Papers for

robotics simulation engineers

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.

Humanoid robot learns human-like soccer skills with a unified system

Playing Soccer Like Humans Do: Learning Versatile and Agile Humanoid Soccer via Latent Motion Priors

Abstract: Humanoid soccer requires a robot to seamlessly combine agile locomotion, ball manipulation, and impact-rich contact dynamics across a continuous, dynamic behavioral spectrum. Yet existing approaches either cover only a limited set of skills, or forego motion priors entirely and produce unnatural behaviors, leaving the combination of a unified skill set and human-like motion quality unaddressed. We present soccerbot, a hierarchical reinforcement learning framework that resolves both limitations through a structured latent motion prior distilled from large-scale human soccer motion capture data. By constraining policy learning within this dynamically plausible motion manifold, a single skill-conditioned policy naturally learns to perform moving, dribbling, trapping, and kicking in a unified formulation, while inherently producing human-like motion and fluid transitions during commanded skill switching. Augmented by robustness-oriented simulation design, soccerbot transfers zero-shot to the Unitree G1 humanoid robot, demonstrating agile, natural, and robust execution of the full soccer skill repertoire under real-world conditions.

Wed 4 NovRobotics
The gist
Playing soccer like a human is hard for robots because it needs smooth movement, ball control, and quick contact actions. The authors developed a system called soccerbot that learns these skills from real human soccer motion data. This lets the robot perform many soccer moves naturally and switch between them smoothly. They tested this system on a real humanoid robot that could play soccer skills well without extra training.
Open → 2611.06564v1

Simulation errors often cause robot benchmark failures not policies

When the Simulator Fails, Not the Policy: Auditing Contact Artifacts in Simulated Robot Benchmarks

Abstract: Simulation benchmarks score robot policies by success rate, and every failed episode counts against the policy. Many of these failures are the simulator's fault, not the policy's; we find the cause and fix it. Testing a vision language action model and a world action model in simulation, we find that the policy often places the object and the simulator then ejects it, and that the benchmark's own scripted demonstrations fail the same way. We present SimuGuard, an auditing plugin for LIBERO, RoboTwin, RoboCasa and RoboDojo. It leaves the evaluation unchanged. At every physics step, it records the state and flags an object that starts moving at a contact faster than the robot's contact or gravity account for. It replays a recorded episode bit for bit, and it reruns the episode with one simulation parameter changed. With it we trace these episodes on RoboTwin to the collision detection of the physics engine: for geometry one to two centimeters apart, the engine reports a penetration of about two centimeters, and the solver throws the object out at several meters per second. The cause is one constant: the distance algorithm discards triangles below a fixed area threshold, which valid triangles fall below at the centimeter scale. With that constant changed and nothing else, episodes with an artifact fall from 12 in 100 to none, and the success rate on five container tasks rises from 89% to 98%. Success rates in simulation thus count failures that the simulator causes. Benchmarks on PhysX 5.3.1 or earlier should rerun in a repaired engine. Where the engine cannot change, they should report the success rate together with the range it spans when every flagged episode fails or passes: 75.8% to 98.5% around a reported 83.1% for LingBot-VA.

Fri 30 OctRobotics
The gist
Robot success scores in simulations count every failure as the robot's fault, but this research shows many failures come from simulation bugs. The authors found that objects can be ejected wrongly due to how the physics engine detects collisions at small distances. They fixed a key setting in the simulator that stopped these artificial failures and improved accuracy of robot task success rates. Their auditing tool helps identify when simulation mistakes, not robot actions, cause problems in tests.
Open → 2610.41857v1

Physical interaction readiness lags in 3d indoor scene generation

ScIntBench: Physical Interaction Plausibility in 3D Scene Generation

Abstract: Existing evaluations of text-conditioned 3D indoor scene generation largely emphasize semantic fidelity and physical validity at rest, leaving interaction-time physical reliability insufficiently assessed. To address this gap, we introduce ScIntBench, a unified benchmark centered on interaction readiness: it executes prescribed manipulation actions (e.g., pushing, opening, and surface probing) in physics simulation and measures task success, capability and progress, post-interaction integrity, and dynamic plausibility. Multi-view semantic and static physical evaluations complement these metrics and help explain interaction outcomes. We systematically evaluate 12 state-of-the-art scene generation systems across 10 room types. Our results reveal that strong semantic and static physical performance does not necessarily translate into interaction readiness: a system with near-perfect static plausibility completes only 11.54% of interactions, 7 of the 12 systems produce scenes that cannot support any interaction, and even the best system succeeds in only 36.92% of prescribed tasks. These findings highlight two fundamental challenges in generating interaction-ready scenes: providing the necessary physical interaction capabilities and ensuring reliable physical behavior under active manipulation.

