policy trained to pick up a single vegetable on a clean table is evaluated by placing all vegetables into the basket in a cluttered scenario.
  • Figure 2: Compose by focus. (a) A single policy is trained on focused scene graphs across all sub-skills. (b) During inference, a task planner (e.g., VLM) decomposes a long-horizon task into $N$ sub-skills. For each sub-skill, CLIP encodes the description, Grounded SAM segments the relevant objects and extracts point clouds as graph nodes, and edges represent inter-object relations. DP3 Encoder ze20243d embeds the nodes, a GNN encodes the scene graph, and a diffusion policy conditioned on both description and graph features iteratively denoises actions.
  • Figure 3: Illustration of a scene graph.
  • Figure 4: Simulation tasks. [Left] Visualization of atomic skills in each task, which is the training data. [Right] Evaluation scenarios, involving multiple objects to be operated with possibly changed background.
  • Figure 5: Obstacle avoidance. The sub-scene graph includes the robot gripper, relevant objects, and an obstacle node (yellow stick), enabling the policy to learn trajectories that depend on the cube–obstacle relation.
  • ...and 3 more figures