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Sep 30

Supervise What Survives: Geometry-Guided VLA Adaptation from Synthetic Robot Videos

Vision-Language-Action (VLA) models require large-scale video-action pairs, yet real teleoperation remains scarce. While generated robot videos offer a scalable alternative, existing methods treat them as real robot data by recovering pseudo-actions from synthesized pixels. We argue that deriving low-level control from generated visuals is a mismatched abstraction. A video captures only geometry: the spatial trajectory representing the where of a task. A real demonstration captures control: the exact motor commands representing the how. Human-to-robot video generation preserves these unequally: the visible geometry survives the generation process, while the underlying control signals are lost. This Asymmetric Preservation Principle dictates a clean rule: this surviving geometry should solely supervise visual perception, leaving control to real demonstrations. Following this principle, we propose GRA (Geometry-guided Representation Alignment), which extracts the geometric content as future 2D end-effector waypoints, computed from the source human video through pose estimation, retargeting, simulation, and calibrated projection, and routes them to the VLA vision backbone via an auxiliary 2D head. The action head is trained on real demonstrations only. During fine-tuning, the waypoint loss persists as a spatial representation anchor that prevents the backbone from losing its geometric grounding. On real-robot tasks, GRA outperforms pseudo-action baselines under matched data budgets and narrows the gap to policies trained with substantially more real demonstrations, suggesting that correctly routed geometry bridges generated videos to robot policies more reliably than recovered actions.

  • 6 authors
·
Jun 22

TrajBooster: Boosting Humanoid Whole-Body Manipulation via Trajectory-Centric Learning

Recent Vision-Language-Action models show potential to generalize across embodiments but struggle to quickly align with a new robot's action space when high-quality demonstrations are scarce, especially for bipedal humanoids. We present TrajBooster, a cross-embodiment framework that leverages abundant wheeled-humanoid data to boost bipedal VLA. Our key idea is to use end-effector trajectories as a morphology-agnostic interface. TrajBooster (i) extracts 6D dual-arm end-effector trajectories from real-world wheeled humanoids, (ii) retargets them in simulation to Unitree G1 with a whole-body controller trained via a heuristic-enhanced harmonized online DAgger to lift low-dimensional trajectory references into feasible high-dimensional whole-body actions, and (iii) forms heterogeneous triplets that couple source vision/language with target humanoid-compatible actions to post-pre-train a VLA, followed by only 10 minutes of teleoperation data collection on the target humanoid domain. Deployed on Unitree G1, our policy achieves beyond-tabletop household tasks, enabling squatting, cross-height manipulation, and coordinated whole-body motion with markedly improved robustness and generalization. Results show that TrajBooster allows existing wheeled-humanoid data to efficiently strengthen bipedal humanoid VLA performance, reducing reliance on costly same-embodiment data while enhancing action space understanding and zero-shot skill transfer capabilities. For more details, For more details, please refer to our https://jiachengliu3.github.io/TrajBooster/.

  • 11 authors
·
Sep 15, 2025

BoundMPC: Cartesian Trajectory Planning with Error Bounds based on Model Predictive Control in the Joint Space

This work presents a novel online model-predictive trajectory planner for robotic manipulators called BoundMPC. This planner allows the collision-free following of Cartesian reference paths in the end-effector's position and orientation, including via-points, within desired asymmetric bounds of the orthogonal path error. The path parameter synchronizes the position and orientation reference paths. The decomposition of the path error into the tangential direction, describing the path progress, and the orthogonal direction, which represents the deviation from the path, is well known for the position from the path-following control in the literature. This paper extends this idea to the orientation by utilizing the Lie theory of rotations. Moreover, the orthogonal error plane is further decomposed into basis directions to define asymmetric Cartesian error bounds easily. Using piecewise linear position and orientation reference paths with via-points is computationally very efficient and allows replanning the pose trajectories during the robot's motion. This feature makes it possible to use this planner for dynamically changing environments and varying goals. The flexibility and performance of BoundMPC are experimentally demonstrated by two scenarios on a 7-DoF Kuka LBR iiwa 14 R820 robot. The first scenario shows the transfer of a larger object from a start to a goal pose through a confined space where the object must be tilted. The second scenario deals with grasping an object from a table where the grasping point changes during the robot's motion, and collisions with other obstacles in the scene must be avoided.

  • 4 authors
·
Jan 10, 2024

Spatially Prompted Visual Trajectory Prediction for Egocentric Manipulation

Robotic manipulation is often specified through language instructions or task identifiers, yet cluttered environments with similar objects are better handled by spatially indicating what to move and where to place it. Addressing the vision-centric challenge of object and goal specification, we present, to the best of our knowledge, the first formalization of Spatially Prompted Visual Trajectory Prediction (SP-VTP). This novel setting utilizes initial spatial prompts (like bounding boxes or points) to define task objectives, tasking the model with forecasting future end-effector trajectories from egocentric streams. To study this problem, we collect and annotate EgoSPT, a dataset of egocentric spatially prompted manipulation trajectories with first-frame object and target grounding annotations and recovered 3D end-effector motion. SP-VTP is challenging because the task specification is static, while the scene configuration evolves over time. To solve this problem, we propose SPOT(Spatially Prompted Object-Target Policy), which combines a task encoder for first-frame visual and coordinate spatial prompts, an observation encoder for current visual and history context, and a trajectory generator for future end-effector motion. Experiments under strict scene-level splits show that SPOT improves cross-scene trajectory prediction over non-prompted or single-source prompted baselines. Together, EgoSPT and SPOT establish a new spatial prompting problem SP-VTP, as a simple and scalable task condition for egocentric manipulation.

  • 4 authors
·
May 18

EgoPathBench: Evaluating Zero-Shot Egocentric Waypoint Decision-Making in Vision-Language Models

Zero-shot waypoint navigation requires vision-language models to select, from the current first-person observation, a sequence of spatial actions that is feasible for the agent and reaches the goal, placing joint demands on the integrated spatial intelligence of today's foundation VLMs. Existing spatial-intelligence benchmarks primarily evaluate isolated judgments of relations, directions, or targets and therefore do not directly measure the integrated navigation ability required to combine target recognition, action-consequence assessment, distance estimation, and path planning. To fill this evaluation gap, we introduce EgoPathBench, a dataset and five-task benchmark for first-person waypoint decision-making. Each question presents an egocentric RGB image, a natural-language goal, and numbered visible waypoints; a model returns traversable candidates or an ordered route. Predictions are evaluated for candidate feasibility, adjacent-edge legality, and goal arrival under point-agent or embodied geometry. EgoPathBench contains 31,852 training, 1,345 validation, and 1,111 benchmark questions and retains at least one geometrically verified reference route for every route question. Across nine VLMs, the highest EgoPath Score is only 28.3. The top-ranked model reaches 35.9% success on Point Path, but only 2.9% and 4.0% on Embodied Path and Intent Path, respectively, showing that current models remain limited in forming complete, goal-consistent routes under embodiment constraints. Beyond the evaluation data, we release the corresponding training resource. Fine-tuning Qwen 3.5 4B on the released training split raises its EgoPath Score from 3.9 to 38.9 and improves all four reported evaluations across three external spatial benchmarks, with gains of 1.4--9.6 points.

  • 3 authors
·
Sep 14

V2P: Visual Attention Calibration for GUI Grounding via Background Suppression and Center Peaking

Precise localization of GUI elements is crucial for the development of GUI agents. Traditional methods rely on bounding box or center-point regression, neglecting spatial interaction uncertainty and visual-semantic hierarchies. Recent methods incorporate attention mechanisms but still face two key issues: (1) ignoring processing background regions causes attention drift from the desired area, and (2) uniform modeling the target UI element fails to distinguish between its center and edges, leading to click imprecision. Inspired by how humans visually process and interact with GUI elements, we propose the Valley-to-Peak (V2P) method to address these issues. To mitigate background distractions, V2P introduces a suppression attention mechanism that minimizes the model's focus on irrelevant regions to highlight the intended region. For the issue of center-edge distinction, V2P applies a Fitts' Law-inspired approach by modeling GUI interactions as 2D Gaussian heatmaps where the weight gradually decreases from the center towards the edges. The weight distribution follows a Gaussian function, with the variance determined by the target's size. Consequently, V2P effectively isolates the target area and teaches the model to concentrate on the most essential point of the UI element. The model trained by V2P achieves the performance with 92.4\% and 52.5\% on two benchmarks ScreenSpot-v2 and ScreenSpot-Pro (see Fig.~fig:main_results_charts). Ablations further confirm each component's contribution, underscoring V2P's generalizability in precise GUI grounding tasks and its potential for real-world deployment in future GUI agents.

  • 9 authors
·
Jan 11

Kinema4D: Kinematic 4D World Modeling for Spatiotemporal Embodied Simulation

Simulating robot-world interactions is a cornerstone of Embodied AI. Recently, a few works have shown promise in leveraging video generations to transcend the rigid visual/physical constraints of traditional simulators. However, they primarily operate in 2D space or are guided by static environmental cues, ignoring the fundamental reality that robot-world interactions are inherently 4D spatiotemporal events that require precise interactive modeling. To restore this 4D essence while ensuring the precise robot control, we introduce Kinema4D, a new action-conditioned 4D generative robotic simulator that disentangles the robot-world interaction into: i) Precise 4D representation of robot controls: we drive a URDF-based 3D robot via kinematics, producing a precise 4D robot control trajectory. ii) Generative 4D modeling of environmental reactions: we project the 4D robot trajectory into a pointmap as a spatiotemporal visual signal, controlling the generative model to synthesize complex environments' reactive dynamics into synchronized RGB/pointmap sequences. To facilitate training, we curated a large-scale dataset called Robo4D-200k, comprising 201,426 robot interaction episodes with high-quality 4D annotations. Extensive experiments demonstrate that our method effectively simulates physically-plausible, geometry-consistent, and embodiment-agnostic interactions that faithfully mirror diverse real-world dynamics. For the first time, it shows potential zero-shot transfer capability, providing a high-fidelity foundation for advancing next-generation embodied simulation.

mmlab-ntu MMLab@NTU
·
Mar 17 4

Learning Humanoid End-Effector Control for Open-Vocabulary Visual Loco-Manipulation

Visual loco-manipulation of arbitrary objects in the wild with humanoid robots requires accurate end-effector (EE) control and a generalizable understanding of the scene via visual inputs (e.g., RGB-D images). Existing approaches are based on real-world imitation learning and exhibit limited generalization due to the difficulty in collecting large-scale training datasets. This paper presents a new paradigm, HERO, for object loco-manipulation with humanoid robots that combines the strong generalization and open-vocabulary understanding of large vision models with strong control performance from simulated training. We achieve this by designing an accurate residual-aware EE tracking policy. This EE tracking policy combines classical robotics with machine learning. It uses a) inverse kinematics to convert residual end-effector targets into reference trajectories, b) a learned neural forward model for accurate forward kinematics, c) goal adjustment, and d) replanning. Together, these innovations help us cut down the end-effector tracking error by 3.2x. We use this accurate end-effector tracker to build a modular system for loco-manipulation, where we use open-vocabulary large vision models for strong visual generalization. Our system is able to operate in diverse real-world environments, from offices to coffee shops, where the robot is able to reliably manipulate various everyday objects (e.g., mugs, apples, toys) on surfaces ranging from 43cm to 92cm in height. Systematic modular and end-to-end tests in simulation and the real world demonstrate the effectiveness of our proposed design. We believe the advances in this paper can open up new ways of training humanoid robots to interact with daily objects.

