Papers for

robotics platform developers

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

Robot escape room benchmark ensures verifiable manipulation skills

HATCH: Hardware-Attested Task Chains for Verifiable Manipulation

Abstract: Capability claims in robot manipulation are unverifiable, and existing leaderboards are each closed, simulated, or gameable. We propose HATCH, a robot escape room: an openly specified, physically replicable, sensor-scored, and unrehearsable benchmark. Tasks span five skill categories at three difficulty levels and are chained so that the sensor confirming one task's completion unlocks the next, turning a room into a single long-horizon evaluation. Success is confirmed by instrumentation rather than human judgment, scoring is embodiment-agnostic, and object placements are randomized by a run-day seed. Entrants submit attested self-runs (uncut video, sensor logs, and the seed), with occasional organized events for calibration. Task specifications, build guide, bill of materials, and scoring rubrics are released under an open license.

Tue 20 OctRobotics
The gist
Robot manipulation tasks are hard to verify because current tests are often closed or easy to cheat. The authors created HATCH, a physical robot escape room that anyone can build and run, where robots must complete a series of connected tasks confirmed by sensors. This setup is fair because the scoring is automatic, tasks can’t be prepared in advance, and the order of objects changes each time. The entire system is open for anyone to use, helping people fairly compare robot manipulation skills in real physical settings.
Open → 2610.27485v1

Hierarchical privacy focused routing improves autonomous delivery in buildings

Hierarchical Building-Floo-Room Framework for Privacy-Preserving Autonomous Delivery in Large-Scale Buildings

Abstract: Autonomous delivery in large scale buildings requires coordinated planning across multiple spatial levels, including building, floor, and room, while ensuring scheduling efficiency. Existing methods often focus solely on algorithmic development, neglecting integration with physical robotic platforms, and rarely validate performance in real world scenarios. Many approaches also overlook hierarchical building structures and room level privacy constraints, limiting practical applicability. To address these challenges, this paper presents a hierarchical delivery framework based on a Building-Floor-Room abstraction, which decomposes the problem across multiple levels to significantly reduce optimization complexity. We formulate a building aware extension of the capacitated vehicle routing problem (CVRP) that explicitly models inter building and inter floor connectivity, room level access constraints, and privacy sensitive areas, enabling globally feasible and privacy compliant task assignment and routing. Based on this hierarchical model, the framework can evaluate delivery efficiency across different building layouts and optimize depot placement for specific configurations. At the execution level, we introduce a novel hardware design for non interactive, privacy preserving delivery, supported by reachability aware distances and a closed loop mapping, localization, and navigation system, ensuring consistency between planned routes and physical navigation. The proposed framework is validated on a real multi sensor robotic platform, demonstrating reliable multi floor delivery with improved path rationality and overall efficiency.

Thu 15 OctRobotics
The gist
Large buildings can be tricky for autonomous delivery robots because they have many floors and rooms, and some areas need privacy. The authors created a system that plans routes by thinking about the building, floor, and room levels separately. This approach helps robots deliver items efficiently while respecting privacy rules. They also built and tested a robot system that follows these plans reliably in real buildings.
Open → 2610.21361v1

PolyMorph policy controls different legged robots without retraining

PolyMorph: Learning Locomotion Policy for Cross-Embodiment Adaptation

Abstract: Reinforcement learning has enabled robust locomotion for legged robots, but learned policies are typically tied to a specific robot morphology and require additional engineering when the number of legs, actuators, or mechanical properties change. We present PolyMorph, a morphology-conditioned framework that learns a single locomotion policy for heterogeneous legged robots. PolyMorph converts each robot's URDF into joint-link modules and combines a recurrent encoder, graph-based Transformer, and per-joint decoder to generate actions across variable leg counts and joint configurations. To improve training stability, PolyMorph uses morphology-normalized rewards, adaptive robot sampling, and URDF-derived PD-gain initialization. We evaluate PolyMorph in simulation across bipedal, tripedal, and quadrupedal robots, including unseen morphology variants and platforms, and deploy the policy on real quadruped platforms operated in multiple configurations. The results show that a single PolyMorph policy generalizes across diverse robot morphologies without per-robot policy retraining.

