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Gregory Dudek

Membre académique associé
Professeur titulaire et Directeur de recherche du laboratoire de robotique mobile, McGill University
Vice-président et Chef de laboratoire de la recherche du Centre d'intelligence artificielle, Samsung AI Center in Montréal

Biographie

Gregory Dudek est professeur titulaire au Centre sur les machines intelligentes (CIM) de l’École d’informatique et directeur de recherche du Laboratoire de robotique mobile de l’Université McGill. Il est également chef de laboratoire et vice-président de la recherche du Centre d’intelligence artificielle de Samsung à Montréal. Gregory est également un membre académique associé à Mila - Institut québécois d'intelligence artificielle.

Il a écrit, seul ou en collaboration, plus de 300 articles de recherche sur des sujets tels que la description et la reconnaissance d’objets visuels, la localisation de radiofréquences (RF), la navigation et la cartographie robotiques, la conception de systèmes distribués, les télécommunications 5G et la perception biologique. Il a notamment publié le livre Computational Principles of Mobile Robotics, en collaboration avec Michael Jenkin, aux éditions Cambridge University Press. Il a présidé ou a contribué à de nombreuses conférences et activités professionnelles nationales et internationales dans les domaines de la robotique, de la détection par machine et de la vision par ordinateur. Ses recherches portent sur la perception pour la robotique mobile, la navigation et l’estimation de la position, la modélisation de l’environnement et des formes, la vision informatique et le filtrage collaboratif.

Étudiants actuels

Doctorat - McGill
Superviseur⋅e principal⋅e :
Maîtrise recherche - McGill
Superviseur⋅e principal⋅e :

