Robotics
Papers
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Friday 2 October
Long-horizon mobile manipulation presents significant challenges due to compounding execution errors and capacity interference between locomotion and arm control. While recent Vision-Language-Action models excel at short-horizon tasks, they lack the hierarchical reasoning required for multi-stage objectives. Furthermore, existing hierarchical agents suffer from rigid sub-task mapping, inflexible replanning, and a lack of continuous learning. To address these limitations, we introduce MobiAgent, a dual-loop agentic framework that bridges robust deployment execution and recursive policy self-improvement. During deployment, the Inner Loop decouples high-level reasoning from low-level control through highly composable atomic skills. It employs Vision-Language models for receding-horizon planning and visual reflection, dynamically composing skills to ensure robust error recovery. These skills are executed by specialized flow-matching experts that share a unified VLM backbone, maximizing reusability while mitigating capacity interference. Concurrently, the Outer Loop drives automated lifelong learning by autonomously segmenting and verifying deployment rollouts, clustering them to discover atomic skills, and continuously fine-tuning the skill library without human annotations. Evaluations on RoboCasa, BEHAVIOR-1K, and real-world tasks demonstrate the effectiveness of MobiAgent. It outperforms $\pi_{0.5}$-TA by 22.5 percentage points on BEHAVIOR-1K and enables robust recovery from execution failures. Through autonomous data recycling, success improves from 7.50% to 27.50% on RoboCasa and from 32.5% to 57.5% on Astribot S1.
Robotics
I2CD: Direct Image-to-Convex Decomposition for Simulation-Ready Collision Geometry
Physics simulators and motion planners require convex collision geometry, yet image-to-3D generative models output dense, frequently non-manifold visual meshes. Bridging the two today takes a slow, brittle reconstruct-then-decompose pipeline of repair, decimation, and approximate convex decomposition. We present I2CD, which predicts a convex decomposition directly from a single RGB image. Rather than train a new image-to-3D model, I2CD freezes the pretrained Hunyuan3D-2 image-conditioned diffusion transformer and shape decoder and trains only a lightweight cross-attention head (38M parameters, under ten GPU-hours) whose learned "convex-slot" tokens emit the halfplane parameters of $K$ convex polytopes. The output is compact, convex by construction, and loads into physics engines without any post-processing, in ${\sim}0.5$s per image. On $227$ held-out OmniObject3D and Google Scanned Objects instances, I2CD attains the highest volumetric IoU among eight reconstruct-then-decompose pipelines while running $6$-$37\times$ faster end-to-end. In a cross-simulator study in MuJoCo, PyBullet, Genesis, and Isaac Sim, every engine uses I2CD geometry as delivered, whereas raw generated meshes "load" everywhere but are silently replaced by a different collision shape in most cases or need seconds to minutes of per-object preprocessing. On a physical xArm7, I2CD produces planner-ready geometry for a $20$-object cluttered scene in $11$s versus $328$s for the strongest baseline, at comparable pick-and-place execution success ($85$ vs. $90$ of $100$ trials).
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Robotics · Cross-listed from cs.LG
Bidirectional Voronoi-biased Exploration Curriculum for Reinforcement Learning
Long-horizon tasks with sparse rewards pose an exploration bottleneck for goal-conditioned reinforcement learning: a policy started from the initial state rarely reaches the goal and receives no learning signal. Reference motions, hand-designed curricula, and shaped rewards supply this signal but require demonstrations or task-specific engineering; automatic start-state and goal curricula avoid this but typically expand from one side only, so the full distance to the target must be covered from that side. We propose the Bidirectional Voronoi-biased Exploration curriculum for Reinforcement learning (BVER), which expands from both ends at once. Inspired by bidirectional RRT planning, BVER grows start states outward from the goal and goals outward from the initial state distribution, biases both toward unexplored task space, and steers them toward each other, training one goal-conditioned policy on both. On point-mass mazes, quadrupedal box climbing, and robot-arm ring-on-peg transfer, BVER learns faster than all compared reference-free curricula. On box climbing, it reaches 95% success on a 0.4 m box in roughly 65% fewer iterations than the best of them, is the only one of them to learn to climb a 0.7 m box, and yields a policy robust to start, goal, and yaw variation. Without a demonstration, it approaches the sample efficiency of reference-based curricula on the 0.4 m box and on ring-on-peg transfer. Ablations show that expanding from both ends outperforms either direction alone.