VoxPoser: Composable 3D Value Maps for Robotic Manipulation with Language Models

Large language models (LLMs) are shown to possess a wealth of actionable knowledge that can be extracted for robot manipulation in the form of reasoning and planning. Despite the progress, most still rely on pre-defined motion primitives to carry out the physical interactions with the environment, which remains a major bottleneck. In this work, we aim to synthesize robot trajectories, i.e., a dense sequence of 6-DoF end-effector waypoints, for a large variety of manipulation tasks given an open-set of instructions and an open-set of objects. We achieve this by first observing that LLMs excel at inferring affordances and constraints given a free-form language instruction. More importantly, by leveraging their code-writing capabilities, they can interact with a visual-language model (VLM) to compose 3D value maps to ground the knowledge into the observation space of the agent. The composed value maps are then used in a model-based planning framework to zero-shot synthesize closed-loop robot trajectories with robustness to dynamic perturbations. We further demonstrate how the proposed framework can benefit from online experiences by efficiently learning a dynamics model for scenes that involve contact-rich interactions. We present a large-scale study of the proposed method in both simulated and real-robot environments, showcasing the ability to perform a large variety of everyday manipulation tasks specified in free-form natural language. Project website: https://voxposer.github.io

  • 6 authors
·
Jul 12, 2023

V2P: From Background Suppression to Center Peaking for Robust GUI Grounding Task

Precise localization of GUI elements is crucial for the development of GUI agents. Traditional methods rely on bounding box or center-point regression, neglecting spatial interaction uncertainty and visual-semantic hierarchies. Recent methods incorporate attention mechanisms but still face two key issues: (1) ignoring processing background regions causes attention drift from the desired area, and (2) uniform labeling fails to distinguish between center and edges of the target UI element, leading to click imprecision. Inspired by how humans visually process and interact with GUI elements, we propose the Valley-to-Peak (V2P) method to address these issues. To mitigate background distractions, V2P introduces a suppression attention mechanism that minimizes the model's focus on irrelevant regions to highlight the intended region. For the issue of center-edge distinction, V2P applies a Fitts' Law-inspired approach by modeling GUI interactions as 2D Gaussian heatmaps where the weight gradually decreases from the center towards the edges. The weight distribution follows a Gaussian function, with the variance determined by the target's size. Consequently, V2P effectively isolates the target area and teaches the model to concentrate on the most essential point of the UI element. The model trained by V2P achieves the performance with 92.3% and 50.5% on two benchmarks ScreenSpot-v2 and ScreenSpot-Pro. Ablations further confirm each component's contribution, highlighting V2P's generalizability for precise GUI grounding tasks.

  • 6 authors
·
Aug 19, 2025

Dexterous Legged Locomotion in Confined 3D Spaces with Reinforcement Learning

Recent advances of locomotion controllers utilizing deep reinforcement learning (RL) have yielded impressive results in terms of achieving rapid and robust locomotion across challenging terrain, such as rugged rocks, non-rigid ground, and slippery surfaces. However, while these controllers primarily address challenges underneath the robot, relatively little research has investigated legged mobility through confined 3D spaces, such as narrow tunnels or irregular voids, which impose all-around constraints. The cyclic gait patterns resulted from existing RL-based methods to learn parameterized locomotion skills characterized by motion parameters, such as velocity and body height, may not be adequate to navigate robots through challenging confined 3D spaces, requiring both agile 3D obstacle avoidance and robust legged locomotion. Instead, we propose to learn locomotion skills end-to-end from goal-oriented navigation in confined 3D spaces. To address the inefficiency of tracking distant navigation goals, we introduce a hierarchical locomotion controller that combines a classical planner tasked with planning waypoints to reach a faraway global goal location, and an RL-based policy trained to follow these waypoints by generating low-level motion commands. This approach allows the policy to explore its own locomotion skills within the entire solution space and facilitates smooth transitions between local goals, enabling long-term navigation towards distant goals. In simulation, our hierarchical approach succeeds at navigating through demanding confined 3D environments, outperforming both pure end-to-end learning approaches and parameterized locomotion skills. We further demonstrate the successful real-world deployment of our simulation-trained controller on a real robot.

  • 4 authors
·
Mar 6, 2024

UniUncer: Unified Dynamic Static Uncertainty for End to End Driving

End-to-end (E2E) driving has become a cornerstone of both industry deployment and academic research, offering a single learnable pipeline that maps multi-sensor inputs to actions while avoiding hand-engineered modules. However, the reliability of such pipelines strongly depends on how well they handle uncertainty: sensors are noisy, semantics can be ambiguous, and interaction with other road users is inherently stochastic. Uncertainty also appears in multiple forms: classification vs. localization, and, crucially, in both static map elements and dynamic agents. Existing E2E approaches model only static-map uncertainty, leaving planning vulnerable to overconfident and unreliable inputs. We present UniUncer, the first lightweight, unified uncertainty framework that jointly estimates and uses uncertainty for both static and dynamic scene elements inside an E2E planner. Concretely: (1) we convert deterministic heads to probabilistic Laplace regressors that output per-vertex location and scale for vectorized static and dynamic entities; (2) we introduce an uncertainty-fusion module that encodes these parameters and injects them into object/map queries to form uncertainty-aware queries; and (3) we design an uncertainty-aware gate that adaptively modulates reliance on historical inputs (ego status or temporal perception queries) based on current uncertainty levels. The design adds minimal overhead and drops throughput by only sim0.5 FPS while remaining plug-and-play for common E2E backbones. On nuScenes (open-loop), UniUncer reduces average L2 trajectory error by 7\%. On NavsimV2 (pseudo closed-loop), it improves overall EPDMS by 10.8\% and notable stage two gains in challenging, interaction-heavy scenes. Ablations confirm that dynamic-agent uncertainty and the uncertainty-aware gate are both necessary.

  • 10 authors
·
May 10

GSDrive: Reinforcing Driving Policies by Multi-mode Trajectory Probing with 3D Gaussian Splatting Environment

End-to-end (E2E) autonomous driving presents a promising approach for translating perceptual inputs directly into driving actions. However, prohibitive annotation costs and temporal data quality degradation hinder long-term real-world deployment. While combining imitation learning (IL) and reinforcement learning (RL) is a common strategy for policy improvement, conventional RL training relies on delayed, event-based rewards-policies learn only from catastrophic outcomes such as collisions, leading to premature convergence to suboptimal behaviors. To address these limitations, we introduce GSDrive, a framework that exploits 3D Gaussian Splatting (3DGS) for differentiable, physics-based reward shaping in E2E driving policy improvement. Our method incorporates a flow matching-based trajectory predictor within the 3DGS simulator, enabling multi-mode trajectory probing where candidate trajectories are rolled out to assess prospective rewards. This establishes a bidirectional knowledge exchange between IL and RL by grounding reward functions in physically simulated interaction signals, offering immediate dense feedback instead of sparse catastrophic events. Evaluated on the reconstructed nuScenes dataset, our method surpasses existing simulation-based RL driving approaches in closed-loop experiments. Code is available at https://github.com/ZionGo6/GSDrive.

  • 6 authors
·
Apr 30

ToolCUA: Towards Optimal GUI-Tool Path Orchestration for Computer Use Agents

Computer Use Agents (CUAs) can act through both atomic GUI actions, such as click and type, and high-level tool calls, such as API-based file operations, but this hybrid action space often leaves them uncertain about when to continue with GUI actions or switch to tools, leading to suboptimal execution paths. This difficulty stems from the scarcity of high-quality interleaved GUI-Tool trajectories, the cost and brittleness of collecting real tool trajectories, and the lack of trajectory-level supervision for GUI-Tool path selection. In this paper, we propose ToolCUA, an end-to-end agent designed to learn optimal GUI-Tool path selection through a staged training paradigm. We first introduce an Interleaved GUI-Tool Trajectory Scaling Pipeline that repurposes abundant static GUI trajectories and synthesizes a grounded tool library, enabling diverse GUI-Tool trajectories without manual engineering or real tool-trajectory collection. We then perform Tool-Bootstrapped GUI RFT, combining warmup SFT with single-turn RL to improve decisions at critical GUI-Tool switching points. Finally, we optimize ToolCUA with Online Agentic RL in a high-fidelity GUI-Tool environment, guided by a Tool-Efficient Path Reward that encourages appropriate tool use and shorter execution paths. Experiments on OSWorld-MCP show that ToolCUA achieves 46.85% accuracy, a relative improvement of approximately 66% over the baseline, establishing a new state of the art among models of comparable scale. It also improves by 3.9% over GUI-only settings, demonstrating effective GUI-Tool orchestration. The results further suggest that training in a hybrid action space is a promising paradigm for real-world digital agents. Open-sourced here: https://x-plug.github.io/ToolCUA/

AlibabaTongyiLab TongyiLab
·
May 11 1

Uncertainty Visualization of Critical Points of 2D Scalar Fields for Parametric and Nonparametric Probabilistic Models

This paper presents a novel end-to-end framework for closed-form computation and visualization of critical point uncertainty in 2D uncertain scalar fields. Critical points are fundamental topological descriptors used in the visualization and analysis of scalar fields. The uncertainty inherent in data (e.g., observational and experimental data, approximations in simulations, and compression), however, creates uncertainty regarding critical point positions. Uncertainty in critical point positions, therefore, cannot be ignored, given their impact on downstream data analysis tasks. In this work, we study uncertainty in critical points as a function of uncertainty in data modeled with probability distributions. Although Monte Carlo (MC) sampling techniques have been used in prior studies to quantify critical point uncertainty, they are often expensive and are infrequently used in production-quality visualization software. We, therefore, propose a new end-to-end framework to address these challenges that comprises a threefold contribution. First, we derive the critical point uncertainty in closed form, which is more accurate and efficient than the conventional MC sampling methods. Specifically, we provide the closed-form and semianalytical (a mix of closed-form and MC methods) solutions for parametric (e.g., uniform, Epanechnikov) and nonparametric models (e.g., histograms) with finite support. Second, we accelerate critical point probability computations using a parallel implementation with the VTK-m library, which is platform portable. Finally, we demonstrate the integration of our implementation with the ParaView software system to demonstrate near-real-time results for real datasets.

