Papers for

robot developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Vision language action models latency depends more on strategy than size

VLA-HWBench: Where the Time Goes When VLA Models Run on Edge Hardware

Abstract: Vision--language--action (VLA) models increasingly run on edge devices aboard robots, where inference latency constrains closed-loop robot control. However, it remains unclear how to design VLA models, their inference software and edge hardware so that robots can run VLA inference in real time. Most VLA models report only task success, while prior studies cover limited action-generation strategies, divide inference into at most three stages, and lack comparisons of inference optimizations on the same models.benchmarking 18 open VLA models across released and alternative backends on NVIDIA Jetson AGX Thor and AMD Ryzen AI Max+ PRO 395, with a seven-stage inference breakdown. Our study reveals three insights. First, action-generation strategy matters more than model size. It dominates 14 of 19 Jetson configurations, latency varies by $82\times$ on Jetson and $157\times$ on AMD, and parameter count explains at most 15% of latency variance. Models that generate long action chunks in a few flow-matching steps keep up with control, whereas token-by-token decoding does not. Second, kernel fusion with 4-bit weights helps most, running $π_{0.5}$ and GR00T N1.7 2.6--2.9$\times$ faster than PyTorch with \texttt{torch.compile}, but it exists for only these two models and only on the Jetson. Optimization also moves the time to the stages it shortens least, as CPU preprocessing grows from 12\% to 39\% of the GR00T N1.7 call. Third, after optimization, memory bandwidth limits only the stages that process few tokens on the Jetson, such as the denoising steps, whereas software limits all other stages, from unfused kernels to serial preprocessing on the host CPU. Overall, low-latency edge VLAs should use few action-generation iterations, inference software should extend kernel fusion and low-bit weights to more models and platforms, and edge hardware needs high memory bandwidth and a fast host CPU.

Mon 26 OctRoboticsArtificial Intelligence
The gist
Running AI models that combine vision, language, and actions on small robot computers can be slow, which affects how well robots react in real time. The authors studied 18 such models on popular edge devices to see what affects speed the most. They found that how the model generates actions matters much more than how big the model is. Also, software tricks like making certain calculations run together and using smaller numbers help speed, but only for some models. Finally, the limits of the hardware, especially memory speed and CPU power, affect how fast these models run.
Open → 2610.34717v1

Dexport enables easy hand-held robot hand control for real tasks

DexPort: A Hand-Held Skill Interface for Dexterous Hand Data Collection

Abstract: Collecting high-quality demonstrations remains a central bottleneck for learning dexterous manipulation. Teleoperation records executable robot actions, but it requires a complete robot setup and places the burden of coordinating many finger joints on the operator. Human demonstrations are easier to collect, but their motions must be estimated and retargeted to the robot, and they do not directly provide robot actions. In this paper, we introduce DexPort, a portable data-collection interface for high-DoF robot hands. It uses the same hand hardware for collection and deployment, avoiding a hand embodiment gap, and records both commanded joint targets and measured joint states. Our key observation is that a small set of skills can support a wide range of dexterous tasks. During collection, the operator moves the hand-held interface to specify the robot wrist motion and selects or adjusts skills that coordinate the finger motion. This removes the need to control each joint independently while retaining behaviors such as precise grasping and in-hand manipulation. We collect demonstrations across several real-world tasks and in unstructured environments without a robot arm. We then use behavior cloning to train visuomotor policies directly on the recorded wrist motions and hand commands, without skill labels. We evaluate across 4 tasks: pick-and-place with diverse objects, screwing with in-hand tool use, drawer stowage which requires simultaneous grasp and pulling, and a bimanual scanning task. We collect over 2,500 demonstrations with our portable device, in both laboratory and in-the-wild settings. Across our tasks, we see an improvement from 11% to 64% when using recorded robot commands instead of states, and an improvement from 36% to 78% for task success when using in-the-wild data.

Fri 23 OctRoboticsArtificial IntelligenceMachine Learning
The gist
Teaching robot hands to perform delicate tasks is hard because showing the robot exactly what to do takes fancy equipment or complicated control. The authors created DexPort, a portable device that lets a person control a robot hand more naturally by moving a smaller version of the hand and selecting simple finger movements. This makes collecting useful robot hand data easier and more flexible, even outside the lab. They used these demos to train robots to do everyday jobs like picking up items, using tools, and opening drawers, with better success than before.
Open → 2610.32969v1

Human videos improve robot manipulation without matching motions

Cross-Embodiment Causal Transfer from Human Videos to Robot Manipulation

Abstract: Scaling robot manipulation models requires large amounts of interaction data, yet collecting diverse real-robot experience remains costly. Human manipulation videos, in contrast, provide abundant and diverse task experience that could potentially benefit robot learning. However, differences in morphology, action spaces, and control mechanisms make human motions unsuitable as direct supervision for robot actions, raising a scientific question: what knowledge in human videos should be transferred across embodiments to robot manipulation? To address this question, we analyze subtask transfer through the lens of causal beams, focusing on which contextual conditions and interaction dependencies should be retained to support local task effects. Based on this perspective, we propose Causal-Beam-Guided Subtask Transfer (CBST). CBST learns manipulation-related representations from human videos and grounds them in task-level semantic variables using robot demonstrations. Within a predefined manipulation model, causal-beam constraints guide contextual information selection by requiring retained assignments to sustain local mechanism outputs while preserving nontrivial responsiveness to retained inputs. The selected semantic information conditions a world-action model, allowing the robot to generate actions from its own observations without requiring human-robot motion correspondence. Experiments on robot manipulation benchmarks show improvements in task success over the corresponding world-action model baselines.

Thu 15 OctRoboticsArtificial Intelligence
The gist
Teaching robots to manipulate objects usually needs a lot of real robot practice, which is expensive and slow. The authors studied how watching human videos can help robots learn tasks even though human and robot bodies and moves are very different. They created a method that picks out important task details from human videos and uses robot examples to help robots act correctly without copying human movements exactly. Their experiments show that robots perform better on manipulation tasks using this approach.
Open → 2610.21798v1

Monocular vision guides safe robot navigation amid obstacles

From Optical Flow to Safety: Visual Safety Certification via Scale-Free Relative Motion

Abstract: Safe autonomous navigation using monocular vision remains challenging because explicit obstacle states are not directly observable. This letter introduces a visual safety-certification paradigm that uses scale-free, depth-normalized relative motion encoded by monocular optical flow as the representation for collision-risk certification, without reconstructing obstacle position, velocity, geometry, or a metric world model. Unlike conventional optical-flow-based navigation approaches that rely on image motion to shape avoidance behavior, the proposed framework directly encodes collision-cone geometry and safety constraints in this relative-motion representation. An online Concurrent Learning observer estimates the normalized relative velocity and provides a computable estimation-error bound. This uncertainty is propagated into the collision cone through angular inflation and a monocular robot-footprint margin, yielding a Robust Vision-Based Collision Cone Control Barrier Function (RV-C$^3$BF). An optimal-decay CBF quadratic program minimally modifies the nominal control input to enforce the resulting robust safety constraint under the stated assumptions. Extensive simulation and real-world experiments on a TurtleBot3 in cluttered environments with static and dynamic obstacles demonstrate collision avoidance using only monocular vision and onboard proprioception, with the estimation-error bound containing the measured error in $98.3\%$ of simulation samples and the robot achieving collision-free navigation in $93$ of $100$ real-world trials.

Thu 15 OctRobotics
The gist
Seeing obstacles clearly is hard for robots using just one camera because they can't measure distances directly. The authors created a way to judge how close and risky collisions are by looking at how things move relative to the robot, without figuring out exact sizes or positions. They built math tools to estimate and handle uncertainty in these measurements, helping the robot avoid crashes. Tests on a small robot showed it could navigate safely most of the time using only one camera and its own movement sensors.
Open → 2610.21374v1

Proactive robots learn routine patterns for better assistance

An Agentic Framework for Proactive Robots with Procedural Assistance Memory

Abstract: Proactive robots should anticipate user needs and provide assistance before being explicitly asked. A straightforward approach is to infer human intentions from commonsense knowledge, but the same observed behavior can imply different needs across users, potentially leading to unwanted assistance. We observe that everyday routines in the real world exhibit recurring patterns, so learning these patterns can reduce ambiguity in proactive decisions. Based on this, we propose a memory-based agentic framework in which a VLM task predictor reads a Procedural Assistance Memory (PAM) alongside the current observation to decide when to assist and what task to perform, and a VLA executor performs the predicted task. PAM is structured as a finite-state machine over activity phases, per-state assistance rules, and event-driven transitions; a reflection VLM revises PAM from each day's interaction trace without weight updates or retraining. In our 5-day desk-assistance evaluation, memory-free baselines remain conservative, with limited recall on proactive tasks. Our system improves consistently with accumulated experience, achieving the highest precision, recall, and F1 and reducing first-fire delay from approximately 5 seconds on Day 1 to 1 second by Day 5. Our approach also adapts to changes in the user's routine through continued memory reflection, recovering from memory--routine misalignment after a single memory update. The project page is available at https://davian-robotics.github.io/PAM/

Thu 15 OctRobotics
The gist
Robots that help people before being asked often guess wrong about what help is needed. The authors noticed that everyday tasks tend to follow regular patterns, so they built a system where a robot remembers routines and uses them to decide when and how to help. This memory updates after daily interactions, allowing the robot to get better with experience and adjust to changes in the user’s habits. Their approach made the robot faster and more accurate at providing helpful assistance over five days of testing.
Open → 2610.21211v1

Robot learns to walk better after leg damage without resetting

Persistent Profile-Guided Reset-Free Recovery Improves Final Gait Selection after Irreversible Leg Damage

Abstract: Damage-recovery algorithms often rank gaits from short trials, yet a gait that performs well briefly may not remain effective during continued execution. In reset-free recovery, each trial also changes the physical state inherited by the next. We introduce persistent profile-guided reset-free recovery (PGRR), which predicts multiple outcomes over repeated gait execution and uses conservative uncertainty-aware estimates to guide short online probes without resetting the robot. Across 108 matched MuJoCo tasks spanning leg amputation, distal fracture, and joint lock, PGRR improves final quality by 0.106 and slot-averaged recovery quality (SRQ) by 0.044 relative to an IT&E-inspired Gaussian-process baseline, while reducing low-quality failures by 27.8 percentage points. Final-quality gains occur in all three damage classes. Against no adaptation, PGRR also improves final quality and reduces low-quality failures, whereas the aggregate SRQ difference is inconclusive. Development ablations identify conservative uncertainty handling as the clearest supported contributor to the observed gains. These results show that PGRR can identify stronger post-damage gaits under continuous physical state and that final-gait quality and recovery-summary performance provide complementary evidence for evaluating reset-free recovery.

Wed 14 OctRobotics
The gist
Robots sometimes get damaged legs and need to find new ways to walk. The authors created a method called PGRR that helps robots try different walking styles continuously without restarting from the same spot each time. This method uses careful predictions to pick better movements and avoids choosing gaits that seem good only for a short time. Testing in many simulated damaged leg scenarios, PGRR found stronger walking styles more reliably than previous methods. This helps robots adapt better to serious leg damage while moving.
Open → 2610.20838v1

Block-sparse features improve robot control and data targeting

Multi-Dimensional Featurizers Yield Fine-Grained Steering and Data Shaping in Robot Foundation Models

Abstract: Can better feature discovery improve control over robot behavior through internal interventions and training data? Recent work in vision and language models reveals multidimensional features, motivating block-sparse featurizers (BSFs), which represent each feature in a low-dimensional subspace. We investigate whether recovering this structure provides an interpretable interface for steering vision-language-action models and shaping the data from which they learn. We show that BSFs recover several multi-dimensional task-relevant features underlying the model's computation (e.g., perception, language, proprioceptive state, episode phase, and control variables). We causally validate these features through fine-grained steering: targeted changes in visual perception, semantic representation, and spatial localization produce predictable changes in downstream action prediction. Finally, we use feature-based data attribution to isolate where a specific behavior (failure recovery) arises in the training dataset, identifying fewer than $1.4\%$ of training tokens whose masking is sufficient to remove the targeted behavior. Overall, our results show how matching featurizers to representation geometry can provide more effective tools for understanding and changing robot behavior.

Wed 14 OctRobotics
The gist
Controlling how robots behave can be tricky because their brain-like software uses many complicated internal features. The authors show that by using a special method called block-sparse featurizers, they can identify meaningful chunks of these features related to things like sight, language, and movement. This lets them steer the robot's actions more precisely and find exactly which parts of the training data cause specific behaviors, like recovering from failure. Their approach offers a clearer way to understand and adjust how robots learn and act.
Open → 2610.20767v1

Robot memory improves by tracking physical time and past events

Physical Time as a Missing Dimension of Robot Policy Memory Dynamics

Abstract: Existing robot policy memories typically evolve with observation sequences, implicitly treating each update as the same amount of physical time. Yet identical observation histories can span different durations and require different actions, exposing physical time as a missing dimension of policy memory. We introduce Temporal Flow Policy (TFP), which learns memory dynamics to retain past events and evolve the memory state over measured time intervals. Observations and prior memory determine the content and time scales of each transition; elapsed time determines how far the state advances. TFP conditions diffusion and flow-matching policies through this memory state and is trained with their native imitation objectives. We evaluate TFP with Diffusion Policy and $π_{0.5}$ through controlled comparisons of memory designs. These experiments show that successful timing depends on both measured intervals and retained history. TFP achieves higher average success than the recurrent and state-space memories we equip with the same intervals and than a variant that feeds the interval to a learned gate. Memory readouts recover the time since an event and motion information after occlusion. Changing the supplied intervals systematically delays or advances actions, linking time inputs to behavior. Real-robot tasks requiring timing or memory, together with LIBERO evaluations, demonstrate benefits in physical and general manipulation. These results suggest viewing robot memory not as stored observation history, but as a state that retains past events and evolves with physical time.

