Papers for

roboticists

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.

Flexible piezoelectric tactile system improves robotic object recognition accuracy

Flexible Piezoelectric Tactile Sensing System for Intelligent Object Recognition

Abstract: Tactile sensing provides information about object properties that can improve robotic grasping and manipulation. However, accurate object recognition during the early stages of grasping remains challenging, particularly under strict real-time constraints. This study presents a flexible, distributed piezoelectric tactile sensing system for early-stage object recognition. The system was experimentally evaluated using six everyday objects and three recognition approaches: feature-based classification using support vector machines (SVMs), raw-signal classification using 1D convolutional neural networks (1D-CNNs) and convolutional recurrent neural networks (C-RNNs), and spatiotemporal heatmap classification using a 2D-CNN. The effects of sensor count and temporal window size on recognition accuracy and real-time feasibility were systematically investigated. Increasing the number of sensing elements improved recognition performance across all approaches. The best-performing method, based on spatiotemporal heatmaps and a 2D-CNN, achieved F1-scores of 0.9796, 0.9846, and 0.9903 using 16, 24, and 32 sensors, respectively. The optimal configuration, comprising 32 sensors and a 100-ms temporal window (50 samples), was deployed on an embedded edge platform, achieving an end-to-end recognition latency of approximately 101 ms from contact onset and an energy consumption of 63.8 microjoules per inference. These results demonstrate the potential of distributed piezoelectric tactile sensing for accurate, energy-efficient, and real-time object recognition during robotic grasping.

Thu 5 NovRobotics
The gist
Recognizing objects by touch quickly and accurately is hard for robots, especially right when they first grab something. The authors created a flexible touch sensor system made of piezoelectric sensors that can sense pressures and vibrations across many points. They tested several ways to teach a computer to recognize six common objects using this sensor data and found that using heatmaps and deep learning worked best. Their best setup could quickly and accurately identify objects in about 100 milliseconds with low energy use, showing promise for helping robots handle things better in real time.
Open → 2611.07779v1

Quality diversity search struggles to pick parents that produce lasting results

From Admission to Retention: Predicting Durable Offspring in Quality-Diversity Search

Abstract: Automated failure discovery can be framed as a diversity problem: the objective is to expose distinct ways a system fails rather than a single critical adversarial case. Yet uniform parent sampling provides no way to allocate search effort toward individuals likely to produce durable archive contributions. We study this credit assignment problem in an unstructured Quality-Diversity (QD) archive, testing whether signals available before an individual has reproduced distinguish offspring that merely enter the archive from those still retained generations later. Across a planar-arm benchmark and two robotic-locomotion tasks, the same signals are often associated with entry and persistence in opposite directions. In particular, lineage depth is the clearest such signal, and its persistence discrimination grows with population capacity, which is associated with lower turnover. Biasing parent selection toward the signals with the strongest measured association to survival nevertheless does not improve search: moderate bias matches uniform sampling, and strong bias reduces QD-score.

Wed 4 NovNeural and Evolutionary ComputingArtificial Intelligence
The gist
When trying to find many different ways a system can fail, it helps to keep the most useful failures around for long enough. The authors looked at ways to guess which failures will stick around longer based on clues before they reproduce. They found that some clues work differently when predicting entry versus long-term survival, and even when trying to favor parents that seem promising, the search does not get better and can get worse. This suggests it’s tricky to predict which behaviors will last in quality-diversity search.
Open → 2611.06522v1

Time to goal metric improves planning success for robotic navigation and manipulation

Time-to-Goal: Learned Temporal Metrics for Long-Horizon Planning with JEPA World Models

Abstract: Joint-Embedding Predictive Architectures (JEPAs) support planning by comparing predicted latent states with an encoded goal. For this comparison to guide temporal progress, states closer in time to the goal should receive lower costs. However, training representations for prediction and distribution regularization does not directly enforce this ordering. We examine this mismatch in flat LeWorldModel (LeWM) by analyzing how its Euclidean goal cost changes with temporal separation. Our analysis identifies conditions under which states at different long offsets receive similar average costs, weakening their temporal distinction. To learn the missing ordering explicitly, we introduce Time-to-Goal (T2G), a lightweight metric trained on latent triples from offline trajectories. A margin ranking loss encourages smaller distances for temporally nearer states, requiring no rewards or policy labels. The learned metric then replaces the Euclidean planning cost while the JEPA encoder and predictor remain frozen. Diagnostics on AntMaze and FourRoom show that T2G preserves stronger temporal contrast and improves near--far ranking at long offsets. Across four navigation and manipulation benchmarks, T2G improves the average planning success rate from 32.7\% (flat LeWM) to 63.0\% and approaches or even surpasses the performance of the hierarchical H-JEPA baselines. These results show that learning temporal ordering for the goal cost can substantially improve latent planning even with a flat world model.

Wed 4 NovRoboticsComputer Vision and Pattern Recognition
The gist
Planning how to reach a goal point far in the future can be tricky if the robot’s internal sense of distance doesn’t reflect how close it is to the goal over time. The authors show that standard methods using simple distances in a hidden space don’t always tell time order clearly. They create a new way to learn a “time-to-goal” measurement that better ranks states according to how soon the goal will be reached. This learned metric helps the robot plan better and succeed more often on tasks involving navigation and manipulation.
Open → 2611.05847v1

Multi view skill learning boosts dynamic agent self evolution

MDSKILL: Learning to Internalize Skill Memory through Multi-View Distillation for Efficient Dynamic Agent Self-Evolution

Abstract: Skill memories encode past experiences as textual prompts to improve reinforcement learning (RL) for self-evolving agents. Complementing RL, On-Policy Self-Distillation (OPSD) provides dense, fine-grained supervision to internalize knowledge from skill-guided trajectories and accelerate policy learning. However, self-generated memories often contain noisy supervision and functionally entangled, redundant, or conflicting knowledge, making direct distillation difficult. Under limited training budgets, these issues can hinder knowledge internalization and even degrade performance. To address this problem, we propose MDSKILL, a multi-view distillation approach for skill memory internalization. MDSKILL organizes skill memories into three complementary functional views (state grounding, action planning, and execution control) and selects high-quality skills using dynamic metrics to construct view-specific and integrated reasoning branches. OPSD then transfers and consolidates complementary experiential knowledge across these branches into a shared policy, enabling efficient skill internalization and continuous agent self-evolution. We evaluate MDSKILL on three agent benchmarks against RL, skill-augmented, and self-distillation baselines that do not rely on stronger external teacher models. Without additional computational overhead, MDSKILL improves upon SOTA performance by up to 7.1% and 8.1% on ALFWorld and WebShop. Extensive ablations and evolution analyses further validate its effectiveness in knowledge internalization and policy improvement. The code is available at https://anonymous.4open.science/r/MDSKILL-CF53.

Tue 3 NovComputation and Language
The gist
Improving how agents learn to do tasks better by remembering past skills can be tricky because the memories might be noisy or confusing. The authors propose a new way, called MDSKILL, that looks at these memories from three different perspectives to separate useful information from noise. This helps the agent learn more efficiently and improve over time without extra computing power. Tests show this method works better than existing ones in several agent environments.
Open → 2611.05313v1

Egocentric video enables joint 3d human motion and scene reconstruction

EgoMo3R: Joint Egocentric Motion and Scene Reconstruction

Abstract: Understanding holistic 3D human motion and the surrounding environment from egocentric video is fundamental for applications in AR/VR and robotics. Although these tasks are inherently coupled, existing methods treat them separately. In particular, egocentric motion reconstruction methods typically assume access to metric, gravity-aligned camera trajectories from specialized inertial sensors. Recovering such trajectories from monocular egocentric video remains a significant challenge due to rapid head movements and motion blur. We present EgoMo3R, a joint optimization framework that simultaneously reconstructs 3D human motion and scene geometry from casual egocentric video. It leverages the robustness of low-level visuo-geometric primitives, including monocular depth, optical flow, and point tracks, integrated with a diffusion-based human motion prior via first-order optimization. We propose an alternating optimization scheme that establishes a synergistic feedback loop: scene reconstruction provides physical grounding and trajectory conditioning for the motion prior, while the motion prior regularizes the camera trajectory and anchors the scene in a metric, gravity-aligned world frame. We evaluate EgoMo3R on the highly dynamic sequences of the EgoExo4D and Nymeria datasets and show that it outperforms specialized baselines in both 3D scene reconstruction and egocentric motion estimation.

Sun 1 NovComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Capturing how people move and what their surroundings look like in 3D from a video recorded on their head is hard, especially because head movements are quick and blurred. The authors introduce EgoMo3R, a system that guesses both the person's 3D movements and the environment's shape at the same time from regular videos. It uses visual hints like depth maps and motion from the video, plus a model of how humans usually move, to improve both predictions. Testing on challenging datasets shows their approach works better than others focused on only one task.
Open → 2611.01627v1

Soft magnetic pillar sensor senses robot touch and surface texture

MagPillar: A Soft Magnetopillar Array Tactile Sensor for Robotic Surface Perception

Abstract: Robotic surface exploration benefits from tactile interfaces that accommodate contact and capture variations in surface characteristics. Herein, we report MagPillar, a tactile sensor inspired by spider tactile hairs that combines a magnetic pillar array with three-axis Hall sensing. A full-array mechanical and magnetic-field model characterizes how pillar deformation affects the superposed fields measured across the array, providing a physical basis for interpreting its contact responses. The compliant pillar architecture translates contact with surface textures and geometric features into distinct magnetic response patterns. Then, in robotic surface perception experiments, spectral features and logistic regression distinguish six material surfaces with an offline accuracy of 99.34% under within-session temporally blocked cross-validation. Continuous scans over periodic protrusions produce amplitude and peak-spacing variations consistent with changes in surface geometry. These findings connect compliant contact mechanics with distributed magnetic sensing, paving a new path for material recognition and qualitative surface-profile perception.