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Robotics · Cross-listed from cs.CV
Native Action-Prior Learning from Videos for World Action Models
World action models integrate future visual dynamics with robot action prediction, but their scalability remains limited by the need for action-annotated robot trajectories. Observation-only videos contain rich evidence about interaction dynamics, but existing approaches typically use them either to pretrain visual representations that must later be adapted for control, or to infer latent actions that are subsequently grounded to robot commands. We present NAVA-WAM, which introduces native action-prior learning by directly pretraining the action policy from observation-only videos, avoiding indirect representation-to-control transfer or a separate latent-action model. Our training consists of two stages. First, we pretrain on observation-only videos, where future-video flow-matching supervision over visual transitions is propagated through transition-structured joint attention to optimize the Action-DiT and learn action-relevant priors. Second, we use action-labeled demonstrations to post-train the Action-DiT for robot control through joint video–action flow matching, while asymmetric attention decouples the visual branch from iterative action denoising and enables efficient action-only inference. Extensive experiments show that NAVA-WAM consistently outperforms prior approaches under both in-distribution and out-of-distribution settings, while demonstrating strong action-label efficiency and effective real-robot generalization. These results establish native action-prior learning as an effective approach to directly pretrain action policies from observation-only videos, providing a scalable path beyond action-labeled robot data.
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Robotics
KungfuAthleteBot: learning high-dynamic humanoid motion from video with unified robust recovery
Video is an abundant, inexpensive source of human motion data that is rich in extreme athletic behaviors. Making it usable for humanoid robots, however, is not a matter of simply retargeting a reconstructed trajectory: video-derived motion is physically inconsistent, devoid of actuation information, and says nothing about failure or recovery. We present KungfuAthleteBot (KAB), a framework that treats learning high-dynamic motion from video as the central problem and resolves each of these three failure modes in turn. (C1) We build the KungfuAthlete dataset from videos of national-level martial artists and introduce a physics-guided parabolic trajectory correction that removes height floating, ground penetration, and high-frequency jitter from reconstructed aerial and landing phases. (C2) Because video carries no force information, strict tracking of a reconstructed trajectory is dynamically infeasible, and error-driven initialization keeps re-launching the policy from infeasible aerial poses. We introduce physics-driven pseudo-low-kinetic-energy (LKE) sampling, our central mechanism for making such references learnable: it biases initialization towards dynamically feasible states, letting the policy discover feasible actuation patterns instead of imitating infeasible ones. (C3) Finally, we introduce a direct training paradigm in which disturbance rejection and fall recovery are learned inside the same policy that tracks the video motion, requiring no recovery reference data and no manual mode switching. On a humanoid robot, KAB learns dynamic skills from video and recovers from arbitrary falls in about 0.7 s, the fastest reported recovery for a unified policy. Ablations on the unified policy confirm the necessity of its components, supporting the view that repairing and compensating video data, rather than only collecting more of it, is what unlocks high-dynamic humanoid skills.
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Robotics
Equivariant Visual-Tactile Diffusion Policy for Contact-Rich Manipulation
Imitation learning for contact-rich manipulation requires high-quality expert data that is expensive to obtain. This makes learning a sample-efficient policy a key issue. To address this, we propose VISTA, a workspace-level equivariant visuotactile diffusion policy for data-efficient contact-rich imitation learning. VISTA projects visual and tactile observations into spherical tokens, injects tactile contact cues into visual spherical directions through permutation-equivariant spherical fusion, and rotates the fused harmonic representation using the end-effector orientation. The resulting representation conditions an equivariant diffusion policy to predict spatially consistent actions. Extensive experiments in both simulation and real-world robotic settings show that VISTA substantially improves data efficiency over strong visuotactile imitation learning baselines. Project website: https://vista-paper.github.io/
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Robotics
HexVIO: Towards All-Day Stereo-Inertial Tracking Through Commodity DSPs
The ability of a device to localize itself within its surroundings is a fundamental prerequisite for spatial computing. Visual-inertial odometry (VIO) has proven to be a cost-effective and accurate solution for this task. Robots, wearables, XR devices, and drones can benefit significantly from efficient implementations of VIO since they allow for cooler, lighter, and cheaper devices with longer battery life and a better user experience. In this work, we propose to enhance the efficiency of a VIO system by leveraging the Hexagon DSP, a commodity co-processor present in many modern smartphones and XR devices. Our approach offloads the visual frontend of a stereo-inertial odometry system to the DSP while keeping the backend on the main CPU. By optimizing the implementation for the DSP architecture, we achieve significant reductions in power consumption and latency compared to CPU-only execution. Our system, HexVIO, demonstrates a 67% reduction in power consumption or an 86% increase in throughput on a commodity smartphone, with the ability to sustain long-term real-time 30 fps tracking for 0.83 W, corresponding to ~18 hours of tracking on the testing device. These results highlight the potential of commodity DSPs for enabling all-day visual-inertial tracking in robotics and mobile devices.