Wed 14 OctRobotics
The gist
Robots usually remember things based on the order of what they see, assuming each moment passes equally fast. But the authors show that the real passage of time matters for how robots should act because the same events could take different amounts of time. They made a new way for robots to keep memories that change depending on how much time has passed, which helps robots better decide what to do next. Tests showed this method helps robots perform tasks that need careful timing or remembering even after not seeing something for a while.
Open → 2610.20524v1

Multimodal agent memory evolves for long tasks and changing environments

Seeing, Maintaining, and Learning: The Evolution of Multimodal Agent Memory

Abstract: Multimodal models and agents have emerged to enable AI systems to learn from and interact with the real world more like humans by integrating information across multiple modalities. However, enabling multimodal agents to continually acquire useful information from complex, heterogeneous multimodal data remains a significant challenge as they move toward long-horizon tasks and lifelong settings. Addressing this challenge requires effective memory mechanisms that can maintain continuity across sessions, adapt to changing users and environments, and refine memory-management policies through accumulated experience. We introduce a two-axis analytical framework for multimodal agent memory structured around two key questions: how multimodal information is formed and represented (Axis I, Formation and Representation), and how its management adapts with accumulated experience (Axis II, Memory Management). Axis I, Formation and Representation, characterizes what information is retained and how it is encoded (e.g., modality-specific embeddings, textual and structured records, latent and parametric representations) to support subsequent reasoning and action. Axis II, Memory Management, distinguishes three tiers: T1 Static Memory reuses fixed memory; T2 Dynamic Memory updates memory through a stable policy; and T3 Self-Evolving Memory updates memory through an evolving policy. Based on this framework, we synthesize recurring design patterns and derive principles for balancing source fidelity with abstraction, maintaining temporal validity and provenance, grounding memory use in recoverable evidence, and evolving memory policies over time. Furthermore, we discuss the challenges and potential future directions for the memory mechanism of multimodal agents.

Wed 14 OctArtificial IntelligenceComputation and LanguageRobotics
The gist
AI systems that work with multiple types of information, like images and text, need good memory to remember important things over time and adapt to new situations. The paper organizes different ways to store and manage this memory into two categories: how the information is saved and how the system updates its memory strategies based on experience. It explains various methods, such as keeping fixed memories or evolving memory policies as the system learns. The authors also discuss challenges and ideas for improving how these AI agents use memory for tasks lasting a long time.
Open → 2610.19366v1

Coding agents improve physical task skills by evolving reusable code

EmbodiedEvo: Self-improving Coding Agents for Physical Intelligence

Abstract: Bringing general-purpose agents into the physical world calls for an executable representation of physical intelligence. Compared with vision-language-action (VLA) models, which map observations and language instructions directly to actions, code makes control logic explicit and reusable. Code can serve not only as a policy representation but also as the workspace in which the agent solves a task. Rather than following a prescribed workflow of planning, execution, and verification, the agent can autonomously inspect the state, revise and execute code, and use feedback to choose the next step. The success of this SWE-style loop in digital environments motivates its extension to physical tasks. Yet physical execution remains prone to recurring failures. To retain and refine experience for later scenes, we introduce EmbodiedEvo, where a coding agent evolves reusable Skills and Lessons through feedback on a single Playground scene, then freezes the resulting harness for diverse new scenes. On RoboDojo-Sim, EmbodiedEvo achieves an average score of 44.48 and a success rate of 37.82\%, surpassing all officially verified results. Paired tests show the largest gains on memory-dependent tasks and successful reuse of coordinated procedures, while fine contact control remains difficult. Experience from stronger models also improves weaker executors: Astra's experience raises Sol and Luna's success rates by 8.86 and 5.50 percentage points over no experience. Compared with raw interaction history, Skills and Lessons achieve comparable task performance at 53.0\% lower execution cost.

Tue 13 OctRobotics
The gist
Controlling robots and machines in the real world can be tricky because tasks often fail and require adjustments. The authors propose using code as a way for robots to plan, act, and learn from their mistakes all by themselves. Their system, EmbodiedEvo, evolves reusable skills by testing and improving code in one environment before applying it to others. This approach helps robots perform better on tasks that need memory and coordination, although some fine control challenges remain.
Open → 2610.18867v1

Robots face challenges learning to improve themselves physically

Who Improves the Robot? Toward Physical Recursive Self-Improvement

Abstract: Robots are increasingly autonomous in task execution, yet their improvement remains largely human-driven. This study investigates Physical Recursive Self-Improvement (Physical RSI), in which physical experience guides lasting updates to both a robot's capabilities and its improvement procedure, making subsequent improvement more effective across tasks. Physical RSI faces challenges from noisy observations, continuous dynamics, costly trials, and irreversible consequences. We present an L0-L5 framework that differentiates capability-level from meta-level updates and within-task from across-task gains, reserving L5 for independently verified recursive gain. We study existing methods around harness adaptation and model training, alongside safety and control mechanisms that govern execution and successive updates. Our analysis reveals that, despite substantial progress in self-improvement, the surveyed literature does not yet demonstrate Physical RSI as defined by our framework. We identify research priorities in reliable feedback, causal attribution, safety preservation, and benchmarking, outlining a path toward robots that autonomously improve how they learn while ensuring safety. The GitHub repository for Physical RSI is available at https://github.com/SAIL-Research-Lab/Physical-RSI.

Tue 13 OctArtificial IntelligenceMachine LearningRobotics
The gist
Robots often need humans to help them get better at their jobs, but what if robots could improve themselves using their own physical experience? The authors explore this idea, called Physical Recursive Self-Improvement, where robots learn not just tasks but also how to get better at learning those tasks over time. They point out that real-world challenges like noisy sensors, continuous motions, expensive tests, and safety risks make this difficult. They propose a framework to understand different kinds of improvements and find that current research hasn’t yet fully achieved this goal, highlighting what needs to be worked on next.
Open → 2610.18842v1

Egocentric videos enable realistic robot hand and object interaction

EgoMatrix: Physically Faithful Dexterous Robot Demonstrations from Egocentric Human Videos

Abstract: Egocentric human videos offer a scalable alternative to robot teleoperation for collecting dexterous manipulation data. However, two challenges limit their use as reliable training data: accurate hand-object interaction (HOI) reconstruction from monocular RGB and high-quality robot demonstrations, especially visual observations. We present EgoMatrix, an end-to-end data engine that converts monocular egocentric human videos into bimanual dexterous trajectories and paired robot observation videos, with the trajectories directly replayable on real robots. It reconstructs HOI with emphasis on relative geometry and contact rather than exact metric scene recovery, then uses retargeting and reinforcement learning (RL) to reproduce the demonstrated tasks in simulation. We jointly render robot hands and objects from these simulated trajectories to produce physically faithful observations synchronized with state and control records. Rendering the same trajectories in diverse, task-compatible backgrounds expands paired training data while preserving robot-object motion and contact. Across TACO, OakInk2, and self-collected data, EgoMatrix achieves 54.84% end-to-end success in simulation versus 14.52% for the strongest baseline. Reconstruction reaches state-of-the-art performance on most metrics of the two public benchmarks. Qualitative results show more faithful hand-object interactions than prior methods, while feature-space analysis shows closer alignment with real-robot observations than GPT-6 Astra.Our project page is available at https://spikew726.github.io/EgoMatrix/.

Tue 13 OctRobotics
The gist
Robots need good examples to learn how to handle objects skillfully. The authors present EgoMatrix, a system that turns videos taken from a person's point of view into detailed robot hand movements and matching robot camera views. This method focuses on correct hand and object contact rather than perfect scene geometry, making it easier for robots to copy human tasks. Their system shows much better success in simulations compared to earlier methods, helping robots learn dexterous tasks more effectively.
Open → 2610.18822v1

LynxScenes dataset supports outdoor wheel-legged robot tasks

LynxScenes: A Large-Scale Real-World Benchmark for Outdoor Wheel-Legged Robot Perception, Navigation, Imagination and Reconstruction

Abstract: Wheel-legged robots operating in outdoor spaces shared with humans require accurate perception, socially compliant navigation, future-scene reasoning, and scene reconstruction. However, existing datasets typically support these capabilities in isolation and rarely provide dense spatial and behavior-level supervision on real wheel-legged platforms. We introduce LynxScenes, a large-scale real-world dataset and benchmark collected with a LYNX M20 wheel-legged robot. It contains approximately 100K 30-s navigation clips spanning 833.6 h and 3,294.7 km, with 3.0M annotated frames. The synchronized recordings include four fisheye cameras, dual LiDARs, IMU, odometry, and robot states. Annotations comprise 20.82M oriented 3D boxes across 27 categories, 13.89M road-structure annotations, and 20 navigation instructions organized into three layers and aligned with continuous future trajectories. LynxScenes supports four complementary tasks: instruction-conditioned trajectory prediction, BEV-based perception of 3D objects and road structures, future scene prediction, and multi-view scene reconstruction. For trajectory prediction, we further introduce a log-replay-based pseudo-closed-loop evaluator that measures safety, progress, and instruction compliance beyond trajectory imitation. Extensive evaluations across representative navigation, perception, world-model, and reconstruction methods reveal substantial remaining challenges in close-range outdoor robot navigation. The dataset and evaluation toolkit are planned for public release.

Tue 13 OctRobotics
The gist
Outdoor robots with wheels and legs need to see, move safely, understand what will happen next, and rebuild their surroundings. The authors created LynxScenes, a big collection of real-world robot videos and data showing all these tasks together. This dataset includes camera views, sensors, and detailed labels to help teach robots how to follow instructions, predict moves, and imagine scenes before they happen. The authors tested many methods and found that close-range outdoor robot navigation remains a tough challenge. They plan to share this dataset publicly to help improve robots.
Open → 2610.18093v1

Robot manipulation success drops on long tasks but orchestrated help improves results

LADDER: A Long-Horizon Robot Manipulation Benchmark

Abstract: General-purpose robot manipulation policies learn short-horizon skills effectively, but degrade rapidly on long-horizon tasks. Existing benchmarks cannot isolate failures because task horizon is either too short or entangled with scene and object variations. We propose LADDER, a long-horizon robot manipulation benchmark scaling from 1 to 10 subgoals within the same environment over three suites (SimplerEnv-Long, RobotArena-$\infty$-Long, and RoboLab-Long), 145 tasks, eight categories, two embodiments, and 2,024 simulated episodes per system. We evaluate two orchestration paradigms: text subgoals for learned low-level policies (VoLo) and tool selection orchestration (CaP-X, GPT-Policy, PSP-Agent, TiPToP). Given the full instruction directly, low-level policies achieve 85.4% on single-subgoal tasks, but drop to near zero on extended tasks. While orchestration remedies this, it remains bounded by physical execution errors of the low-level policy rather than high-level planning and achieves only ~25%. Tool selection orchestration with GPT-Policy on GPT-6 Astra significantly outperforms learned-policy methods, but incurs significant time and cost budget and succeeds only ~62%. Real-world experiments across two embodiments confirm the collapse of the low-level policy and the gain from orchestration. Project website: https://ladder.insait.ai

Tue 13 OctRoboticsMachine Learning
The gist
Robots can do short tasks, like picking up an object, quite well, but they struggle when a task has many steps. The authors made a new set of tests called LADDER that has long, multi-step tasks to better see where robots fail. They found that simple robot controllers do well on one-step tasks but almost fail on longer ones. Using a system to guide or direct which smaller robots to use helps, but errors still limit success. A language-based planner working with robot tools did better but costs more time and resources.
Open → 2610.18053v1

Acceptable misalignment guides safe development of autonomous robots

Acceptable Misalignment

Abstract: There is a specific challenge designers face in developing autonomous robots capable of open-ended learning. This challenge is how one can develop such systems in an ethically sound way when there are many unknowns during design time about their manner of deployment, what they can and will learn, and how these systems will act on the basis of what they have learned. One response to this challenge is to align, as far as possible, the activities and goals of autonomous robots with human values, raising the question of how to make this alignment possible, a question known as the value alignment problem. We argue that the value alignment problem faces a number of challenges that show that full alignment is both theoretically and practically impossible, meaning that misalignment incidents will keep occurring. This undermines current alignment approaches, as the attempt to maximize alignment cannot properly deal with the possibility that the risk of misalignment that remains after alignment methods have been implemented might still be unacceptable to society. To overcome this difficulty, we argue that a shift in perspective is required from a focus on the maximization of alignment to the conditions under which misalignment incidents become acceptable. In this paper, we explore what this shift in perspective entails. We introduce the concept of acceptable misalignment, formulate normative requirements for alignment mechanisms aimed at bringing misalignment incidents to an acceptable level, and we conclude by presenting a new methodological framework that consists of alignment mechanisms that can meet these requirements.