Sun 1 NovRobotics
The gist
Robots need ways to feel and recognize different surfaces they touch. The authors designed a soft sensor inspired by spider hairs that uses magnetic pillars and sensors to detect how the pillars bend when touching surfaces. This bending changes magnetic signals, which the authors analyzed to identify different materials and surface patterns with high accuracy. Their approach helps robots 'feel' surface textures and shapes by turning mechanical touches into magnetic data.
Open → 2611.01609v1

Robots learn to flatten and fold diverse clothes from simulation data

ClothDojo: Learned Data Generation and Benchmarking for Bimanual Garment Flattening and Folding

Abstract: Garment flattening and folding require robots to identify garment structure during manipulation and adapt their actions as the cloth deforms. We present ClothDojo, a simulation platform that generates adaptive manipulation trajectories at scale across diverse garments and initial states and evaluates policies in closed loop. ClothDojo encodes each garment's canonical mesh coordinates as an NOCS texture, providing canonical surface-position cues through the visual interface of a pretrained vision-language-action model. We fine-tune the model on human demonstrations and corrections to obtain a data-generation policy. The policy autonomously generates simulated manipulation trajectories, and we retain rollouts that satisfy task-specific success criteria. Each retained trajectory is re-rendered under a randomly sampled appearance to provide RGB observations for downstream policies that do not receive NOCS. Across both tasks, the policy produces nearly 8,000 successful trajectories over hundreds of garments. RGB policies trained on these generated trajectories outperform those trained directly on the original human demonstrations and corrections across all evaluated garment splits and appearance settings. Evaluations across multiple policy models show that overall performance and appearance robustness vary across models and tasks, while generalization to unseen garments remains a common challenge.

Sat 31 OctRobotics
The gist
Robots find it hard to flatten and fold clothes because cloth changes shape when touched. The authors created a simulation platform called ClothDojo that teaches robots how to move and handle many different clothes by watching examples and practicing in the computer. This system creates thousands of good examples of folding and flattening clothes, which helps train robots to see and manipulate clothes better. The trained robots do better than ones just trained on human examples, but still struggle with new clothes they haven't seen before.
Open → 2611.01190v1

Vision-language control improves with predictive features but future gains limited

SaiVLA-JEPA: Evaluating Future Latent Prediction in JEPA-Conditioned VLA Control

Abstract: Joint-embedding predictive architectures (JEPAs) learn to predict representations rather than pixels, offering a compact way to model how visual scenes evolve. We ask whether this predictive objective improves closed-loop control when a vision-language-action (VLA) policy already uses V-JEPA features. We call our JEPA-conditioned flow policy family SaiVLA-JEPA. It combines a vision-language model with a diffusion transformer action expert and receives features from a frozen V-JEPA encoder. Two lightweight auxiliary heads predict future representations during training and are omitted at inference, leaving the action sampler unchanged. We compare policies without JEPA features, with current JEPA conditioning, and with additional future supervision on 10,030 paired LIBERO-Plus episodes. Current JEPA conditioning reaches about 82.5% success versus 71.6% without JEPA, while future supervision provides no detectable aggregate gain at the evaluated training budget. We separately evaluate SaiVLA-JEPA-TCA, which adapts latent context, and SaiVLA-JEPA-TPA, which adapts selected parameters. The context-retry gain is a system-level result under a larger attempt budget; parameter adaptation shows no consistent advantage over the frozen policy and target controls. These results motivate assessing latent-prediction objectives through paired closed-loop rollouts rather than latent loss alone.

Wed 28 OctRoboticsArtificial Intelligence
The gist
This paper looks at whether a computer program that controls actions with images and language can get better by predicting what will happen next in the visual information it processes. The authors combine a vision-language model with a special action decision system and use features from a fixed visual predictor. They find that using current prediction features helps control success, but trying to predict further into the future does not improve results with the data they used. They also test different ways of adapting parts of the system but find no clear benefits. Their work shows the importance of testing prediction methods by how well the system controls things, not just by measuring internal prediction quality.
Open → 2610.38508v1

RynnUnify enables robots to plan and act through video understanding

RynnUnify: Towards Unified Embodied Brain

Abstract: We introduce RynnUnify, a 16B unified embodied model that combines strong embodied understanding with long-horizon visual planning through interleaved video--language reasoning. With capabilities spanning spatial reasoning, physical prediction, and grounding, RynnUnify connects an understanding of the physical world with visual anticipation of how it evolves across successive subtasks. Building on these capabilities, we further develop an agentic extension through reinforcement learning to selectively use video predictions for reasoning about unobserved states and interaction outcomes. We also develop a world-action extension of the full RynnUnify model, translating its understanding and prediction capabilities into robot control. To evaluate these capabilities, we introduce Rynn-VP and Rynn-GEU for long-horizon visual planning and anticipatory reasoning. Experiments show that RynnUnify achieves the highest average embodied understanding score among the evaluated unified multimodal models and improves the Rynn-VP overall score by 9.75 points over Cosmos 3 Nano. Its agentic extension improves the Rynn-GEU average by 6.0 points over direct reasoning, while the world-action extension achieves 51.5\% success on 20 selected composite RoboCasa365 tasks and 46.7\% average success across three real-robot tasks. Together, these results establish RynnUnify as a shared foundation for embodied understanding, visual planning, and robot control, taking a step toward a unified embodied brain.

Fri 23 OctRobotics
The gist
Robots need to understand their surroundings and plan actions over time to complete tasks. The authors introduce RynnUnify, a large model that learns to predict and reason about videos and language together, helping it understand physical spaces and anticipate future events. They added training methods letting the model decide when to use video predictions for better decision-making and to directly control robots. Tests show RynnUnify improves the ability to plan visually and helps robots succeed in real-world tasks. This work helps bridge understanding and action in embodied AI systems.
Open → 2610.32965v1

Flexible sensor measures three-axis forces for robot touch safety

VecTile: A Low-Cost Flexible Tactile Array for 3-DoF Force Sensing

Abstract: Tactile sensing provides robots with contact information difficult to obtain from vision alone. Shear force is particularly important for understanding tangential contact, guiding corrective motions, and maintaining grasp stability, yet flexible and low-cost tactile arrays often measure only normal force. We introduce VecTile, a low-cost, 6 mm thin, flexible tactile array capable of three-axis force sensing. VecTile combines a piezoresistive layer with passive silicone nubs that convert normal and shear forces into distinguishable pressure patterns. The sensor can be fabricated in-house without specialized equipment. The complete system costs less than 35 USD for a 4x4 array. We validate the sensing mechanism through finite element analysis and hardware experiments. In controlled single-taxel tests over 1-5 N normal force and up to 1.5 N shear force, VecTile achieves root-mean-square errors of 0.39 N and 0.16 N for normal and shear forces. A VecTile calibrated while flat retains accuracy when curved, while a five-minute manual calibration is sufficient for practical use. Two applications demonstrate its utility. First, shear readings are sensitive enough to stop a sharp scalpel from puncturing a balloon after contact. Second, the sensor substantially improves Diffusion Policy-guided power-plug insertion. All designs and code will be released upon paper acceptance. Project website: https://jiannnh.github.io/VecTile/.

Thu 22 OctRobotics
The gist
Robots need a sense of touch that can feel forces not just pressing straight down but also sliding sideways. The authors created VecTile, a thin, flexible, and inexpensive sensor that detects these three directions of force. It uses a special material and bumps that turn pressure into easy-to-read signals. VecTile can be made without fancy machines and helps robots avoid damage, like stopping a sharp blade from poking a balloon. It also helps robots perform precise tasks like plugging in power cords.
Open → 2610.31472v1

Optimal learning models explain how agents pursue moving targets

Solvable models of learning to pursue a moving target

Abstract: Agents tasked with intercepting a moving target must learn how to reach it, ideally as efficiently as possible. As observers of animal pursuit behavior have noticed, different strategies are possible: on one extreme, the agent reactively moves toward the target's current location; on the other, the agent predicts the target's future location and moves directly there. Motivated by the desire to understand how such strategies might be learned, we introduce a continuous-time linear-quadratic model of open-loop target pursuit whose optimal control strategies interpolate between these possibilities. Usefully, a small number of interpretable parameters control which type of strategy is optimal, and it is possible to derive closed-form solutions for optimal strategies, policy learning dynamics, and value learning dynamics. Exploiting our model's linear structure, we find that the time scales of learning precisely correspond to the eigenvalues of certain matrices, and that relevant eigenvalue spectra generically have a gap. We show that this gap indicates that agents tend to learn how to reach their target before optimizing their movement. Our results provide a detailed mathematical characterization of pursuit behavior and its learning dynamics, which can both serve as a benchmark for empirical work, and as a foundation for more elaborate theoretical treatments of pursuit.

Thu 22 OctMachine Learning
The gist
The paper looks at how agents learn to catch moving targets and explains that there are different ways to do this. Some agents aim for where the target is now, while others try to predict where it will be in the future. The authors created a mathematical model that finds the best way to pursue targets, lying between these strategies. They also explain how learning happens in this process and why certain steps come before others. This work helps us understand pursuit behaviors and how they improve over time.
Open → 2610.30721v1

Radar improves 3D human pose tracking by combining motions and observations

Radar-Based 3D Human Pose Estimation via Motion-Aware Pose Initialization and Observation-Guided Refinement

Abstract: 3D Human Pose Estimation (3D HPE) is used in indoor environments, such as smart homes, to analyze human movement and monitor human states. Millimeter-wave (mmWave) radar is suitable for this task because it is robust to lighting variations and does not capture images of human appearance. However, radar observations often provide insufficient information about certain body parts or contain overlapping reflections from multiple body parts, limiting accurate 3D joint localization. To address these limitations, we propose the Initialization-to-Refinement Pose Framework (I2R-Pose), comprising two stages: Motion-Aware Pose Initialization and Observation-Guided Refinement. In the first stage, joint-wise features are learned by incorporating temporal relationships across consecutive radar observations and human skeletal structure to compensate for insufficient joint information and estimate an initial 3D pose sequence. In the second stage, separately extracted radar observation features predict joint-wise positional corrections that refine the initial pose and generate the final pose sequence. The framework supports individual and fused inputs of time-Doppler/time-range (TD/TR) maps and radar point clouds (PCs). To evaluate performance across indoor activities, we construct the Radar Motion and Spatial Information for 3D Human Pose Estimation (RaMoS-Pose) dataset, providing synchronized TD/TR maps, radar PCs, and 3D joint ground truth (GT). Evaluations on RaMoS-Pose and the publicly available MVDoppler-Pose dataset show that I2R-Pose reduces mean per-joint position error (MPJPE) by 39.50% on MVDoppler-Pose and by 15.13% on RaMoS-Pose with fused inputs, compared with the best-performing existing methods evaluated on each dataset.