  • 8 authors
·
Jul 25, 2024

Think over Trajectories: Leveraging Video Generation to Reconstruct GPS Trajectories from Cellular Signaling

Mobile devices continuously interact with cellular base stations, generating massive volumes of signaling records that provide broad coverage for understanding human mobility. However, such records offer only coarse location cues (e.g., serving-cell identifiers) and therefore limit their direct use in applications that require high-precision GPS trajectories. This paper studies the Sig2GPS problem: reconstructing GPS trajectories from cellular signaling. Inspired by domain experts often lay the signaling trace on the map and sketch the corresponding GPS route, unlike conventional solutions that rely on complex multi-stage engineering pipelines or regress coordinates, Sig2GPS is reframed as an image-to-video generation task that directly operates in the map-visual domain: signaling traces are rendered on a map, and a video generation model is trained to draw a continuous GPS path. To support this paradigm, a paired signaling-to-trajectory video dataset is constructed to fine-tune an open-source video model, and a trajectory-aware reinforcement learning-based optimization method is introduced to improve generation fidelity via rewards. Experiments on large-scale real-world datasets show substantial improvements over strong engineered and learning-based baselines, while additional results on next GPS prediction indicate scalability and cross-city transferability. Overall, these results suggest that map-visual video generation provides a practical interface for trajectory data mining by enabling direct generation and refinement of continuous paths under map constraints.

  • 6 authors
·
Mar 27 2

Terminal-Universe: Turning Agent Trajectories into Scalable Terminal Environments

As terminal-based code agents become prevalent, agent trajectories have accumulated at scale, while realistic, executable environments remain scarce. However, environments are what agent post-training actually requires: each can be re-queried into many verifiable tasks and provides execution feedback, whereas a trajectory is a single frozen demonstration. Rather than generating environments from scratch, we observe that the tool-execution history in existing trajectories exposes the structure and contents of the environments in which they ran, making it possible to reconstruct those environments from the trajectories themselves. Thus, we introduce Terminal-Universe, a framework which turns each trajectory into a reusable environment and explores it for synthesizing new tasks and continued interactions. Specifically, Terminal-Universe replays the file operations recorded in a trajectory to restore each file before the agent modified it, yielding a partial workspace; a completion agent then supplies the missing files and dependencies. On this recovered workspace, we both reconstruct the original intent task and synthesize entirely new ones. Besides, we also scale the tasks along two complementary axes: breadth and depth. For breadth, we mine directional dependency relations between related environments and synthesize cross-workspace queries spanning multiple codebases, as developers routinely do in real-world development. For depth, we extend the initial single-turn query into a multi-round session that captures iterative user feedback and requirement refinement via a user agent. Applied to public terminal agent trajectories, Terminal-Universe produces 37.3k task-sufficient environments. Supervised fine-tuning of Qwen3.5-27B on this corpus improves single-round performance on Terminal-Bench 2.1 by 11.9 points and multi-round performance on EvoCode-Bench v2 MT@4 by 13.8 points.

Qwen Qwen
·
Sep 2 1

Subequivariant Graph Reinforcement Learning in 3D Environments

Learning a shared policy that guides the locomotion of different agents is of core interest in Reinforcement Learning (RL), which leads to the study of morphology-agnostic RL. However, existing benchmarks are highly restrictive in the choice of starting point and target point, constraining the movement of the agents within 2D space. In this work, we propose a novel setup for morphology-agnostic RL, dubbed Subequivariant Graph RL in 3D environments (3D-SGRL). Specifically, we first introduce a new set of more practical yet challenging benchmarks in 3D space that allows the agent to have full Degree-of-Freedoms to explore in arbitrary directions starting from arbitrary configurations. Moreover, to optimize the policy over the enlarged state-action space, we propose to inject geometric symmetry, i.e., subequivariance, into the modeling of the policy and Q-function such that the policy can generalize to all directions, improving exploration efficiency. This goal is achieved by a novel SubEquivariant Transformer (SET) that permits expressive message exchange. Finally, we evaluate the proposed method on the proposed benchmarks, where our method consistently and significantly outperforms existing approaches on single-task, multi-task, and zero-shot generalization scenarios. Extensive ablations are also conducted to verify our design. Code and videos are available on our project page: https://alpc91.github.io/SGRL/.

  • 4 authors
·
May 30, 2023

MeanFuser: Fast One-Step Multi-Modal Trajectory Generation and Adaptive Reconstruction via MeanFlow for End-to-End Autonomous Driving

Generative models have shown great potential in trajectory planning. Recent studies demonstrate that anchor-guided generative models are effective in modeling the uncertainty of driving behaviors and improving overall performance. However, these methods rely on discrete anchor vocabularies that must sufficiently cover the trajectory distribution during testing to ensure robustness, inducing an inherent trade-off between vocabulary size and model performance. To overcome this limitation, we propose MeanFuser, an end-to-end autonomous driving method that enhances both efficiency and robustness through three key designs. (1) We introduce Gaussian Mixture Noise (GMN) to guide generative sampling, enabling a continuous representation of the trajectory space and eliminating the dependency on discrete anchor vocabularies. (2) We adapt ``MeanFlow Identity" to end-to-end planning, which models the mean velocity field between GMN and trajectory distribution instead of the instantaneous velocity field used in vanilla flow matching methods, effectively eliminating numerical errors from ODE solvers and significantly accelerating inference. (3) We design a lightweight Adaptive Reconstruction Module (ARM) that enables the model to implicitly select from all sampled proposals or reconstruct a new trajectory when none is satisfactory via attention weights.Experiments on the NAVSIM closed-loop benchmark demonstrate that MeanFuser achieves outstanding performance without the supervision of the PDM Score and exceptional inference efficiency, offering a robust and efficient solution for end-to-end autonomous driving. Our code and model are available at https://github.com/wjl2244/MeanFuser.

  • 12 authors
·
Mar 25

WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models

Recent video-based world models have made pixel-space environments interactive at the camera level: users can navigate viewpoints while the model generates coherent visual continuations. Yet their action spaces remain incomplete: users can move the camera, but cannot act on individual objects. Since real-world interaction is inherently object-centric, such models remain closer to passive scene observers than truly manipulable environments. We present WorldCraft, a framework that expands interactive video world models from camera navigation to object-level trajectory actions. Given a user click and a sketched path, WorldCraft generates future frames in which the selected object follows the prescribed trajectory while the camera continues to navigate the scene. WorldCraft achieves this through a trajectory-centric control pipeline: First, Normalized World Trajectory (NWT) represents user-drawn motion in a camera-invariant world coordinate system and dynamically re-projects it under the current camera pose, separating object motion from camera-induced screen-space displacement; Spatial-Pathway LoRA (SP-LoRA) then injects this world-space signal through the model's spatial-control pathway, adding object manipulation capability while preserving the pretrained camera controller; finally, Trajectory-Anchored State Persistence (TASP) treats the world trajectory as a persistent spatial state and refreshes autoregressive memory after trajectory-conditioned generation, allowing moved objects to reappear at their updated positions after leaving the camera view. Experiments show that WorldCraft enables accurate object control, preserves the video-based world model's camera fidelity under camera-only evaluation, and maintains object state across long autoregressive rollouts with off-camera excursions.

tencent Tencent
·
May 23 2

Visual IRL for Human-Like Robotic Manipulation

We present a novel method for collaborative robots (cobots) to learn manipulation tasks and perform them in a human-like manner. Our method falls under the learn-from-observation (LfO) paradigm, where robots learn to perform tasks by observing human actions, which facilitates quicker integration into industrial settings compared to programming from scratch. We introduce Visual IRL that uses the RGB-D keypoints in each frame of the observed human task performance directly as state features, which are input to inverse reinforcement learning (IRL). The inversely learned reward function, which maps keypoints to reward values, is transferred from the human to the cobot using a novel neuro-symbolic dynamics model, which maps human kinematics to the cobot arm. This model allows similar end-effector positioning while minimizing joint adjustments, aiming to preserve the natural dynamics of human motion in robotic manipulation. In contrast with previous techniques that focus on end-effector placement only, our method maps multiple joint angles of the human arm to the corresponding cobot joints. Moreover, it uses an inverse kinematics model to then minimally adjust the joint angles, for accurate end-effector positioning. We evaluate the performance of this approach on two different realistic manipulation tasks. The first task is produce processing, which involves picking, inspecting, and placing onions based on whether they are blemished. The second task is liquid pouring, where the robot picks up bottles, pours the contents into designated containers, and disposes of the empty bottles. Our results demonstrate advances in human-like robotic manipulation, leading to more human-robot compatibility in manufacturing applications.

  • 2 authors
·
Dec 15, 2024

ObjectReact: Learning Object-Relative Control for Visual Navigation

Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to estimating control from a given pair of current observation and subgoal image. However, image-level representations of the world have limitations because images are strictly tied to the agent's pose and embodiment. In contrast, objects, being a property of the map, offer an embodiment- and trajectory-invariant world representation. In this work, we present a new paradigm of learning "object-relative" control that exhibits several desirable characteristics: a) new routes can be traversed without strictly requiring to imitate prior experience, b) the control prediction problem can be decoupled from solving the image matching problem, and c) high invariance can be achieved in cross-embodiment deployment for variations across both training-testing and mapping-execution settings. We propose a topometric map representation in the form of a "relative" 3D scene graph, which is used to obtain more informative object-level global path planning costs. We train a local controller, dubbed "ObjectReact", conditioned directly on a high-level "WayObject Costmap" representation that eliminates the need for an explicit RGB input. We demonstrate the advantages of learning object-relative control over its image-relative counterpart across sensor height variations and multiple navigation tasks that challenge the underlying spatial understanding capability, e.g., navigating a map trajectory in the reverse direction. We further show that our sim-only policy is able to generalize well to real-world indoor environments. Code and supplementary material are accessible via project page: https://object-react.github.io/

  • 8 authors
·
Sep 11, 2025 1

LoGoPlanner: Localization Grounded Navigation Policy with Metric-aware Visual Geometry

Trajectory planning in unstructured environments is a fundamental and challenging capability for mobile robots. Traditional modular pipelines suffer from latency and cascading errors across perception, localization, mapping, and planning modules. Recent end-to-end learning methods map raw visual observations directly to control signals or trajectories, promising greater performance and efficiency in open-world settings. However, most prior end-to-end approaches still rely on separate localization modules that depend on accurate sensor extrinsic calibration for self-state estimation, thereby limiting generalization across embodiments and environments. We introduce LoGoPlanner, a localization-grounded, end-to-end navigation framework that addresses these limitations by: (1) finetuning a long-horizon visual-geometry backbone to ground predictions with absolute metric scale, thereby providing implicit state estimation for accurate localization; (2) reconstructing surrounding scene geometry from historical observations to supply dense, fine-grained environmental awareness for reliable obstacle avoidance; and (3) conditioning the policy on implicit geometry bootstrapped by the aforementioned auxiliary tasks, thereby reducing error propagation.We evaluate LoGoPlanner in both simulation and real-world settings, where its fully end-to-end design reduces cumulative error while metric-aware geometry memory enhances planning consistency and obstacle avoidance, leading to more than a 27.3\% improvement over oracle-localization baselines and strong generalization across embodiments and environments. The code and models have been made publicly available on the https://steinate.github.io/logoplanner.github.io/{project page}.