Tue 27 OctComputer Vision and Pattern Recognition
The gist
Generating 3D indoor scenes that look correct and stable at rest is easier than making scenes that you can physically interact with realistically. The authors studied how well current 3D scene generators handle actions like pushing or opening objects in the scenes. They found many systems produce scenes that fail basic interaction tests despite appearing correct when static. This shows new challenges in creating 3D scenes that behave reliably when you move or manipulate things inside them.
Open → 2610.37326v1

Cooperative humanoid robots carry objects with realistic shared motions

CoCarry: Contact-Support-Structured Retargeting for Dual-Humanoid Cooperative Carrying

Abstract: Recent advances in large-scale human motion data, motion retargeting, and motion imitation have enabled increasingly capable whole-body control for individual humanoids. Cooperative carrying is more challenging because successful coordination requires not only plausible individual motions, but also consistent cross-agent and agent-object relations, including shared grasp, relative configuration, and whole-body support. We introduce CoCarry, a cooperative-carrying dataset containing 220 synchronized two-person sequences across 21 task schemes, five shared-object geometries, four terrain types, and approximately 61 minutes of motion. We further propose Contact-Support-Structured Retargeting, which starts from nominal individual motions and jointly refines both humanoids around the same prescribed object trajectory. Cooperation-aware object-local hand anchors preserve compatible four-hand grasp relations, while complementary upper object-interaction and lower support structures retain object-relative geometry and coordinated support. Across all 220 CoCarry sequences retargeted to two A3 humanoids, our method achieves 0.9995 contact preservation, reduces penetration duration by 67.0% and 71.0% relative to GMR and OmniRetarget, respectively, and maintains a 100% retargeting success rate. On CORE4D with Unitree G1 humanoids, it achieves 0.9906 contact preservation with zero measured sliding. We further validate the generated references through physics simulation and multiple real-world cooperative carrying experiments on two physical A3 humanoids, demonstrating their usability for downstream dual-humanoid control.

Fri 23 OctRobotics
The gist
Carrying objects together with two robots is harder than making one robot move correctly. The authors created a large set of videos showing two people carrying objects and designed a method to make two robot models move together naturally while holding the same object. Their method keeps the robots' hands on the object correctly and avoids unrealistic clashes between the robots. They tested their method on simulations and with real robots, showing the motions worked well.
Open → 2610.32460v1

Diffdreamer couples learned models with simulators for quadrotor control

DiffDreamer: Coupling World Models with Differentiable Simulation for Agile Quadrotor Control

Abstract: Tasks such as quadrotor dynamic-gate racing require agents to anticipate external motion while maintaining precise high-frequency control. World-model-based reinforcement learning provides a natural solution by learning latent dynamics for future imagination, yet it often entangles environmental evolution and the robot's own dynamics in a single learned rollout, where model bias can affect policy optimization efficiency. We propose DiffDreamer, a differentiable reinforcement learning framework that tightly couples a learned world model with differentiable simulation for actor optimization. In one optimization step, the learned world model propagates latent states that capture external dynamics and history-dependent features, while the differentiable simulator propagates the robot's explicit physical state. We further decompose the actor objective into a critic-driven pathway for non-differentiable task rewards and a simulator-driven pathway for differentiable motion rewards. Experiments on aggressive tracking and dynamic-gate racing show that DiffDreamer improves training convergence over the model-free, model-based, and differentiable-RL baselines, and final performance over these baselines and classical planning and control methods. Additional experiments assess reward decomposition and the odometry-conditioned relative-state representation through ablations. We also provide proof-of-concept real-world flight experiments for validation.

Thu 22 OctRobotics
The gist
Flying fast drones through moving gates is very hard because the drone must predict how the environment changes while controlling itself very precisely. The authors created DiffDreamer, a method that learns about the environment and drone behavior separately and uses both a learned model and a physics simulator during training. This method helps the drone learn faster and perform better than other approaches. They tested DiffDreamer on tasks like aggressive flight maneuvers and showed it works on real drones too.
Open → 2610.31617v1

Compact lidar model improves robot navigation in crowded environments

RangeNav: Task-Aligned LiDAR Range-Image Pretraining for Robot Navigation

Abstract: Autonomous mobile robots operating in dense crowds and cluttered sites require $360^\circ$ perception to react to surrounding hazards. While panoramic LiDAR offers full-surround coverage, learning representations within reinforcement learning (RL) is sample-inefficient under sparse rewards, and existing 3D pretrained point-cloud encoders are too memory-heavy for massively parallel RL simulation. We present RangeNav, a compact (183k parameters) LiDAR range-image encoder pretrained entirely on synthetic data. RangeNav uses anisotropic convolutions and circular padding to handle the extreme aspect ratio and azimuthal seam of range images. We pretrain the network using a navigation-aligned objective combining range reconstruction, semantic segmentation, and bird's-eye-view (BEV) prediction, then freeze it for policy learning. In simulation, adding semantic and BEV supervision increases success rates over a reconstruction-only baseline by an average of 32.03 and 23.73 percentage points (pp) in procedurally generated training and out-of-distribution realistic test environments, respectively. Zero-shot real-world deployments on a Unitree B2-W quadruped demonstrate robust navigation through dense crowds, low-light settings, and construction zones where limited-field-of-view depth policies struggle. Code and models will be open-sourced.