Tue 20 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Estimating a person’s 3D pose inside a room using radar is hard because some body parts may be hidden or confuse the radar signals. The authors created a two-step method where first they guess a person’s movement by looking at radar data from time and using knowledge about the human skeleton. Then, they refine this guess by checking the radar measurements more closely. They tested their method on new and existing radar datasets and showed it predicts body poses more accurately than previous methods.
Open → 2610.27774v1

Value prediction improves offline goal reaching with imperfect models

VPFlow: Value-Predictive Planning with Imperfect World Models for Offline Goal Reaching

Abstract: Offline goal-conditioned reinforcement learning enables skill acquisition by reaching any goal from any state without dense rewards. Model-based methods allow for planning by scaling test-time compute to solve complex tasks. Combining both holds appealing promise for pre-training on suboptimal demonstrations and zero-shot adaptation via goal specification and planning. Yet existing methods assume effective planning requires accurate next-state prediction in pixel or latent space. In this work, we show that value prediction is more useful for planning, whereas accurate state prediction is often unnecessary. Our key insight is that offline goal reaching naturally admits a closed-form Monte Carlo return, enabling value regression to replace temporal-difference bootstrapping. We use this return as the sole supervision for latent world models: imagined latents are trained to predict goal-reaching value rather than match future states, implicitly preventing representation collapse. These planning-oriented representations let imperfect world models imagine on the level sets of value field beyond dataset transitions. We then present VPFlow, a value-predictive planner that pairs the world models with a one-step flow policy and plans in its noise space via evolutionary search. It enables policy improvement with imagined generalized advantage and reduces out-of-distribution queries common in action-space planning. On 30 state and pixel OGBench datasets, VPFlow surpasses model-free baselines by at least 30.3 and 10.1 percentage points in success rate, respectively, and outperforms latent planners LeWorldModel, PLDM, and TD-MPC2. It achieves this despite a latent prediction error orders of magnitude larger than with state prediction, while minimizing this error lowers success rate. This demonstrates that value-predictive representations, not exact state prediction, are what offline planning requires.

Mon 19 OctMachine LearningArtificial Intelligence
The gist
Reaching goals without constant rewards is hard for machines, especially when learning from old data. The authors found that accurately predicting future states isn’t as important as predicting how valuable those states are for reaching goals. Their method trains a model to predict goal-related values instead of exact next steps, allowing the system to plan better even with imperfect world predictions. This approach worked well on many tasks, beating other methods that rely on precise future predictions.
Open → 2610.27280v1

Hierarchical models speed up goal planning with learned subgoals

Learning Goal-Conditioned Subgoals through Frozen Hierarchical World Models

Abstract: Hierarchical world models plan over long horizons by passing predicted states from a coarse model to a lower-level controller. Choosing these states can be expensive: the upper-level planner repeatedly differentiates through candidate macro-action trajectories. We replace this search with a lightweight goal-conditioned network trained through the frozen high-level predictor. The network supplies a conditioning vector, while the predictor generates the next latent waypoint. Training uses hindsight goals and state-prediction losses on offline trajectories, without search-solution targets or macro-action labels. Inference retains an autoregressive high-level rollout, but requires no high-level candidate optimization. We evaluate this approach on the shared-latent HWM checkpoints distributed with H-JEPA, using three backbone seeds and three head initializations per backbone. With a common evaluation protocol, mean success is 70.4% on Cube, 48.7% on Push-T, 100.0% on FourRoom, and 71.1% on Visual AntMaze. The method improves over the corresponding HWM search baseline on three environments and has the same mean on Push-T. Dedicated measurements on an NVIDIA L40S give 1.28-4.39x end-to-end speedups for batched evaluation. Ablations identify state-adaptive conditioning as a consistent contributor, while predictor-mediated subgoals and unrestricted conditions have environment-dependent benefits.

Mon 19 OctComputer Vision and Pattern Recognition
The gist
Planning steps in complex tasks can be slow because computers try lots of possibilities to decide what to do next. The authors show a way to speed this up by training a special network to pick subgoals quickly, without searching through many options. Their approach learns from past experiences and works well on several simulated navigation and manipulation tasks. It runs faster than previous methods while keeping good success rates.
Open → 2610.26179v1

Humanoid robots learn motor skills from human infant development scales

Validation of Human Motor Development Scales with Humanoid Robots

Abstract: We investigate how humanoid robots can learn a series of motor skills defined by human infant motor development scales, and we evaluate which scales are comprehensive enough to serve as self-contained guides for developing gross motor skills up to standing and walking. We represent each motor development scale as a developmental graph that guides the training of a humanoid robot. We then apply this graph within a reinforcement learning framework so that the robot learns skills following the natural phases of human motor development described by the scale. Our work demonstrates that graphs derived from three out of four popular pediatric motor scales can successfully guide humanoid robots to develop these skills. The fourth scale misses some intermediate milestones that the other scales have, which causes some failures. After adding a missing milestone in its graph, it also enables the robot to develop those skills successfully.

Mon 19 OctRobotics
The gist
Teaching robots to move like babies learn to move can be tricky because baby development happens in stages with specific steps. The authors checked which baby motor skill guides helped a robot learn basic motions like standing and walking. They found that most guides worked well except one, which missed some important steps. By adding those steps, the robot could learn just as well as with the others.
Open → 2610.25701v1

Search-free visual planning speeds up control with direct action prediction

Beyond Action Prediction: Learning Search-Free Planning in Latent Space

Abstract: Latent world models learn action-conditioned state transitions in a compact representation space, providing a predictive model for visual planning and control. However, planning with these models typically requires costly test-time optimization over action sequences. We propose to replace this online search with a goal-conditioned inverse model that directly predicts actions from current and goal observations. A key challenge is that action prediction alone neither ensures that goal representations encode action-relevant information nor that predicted actions are consistent with the learned latent prediction model. We introduce Hindsight Inverse JEPA Planning (HIJP), a search-free framework that addresses both aspects during training. HIJP relabels future observations along offline trajectories as goals, providing action supervision across multiple temporal horizons. By retaining gradients through the goal representations, this supervision directly shapes the visual representation. HIJP further feeds predicted actions into the latent predictor model and aligns the resulting next-state representations with encoded successor observations, enforcing action-transition consistency. At inference time, the inverse dynamics model and latent predictor models are applied alternately to generate multi-step action sequences without online search. Across four visual control tasks, HIJP achieves 86.8% overall success and a 1.9-16.5x planning speedup over search-based planning.

Fri 16 OctRoboticsArtificial Intelligence
The gist
Planning actions for robots or AI agents in complex visual environments usually requires slow searching through many options. This paper shows a way to skip the search by teaching the AI to predict the necessary actions directly from the current view and the goal picture. The authors introduce a method called HIJP that trains the system to make these predictions consistent and reliable by looking back at future observations and checking predictions with expected outcomes. Their approach works well on several visual control tasks, achieving high success while planning much faster than search-based methods.
Open → 2610.23615v1

Mjev Spatial improves fast and accurate spatial reasoning in AI

MJev-Spatial: System One Spatial Intelligence via Native Attention Matching

Abstract: Spatial intelligence lets an agent perceive and act in the physical world, and many of its judgments must be made at interaction rates: which spatial relation holds, how far an object is, or where to place it. Vision-language models (VLMs) produce these answers by free-form text generation, paying for autoregressive decoding and answer parsing even though the output space is compact: one of a few options, a scalar, or a 2D point. In light of this, we introduce MJev-Spatial, a System 1 multimodal decision model that tackles all three types of spatial understanding tasks within a unified classification framework. Specifically, MJev-Spatial treats each candidate as a class and scores it using the backbone's pretrained query and key projections, without adding parameters. The candidates are the given options for choice tasks, or value bins and image regions refined through coarse-to-fine classification for numerical and point prediction, respectively. At inference, each classification decision takes a single forward pass and generates no answer tokens. To train on heterogeneous spatial data efficiently, we supervise all coarse-to-fine stages jointly with teacher forcing in one forward pass, and combine this with length-aware global batching and cross-GPU load balancing, raising training throughput by 30.8% over the original batching strategy. Built on Qwen3.5-4B and trained on 12.3M question-answer pairs converted from existing spatial datasets, MJev-Spatial achieves the highest overall score (65.64%) among eight tested models, ranks first on seven of twelve benchmarks, and outperforms its unmodified autoregressive base model on all twelve, while running 2.5 times faster than the fastest autoregressive baseline and 5.6 times faster than the base model.

Thu 15 OctComputer Vision and Pattern Recognition
The gist
Deciding where things are or how far away they are is something humans do quickly and naturally. Existing AI models try to answer such spatial questions by generating text, which can be slow and more complex than needed. The authors created MJev-Spatial, a different approach that treats spatial tasks as classification problems, allowing much faster and simpler answers without extra model parts. They trained MJev-Spatial on many examples and tested it on various benchmarks, finding it was not only more accurate but also significantly faster than previous methods.
Open → 2610.22276v1

Multi modal agents adapt skills for open world tasks

EvolvingBrain: An Adaptive Skill System for Multi-modal Agents Self-Evolution in Open Worlds

Abstract: Multi-modal agents have made significant progress in interacting with open worlds. However, their ability to self-evolve remains limited. Supervised fine-tuning enables imitation but not active experience organization, while outcome-based reinforcement learning promotes exploration yet underuses intermediate trajectory information. Therefore, we propose EvolvingBrain, which uses an adaptive skill system as the brain for agent self-evolution, consisting of two following components. Stratified Skill Self-Evolution: extracts Procedural Patterns and Problematic Patterns from model-specific trajectories, summarizes experience by generating skills, and evolves through multiple interactions with the open world, ultimately forming a Stratified Skill Architecture consisting of Domain, Plan, and Action/Trap Skills, which provides the agent with a multi-granularity knowledge repository and a novel evolution approach. State-Aware Adaptive Execution: summarizes long-horizon interactions into Structured Abstractive Memory and uses it to guide the State-Aware Skill Fusion Strategy, enabling the agent to utilize knowledge according to its current state. Experiments on VAB-Minecraft and DiscoveryWorld demonstrate that EvolvingBrain improves success rates on open-world tasks and exhibits generalization capabilities. Our code is provided in the supplementary materials and will be publicly released in the camera-ready version.