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Robotics
DexJoCo-X: Benchmarking Action Representations for Multi-Hand Dexterous Manipulation
As dexterous hands proliferate, collecting data and training policies separately for every morphology becomes increasingly impractical. Scalable cross-embodiment learning therefore requires a unified representation that captures shared manipulation structure while preserving morphology-specific control. Differences in hands, tasks, datasets, and control interfaces prevent existing studies from isolating the effects of representation, pretraining, and architecture. We introduce DexJoCo-X, a benchmark and toolkit for controlled comparison across seven representative dexterous hands, six single-arm and bimanual tasks, and 2,100 balanced demonstrations. DexJoCo-X provides a matched multi-hand, multi-task protocol with common scenes, success criteria, and execution interfaces, redesigned glove-to-hand mappings, and an automated pipeline that expands reviewed demonstrations across randomized scenes. Using $\pi_{0.5}$, Ego-Pi, and Being-H0.5, we examine whether a shared action interface is sufficient for multi-hand learning. Expanding $\pi_{0.5}$ to an 80-dimensional bimanual output yields near-zero success. Ego-Pi preserves the pretrained action head through interleaved prediction and supports per-hand multi-task learning, but remains ineffective for seven-hand joint training. By contrast, Being-H0.5 combines cross-embodiment pretraining, a unified action space, and embodiment-aware experts, enabling one policy to control all seven hands. Within this architecture, function-aligned action slots achieve 47.7% mean success, compared with 47.0% for native coordinates and 33.1% for DexLatent. These results show that cross-embodiment representation depends on the entire learning system: action coordinates, pretraining, and architecture must jointly separate shared manipulation structure from embodiment-specific control.
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Robotics · Cross-listed from cs.NE
Self-Repairing Recurrent Ensembles for Real-Time Recovery from Distribution Shift
Deploying a pretrained controller exposes it to conditions that are absent from its training data. Sensor drift, outright sensor failure and accumulating measurement noise all induce a distribution shift that can collapse an otherwise competent policy; typically at a point in time where no expert is available to supply corrective labels. We present a method that lets a policy recover from such shifts online and without supervision. Our controller is an ensemble of recurrent networks, each of which observes a randomly masked subset of the observation vector, and whose Gaussian outputs are combined through sequential Kalman fusion so that confident members dominate the consensus action. At deployment, we treat this consensus as a self-supervised label and fine-tune each member towards it, scaling each member's contribution proportional to the complement of its squared Kalman gain. Gradients are computed using RFLO, an efficient and biologically plausible approximation of Real-Time Recurrent Learning, so that a parameter update follows every environment step and the policy reacts to a shift as it unfolds. On a range of simulated continuous control tasks, our approach recovers close to the original performance after a sensor shift, while ensembles that see the full observation are unable to recover. The same framework subsumes fully online interactive imitation learning: when an expert is present, the consensus label is replaced by the expert action and the identical update rule refines the policy during teleoperation.
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Robotics · Cross-listed from cs.CV
EmbPASS: Towards Cross-Embodiment Open Panoramic Segmentation
Panoramic images provide a complete 360-degree field of view, enabling comprehensive scene understanding for embodied perception. However, heterogeneous embodied platforms exhibit substantial differences in observation viewpoints and spatial layouts, giving rise to cross-embodiment observation shifts that pose additional challenges to consistent and reliable panoramic perception, while systematic studies of this problem remain limited. To bridge this gap, we introduce a new task, termed Cross-Embodiment Open Panoramic Segmentation. Meanwhile, we establish EmbPASS, a multi-platform panoramic semantic segmentation benchmark spanning Vehicle, Drone, Wearable, and Quadruped platforms under a unified semantic taxonomy, providing a testbed for systematically studying cross-embodiment panoramic perception. We further propose EPONet, an open-vocabulary panoramic semantic segmentation network that integrates Relation-Aware Metric Adapter (RAMA) and Content-Adaptive Semantic Transfer (CAST) to enhance spatial modeling and semantic transfer under heterogeneous embodied observations. Extensive experiments show that EPONet achieves the best platform-balanced performance on EmbPASS with 35.82% mIoU, outperforming the strongest baseline by 1.10%, while remaining competitive on existing panoramic segmentation benchmarks. The source code and EmbPASS benchmark will be made publicly available at https://github.com/guopj1/EmbPASS.
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Robotics
Beyond Reward Hacking: Proxy Divergence Across Four Layers of a Staged Humanoid Learning Pipeline
A reinforcement-learning (RL) pipeline for a legged robot is assembled from proxies. A reward stands in for intended behaviour, a curriculum gate stands in for competence, an evaluation statistic stands in for robustness, and a reference motion stands in for an achievable skill. The traditional view treats only the first of these as optimised against, and so locates specification failure (reward hacking) in the reward alone. I argue that all four are proxies in the same formal sense, that each has a characteristic divergence mechanism, and that each admits a reformulation that closes it. For every layer I state the traditional formulation, derive the condition under which it diverges from its target, and give the alternative: first-order (L1) costs where quadratic kernels are flat, peak and outcome statistics where curriculum gates average, gate reachability and information checks, deterministic and phase-desynchronised evaluation, curriculum state treated as part of the model, feasibility-first reference design with residual feed-forward, and function-preserving input widening that lets one policy grow instead of being retrained. The arguments are illustrated by measurements from one continuous lineage of a PPO policy for a simulated 1.91 m humanoid, grown over four stages and 13,500 iterations on a single laptop GPU. Among them, a curriculum gate built on averaged error advanced at its rate limit on every check while the skill it gated was absent, and a batched push test whose synchronised resets aliased the gait phase ranked a 0.5 m/s push as more dangerous than a 2.0 m/s one.