Wed 14 OctRobotics
The gist
Legged robots usually need special control programs made just for their body shapes, which can be tricky when robots have different numbers of legs or joints. The authors created PolyMorph, a single control method that can work with many types of legged robots by understanding their body parts and joints as a graph. It learns how to make these robots walk smoothly, even if their shape changes or if it’s a robot it hasn't seen before. This means one program can make different robots walk without needing to be rebuilt for each one.
Open → 2610.19615v1

Unified robot action space improves learning across different robot types

Cross-Embodiment Robot Foundation World Models with Latent Actions

Abstract: The diversity of robot embodiments and action spaces makes it challenging to build robot world models that generalize across different embodiments. We introduce the Latent Action-Conditioned Robot World Model (LAC-WM), which operates within a learned unified latent action space shared across diverse embodiments. This unified action space improves the world model's performance when adapted to previously unseen robot embodiments. We compare LAC-WM with an Explicit Action-Conditioned World Model (EAC-WM), which conditions on explicit motion labels. Our results show that explicit action conditioning leads to disjoint action representations across embodiments, limiting downstream performance when adapting to new robots. We evaluate both models on dexterous manipulation tasks and a modified LIBERO benchmark. LAC-WM improves downstream performance over EAC-WM by up to 46.7% on dexterous manipulation and 11.7% on LIBERO. Crucially, the unified latent action space allows LAC-WM's downstream performance to scale positively with the number of embodiments used during pretraining. In contrast, the disjoint action space in EAC-WM leads to decreased performance as the number of pretraining embodiments increases. These results highlight the importance of a unified action space for efficient cross-embodiment learning, addressing a key challenge in robotics. Project website: https://lacwm.github.io/

Wed 7 OctRobotics
The gist
Robots come in many shapes and use different ways to move, which makes it hard to build a single computer model that works well for all of them. The authors created a new model that uses a shared 'hidden' way to represent actions for multiple robot types. This shared action space helps the model learn better and perform well even on robots it hasn't seen before. Tests showed their method does better than older ones, especially when handling more types of robots during training.
Open → 2610.10846v1

Robot terrain recognition improves with attention and new surface classes

Attention-Based Surface Representation Learning for Robot State Prediction and Open-Ended Surface Classification

Abstract: For ground robots operating in outdoor environments, understanding the properties of the underlying terrain is essential for ensuring reliable operation. In most perception-based studies, this problem is formulated as categorical classification with a fixed number of classes defined during training. We propose an approach that enables new surface classes to be added as trainable vectors, which can subsequently be used to address higher-level tasks. By employing a learning paradigm based on predicting the robot's next state in time and using attention blocks, we improved classification accuracy to 98.56% on the Belyaev-Kushnarev dataset and 94.8% on BorealTC.

Sat 3 OctRoboticsArtificial IntelligenceMachine Learning
The gist
For robots that move outside, knowing what kind of ground they are on helps them work better. Most methods only recognize a fixed set of ground types known beforehand. The authors created a way for robots to learn new types of ground surfaces as they encounter them. Their method uses a technique called attention and predicts the robot’s future movements to better classify surfaces. They tested this on two datasets and got very high accuracy.
Open → 2610.04240v1

Humanoid robots learn flexible multi-directional kicking and walking skills

Locomotion-Grounded Humanoid Soccer: Task-Gated Reinforcement Learning of a Multi-Directional Kicking Library

Abstract: Recent humanoid soccer systems make motion tracking the substrate and derive locomotion from it, typically by steering a motion-reference anchor toward the ball. This yields strong shooting results, but locomotion is trained only on the narrow, deterministic command distribution ball approach induces, never evaluated as a capability in its own right. We invert the stack: a general, command-conditioned locomotion policy is trained first as the substrate, and N motion-guided kicking skills are added on top as task-gated layers, so the reachable gait space is set by the locomotion curriculum rather than any reference clip. Because every skill starts from and returns to this same commandable state, locomotion also becomes a composition hub (O(N) transitions rather than O(N^2)), and post-strike stabilisation is handed back to the trained controller rather than scripted per clip. We instantiate this on a 29-DoF Unitree G1 with seven retargeted kicking skills spanning 259.5 degrees of nominal aim direction, including lateral, rearward and weak-foot strikes a single forward-facing reference cannot express, and report shooting accuracy alongside command-tracking, terrain and push-recovery results with the full skill library attached, an axis prior humanoid soccer systems do not report. The library is validated on hardware across forward, lateral, rearward and commanded approaches.