Wed 14 OctArtificial Intelligence
The gist
Many AI agents can now interact with complex virtual worlds, but they struggle to learn and improve on their own over time. This paper presents EvolvingBrain, a new way for agents to create and refine skills based on their own experiences and challenges. The system organizes knowledge at different levels and remembers situations to decide which skills to use next. Tests in game-like environments showed that agents with EvolvingBrain performed better and adapted more easily to new tasks. The authors made their code available for others to build on this approach.
Open → 2610.20786v1

Visual reasoning skills in toy games predict real-world AI performance

Game2Real-Bench: Do Toy Games Reveal and Transfer to Real-World Visual Reasoning?

Abstract: Visual reasoning is an important capability for vision-language models (VLMs) to understand visual evidence, spatial structure, constraints, and state changes. Existing evaluations mainly rely on real-world data or procedurally generated tasks. Real-world data preserve natural complexity, while procedural games provide controllable generation and verifiable solutions. However, it remains unclear whether abilities measured in toy games correspond to real-world visual reasoning and whether game examples can support transfer. We introduce Game2Real-Bench, a benchmark that studies these connections across four capability groups, including fine-grained perception, spatial reasoning, constraint reasoning, and sequential planning. We construct 1,000 procedurally generated game samples with executable verification and curate 400 real-world samples aligned by shared reasoning requirements rather than visual similarity. We evaluate 25 representative VLMs and observe strong game-to-real consistency, with Pearson and Spearman correlations of 0.935. We further study one-shot game-to-real transfer on four models. Constraint reasoning improves for several models, while fine-grained perception declines with game demonstrations. We also construct Game2Real-Dataset with nearly 24K verified game samples across 18 tasks and 65 QA families. Our benchmark, dataset, and code are available at https://github.com/QingAnLiu/Game2Real-Bench.

Tue 13 OctComputer Vision and Pattern Recognition
The gist
Understanding how vision and language models think about pictures is important for many tasks. The authors looked at whether testing these models with simple toy games can tell us how well they will perform on real-world visual reasoning challenges. They created a new set of tests with both game puzzles and real images that require similar thinking steps. Their results show strong links between how models do on games and on real-world problems, with some mixed effects when transferring learning from games to real images. They also released a large dataset of verified game samples to help future work.
Open → 2610.18834v1

World action models replay past experiences to learn new tasks without data

Data-Free Continual Learning for World Action Model with Rectified Generative Replay

Abstract: World action models (WAMs) built on pretrained video generation models adapt quickly to new robotic tasks, but they forget previously learned tasks under sequential fine-tuning. Experience replay (ER) mitigates such forgetting by rehearsing data of previous tasks, yet this data is often unavailable in robotics, where a policy is deployed as weights only and its training data is not shared along with it. In this work, we ask whether a WAM can achieve data-free continual learning by regenerating its own past. Our key observation is that a WAM can indeed autoregressively regenerate complete rollouts of previously learned tasks and replay them to mitigate forgetting. However, replaying such raw rollouts still lags far behind replaying real data, which we attribute to two issues. First, the WAM is unable to recognize task completion and keeps generating purposeless motion after the task is done. Second, under open-loop generation, the generated actions gradually drift away from the generated observations. To address both issues, we present rectified generative replay (R$^2$-WAM), which truncates generated rollouts at task completion with an agentic evaluator and filters out rollouts whose actions are physically inconsistent with the observations. On the four LIBERO suites and five real-world tasks, R$^2$-WAM reduces forgetting by over 90% relative to sequential fine-tuning and nearly matches ER without accessing any data from previous tasks. Our analysis further reveals that forgetting in WAMs concentrates in inverse dynamics modeling: a forgotten WAM still produces visually plausible observations of previous tasks while its generated actions fail.

Tue 13 OctRoboticsComputer Vision and Pattern Recognition
The gist
Robots often forget old tasks when learning new ones, especially if they don't have access to old training data. The authors show that a robot’s model can create its own past experiences to remember old tasks. They fix problems in the generated experiences to make this method almost as good as using real data. This helps robots keep what they learned before while learning new tasks.
Open → 2610.18038v1

Multi imu system improves legged robot state estimation accuracy

LAG-IO: Multi-IMU State Estimation for Legged Robots Using Factor Graphs

Abstract: Robust proprioceptive state estimation is crucial for legged robots, particularly in challenging environments where exteroceptive sensors are unreliable. While traditional leg odometry typically relies on a single body-mounted inertial measurement unit (IMU) fused with leg kinematics via an extended Kalman filter (EKF), such methods are vulnerable to linearization errors and hard-contact assumptions, leading to severe drift during slippage or dynamic locomotion.In this paper, we propose LAG-IO, a factor graph-based multi-IMU state estimation framework that tightly couples measurements from a main body IMU, multiple leg-mounted IMUs, and joint encoders within a sliding-window optimization. To handle non-stationary foot-ground interactions, we introduce a continuous probabilistic contact detection module based on kernel density estimation (KDE), which adaptively scales the covariance of zero-velocity update (ZUPT) factors. Furthermore, kinematic relative position factors are formulated to structurally anchor the independent leg inertial states to the robot's main body. Experimental results on a quadruped robot across various unstructured terrains demonstrate that, compared to existing baselines, LAG-IO achieves higher planar trajectory accuracy, reduces unobservable vertical divergence, and provides smoother trajectory transitions during unstable contacts, while maintaining competitive attitude observability.

Tue 13 OctRobotics
The gist
Legged robots need to know their exact position and movement, especially when cameras or external sensors don’t work well. Traditional methods use one sensor on the robot’s body, but these can get confused when the robot slips or moves fast. The authors proposed a new method that uses multiple sensors on the legs and body together, plus joint information, to better track the robot’s state. They also developed a way to detect when the feet are touching the ground to improve accuracy. Their tests showed this method gives better position estimates and smoother movement tracking on rough terrain.
Open → 2610.17870v1

Language model agents often hold information but fail to act on it

The belief-action gap in language model agents

Abstract: Language model (LM) agents can fail for different reasons, requiring different explanations and interventions. We study how state beliefs, action values, and action preferences interact as LM agents reason and commit to decisions in text-rendered grid worlds. We estimate task-relevant beliefs using report-based and representation-based probes, and action values using inverse reinforcement learning. We find that task-relevant state and value information is often represented more reliably than it is reflected in behaviour. Tracking action preferences throughout reasoning further shows that decisions sharpen around a commitment point and reported belief uncertainty decreases near commitment, although individual belief changes do not consistently explain shifts in action preference. Finally, forced actions follow reasoning prefixes from other decisions when transplanted, whereas the tested reasoning-window activation edits provide limited control over the action. Together, these results suggest that some failures arise not from missing task-relevant information, but from how available information is translated into action. Our measurements distinguish information availability from belief-action consistency without by themselves identifying the cause of each failure. Our code is available at: https://anonymous.4open.science/r/belief-action-gap-F745/

Mon 12 OctMachine LearningArtificial IntelligenceComputation and Language
The gist
Sometimes language model agents know the right things when making decisions but don't act accordingly. The authors studied how these agents think and choose actions in simple text-based worlds. They found that the agents often have correct information but struggle to turn that information into consistent decisions. This mismatch is called the belief-action gap, and it means mistakes can happen even when the agents 'know' what to do. The authors’ work helps distinguish whether failures come from missing information or from problems in using that information.
Open → 2610.17444v1

Observing partner state improves robot teamwork without direct communication

Observe, Share, or Predict? Disentangling Partner Information in Embodied Multi-Agent Collaboration

Abstract: LLMs are used as high-level controllers for embodied agents, but it remains unclear whether they support collaborative reasoning, such as anticipating a collaborator's actions in real-time teamwork without dialogue. We ask if observing the partner's state, exchanging object knowledge, and predicting the partner's next action, shape task outcomes and coordination when agents can share percepts but never intentions, plans, or task-level messages, and whether the two agents occupy symmetric roles. Using the Habitat-based PARTNR benchmark, we introduce a Decoupled Partial Observability regime that enforces strictly individual perception, and we augment decentralized zero-shot ReAct planners with Other Agent's State (OAS) observation, object Knowledge Exchange (KE) between co-located agents, and Other Agent's Next Action (OANA) prediction, evaluated on the full 2 x 2 x 2 grid with four planners on 1,000 validation tasks. OAS observation improves task quality, reducing extraneous effort for every planner, whereas KE primarily improves execution efficiency, cutting simulation steps by up to 25% with little change in success. The two are largely redundant for strong planners but complementary for the weakest, for which KE without the OAS is the worst configuration. OANA prediction lowers the success rate in 15 of 16 model x context pairs while raising explicit partner mentions to 55-100%, and its accuracy gains lie mainly in the coarse action type, partly because agents recognize the action the partner is already performing. The robot retrieves objects sooner and completes its tasks earlier than the simulated human. Shared context reduces total task time by shortening the remaining duration that the human works alone. Also, coordination benefits arise from responding to shared context, especially the OAS, rather than explicit anticipation, yielding shallow, planner-dependent partner modeling.

Mon 12 OctArtificial IntelligenceRobotics
The gist
Cooperating robots often need to work together without talking directly about their plans. This paper studies if watching a partner’s position, sharing knowledge about objects, or predicting their next move helps teamwork. The authors found that simply observing each other’s state helps robots do tasks better and faster, while sharing object knowledge mostly speeds things up without improving success. Trying to predict the partner’s next action actually made things worse. So, reacting to what is seen rather than trying to guess plans leads to better collaboration in robots.
Open → 2610.16895v1

Robots reveal how animals sense complex terrain through body forces

Sensing via whole-body interactions with complex terrains: physical insights from robotic models

Abstract: In nature, animals interact with complex terrains and often generate forces, deformations, and vibrations across the body and environment. Such interaction-induced mechanical information may guide behavior, yet its generation and use are difficult to resolve because movement rapidly and continually reconfigures the interactions that produce it. Sensory neurophysiology and biomechanics have revealed how mechanical information is transformed within sensory, neural, and musculoskeletal subsystems, whereas studies in complex terrains reveal rich whole-body interactions and behavioral outcomes. Connecting these levels remains a challenge. Here, I present a focused perspective on how biologically guided robotic physical models can help identify candidate mechanical information generated through whole-body interactions, test its physical mechanisms and behavioral benefits, and generate biological hypotheses. Three case studies illustrate this approach, multi-legged locomotor transitions to traverse dense clutter, limbless vertical body bending to propel through uneven terrain, and rapid spider leg crouching to help vibration sensing of prey on a web. Across these systems, correspondence between robots and animals supports the biological plausibility of these candidate physical mechanisms and motivates better measurements and models to determine how the relevant mechanical information is sensed and used to modulate behavior.