Wed 21 OctRoboticsMachine Learning
The gist
Robots moving through crowded or complex places need to see all around them to avoid obstacles. The researchers created RangeNav, a small and efficient computer program that helps robots understand 360-degree lidar images. They trained RangeNav using fake data to recognize distances, object types, and overhead views, which improves robot navigation success. This new method works better than previous approaches and even performs well in real-world tests with a robot dog going through crowds and tricky spots.
Open → 2610.29845v1

Reinforced Iterative Learning control improves robot arm tracking accuracy

Reinforced Iterative Learning Control for elastic joint arms: Guaranteed cross-trajectory generalization under model uncertainties

Abstract: Trajectory tracking for compliant robots is challenging due to nonlinear dynamics and modeling uncertainties, often requiring learning-based methods to avoid explicit parameter identification. Iterative Learning Control (ILC) ensures theoretically high precision and preserves the passive compliance of the robot. However, traditional ILC requires a separate learning phase for each new trajectory. Conversely, Reinforcement Learning (RL) generalizes to new trajectories, but practically suffers from high sample complexity and limited tracking precision. This work proposes Reinforced Iterative Learning Control (RILC) that combines the strengths of both approaches to achieve fast adaptation and guaranteed tracking convergence across diverse trajectories. By establishing a concurrent coupling between the two controllers, RILC overcomes the high initial errors and slow adaptation of traditional ILC, enabling high-performance tracking from the very first trials. In this architecture, ILC provides high-quality samples, while RL contributes as a generalizing best-effort policy across iterations. Additionally, a theoretical proof is presented to show that the RL component preserves ILC stability and, under specific conditions, can also reduce the error bound asymptotically. The efficacy of this framework is demonstrated through simulation and experiments on an underactuated 4-degree-of-freedom serial elastic robot using different trajectories and modeling mismatches.

Tue 20 OctRobotics
The gist
Robot arms that bend and flex are hard to control because they don't always move exactly as expected. The authors combined two learning methods to make the arms follow planned movements more accurately and adapt faster. One method learns from repeated tries, while the other generalizes to new movements. Their combined approach lets the robot perform well from the first try and improves over time, even when the robot's model isn’t perfect. They tested this on a robot with flexible joints and showed it works for different tasks.
Open → 2610.28329v1

Physical video benchmark measures realism of generated videos

PVBench: Quantifying Physical Plausibility in Video Generation with Object-Level Physical Measurements

Abstract: Recent video generation models produce visually compelling outputs, yet their physical plausibility remains poorly measured. Physical plausibility asks whether generated objects obey geometry, kinematics, dynamics, and conservation laws. Existing benchmarks rely on coarse visual-language model judgments or target embodied world models rather than video generation itself. We introduce PVBench, a physical video benchmark that quantitatively measures the plausibility of generated videos across 46 dimensions organized into seven domains, spanning: i) instruction and semantic fidelity, ii) behavioral and causal consistency, iii) perceptual and temporal quality, iv) geometric and spatial consistency, v) material properties and field states, vi) kinematic and spatiotemporal persistence, vii) and mechanical plausibility with conservation laws. PVBench comprises 600 carefully crafted prompts, of which 30% involve physical embodied agents such as robot arms, humanoids, quadrupeds, and multi-agent systems. For challenging physically tractable dimensions, it pairs each with specialized vision models that derive verifiable, physically grounded measurements, such as object-level 6D pose, metric scale, surface normals, kinematics, and numerical conservation-law residuals. It thus avoids relying solely on subjective scoring, while supporting both text-to-video and image-to-video generation. Finally, we validate the agreement between automatic metrics and human judgments through human evaluation. Meanwhile, we evaluate mainstream open-source and closed-source models and present several insights. By releasing the benchmark, prompts, and calibration protocol, we aim to foster physically grounded video generation.

Mon 19 OctComputer Vision and Pattern Recognition
The gist
Many AI models create videos that look good but might not follow real-world physical rules like movement or object interactions. The authors created PVBench, a benchmark to measure how well generated videos obey physical laws, using 46 detailed tests. They check things like object shapes, movements, and whether conservation laws hold in the videos. Their method uses special vision models to make precise physical measurements, not just human guessing. They also tested popular video-generation models to see how they perform on these physical tests.
Open → 2610.26711v1

Panoptic occupancy benchmark improves 3D driving scene understanding

PanoBench: A Panoptic Occupancy Prediction Benchmark for Autonomous Driving

Abstract: Panoptic occupancy unifies 3D geometry, semantics, and instance identities, but its development is limited by scarce instance-aware annotations. Existing benchmarks mainly provide semantic labels reconstructed from incomplete sensor observations, while panoptic datasets have limited domain coverage or annotation completeness. We introduce PanoBench, a camera-centric panoptic occupancy prediction benchmark spanning synthetic and real-world driving scenes. It combines PanoBench-CarlaOcc, PanoBench-nuScenes, and PanoBench-KITTI360 through canonical data interfaces and unified evaluation protocols, providing multi-resolution annotations with persistent instance identities. The synthetic branch derives complete panoptic geometry from simulated meshes. For real-world data, a new pipeline reconstructs backgrounds using geometric priors and topology constraints, generates foreground mesh assets from multi-frame multi-view images, and fuses them into sparse panoptic voxels. A unified valid-mask protocol evaluates complete thing instances supported by temporal observations while scoring stuff regions at the voxel level. Analyses of observation fidelity, geometric completeness, spatial continuity, and temporal consistency demonstrate the benefits of the resulting annotations over existing occupancy benchmarks. We benchmark representative methods on semantic occupancy prediction, panoptic occupancy prediction, and 4D occupancy forecasting, and study voxel resolution, synthetic-to-real transfer, and storage efficiency. These results reveal complementary strengths of volumetric and ray-based metrics and persistent challenges in real-world instance-aware prediction. PanoBench is available at https://mias.group/PanoBench.