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Robotics
Safe Streaming Flow Planning by Aligning Sampling Dynamics with Execution Dynamics
Generative planners based on diffusion/flow matching can learn to synthesize long-horizon trajectories from demonstrations. However, real-world deployment requires (i) enforcing safety constraints during execution and (ii) tight online replanning at fast execution rates. Prior safe diffusion/flow planners generate the agent's full trajectory at once, while repeatedly perturbing intermediate states to satisfy safety constraints. This approach is not only computationally intensive, but also introduces distribution shift since the learned sampling dynamics is distinct from the system's execution dynamics. We propose SafeStreamingFlow, a goal-conditioned planner that aligns flow sampling dynamics with execution dynamics by sequentially integrating a learned state vector field with hierarchical state prediction. Importantly, we need to enforce safety constraints only for the executed step via high order control barrier functions. Across navigation, racing, and locomotion benchmarks, SafeStreamingFlow reduces planning latency and improves safety compared to existing methods, while maintaining competitive goal-reaching success.
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Robotics · Cross-listed from cs.LG
How to Find and Reuse Policies for Continuous Adaptation in Lifelong Reinforcement Learning
In lifelong reinforcement learning, retaining previously learned policies is not sufficient for effective transfer to a new task. Useful knowledge may be distributed across several prior policies, and its relevance may change as the learner acquires experience. One hypothesis is that task similarity can be effectively used in a continual learning setting to find and combine previously learned policies. To test it, Adaptive Mask Selection and Composition (AMSC) is designed to estimate similarity from online experience via non-parametric Wasserstein task embeddings from state-action-reward samples. The z-score-normalized sparsemax of the similarity scores are used to derive a variable-size support to periodically choose and weight policies to form a prior when learning a new task. On CT-graph and MiniGrid, AMSC achieves higher mean performance and forward transfer than the evaluated modular composition baselines while exhibiting no forgetting. Results on Continual World suggest that identifying relevant prior knowledge and determining its layer-specific composition may require additional layer-specific tuning. Ablations show that selecting relevant sources and determining how strongly to reuse them are central to these gains. Independently measured pairwise transfer is also positively associated with task-embedding similarity. These results indicate that task similarity can be an effective criterion to select and weight specific knowledge for reuse in lifelong reinforcement learning.
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Robotics · Cross-listed from cs.CV
CrowdOcc: Monocular Semantic Scene Completion for Quadruped Robots in Crowded Indoor Environments
Monocular semantic scene completion (SSC) for quadruped robots remains underexplored in real crowded indoor environments, where human-scene occlusion disrupts static geometry and human occupancy predictions are often incomplete or spatially misplaced. We present CrowdOcc, an RGB-D dataset and monocular SSC framework for this setting. CrowdOcc contains 25.1K frames from 11 indoor scenes, with semantic occupancy annotations constructed through static dynamic decoupling. Our framework combines: (i) Normal Guided Scene Geometry Fusion (NGSGF) to complement depth-aware lifting with surface-normal cues for occlusion robust geometry; and (ii) Human-Centric Sparse Interaction (HCSI) to selectively model human-human and local human scene relations in 3D. Our method achieves state-of-the-art SSC performance on CrowdOcc's scene-disjoint test set, reaching 15.80 IoU, 11.40 mIoU, and 46.23 Human IoU, demonstrating generalization to unseen indoor scenes.
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Robotics · Cross-listed from cs.CV
OmniAct3D: Leveraging Foundation Geometry and Evidence-Grounded Reasoning for Panoramic 3D Detection
Accurate 3D detection is essential for mobile embodied agents, while Vision Foundation Models (VFMs) offer transferable visual and geometric priors. Yet existing VFM-based 3D detectors rely on narrow-view monocular images or discrete perspective views, limiting coherent surround perception; equirectangular projection (ERP) instead encodes a continuous 360 scene in a single image. Direct transfer remains difficult because ERP organizes geometry and visual information differently, making object-relevant cues hard to model, localize, and preserve. We propose OmniAct3D, a framework that adapts perspective-trained VFM detectors to ERP while preserving transferable VFM priors. To resolve geometric mismatch, the ERP-Ray Geometry Adapter (ERGA-Ray) models spherical viewing rays and periodic spatial structure. To localize evidence in scene-wide context, the Visual-Action Reasoning Chain (VARC) grounds each hypothesis in relevant panoramic evidence and converts it into a structured geometric action. To recover local cues lost under fixed token budgets, the Appearance-Guided Heading Expert (AGHE) re-encodes object regions at higher resolution for heading estimation. Experiments show that OmniAct3D improves over the previous best 3D detector by 2.96 NDS points on Spheriverse and over the unadapted VFM baseline by 24.87 mAP points on PanoMMOcc. With target-specific geometry adaptation, VARC retains 95–98% of the same-configuration mAP, indicating reusable object-level 3D reasoning across sensing configurations. The source code will be made publicly available at https://github.com/FeiT-FeiTeng/OmniAct3D.