Wed 30 SeptRobotics
The gist
Humanoid robots usually learn to kick balls by following specific motions tied to approaching the ball in one way. This paper trains the robot to first move around flexibly and then add different kicking moves on top, letting it kick in many directions including sideways and backwards. The researchers tested this on a real robot with seven different kicks and showed it could kick accurately while keeping balance. Their approach helps the robot smoothly combine walking and kicking without rigid motion scripts.
Open → 2609.38852v1

Vision language action agent improves driving with language based memory

Vision-Language-Action Autonomous Driving Agent with Language-based Memory

Abstract: Vision-Language-Action (VLA) foundation models have recently emerged as one of the prevailing solutions for autonomous driving, as they can utilize knowledge acquired during vision-language pretraining for accurate and interpretable driving. However, VLAs can take only a limited number of frames as visual input due to the high token cost of an image, which is problematic for memory-dependent tasks such as determining the arrival order at all-way stops and long-horizon driving scene understanding. Existing solutions use latent vector memories accessed through cross-attention, which are neither interpretable nor portable. In this paper, we propose AD-Memo, a general-purpose VLA driving agent with language-based memory. The agent outputs memory as an extension of its Chain-of-Thought (CoT) to record surrounding objects critical to driving; this memory becomes part of the agent's future input. We curate memory-based datasets and train VLAs with a two-stage recipe: Supervised Fine-Tuning (SFT) and \textit{Da Capo}, a novel semi-closed-loop Reinforcement Learning (RL) algorithm which uses trajectory-level advantage for memory and step-level advantage for driving, leading to better credit assignment. Across scenarios such as all-way stops and general driving, AD-Memo improves driving quality, enables better question answering on driving scenes, and produces plug-and-play memory for other models.

Tue 29 SeptComputer Vision and Pattern RecognitionRobotics
The gist
Self-driving cars have trouble remembering long sequences of events needed for tricky situations like all-way stops. The authors created a new driving agent, AD-Memo, that uses language to store memories of important objects and scenes by extending its reasoning process. This memory lets the agent better understand complex driving scenarios and answer questions about what it sees. Training used supervised learning plus a new reinforcement learning method that improves the agent's decision-making over time.
Open → 2609.38641v1

Drone navigation excels with action-based monocular vision model

Skytopia: Monocular Drone Navigation with Action-Conditioned Latent World Models

Abstract: Monocular drone navigation requires reaching a goal in an unseen environment from a single forward-facing camera, which offers few cues for depth and scale. World models address this by modelling how observations evolve under actions, but they are built to be executed: the prediction is produced at deployment and fed back into action generation at every control step. We argue that what a policy needs from a world model is not the prediction but the representation required to produce it: in flight the executed action explains almost all of the change between observations, so prediction reduces to reprojecting a static scene under a known displacement. We therefore introduce skytopia, a policy built on an action-conditioned latent world model, and the 3D Gaussian Splatting platform on which it is trained. A forward objective predicts the representation of the next observation from the intended motion, and an inverse objective recovers that motion from the predicted transition. Because the prediction never reaches action generation, the predictor is discarded and one policy serves point-goal, image-goal, and goal-free navigation. Simulation experiments show that skytopia outperforms every baseline under all three specifications, attaining 57.8%, 66.0%, and 49.0% success rate, while discarding the predictor removes 59.4% of the inference cost. The same policy is subsequently deployed on a physical drone without fine-tuning and reaches goals in indoor, open outdoor, and woodland environments.