Fri 16 OctComputer Vision and Pattern Recognition
The gist
Understanding a 3D driving scene involves knowing where things are, what they are, and which specific object each part belongs to, but this is hard because detailed data is rare. The authors created PanoBench, a new dataset and benchmark that combines synthetic and real-world driving scenes with complete 3D labels including object identities over time. They developed new methods to generate high-quality 3D data from multi-camera views and evaluated different prediction methods on this benchmark. Their work shows improved ways to test and build systems that understand the full 3D environment, including individual objects and background areas, for autonomous driving.
Open → 2610.23537v1

Robot control method keeps safe movements and stable contact forces

Simultaneous Force and Motion Control in Generalised Coordinates

Abstract: Robot manipulators often come into contact with rigid objects when performing work. This imposes physical constraints on their motion. Simultaneous force & motion control was developed to regulate contact forces commensurate with these constraints, whilst projecting motion control in to the orthogonal, unconstrained directions. This is typically formulated in the task coordinates, i.e. operational space, then mapped to joint torques to command the robot. However, most constraints on the robot control, such as joint limits, collision avoidance, singularity avoidance, etc. are naturally expressed in generalised coordinates (joint space). Thus, formulating the control problem in task space makes it difficult to guarantee control feasibility. In this paper Gauss' principle of least constraint is used to solve the control as a quadratic programming (QP) problem in generalised coordinates. It is shown that the theoretical solution to this problem produces the correct constrained dynamics for accurate contact force control. Moreover, inequality constraints may be appended to ensure feasibility and safety. Simulation results were conducted in MuJoCo and compared to the operational space formulation. The proposed method is able to simultaneously maintain a desired contact force, minimise trajectory tracking error, and adhere to practical inequality constraints.

Fri 16 OctRobotics
The gist
Robots that touch or hold things need to control how hard they press and how they move at the same time. The authors found that controlling these forces and motions directly in the robot’s joint settings, rather than just the hand or tool position, helps handle real-world limits like joint movement restrictions and avoiding collisions. They used a special math principle to make sure the robot follows these limits and keeps the right pressure on objects. Their computer tests show this new approach works better than older methods.
Open → 2610.22813v1

Benchmarking drones moving and interacting across varied environments

Benchmarking Interaction-Oriented Aerial Mobility across Heterogeneous Environments

Abstract: Aerial mobile manipulation requires unmanned aerial vehicles (UAVs) to traverse heterogeneous environments such as indoor and outdoor domains, and connect navigation with subsequent physical interaction within the same trajectories. Existing aerial benchmarks are typically confined to single-environment settings, limiting evaluation of agents across continuous environmental transitions. When interaction is evaluated, agents are often initialized near the target, leaving the transition from navigation to interaction largely unassessed. This work introduces CrossFly, a benchmark for long-horizon interaction-oriented aerial mobility across heterogeneous environments. CrossFly contains 15K trajectories across more than 20 reconstructed scenes under a unified simulation and evaluation framework, covering Indoor, Outdoor, and Indoor$\leftrightarrow$Outdoor trajectories. It further introduces Interaction Readiness Rate (IRR) to assess whether terminal navigation states provide suitable conditions for downstream interaction without assuming a specific manipulation policy. Experiments with five representative aerial vision-language-action (VLA) agents and the proposed CrossFly-Agent show that Indoor$\leftrightarrow$Outdoor settings are more challenging than single-environment settings, with the highest success rate reaching 9.7% on unseen scenes. A downstream manipulation case study further validates the relevance of interaction-oriented arrival to subsequent physical interaction. We hope CrossFly helps advance aerial embodied intelligence toward unified mobility and physical interaction in heterogeneous environments.

Tue 13 OctRobotics
The gist
Drones that fly and physically interact with objects need to work well both indoors and outdoors, but most tests so far focus on only one kind of place. The authors introduce CrossFly, a new test setup that mixes indoor and outdoor areas for drones to navigate and then interact with objects. They measure how ready drones are to start interacting right after navigating, without assuming how the interaction will actually happen. Testing different drone agents showed that moving between indoor and outdoor places is harder than staying in one environment. The results help improve drones that both move around and interact in many real-world settings.
Open → 2610.18381v1

FlowSim speeds up driving system tests by skipping image rendering

FlowSim: Rendering-Free Closed-Loop Simulation for Evaluating End-to-End Driving Systems

Abstract: Closed-loop evaluation of end-to-end (E2E) driving systems typically relies on generating sensor observations and re-processing them through the perception encoder, introducing substantial computational cost and a sim2real gap between simulated and real sensor observations. In this paper, we ask a more fundamental question: is image-space simulation necessary for closed-loop evaluation of E2E driving systems? We propose FlowSim, a rendering-free simulation paradigm that predicts the internal latent representation directly from a previous latent and target-frame symbolic scene conditions. The predicted latent is then processed by the original frozen downstream modules, eliminating image rendering and perception re-encoding. Explicit cross-frame agent association improves latent transition prediction and rollout stability, while variable-horizon simulation enables long-horizon prediction from a common real anchor without accumulating intermediate rollout errors. Experiments on nuScenes and NavSim demonstrate that FlowSim preserves downstream behavior competitively with, and often exceeds image-space simulation in source-to-reference agreement across variable simulation horizons and both dense and sparse latent representations. By predicting the latent directly, both instantiations of FlowSim simulate each step in 0.04--0.06s, substantially faster than the image-space simulation methods they are compared against. These results establish FlowSim as an efficient and practical alternative to conventional image-space simulation methods.