Sun 11 OctRobotics
The gist
Moving animals sense the world through the forces and vibrations their bodies create when they interact with tricky surfaces. The authors show that building robots modeled on animals helps study what kinds of mechanical signals arise from these interactions and how animals might use them to navigate. They present three examples—spiders sensing prey vibrations, multi-legged creatures moving through clutter, and limbless animals bending their bodies—that suggest how whole-body sensing could guide behavior. Robots behaving like animals make it easier to explore and test these complex sensing mechanisms.
Open → 2610.15334v1

Humanoid learns to carry objects using video and onboard cameras

From Video to Vision: Learning Generalizable Humanoid Carrying from Human Motion

Abstract: Most existing approaches rely on video or motion-capture data for reinforcement learning (RL) training; however, all of these methods require an upper-level module to generate reference trajectories in real time. In object carrying tasks, the humanoid can only lift objects from designated locations along the reference trajectory, resulting in poor spatial generalization. Moreover, existing policies can only be evaluated inside a motion-capture studio. To address these limitations, we propose \textbf{MOVER}, a multi-stage, Teacher-Assistant-Student, RL training framework for humanoid object carrying. We first collect data from videos and employ GENMO and GMR to retarget the video data, combining this with data augmentation techniques to generalize the data across objects of varying shapes and sizes. In the \textbf{first stage}, building upon the DeepMimic \cite{peng2018deepmimic} motion-training framework, we train the humanoid to transport objects from specified locations along designated trajectories. In the \textbf{second stage}, we relax the tracking of the reference motion and adjust the reward so that the humanoid learns to transport objects from different positions. In the \textbf{third stage}, we apply a Dagger-PPO distillation method to distill away the proprioceptive position observations and reference joint position of the humanoid. This allows the deployed policy to operate without relying on global position information from a motion-capture system; instead, the humanoid can directly perceive the object's pose from its onboard RGB-D camera to complete the carrying task. We design a series of simulation experiments to compare the success rates across stages (Stages 1 vs. 2) and before versus after distillation. We further transfer the policy to a real humanoid, successfully transporting objects at varying positions in a motion-capture-free setting.

Sat 10 OctRobotics
The gist
Humanoid robots usually need special tracking systems and fixed paths to learn how to carry objects, which limits where they can work. The authors developed a new training method called MOVER that learns from videos instead of just motion-capture data. This method allows the robot to carry objects from different places and see the objects using its own camera, without needing an external tracking system. They tested this approach in simulations and on a real robot, showing it can adapt to new object positions more flexibly.
Open → 2610.14561v1

PartiGen improves humanoid robot motion generation from text commands

PartiGen: Part-Aware Representations for Language-Conditioned Humanoid Motion Generation

Abstract: Translating language into humanoid motion requires coordinating body parts, determining motion duration, and producing references suitable for robot execution. We introduce PartiGen, a part-aware latent diffusion framework that incorporates anatomical structure into a shared whole-body motion representation. Part-specific attention processes anatomically masked frame features, and its outputs are fused to combine local limb information with whole-body context. Conditioned on text and motion history, the model generates motion primitives autoregressively. Forward-kinematics supervision encourages kinematic consistency, while a learned end-of-sequence predictor selects a frame-level endpoint after generation. On HumanML3D retargeted to the Unitree G1, PartiGen achieves a segment-level FID of 3.165, a 16.8% reduction over TextOp, and improves R@1 by 1.4 percentage points. In the duration study with 16-frame primitives, endpoint prediction reduces mean absolute duration error from 12.471 to 3.080 frames compared with a fixed-length cutoff. We further evaluate robot execution using a pretrained, frozen GRIT tracker: 409 of 500 generated references (81.8%) pass the posture-based stability screen in MuJoCo. Following simulation screening and manual selection, 26 of 27 attempted motions are judged successful on the real G1.

Fri 9 OctRobotics
The gist
Creating realistic robot movements from instructions is tricky because the robot's body parts must move in a coordinated way and at the right time. PartiGen is a new computer method that understands the robot’s body layout and generates movements part by part, using both the text command and previous motions. It also predicts when a movement should stop, making the actions more natural. Tests show that PartiGen produces better and more consistent robot motions than earlier methods and works well on a real robot.
Open → 2610.13373v1

Legged climbing robot simulation platform created in MATLAB

ClimbLab: MATLAB Simulation Platform for Legged Climbing Robotics

Abstract: This paper presents an open-sourced MATLAB simulation and analysis platform dedicated to legged climbing robots. This simulator enables the design of any limbed robotic system as an articulated multi-body with a floating base and simulates it walking and climbing in an arbitrary environment. The main variable environmental parameters are inclination, gravity, and ground stiffness, and any point cloud can be installed as the terrain map. Furthermore, the simulator employs a rigid body dynamics engine. This paper first describes the simulator structure, and the computational flow and next presents the representative simulation examples where quadrupedal robots assumed gripping on the wall or climbing on the steep slope.

Wed 7 OctRobotics
The gist
Climbing robots with legs need to be tested in different environments to see how well they move and grip walls or steep slopes. This paper presents a tool made in MATLAB that lets engineers design and simulate robots with legs moving in various environments. It can handle different gravity, ground stiffness, and slope angles, and can use detailed terrain data. The platform uses physics models to realistically simulate robot movements and interactions with surfaces.
Open → 2610.09315v1

Vision grounded action space improves robot task success rates

ViDAL: A Visual Dynamics-Grounded Action Latent Space for Vision-Language-Action Models

Abstract: Vision-Language-Action (VLA) models have become a central paradigm for robot policy learning, which predict actions in three forms: raw action chunks, discrete action tokens, or continuous action latents. However, existing action representations primarily model action trajectories, with limited consideration of the visual dynamics induced by these actions. We introduce ViDAL, a Visual Dynamics-grounded Action Latent Space that anchors continuous action latents in the future visual dynamics of the scene. Specifically, ViDAL learns action latent space by training an Action Variational Autoencoder (Action VAE) to reconstruct action chunks while aligning its latent with future scene dynamics. When integrated into downstream robot policies, the proposed Action VAE serves as a plug-in action interface compatible with multiple VLA architectures and enables optional future-video prediction as an additional capability. Empirically, ViDAL outperforms competitive baselines on LIBERO with 98.1% average success, improves a multi-task $π_{0.5}$ policy on RoboTwin 2.0 from 54.3% to 65.5% (Clean) and from 33.2% to 43.1% (Random) success rates over 50 dual-arm tasks, and yields 20.0% and 23.4% absolute success-rate gains on real-world single-arm Franka and dual-arm ARX robot platforms.

Tue 6 OctRobotics
The gist
Robots often struggle to figure out what actions to take based on what they see. This paper introduces ViDAL, a new way to represent robot actions that connects them directly to how the robot’s view of the scene will change after acting. The authors show that this method helps robots perform better on various tasks, succeeding more often in both simulated and real-world experiments. ViDAL also lets robots predict future video of what will happen next, adding an extra sense of understanding.
Open → 2610.08150v1

Twin-wing drone uses new wing flap control for stable hovering

From Model to Prototype: Design and Motor-Flap Propulsion Control of a Twin-Wing Metamorphic UAV

Abstract: This paper presents the design and control strategy for MetaMorpher, a metamorphic Unmanned Aerial Vehicle (UAV), capable of both spinning-wing hover and fixed flying-wing cruise flight. Since control of the cruise configuration is comparatively well established in the literature, this paper focuses on control of the MetaMorpher in hover mode, building on the flight dynamics model and conceptual design validated in previous work. The control algorithm is implemented using one of two phase-synchronized strategies: motor propulsion, which pulses motor thrust in synchrony with the vehicle's rotation, or flap propulsion, a novel strategy that pulses the deflection of the wing-mounted elevons. We evaluate both strategies in simulation through different flight experiments. Simulation results confirm the mathematical model and show stable reference tracking, demonstrating flap propulsion as a lightweight, decoupled alternative for hover control. Experimental testing validated the vertical-dynamics propulsion model against the physical prototype, demonstrating very good steady-state agreement across different configurations.

Tue 6 OctRobotics
The gist
Flying drones usually have one way to stay still in the air or to fly fast forward. This paper describes a drone called MetaMorpher that can both hover like a spinning wing and fly fast like a normal plane. The authors focus on controlling the drone when it hovers and test two ways to do this: pulsing the motor power in time with its spinning and moving small wing flaps instead. Their computer simulations and real tests show that moving wing flaps is a good and lightweight way to keep the drone stable when hovering.
Open → 2610.07896v1

Bayesian optimization improves searching for functions with sparse kernels

Bayesian Optimization on Function Spaces via Sparse RKHS Manifolds

Abstract: Bayesian Optimization (BO) has become an established methodology for minimizing black-box functions of a vector input. Often, however, this parameter vector arises from the discretization of an inherently functional relationship. Several recent articles have considered the Functional Bayesian Optimization (FBO) setting, in which the variable to be optimized is not a member of a finite dimensional vector space, but rather an infinite dimensional function space. In this work, we propose $L^0$ Manifold Optimization (L0MO), a simple approach to FBO which searches the subset of a Reproducing Kernel Hilbert Space (RKHS) consisting of functions with a sparse representation in the kernel functions, optimizing both the kernel locations and their coefficients. We discuss in detail the relationship between our method and existing ones, providing a unifying lens through which to view prior works. To assess our method against the state of the art, we conduct an extensive computational study, and along the way develop a novel set of benchmark test functions which port standard finite-dimensional ones to the infinite dimensional domain. Our experiments demonstrate that, on balance, the proposed method achieves superior performance across a wide range of test benchmarks.