Publications

Dungeon and Visibility World Generator
Antonio Loría
Robotic exploration, coverage, and multi-agent deployment algorithms require reproducible environments with controllable geometry and visibi… (voir plus)lity. This paper presents the Dungeon and Visibility World Generator, an open-source framework for constructing two- and three-dimensional environments and evaluating geometric line-of-sight. The framework supports orthogonal, polygonal or polyhedral, and curvilinear geometries, with six construction families covering scattered rooms, clusters, winding passages, caverns, branches, and loops. Room dimensions, passage structures, obstacles, and spatial placement can be controlled through configurable parameters and probability distributions. Each generated environment provides continuous free-space geometry and a corresponding discrete occupancy representation. A Rust-based visibility engine supports line-of-sight queries in both representations, enabling the evaluation of observable regions from arbitrary agent positions. The framework records configurations, generated geometries, occupancy grids, and visibility results to support reproducible experiments. We demonstrate the generator across all six geometry classes, examine how geometry and spatial resolution affect visibility, and evaluate generation time and reproducibility. The resulting framework provides a configurable foundation for evaluating robotic exploration, coverage, and multi-agent deployment algorithms in diverse environments.
Improving Policy Learning from Delayed Interventions
In this work, we explore the idea of expert intervention delays in human-supervised robotic systems for imitation learning system. Previous … (voir plus)works in imitation learning have primarily examined the impact of suboptimal experts, where the expert policy makes mistakes, but assumed expert interventions occur immediately after errors are made. Although delayed expert intervention can be viewed as a form of noise that might improve policy robustness, our results show that learning from delayed expert interventions is overall less effective than learning from non-delayed expert interventions; delayed expert interventions are less effective at demonstrating error avoidance behaviors. To address this, we propose Learning from Delayed Intervention (LfDI), which learns a cost function based on where and when the expert intervenes, combined with limited information about the extent of intervention delays provided by the expert. This cost function is then used to infer additional supervision for states without expert data, guiding the policy to avoid states that would likely trigger interventions. We evaluate our method, Learning from Delayed Intervention (LfDI), on simulated environments and show that it outperforms other methods that do not account for intervention delays.
CollisionGAT: Controller-Agnostic One-Step Collision Screening for Multi-Agent Motion
Before a team of robots moves, each proposed step must be checked for collisions with other robots and with obstacles. We present CollisionG… (voir plus)AT, a graph-attention network that reads the current and proposed states of moving agents together with locally relevant stationary obstacles and returns one collision-risk score per moving agent. Any controller can use these scores to accept, repair, replan, or postpone a proposed step. We mount CollisionGAT on a continuous path-following controller and on GATeD, an obstacle-blind D* Lite planner that uses typed vetoes to update its planning graphs. Exact geometric checks supply the training labels and independently audit every executed step.
On the Control of Mobile Ad-Hoc Agent Deployments in Partially Observed Space
Louis-Roy Langevin
Shuo Wen
Ndiamé Ndiaye
Antonio Loría
We study the online deployment of mobile ad hoc networks in unknown orthogonal environments, formalized as the Partially Observable Cooperat… (voir plus)ive Guard Art Gallery Problem. We give a full proof that CADENCE algorithms achieve full coverage while maintaining a connected visibility graph using at most
Do LLMs Beat Nash? Testing Decentralized Coordination in Self-Play Multi-Agent Games
Deborah Sinishaw
Qile Zhu
Large language model agents deployed without a central controller are often assumed to require communication to coordinate their actions. We… (voir plus) ask what remains possible without it: when independent instances of the same model cannot communicate, can they still reason about their counterparts well enough to exceed the standard game-theoretic baseline for uncoordinated play? We introduce a benchmark of one-shot, no-communication games in which each of thirteen language models is told only that its counterparts are running the same model and is evaluated against the Nash equilibrium of the underlying game. In two-player matrix games spanning seven archetypes and two to ten actions per player, two frontier-hosted models consistently exceed their Nash benchmark, approaching the optimal joint outcome in several archetypes, while most open-weight models achieve only partial gains that vary sharply by game structure. Performance degrades substantially in team-based games with four or more interchangeable agents, particularly as the action space grows, suggesting that whatever capability drives self-play gains in dyadic games does not transfer to larger multi-agent teams.
AMP2026: A Multi-Platform Marine Robotics Dataset for Tracking and Mapping
Shuo Wen
David Widhalm
Zhizun Wang
Junming Shi
Mariana Sosa Guzmán
Kalvik Jakkala
Bennett Carley
Elias Sokolova
Yogesh Girdhar
Monika Roznere
Jason O’Kane
Junaed Sattar
Marine environments present significant challenges for perception and autonomy due to dynamic surfaces, limited visibility, and complex inte… (voir plus)ractions between aerial, surface, and submerged sensing modalities. This paper introduces the Aerial Marine Perception Dataset (AMP2026), a multi-platform marine robotics dataset collected across multiple field deployments designed to support research in two primary areas: multi-view tracking and marine environment mapping. The dataset includes synchronized data from aerial drones, boat-mounted cameras, and submerged robotic platforms, along with associated localization and telemetry information. The goal of this work is to provide a publicly available dataset enabling research in marine perception and multi-robot observation scenarios. This paper describes the data collection methodology, sensor configurations, dataset organization, and intended research tasks supported by the dataset.
Tactile Modality Fusion for Vision-Language-Action Models