Mon 12 OctArtificial IntelligenceRobotics
The gist
Designing robots that learn on their own is hard because we don't know exactly how they'll act or what they'll learn. The authors explain that perfectly matching robot behavior with human values is impossible, so mistakes will happen. Instead of trying to stop all mistakes, they suggest focusing on when those mistakes can be considered okay or acceptable. They introduce ideas and frameworks to help create alignment methods that handle inevitable misalignment in a safe and ethical way.
Open → 2610.16881v1

Embodied skills improve robot task success with selective control

Embodied Skill Bench: Benchmarking How Well Agents with Embodied Skills Perform on Physical Tasks

Abstract: LLM agents increasingly control robots using VLA policies, perception models, and procedural knowledge. These modules are difficult to reuse because their interfaces, embodiment assumptions, and conditions of use differ, and their benefits on physical tasks remain unclear. We package them as embodied skills that extend agent skills with explicit embodiment assumptions and conditions of use, building 250 action, perception, and experience skills from 1,052 resources. On this basis we introduce EmbodiedSkillBench, which runs an agent in a closed observation-action loop and records success, actions, tokens, and wall-clock time. It supports three modes: native control, skill-only execution, and Agent-Directed Reuse (ADR), a mode we propose in which the agent keeps its native controls and decides for each skill whether to invoke, modify, or ignore it. Across four agents on 100 perturbed LIBERO-Pro tasks, we find that skills help an agent only as far as they exceed what it can already do. Skill-only execution lifts GPT-5.6-Sol from 11% to 63% and Kimi-K3 and Claude-Opus-5 by about 20 points, while cutting their token usage by 58% to 85%. Yet all four agents then end up between 61% and 64%, and GPT-6-Astra falls from 92% under native control to 61%. This suggests that as agents grow stronger, the role of embodied skills shifts from supplying missing capability to reducing cost: GPT-6-Astra already solves most tasks through native control, so restricting it to skills removes more than it adds. Under ADR, which lets it keep native control and call skills selectively, GPT-6-Astra recovers to 85%, within 7 points of native control, while using 14.1% fewer tokens and 11.9% less time. With Jev as a skill choosing motion directions and gripper actions, it reaches 81% with 50% fewer tokens and 57% less time. The code is available at https://github.com/HanZhi306/EmbodiedSkill-Bench.

Mon 12 OctRobotics
The gist
Robots need different kinds of skills, like moving and seeing, to do physical jobs well. The authors grouped many such skills into a toolkit called embodied skills, which clearly say how and when to use them. They tested how well robots do tasks using just their usual controls, just the skills, or a mix where the robot chooses when to use skills. They found that skills help when they add new abilities but can slow down very good robots if forced to use them all the time. Letting robots decide when to use skills makes them more efficient without losing much success.
Open → 2610.16238v1

EgoAlign improves 3D scene understanding without text descriptions

EgoAlign: Situated 3D Understanding without Situation Descriptions

Abstract: Situated 3D Question Answering requires models to interpret a 3D scene relative to an agent's pose. Existing methods commonly convey that pose through a natural-language situation description, which may be unavailable or costly to obtain in real-world deployments. While some methods additionally incorporate numerical pose, we find that randomly shuffling the agent pose causes little performance degradation, indicating limited functional dependence on the numerical pose. To address this gap, we introduce EgoAlign, a simple 3D language model that represents a scene in an agent-centric coordinate frame, together with a dedicated egocentric alignment stage comprising four complementary tasks: object category recognition, egocentric direction prediction, metric distance estimation, and spatial relation prediction. This stage teaches the model to consistently interpret scene geometry relative to the agent's pose before task-specific fine-tuning. EgoAlign achieves the strongest performance on SQA3D, Real-3DQA, and MSQA among compared methods while remaining highly efficient. More importantly, removing textual situation descriptions yields comparable or better downstream performance, whereas shuffling EgoAlign's numerical pose causes substantial degradation. These results show that EgoAlign establishes agent-centric spatial context directly from numerical pose without requiring textual situation descriptions.

Mon 12 OctComputer Vision and Pattern Recognition
The gist
Understanding a 3D scene from a first-person point of view often needs descriptions of where the person is looking or standing. The authors found that models relying on text descriptions aren't always practical and that simply using numbers for the person's position hasn't worked well. They created EgoAlign, a new method that teaches machines to understand 3D scenes based on the person's location and direction alone. This method does better at answering questions about 3D scenes without needing any text describing the situation.
Open → 2610.16176v1

Large language models tested controlling real robots and sensors

Words to World: Benchmarking LLMs in Interactive Physical Environments

Abstract: Words are increasingly becoming an interface for action: large language models (LLMs) can now invoke tools, operate devices, and make decisions that affect the physical world. However, current benchmarks largely evaluate LLMs through static text responses, offline tool calls, or simulated tasks, leaving open the question of how well they can act in real physical environments. We present a benchmark for measuring LLMs in closed-loop physical interaction, where models control a harness system connected to real-world components including robotic arms, cameras, and sensors. In each task, the model must issue instructions, receive physical feedback from the environment, interpret the resulting state, and adapt its next action accordingly. This setting evaluates capabilities beyond language understanding, including grounded perception, action planning, tool selection, spatial reasoning, feedback-driven correction, and robustness to execution uncertainty. Through experiments with representative LLMs, we characterize their ability to translate linguistic reasoning into physical actions and identify common failure modes such as hallucinated state changes, poor recovery from unexpected outcomes, and unstable long-horizon plans. Our benchmark aims to provide a systematic foundation for evaluating LLMs as interactive agents that connect words, tools, and the physical world.

Sat 10 OctArtificial Intelligence
The gist
It’s becoming common for AI language tools to control machines, but we don’t know how well they do in real physical settings. The authors created a test where language models operate real robots and sensors, adjusting their actions based on actual feedback. Their tests reveal challenges like misinterpreting what happens in the world and trouble fixing mistakes. This work helps show how well AI can turn words into physical actions with real-world effects.
Open → 2610.15228v1

World-action models improve robot task success from human videos

Learning Transferable World-Action Models from Task-Paired Human Videos

Abstract: World-action models inherit broad visual and physical priors from video pre-training. However, standard within-video next-frame prediction allows them to rely on appearance shared between the context and future, rather than learning interactions that transfer across scenes and embodiments. We introduce WATCH, a cross-video pre-training that learns from task-paired human demonstrations collected across diverse environments. Conditioned on the video and actions of one demonstration, the model jointly predicts another demonstration's actions and future frames from its current observation. Predicting one demonstration from another encourages the model to learn task-relevant interactions that transfer across scenes and demonstrators. Our pre-training shows that these capabilities can be learned from readily scalable human-human pairs alone, without requiring matched human-robot demonstrations. Analyses before robot post-training show improved motion alignment across embodiments and better action and video prediction on unseen robots, with representations closer to those learned from robot pairs. After robot post-training, WATCH improves MimicDroid in-context success from 40.9% to 68.3% with Cosmos Policy and from 59.8% to 77.7% with Cosmos3, with the largest gains on the unseen levels. Gains persist under context-free post-training across robot embodiments. WATCH outperforms within-video pre-training and co-training baselines, supporting cross-video prediction as a scalable approach to learning transferable world-action representations.

Fri 9 OctComputer Vision and Pattern RecognitionRobotics
The gist
Robots can learn how to do tasks better by watching videos of humans performing similar tasks, even if the robots and humans look very different. The authors designed a system called WATCH that compares paired videos of humans doing the same task in different environments, helping the model learn what actions transfer across scenes. This training helps robots better predict future movements and actions, improving their ability to mimic human tasks. The system works well even before the robots practice on their own and continues to help afterward.
Open → 2610.14351v1

BT-Agent improves onboard robot task handling with behavior trees

BT-Agent: Deploying Onboard Robot Agents with Behavior Trees and Multi-Fidelity Evaluation

Abstract: Deploying language-model agents onboard mobile robots requires task reasoning and responsive execution within limited compute and memory. We propose BT-Agent, an onboard architecture combining LLM-driven task decisions with predefined behavior-tree (BT) skills. These skills enforce execution conditions and return structured failure feedback. We demonstrate fully onboard operation with a 9B model on a quadruped across five task categories. Intervention tests show that local checks stop ongoing navigation without waiting for another model decision, while the agent remains active to retry or report constraints. To compare agent designs efficiently, we introduce a 161-task multi-fidelity benchmark, evaluated in text on all tasks and in Habitat on 39. Text supports 10.9$\times$ higher evaluation throughput, while simulation reveals how perception and motion failures change task outcomes. BT-Agent's largest success gains over the strongest Act/ReAct baseline occur at 4B and 9B: approximately 10 and 5 percentage points. Ablations identify structured tool calls and informative failure feedback as the most useful components.

Fri 9 OctRobotics
The gist
Robots that work on their own need to think about tasks and act quickly, even with limited computing power. The authors created BT-Agent, a system that helps robots use a language model to make decisions while relying on predefined skills that guide their actions and catch problems. They tested this on a walking robot doing different tasks and showed it could stop or retry actions on its own. The authors also built a big test set to compare robot agents more easily and found BT-Agent works better than other methods, especially when using bigger language models.
Open → 2610.13862v1

Athlete framework teaches humanoid robots to play tennis reactively

ATHLETE: Learning Reactive Humanoid Tennis via Trajectory-Guided Motion Matching

Abstract: Humanoid tennis requires reactive whole-body coordination under rapidly changing ball dynamics, yet collecting task-specific motion-capture demonstrations that cover diverse approach states, contact locations, and timing conditions is costly. Inspired by how humans acquire new skills by combining reusable motor experience with task-specific demonstrations, we present ATHLETE, a framework for learning reactive humanoid tennis from generic locomotion data and ordinary tennis videos. ATHLETE combines LAFAN1 locomotion with video-derived striking motions and uses Trajectory-Guided Motion Matching (TGMM) to construct diverse task-conditioned whole-body references. These references are transformed into a reactive policy through physics-based teacher--student learning with online DAgger distillation, followed by PPO fine-tuning for the tennis task. The resulting policy responds directly to robot and ball observations without requiring reference-motion inputs at deployment. On a real humanoid robot, ATHLETE achieves forehand and backhand hit rates of $90.00\%$ and $86.67\%$, respectively, and enables multi-shot rallies with human players. These results demonstrate that ATHLETE can learn dynamic humanoid tennis skills from reusable locomotion data and video demonstrations. Result videos and code can be found at https://anonymous.4open.science/w/ATHLETE2027/.

Fri 9 OctRobotics
The gist
Playing tennis with a humanoid robot is hard because it needs to move its whole body quickly and accurately to hit a fast-moving ball. The authors created ATHLETE, a system that teaches a robot to play tennis by combining general walking and running movements with tennis hitting moves learned from ordinary videos. This system builds a virtual coach that guides the robot’s movements and then turns that into a real-time robot player that responds directly to the ball. When tested on an actual humanoid robot, ATHLETE could hit tennis balls with high success and even rally with humans.
Open → 2610.13572v1

Robot navigation finds wi-fi signal sources without maps

Visual-Wi-Fi Navigation to Signal-Emitting Devices

Abstract: Indoor navigation to task-relevant targets remains difficult when the target is small, occluded, or visually indistinct. Meanwhile, smart appliances, mobile devices, and IoT tags emit Wi-Fi signals during everyday communication, providing a pervasive but underused spatial cue. We study visual-Wi-Fi navigation, where a robot reaches a signal-emitting device in an unmapped environment using onboard visual observations and Wi-Fi packets overheard from the device, without connecting to the device or modifying infrastructure. Realizing this requires pose-dependent Wi-Fi observations during closed-loop policy learning and reliable spatial cues from bearing measurements corrupted by indoor multipath propagation on a moving robot. We present WiFiSpaces, which extends the Habitat embodied simulator with online ray-traced Wi-Fi sensing, rendering Wi-Fi observations for a robot-mounted antenna array at continuous poses during policy rollouts. On top of it, we build ViFiNav, a localization-aware navigation framework: an online source-localization algorithm exploits robot motion to disambiguate and robustly aggregate bearings from multiple viewpoints into a confidence-aware source estimate, and a learned policy fuses this evolving estimate with depth observations and learns to act on it as it is refined. Experiments show that exploiting robot motion is key to accurate source estimates, and that fine-tuning on ray-traced Wi-Fi observations in WiFiSpaces improves the success rate of ViFiNav. The policy transfers zero-shot to unseen scene datasets, and we deploy it on a real robot with a Wi-Fi sensor built from a commodity router, without any real-world training.