InternRobotics Intern Robotics
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Dec 22, 2025 2

Qantara: Bridge-Flow Training for Multi-Paradigm JEPA Control

Joint-Embedding Predictive Architectures (JEPAs) underpin a growing family of latent world models for control from raw pixels, but every existing JEPA world model commits at training time to a single inference paradigm: either trajectory optimisation in a learned dynamics model, or direct behaviour cloning. A single checkpoint that serves both would defer this choice to inference, when deployment constraints (rollout cost, observation accessibility) determine which path wins. We present Qantara, an end-to-end JEPA whose joint training objective pairs a Brownian-bridge interpolant between consecutive clean latents on the state axis with noise-to-data flow matching on the action axis. The same checkpoint serves three inference paradigms without retraining: latent planning, behaviour-cloning action sampling, and inverse dynamics, which we query through a video-inverse composition that first predicts the next latent without action conditioning, then extracts the action. Training concentrates mass on the edges of the (action-time, state-time) noise square, where inference queries the predictor: replacing it with uniform interior sampling drops Push-T planning from 90.1 to 53.3 SR at matched compute. On the LeWM control suite, Qantara reaches a 91.2 SR three-train-seed average and sets new SOTA on OGBench-Cube (+7.7 SR over DINO-WM, +19.7 over LeWM). From the same weights, the behaviour-cloning and video-inverse paths reach 82-83 SR on Push-T and 71-73 SR on Cube. These results move JEPA world models from single-paradigm planners to multi-paradigm controllers.

t-tech T-Tech
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Jul 5

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

  • 5 authors
·
May 21, 2023

Surface Keypoint Representation for Multi-Object and Articulated Human-Object Interaction Generation

Daily activities require humans to coordinate whole-body motion with the motion of surrounding objects. Despite recent progress in human-object interaction (HOI) generation, most existing methods assume interactions with a single rigid object and do not extend well to scenarios involving a variable number of objects or articulated objects with diverse joint mechanisms. We propose surface keypoint trajectories as an object motion representation: for each rigid component, whether a standalone object or one part of an articulated assembly, we track a small set of non-collinear surface points over time. This representation handles multi-object coordination and diverse articulation mechanisms directly from point dynamics without requiring explicit joint-type specification. To model when and where each body region contacts each object, we introduce a spatio-temporal contact distance field that extends distance-based contact modeling to whole-body, multi-object, and articulated settings. We factorize HOI generation into three stages: generating object motions from text or waypoints, predicting the contact distance field, and synthesizing whole-body motion with contact-guided optimization. Experiments on ParaHome, HIMO, ARCTIC, and OMOMO demonstrate better or comparable performance to existing methods across single-object, multi-object, and articulated interaction settings.

  • 7 authors
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Aug 3

Affordances-Oriented Planning using Foundation Models for Continuous Vision-Language Navigation

LLM-based agents have demonstrated impressive zero-shot performance in vision-language navigation (VLN) task. However, existing LLM-based methods often focus only on solving high-level task planning by selecting nodes in predefined navigation graphs for movements, overlooking low-level control in navigation scenarios. To bridge this gap, we propose AO-Planner, a novel Affordances-Oriented Planner for continuous VLN task. Our AO-Planner integrates various foundation models to achieve affordances-oriented low-level motion planning and high-level decision-making, both performed in a zero-shot setting. Specifically, we employ a Visual Affordances Prompting (VAP) approach, where the visible ground is segmented by SAM to provide navigational affordances, based on which the LLM selects potential candidate waypoints and plans low-level paths towards selected waypoints. We further propose a high-level PathAgent which marks planned paths into the image input and reasons the most probable path by comprehending all environmental information. Finally, we convert the selected path into 3D coordinates using camera intrinsic parameters and depth information, avoiding challenging 3D predictions for LLMs. Experiments on the challenging R2R-CE and RxR-CE datasets show that AO-Planner achieves state-of-the-art zero-shot performance (8.8% improvement on SPL). Our method can also serve as a data annotator to obtain pseudo-labels, distilling its waypoint prediction ability into a learning-based predictor. This new predictor does not require any waypoint data from the simulator and achieves 47% SR competing with supervised methods. We establish an effective connection between LLM and 3D world, presenting novel prospects for employing foundation models in low-level motion control.

  • 6 authors
·
Jul 8, 2024

WAY: Estimation of Vessel Destination in Worldwide AIS Trajectory

The Automatic Identification System (AIS) enables data-driven maritime surveillance but suffers from reliability issues and irregular intervals. We address vessel destination estimation using global-scope AIS data by proposing a differentiated approach that recasts long port-to-port trajectories as a nested sequence structure. Using spatial grids, this method mitigates spatio-temporal bias while preserving detailed resolution. We introduce a novel deep learning architecture, WAY, designed to process these reformulated trajectories for long-term destination estimation days to weeks in advance. WAY comprises a trajectory representation layer and Channel-Aggregative Sequential Processing (CASP) blocks. The representation layer generates multi-channel vector sequences from kinematic and non-kinematic features. CASP blocks utilize multi-headed channel- and self-attention for aggregation and sequential information delivery. Additionally, we propose a task-specialized Gradient Dropout (GD) technique to enable many-to-many training on single labels, preventing biased feedback surges by stochastically blocking gradient flow based on sample length. Experiments on 5-year AIS data demonstrate WAY's superiority over conventional spatial grid-based approaches regardless of trajectory progression. Results further confirm that adopting GD leads to performance gains. Finally, we explore WAY's potential for real-world application through multitask learning for ETA estimation.

  • 5 authors
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Dec 15, 2025 2

Neural Rendering for Stereo 3D Reconstruction of Deformable Tissues in Robotic Surgery

Reconstruction of the soft tissues in robotic surgery from endoscopic stereo videos is important for many applications such as intra-operative navigation and image-guided robotic surgery automation. Previous works on this task mainly rely on SLAM-based approaches, which struggle to handle complex surgical scenes. Inspired by recent progress in neural rendering, we present a novel framework for deformable tissue reconstruction from binocular captures in robotic surgery under the single-viewpoint setting. Our framework adopts dynamic neural radiance fields to represent deformable surgical scenes in MLPs and optimize shapes and deformations in a learning-based manner. In addition to non-rigid deformations, tool occlusion and poor 3D clues from a single viewpoint are also particular challenges in soft tissue reconstruction. To overcome these difficulties, we present a series of strategies of tool mask-guided ray casting, stereo depth-cueing ray marching and stereo depth-supervised optimization. With experiments on DaVinci robotic surgery videos, our method significantly outperforms the current state-of-the-art reconstruction method for handling various complex non-rigid deformations. To our best knowledge, this is the first work leveraging neural rendering for surgical scene 3D reconstruction with remarkable potential demonstrated. Code is available at: https://github.com/med-air/EndoNeRF.

  • 4 authors
·
Jun 29, 2022

MP1: MeanFlow Tames Policy Learning in 1-step for Robotic Manipulation

In robot manipulation, robot learning has become a prevailing approach. However, generative models within this field face a fundamental trade-off between the slow, iterative sampling of diffusion models and the architectural constraints of faster Flow-based methods, which often rely on explicit consistency losses. To address these limitations, we introduce MP1, which pairs 3D point-cloud inputs with the MeanFlow paradigm to generate action trajectories in one network function evaluation (1-NFE). By directly learning the interval-averaged velocity via the "MeanFlow Identity", our policy avoids any additional consistency constraints. This formulation eliminates numerical ODE-solver errors during inference, yielding more precise trajectories. MP1 further incorporates CFG for improved trajectory controllability while retaining 1-NFE inference without reintroducing structural constraints. Because subtle scene-context variations are critical for robot learning, especially in few-shot learning, we introduce a lightweight Dispersive Loss that repels state embeddings during training, boosting generalization without slowing inference. We validate our method on the Adroit and Meta-World benchmarks, as well as in real-world scenarios. Experimental results show MP1 achieves superior average task success rates, outperforming DP3 by 10.2% and FlowPolicy by 7.3%. Its average inference time is only 6.8 ms-19x faster than DP3 and nearly 2x faster than FlowPolicy. Our code is available at https://github.com/LogSSim/MP1.git.

  • 4 authors
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Jul 14, 2025

Interactive incremental learning of generalizable skills with local trajectory modulation

The problem of generalization in learning from demonstration (LfD) has received considerable attention over the years, particularly within the context of movement primitives, where a number of approaches have emerged. Recently, two important approaches have gained recognition. While one leverages via-points to adapt skills locally by modulating demonstrated trajectories, another relies on so-called task-parameterized models that encode movements with respect to different coordinate systems, using a product of probabilities for generalization. While the former are well-suited to precise, local modulations, the latter aim at generalizing over large regions of the workspace and often involve multiple objects. Addressing the quality of generalization by leveraging both approaches simultaneously has received little attention. In this work, we propose an interactive imitation learning framework that simultaneously leverages local and global modulations of trajectory distributions. Building on the kernelized movement primitives (KMP) framework, we introduce novel mechanisms for skill modulation from direct human corrective feedback. Our approach particularly exploits the concept of via-points to incrementally and interactively 1) improve the model accuracy locally, 2) add new objects to the task during execution and 3) extend the skill into regions where demonstrations were not provided. We evaluate our method on a bearing ring-loading task using a torque-controlled, 7-DoF, DLR SARA robot.

  • 4 authors
·
Feb 20, 2025

ELAN4D: Embodiment-Centric 4D Supervision for Vision-Language-Action Models via Plug-and-Play Adaptation

Vision-Language-Action (VLA) models have shown promise for robotic manipulation, yet most existing policies operate reactively by directly regressing actions from current observations, without explicitly modeling future dynamics. This limits their ability to generalize under out-of-distribution perturbations. To address this issue, we propose ELAN4D, an embodiment-centric, 4D-aware training framework that enhances VLA policies with future robot keypoint tracks as predictive spatio-temporal supervision. Using only forward kinematics from proprioceptive states, we derive 3D displacement tracks of robot keypoints, such as joints and the end-effector, with negligible preprocess cost. These tracks provide metric and compact supervision without requiring external trackers or reconstruction. A plug-and-play auxiliary branch with a lightweight track decoder injects this 4D signal into the action expert while preserving the pretrained vision-language backbone through gradient isolation. The track decoder is discarded during inference, leaving the base policy interface unchanged. Extensive experiments on LIBERO, LIBERO-Plus, RoboTwin2.0 and real-world manipulation tasks demonstrate that ELAN4D consistently improves over strong VLA baselines, achieving the best overall performance and substantial gains under out-of-distribution perturbations, including camera, background, and layout shifts. These results highlight the effectiveness of embodiment-centric 4D supervision for building more robust and generalizable manipulation policies.