Tue 13 OctComputer Vision and Pattern Recognition
The gist
Testing self-driving car systems usually involves generating images to see what the car’s sensors would capture. This is slow and can cause differences between simulated and real-world data. The authors developed FlowSim, which skips making images and instead predicts the car’s internal understanding directly from previous data and scene information. This method runs much faster and keeps results as accurate or better across different test scenarios.
Open → 2610.18030v1

Soft robot model captures expansion and contraction with 7D deformation

PC7 Model: Dynamics of Expanding and Contracting Soft Robots using Piece-wise Constant 7D Deformation Based on Similarity Transformation Group

Abstract: This paper proposes a novel soft robot model named piece-wise constant 7D deformation (PC7) model that can represent expanding and contracting deformation of, for example, artificial muscle actuator. In the proposed model, we newly define the 7D deformation vector based on SIM(3) - 3D similarity transformation group - whereas a 6D deformation vector was defined for Cosserat rod based on SE(3) - the special Euclid group - in the piece-wise constant strain (PCS) model proposed in the previous study. The additional dimension of the 7D deformation vector represents expanding and contracting deformation, which comes from the scaling parameter in SIM(3). Common mathematical properties between SE(3) and SIM(3) allow us to directly extend the kinematics and dynamics of the PCS model to those of the PC7 model. In particular, we derive the dynamical equation of the PC7 model based on Euler-Poincare equation in a mathematically precise manner. We validate the proposed model through dynamical simulations assuming a thin cylinder structure or McKibben-type artificial muscle actuator.

Sat 10 OctRobotics
The gist
Soft robots can change their length and shape by expanding or contracting like muscles. The authors created a new mathematical model that can describe these changes more completely than before by adding a dimension for scaling. This model builds on earlier approaches but includes expansion and shrinking explicitly using a 7D vector. They tested the model in simulations to show it works for soft, thin structures and artificial muscles. Their work helps better predict how soft robots move and deform dynamically.
Open → 2610.14586v1

Kuration SDK helps improve virtual training data for action models

Kuration SDK: Addressing the Virtual2Real Gap via Data Curation

Abstract: Benchmarks for measuring the quality of action-conditioned world models are still evolving and shifting away from visual similarity-based metrics to action-semantic and physically-grounded metrics. However, for domain and task-agnostic action-conditioned world model training, existing benchmarks provide a limited signal. By training and evaluating diffusion world models on CounterStrike gameplay data, we confirm that qualitative playability does not correspond with metrics such as FVD, LPIPS, and JEDi. We term this the Virtual2Real gap. We posit that, in lieu of reliable benchmarks, curating raw gameplay data and measuring a variety of diagnostic properties provides a more robust signal to bridge the gap, before the training even begins. We present several curation strategies and a general-purpose kit for physical AI data curation called Kuration SDK, which is being open-sourced with this paper. The SDK was instrumental in uncovering the root cause of the virtual2real gap in a specific case: why two world models trained on identical gameplay map, action and state distribution, behaved very differently when played in spite of having very similar LPIPS and FVD scores. Thus, Kuration SDK has the potential to uncover the root causes of Virtual2Real gap in specific datasets and accelerate development of sample-efficient training datasets.

Wed 7 OctMachine LearningArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
Current ways to measure how well AI models learn from video games often miss important details. The authors found that popular quality metrics do not always match how well AI models actually perform in gameplay. They identify a problem called the Virtual2Real gap, where AI models look good by standard tests but behave differently in real play. To address this, they created the Kuration SDK, a toolkit that helps clean and analyze gameplay data to better prepare it before training AI models. This tool revealed why two similar models acted differently despite showing similar metrics, helping to improve future AI training.
Open → 2610.09305v1

FlashDexRetarget speeds up robot hand motion transfer with less training

FlashDexRetarget: Accelerating Dexterous Manipulation Data Generation through Multi-Motion Retargeting