Thu 8 OctRobotics
The gist
Finding a small or hidden device indoors by sight alone can be very hard. The authors show how a robot can use Wi-Fi signals that devices send out during normal use, alongside its camera’s view, to find those devices even in unknown environments. Their system combines smart Wi-Fi signal detection while moving with visual clues to guide the robot to the device. They trained and tested this approach in a simulator with detailed Wi-Fi modeling and then successfully ran it on a real robot using a common Wi-Fi router as a sensor. This approach works without connecting to the device or changing the building’s network.
Open → 2610.12733v1

Pose cues improve robot anticipation of human interaction across sites

Fixed-Reference Pose Residuals for Measuring Cross-Dataset Cue Transfer in Human-Robot Interaction Anticipation

Abstract: Social and service robots in public spaces need to anticipate which nearby person is about to approach and touch them, so that a response can be prepared before contact. It is largely unknown which cues support this anticipation when a model trained with one robot is used on another robot at a different site. We study this question with a fixed-reference pose residual (FRPR) model: a geometry predictor built from the person's bounding box and mask is trained and frozen, and a temporal network then learns from body pose an additive correction to its logit, so that every prediction splits exactly into a geometry term and a pose term. Between two public egocentric datasets recorded by different robots, HUI360 and SSUP-A, with every choice made on source data, the pose correction raised average precision (AP) from 0.277 to 0.321 from SSUP-A to HUI360 and gave no measurable gain in the opposite direction; the same asymmetry held over a stronger, source-selected geometry reference. Freezing gave no AP advantage over joint training, and simple geometric baselines and tree ensembles remained competitive or better, so the construction serves measurement rather than prediction accuracy. A head-orientation residual added small gains in both directions. Post hoc, whether a person faces the camera kept its discriminative direction across datasets, whereas head pitch reversed. With thresholds chosen on source data, the neural models that use geometry detected at most 17% of target interactions. Code and processed data are available at https://github.com/WeiZhou96/FRPR-interaction-anticipation.

Thu 8 OctRobotics
The gist
Robots in public spaces need to guess who might soon touch them to respond in time. The authors studied how well cues from one robot’s data work on another robot’s location. They created a method that breaks predictions into parts based on body shape and pose. They found that pose information helped when going from one dataset to another in one direction but not the other. Overall, the method helps measure cue transferability but does not always improve prediction accuracy.
Open → 2610.12245v1

Fast reliable robot navigation works indoors and outdoors with low hardware needs

Fast and Robust Teach-and-Repeat Navigation Using MixVPR Visual Place Recognition*

Abstract: Teach-and-repeat navigation systems employing advanced visual place recognition techniques for localization exhibit key attributes for long-term mobile robot navigation, such as the ability to operate in unstructured and dynamic environments. However, existing solutions based on deep-learning techniques are computationally demanding, limiting their applicability. This work introduces a novel and efficient teach-and-repeat system built on the modern visual place recognition method MixVPR. Real-world testing demonstrated its ability to operate both indoors and outdoors, achieving robustness and navigation precision comparable to other state-of-the-art systems. In addition, its lower hardware requirements make it suitable for a wide range of robotic platforms and practical applications.

Wed 7 OctRobotics
The gist
Robots need to know where they are to move around safely and reliably. This paper presents a way for robots to remember and recognize places quickly using a method called MixVPR. The system works well even when the environment changes or is messy, both inside buildings and outside. Because it doesn’t need powerful computers, it can be used on many different types of robots. The authors tested their system and found it as accurate as other advanced methods but more efficient.
Open → 2610.09631v1

Learning robot constraints safely without risky trial and error

Learning Unknown Constraints without Unsafe Data via Optimality and Counterfactual Regularization

Abstract: Learning from demonstrations (LfD) provides a framework for inferring unknown constraints from locally optimal, constraint-satisfying expert behavior. Existing approaches largely fall into two paradigms, constrained inverse optimal control (CIOC) and inverse constrained reinforcement learning (ICRL). CIOC exploits optimality conditions such as the Karush--Kuhn--Tucker (KKT) conditions but typically assumes known dynamics and structured constraint representations. Meanwhile, ICRL accommodates complex unknown constraints and unknown transition dynamics but often requires extensive online exploration, during which unsafe constraint violations may occur. In this work, we introduce Counterfactual KKT (CF-KKT), a constraint learning framework that leverages learned dynamics and locally optimal demonstrations to recover unknown constraints without requiring known dynamics or additional risky exploration, thereby combining the data efficiency and safety advantages of CIOC with the flexibility of ICRL. First, we use a locally learned differentiable dynamics model to impose KKT-inspired optimality conditions directly on the demonstrations. Second, we use the learned dynamics to generate reward-improving counterfactual behaviors near the demonstrations, revealing behaviors that would be preferable in the absence of the unknown constraint and thus providing synthetic infeasible data. When the constraint parameterization is known, the same learned-dynamics framework enables direct CIOC-based parameter recovery, and we characterize its sensitivity to dynamics misspecification. Across high-dimensional robotic control tasks, our approach learns neural constraint representations with improved safety and data efficiency relative to state-of-the-art offline ICRL baselines.

Wed 7 OctRoboticsMachine Learning
The gist
Robots often need to learn rules or limits from expert examples to operate safely. The authors present a way to learn these unknown rules using only examples that follow them, without needing the robot to try unsafe actions. They do this by modeling the robot’s movements and imagining better but unsafe actions nearby to figure out what rules make those unsafe. Their method combines safety and flexibility better than previous approaches and works well on complex robot tasks.
Open → 2610.09350v1

Robot learns when to ask for help using progress signals

Reward-DAgger: Robot-Gated Interactive Imitation Learning with General-Purpose Progress-Based Reward Models

Abstract: Recent advances in robot learning have enabled generalist control policies capable of completing a wide range of tasks. However, their performance degrades when deployed in unseen environments, making it critical to detect failures and teach recovery behaviors. Existing runtime monitoring methods often require task- and policy-specific training or hyperparameter tuning, limiting cross-task deployment and introducing additional overhead during iterative policy updates. We present Reward-DAgger, a robot-gated interactive imitation learning framework that uses dense progress signals from a general-purpose reward model to determine when human intervention is needed. Our approach is agnostic to the underlying policy architecture, requires no access to policy internals, and can be applied across tasks without retuning the gating mechanism. Our results show that Reward-DAgger achieves a better failure-detection accuracy-latency tradeoff than existing runtime monitoring baselines. Across eight simulated and real-world tasks, Reward-DAgger consistently improves the downstream policy's autonomous success rate throughout interactive learning and achieves strong return on human effort, outperforming the baselines in most settings. Importantly, the same gating configuration is used across tasks without task-specific hyperparameter tuning, demonstrating transfer across tasks, environments, and policy architectures. Code and videos are available at https://liralab.usc.edu/reward-dagger.

Fri 2 OctRoboticsArtificial Intelligence
The gist
Robots can struggle when trying tasks they've never seen before and might fail without knowing it. The authors created a method called Reward-DAgger that helps robots decide when to ask humans for help by measuring how much progress they are making, using a general reward model. This way, the robot can safely learn from human guidance only when necessary, improving its ability to succeed on many different tasks without complicated setups. The method works well across multiple environments and robot types without needing special tuning for each case.
Open → 2610.04054v1

Robot learning system saves memory while avoiding forgetting

RIFAR: Reliability and Forgetting-Aware Replay for Continual Robot Learning

Abstract: Genuine embodied agency requires robots to turn continuous real-world experience into lasting, transferable skills. This demands continual learning that integrates new capabilities without eroding prior knowledge as tasks and environments evolve. Experience replay mitigates forgetting, but storing complete demonstrations becomes costly as tasks accumulate. World-action models offer a generative alternative, reconstructing past experience through joint predictions of actions and future observations. However, visually coherent rollouts may contain actions that cannot realize the predicted transitions, while new-task adaptation can disrupt previously learned behavior. RIFAR therefore combines reliability screening with drift-aware replay selection. It reconstructs trajectories from compact demonstration prefixes and uses a frozen inverse-dynamics model to assess action-visual consistency. Training first combines current demonstrations with the highest-quality screened trajectories. RIFAR then compares action predictions before and after this adaptation on identical historical inputs, reselecting trajectories with larger normalized drift from the same screened pool for continued training. Across three LIBERO suites and real-world experiments, RIFAR surpasses the previous state of the art in WAM-based generative replay. On LIBERO-Goal, it achieves 90.97 AUC while retaining only 320 historical time steps per task, approximately 4.9% of the steps retained using 50-demonstration replay.

Fri 2 OctArtificial Intelligence
The gist
Robots need to learn new tasks without forgetting how to do previous ones, but keeping all their past experiences takes a lot of memory. The authors developed RIFAR, a method that stores small parts of past experiences and checks if predicted robot actions match what actually happens. It keeps the most reliable experiences and adapts its memory to avoid losing old skills while learning new ones. This approach uses much less memory yet keeps robot learning effective over time.
Open → 2610.03079v1

Completion aware guidance improves robot action predictions for tasks

Completion Aware Guidance for World Action Models

Abstract: World Action Models (WAMs) predict visual futures and robot actions, yet they remain susceptible to task-incomplete imagination, where plausible, action-consistent predictions omit the transition needed for task completion. In this paper, we show that this failure is not inherent to the world model backbone, but emerges when adapted for short-chunk control, which can repeatedly favor plausible local continuations over task-completing transitions. To address this, we introduce Completion Aware Guidance (CAG), a training-free sampling method that guides generation toward task completion. Across representative WAMs, CAG improves success from 64% to 70% on a RoboTwin 2.0 subset and from 69% to 75% in zero-shot simulation, while reducing task-incomplete imagination from 79% to 40%.

Thu 1 OctRoboticsArtificial IntelligenceMachine Learning
The gist
World Action Models try to predict what a robot will do next by imagining possible futures, but sometimes these guesses miss the key step needed to finish a task even if they look right locally. The authors found this problem happens when the models focus on short-term moves rather than the full task. They introduced a new technique called Completion Aware Guidance that helps guide the robot’s imagined actions toward actually finishing the task. This method improved task success rates and reduced incomplete predictions without needing to retrain the models.
Open → 2610.01559v1

Embodied agents improve robot navigation and reasoning with coding and vision

ASENA: Self-evolving Agents for Embodied Navigation

Abstract: We present ASENA, an embodied agent system that connects general-purpose coding agents to robot sensing, computation, supervised execution, and persistent experience. Agents can write and execute programs, inspect recorded outcomes, repair failures, and reuse notes and executable skills while keeping their model weights fixed. We further introduce ASENA-VLN, a 4B monocular navigation policy that serves as an optional tool within this programmable system. ASENA-VLN predicts body-frame trajectories for both extended routes and short-horizon behaviors using a shared vision-language decoder trained on route instructions, visual question answering, and a newly curated dataset of geometry-derived atomic navigation tasks. As a standalone policy, ASENA-VLN achieves state-of-the-art success rates of 68.7% on R2R and 70.2% on RxR. When integrated with a coding agent, learned navigation improves ASENA's success rate by 11 percentage points on both agentic benchmarks while reducing execution time. Through persistent workspace evolution and simulator feedback, ten passes over recurring 100-task subsets further improve success from 72% to 98% on R2R and from 65% to 89% on RxR. On embodied question answering, ASENA achieves state-of-the-art accuracy with fewer interaction steps. Finally, real-world demonstrations on a Unitree G1 combine search, visual inspection, spatial reasoning, and synthesized gestures without a pre-built map, illustrating how online programming extends robot behavior beyond route following and predefined skills.

Wed 30 SeptRobotics
The gist
Robots need to move around and do tasks by themselves, but this is hard because they must understand their surroundings and follow instructions. The authors created ASENA, a system that lets robots write and fix their own programs using what they see and remember, without changing the underlying AI model. They added a special navigation policy called ASENA-VLN that helps the robot predict where to go by looking at images and language instructions. This system works better than previous approaches at navigating and answering questions in both simulated and real environments.
Open → 2609.39207v1

Planning long journeys from random moves in unfamiliar environments

Learning to Plan from Random Exploration

Abstract: Random exploration reveals how an environment can be traversed before a goal is specified. Can this experience support long-range planning without policy-improvement training? Our random-walk analysis explains what temporal relations contain: short horizons reveal geodesic geometry in the diffusion limit, while longer horizons reveal connectivity between regions before mixing removes these distinctions. We learn these relations with a conditional energy-based model that estimates temporal log-density ratios through horizon-conditioned embeddings. The model is trained on observation pairs by noise-contrastive estimation, without action or reward labels. The planner queries these learned relations at different horizons as it moves toward the goal. At test time, a separate local dynamics model predicts candidate action outcomes, and the temporal model evaluates their progress toward the goal by selecting or aggregating estimated improvements across horizons. The agent executes one action and replans with both models fixed. Experiments demonstrate long-range maze planning from random exploration using states and images. Learned score fields, embedding probes, and planned routes exhibit properties of a multiscale cognitive map. We further demonstrate egocentric navigation from random exploration and manipulation planning from suboptimal data.

Tue 29 SeptMachine LearningRobotics
The gist
Planning a route in a new place usually needs practice toward a goal, but this research shows it can be done just by exploring randomly first. The authors explain how taking many random steps reveals the shape and connections of the space at different distances. They build a model that learns to understand these time-based relationships without needing information about actions or rewards. This model helps an agent plan actions step by step by predicting how each move would bring it closer to a target, even when starting from random wandering.
Open → 2609.38383v1

Robot task planners struggle with dementia speech but improve using past experiences

TALK-Dem: Benchmarking Embodied Task Planning under Dementia-Associated Communication Patterns

Abstract: Existing LLM-driven robot task planners rely on a taken-for-granted assumption of an ideal user whose instructions are clear, complete, and task-focused. However, when interacting with real-world users, especially those experiencing cognitive impairments, such as people living with dementia (PLWD), the planners often make mistakes and even pose physical safety risks. We proposed TALK-Dem (Talking Attributes and Linguistic Knowledge in Dementia), the first benchmark for evaluating LLM-driven robot task planning under dementia-associated verbal communication. TALK-Dem contains 4,800 instructions and covers five typical communication patterns, including Referential Imprecision, Object Substitution, Empty Speech, Topic Drift, and Intrusion, at three intensity levels. Experiments across six open-weight LLMs reveal a substantial robustness gap. Across communication patterns, open-weight models exhibited performance drops of up to 22.3 percentage points compared to ideal instructions. This revealed a critical gap and even danger for real-world applications, especially in assistive robotics, where locally deployable models are necessary due to privacy concerns and connectivity constraints. To mitigate this issue, we proposed the Context-Aware Retrieval from Experience (CARE) method, which retrieves relevant previously resolved tasks to provide task-specific interpretation and planning context. CARE generally outperformed standard prompting baselines across the six open-weight models, improving average task success by 18.1 percentage points over the vanilla prompt. These results highlighted the importance of both evaluating communication robustness and developing effective adaptation strategies for locally deployable assistive robots. The TALK-Dem dataset is publicly available at https://anonymous.4open.science/r/TALK-Dem-A6B3/.