  • 12 authors
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May 27

Temporal-Distance JEPA: Plan-Aware Representation Learning for Latent World Model Predictive Control

Joint-Embedding Predictive Architectures (JEPAs) learn world models by predicting in representation space rather than reconstructing pixels, making them a natural backbone for latent model predictive control from offline demonstration logs. JEPA-style training optimizes short-horizon latent prediction, whereas planning requires a multi-step ranking of imagined futures by goal progress. Prior JEPA planners often inherit that ranking from embedding geometry, typically latent Euclidean distance, which arises as a byproduct of representation learning rather than as a progress cost mined from the logs. We propose temporal-distance JEPA (TD-JEPA), which retains the LeWM encoder--predictor backbone and mines a directed temporal cost from reward-free trajectories: same-trajectory step order supplies positive targets, cross-trajectory pairs act as heuristic negatives, and a rollout-consistency term matches the planner horizon. The mined supervision serves two roles: as the deployed planning cost when progress is topological, and as a representation signal that improves Euclidean planning when contact geometry dominates. Under locked evaluation, deploying the mined cost raises Two-Room success to 100.0% versus LeWM's 97.4%, while shared Euclidean planning on the same temporally trained checkpoint raises OGB-Cube by 14.2 points over LeWM and improves Push-T. Against LeWM and the concurrent RC-aux baseline under locked evaluation, TD-JEPA matches or exceeds both methods on every environment. Ablations show that the directed head, cross-trajectory negatives, and rollout consistency each contribute. TD-JEPA narrows the train--plan gap for JEPA world-model planners by discovering temporal progress structure in offline logs and co-designing cost form with plan-time deployment. Code is available at https://github.com/HKBU-KnowComp/TD-JEPA.

Route by Kinematics, Act by Observation: Kinematics-Supervised Expert Routing in MoE-Augmented VLA

While MoE augments VLA via expert specialization, router suffers from ineffective expert routing owing to the kinematic heterogeneity of actions across manipulation tasks and, even worse, the unavailability of the kinematic signals at inference time. In this work, we first observe that most semantically distinct manipulation tasks reduce to multiple kinematic archetypes. Motivated by this finding, we propose Kinematics-supervised explicit routing (KinRT), a new paradigm that shifts from implicit, observation-driven expert routing to explicit, kinematics-guided expert dispatching. Specifically, we perform kinematic clustering on action trajectories into multiple kinematically coherent groups, whose IDs serve as ground truth to supervise the training of the router; at inference time, the router dispatches experts only using visual-language observations, without any reliance on action kinematics. KinRT actually introduces an asymmetric bridging mechanism that distills the task kinematics from the action space in training into the observation space at inference. In addition, to assess KinRT's cross-platform generalization, we build an economical, Do-It-Yourself robot (DIYRobot) platform from scratch using 3D-print technology (< 2,000USD). Extensive experiments demonstrate KinRT's superiority over both dense and MoE-featured VLAs by more than 23.26% on RoboTwin benchmark and 20.27% on our introduced DIYRobot platform. Our code and DIYRobot platform will be open-sourced.

  • 6 authors
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Jul 28

Safe Multi-Agent Navigation guided by Goal-Conditioned Safe Reinforcement Learning

Safe navigation is essential for autonomous systems operating in hazardous environments. Traditional planning methods excel at long-horizon tasks but rely on a predefined graph with fixed distance metrics. In contrast, safe Reinforcement Learning (RL) can learn complex behaviors without relying on manual heuristics but fails to solve long-horizon tasks, particularly in goal-conditioned and multi-agent scenarios. In this paper, we introduce a novel method that integrates the strengths of both planning and safe RL. Our method leverages goal-conditioned RL and safe RL to learn a goal-conditioned policy for navigation while concurrently estimating cumulative distance and safety levels using learned value functions via an automated self-training algorithm. By constructing a graph with states from the replay buffer, our method prunes unsafe edges and generates a waypoint-based plan that the agent follows until reaching its goal, effectively balancing faster and safer routes over extended distances. Utilizing this unified high-level graph and a shared low-level goal-conditioned safe RL policy, we extend this approach to address the multi-agent safe navigation problem. In particular, we leverage Conflict-Based Search (CBS) to create waypoint-based plans for multiple agents allowing for their safe navigation over extended horizons. This integration enhances the scalability of goal-conditioned safe RL in multi-agent scenarios, enabling efficient coordination among agents. Extensive benchmarking against state-of-the-art baselines demonstrates the effectiveness of our method in achieving distance goals safely for multiple agents in complex and hazardous environments. Our code and further details about or work is available at https://safe-visual-mapf-mers.csail.mit.edu/.

  • 3 authors
·
Feb 24, 2025

Context-Aware Deep Lagrangian Networks for Model Predictive Control

Controlling a robot based on physics-consistent dynamic models, such as Deep Lagrangian Networks (DeLaN), can improve the generalizability and interpretability of the resulting behavior. However, in complex environments, the number of objects to potentially interact with is vast, and their physical properties are often uncertain. This complexity makes it infeasible to employ a single global model. Therefore, we need to resort to online system identification of context-aware models that capture only the currently relevant aspects of the environment. While physical principles such as the conservation of energy may not hold across varying contexts, ensuring physical plausibility for any individual context-aware model can still be highly desirable, particularly when using it for receding horizon control methods such as model predictive control (MPC). Hence, in this work, we extend DeLaN to make it context-aware, combine it with a recurrent network for online system identification, and integrate it with an MPC for adaptive, physics-consistent control. We also combine DeLaN with a residual dynamics model to leverage the fact that a nominal model of the robot is typically available. We evaluate our method on a 7-DOF robot arm for trajectory tracking under varying loads. Our method reduces the end-effector tracking error by 39%, compared to a 21% improvement achieved by a baseline that uses an extended Kalman filter.

  • 3 authors
·
Jun 18, 2025

PointWorld: Scaling 3D World Models for In-The-Wild Robotic Manipulation

Humans anticipate, from a glance and a contemplated action of their bodies, how the 3D world will respond, a capability that is equally vital for robotic manipulation. We introduce PointWorld, a large pre-trained 3D world model that unifies state and action in a shared 3D space as 3D point flows: given one or few RGB-D images and a sequence of low-level robot action commands, PointWorld forecasts per-pixel displacements in 3D that respond to the given actions. By representing actions as 3D point flows instead of embodiment-specific action spaces (e.g., joint positions), this formulation directly conditions on physical geometries of robots while seamlessly integrating learning across embodiments. To train our 3D world model, we curate a large-scale dataset spanning real and simulated robotic manipulation in open-world environments, enabled by recent advances in 3D vision and simulated environments, totaling about 2M trajectories and 500 hours across a single-arm Franka and a bimanual humanoid. Through rigorous, large-scale empirical studies of backbones, action representations, learning objectives, partial observability, data mixtures, domain transfers, and scaling, we distill design principles for large-scale 3D world modeling. With a real-time (0.1s) inference speed, PointWorld can be efficiently integrated in the model-predictive control (MPC) framework for manipulation. We demonstrate that a single pre-trained checkpoint enables a real-world Franka robot to perform rigid-body pushing, deformable and articulated object manipulation, and tool use, without requiring any demonstrations or post-training and all from a single image captured in-the-wild. Project website at https://point-world.github.io/.

  • 7 authors
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Jan 7

Dexterity-BEV: Aligning 3D World and Actions for Generalizable Robot Policies Learning

End-to-end manipulation policies, combined with web-scale pretrained Vision-Language Models (VLMs), show the promise for generalizable and dexterous robotic manipulation. However, they inherit two key limitations from 2D foundation models: 1) the reliance on 2D RGB inputs that ignores the intrinsically 3D nature of manipulation; and 2) the lack of spatial 3D alignment between input-output spaces as well as across diverse robot embodiments, camera setups, and trajectory datasets. In this paper, we present a series of contributions to address these issues. First, we introduce aligned vertex map and vertex spectrum -- a pixel-wise 3D representation that elevates 2D visual inputs to 3D, using camera calibration and optional depth. This novel input representation marries 3D awareness with the generalization of 2D large VLMs. Then, we propose to align the inputs and outputs of manipulation policies by expressing per-pixel 3D information of each camera view and robot actions to a shared coordinate. Based on this, we designate a canonical Bird's-Eye-View (BEV) alignment frame and innovatively propose to construct BEV images, producing a view-invariant representation robust to camera pose variations. To enable training and evaluation at scale, we develop a comprehensive data processing pipeline to perform such alignments; we also introduce a novel temporal alignment scheme for trajectories across diverse robots, human operators, and datasets. These contributions collectively mitigate input and output spatial-temporal misalignments, improving the consistency and generalization for real-world manipulation. Pretrained checkpoint, source code and data processing pipeline are available in https://hnuzhy.github.io/projects/Dex-BEV.

  • 15 authors
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Jun 5

A review of path following control strategies for autonomous robotic vehicles: theory, simulations, and experiments

This article presents an in-depth review of the topic of path following for autonomous robotic vehicles, with a specific focus on vehicle motion in two dimensional space (2D). From a control system standpoint, path following can be formulated as the problem of stabilizing a path following error system that describes the dynamics of position and possibly orientation errors of a vehicle with respect to a path, with the errors defined in an appropriate reference frame. In spite of the large variety of path following methods described in the literature we show that, in principle, most of them can be categorized in two groups: stabilization of the path following error system expressed either in the vehicle's body frame or in a frame attached to a "reference point" moving along the path, such as a Frenet-Serret (F-S) frame or a Parallel Transport (P-T) frame. With this observation, we provide a unified formulation that is simple but general enough to cover many methods available in the literature. We then discuss the advantages and disadvantages of each method, comparing them from the design and implementation standpoint. We further show experimental results of the path following methods obtained from field trials testing with under-actuated and fully-actuated autonomous marine vehicles. In addition, we introduce open-source Matlab and Gazebo/ROS simulation toolboxes that are helpful in testing path following methods prior to their integration in the combined guidance, navigation, and control systems of autonomous vehicles.

  • 9 authors
·
Apr 14, 2022

ReasonNavi: Human-Inspired Global Map Reasoning for Zero-Shot Embodied Navigation

Embodied agents often struggle with efficient navigation because they rely primarily on partial egocentric observations, which restrict global foresight and lead to inefficient exploration. In contrast, humans plan using maps: we reason globally first, then act locally. We introduce ReasonNavi, a human-inspired framework that operationalizes this reason-then-act paradigm by coupling Multimodal Large Language Models (MLLMs) with deterministic planners. ReasonNavi converts a top-down map into a discrete reasoning space by room segmentation and candidate target nodes sampling. An MLLM is then queried in a multi-stage process to identify the candidate most consistent with the instruction (object, image, or text goal), effectively leveraging the model's semantic reasoning ability while sidestepping its weakness in continuous coordinate prediction. The selected waypoint is grounded into executable trajectories using a deterministic action planner over an online-built occupancy map, while pretrained object detectors and segmenters ensure robust recognition at the goal. This yields a unified zero-shot navigation framework that requires no MLLM fine-tuning, circumvents the brittleness of RL-based policies and scales naturally with foundation model improvements. Across three navigation tasks, ReasonNavi consistently outperforms prior methods that demand extensive training or heavy scene modeling, offering a scalable, interpretable, and globally grounded solution to embodied navigation. Project page: https://reasonnavi.github.io/

  • 4 authors
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Jan 26

Industrial Kinematic Trajectory Model (IKTM): Coordinate-Free Autoregressive Generator

Mobility simulation supports logistics, safety, and communications planning in industrial environments such as ports, mines, and airports. Existing trajectory models, however, rely on absolute coordinates, road-network tokens, or semantic zones: representations that are site-specific and not well suited to unstructured industrial terrain. We introduce the Industrial Kinematic Trajectory Model (IKTM), a coordinate-free trajectory generator that represents industrial vehicle motion through kinematic sequences (speed and heading change) with no absolute spatial reference. IKTM uses an autoregressive causal transformer with probabilistic mixture heads and extends our prior coordinate-free Markovian model with deep sequence modelling and an explicit duration-conditioning signal. Trained on one site and evaluated zero-shot on three unseen sites, it matches the small-turn shape of the empirical turn-rate distributions of held-out telematics; across all four sites, the per-site mean Jensen-Shannon divergence over 100 sampling seeds spans approximately 0.035-0.050 bits under an oracle-length duration-target protocol and approximately 0.032-0.042 bits under a fully zero-shot prior-length protocol, with similar ranges whether out-of-distribution (OOD) duration targets are drawn from each held-out site's empirical length distribution or from the Site A prior. Both protocols stay above the metric's sampling-noise floor (<=0.0049 bits). Paired by site, the oracle-length values are 5.3-6.0x lower than those of a re-implementation of our prior Markovian model under the same 1 Hz protocol. Termination is duration-conditioned rather than spatial: rollouts stop on 100% of trials with a length-tracking error of +0.0 +/- 0.0 s against the sampled target (100 of 100 exactly on target; N=100, T=0.2, untouched in-distribution test split).