Mon 5 OctMachine Learning
The gist
Optimizing unknown functions that take entire functions as inputs is hard because those inputs can be infinitely complex. The authors propose a new method that simplifies this problem by focusing on functions represented with only a few basic building blocks (kernels). This approach searches efficiently by adjusting where these basic blocks are placed and how strongly they influence the function. They tested their method extensively against previous techniques and showed that it works better across many examples.
Open → 2610.07417v1

Legged robot timing boosts movement on sandy slopes

Terrain-Dependent Intra-Cycle Leg Timing for Effective Locomotion on Granular Slopes

Abstract: Locomotion on granular slopes such as sand dunes remains a fundamental challenge for legged robots due to reduced shear strength and gravity-induced anisotropic yielding of granular media. Using a hexapedal robot on a tiltable granular bed, we systematically measure locomotion speed together with slope-dependent normal and shear granular resistive forces. While normal penetration resistance remains nearly unchanged with inclination, shear resistance decreases substantially as slope angle increases. Guided by these measurements, we develop a simple robot-terrain interaction model that predicts anchoring timing, step length, and resulting robot speed, as functions of terrain strength and slope angle. The model reveals that slope-induced performance loss is primarily governed by delayed anchoring and increased backward slip rather than excessive sinkage. By extending the model to generalized terrain conditions, we construct failure phase diagrams that identify sinkage- and slippage-induced failure regimes, enabling quantitative risk estimation for locomotion on granular slopes. This physics-informed framework provides predictive insight into terrain-dependent failure mechanisms and offers guidance for safer and more robust robot operation on deformable inclines.

Fri 2 OctRobotics
The gist
Moving robots on sandy hills is tricky because the sand changes when the slope gets steeper. The authors measured how a six-legged robot walks on a tilted sand surface and how the forces in the sand change with slope. They found that the robot’s ability to grip the sand is delayed as slopes get steeper, causing it to slip backward more than sink. Using these insights, they built a simple model to predict when and how the robot’s legs should push to move better and avoid getting stuck. This helps guide safer robot walking on sandy or soft slopes by focusing on timing rather than digging deeper.
Open → 2610.04144v1

LLM agents sped up by learning fast, accurate action drafts

LEAP: Learning Efficient Action Proposals For LLM Agents

Abstract: LLM agents are known to be slow in rollouts. An agent completes a task one step at a time. At each step, it reasons and then chooses an action to execute. The next step and action cannot start until the previous one has finished. Speculative decoding accelerates the rollouts at the reason phase by drafting and verifying the inference tokens. Recent works have also started to apply similar ideas at the action phase. These works use off-the-shelf models, usually large, to draft action proposals for target model to verify. Large drafters match the target more often but take longer to propose, while small off-the-shelf models are fast but rarely make the same decision as the target. We ask a more general question: what determines the end-to-end speedup of action speculation? To answer it, we develop a latency framework for the speculative round. The framework compares what a round gains with what it costs. The gain depends on how well the drafter predicts the target and on how many steps the task can take before it ends. The cost comes from drafting, from waiting for target verification and from executing tools. Guided by the framework, we introduce LEAP (Learning Efficient Action Proposals) which keeps the drafter small and makes it accurate by training it on the target actions sequences. With a small 0.6B model, LEAP agrees with the target on most decisions and makes agents up to 60% faster in end-to-end wall clock time, with no systematic change in task success. Across various datasets, target models and draft models, the framework accounts for most of the measured speedups. We also show the draft model can be online trained with no prior trace collection and match the performance of offline training, making LEAP practical to deploy in the real world.

Fri 2 OctMachine LearningArtificial IntelligenceComputation and Language
The gist
LLM agents do tasks one step at a time, making them slow because each step depends on finishing the last. The authors study a way to speed this up by predicting the agent’s next action before finishing the current step, called action speculation. They built a small, trained model called LEAP that quickly predicts actions the bigger model would take, reducing wait times without lowering task success. Their approach can also train on the fly, making it practical for real use.
Open → 2610.02670v1

New neural network models systems with multiple stable states

Port-Hamiltonian Neural Networks for Systems with Multiple Asymptotically Stable Equilibria

Abstract: Stable port-Hamiltonian neural networks certify asymptotic stability by construction. Yet, their Hamiltonian is a global Lyapunov function with a single global minimum, so they can represent only dynamic systems with {one} attractor. We demonstrate that this excludes even simple systems with energy landscapes forming a double well, and we overcome the restriction by parametrising the Hamiltonian as a {product} of Bregman divergences generated by one input-convex network. We prove that the resulting model is locally Lyapunov stable, that the coexistence of stable equilibria forces additional non-asymptotically-stable equilibria to exist, that all equilibria lie in a bounded region, and under a hyperbolicity assumption that almost-everywhere stability holds. On three systems our approach is able to recover the energy surface characteristics and improve the convergence speed by 1.8$\times$-8.5$\times$.

Thu 1 OctMachine Learning
The gist
Some physical or engineered systems can settle into different stable conditions, but existing neural network models only handle one. The authors find that current methods miss system behaviors like two stable points and fix it by designing neural networks that represent multiple valleys of energy. They prove their approach is mathematically sound, showing all stable states stay within a certain range and that the system behaves well in most cases. Their method works better than previous ones on example problems, making predictions converge faster.
Open → 2610.01356v1

Evolved search patterns favor intermittent moves in limited resource grids

Evolutionary foraging in grids: Intermittent search dynamics emerge in finite, depletable landscapes

Abstract: How search strategies evolve in finite, depletable landscapes remains a question in foraging theory. We study this problem with an evolutionary simulation in which agents forage on a two-dimensional toroidal lattice containing non-renewable resources distributed uniformly or as Lévy dust. Each agent carries a heritable genome encoding step lengths, velocities, and turning angles, and selection acts on a fitness function combining energetic gain, movement cost, and coverage efficiency. By allowing movement traits to evolve without imposing a prescribed power-law step-length distribution, we test whether evolved trajectories are better described by intermittent-search or Lévy-walk dynamics. Our results indicate that evolved search is more consistent with intermittent dynamics than with strict scale-free Lévy motion in the finite depletion-driven landscapes considered here. We characterize the dynamics by fitting second- and fourth-order displacement moments to intermittent-search and Lévy-walk models. While a Lévy-like random walk fits the evolutionary trajectories well (mean adjusted $R^2$ > 0.9 in most tested conditions), intermittent search achieves a closer fit (mean adjusted $R^2$ > 0.99) for all tested resource distributions. This preference holds across the tested grid sizes and resource densities. Five independent evolutionary runs per environment on a 503 x 503 grid at nominal resource density $ρ$ = 0.15 reproduce this preference for the uniform environment and five Lévy-dust environments. Evolution rapidly reshapes the movement genome toward short displacements while retaining a sparse tail of longer relocations, consistent with local exploitation punctuated by occasional transfer. The framework provides a controlled setting for studying how search rules emerge under resource limitation and may inform resource-constrained exploration in autonomous systems.

Wed 30 SeptNeural and Evolutionary Computing
The gist
This paper looks at how animals or agents might search for food in environments where food is limited and doesn’t come back once eaten. The authors let computer-simulated agents evolve movement strategies instead of forcing specific patterns like random long jumps. They find that these agents settle on search behaviors that involve lots of short steps with occasional longer moves, rather than continuous movement patterns called Lévy walks. This approach better fits real situations where resources get used up, supporting the idea of local searching interrupted by longer moves to new areas.
Open → 2609.39239v1

Schema helps AI agents learn how unknown environments work

Schema: Discovering Unknown Environments via Agentic Program Induction

Abstract: Learning to complete tasks in unfamiliar environments with unknown rules remains a key challenge for LLM agents. Current LLM agents often record their discoveries in prose, which may not provide a compact, explicit account of how the environment works. Inspired by how scientists organize observations into testable, predictive theories, we introduce Schema, an agent harness that organizes learning and action through interactive program induction. The LLM agent decides what to investigate and how to act, expressing its evolving understanding of the environment as executable programs. The harness consists of a persistent program workspace and a small set of interfaces for checking these programs against the interaction history, planning within them, and executing plans under step-by-step verification. Schema raises ARC-AGI-3 RHAE from 58.7% to 99.2% with the same base model, solves 100% of the public DiG-bench games, and reaches the median performance of the top-50 human players on MazeBench. Extensive analysis shows the effectiveness of Schema in unknown mechanism discovery, and ablations confirm the contribution of each component.

Wed 30 SeptArtificial Intelligence
The gist
Figuring out how to complete tasks in new places with unknown rules is hard for AI agents. This paper introduces Schema, a system that lets AI agents write small computer programs to explain and test how the world works as they learn. This helps the AI plan better and solve puzzles more accurately. The authors show that Schema greatly improves performance on several challenge tasks compared to previous methods.
Open → 2609.39140v1

Robot adapts efficiently using self-improving simulated training loops

EmbodiRSI: Recursive Self-Improvement for Data-Efficient Robot Adaptation

Abstract: Adapting robot manipulation policies to new tasks and environments remains highly data-intensive, while the data needed for further improvement depends on the policy's current capabilities and failure modes. We introduce EmbodiRSI, an agentic system for recursive self-improvement (RSI) in a real-to-sim-to-real setting, where task-specific simulations are constructed from target deployment scenarios and used as low-cost environments for iterative policy improvement before transfer back to the physical world. EmbodiRSI uses policy execution feedback to guide subsequent experience acquisition and policy updates. Two complementary mechanisms close this loop: Collaborative Error Correction generates agent-assisted corrective trajectories from policy-reached states, while Adaptive Data Collection directs expert demonstration generation toward the current policy's weaknesses. The task-specific simulation serves as a reusable workspace for policy warm-up, repeatable evaluation, failure diagnosis, and targeted data generation across successive RSI rounds. Across three tabletop environments and 14 subtasks, EmbodiRSI increases scene-balanced autonomous simulation success from 50.4% to 83.5% over two RSI updates. With 400 adaptive simulated trajectories and only ten real-world refinement trajectories per subtask, EmbodiRSI achieves 83.1% scene-balanced autonomous real-world success, compared with 75.0% for adaptation using 200 real-world demonstrations per subtask. These results demonstrate that feedback-driven recursive improvement in deployment-specific simulations can enable data-efficient adaptation of embodied policies to physical environments.