Tue 29 SeptRoboticsComputation and Language
The gist
People with dementia often give unclear or confusing instructions to robots that help them, which causes the robots to make mistakes or act unsafely. The authors created TALK-Dem, a large set of real dementia-related instructions, to test how well robot planners handle these challenges. They found many robot systems perform much worse with such unclear speech but improved significantly when they used a method that recalled similar past tasks for better understanding. This highlights the need to build robot assistants that can handle imperfect human communication carefully, especially for vulnerable users.
Open → 2609.38371v1

Unified system speeds up multi-task robot training with logic

Jaxolotl: A Unified High-Performance Benchmark Suite for LTL-Based Multi-Task RL

Abstract: Training agents to follow arbitrary instructions is an important goal of multi-task reinforcement learning (RL). Linear temporal logic (LTL) provides a precise and structured formalism for specifying instructions to agents, and has been successfully adopted for training generalist multi-task policies. However, differences in implementations, task distributions, and evaluation protocols make existing methods difficult to compare, while high computational costs limit the scale and statistical reliability of experiments. We introduce Jaxolotl, a unified high-performance benchmark suite for multi-task LTL-RL to address these concerns. Jaxolotl provides a modular, end-to-end JAX implementation of six representative algorithms and four environments, together with newly curated task suites and a standardised, statistically robust evaluation protocol. By precompiling symbolic task representations into static arrays, Jaxolotl enables fully JIT-compiled training and evaluation, achieving end-to-end speedups of up to $220\times$ and supporting controlled comparisons at substantially greater experimental scale. We use this framework to systematically evaluate existing approaches, revealing complementary strengths and limitations: general methods capable of non-myopic reasoning struggle as the number of propositions grows, while methods with stronger scaling rely on environment-specific assumptions and suffer from myopia.

Tue 29 SeptMachine LearningArtificial Intelligence
The gist
Teaching robots or agents to follow many different instructions is hard, especially when instructions involve time or order. The authors introduce Jaxolotl, a software suite that helps train and test these agents much faster and more fairly by using a common setup and tricks to speed up computations. Using this tool, they compared various existing methods and found that some can think ahead but slow down with more details, while others handle many tasks better but think less deeply.
Open → 2609.38065v1

Robot uses sound and depth to navigate toward hidden sources

BCNav: Bearing-Conditioned Depth Policies for Sound Source Navigation

Abstract: The ability to navigate toward sound sources extends a robot's reach beyond its visual field, enabling response to auditory events in unknown environments. To equip robots with this capability, existing methods couple acoustic and visual information through joint audio-visual learning in acoustic simulators. However, acoustic simulation is both low-fidelity and expensive, producing a domain gap that prevents reliable real-world deployment, while the discrete action spaces inherited from grid-based simulators introduce an additional kinematic gap on physical robots. To alleviate these issues, we propose BCNav, a decoupled framework that separates the acoustic module from the learned navigation policy using direction-of-arrival (DOA) estimation: an estimator provides a scalar bearing to the sound source, so the navigation policy only processes depth images and a bearing angle, two inputs whose domain gaps are well characterized. We collect shortest-path demonstrations with calibrated bearing noise injection and train the policy via imitation learning to output continuous velocity commands directly executable on ground robots. We demonstrate the method in simulation and on a physical robot, navigating unknown environments without any acoustic fine-tuning, prior mapping, or real-world audio data collection. Code is available at https://github.com/york1to/bcnav.

Tue 29 SeptRobotics
The gist
Finding the direction of a sound helps robots move toward it even when they can't see it. The authors created a method where a robot uses a sound direction estimate and depth camera images to decide how to move, without needing expensive sound simulations or detailed maps. They trained the robot to follow the best path using examples, and it works both in computer tests and on real robots without extra tuning. This approach makes it easier for robots to respond to sounds in new places.
Open → 2609.37084v1

RobotEQ 3.0 enables personalized social actions for embodied agents

RobotEQ 3.0: Towards Personalized Social Proactive Intelligence in Embodied Agents

Abstract: Social Proactive Intelligence (SPI) is an emerging research area, aiming to shift embodied agents from reactive assistance toward proactively understanding human needs and executing socially desirable actions. Prior work has largely centered on the average user. However, human expectations are inherently diverse, and prior work overlooks individual nuances. To bridge this gap, we introduce RobotEQ 3.0, a benchmark for Personalized SPI. (Dataset) We first profile participants via a structured questionnaire covering factors that are correlated with human expectations of embodied agents, such as basic demographics and personality traits. Participants then select their preferred actions from a set of candidates. Unlike prior SPI benchmarks that focus on assessing behavioral appropriateness, our task centers on predicting the actions preferred by a specific user, thereby capturing human subjectivity. The resulting dataset establishes explicit links between individual traits and behavioral preferences. (Solution) We observe substantial inter-annotator variance, confirming that user preferences over actions are highly individualized. This motivates our exploration of Personalized SPI, in which user traits serve as additional inputs to predict individual preferences. Experimental results show that incorporating user traits can aid personalized prediction. This work aims to shift the research paradigm from developing agents suited for the average user to designing systems tailored to specific individuals.

Tue 29 SeptHuman-Computer Interaction
The gist
Helping robots understand what any one person wants is hard because people expect different things. The researchers created RobotEQ 3.0, a dataset that links people's personal backgrounds and traits with the actions they prefer robots to take. Instead of guessing what most people want, their system predicts what a specific person prefers based on who they are. This helps robots become more personalized and socially aware in how they assist people.
Open → 2609.36618v1

In-context learning helps robots understand and perform new tasks

In-Context Learning for Robots: Methods and Applications

Abstract: General-purpose robots must infer what a new task requires and translate that understanding into appropriate physical action. In-context learning (ICL) for robots supports this process by using demonstrations and interaction to direct existing competence with neural parameters held fixed during deployment. We organize this literature review around the interfaces connecting contextual evidence to execution, distinguishing four families: context-conditioned policies, geometric demonstration transfer, world-model-based control, and skill- and agent-based execution. Comparing these interfaces clarifies their transfer assumptions and the roles of training, correspondence, and memory in making context useful. Across manipulation and navigation, we examine how these mechanisms preserve taught requirements as objects, environments, and execution conditions change. This analysis links method design to evaluation practices that distinguish responsiveness to teaching, physical transfer, and benefits from retained experience. The resulting agenda connects compositional task acquisition and faithful transfer with physical recursive self-improvement, in which experience improves the ability to learn subsequent tasks.

Mon 28 SeptRoboticsMachine Learning
The gist
Robots need to figure out what to do when given new tasks and then do them correctly. The authors review different ways robots can learn from examples or interactions without changing their internal brains during use. They group the approaches by how the robot connects examples to actions and explain how these methods handle changes in objects or environments. The review also looks at how robots remember and reuse experience to improve learning over time.
Open → 2609.36012v1

Quantized vision language model runs efficiently on edge devices for navigation

EdgeVLN: Runtime-Aware Deployment Ready Quantized Vision Language Navigation Model

Abstract: Vision-language navigation (VLN) models perform well but target compute-rich platforms, limiting deployment on memory- and power-constrained robotic edge devices. Compression alone does not establish whether a VLN model fits the memory, latency, and energy budgets of an edge platform while preserving navigation behavior. We introduce EdgeVLN, a runtime-aware, deployment-ready quantized VLN model that closes this gap. EdgeVLN combines a quantized StreamVLN model with Latent Trajectory Termination Extractor (LATTE), a lightweight causal transformer that improves real-time stopping by predicting a Stop Action verifier rank. Both execute through our llama.cpp VLN driver, which reconstructs streaming context and prunes memory tokens on-board. We characterize a pretrained StreamVLN backbone across weight quantization from 8 to 2 bits and multiple inference runtimes to identify a feasible operating point. LATTE reuses backbone hidden states within the budget freed by quantization, requiring neither a second vision encoder nor an additional backbone forward pass. We evaluate six backbone precisions and seven candidate stop heads on BF16 and IQ4 NL across all 1,839 R2R VLN-CE val-unseen episodes. We measure success rate (SR) in simulation and latency, energy, and resident memory on an NVIDIA Jetson Orin NX 16 GB. LATTE achieves our highest SR, 58.02 percent on the deployed 4-bit model, exceeding the BF16 baseline with only 0.013 s additional latency per navigation step. Four-bit formats achieve nearly identical SR, but step energy varies 36.8 times by execution path. Only IQ4 NL under our VLN driver fits the board, using 11.35 GB resident memory while running 20.8 times faster and using 13.3 times less energy than storage-streamed BF16. INT2 collapses. Runtime selection, memory-token pruning, and quantization are essential for efficient edge deployment.

Mon 28 SeptRoboticsComputer Vision and Pattern Recognition
The gist
Robots that navigate using language and vision usually need powerful computers to work well. The authors created EdgeVLN, a smaller, faster version that fits on limited hardware like robot edge devices. It uses clever tricks like reducing number size and a lightweight stopping predictor to save memory and energy while keeping good navigation success. Testing showed it works almost as accurately as the big model but runs much faster and uses less power on a common robot computer.
Open → 2609.35570v1

Robot learns missing physics to improve task planning

EMPIRIC: Experiment-Driven Learning of Residual World Models for Robot Planning

Abstract: A robot should be able to learn through experiments how unfamiliar objects behave and interact, then plan with that knowledge. It need not start from scratch: physics engines supply knowledge of motion and contact, but can omit entire mechanisms, such as glue curing, water heating, or wind. We present EMPIRIC, an agent that learns a residual world model: a physics engine extended with code for the missing mechanisms. The learned programs can introduce new forces, constraints, and hidden state, and Bayesian inference estimates their parameters and states from noisy observations. The resulting model lets the agent predict the outcomes of actions, choose informative experiments, and revise its hypotheses when predictions fail. Across five simulated domains, EMPIRIC learns interpretable, reusable models, and solves more tasks with fewer environment interactions than all three baselines. On a physical robot, it learns wind forces and domino masses to solve a manipulation task. Website and code: https://yichao-liang.github.io/empiric

Mon 28 SeptRoboticsArtificial IntelligenceMachine Learning
The gist
Robots often use physics engines to predict how things will move, but these engines can miss complex effects like glue drying or wind. The authors created EMPIRIC, a system that adds extra learned rules to the physics engine to fill in what’s missing. EMPIRIC experiments to understand unknown object behaviors, adjusts its models from noisy measurements, and uses these models to plan better actions. This approach helps robots solve tasks more efficiently with fewer tries, both in simulations and on a real robot.
Open → 2609.35047v1

Socialhumanoid generates expressive full-body robot motions with speech

SocialHumanoid: Towards Expressive Humanoid Behavior via One-Step Co-Speech Motion Generation

Abstract: Humanoid robots are increasingly expected to serve as embodied social agents that communicate naturally with humans through face-to-face interaction. During such communication, humanoid robots require body behaviors that are synchronized with speech, affectively expressive, and suitable for real-time execution. However, existing co-speech methods are primarily developed for digital humans and lack joint support for affective control and low-latency continuous generation on physical embodiments. To bridge this gap, we present SocialHumanoid, a system for expressive humanoid behavior via one-step co-speech motion generation. Given response speech and a specified affective condition, SocialHumanoid generates each full-body motion window in a single forward pass and connects successive windows through motion-history conditioning. The generated human motion is further converted online into embodiment-compatible robot references and tracked by a whole-body controller for physical execution. To provide explicit supervision for affective body expression, we further introduce AffectMoCap, a 4-hour dataset captured from two professional actors, containing synchronized speech, body motion, fine-grained hand motion, and emotion annotations. On BEAT2, SocialHumanoid achieves the best FGD among the compared generation methods, competitive speech-motion synchrony, and approximately $6\times$ faster inference than GestureLSM under the same protocol. Perceptual evaluations further show that training with AffectMoCap improves affect recognition from generated body motion, while real-robot experiments demonstrate continuous affect-conditioned behavior and stable long-horizon execution. Our project page is https://rex0191.github.io/SocialHumanoid/.