  • 2 authors
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Aug 26

DART-SD: Diamond-topology Aware Retrieval and Tuning for Self-Distillation of Multi-Turn Tool-Calling Agents

Equipping Large Language Models (LLMs) with multi-turn tool-calling capabilities is essential for building autonomous agents. However, progress is fundamentally limited by the reliance on full-length trajectory imitation. For tasks involving multiple order-independent sub-goals, the optimal solution space forms a vast combinatorial diamond lattice. Forcing this rich topology into monolithic trajectories causes a severe topological collapse, indiscriminately penalizing valid alternative explorations and severely degrading policy diversity. To address this, we propose DART-SD (Diamond-topology Aware Retrieval and Tuning for Self-Distillation), a novel framework that shifts the paradigm from global forcing to topology-guided localized correction. DART-SD first models the execution process as a converging Interaction-State Transition Graph (ISTG), faithfully capturing the inherent diamond topology of successful and failed exploratory paths. During autonomous rollouts, the framework identifies the Critical Topological Breakpoint (CTB) and retrieves success-supported recovery references. Finally, we introduce a progressive self-distillation paradigm through CTB-guided localized supervision, ensuring that the training loss is calculated exclusively on the generated recovery steps while strictly protecting the valid reasoning prefix from destructive gradient updates. Experiments on complex multi-turn tool-calling benchmarks demonstrate that DART-SD significantly outperforms traditional full-trajectory baselines.

ByteDance ByteDance
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Aug 18 3

Admissible Velocity Propagation : Beyond Quasi-Static Path Planning for High-Dimensional Robots

Path-velocity decomposition is an intuitive yet powerful approach to address the complexity of kinodynamic motion planning. The difficult trajectory planning problem is solved in two separate, simpler, steps: first, find a path in the configuration space that satisfies the geometric constraints (path planning), and second, find a time-parameterization of that path satisfying the kinodynamic constraints. A fundamental requirement is that the path found in the first step should be time-parameterizable. Most existing works fulfill this requirement by enforcing quasi-static constraints in the path planning step, resulting in an important loss in completeness. We propose a method that enables path-velocity decomposition to discover truly dynamic motions, i.e. motions that are not quasi-statically executable. At the heart of the proposed method is a new algorithm -- Admissible Velocity Propagation -- which, given a path and an interval of reachable velocities at the beginning of that path, computes exactly and efficiently the interval of all the velocities the system can reach after traversing the path while respecting the system kinodynamic constraints. Combining this algorithm with usual sampling-based planners then gives rise to a family of new trajectory planners that can appropriately handle kinodynamic constraints while retaining the advantages associated with path-velocity decomposition. We demonstrate the efficiency of the proposed method on some difficult kinodynamic planning problems, where, in particular, quasi-static methods are guaranteed to fail.

  • 4 authors
·
Sep 29, 2016

Drive&Gen: Co-Evaluating End-to-End Driving and Video Generation Models

Recent advances in generative models have sparked exciting new possibilities in the field of autonomous vehicles. Specifically, video generation models are now being explored as controllable virtual testing environments. Simultaneously, end-to-end (E2E) driving models have emerged as a streamlined alternative to conventional modular autonomous driving systems, gaining popularity for their simplicity and scalability. However, the application of these techniques to simulation and planning raises important questions. First, while video generation models can generate increasingly realistic videos, can these videos faithfully adhere to the specified conditions and be realistic enough for E2E autonomous planner evaluation? Second, given that data is crucial for understanding and controlling E2E planners, how can we gain deeper insights into their biases and improve their ability to generalize to out-of-distribution scenarios? In this work, we bridge the gap between the driving models and generative world models (Drive&Gen) to address these questions. We propose novel statistical measures leveraging E2E drivers to evaluate the realism of generated videos. By exploiting the controllability of the video generation model, we conduct targeted experiments to investigate distribution gaps affecting E2E planner performance. Finally, we show that synthetic data produced by the video generation model offers a cost-effective alternative to real-world data collection. This synthetic data effectively improves E2E model generalization beyond existing Operational Design Domains, facilitating the expansion of autonomous vehicle services into new operational contexts.

  • 14 authors
·
Oct 7, 2025 2

Does Latent Planning Survive Point Clouds? Action-Conditioned JEPA World Models for Geometric Observations and Goals

Latent action world models let agents plan new behaviors at test time by predicting how actions change the environment, and joint-embedding predictive architectures (JEPAs) do so by forecasting future latent states rather than pixels. Yet nearly all such models see the world through a camera, even though robotic manipulation is fundamentally geometric: in robotics goals for manipulation are traditionally specified by target object poses, not by images of the object once placed. We ask whether latent planning survives a shift from appearance to geometry, on the observation side as well as on the goal specifications side. To answer this, we extend the stable-worldmodel evaluation platform with simulated LiDAR-style raycast point clouds as a new sensor modality, and adapt three JEPA designs to point clouds: a frozen-encoder model built on Utonia features, a distribution-prior model based on LeWM, and an action-sensitive model based on Delta-JEPA. We further introduce a goal-encoding mechanism that constructs the goal latent from the current latent and a 3D target pose, removing the need for goal images or goal point clouds. A comparative evaluation of the different anti-collapse mechanisms shows that point-cloud world models can match their image-based counterparts, demonstrating that the modality shift from appearance to geometry is achievable. All models are released as open weights with open-source training and inference code, to make world-model planning accessible for LiDAR-driven and pose-directed robotic tasks.

  • 3 authors
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Sep 27

Rethinking the Embodied Gap in Vision-and-Language Navigation: A Holistic Study of Physical and Visual Disparities

Recent Vision-and-Language Navigation (VLN) advancements are promising, but their idealized assumptions about robot movement and control fail to reflect physically embodied deployment challenges. To bridge this gap, we introduce VLN-PE, a physically realistic VLN platform supporting humanoid, quadruped, and wheeled robots. For the first time, we systematically evaluate several ego-centric VLN methods in physical robotic settings across different technical pipelines, including classification models for single-step discrete action prediction, a diffusion model for dense waypoint prediction, and a train-free, map-based large language model (LLM) integrated with path planning. Our results reveal significant performance degradation due to limited robot observation space, environmental lighting variations, and physical challenges like collisions and falls. This also exposes locomotion constraints for legged robots in complex environments. VLN-PE is highly extensible, allowing seamless integration of new scenes beyond MP3D, thereby enabling more comprehensive VLN evaluation. Despite the weak generalization of current models in physical deployment, VLN-PE provides a new pathway for improving cross-embodiment's overall adaptability. We hope our findings and tools inspire the community to rethink VLN limitations and advance robust, practical VLN models. The code is available at https://crystalsixone.github.io/vln_pe.github.io/.

  • 9 authors
·
Jul 17, 2025

Evaluating Multimodal LLMs as Generalist Vision-Language-Action Agents for Drone Control: Commanding, Approaching, Tracking and Searching

Multimodal Large Language Models (MLLMs) are strong perceivers of images and video. We ask how far that reach extends into acting: dropping an MLLM directly into a drone's control loop, with its entire action space declared solely in the prompt. Recent systems approach this setting but increasingly narrow the model's decision-making. We widen it back. We introduce DroneCATS-Agent, an architecture where the MLLM is a swappable component, and DroneCATS, a benchmark treating the model as the independent variable. Beyond merely flying toward a pixel, our agent entrusts the model to yaw and search, deliberate when unsure, and self-declare arrival---all without fine-tuning or function-calling schemas. Evaluating frontier and open models across four core capabilities---approaching a visible target, tracking a moving one, searching outside the initial view, and commanding a multi-drone fleet---reveals that even the simplest embodied settings are far from solved. Crucially, to identify what breaks first at the edge, our roster scales down to 2B parameters. The findings expose a stark paradox: it is not the flying that fails. Small open models often navigate into the success radius more reliably than frontier models, yet lose the episode by declaring arrival prematurely or not at all. Multi-drone commanding amplifies this divide, with small models failing by blindly copying a single coordinate across distinct views. Viewed as vision-language-action agents, the models' spatial perception holds up, but their action protocol does not. What separates a deployable edge model from a frontier model is not navigation, but the discipline to sustain a declared protocol and emit the correct terminating action. The open problem is closing this gap at onboard compute costs---yielding a fast model that plans persistently and knows exactly when it is done---and DroneCATS is built to measure that distance.

naver-hyperclovax HyperCLOVA X
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Aug 31 2

BridgeV2W: Bridging Video Generation Models to Embodied World Models via Embodiment Masks

Embodied world models have emerged as a promising paradigm in robotics, most of which leverage large-scale Internet videos or pretrained video generation models to enrich visual and motion priors. However, they still face key challenges: a misalignment between coordinate-space actions and pixel-space videos, sensitivity to camera viewpoint, and non-unified architectures across embodiments. To this end, we present BridgeV2W, which converts coordinate-space actions into pixel-aligned embodiment masks rendered from the URDF and camera parameters. These masks are then injected into a pretrained video generation model via a ControlNet-style pathway, which aligns the action control signals with predicted videos, adds view-specific conditioning to accommodate camera viewpoints, and yields a unified world model architecture across embodiments. To mitigate overfitting to static backgrounds, BridgeV2W further introduces a flow-based motion loss that focuses on learning dynamic and task-relevant regions. Experiments on single-arm (DROID) and dual-arm (AgiBot-G1) datasets, covering diverse and challenging conditions with unseen viewpoints and scenes, show that BridgeV2W improves video generation quality compared to prior state-of-the-art methods. We further demonstrate the potential of BridgeV2W on downstream real-world tasks, including policy evaluation and goal-conditioned planning. More results can be found on our project website at https://BridgeV2W.github.io .