Abstract: Human hand-object demonstrations offer a reusable source of dexterous robot manipulation data, but transferring them across embodiments requires physically feasible retargeting. Existing physics-based approaches face limitations in retargeting success, motion-specific training efficiency, or both. To address these limitations, we introduce FlashDexRetarget, an RL-based framework for high-success, efficient dexterous motion retargeting. To make the demonstrated interaction easier to learn, we combine object point-cloud observations, hand-object distance features, and future trajectory encodings with complementary rewards that supervise object motion and reference hand-object relationships. To further accelerate learning, we employ separate left- and right-hand actor critic networks and adapt the off-policy algorithm, FlashSAC to dexterous motion tracking. On a benchmark of 50 motions spanning single-object and two-object interactions, FlashDexRetarget achieves a 90% success rate, approximately 2.5x that of the evaluated sampling-based baselines, while requiring up to 100x less training compute than the evaluated RL-based baselines. Evaluations on both XHand and Sharpa Wave Hand show consistent gains, and component-wise ablations examine the contributions of our design choices. Beyond the 50-motion benchmark, experiments with 200, 500, and 1,000 motions demonstrate that our method remains stable at larger scales and produces successful retargeted motions more efficiently as the training set grows. Qualitative replay results using real-world-captured demonstrations further illustrate the applicability of our framework to recorded human manipulation. Videos and code are available at https://davian-robotics.github.io/FlashDexRetarget/

Thu 1 OctRobotics
The gist
Making robots copy human hand movements is hard because robot hands are different and the motions must be physically possible. The authors designed FlashDexRetarget, a method that uses smart learning tricks to transfer hand-object interactions much faster and more successfully than older techniques. It tracks how objects move and how hands relate to objects, and uses separate models for each hand to speed up learning. Tests show it works well across many motions and different robot hand models with far less computing time.
Open → 2610.01849v1

MarsLab simulator enables testing Mars rover navigation under harsh conditions

MarsLab: A Martian Rover Simulator for Planetary Rover Autonomous Navigation

Abstract: Future Mars missions will require rover autonomy that can operate across unstructured terrain, changing illumination, atmospheric dust, and limited communication. Simulation is a practical way to study these conditions before deployment, but existing Mars-relevant resources differ in scope, including mission-oriented simulators, fixed analog datasets, task-specific environments, and open robotics interfaces. In this context, we present MarsLab, an open-source, ROS2-native Mars rover simulator for autonomy and navigation algorithm development. MarsLab combines HiRISE-derived and procedural terrain with customizable rock, crater, solar-illumination, and atmospheric-dust settings, and runs a Perseverance-class rover model in NVIDIA Isaac Sim. The runtime publishes RGB, depth, RGB-D point clouds, LiDAR, IMU, wheel odometry, and Ground Truth (GT) pose data through standard ROS2 topics. We demonstrate MarsLab with Simultaneous Localization and Mapping (SLAM) benchmarks across sensing modalities, dust levels, scene geometry, and route length, and with Visual Place Recognition (VPR) benchmarks over repeated Mars Base traversals under illumination and dust changes. The results illustrate how controlled scene variation and shared GT trajectories can be used to compare trajectory-level estimation and image-level place recognition within the same simulator. Our Project Page: https://kimhoyun-robotair.github.io/MarsLab/.

Mon 28 SeptRobotics
The gist
Mars rovers need to navigate tricky Martian landscapes with dust and changing light while communicating slowly with Earth. The authors created MarsLab, a simulator that mimics these challenges using detailed Mars terrain and a rover model. It helps test how well rover software can map and recognize places on Mars using different sensors and environmental effects. This way, rover developers can improve navigation before sending real rovers to Mars.
Open → 2609.34702v1

Endpoint-constrained optimization improves closed-loop driving performance

Guiding End-to-End Driving Models with Endpoint-Constrained Trajectory Optimization

Abstract: End-to-end driving policies are commonly trained through open-loop behavior cloning, yet they must ultimately operate in closed-loop when deployed on a vehicle, creating a fundamental mismatch between training and execution. Beyond the commonly studied effects of covariate shift and causal confusion, we identify a complementary factor for this open-loop/closed-loop gap: waypoint-based supervision and displacement metrics do not ensure that the intermediate trajectory is physically coherent or easy for the controller to track. We observe that these inconsistencies concentrate primarily at intermediate waypoints, while the predicted endpoint remains comparatively reliable. Based on this observation, we introduce Endpoint-Constrained Optimization (ECO), a lightweight postprocessing layer that anchors the trajectory to the vehicle's executed history, preserves the policy's predicted endpoint, and reshapes the intermediate waypoints to improve feasibility. ECO requires no map, privileged simulator state, or additional training, and can be inserted between a broad range of waypoint-emitting policies and their controllers. Across two closed-loop simulators, it improves the aggregate closed-loop score of all six evaluated generative and regression-based driving policies, and the gains tend to increase with how often the base plans violate motion limits. On HUGSIM, ECO improves VaVAM from 18.1 to 31.0 HD-Score (+71%), achieving 1st place on the HUGSIM Closed-Loop Driving Challenge. Similarly, on AlpaSim, ECO increases the scene scores of VaVAM and DiffusionDrive by 123% and 22%, respectively. These results show that for a broad collection of end-to-end driving models, repairing the intermediate geometry of predicted trajectories without changing the policy's predicted endpoint can substantially improve closed-loop performance.