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Robotics · Cross-listed from cs.CV
RYOPO: Bringing End-to-End Category-Level Object Pose Estimation into Real Time
Category-level object pose estimation predicts the rotation, translation, and metric size of unseen instances within known categories. Many accurate RGB-D methods rely on external instance segmentation and crop-based pose estimation, introducing separate stages and object-dependent processing costs that hinder real-time inference. To bring accurate pose estimation into real time, we present \ours{}, an end-to-end trainable query-based RGB-D set predictor. It jointly detects and segments objects and estimates their \mbox{9-DoF} poses without explicit CAD-derived shape priors or a separately trained instance segmentor. Shared image and scene encoding avoids repeated per-object crop encoding. A query-conditioned geometry pathway associates observed 3D points and RGB features with object queries and incorporates shared scene context. Object-centric refinement uses the resulting point descriptors to update an explicit pose state through pose-conditioned cross-attention and recurrent residual corrections. On NOCS, \ours{} substantially improves on published RGB-D joint detection and pose estimation results. It achieves competitive performance compared with two-stage methods under all-object evaluation on REAL275 and HouseCat6D, while enabling real-time full-frame pose estimation at $31.8$ FPS on an RTX~A6000. Project page: https://yopo-series.github.io/RYOPO-project-page/.
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Robotics
Subject-Specific Predictive Musculoskeletal Simulations of Lower-Limb Exoskeleton Assistance: Metabolic and Biomechanical Effects of Joint Assistance Strategies
Lower-limb exoskeletons have made considerable progress in reducing energy expenditure during walking. However, designing optimal assistance strategies remains challenging, particularly given inter-individual variability in anthropometry and biomechanics. This study explores energy-optimal lower-limb joint-assistance strategies using predictive simulations with musculoskeletal models. Subject-specific models of six able-bodied subjects, with BMI-based muscle strength scaling, were used in predictive simulations to generate gait at self-selected walking speeds. Ideal actuators were incorporated to simulate various combinations of joint assistance at peak levels of 25 Nm and 50 Nm to examine the effects of assistance on gait and metabolic savings. The effects of each assistance configuration were assessed through cost of transport (COT), joint kinematics, muscle activations, assistive torques, and joint-level power metrics to characterize the biomechanical and energetic impacts of different assistance strategies. At 50 Nm, combined H+K+A (hip-knee-ankle) assistance resulted in the greatest mean COT reduction of 48.50 +/- 4.55%, with individual reductions ranging from 42.22% to 54.65% across the subjects. Among single-joint conditions, assisting the hip was most effective, reducing COT by 31.77 +/- 5.21%; the knee and ankle produced smaller, comparable reductions (19.17% and 17.02%). H+A (hip-ankle) assistance (44.60 +/- 7.08%) emerged as the most effective two-joint assistive configuration. Increasing the torque bound increased positive assistive power primarily at the hip and ankle, while knee assistance showed little sensitivity and delivered positive power near pre-swing. These results support H+A assistance as an efficient two-actuator target, while identifying the knee's atypical pre-swing power strategy as a candidate for targeted experimental validation.
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Robotics
On Representational Alignment among Embodied Agents
Embodied agents interacting with the same physical process may maintain heterogeneous, asynchronous, and observer-relative representations. Rather than assuming that such representations should always be globally aligned, we investigate which distinctions among them must actually be resolved for coherent interaction. We formalize this question through relational sufficiency: an interaction-specific relational-evidence map defines the representational ambiguity left unresolved by comparison, and sufficiency holds when each residual ambiguity fiber lies within an interaction-equivalence class. When this condition fails, additional sensorimotor anchors must separate precisely the ambiguities that can change the interaction-relevant outcome. For smooth systems, we derive a local first-order lower bound on the number of inde- pendent scalar anchors required, given by the dimension of directions that are invisible to relational evidence but visible to the interaction-relevant map. We instantiate the theory in two variants of an asynchronous hand-off scenario that share the same observer agents, representations, transports, and relational evidence. Relative synchronization requires no additional anchor, whereas hand-off at an absolute time requires exactly one. The analysis there- fore provides a task-relative stopping condition for representational alignment: residual disagreement need not be eliminated when it is invariant with respect to the interaction.