  • 11 authors
·
Feb 2

Interpretable Failure Analysis in Multi-Agent Reinforcement Learning Systems

Multi-Agent Reinforcement Learning (MARL) is increasingly deployed in safety-critical domains, yet methods for interpretable failure detection and attribution remain underdeveloped. We introduce a two-stage gradient-based framework that provides interpretable diagnostics for three critical failure analysis tasks: (1) detecting the true initial failure source (Patient-0); (2) validating why non-attacked agents may be flagged first due to domino effects; and (3) tracing how failures propagate through learned coordination pathways. Stage 1 performs interpretable per-agent failure detection via Taylor-remainder analysis of policy-gradient costs, declaring an initial Patient-0 candidate at the first threshold crossing. Stage 2 provides validation through geometric analysis of critic derivatives-first-order sensitivity and directional second-order curvature aggregated over causal windows to construct interpretable contagion graphs. This approach explains "downstream-first" detection anomalies by revealing pathways that amplify upstream deviations. Evaluated across 500 episodes in Simple Spread (3 and 5 agents) and 100 episodes in StarCraft II using MADDPG and HATRPO, our method achieves 88.2-99.4% Patient-0 detection accuracy while providing interpretable geometric evidence for detection decisions. By moving beyond black-box detection to interpretable gradient-level forensics, this framework offers practical tools for diagnosing cascading failures in safety-critical MARL systems.

  • 4 authors
·
Feb 8

PRIMAL3: Pathfinding via Reinforcement and Imitation Multi-Agent Learning - Leveraging LaCAM3

We present PRIMAL3, an ultra-large-scale learning-based framework for multi-agent pathfinding (MAPF) that integrates reinforcement learning, topology-aware communication, LaCAM3-guided training, and PIBT-based action refinement. PRIMAL3 targets failures at topologically critical states, where agents must coordinate decisively around bottlenecks, dead ends, and persistent conflicts. Each agent is represented using features derived from cut vertices, dead-end regions, shortest-path distances, and blocking estimates. Two complementary graphs capture agent interactions: a same-direction following graph propagates multihop context along compatible paths, while a different-direction conflict graph differentiates agents competing for shared space through masked attention and relative features. During training, we propose to let policy entropy identify uncertain agents, for which LaCAM3 provides confidence-triggered action interventions and label-smoothed imitation targets. During execution, a priority-aware PIBT module refines the proposed joint actions using persistent, learned, and distance-aware priorities together with policy-aware fallback preferences while maintaining collision-free execution. The resulting framework combines learned exploration with structured expert guidance without requiring LaCAM3 at inference. Experiments demonstrate that PRIMAL3 substantially outperforms state-of-the-art learning-based baselines and scales to ultra-large instances with up to city-level 100,000 agents. Real-world experiments further demonstrate the feasibility of deploying PRIMAL3 on physical robotic systems and ablation studies validate the individual contributions the components we proposed. Project page: https://marmotlab.github.io/PRIMAL3/

  • 9 authors
·
Aug 4

LAMMI-Pathology: A Tool-Centric Bottom-Up LVLM-Agent Framework for Molecularly Informed Medical Intelligence in Pathology

The emergence of tool-calling-based agent systems introduces a more evidence-driven paradigm for pathology image analysis in contrast to the coarse-grained text-image diagnostic approaches. With the recent large-scale experimental adoption of spatial transcriptomics technologies, molecularly validated pathological diagnosis is becoming increasingly open and accessible. In this work, we propose LAMMI-Pathology (LVLM-Agent System for Molecularly Informed Medical Intelligence in Pathology), a scalable agent framework for domain-specific agent tool-calling. LAMMI-Pathology adopts a tool-centric, bottom-up architecture in which customized domain-adaptive tools serve as the foundation. These tools are clustered by domain style to form component agents, which are then coordinated through a top-level planner hierarchically, avoiding excessively long context lengths that could induce task drift. Based on that, we introduce a novel trajectory construction mechanism based on Atomic Execution Nodes (AENs), which serve as reliable and composable units for building semi-simulated reasoning trajectories that capture credible agent-tool interactions. Building on this foundation, we develop a trajectory-aware fine-tuning strategy that aligns the planner's decision-making process with these multi-step reasoning trajectories, thereby enhancing inference robustness in pathology understanding and its adaptive use of the customized toolset.

  • 3 authors
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Feb 21

GoalFlow: Goal-Driven Flow Matching for Multimodal Trajectories Generation in End-to-End Autonomous Driving

We propose GoalFlow, an end-to-end autonomous driving method for generating high-quality multimodal trajectories. In autonomous driving scenarios, there is rarely a single suitable trajectory. Recent methods have increasingly focused on modeling multimodal trajectory distributions. However, they suffer from trajectory selection complexity and reduced trajectory quality due to high trajectory divergence and inconsistencies between guidance and scene information. To address these issues, we introduce GoalFlow, a novel method that effectively constrains the generative process to produce high-quality, multimodal trajectories. To resolve the trajectory divergence problem inherent in diffusion-based methods, GoalFlow constrains the generated trajectories by introducing a goal point. GoalFlow establishes a novel scoring mechanism that selects the most appropriate goal point from the candidate points based on scene information. Furthermore, GoalFlow employs an efficient generative method, Flow Matching, to generate multimodal trajectories, and incorporates a refined scoring mechanism to select the optimal trajectory from the candidates. Our experimental results, validated on the NavsimDauner2024_navsim, demonstrate that GoalFlow achieves state-of-the-art performance, delivering robust multimodal trajectories for autonomous driving. GoalFlow achieved PDMS of 90.3, significantly surpassing other methods. Compared with other diffusion-policy-based methods, our approach requires only a single denoising step to obtain excellent performance. The code is available at https://github.com/YvanYin/GoalFlow.

  • 8 authors
·
Mar 7, 2025 2

ZYT-World: A Real-Time Controllable World Model for Closed-Loop Autonomous-Driving Simulation

Generative world models offer controllable and repeatable closed-loop simulation for end-to-end and vision-language-action driving policies, but production deployment exposes three unresolved requirements: faithfully reproducing a mixed fisheye-pinhole rig at native resolutions; reconciling causal, per-timestep interaction with long-horizon stability and low latency; and preserving scene identity when a location is revisited. We present ZYT-World, a single architecture that natively generates four fisheye views with field of view > 180° and three pinhole views. Projection-specific Plucker adapters encode camera geometry, ego-motion adaptive layer normalization provides global motion control, and a lightweight pixel-aligned layout conditions traffic participants and signals through instance-level boxes, headings and colors. Heterogeneous training combines full-rig geometric coverage with high-resolution detail. Teacher forcing, causal consistency distillation, self-rollout distribution matching distillation, and RigCritic transform a 40-step bidirectional teacher into a one-step, per-latent streaming generator, with RigCritic evaluating the seven-view rig jointly. A 19M-parameter variational autoencoder decoder (TinyVAE), W8A8 quantization, and our inference engine reduce decoding, backbone, and incremental-execution costs, respectively. Finally, cross-trajectory pairs derived from real captures train a plug-in implicit-memory module that preserves place-specific evidence. On the internal multi-view test set, the one-step model retains more than 90% of the teacher's PSNR and SSIM, while FID, FVD, and LPIPS stay within 11% of the teacher. Under the generator-only timing in Figure 2, it is 107.7 times faster than the 40-step bidirectional teacher. TinyVAE decodes 59.8 times faster than Wan. 30s rollouts and cross-trajectory revisits show the intended long-horizon and memory behavior.

  • 23 authors
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Sep 21

SyncMV4D: Synchronized Multi-view Joint Diffusion of Appearance and Motion for Hand-Object Interaction Synthesis

Hand-Object Interaction (HOI) generation plays a critical role in advancing applications across animation and robotics. Current video-based methods are predominantly single-view, which impedes comprehensive 3D geometry perception and often results in geometric distortions or unrealistic motion patterns. While 3D HOI approaches can generate dynamically plausible motions, their dependence on high-quality 3D data captured in controlled laboratory settings severely limits their generalization to real-world scenarios. To overcome these limitations, we introduce SyncMV4D, the first model that jointly generates synchronized multi-view HOI videos and 4D motions by unifying visual prior, motion dynamics, and multi-view geometry. Our framework features two core innovations: (1) a Multi-view Joint Diffusion (MJD) model that co-generates HOI videos and intermediate motions, and (2) a Diffusion Points Aligner (DPA) that refines the coarse intermediate motion into globally aligned 4D metric point tracks. To tightly couple 2D appearance with 4D dynamics, we establish a closed-loop, mutually enhancing cycle. During the diffusion denoising process, the generated video conditions the refinement of the 4D motion, while the aligned 4D point tracks are reprojected to guide next-step joint generation. Experimentally, our method demonstrates superior performance to state-of-the-art alternatives in visual realism, motion plausibility, and multi-view consistency.

  • 7 authors
·
Nov 24, 2025 3

DeVI: Physics-based Dexterous Human-Object Interaction via Synthetic Video Imitation

Recent advances in video generative models enable the synthesis of realistic human-object interaction videos across a wide range of scenarios and object categories, including complex dexterous manipulations that are difficult to capture with motion capture systems. While the rich interaction knowledge embedded in these synthetic videos holds strong potential for motion planning in dexterous robotic manipulation, their limited physical fidelity and purely 2D nature make them difficult to use directly as imitation targets in physics-based character control. We present DeVI (Dexterous Video Imitation), a novel framework that leverages text-conditioned synthetic videos to enable physically plausible dexterous agent control for interacting with unseen target objects. To overcome the imprecision of generative 2D cues, we introduce a hybrid tracking reward that integrates 3D human tracking with robust 2D object tracking. Unlike methods relying on high-quality 3D kinematic demonstrations, DeVI requires only the generated video, enabling zero-shot generalization across diverse objects and interaction types. Extensive experiments demonstrate that DeVI outperforms existing approaches that imitate 3D human-object interaction demonstrations, particularly in modeling dexterous hand-object interactions. We further validate the effectiveness of DeVI in multi-object scenes and text-driven action diversity, showcasing the advantage of using video as an HOI-aware motion planner.

Gaitor: Learning a Unified Representation Across Gaits for Real-World Quadruped Locomotion

The current state-of-the-art in quadruped locomotion is able to produce a variety of complex motions. These methods either rely on switching between a discrete set of skills or learn a distribution across gaits using complex black-box models. Alternatively, we present Gaitor, which learns a disentangled and 2D representation across locomotion gaits. This learnt representation forms a planning space for closed-loop control delivering continuous gait transitions and perceptive terrain traversal. Gaitor's latent space is readily interpretable and we discover that during gait transitions, novel unseen gaits emerge. The latent space is disentangled with respect to footswing heights and lengths. This means that these gait characteristics can be varied independently in the 2D latent representation. Together with a simple terrain encoding and a learnt planner operating in the latent space, Gaitor can take motion commands including desired gait type and swing characteristics all while reacting to uneven terrain. We evaluate Gaitor in both simulation and the real world on the ANYmal C platform. To the best of our knowledge, this is the first work learning a unified and interpretable latent space for multiple gaits, resulting in continuous blending between different locomotion modes on a real quadruped robot. An overview of the methods and results in this paper is found at https://youtu.be/eVFQbRyilCA.