Tue 22 SeptRoboticsArtificial Intelligence
The gist
Flying a drone using just one front-facing camera is hard because it’s tough to judge distances and scale. The authors created a new system called Skytopia that helps drones understand how what they see changes when they move. Instead of predicting exact images all the time, Skytopia focuses on simplifying the representation of the environment based on the drone’s actions. This approach lets drones navigate better in different settings, like indoors or outside, without needing extra training. Their tests show this method is more successful and efficient than previous ones.
Open → 2609.26007v1

RecMorph improves limb coordination in robots with many parts

RecMorph: Topology-Guided Spatial Recurrence for Generalized Morphology Control

Abstract: Generalized morphology control requires a single policy to transform information across limbs with different physical roles, coordinate whole-body motion, and remain efficient as body size grows. Existing communication mechanisms address these requirements only partially. We introduce RecMorph, a topology-guided spatial recurrent architecture that uses recurrent sequence computation to jointly perform cross-limb communication and representation transformation. A depth-first traversal converts the kinematic tree into a morphology-derived sequence, along which shared bidirectional transitions progressively transform limb information before action decoding. Residual preservation, RMS normalization, and input-dependent channel modulation stabilize this repeated spatial transformation, yielding linear token complexity at fixed model width and depth. Across five UNIMAL tasks, RecMorph achieves the strongest mean final training performance among the evaluated generalized morphology controllers and the highest measured inference throughput on FT, while generalizing to unseen variations and bodies with up to 30 limbs. We further migrate representative generalized controllers from UNIMAL benchmarks to a four-platform quadruped setting. RecMorph achieves the best macro-averaged performance under nominal and high friction, reduces nominal velocity RMSE by 43.5% relative to specialist MLPs, and one shared policy completes 40 physical Go1/Go2 trials without falls. These results show that topology-guided recurrent transformation provides an effective and efficient communication mechanism for Generalized Morphology Control and remains effective when transferred from procedural bodies to physical robot platforms. Code and experimental resources are publicly available at https://github.com/quanruirao/RecMorph.

Wed 16 SeptRoboticsMachine Learning
The gist
Controlling robots with many limbs is tricky because each limb can be very different and all need to work together smoothly. The authors created RecMorph, a system that helps information move across all parts of a robot more efficiently by following the robot’s body structure. This system can handle bigger robots with up to 30 limbs and works well both in simulations and on real robots. By using this structure, RecMorph improves how a single controller manages the whole robot’s movement, even in challenging conditions.
Open → 2609.18359v1

AirAnchor improves drone navigation by combining local and global spatial data

AirAnchor: Bridging Local and Global Spatial Information for Zero-Shot Aerial Vision-and-Language Navigation

Abstract: Aerial Vision-and-Language Navigation requires drones to follow natural-language instructions and navigate through complex urban environments. Accurate navigation relies on both local and global spatial information, which support immediate action grounding and long-horizon path planning, respectively. However, existing zero-shot methods typically operate at a single spatial scale, relying either on local representations constructed online from current observations or on global memories built offline from historical experience. To address this limitation, we propose AirAnchor, a new paradigm that bridges local and global spatial information through spatial anchors and integrates both into a shared navigation framework, enabling comprehensive spatial grounding for decision-making. AirAnchor consists of three core components: (1) Query-Driven Spatial Anchor Grounding, which identifies decision-relevant anchors from visual observations and organizes them into local spatial representations; (2) Persistent Object Spatial Memory, which incrementally maintains an object knowledge base as persistent global spatial memory and retrieves landmark-related spatial priors; and (3) a Spatially-Informed Navigation Agent, which explicitly integrates both local and global spatial information into an agentic framework for decision-making. Extensive experiments on AerialVLN demonstrate that AirAnchor substantially outperforms existing zero-shot baselines, validating the effectiveness and efficiency of the proposed paradigm.

Tue 8 SeptComputer Vision and Pattern RecognitionArtificial IntelligenceRobotics
The gist
Drones need to understand both nearby surroundings and big-picture maps to follow spoken directions in cities accurately. The researchers created AirAnchor, a new system that connects close-up visuals and long-term landmarks, helping drones navigate better without training on new tasks. It uses three parts: one picks out important local spots, another remembers key objects over time, and the last uses both to make smart navigation choices. Tests show AirAnchor works better than previous methods that only focus on one type of information.
Open → 2609.08442v1