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Robotics
From Language Priors to Field Adaptation: Preference Learning for Traversability Estimation
Image-based traversability estimation is inherently dependent on the robot platform, deployment domain, and mission preferences, which limits the applicability of purpose-trained models. To facilitate domain adaptation, this work aims to reduce the number of required annotations in the target domain using sample-efficient preference learning. Our method represents traversability through von Mises-Fisher mixture prototypes in a frozen vision-language feature space. Relative natural-language rules provide a commonsense prior, while sparse relative image annotations adapt the prototype directions and utilities to a target domain through computationally and sample-efficient fine-tuning. Experiments on WayFAST demonstrate accuracy competitive with end-to-end trained estimators while enabling sample-efficient image-based adaptation. Qualitative experiments further demonstrate the language prior's zero shot applicability and the fine-tuned estimator's improved dense prediction on semantic maps. Evaluation is complemented via semantic interpretation of learned prototypes by dissecting semantically close natural language prompts. Code and trained estimators available at https://resireg.github.io
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Robotics
MixVLA: Adaptive Mixing of Non-Invariant Information for Generalizable Vision-Language-Action Models
Vision-Language-Action (VLA) models have achieved remarkable advances in robotic manipulation, yet their zero-shot generalization under out-of-distribution (OOD) conditions remains limited. These models often entangle task-relevant invariant structure with environment-specific non-invariant factors, causing policies to rely on spurious appearance cues during action prediction. In this work, we propose MixVLA, a model-agnostic training framework that improves the generalization of VLA models without requiring additional OOD data or architectural modifications. The key component of MixVLA is Adaptive Mixing of Non-Invariant Information (AMI). AMI stochastically mixes non-invariant representations to regularize distribution-specific variability while preserving complementary predictive cues. The mixed non-invariant features are then fused with invariant representations for final action prediction, resulting in improved robustness without sacrificing policy expressiveness. Extensive experiments across challenging manipulation settings, including LIBERO, LIBERO-Plus, the RoboTwin perturbation suite, and real-world tasks, demonstrate that MixVLA improves overall zero-shot robustness while retaining strong in-domain performance.
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Robotics
SceneFactory-3D: Lifting 2D Traffic Scenes into 3D Physical Counterfactuals for Scalable Physically Grounded Safety Evaluation
Scalable driving simulators typically execute vehicle commands using prescribed behavioral or kinematic rules, overlooking the physics of tire-road interfaces, thereby limiting their ability to capture how adverse road and environmental conditions alter vehicle execution and propagate through traffic. To address this limitation, we present SceneFactory-3D, a GPU-batched, physics-grounded multi-agent driving simulator. Vehicles execute acceleration and steering commands via suspension- and friction-limited forces evaluated at each wheel-contact point. Spatially varying friction, per-world 3D heightfields, gravity, and rigid contact consistently govern wheel motion and chassis collisions. Per-world terrain isolation and GPU batching enable SceneFactory-3D to run matched physical counterfactuals in parallel: traffic scenario setup and vehicle controllers remain fixed while only the road condition changes, enabling the resulting closed-loop effects to be evaluated across parallel worlds. To demonstrate the advantage of the SceneFactory-3D-enabled counterfactual evaluation, we conduct an empirical study on vehicle controllers' sensitivity to road conditions. We study three learned-policy families on 1,024 matched 12-vehicle worlds per condition, and two classical planners on a shared 32-world subset, across 21 friction and grade conditions. When friction drops from 1.0 to 0.18, the share of vehicles that clear the work zone safely falls by 6 to 90 percentage points across learned policies (18-19 for classical planners), and near-collision situations become more frequent for every learned policy. Code: https://github.com/SmallWorldLab/SceneFactory_3D
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Robotics
Permutation Robustness Is Not Enough: Action Collapse in Multi-Agent Transformer Policies
Transformer policies are attractive for multi-agent robot learning because self-attention can model interactions among agents. However, multi-agent teams are unordered, while transformers typically process agents as ordered token sequences. We study how this mismatch affects cooperative navigation policies under agent-order permutations. Our results show that low permutation error alone can be misleading: policies may appear robust simply because all agents choose the same action. We therefore evaluate policies using both permutation-consistency metrics and action-collapse diagnostics, including action diversity, same-action fraction, and maximum action frequency. A PPO-ID baseline yields non-collapsed behavior but remains order-sensitive, while strong equivariance regularization can still induce homogeneous behavior. A weak equivariance penalty improves the robustness while preserving more diverse actions for teams with \(N=3\) agents, whereas teams with \(N=4\) agents require substantially smaller regularization weights. These findings suggest that multi-agent transformer policies should be evaluated not only by return and permutation robustness, but also by whether they maintain non-collapsed, differentiated multi-agent behavior.