Fri 25 SeptRoboticsArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
End-to-end driving models often struggle when actually controlling a vehicle because they are trained by copying driving paths without checking if every part of the path can be smoothly followed in real time. The authors noticed that while final destinations predicted by these models are usually accurate, the intermediate points in the path can be unrealistic or hard to drive through. They introduced a method called Endpoint-Constrained Optimization (ECO) that adjusts the intermediate points to make the path easier to track, without changing the final destination. This method improves driving performance in simulations without needing extra maps or retraining the model.
Open → 2609.31383v1

Directional traversability maps improve off road vehicle navigation

DGT-Map: Directional Global Traversability Mapping Utilizing Multi-Task Learning for Heterogeneous Vehicles

Abstract: Off-road traversability is direction-dependent and vehicle specific, yet most global maps assign a single isotropic cost to each location. Existing learned estimators are also commonly trained independently for each vehicle; this preserves vehicle-specific behavior but prevents vehicles from sharing common terrain representations. DGT-MAP addresses both limitations through a self-supervised framework that learns global, directional, and vehicle-conditioned traversability costmaps from RGB-D observations and locomotion signals. A shared multi-task backbone learns common terrain features across training vehicles while vehicle-specific prediction heads preserve platform-dependent responses. At inference, DGT-MAP produces a heading-indexed costmap that can be used by a direction-aware planner. We evaluate DGT-MAP in simulation by integrating it into a Hybrid A* navigation stack and measuring downstream task success on challenging terrains, including slopes that are traversable downhill but not uphill and a ridge obstacle that is traversable by some vehicles, but not by others. Across evaluated tasks, DGT-MAP achieves the highest or tied-highest navigation success rate when compared against geometric, binary, and learned direction-agnostic baselines.

Thu 24 SeptRobotics
The gist
Off-road vehicles can travel differently depending on the direction and type of vehicle, but most maps treat all directions the same. The authors present DGT-MAP, a system that learns how easy or hard it is for different vehicles to cross terrain depending on direction, using cameras and movement data. It trains on multiple types of vehicles to share common terrain understanding while keeping vehicle-specific details. When tested in simulation, it helps vehicles plan routes more successfully on tricky landscapes.
Open → 2609.30461v1

Underwater robot groups safely navigate using vision and limit-aware controls

Vision-based Underwater Formation Control With Input Saturations via Barrier Lyapunov Functions

Abstract: In this work, we propose a communication-free framework for vision-based formation control of fully actuated underwater robots subject to sensing constraints, collision-avoidance requirements, and input saturations. Recentered barrier Lyapunov functions encode sensing and collision-avoidance constraints, while command-filtered backstepping extends the design to the second-order vehicle dynamics. The resulting control objective is enforced through a quadratic program that explicitly accounts for actuator limits. Conservative sensing domains provide margins from the physical limits and are adaptively relaxed when necessary, allowing temporary violation of the conservative bounds. The proposed approach is validated through realistic Software-in-the-Loop (SITL) simulations in Gazebo.

Tue 22 SeptRobotics
The gist
Controlling underwater robot groups is hard since they need to avoid hitting each other and operate safely with limited sensors and motor power. The authors developed a new way for these robots to use cameras to control their formation without needing to talk to each other. Their method makes sure the robots don’t crash, respects physical limits on their motors, and adapts if sensors temporarily give less information than expected. They tested their approach through realistic computer simulations to show it works as intended.
Open → 2609.25917v1

Simulator keeps deformable tissue grasp stable for surgical robots

Contact-Stable Deformable Tissue Simulation Using Implicit Integration and Live-Pose Grasp Constraints for Laparoscopic Surgery Robot Policy Evaluation

Abstract: Closed-loop evaluation of surgical robots requires tissue that deforms, can be grasped and lifted, and reproduces the anatomy in which the robot will operate. We present a simulator in which this tissue is reconstructed from a fixed-view RGB-D recording of the surgical field, composited to remove the instruments, closed into watertight volumes and tetrahedralised; the pipeline was applied unchanged to three specimens of two species (thirteen organs, 146,061 tetrahedra, no inverted elements). For one specimen, the organs are placed in a bimanual cell in which two Franka FR3 arms operate motorised instruments through 6 mm trocars. The core contribution is the numerical and contact design that keeps this cell stable: implicit integration, simulation meshes separate from collision meshes, numerical guards, and a grasp constraint captured at the live tissue pose. In 45 repeated grasp-lifts, a friction grasp held the tissue in 0 of 15 trials and each constraint grasp in 13 of 15; on displaced tissue, a rest-pose constraint produced one-step snaps of up to 17.8 mm, which live-pose capture eliminates. Against the recording, front-surface depth error is 1.33 to 1.41 mm, organ silhouette IoU is 0.80, and in five grasp-lifts reproduced from video the landmark displacement RMSE is 11.8 mm against 14.2 mm for a static prediction. Biofidelity is not claimed; the environment is intended for closed-loop feasibility, safety, contact and policy screening.