Sun 27 SeptRoboticsComputer Vision and Pattern Recognition
The gist
Humanoid robots need to move naturally and expressively while talking with people, but making their movements match speech in real time is hard. The researchers created SocialHumanoid, a system that generates body motions synchronized with speech and emotional cues in a single step, enabling smooth and fast robot movements. They also introduced a new dataset of actors showing body motions with emotions to help the system learn. Their system works better and faster than some previous methods and can run on real robots continuously.
Open → 2609.33311v1

Viewpoint selection improves embodied question answering with 360 images

Informative Viewpoint Selection for Episodic-Memory Embodied Question Answering using Omnidirectional Images

Abstract: Embodied Question Answering (EQA) requires agents to answer natural language questions about surrounding environments from visual observations. In this work, we focus on open-vocabulary episodic-memory EQA (EM-EQA), where an agent answers free-form questions using recorded observation histories. Omnidirectional images are promising for this task, as they provide wide field-of-view observations that can capture surrounding context without requiring explicit camera rotations. However, omnidirectional images introduce two challenges for EQA: (i) equirectangular projection causes severe geometric distortion that degrades vision-language model (VLM) recognition accuracy, and (ii) feeding equirectangular images directly into VLMs introduces excessive irrelevant background information, reducing answer accuracy and increasing the visual-token burden. To address these challenges, we propose a viewpoint selection method for EM-EQA using omnidirectional images. Our method converts equirectangular observations into perspective views via cubemap projection, estimates question-conditioned relevance with fine-tuned BLIP-2, and selects informative and diverse viewpoints through diversity-aware greedy selection. Experiments on the Habitat-Matterport 3D (HM3D) subset of OpenEQA show that our method achieves state-of-the-art model performance among the reported model results with equirectangular observations. Moreover, after removing rotation views, which reduces observation frames by 65.5%, our method largely maintains its answer accuracy.

Sun 27 SeptComputer Vision and Pattern RecognitionRobotics
The gist
Answering questions about a place by looking around can be tricky when using 360-degree images because these images can be distorted and contain too much irrelevant information. The authors found a way to pick the most helpful smaller views from these big images based on the question being asked. This method keeps the important parts and reduces the extra clutter, helping the computer answer questions more accurately. They tested this on a home environment dataset and showed their way works better than previous ones, even when using much fewer views.
Open → 2609.33288v1

Robot system detects mismatches to avoid human interaction failures

WSM-Aware HRI: An IoT-Enhanced Framework for Early Detection and Norm-Guided Repair of Failures with LLM Guidance

Abstract: Human-robot interaction (HRI) failures remain a major barrier to deploying robots in real-world environments. Prior work often treats failures as isolated technical faults or focuses on post-hoc recovery behaviors. In practice, many breakdowns arise because humans and robots operate under inconsistent assumptions about the current world state. We propose WSM-Aware HRI, an IoT-enhanced modular framework that unifies diverse HRI breakdowns as World-State Mismatches (WSMs) between a human's instruction-implied assumptions and a robot's grounded world model built from multimodal perception and digital augmentation. A Large Language Model (LLM) is used to make implicit assumptions explicit, map them to a small set of mismatch types, and specify the evidence needed for verification against the robot's world state. WSM-Aware HRI shifts failure handling from execution-time recovery to proactive mismatch detection during intention formation, enabling interventions guided by safety, norm compliance, and multi-user coordination with transparent explanations. We evaluate mismatch identification in ten everyday cases spanning both visual and latent-state mismatches. The system can accurately produce the expected output results, and ablations show that reliable identification depends on appropriate grounding representations and verification-oriented refinement. These results indicate that treating interaction breakdowns as explicit world-state mismatches enables earlier detection of impending failures and offers a principled mechanism for integrating external evidence and social constraints into human-robot interaction.

Sat 26 SeptRoboticsHuman-Computer Interaction
The gist
Human-robot communication can fail because robots and people often understand the world differently. The authors propose a system that uses a combination of smart sensors and language models to identify when robots and humans have different views of a situation. This system spots potential problems early by making hidden assumptions clear and checking them against the robot's sensed data. It helps prevent mistakes before they happen and explains decisions in ways people can understand.
Open → 2609.32336v1

Humanoid robot learns badminton skills from limited human motion data

Humanoid Badminton: Learning Dynamic Racket Skills from Limited Human Motion Data

Abstract: High-speed racket sports provide a demanding testbed for humanoid robots, requiring time-critical decisions, precise striking, and dynamic whole-body coordination. In badminton, fast-changing shuttle trajectories require timely contact decisions, while successful returns demand precise racket pose and velocity within a brief contact window and across a broad three-dimensional striking workspace. Human motion data provide valuable priors for such athletic skills, but usable badminton references are limited and imperfect. Direct tracking provides insufficient executable variation for diverse shuttle conditions, while purely task-driven optimization may produce unnatural motion. To address these challenges, we present a three-stage hierarchical reinforcement learning framework for dynamic humanoid badminton. First, task-randomized motion augmentation expands sparse annotated hitting events into executable target-conditioned stroke variations, forming a continuous latent skill space. Second, a high-level planner outputs continuous latent skill codes to compose these skills online according to the observed shuttle state. Third, a context-conditioned adversarial regularizer encourages more natural planner-level skill usage while preserving return performance. When deployed on a real humanoid robot, our system achieves sustained multi-skill rallies with human players, including forehand, backhand, and highly dynamic jump returns. This is the first real-world humanoid racket-sport system to demonstrate multi-skill human--robot rallies including highly dynamic jump returns.

Fri 25 SeptRobotics
The gist
Playing badminton with a humanoid robot is very challenging because it needs to react quickly and hit the shuttle accurately. The authors created a new system that helps a robot learn how to play badminton by using a small set of human motion examples and smart learning techniques. Their approach breaks down the learning into stages, letting the robot practice a variety of strokes and decide how to play based on the shuttle’s position. When tested, the robot could play rallies with people, including tricky moves like jumping smashes.
Open → 2609.31840v1

Robot supervisor synthesis needs encoding liveness and auditing for deployment

Realizability Is Not Enough: Encoding, Liveness, and Auditing of Synthesized Robot Supervisors

Abstract: High-level robotic supervisors coordinate capabilities whose reported outcomes determine the robot's next action. Reactive synthesis can generate such supervisors with formal guarantees, but deployment requires more than proving a Generalized Reactivity (1) (GR(1)) specification realizable. Designers must encode failure-prone capabilities, choose liveness assumptions that match retry intent, audit strategies, and translate them into robot software. We present an open-source pipeline for Robot Operating System (ROS) 2 Flexible Behavior Engine (FlexBE) supervisors that generates capability-based GR(1) specifications, analyzes assumptions before synthesis, audits strategies, reduces states with a behavior-preservation proof, and emits executable state machines. Across four case studies (six comparisons), including hardware on two quadcopter platforms, we compare enumerated and one-hot encodings and two liveness formulations. Under the tested backend, enumerated encoding usually synthesizes faster, although fewer propositions do not reliably predict smaller controllers or lower symbolic cost. System-Goal without pending memory is the only liveness treatment confirmed to yield executable controllers under both encodings across the reported grid; Fair-Outcome can permit realizable cycles without designer-intended completion. For this backend and model, we recommend enumerated encoding with System-Goal and auditing every realized strategy, since proposition count and realizability do not measure deployability. The auditor is sound and complete for four structural defect classes (protocol violations, deadlocks, bounded-failure violations, goal-unreachable traps) but is not a general liveness verifier, and the reduction preserves capability-level behavior. Together, these stages narrow the gap between formal realizability and controllers that pass protocol and structural-progress checks.

Thu 24 SeptRoboticsLogic in Computer Science
The gist
Robots make decisions based on actions that can sometimes fail, and simply proving a plan is possible is not enough to make reliable robots. The authors show that robot supervisors need careful design to handle failures, assumptions about retrying tasks, and checks to verify strategies before turning them into real software. They created an open-source tool that helps generate and analyze these robot control plans, finding better encoding and liveness methods to produce controllers that actually work on drones. Their process bridges the gap between proving plans work on paper and making sure robots really follow the expected behaviors.
Open → 2609.30460v1

Single safety filter improves robot collision avoidance across designs

CrossSafe: Towards Cross-Embodiment Latent Safety Filters

Abstract: Cross-embodiment learning has shown that a single model, such as a vision-language-action (VLA) model, can learn state representations and manipulation skills that can be applied across heterogeneous robots to accomplish various tasks. We hypothesize that the same holds for safety enforcement. The reasoning required to satisfy a safety constraint, such as detecting an obstacle, recognizing that it should be avoided, and selecting a safe abstract action, is largely shared across robots. What differs across embodiments is how the abstract safe action is realized: morphology, kinematics, and dynamics determine which actions are safe and feasible. Consequently, the same action can be safe for one robot and unsafe for another. This is especially important for generalist manipulation policies that operate in a common end-effector action space without explicitly capturing how safety depends on the robot's morphology and kinematics. We propose embodiment-conditioned safety filtering, in which a Hamilton-Jacobi reachability-based value function and its corresponding safety-maximizing policy are shared across robots. Using a morphology-aware latent representation of the robot and its environment, we perform Hamilton-Jacobi reachability analysis directly in latent space so that the learned safety concepts can generalize across embodiments while remaining explicitly conditioned on each robot's morphology and kinematics. We evaluate our approach across five bimanual robot embodiments and five manipulation tasks with whole-body collision-avoidance constraints. Our results show that a single policy, jointly trained across five manipulation tasks and four embodiments, exhibits zero-shot generalization to a held-out embodiment, reducing the nominal policy's collision rate. They also show that training using more embodiments improves generalization.

Thu 24 SeptRoboticsArtificial IntelligenceMachine Learning
The gist
Robots with different shapes and ways of moving need safety checks to avoid hitting things, but those checks usually must be designed separately for each robot. The authors show that a safety method based on a shared understanding of obstacles can work for many different robots by using a special representation that adapts to each robot's body and movement. They trained one safety system across several robot types and found it successfully stopped collisions even with robots it hadn’t seen before. This makes safety more general and flexible for robots doing complex tasks with their whole bodies.
Open → 2609.28984v1

Behaviora system breaks down robot actions and inner states into addressable parts

Behaviora - A Conceptual Architecture for External and Internal Behavior of Robots and Agents

Abstract: Behaviora is a preliminary conceptual architecture for representing agent and robot behavior, external and internal alike, in an addressable form. A behaving robot or agent performs a Behavior Episode composed of episode components, which can be derived from behavior taxonomies (BTax) and assigned persistent identifiers. We denote these identifiers as IoB (Internet of Behaviors) Addresses. A Behavior Episode specifies what the system does, while a Style Profile (SP) specifies how this behavior is expressed. Style can communicate characteristics of the actor and qualities such as competence and cultural manners. An Experience Profile (EP) represents behaviorally relevant internal state that modulates the execution of an Episode. Finally, a Behavior Compiler maps these behavioral representations to platform-specific actions. We use a primitive touching arm model to show these components and their relations. External Behavior is a result of addressable movements and their styles. Internal Behavior is represented through the same episodic principle and can be rendered as inner speech. Sensing, perception and complex task contexts have not been included in the present implementation, although a conceptual place is reserved for them.

Wed 23 SeptRoboticsArtificial Intelligence
The gist
Robots and agents need a way to clearly represent what they do and how they do it. The authors propose Behaviora, a framework that divides behavior into identifiable episodes with unique IDs, capturing both external actions and internal states. This lets machines express behaviors with different styles and internal experiences, like showing competence or cultural traits. Although sensing and complex tasks aren’t included yet, the system aims to connect behavior descriptions to actual robot movements.
Open → 2609.27536v1

Kairos predicts future people presence and movement in 3D spaces

Kairos: Grounded Forecasting of Presence and Directional Flow in 4D Scene Graphs

Abstract: Long-term autonomy in human-populated environments requires anticipating whether and how people will move at times a robot has not yet observed. Existing representations of pedestrian motion face a tradeoff: they either forecast future activity, reducing each location to a scalar rate, or model the full directional distribution, holding it fixed in time. We present Kairos, a predictive directional-flow memory that extends a hierarchical 3D scene graph (3DSG) to a 4D scene graph (4DSG). Every observed voxel of the reconstructed geometry stores a directional mixture and a presence rate, and spectral predictors forecast, for any future query time, both the probability that people are present and the full directional distribution of their motion. Pairwise flow dependence between adjacent voxels supports conditional queries, and per-voxel predictive variances yield calibrated credible intervals that tighten as observations accumulate. We evaluate Kairos on three real pedestrian environments: a robot-collected campus dataset, a shopping mall, and a station concourse recorded continuously for eleven months. Its learned state remains consistent under loop-closure corrections, and its forecasts are competitive with dedicated occupancy and flow models trained on the full detection stream, although Kairos learns from only the small fraction available to a patrolling robot. Finally, we validate the representation on a downstream encounter-probability planning task, where plans computed over the Kairos forecasts encounter more people than plans computed over any time-invariant map at an equal success rate. We provide the code at https://github.com/IacopomC/kairos.

Wed 23 SeptRoboticsArtificial Intelligence
The gist
Robots working in busy places need to guess where people might be and how they might move in the future. Existing methods either simplify movement to a point or keep movement patterns fixed over time. The authors created Kairos, a system that remembers how people move through 3D maps over time, predicting not just where people will be but also the directions they will travel at any future time. They tested it using real data from places like a campus, mall, and train station, showing it can make useful predictions from limited robot observations. This helps robots plan paths that better avoid people or interact with them safely.
Open → 2609.27467v1

2D point cloud registration speeds up robot laser mapping

Unsigned Distance Maps on 2D Point Cloud Registration

Abstract: 2D point cloud registration arises in laser odometry and Simultaneous Localization and Mapping (SLAM) for mobile robots. Iterative Closest Point (ICP) is one of the most widely used approaches. Still, its iterative procedure recomputes correspondences via nearest-neighbor search at every iteration, whereas correspondence-free alternatives focus on scan-to-map alignment. This paper proposes a 2D point cloud registration approach based on unsigned distance maps, precomputing the Euclidean distance to the nearest reference point, along with its spatial derivatives, over a discrete grid, replacing the per-iteration search with O(1) lookups. Moreover, point-to-point and point-to-plane error formulations are derived on the SE(2) manifold and solved via Gauss-Newton optimization. On a synthetic benchmark and the real-world IILABS 3D dataset, the precomputed point-to-point variant outperforms its analytical counterparts, achieving competitive laser-odometry drift compared to point-to-plane formulations, as the precomputed gradient regularizes correspondences in the presence of sensor noise.