Wed 30 SeptRobotics
The gist
Robots usually need lots of real-world practice to get better at tasks, which can be slow and costly. The authors created EmbodiRSI, a method that lets robots learn in a simulated environment tailored to their future tasks, then improve themselves by identifying and fixing their mistakes. This repeated cycle of practice and correction in simulation, with occasional real-world fine-tuning, helps the robot get much better using far less real-world data. Their tests showed EmbodiRSI helped robots succeed much more often across different manipulation tasks while using fewer real trials.
Open → 2609.38905v1

Reflection aware real time slam improves indoor 3d mapping and rendering

RRG-SLAM: Real-time Reflection-aware Gaussian SLAM for Indoor Scenes

Abstract: We introduce the first real-time reflection-aware Gaussian SLAM system for indoor scenes. The system features a reflection-aware TSDF-Gaussian hybrid representation that explicitly separates diffuse scene appearance from reflection components. The base scene is modeled by a TSDF volume and a set of base Gaussians capturing geometry and diffuse appearance, while planar reflections are represented by reflection Gaussian groups associated with detected reflective planes. The rendering is performed in three passes: TSDF raycasting first yields surface color, depth, plane IDs and reflection masks; base Gaussians are then rendered order-independently with depth culling and combined with the TSDF output to form the base image; finally, under the guidance of the plane ID map, reflection Gaussians from different reflection groups are rasterized only into their corresponding planar regions to generate the reflection image, which is subsequently composited with the base image via the reflection mask to produce the final output. For online reconstruction, our system first estimates the camera pose through reflection-aware tracking to suppress interference of reflection-dominated regions. It then identifies reflective planes using geometric, semantic, and temporal cues, and fuses the observations into the augmented TSDF volume with reflection-aware attributes. Afterwards the base and reflection Gaussians are initialized, optimized, and pruned online to maintain both reconstruction quality and efficiency. Experiments on a variety of datasets show that our method outperforms existing SLAM systems in reconstruction quality, tracking robustness, and novel-view rendering for indoor environments with reflections, while preserving real-time performance.

Mon 28 SeptComputer Vision and Pattern RecognitionGraphics
The gist
Indoor mapping systems sometimes get confused by reflections on shiny surfaces, leading to mistakes in 3D maps or camera tracking. The authors present a system that can tell apart normal scene details from reflections by modeling them separately. This improves the quality of indoor 3D maps, the stability of camera tracking, and the rendering of new views, all while running fast enough for real-time use. Their system detects reflective planes, models reflections explicitly, and combines this information smartly during tracking and rendering.
Open → 2609.34527v1

Evolving robots that learn to manipulate objects without preset parts

Evolving Dexterous Robots from Scratch

Abstract: Little is known about how to manually design agents capable of dexterous manipulation. Some design principles have been inferred from close examination of how animals manipulate objects, but these structures and behaviors have so far resisted biomimicry and may not be optimal for artificial machines. Here we evolve freeform robots to pick up, hold, rotate, and use diverse objects. Unlike other approaches to optimizing robot hands, we do not presuppose the presence, articulation, or geometry of any part of the body. Although familiar prehensile forms such as tails, beaks, paws and claws may emerge spontaneously under certain conditions--and while such conditions could be of interest to evolutionary biologists--de novo manipulator design can also reveal whole new solutions, overlooked or unknown structures which may be better suited for the task at hand. We use contrastive learning to create a highly searchable genetic embedding of design space, an autoregressive developmental model to decode designs, evolutionary strategies to find good designs, and reinforcement learning to train each evolved design. Winning designs were automatically converted into a manufacturable blueprint, printed, assembled and tested in the real world in a zero-shot manner. The results represent the state-of-the-art in evolutionary robotics in terms of performance, diversity and complexity.

Sun 27 SeptRoboticsMachine Learning
The gist
Designing robot hands to handle objects is tricky, and copying animal body parts doesn’t always work well for machines. The authors developed a method where robot shapes and movements evolve freely from scratch, without starting with any set parts like fingers or claws. They used artificial intelligence techniques to explore many robot designs and trained the best ones to pick up, hold, and move different objects. Some evolved robots even made it from computer design to physical machines that worked right away. This approach can discover entirely new robot shapes suited for handling tasks.
Open → 2609.33101v1

Joint modeling improves human and object movement prediction

Harnessing Coupled Stream Completion For Human-Object Ineraction Modeling

Abstract: Text-conditioned human-object interaction (HOI) generation requires body motion, object trajectories & rotations, and hand articulation to remain coordinated. These components differ in scale and dynamics, but must agree on contact, relative pose, and timing. A shared representation may limit the distinct structure of each stream, while independent generation prevents each stream from responding to changes in the others. Latent supervision alone also does not directly constrain contact after decoding. We propose TRACE, a continuous latent framework that keeps stream states separate and couples their updates. TRACE encodes body, object, and hand motion into separate latents and predicts each stream velocity from the complete current interaction state. Geometric losses on decoded motion further constrain contact and object-relative motion over time. The same model supports completion of any single absent stream from the other two. Frozen flow features also serve as input to a language model for HOI understanding. Experiments on InterAct, OMOMO, and BEHAVE show that joint completion training improves generation and that frozen flow features improve understanding over raw-motion encoding. On InterAct, TRACE achieves the highest contact precision, recall, and F1 among the compared methods.

Sat 26 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Predicting how people interact with objects involves tracking body movements, hand positions, and how objects move or rotate. These parts change differently and must stay in sync to look right. The authors created a new way called TRACE that keeps each part separate but makes them update together, helping the model understand how body, hands, and objects should move in harmony. This method also allows guessing missing information if one part isn’t known and helps computers better recognize human-object interactions with language tools.
Open → 2609.32551v1

Visual attention modeling predicts gaze with explanations across domains

OpenVAM: Open-World Visual Attention Modeling with VLMs

Abstract: Predicting human gaze is a core capability for applications ranging from web/UI design analysis to robotics and human-computer interaction. Yet, most visual attention modeling methods output only a dense saliency map, which is often insufficient for action: practitioners need to connect attention peaks to discrete elements in the scene (what) and understand the drivers of those peaks in context (why), while remaining robust to domain shift across natural images, commercial content, and UI/web layouts. We, therefore, introduce OpenVAM (Open-world Visual Attention Modeling with VLMs), a unified framework that jointly addresses universality and explainability across heterogeneous domains (natural scenes, commercial imagery, and UI/web layouts) and supervision modalities. OpenVAM adopts a decoupled-but-aligned design: a dedicated dense visual pathway provides stable, spatially precise localization, while an instruction-following vision--language semantic head generates grounded what/why explanations conditioned on the same image and data-type prompts. A three-stage training strategy preserves strong localization priors while progressively introducing language grounding and improving explanation alignment via parameter-efficient adaptation without perturbing the saliency branch. We further propose a scalable pipeline to generate multi-domain saliency-reason annotations for training and systematic evaluation. Experiments across diverse datasets show that OpenVAM improves robustness under domain shift while producing image-grounded explanations that make saliency predictions more interpretable.

Fri 25 SeptComputer Vision and Pattern Recognition
The gist
Predicting where people look in images is useful for design and interaction but existing methods only give vague heat maps. The authors developed OpenVAM, a system that not only shows where attention peaks occur but also explains what objects these peaks relate to and why they attract attention. It works on different kinds of images, like natural scenes and web pages, and stays reliable when shifting between types of images. OpenVAM uses a two-part design: one part focuses on locating attention precisely, while the other generates language-based explanations connected to those spots. The team trained it in stages to keep accuracy and add meaningful explanations without disrupting the core attention prediction.
Open → 2609.31364v1

Robots control dynamic flexible objects at multiple grasp points reliably

Manipulation with Stability Guarantees: Linear Deformable Objects with Non-negligible Physical Response Grasped at Multiple Location

Abstract: Most research on the manipulation of deformable objects focuses on lightweight systems with negligible mechanical response, effectively restricting attention to quasi-static regimes. This assumption excludes a broad class of practically relevant objects, such as hoses, pipes, and wiring harnesses, whose dynamics cannot be ignored during manipulation. In this work, we address this limitation by introducing a closed-loop control architecture that explicitly accounts for object dynamics and recasts manipulation as a shape-regulation problem. Control is achieved by modulating forces and torques applied at multiple fixed points along the object. This approach builds on three methodological contributions: a fully dynamic model of linear deformable objects based on discrete strain parameterizations; an extension of the notion of actuation coordinates to SE(3), yielding a structured and inherently underactuated control architecture; and nonlinear feedback strategies providing explicit conditions for steady-state convergence to desired configurations. Extensive simulations on representative manipulation tasks demonstrate the performance gains enabled by the proposed modelbased formulation. We finally validate the approach experimentally through a real-time closed-loop implementation with online shape estimation, confirming its practical feasibility and effectiveness

Tue 22 SeptRobotics
The gist
Manipulating flexible objects like hoses or wires is tough because they move in complex ways that slow or light objects don't. The authors created a method that helps robots control these objects more precisely by understanding their movements and adjusting forces at multiple hold points. Their approach uses a detailed mathematical model and feedback control to guide the object into a desired shape steadily. They tested this method using simulations and real-time experiments to show it works well in practice.
Open → 2609.26004v1

Improving real-time 3D tracking with dual covariance Gaussian splatting

Dual Covariance Gaussian Splatting SLAM: Decoupling Rendering and Registration for Robust Real-Time Tracking

Abstract: ICP-based 3D Gaussian Splatting (3DGS) SLAM tracks in real time by registering incoming frames against map Gaussians, using each primitive's covariance for both rendering and registration. These two uses place conflicting demands on one covariance. The mapper shapes it to minimize photometric error, often flattening it against surfaces, while robust registration typically benefits from measurement uncertainty. We propose a dual-covariance parameterization. Each Gaussian keeps a single mean but holds two covariances: a rendering covariance optimized by the mapper, and a tracking covariance derived from an RGB-D sensor noise model. We further use the tracking covariances as Gaussian anchors for image corners, providing constraints in directions where depth geometry is weak. We evaluate on TUM RGB-D, ScanNet, Replica, and two outdoor sequences recorded with a RealSense D435i on wheeled and handheld platforms. We achieve robust tracking performance across multiple scenes and reduced odometry drift, while tracking at $\sim$ 60 FPS.