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Robotics
PointWAM: 3D World Action Modeling for Dexterous Robotic Manipulation
World action models jointly learn to forecast world dynamics and predict robot actions, such that the learned internal world dynamics guide accurate actions. Existing approaches typically represent the world as RGB frames or latent counterparts while predicting actions as end-effector poses or joint angles, but they often struggle to capture the 3D spatial structure and contact geometry central to dexterous manipulation. We introduce Point World Action Model (PointWAM), a 3D world action model that decomposes the world into a scene (i.e., environment) and hands (i.e., actor), and jointly forecasts both as 3D point trajectories within a shared space-time coordinate frame. This explicit, disentangled representation enables effective pre-training on large-scale human demonstration videos without requiring any task-specific object or keypoint selection. Given a colored point cloud and a language instruction, PointWAM predicts how the scene and hands co-evolve in 3D space over time, then retargets the forecast hand motion to robot actions. Pre-training on human videos improves average DexJoCo success by 56.9 percentage points, and scene-trajectory supervision adds 10.9 points over forecasting the hands alone. With both, PointWAM surpasses the prior state of the art on ten DexJoCo tasks by 11.7 points and outperforms strong VLAs on a real robot.
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Robotics
FastOPD: On-Policy Distillation for Lightweight VLA Deployment
Vision-Language-Action (VLA) foundation models have scaled rapidly to enhance manipulation performance and generalizability, but this scaling incurs high computational costs that render real-world deployment increasingly challenging. Existing approaches typically mitigate this issue by designing smaller architectures or reducing the iterative denoising steps in flow-based policies. In this work, we propose FastOPD, a foundation-to-lightweight VLA framework that enables the practical deployment of large-scale VLAs through efficient on-policy distillation. Specifically, FastOPD adapts a flow map for single-state teacher supervision and combines it with a self-consistency objective to construct a compact student that learns the teacher dynamics. Furthermore, we theoretically demonstrate that minimizing this objective allows the distilled student to recover a distribution on par with that induced by an ideal few-step teacher model. We evaluate FastOPD across diverse foundation policies in simulation and real-world experiments. On LIBERO, FastOPD retains 84% of the performance of $\pi_{0.5}$ with only two inference steps, reducing inference latency by 78.1% while outperforming existing few-step distillation baselines in average success rate. With LingBot-VLA as the teacher, FastOPD improves the single-step success rate over the base student by 15.9 percentage points on RoboTwin 2.0. We further demonstrate its applicability to a World Action Model (WAM) and deploy a compact student distilled from MolmoAct2 on a real robot.
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Robotics
Register-Routed Delayed Fusion: Rewiring Shortcut-Prone Observation Fusion in Visuomotor Imitation
Visuomotor imitation policies combine high-dimensional visual observations with compact signals such as proprioception, and their fusion topology determines when and through which tokens these streams interact. In dense token fusion, visual tokens may attend directly to compact tokens from the first encoder layer, allowing action-predictive compact cues to influence spatial visual representations early in their formation. We ask whether controlling this route improves visual responsiveness and policy behavior. We introduce Register-Routed Delayed Fusion (RRDF), which masks direct compact-visual attention and stages cross-modal interaction through a learned register workspace. Its isolate-collect-route schedule protects an early stream-separated prefix and later permits only register-mediated exchange, while compact conditioning remains available to the native action generator. Across five simulation tasks and three real-robot tasks, RRDF matches or improves dense ACT under nominal conditions. Appearance-shift evaluations on four simulation tasks and held-out-position evaluations on three real-robot tasks also favor RRDF. Phase-matched input probes show lower measured state-to-image sensitivity, while ablations indicate that adding registers alone does not reproduce the full performance gain. These results support controlling cross-modal propagation while retaining compact action conditioning.
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Robotics
Learning Reflexive Behavior for Contact-Rich Manipulation
During contact-rich manipulation, interactions between a robot and its environment carry information about local geometry: a surface prevents penetration, a bore guides a peg. A controller that exploits these interactions can comply with environmental constraints while preserving task intent. Robot-earning systems commonly use position, hybrid force-position, or Cartesian impedance control. Their prescribed tracking objectives, stiffness, or force-control directions may not match local constraints and may degrade performance. We learn a proprioceptive reflex policy in simulation on three simple interaction primitives: a spring, a plane, and a rail. The policy maps task-space commands to joint-position targets using state history, without direct force or geometrical measurements. Once trained, it serves as a frozen execution layer beneath higher-level controllers. We evaluate it in dual-arm box lifting, peg insertion, and surface following. In box lifting, the reflex kept the force below the threshold while the baseline failed. In rough-surface following it stayed below the 10 N reference, on par with tuned hybrid force-position control. In 0.02 mm peg insertion It reduced mean estimated contact force to less than half that of the baseline while increasing hardware success rates from at most 22 % to 36-58 %. By separating contact response from command generation, the reflex policy provides motion planners, learned policies, and teleoperators with robust contact-rich execution.