Tue 22 SeptRobotics
The gist
Registering 2D point clouds helps robots understand their surroundings by matching points from laser scans. The authors propose a method that stores distances to the nearest points in a grid before matching, so the robot can quickly find correspondences without searching every time. This approach uses math optimization on 2D movements to improve matching even with sensor noise. Their experiments show this method performs well on simulated and real datasets, making laser mapping more efficient and accurate.
Open → 2609.25932v1

Robot learns gentle grasping from tactile reflex demonstrations

What is the Better Curriculum: Controller-Shaped Grasping Behavior for Contact Force-Sensitive Manipulation

Abstract: How should a robot learn to manipulate objects so fragile that sub-Newton contact forces can cause irreversible damage? Existing visuo-tactile policy learning typically treats tactile sensing as an additional policy input. In direct-contact force-sensitive manipulation, however, the bottleneck can arise earlier, during data collection: manual gripper control is too delayed and coarse-grained to reliably maintain the narrow force range required for stable grasping. We therefore use a deterministic 25 Hz tactile reflex controller as a collection-time teacher, producing demonstrations with controller-shaped grasping behavior for tactile-free policy learning. On Action Chunking with Transformers (ACT), policies trained from reflex-shaped demonstrations recover the teacher's grasping profile and achieve 95% stable grasps on the nominal plastic-cup task, substantially outperforming visually screened manual demonstrations. The same intervention improves in-distribution stability on $π_{0.5}$ and shows a favorable exploratory trend on an unseen paper-cup variant. Under randomized external disturbance, however, the reflex-data $π_{0.5}$ policy still fails in 45% of policy-only trials, whereas a deployment-time reflex arbiter retains all grasps. These results reveal a new role for tactile feedback in force-sensitive manipulation: rather than integrating tactile into the policy, we use it as a collection-time teacher that shapes grasping behavior in demonstrations for policy learning, while disturbance rejection remains controller-dependent, revealing the boundary of tactile-free policy.

Tue 22 SeptRobotics
The gist
Grasping fragile objects without breaking them is very hard for robots because they need to feel and control very light touch forces. The authors show that instead of teaching a robot a complex policy using touch data, it is better to use a simple fast reflex controller to collect demonstration data. Then, the robot learns from these demonstrations without using touch directly at run time. This approach helps the robot reliably hold objects like plastic cups, but still needs the reflex controller to handle surprises.
Open → 2609.25887v1

Dual system model improves robot planning speed and success

DualWAM: Dual-System World Action Models for Asynchronous Global Planning and Local Refinement

Abstract: World Action Models (WAMs) jointly generate robot actions and predict future world states, transferring priors from video pretraining to robot control. However, future visual prediction is computationally expensive, so existing WAMs often rely on long action chunks to amortize inference cost across control steps, at the cost of closed-loop responsiveness. We present \method, a dual-system WAM that preserves broader-horizon world-action generation while enabling high-frequency closed-loop action updates by decoupling global planning and local refinement. \systwo periodically performs high-noise bidirectional denoising over a broader world-action chunk to establish a global plan, while wrist-only \sysone extracts a temporally aligned short window from the intermediate denoising state and completes low-noise refinement using the latest wrist observations, which provide action-aligned cues about local geometry, motion, and contact during interaction. The two systems operate asynchronously along a shared denoising trajectory: each global plan is reused across multiple local updates, while \sysone repeatedly incorporates fresh interaction feedback. Across zero-shot manipulation tasks on Franka and Galbot, \method improves success over the strongest evaluated baseline by 4.5 percentage points on average, while achieving a 16.6$\times$ critical-path speedup. Further studies show that role-matched egocentric and UMI data improve success by 14 percentage points, and that the decoupled design naturally supports edge--cloud deployment with substantially lower communication overhead than the baseline.

Mon 21 SeptRobotics
The gist
Planning robot actions by predicting future visuals is slow, which makes robots less responsive. The authors introduce DualWAM, a method that separates long-term global planning from short-term local adjustments. This allows robots to plan broadly while quickly updating actions based on recent feedback. Their approach worked better and faster than previous methods in robot manipulation tasks.
Open → 2609.24868v1

Embodied intelligence system improves by learning from real interaction

ME-Brain-1.0: Memory, Cognition and Action for Evolving Embodied Intelligence

Abstract: Current embodied systems largely rely on pretrained capabilities that remain fixed after deployment, limiting their ability to learn from physical interaction. We introduce MachEmbodied-Brain (ME-Brain), a self-evolving embodied system organized around a closed loop of action execution, experience acquisition, experience evolution, and improved execution. Evolvable Memory consolidates multimodal trajectories into hierarchical, reusable experience; Cognitive Core transforms physical experience into transferable skills; and the Action Model combines event-driven keyframes, EventCell local-world prediction, and action-conditioned memory modulation to focus computation on decision-critical moments, regions, and historical evidence. Together, these modules shift embodied intelligence from train-and-freeze to deploy-and-evolve without model retraining. Cognitive Core outperforms the strongest comparison models by 8.2 and 9.6 points on embodied and agent benchmarks. The Action Model achieves 47.88% mean success on RoboMME, a 3.26-point improvement over the strongest baseline. On RoboDojo, it reaches a 21.51 mean Score and 16.03% success rate, exceeding $π_{0.5}$ by 10.10 and 9.12 points. On the six-task ME-RealBench, ME-Brain achieves a 69.5 mean Score and 66.7% success rate, outperforming DM0.5 by 12.8 and 11.7 points, respectively.

Mon 21 SeptRobotics
The gist
Many robots and embodied systems today cannot learn or improve after they are built and deployed because their skills are fixed. The authors introduce ME-Brain, a system that can evolve by itself, using its own experiences to get better over time without needing new training from humans. This happens through three parts: memory that organizes experiences, a thinking core that turns experience into skills, and an action model that focuses on important moments when deciding what to do. ME-Brain showed better success on many robot tasks compared to previous systems.
Open → 2609.24271v1

Framework improves humanoid robot skill failure detection and recovery

FRAMES: Failure Recovery And Monitoring of Embodied Skills for Humanoid Loco-Manipulation

Abstract: Large language model (LLM) planners can decompose natural-language instructions and select reusable robot skills, but choosing the correct skill does not guarantee successful physical execution. This gap is especially important in humanoid loco-manipulation, where errors during approach, grasping, transport, or placement can invalidate the remainder of a long-horizon plan. We present FRAMES, a failure-aware supervisory framework for the Unitree G1 humanoid that operates above the CEER whole-body controller. A Planner Agent selects subtasks through parameterized mid-level skills, while a vision-language-model-based Monitor Agent evaluates each skill using temporal multi-view observations and structured robot and contact evidence. Detected failures stop the active skill and provide grounded feedback to a Recovery Agent. The framework further includes a Memory Module for reusing prior skill experience, and geometric grounding via depth and segmentation. We independently evaluate the monitoring module of the framework in MuJoCo using 100 trials comprising 50 failed and 50 successful executions across five tasks. The monitor detects 48 of 50 failures, correctly accepts 46 of 50 successful executions, and achieves 94.0% overall accuracy. These results provide initial evidence for the monitoring component, while end-to-end evaluation of the complete recovery loop remains ongoing.

Fri 18 SeptRoboticsArtificial Intelligence
The gist
Humanoid robots can follow instructions by using language models to pick skills, but mistakes in moving or grasping can ruin complex tasks. The authors created FRAMES, a system that watches how a robot performs skills and stops it if something goes wrong. This system uses cameras and robot data to spot failures, then helps the robot recover. They tested the part that watches for failure in a virtual environment and found it correctly caught most problems and recognized when the robot worked well.
Open → 2609.22538v1

High voltage GaN FET driver boosts flat BLDC motor performance

LunaDrive: A Delay-Compensated High-Voltage GaN FET-Based Motor Driver for Dynamic Robots with Flat BLDC Motors

Abstract: The performance improvement of high-power flat BLDC motors has accelerated the development of dynamic robots. However, many commercially available servo motors assume operating voltages of 48 V or lower, which limits the maximum rotational speed. Dynamic robots require rapid energy generation, so this voltage constraint restricts motion performance. Therefore, driving motors beyond the rated voltage is desirable to increase the instantaneous maximum speed. On the other hand, semiconductor devices used in motor drivers have a trade-off between voltage rating and current capacity. Conventional drivers using Si MOSFETs have difficulty achieving both high-voltage and high-current operation. Although GaN FETs are promising, compact drivers that can be mounted on the rear side of flat BLDC motors remain limited. In this study, a motor driver for high-power flat BLDC motors using GaN FETs is developed. The effect of delay compensation in the high-speed region beyond the rated operating range is also investigated. In the experiments, under 96 V operation, a continuous current of 30 A was achieved with a heat sink attached. A peak current of 80 A and a maximum electrical frequency of 3110 Hz were confirmed. A high-speed load lifting experiment driven by a LiPo battery 24S (100 V) was also conducted, demonstrating applicability to dynamic robot operation.

Fri 18 SeptRobotics
The gist
Many fast-moving robots need motors that spin really quickly, but most motor controllers limit the voltage, making the motors slower. The authors built a new motor driver using advanced GaN transistors that can handle higher voltages and currents, letting the motors run faster and stronger. They also added special delay compensation to keep things running smoothly even at high speeds. Tests showed the driver worked well with high currents and voltages, suitable for dynamic robots.
Open → 2609.21818v1

Action-conditioned tactile models improve robot hand manipulation learning

DexTouch-WM: Learning Action-Conditioned Tactile World Models from Human Touch for Dexterous Robot Manipulation

Abstract: Learning predictive models of contact-rich dexterous manipulation requires dense tactile interaction, but such data are costly to scale on real robots and remain tied to embodiment-specific sensors. We introduce DexTouch-WM, an action-conditioned world model that learns from scalable human touch to jointly predict future RGB observations and bilateral tactile dynamics. Our insight is that human and robot manipulation share transferable contact dynamics when their tactile observations and action spaces are made compatible. We deploy flexible piezoresistive arrays with a shared sensing layout on both human and dexterous robot hands, and retarget human motion into the robot action space so that human interaction can supervise the same dynamics model used for real-robot prediction. DexTouch-WM couples a pretrained video expert with a lightweight tactile expert using anatomy-aware tactile tokens and aligned action conditioning. In human-to-robot scaling experiments, we keep five hours of real-robot supervision fixed while increasing human interaction from 0 to 100 hours, and observe substantial improvements in held-out robot-domain visual, geometric, and contact prediction despite disjoint human and robot task sets. Beyond prediction, we evaluate the world models as surrogate environments for policy evaluation and as generators of synthetic trajectories for real-robot policy learning, showing that scalable human interaction provides a complementary data axis for learning dexterous robot world models.

Thu 17 SeptRoboticsComputer Vision and Pattern Recognition
The gist
DexTouch-WM helps robots learn how to handle objects by predicting what will happen when they touch and move things. Instead of only using data from robots, the authors collect touch data from human hands using similar sensors and make that information match the robot's movements. This shared data helps the robot build better predictions about how objects and touch sensors will behave, even when humans and robots try different tasks. The approach improves robot learning and can generate simulated experiences for further training.
Open → 2609.20649v1

GPT-6-Astra shows strengths and limits in zero-shot robot navigation

GPT-6-Astra in a Navigation Workflow: Behavioral Analysis in Zero-Shot Vision-and-Language Navigation in Continuous Environments

Abstract: We study GPT-6-Astra in a zero-shot Vision-and-Language Navigation in Continuous Environments (VLN-CE) system, where it interprets instructions, assesses its surroundings, and proposes actions. The system uses a common observation--decision--execution workflow with direct model API calls, without a packaged agent harness or navigation-specific fine-tuning. In this workflow, each request receives selected observations, execution feedback, and retained progress records. Evaluation covers the complete system, including context management and action control. We evaluate the system on 50 of the 100 R2R-CE val-unseen episodes used by Open-Nav. It achieves a success rate of 52.0\%, an SPL of 48.9\%, and an nDTW of 70.8\%. Our analysis highlights three findings. First, recorded responses link landmarks and earlier actions to instructions using observations and supplied history. Second, reviews include requests for additional views and revisions of uncertain judgments. Third, the results suggest a gap between task understanding and autonomous completion: an unfinished crossing is recognized while rotation continues. At termination, 36.0\% of episodes succeed with a workflow-accepted STOP, while another 16.0\% meet the distance criterion at the step limit. These results highlight a central challenge: translating correct local judgments into sustained progress and appropriate stopping.