Tue 22 SeptRoboticsComputer Vision and Pattern Recognition
The gist
Tracking 3D scenes in real time involves matching new camera views to a map of the environment. The authors found that using one kind of shape uncertainty (covariance) for both making images and aligning frames causes problems. They propose giving each 3D point two kinds of uncertainty: one optimized for making clear images and another based on sensor noise for better alignment. This approach improves tracking accuracy and speed across indoor and outdoor scenes.
Open → 2609.25746v1

3D printed soft actuator with built-in force sensing and bending

A Monolithic Force-Proprioception Soft Acutuator Enabled by Single-Material 3D printing

Abstract: Pneumatic proprioceptive actuators integrate actuation and sensing for soft robots that attract interest due to functional potential. Existing approaches often suffer from assembly errors or stress concentrations caused by heterogeneous materials. In this work, we propose the Monolithic Force-Proprioception Soft (MFPS) design and fabrication method that integrates an Asymmetric Origami Bending (AOB) chamber and a Force-Proprioception Soft (FPS) sensor with single material through one-step Fused Deposition Modeling (FDM) fabrication. Based on the resistance response to strain of conductive thermoplastic polyurethane (TPU), we design and analyze the structure of the FPS sensor, and conduct parametric analysis on the sensing characteristics. The FDM fabrication parameters of the MFPS actuator are analyzed, followed by actuator fabrication and characterization of the actuation and proprioception performance. Experimental results show that the MFPS actuator achieves a bending angle of 40°, an output force of 12.5 N, and a resistance change of 26.9% as the applied external force increased from 0 to 45 N. A two-finger force-proprioception gripper is developed based on the MFPS actuator. The grasping and force-proprioception capabilities are experimentally validated, proving that the MFPS design method provides a new approach for the development of self-sensing actuators.

Mon 21 SeptRobotics
The gist
Soft robots need to bend and sense forces to work safely and accurately. The authors created a soft bending actuator that can both move and feel how much force it is applying using just one material and one 3D printing step. They used a special conductive plastic that changes electrical resistance when stretched to sense how the actuator bends and the force it exerts. Their device bends up to 40 degrees, pushes with 12.5 newtons of force, and detects forces up to 45 newtons reliably. They also built a two-finger gripper using this actuator that can grasp objects while sensing the force applied.
Open → 2609.24499v1

Penguin inspired torso motion improves biped walking on slippery surfaces

When to Waddle: A Comparative Study of Bipedal Torso-Stabilization on Low-Friction Surfaces

Abstract: Low-friction surfaces challenge bipedal locomotion by limiting the contact forces available during stepping. Inspired by penguin waddling, we investigate how lateral torso motion and center of mass (COM) placement affect locomotion as surface friction changes. Using a five-actuator biped, we compare an upright-gait strategy with a penguin-inspired torso-over-stance-leg strategy across multiple COM placements in simulation and hardware. In the 3-D simulator MuJoCo, we sweep through sinusoidal leg and hip actuation parameters across four friction coefficients mu = 0.1, 0.3, 0.5, 0.7. In simulation, torso-over-stance-leg motion produces more successful controllers and higher forward speeds at low friction, with the highest speed occurring for the high-COM configuration. Hardware experiments show the same low-friction speed trend: at mu=0.12, torso-over-stance-leg motion increases forward speed and reduces cost of transport at both tested COM ratios, and the higher COM also improves both measures. The high-COM penguin configuration is the fastest and most energy efficient while maintaining low sideways foot motion. At mu=0.45, the COM trend reverses: the lower-COM configurations are faster and more energy efficient, while gait strategy has little effect on forward speed but still changes sideways foot motion. These results show that the effects of lateral torso motion and COM placement depend on the available friction, and that forward speed, energy use, and slip-related foot motion can be modulated with a penguin-inspired torso motion on hardware.

Fri 18 SeptRobotics
The gist
Walking on slippery floors is tricky because feet can slip. This paper looks at how waddling like a penguin — moving the torso sideways over the leg that’s on the ground — helps keep balance and walk faster. The authors tested a robot in simulations and real hardware, finding that this torso motion and how high the robot’s center of mass is placed really affect walking speed and energy use. On very slippery surfaces, high torso placement with waddling helped most, while on less slippery surfaces, lower placements worked better.
Open → 2609.21185v1

Resonant oscillators generate adaptive search and tracking behaviors

Emergent Intelligence: Resonant Oscillators Produce Proactive Adaptive Behavior

Abstract: Most artificial neural systems are built to map given inputs to outputs. Adaptive agents face a prior problem: they must act without enough evidence, seek encounters with the world, and revise behavior when evidence appears. We propose another starting point for intelligent neural networks: proactive search without signals, curiosity at its most basic. We ask whether it can come from a minimal untrained circuit. The spiking unit studied here inverts its response to input: with no signal in its window it fires faster; once signals arrive it switches to a slower, inverted regime. Search needs three or more such oscillators in counter-phase, each reading the same input in a different time window. With no training, supervision, parameter tuning, or controller, the composite switches on its own between exploratory spiral search and exploitative tracking, finding both first-degree symmetry and second-degree groups. The switch comes from temporal disagreement between its fast and slow readings of the same signal. We view the circuit as evolutionarily trained: its abilities come from structure, not experience. Ablation over 63 configurations and 63,000 trials shows the switch needs both temporal staggering and counter-phase opposition, neither enough alone: the behavior is emergent, not programmed. The spiral persists at zero rotational diffusion, so it is structural, and degrades gently under perturbation. More oscillators improve spiral regularity but cut resource capture, so the smallest sufficient circuit wins. We propose that this principle underlies search in simple organisms, navigation and decisions in complex ones, and, being so simple and common, goes unnoticed unless you strip the logic bare. Eventually, networks of such proactive primitives may offer another foundation for AI architectures that explore our world rather than merely predict the next symbol in a sequence.

Fri 18 SeptNeural and Evolutionary Computing
The gist
Most artificial intelligence systems react to inputs they receive, but real intelligent behavior often means acting before having full information. The authors show a simple neural circuit made of oscillators that spontaneously switches between exploring and focusing on signals without any training. This behavior emerges from the timing differences in how the oscillators respond, resembling basic curiosity and adaptation. Such circuits could underlie simple animal behavior and inspire new AI designs that explore rather than just predict.
Open → 2609.21161v1

View-invariant robotic hand control using single rgb camera

AnyViewDex: View-Invariant Dexterous Manipulation from RGB Observations

Abstract: Visuomotor policies for multi-fingered dexterous manipulation are highly sensitive to camera viewpoint shifts. To achieve view invariance, recent methods increasingly rely on explicit 3D modalities like RGB-D or point clouds, which can introduce hardware dependencies, calibration requirements, and vulnerability to sensor noise during real-world deployment. In this work, we show that view-invariant control can be achieved without explicit test-time 3D sensing by encoding geometric knowledge into the visual representation during simulation. We present AnyViewDex, an asymmetric training pipeline that combines multi-view contrastive alignment with privileged 3D geometric supervision. By regressing absolute 3D object coordinates during simulated training, this auxiliary objective provides a geometric grounding signal that mitigates the spatial collapse of the globally pooled contrastive embedding. At deployment, the policy operates zero-shot using only uncalibrated monocular RGB and proprioception. We validate this approach across both reinforcement learning and student-teacher distillation. In hardware evaluation on an xArm7 with a 16-DoF LEAP Hand, AnyViewDex reaches 76.7% grasping success across eight unseen objects and six uncalibrated viewpoints (480 trials; 2,400 across all ablation conditions), indicating that geometrically grounded monocular policies transfer zero-shot without test-time depth. Project Page: https://anyviewdex.github.io/

Thu 17 SeptRobotics
The gist
Teaching robot hands to grasp objects can be tricky because cameras see things differently if moved around. The authors show that robots can learn to handle objects well from any viewpoint using just regular color images, without needing 3D sensors like depth cameras. They do this by training the robot in simulation with extra 3D information, helping it understand the object's shape and position. When tested on a real robot, their method worked well even with new objects and camera angles it hadn't seen before.
Open → 2609.20107v1

Conservation and factoring improve physical simulation model reliability

Conservation Buys Stability and Factoring Buys Counterfactuals in Physical World Models

Abstract: A learned simulator can reproduce its training conditions accurately yet fail in two distinct ways once those conditions change. Over long rollouts, small errors accumulate until the trajectory drifts away from physically plausible behavior; under an intervention on a physical parameter, the model may continue to follow the law seen during training rather than the intervened one. We show that these two failures require different structural remedies. Evolving a learned energy with a symplectic integrator preserves the geometry of the conservative dynamics and keeps rollouts bounded and physically meaningful for up to $100\times$ the training horizon, while equal-capacity predictors, an energy-regularized predictor, and a tuned neural ODE diverge. By contrast, encoding the physical coupling through an explicit linear factorization enables the model to follow a never-seen sign of that coupling, whereas an unrestricted parameterization remains locked to the training law. Crucially, the two mechanisms are separable: removing the structure responsible for long-horizon stability leaves counterfactual transfer intact, while removing the factorized coupling destroys counterfactual transfer without eliminating stability. This double dissociation, established with matched controls that remove or replace one structural component at a time, persists beyond the headline three-body system and remains visible when the physical state must be inferred from pixels rather than provided directly. The result is a concrete design principle for physical world models: long-horizon stability and changed-law generalization arise from distinct structural commitments, and each can be imposed deliberately without requiring the other.

Thu 17 SeptMachine Learning
The gist
Simulated models that try to predict physical systems can fail in two ways: they either drift away from realistic behavior over time or they fail to adapt when physical conditions change. The authors found that using an energy-preserving method helps keep simulations stable for much longer, while explicitly modeling physical connections allows the simulation to correctly respond to changes it hasn’t seen before. These two improvements work independently, meaning one can be fixed without the other. Their findings hold true even when the system's state is inferred from images rather than known exactly.
Open → 2609.19674v1