We propose TacFiLM, a lightweight modality-fusion approach that integrates visual-tactile signals into vision-language-action (VLA) models. … (voir plus)While recent advances in VLA models have introduced robot policies that are both generalizable and semantically grounded, these models mainly rely on vision-based perception. Vision alone, however, cannot capture the complex interaction dynamics that occur during contact-rich manipulation, including contact forces, surface friction, compliance, and shear. While recent attempts to integrate tactile signals into VLA models often increase complexity through token concatenation or large-scale pretraining, the heavy computational demands of behavioural models necessitate more lightweight fusion strategies. To address these challenges, TacFiLM outlines a post-training finetuning approach that conditions intermediate visual features on pretrained tactile representations using feature-wise linear modulation (FiLM). Experimental results on insertion tasks demonstrate consistent improvements in success rate, direct insertion performance, completion time, and force stability across both in-distribution and out-of-distribution tasks. Together, these results support our method as an effective approach to integrating tactile signals into VLA models, improving contact-rich manipulation behaviours.
MANSION: Multi-floor lANguage-to-3D Scene generatIOn for loNg-horizon tasks
Lirong Che
Shuo Wen
Shan Huang
Chuang Wang
Yuzhe Yang
Xueqian Wang
Jian Su
Real-world robotic tasks are long-horizon and often span multiple floors, demanding rich spatial reasoning. However, existing embodied bench… (voir plus)marks are largely confined to single-floor in-house environments, failing to reflect the complexity of real-world tasks. We introduce MANSION, the first language-driven framework for generating building-scale, multi-floor 3D environments. Being aware of vertical structural constraints, MANSION generates realistic, navigable whole-building structures with diverse, human-friendly scenes, enabling the development and evaluation of cross-floor long-horizon tasks. Building on this framework, we release MansionWorld, a dataset of over 1,000 diverse buildings ranging from hospitals to offices, alongside a Task-Semantic Scene Editing Agent that customizes these environments using open-vocabulary commands to meet specific user needs. Benchmarking reveals that state-of-the-art agents degrade sharply in our settings, establishing MANSION as a critical testbed for the next generation of spatial reasoning and planning.
Contractive Diffusion Policies
Diffusion policies have emerged as powerful generative models for offline policy learning, whose sampling process can be rigorously characte… (voir plus)rized by a score function guiding a Stochastic Differential Equation (SDE). However, the same score-based SDE modeling that grants diffusion policies the flexibility to learn diverse behavior also incurs solver and score-matching errors, large data requirements, and inconsistencies in action generation. While less critical in image generation, these inaccuracies compound and lead to failure in continuous control settings. We introduce **C**ontractive **D**iffusion **P**olicies (CDPs) to induce contractive behavior in the diffusion sampling dynamics. Contraction pulls nearby flows closer to enhance robustness against solver and score-matching errors while reducing unwanted action variance. We develop an in-depth theoretical analysis along with a practical implementation recipe to incorporate CDPs into existing diffusion policy architectures with minimal modification and computational cost. We evaluate CDPs for offline learning by conducting extensive experiments in simulation and real world settings. Across benchmarks, CDPs often outperform baseline policies, with pronounced benefits under data scarcity. Project page: https://contractive-diffusion.github.io
Contractive Diffusion Policies: Robust Action Diffusion via Contractive Score-Based Sampling with Differential Equations
Charlotte Morissette
Anas El Houssaini
Diffusion policies have emerged as powerful generative models for offline policy learning, whose sampling process can be rigorously characte… (voir plus)rized by a score function guiding a Stochastic Differential Equation (SDE). However, the same score-based SDE modeling that grants diffusion policies the flexibility to learn diverse behavior also incurs solver and score-matching errors, large data requirements, and inconsistencies in action generation. While less critical in image generation, these inaccuracies compound and lead to failure in continuous control settings. We introduce Contractive Diffusion Policies (CDPs) to induce contractive behavior in the diffusion sampling dynamics. Contraction pulls nearby flows closer to enhance robustness against solver and score-matching errors while reducing unwanted action variance. We develop an in-depth theoretical analysis along with a practical implementation recipe to incorporate CDPs into existing diffusion policy architectures with minimal modification and computational cost. We evaluate CDPs for offline learning by conducting extensive experiments in simulation and real-world settings. Across benchmarks, CDPs often outperform baseline policies, with pronounced benefits under data scarcity.
MANSION: Multi-floor lANguage-to-3D Scene generatIOn for loNg-horizon tasks
Lirong Che
Shuo Wen
Shan Huang
Chuang Wang
Yuzhe Yang
Xueqian Wang
Jian Su
Real-world robotic tasks are long-horizon and often span multiple floors, requiring complex spatial reasoning. Existing embodied benchmarks,… (voir plus) however, are largely confined to single-floor homes, failing to evaluate agents on realistic, building-scale tasks. We introduce MANSION, a language-driven framework for generating building-scale, multi-floor 3D environments for long-horizon tasks. Using this framework, we release MansionWorld, a large-scale dataset featuring over 1,000 diverse, non-residential buildings. These environments support cross-floor skills and long-horizon task generation on reusable building layouts. Experiments show that current methods degrade sharply on our multi-floor tasks, highlighting both the challenge and the value of this setting for advancing embodied AI.
On the Coverage of Planar Worlds with Simulated Mobile Ad Hoc Networks
Shuo Wen
Louis-Roy Langevin
Antonio Lorı́a
In this paper, we study the online deployment of mobile ad hoc networks (MANETs) to achieve complete sensing coverage in initially unknown p… (voir plus)lanar worlds while maintaining connectivity, as formalized by the Partially Observable Cooperative Guard Art Gallery Problem (POCGAGP). While prior work provided strong guarantees in orthogonal worlds, many realistic worlds exhibit arbitrary polygonal or curvilinear boundaries that violate these assumptions. We extend the POCGAGP framework and evaluation to such settings and show that the target-selection step of the DADENCE algorithm can be implemented as a neighbor-only average-consensus process. Through evaluation on over 1,500 test cases spanning a wide range of geometric complexities, we demonstrate that DADENCE achieves superior robustness and agent efficiency compared to five benchmark algorithms across both polygonal and curvilinear worlds.