Thu 17 SeptRobotics
The gist
This study looks at how GPT-6-Astra can understand spoken or written directions and move through a space it has never seen before, without prior training for navigation. The authors found that the system can describe landmarks and connect past moves to instructions, sometimes asking for better views before deciding what to do. However, the system struggles to stop at the right time or keep making progress after recognizing problems, showing a gap between understanding the task and completing it. This means GPT-6-Astra can make smart local decisions but has trouble finishing navigation tasks fully on its own.
Open → 2609.20116v1

Robot training improves by changing video backgrounds and colors

ReShoot: Generative Visual Domain Randomization of Recorded Robot Demonstrations for Visuomotor Policy Learning

Abstract: Imitation-learned robot policies are frequently overfit to the visual conditions present in their training demonstrations. Consequently, variations in object color or background appearance often induce substantial performance degradation. A common mitigation strategy is to acquire additional demonstrations in each novel visual context; however, this approach is resource-intensive, requiring repeated access to a robot, a controlled environment, and human operation for every appearance condition to be covered. We introduce ReShoot, a framework that synthesizes visual diversity by re-rendering previously recorded demonstrations under altered appearances, thereby shifting the burden from data collection to generation. A vision-language model captions the scene, edits a targeted attribute (e.g., background, object color, or material), and an edge-conditioned video generator re-renders both camera views to match. The instruction is updated accordingly. The action sequence and proprioceptive trajectory are copied verbatim without relabeling, so each generated episode retains the recorded action and proprioceptive labels. On LIBERO, a policy trained on an equal mixture of recorded and re-rendered demonstrations matches the performance of recorded-only training (96.5% vs. 96.9%). Moreover, the mixed training set improves robustness to scene perturbations on LIBERO-Plus (85.5% vs. 82.3%). Across two physical robotic platforms, deploying ReShoot with 43 and 100 pre-collected demonstrations increased the success rate on recolored objects from 0.0% to 42.9% and 47.5%, respectively, while maintaining performance under the original recorded appearance.

Thu 17 SeptRobotics
The gist
Robot programs that learn by watching demonstrations often fail when the environment looks different, like if objects change color or the background varies. The authors created ReShoot, a method that changes the look of recorded robot videos by editing descriptions and generating new visuals, without changing the robot's actions. This mix of real and edited videos helps robot learning become more reliable in new-looking scenes. Tests showed improved success in both simulated and real robots, especially when objects appeared in new colors.
Open → 2609.19661v1

Robot body and movement co-designed for better walking in rough places

GLAMDRING: Gait Learning And Morphology co-Design via Reinforcement LearnING of CPGs

Abstract: Robots are moving out of the structured factory floor and into unstructured environments such as disaster sites, planetary surfaces, and agricultural fields, for which the right robot often does not yet exist. We present GLAMDRING, a framework that synthesizes the optimal robot for a locomotion task and, jointly, learns the controller that drives it. For the given specifications of forward-velocity bounds, a per-actuator power budget, an actuator library, and a payload requirement, GLAMDRING returns a matched quadruped morphology (link geometry and per-joint actuators) and a Hopf-oscillator Central Pattern Generator (CPG) gait policy. We rank feasible designs against a target design objective, viz., maximum speed, minimum Cost of Transport (CoT), or max Payload Margin. Because body and locomotion are coupled, the optimal morphology dictates how a robot is driven, while optimal gait depends on the physical body. We train a small number of CPG policies by reinforcement learning across the space of candidate morphologies, co-learning the gait with the underlying robot hardware. Link lengths and actuators are then resolved post-hoc from the policy's logged operating envelope, reducing synthesis cost to a small, fixed number of reinforcement-learning runs instead of one per candidate. Our experiments show three key findings: co-designing body and gait is necessary to satisfy locomotion constraints; actuator-envelope feasibility, rather than locomotion success alone, determines realizable payload capacity; and canonical animal gaits emerge naturally in most designs from morphology and constraints alone. A real-world demonstration further highlights the efficacy of our work.

Wed 16 SeptRoboticsMachine Learning
The gist
Robots need to move well in tough environments like disaster zones or farms, but it's hard to design both their bodies and how they walk at the same time. This work presents GLAMDRING, a system that designs a robot’s shape and figures out how it should walk together, making them work best for each other. The authors show that designing a robot’s body and movement together is important to meet goals like speed and carrying stuff, and that common animal walking patterns naturally emerge from this process. They also tested a real robot to prove the idea works outside of computer simulations.
Open → 2609.19452v1

Open dataset captures human movement during retail robot guidance tasks

OHRID-Retail: An Open Multimodal Dataset of Human Activity in Retail Environments

Abstract: Open datasets describing human behavior in environments shared with mobile robots remain limited, particularly for retail activities that combine locomotion, reaching, object handling, and robot guided movement. This paper introduces OHRID Retail, an open, human centered multimodal dataset collected from 16 healthy adults performing a simulated shelf picking task under three within participant conditions: no robot, low speed robot guidance, and high speed robot guidance. Each participant completed two trials per condition. Whole body kinematics were recorded using 17 Xsens Awinda inertial sensors and muscle activity was measured at 10 locations using Delsys Trigno surface electromyography sensors. Descriptive analyses demonstrate variation in whole body movement intensity and muscle activation across robot interaction conditions and body locations. OHRID Retail provides openly available raw recordings, processed measures, documentation, and reproducible analysis resources. The dataset can support research in human activity recognition, multimodal sensor fusion, occupational biomechanics, ergonomics, human aware robot navigation, and human robot interaction in retail and related shared environments.

Wed 16 SeptRoboticsHuman-Computer Interaction
The gist
It can be hard for robots and people to work together in stores, where people move around, pick items, and interact with robots. The authors created a new open dataset by recording 16 people doing a shelf-picking task while a robot moved at different speeds nearby. They collected detailed body movement and muscle signals to show how people behave with and without robot guidance. This dataset helps improve technologies that recognize human activities and make robots better teammates in shared spaces like stores.
Open → 2609.19302v1

Vision language action system cuts cloud calls and saves energy

VLA-ULAP: Interleaving Cloud VLA Calls with Ultra-Lightweight Local Action Prediction at the Edge

Abstract: Billion-parameter vision--language--action (VLA) policies demand substantial onboard power, while communication delays in remote inference hinder timely responses. We propose VLA-ULAP, which interleaves remote VLA calls with an Ultra-Lightweight Local Action Predictor (ULAP). With approximately 7.4M parameters including the frozen vision encoder, ULAP combines current views, proprioception, and executed action history to predict chunks in one pass. Trained independently, it requires no VLA hidden states, online verification, or server round trips. On Jetson Orin Nano, ULAP takes 19.9 ms and 0.183 J per inference, compared with 284.3 ms and 50.55 J for GR00T on RTX A6000. Across three simulated base-policy/benchmark pairs, selected operating points remove 48.8--76.7\% of VLA calls while retaining 95.0--97.5\% of the baseline success rate. Against local VLA-acceleration alternatives on VLA-JEPA, ULAP uses an estimated 49.2\% less inference time and 51.0\% less GPU energy per successful episode than ACT at comparable success rates, and 77.1\% less time and 79.9\% less energy than SP-VLA at equal success rates. Physical SO-101 experiments retain 95.2--100\% of the baseline success rate across seen and held-out placements while reducing inference time by an estimated 47.9--58.0\% and inference-device energy by 52.1--62.5\%, based on successful-episode call counts and measured device costs. Faster responses also improve dynamic-task success rates: in latency-aware LIBERO-Safety simulation, VLA-ULAP exceeds $π_{0.5}$ by 11.0 and 15.5 percentage points on two tasks while approximately halving VLA calls.

Wed 16 SeptRoboticsMachine Learning
The gist
Vision-language-action policies that use very large neural networks often need a lot of power and take time to get results from the cloud. The authors created VLA-ULAP, which mixes cloud calls with a very lightweight local predictor that guesses actions quickly and uses much less energy. This local predictor works on small devices without needing extra cloud help and still keeps most of the original system's success. Their experiments show this method speeds up response times and cuts energy use almost in half while keeping performance nearly as good.
Open → 2609.18663v1

Visual parkour benchmark suite helps test robot locomotion in realistic scenes

The Neverwhere Visual Parkour Benchmark Suite

Abstract: State-of-the-art visual locomotion controllers are increasingly capable at handling complex visual environments, making evaluating their real-world performance before deployment increasingly difficult. This work intends to narrow this train/evaluation gap by developing a collection of hyper-photo-realistic, closed-loop evaluation environments - The Neverwhere Benchmark Suite - comprised of over sixty 3D Gaussian Splatting reconstructions of urban indoor and outdoor scenes. Our goal is to encourage large-scale and reproducible robot evaluation by making it easier to create and integrate Gaussian splats-based reconstructions into simulated continuous testing setups. We also underscore the potential pitfalls of relying exclusively on 3D Gaussian-generated data for training, by providing policy checkpoints trained over multiple Neverwhere scenes and their performance when evaluated in novel scenes. Our analysis illustrates the necessity of sourcing diverse data to ensure performance. Code and data are available on the project page: https://ziyc.github.io/neverwhere-bench/.

Mon 14 SeptRoboticsComputer Vision and Pattern RecognitionMachine Learning
The gist
It is hard to test how well robots move in complicated real-world places before sending them out. The authors created a set of super-realistic 3D scenes called the Neverwhere Benchmark Suite to help test robots’ movement controllers in virtual environments. These 3D scenes combine indoor and outdoor city spots made from a method called Gaussian Splatting. The authors also found that training robots using only these types of scenes can limit their ability to work well in new places, showing the need for varied data.
Open → 2609.16443v1

Robot memory stays accurate after map updates in navigation tasks

P-POSEMEM: Projective Semantic Memory for Consistent Language Grounding under Pose-Graph Rewrites

Abstract: A robot following language instructions needs its semantic memory to keep naming the same physical object while the SLAM pose graph underneath is optimized, loop-closed and compressed. Maps committing each detection to a world coordinate cannot: a closure moves the anchor it was measured from, or the solver marginalizes that anchor, and the query then selects a different object although both graphs represent the same posterior. P-POSEMEM stores each observation as an immutable event at its birth keyframe, retains the Bayes-tree elimination conditional of every marginalized keyframe, and integrates the semantic likelihood over the reconstructed joint posterior of poses, anchors and identities. Dproj, the total-variation defect between the language-goal distributions of inference-equivalent full and marginalized graphs, measures this directly. Over 40 HM3DSem scenes and 112,000 queries, P-POSEMEM reproduces the full-graph oracle (Dproj = 0) and reduces goal flips against every memory-reducing baseline. On an eight-run campaign whose 761 closures rewrote the map by up to 47 m, Dproj stays below 10^-13 with 0/288 goal flips when elimination follows the closures, where every ablation and a coordinate committed at insertion flip goals it does not; under a live bounded solver the same memory flips 23/288 against 53 for that frozen coordinate. A pre-registered negative control is detected by Dproj while leaving calibration error and navigation success unchanged, indicating that these measures capture distinct failure modes. Retrieval is held fixed by a shared frozen detector, isolating the gain to memory consistency. Code and data: https://anonymous.4open.science/r/posemem-2328/.

Mon 14 SeptRobotics
The gist
Robots that follow spoken instructions need to remember which objects they are talking about, even when their internal maps of the environment change. The authors show that common map updates cause robots to confuse objects they previously identified. They developed a new memory method called P-POSEMEM that keeps observations linked to their original map points, allowing consistent object recognition despite map changes. Their tests prove this method almost completely stops confusing objects in various indoor scenes.
Open → 2609.15475v1

Robot skills generated without training using multi-agent visual models

GTA-2: A Multi-VLM Framework for Synthesizing Robot Manipulation Skills via Grounded Task Axes

Abstract: Robotic manipulation tasks are often decomposed into behaviors or skills. However, one often needs to predefine these behaviors for specific tasks or try to cover a wide range of tasks using generic skills. As a result, these behaviors can remain too coarse to expose the geometric, control, and scene-dependent decisions required for execution. We introduce Grounded Task Axes v2 (GTA-2), a modular multi-VLM framework that constructs executable, task-bespoke manipulation skills from reusable object-centric task-axis components. Rather than predicting actions end-to-end or composing fixed task-level primitives, GTA-2 represents each skill as semantic subtasks comprising task-relevant keypoints and axes, controller compositions, and scene-dependent parameters. Four specialized VLM agents separately decompose the task, construct an abstract task-axis skill, assign controller parameters, and ground the required visual features from RGB-D observations. This abstraction-to-grounding factorization enables zero-shot skill generation without task-specific robot demonstrations, policy training, or fine-tuning. It also keeps intermediate decisions explicit, allowing targeted human feedback to refine an incorrect stage while preserving correct components. We evaluate GTA-2 on 14 real-robot manipulation tasks against a VLA policy pi_{0.5} and two Code-as-Policies baselines using task-axis controllers or conventional robot primitives. GTA-2 achieves an average zero-shot success rate of 73.9%, exceeding the strongest baseline by 31.4 percentage points, while targeted refinement raises GTA-2's average success rate to 90.7%. Project page: https://gta2-project.github.io/

Wed 9 SeptRobotics
The gist
Robotic tasks often need special skills that are hard to define for every job or too broad to handle details well. The authors created GTA-2, a system that breaks down tasks into smaller parts tied to objects and scene details, letting robots figure out what to do without extra teaching or training. It uses multiple focused AI agents to plan, set control rules, and find visual cues from cameras, making it easier to fix errors by adjusting just one part. This approach works well on many real-robot tasks, beating existing methods even without practice beforehand.
Open → 2609.09808v1