  • 5 authors
·
May 29, 2024

TopoPoint: Enhance Topology Reasoning via Endpoint Detection in Autonomous Driving

Topology reasoning, which unifies perception and structured reasoning, plays a vital role in understanding intersections for autonomous driving. However, its performance heavily relies on the accuracy of lane detection, particularly at connected lane endpoints. Existing methods often suffer from lane endpoints deviation, leading to incorrect topology construction. To address this issue, we propose TopoPoint, a novel framework that explicitly detects lane endpoints and jointly reasons over endpoints and lanes for robust topology reasoning. During training, we independently initialize point and lane query, and proposed Point-Lane Merge Self-Attention to enhance global context sharing through incorporating geometric distances between points and lanes as an attention mask . We further design Point-Lane Graph Convolutional Network to enable mutual feature aggregation between point and lane query. During inference, we introduce Point-Lane Geometry Matching algorithm that computes distances between detected points and lanes to refine lane endpoints, effectively mitigating endpoint deviation. Extensive experiments on the OpenLane-V2 benchmark demonstrate that TopoPoint achieves state-of-the-art performance in topology reasoning (48.8 on OLS). Additionally, we propose DET_p to evaluate endpoint detection, under which our method significantly outperforms existing approaches (52.6 v.s. 45.2 on DET_p). The code is released at https://github.com/Franpin/TopoPoint.

  • 6 authors
·
May 23, 2025

Discrete Diffusion for Reflective Vision-Language-Action Models in Autonomous Driving

End-to-End (E2E) solutions have emerged as a mainstream approach for autonomous driving systems, with Vision-Language-Action (VLA) models representing a new paradigm that leverages pre-trained multimodal knowledge from Vision-Language Models (VLMs) to interpret and interact with complex real-world environments. However, these methods remain constrained by the limitations of imitation learning, which struggles to inherently encode physical rules during training. Existing approaches often rely on complex rule-based post-refinement, employ reinforcement learning that remains largely limited to simulation, or utilize diffusion guidance that requires computationally expensive gradient calculations. To address these challenges, we introduce ReflectDrive, a novel learning-based framework that integrates a reflection mechanism for safe trajectory generation via discrete diffusion. We first discretize the two-dimensional driving space to construct an action codebook, enabling the use of pre-trained Diffusion Language Models for planning tasks through fine-tuning. Central to our approach is a safety-aware reflection mechanism that performs iterative self-correction without gradient computation. Our method begins with goal-conditioned trajectory generation to model multi-modal driving behaviors. Based on this, we apply local search methods to identify unsafe tokens and determine feasible solutions, which then serve as safe anchors for inpainting-based regeneration. Evaluated on the NAVSIM benchmark, ReflectDrive demonstrates significant advantages in safety-critical trajectory generation, offering a scalable and reliable solution for autonomous driving systems.

  • 9 authors
·
Sep 24, 2025 2

Social Behavior as a Key to Learning-based Multi-Agent Pathfinding Dilemmas

The Multi-agent Path Finding (MAPF) problem involves finding collision-free paths for a team of agents in a known, static environment, with important applications in warehouse automation, logistics, or last-mile delivery. To meet the needs of these large-scale applications, current learning-based methods often deploy the same fully trained, decentralized network to all agents to improve scalability. However, such parameter sharing typically results in homogeneous behaviors among agents, which may prevent agents from breaking ties around symmetric conflict (e.g., bottlenecks) and might lead to live-/deadlocks. In this paper, we propose SYLPH, a novel learning-based MAPF framework aimed to mitigate the adverse effects of homogeneity by allowing agents to learn and dynamically select different social behaviors (akin to individual, dynamic roles), without affecting the scalability offered by parameter sharing. Specifically, SYLPH agents learn to select their Social Value Orientation (SVO) given the situation at hand, quantifying their own level of selfishness/altruism, as well as an SVO-conditioned MAPF policy dictating their movement actions. To these ends, each agent first determines the most influential other agent in the system by predicting future conflicts/interactions with other agents. Each agent selects its own SVO towards that agent, and trains its decentralized MAPF policy to enact this SVO until another agent becomes more influential. To further allow agents to consider each others' social preferences, each agent gets access to the SVO value of their neighbors. As a result of this hierarchical decision-making and exchange of social preferences, SYLPH endows agents with the ability to reason about the MAPF task through more latent spaces and nuanced contexts, leading to varied responses that can help break ties around symmetric conflicts. [...]

  • 5 authors
·
Aug 5, 2024

HarmoHOI: Harmonizing Appearance and 3D Motion for Multi-view Hand-Object Interaction Synthesis

Hand-Object Interaction (HOI) synthesis is a cornerstone for animation production and embodied AI. Despite the strong priors of video foundation models, multi-view consistent HOI synthesis remains challenging due to complex hand motions and occlusions. We present HarmoHOI, a unified diffusion framework that jointly and harmoniously generates synchronized multi-view HOI videos and globally aligned 3D point tracks. Our core insight is that robust multi-view consistency fundamentally requires globally aligned 3D geometry and motion. To this end, we propose a Mixture of Multi-view Diffusion Transformer that co-models RGB videos and 3D point tracks. By representing point tracks as pseudo-videos, we align 3D geometric signals with the 2D latent space of foundation models, thereby minimizing the domain gap and easing adaptation of priors. To further ensure geometry consistency, we introduce Global Motion Aligning Diffusion, which refines coarse point tracks into metric-scale, globally aligned 3D trajectories. HarmoHOI enables on-the-fly co-evolution of 2D appearance and 3D motion during denoising. To overcome the scarcity of multi-view HOI data, we employ a hybrid data curriculum learning strategy that successfully transfers generic priors from single-view data to synchronized multi-view generation. Experimental results show that HarmoHOI achieves state-of-the-art performance in visual quality, motion plausibility, and multi-view geometric consistency. Project page available at https://droliven.github.io/HarmoHOI_project.

On the Collapse of Generative Paths: A Criterion and Correction for Diffusion Steering

Inference-time steering enables pretrained diffusion/flow models to be adapted to new tasks without retraining. A widely used approach is the ratio-of-densities method, which defines a time-indexed target path by reweighting probability-density trajectories from multiple models with positive, or in some cases, negative exponents. This construction, however, harbors a critical and previously unformalized failure mode: Marginal Path Collapse, where intermediate densities become non-normalizable even though endpoints remain valid. Collapse arises systematically when composing heterogeneous models trained on different noise schedules or datasets, including a common setting in molecular design where de-novo, conformer, and pocket-conditioned models must be combined for tasks such as flexible-pose scaffold decoration. We provide a novel and complete solution for the problem. First, we derive a simple path existence criterion that predicts exactly when collapse occurs from noise schedules and exponents alone. Second, we introduce Adaptive path Correction with Exponents (ACE), which extends Feynman-Kac steering to time-varying exponents and guarantees a valid probability path. On a synthetic 2D benchmark and on flexible-pose scaffold decoration, ACE eliminates collapse and enables high-guidance compositional generation, improving distributional and docking metrics over constant-exponent baselines and even specialized task-specific scaffold decoration models. Our work turns ratio-of-densities steering with heterogeneous experts from an unstable heuristic into a reliable tool for controllable generation.

  • 9 authors
·
Dec 10, 2025

NoMaD: Goal Masked Diffusion Policies for Navigation and Exploration

Robotic learning for navigation in unfamiliar environments needs to provide policies for both task-oriented navigation (i.e., reaching a goal that the robot has located), and task-agnostic exploration (i.e., searching for a goal in a novel setting). Typically, these roles are handled by separate models, for example by using subgoal proposals, planning, or separate navigation strategies. In this paper, we describe how we can train a single unified diffusion policy to handle both goal-directed navigation and goal-agnostic exploration, with the latter providing the ability to search novel environments, and the former providing the ability to reach a user-specified goal once it has been located. We show that this unified policy results in better overall performance when navigating to visually indicated goals in novel environments, as compared to approaches that use subgoal proposals from generative models, or prior methods based on latent variable models. We instantiate our method by using a large-scale Transformer-based policy trained on data from multiple ground robots, with a diffusion model decoder to flexibly handle both goal-conditioned and goal-agnostic navigation. Our experiments, conducted on a real-world mobile robot platform, show effective navigation in unseen environments in comparison with five alternative methods, and demonstrate significant improvements in performance and lower collision rates, despite utilizing smaller models than state-of-the-art approaches. For more videos, code, and pre-trained model checkpoints, see https://general-navigation-models.github.io/nomad/

  • 4 authors
·
Oct 10, 2023

HERMES: Human-to-Robot Embodied Learning from Multi-Source Motion Data for Mobile Dexterous Manipulation

Leveraging human motion data to impart robots with versatile manipulation skills has emerged as a promising paradigm in robotic manipulation. Nevertheless, translating multi-source human hand motions into feasible robot behaviors remains challenging, particularly for robots equipped with multi-fingered dexterous hands characterized by complex, high-dimensional action spaces. Moreover, existing approaches often struggle to produce policies capable of adapting to diverse environmental conditions. In this paper, we introduce HERMES, a human-to-robot learning framework for mobile bimanual dexterous manipulation. First, HERMES formulates a unified reinforcement learning approach capable of seamlessly transforming heterogeneous human hand motions from multiple sources into physically plausible robotic behaviors. Subsequently, to mitigate the sim2real gap, we devise an end-to-end, depth image-based sim2real transfer method for improved generalization to real-world scenarios. Furthermore, to enable autonomous operation in varied and unstructured environments, we augment the navigation foundation model with a closed-loop Perspective-n-Point (PnP) localization mechanism, ensuring precise alignment of visual goals and effectively bridging autonomous navigation and dexterous manipulation. Extensive experimental results demonstrate that HERMES consistently exhibits generalizable behaviors across diverse, in-the-wild scenarios, successfully performing numerous complex mobile bimanual dexterous manipulation tasks. Project Page:https://gemcollector.github.io/HERMES/.

  • 7 authors
·
Aug 27, 2025 2

HERO: Hierarchical Traversable 3D Scene Graphs for Embodied Navigation Among Movable Obstacles

3D Scene Graphs (3DSGs) constitute a powerful representation of the physical world, distinguished by their abilities to explicitly model the complex spatial, semantic, and functional relationships between entities, rendering a foundational understanding that enables agents to interact intelligently with their environment and execute versatile behaviors. Embodied navigation, as a crucial component of such capabilities, leverages the compact and expressive nature of 3DSGs to enable long-horizon reasoning and planning in complex, large-scale environments. However, prior works rely on a static-world assumption, defining traversable space solely based on static spatial layouts and thereby treating interactable obstacles as non-traversable. This fundamental limitation severely undermines their effectiveness in real-world scenarios, leading to limited reachability, low efficiency, and inferior extensibility. To address these issues, we propose HERO, a novel framework for constructing Hierarchical Traversable 3DSGs, that redefines traversability by modeling operable obstacles as pathways, capturing their physical interactivity, functional semantics, and the scene's relational hierarchy. The results show that, relative to its baseline, HERO reduces PL by 35.1% in partially obstructed environments and increases SR by 79.4% in fully obstructed ones, demonstrating substantially higher efficiency and reachability.

  • 8 authors
·
Dec 16, 2025