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Robotics
SARI: Phase-Split Sim-Real Co-Training for Contact-Rich Manipulation
Vision-language-action (VLA) models often require costly real-world demonstrations to adapt to contact-rich manipulation tasks, particularly when generalization across object placements is needed. We propose SARI (Simulated Approach, Real Interaction), a phase-split sim-and-real co-training framework built on a simple insight: spatial coverage and contact physics should be acquired from the domains best suited to them. Specifically, free-space approaches require spatial diversity but tolerate modest simulation gaps, making them ideal for synthetic generation; conversely, contact interactions demand accurate physics but vary little across object placements, allowing a few real demonstrations to generalize across the workspace. SARI generates diverse simulated approaches in a photorealistic digital twin while collecting real contact interactions at only a few placements. Post-trained on these phase-segmented demonstrations, a single policy seamlessly stitches simulated approaches with real contact interactions using visual appearance alignment and a shared camera-relative action representation–without explicit phase labels or hand-coded switches. Across five real-world contact-rich manipulation tasks, SARI reduces real-data collection time by 34.3% and achieves 27.5% success at unseen placements, where all full-task sim-real baselines fail completely (0%).
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Robotics
LOCUS: Landmark-Oriented Container Discrimination Using Spatial Graphs
As robots are increasingly deployed in unstructured, real-world environments, the ability to reason about complex spatial and semantic relationships among objects remains a fundamental challenge in enabling robust and generalizable manipulation and navigation. For example, deciding where to search for an object that is not in plain sight depends on where it is physically plausible as well as semantically likely. Popular methods such as cosine similarity with CLIP struggle to disambiguate between spatially and semantically similar objects that could contain a target object. We propose Landmark-Oriented Container Discrimination Using Spatial Graphs (LOCUS). To jointly reason about spatial information and semantics, we train a GNN to update CLIP embeddings on a full environment scene graph by passing embedding information between nodes based on proximity. CLIP embeddings, augmented by semantic knowledge from a fusion of household ontologies provide a robust semantic signal. We evaluate in simulation on a noiseless scene graph from simulator metadata, making the approach detection-agnostic. Our approach outperforms random, CLIP, Tidybot, and an LLM planner in the majority of room classes and configurations in simulation. To show our approach is robust to scene graph node placement and label noise, we demonstrate a physical mobile manipulator running in an exploration pipeline start-to-finish including scene graph labels from Detic.
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Robotics
ManiPhysicsBench: Physics-Based Assessment of Object Preservation in VLA Manipulation
Vision-language-action (VLA) models aim to perform diverse manipulation tasks, but task success in existing rigid-body benchmarks does not indicate whether they preserve objects. We introduce ManiPhysicsZoo, which consolidates literature-supported material properties, 3D meshes, and supporting references into reusable object assets. Using these assets, a solver-based assessment computes grasp-specific damage thresholds from object geometry, material properties, and recorded grasp conditions and compares them with recorded contact forces to assess potential deformation and fracture. Building on these components, ManiPhysicsBench evaluates object preservation in LIBERO and SimplerEnv across three physics axes and three difficulty levels. Public VLA checkpoints show a substantial gap between task success and safe success, defined as task completion while preserving the object. Their gripper commands concentrate near full opening and closure, with largely similar aggregate distributions across objects, consistent with binary gripper supervision. We examine how object-specific continuous gripper labels change model behavior by retraining a VLA model. The retrained model shows more object-dependent gripping and higher safe success, but lower task success and limited generalization of object-preserving behavior.
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Robotics · Cross-listed from cs.AI
VIGOR: Zero-Shot Visual Generalization via Latent-Space Consistency in Model-Based Reinforcement Learning
Model-based reinforcement learning (MBRL) achieves strong sample efficiency by planning within learned latent dynamics, yet its performance degrades substantially under unseen visual distractions such as background variations, lighting changes, or camera shifts. Unlike model-free RL, where encoder perturbations affect only single-step predictions, MBRL suffers from a two-level vulnerability: visual distractions first push encoder outputs out of distribution, and these errors then compound through recursive latent rollouts over the planning horizon. We propose visual generalization via latent-space consistency in model-based RL (VIGOR), a framework that enables zero-shot generalization to unseen visual distractions while retaining the sample efficiency of its MBRL backbone. VIGOR integrates three interdependent components: (i) asymmetric weak-to-strong augmentation, which pairs weak-only and weak-to-strong latent views within a single batch; (ii) dynamics-level consistency, which enforces augmentation-invariant transition predictions through direct latent regression; and (iii) encoder-level stabilization, which prevents encoder drift under the cross-augmentation supervision imposed by dynamics-level consistency. Evaluations on the DeepMind Control Suite (DMC) and Robosuite show that VIGOR outperforms state-of-the-art model-free and model-based baselines, surpassing the second-best baseline by 3.4% on DMC and 43.6% on Robosuite. Ablations further show that VIGOR's robustness is augmentation-agnostic: replacing the default augmentation with alternatives from distinct perturbation families preserves strong generalization, confirming that latent-space consistency, not the augmentation choice, drives robustness.