Tue 22 SeptRobotics
The gist
It's hard to test surgical robots realistically because soft tissues move and change when touched or lifted. The authors made a simulator that creates virtual organs from real video data and allows robot hands to grasp and lift them realistically without the virtual tissue breaking apart or slipping unnaturally. Their simulation uses special math methods that keep the tissue stable during interaction, matching how actual tissue might behave during surgery. This tool helps in testing and improving robot control policies safely before using real surgery robots.
Open → 2609.25642v1

Zyt-world creates fast realistic driving simulations with multiple camera views

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

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

Fri 18 SeptComputer Vision and Pattern Recognition
The gist
Simulating driving scenes in real time is hard because models need to handle different types of cameras, keep scenes consistent over time, and remember places visited before. The authors created ZYT-World, which can generate live views from both fisheye and regular cameras, mimicking a real car’s camera setup. They improved speed so the simulation runs much faster while keeping accuracy and detail, and added a memory system that helps the model recall locations when revisited. This helps build better simulations for testing self-driving systems in realistic, controllable environments.
Open → 2609.21712v1

Hand skeleton model helps robots learn tasks from humans more effectively

Skel-WAM: A Hand-Skeleton-Conditioned World Action Model for Human-to-Robot Manipulation Transfer

Abstract: Robot demonstrations are expensive to collect and often provide limited distributional coverage of task variations. Human videos offer a low-cost source of complementary manipulation experience, but learning from them requires bridging embodiment gaps in visual appearance and action spaces. We introduce Skel-WAM, a world action model that bridges these differences through a unified hand-skeleton motion interface. The key insight is to align human and robot motion through a common hand topology, combining skeleton overlays that ground motion in the scene with structured 2.5-D keypoints that encode explicit hand kinematics. Video and Keypoint Experts jointly learn visual and skeletal dynamics through a Mixture-of-Transformers, while a separate robot-trained Action Expert maps these predictions to executable controls. This separation enables human and robot demonstrations to directly supervise shared dynamics without requiring robot action labels for human videos. Across four real-world bimanual tasks and seven simulated tasks, Skel-WAM achieves average success rates of 79.86% and 63.29%, surpassing the strongest baseline by 22.22 and 8.28 percentage points, respectively. Human-robot cotraining more than doubles real-world success on task variations absent from robot training data, from 38.89% to 86.11%. These results demonstrate that a shared skeletal interface enables joint learning across human and robot data and expands robot task coverage through complementary human demonstrations.

Fri 18 SeptRobotics
The gist
Teaching robots to do tasks can be slow and expensive because it’s hard to gather many examples of robot actions. The authors found a way to help robots learn from videos of humans by focusing on the motion of hands using a shared hand skeleton model. This approach helps the robot understand and imitate human hand movements better, even when the robot’s hands look different from humans. Their method improved robot success in manipulating objects across several tasks, especially when learning from both human videos and robot demonstrations.
Open → 2609.21514v1

Action-conditioned tactile models improve robot hand manipulation learning

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

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

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

Safety layer improves quadrotor control and speeds training

CALOS: Control-Affine Lyapunov On-manifold Safety Layer for Safe Deep Reinforcement Learning for Quadrotors

Abstract: Deep Reinforcement Learning has demonstrated remarkable capability in quadrotor control, yet learned policies offer no guarantee of respecting safety constraints during training or deployment. We present CALOS (Control-Affine Lyapunov On-manifold Safety), a runtime safety layer that enforces attitude constraints on a quadrotor without modifying the underlying learning algorithm. CALOS formulates four tilt-angle inequalities and a Lyapunov descent condition as a single quadratic program whose solution is the minimum-norm correction to the nominal torque output of the policy. The quadratic program is solved exactly via active-set enumeration over the three-dimensional torque space, with a computational cost low enough to enforce constraints in real time across thousands of parallel simulation environments, as required by modern massively parallel Deep Reinforcement Learning training. Evaluated on trajectory-tracking tasks in NVIDIA Isaac Lab, CALOS reduces lateral tracking error by 55-60% relative to an unconstrained Proximal Policy Optimization baseline while achieving zero attitude-constraint violations on the training trajectory. By restricting exploration to safe regions of the state space, the safety layer also accelerates training convergence and improves data efficiency without producing suboptimal policies.

Tue 15 SeptRoboticsArtificial Intelligence
The gist
Controlling quadrotor drones with AI can be tricky because the AI might try risky movements that break safety rules. The authors created CALOS, a safety system that automatically adjusts the commands to keep the drone’s tilt angles safe. This system works alongside existing AI control methods without changing them and runs fast enough to work during training and flying. Using CALOS makes the drones follow their paths more accurately, avoid unsafe angles completely, and learn quicker without losing quality.
Open → 2609.17758v1

Actuator dynamics curriculum improves learning in tough legged robot tasks

Actuator Dynamics Curricula for Narrow-Viability Tasks in Legged Robot Learning

Abstract: Reinforcement learning has produced capable controllers across a broad range of legged-robot tasks, but a subset of these tasks fail to converge under standard training: those for which most exploration trajectories terminate before producing useful gradient signal. To address such tasks we introduce the \emph{Actuator Dynamics Curriculum}, a procedure that initializes joint stiffness at a high value and anneals it toward the system-identified value as completed episode lengths grow. Using a cart-pole system as a representative example, we show that higher closed-loop joint natural frequency under critical damping enlarges the viability kernel of the underlying Markov Decision Process, increasing the fraction of initial states from which the task is feasible. We validate the kernel monotonicity on the cart-pole and apply the curriculum to a quadrupedal-to-handstand transition on the Boston Dynamics Spot, a narrow-viability task where training under fixed identified stiffness plateaus at a policy that never completes the transition. The trained policy executes the transition in simulation across 10 seeds and transfers to hardware. More broadly, our results suggest that simulated actuator dynamics is a useful axis along which to design curricula for tasks in which exploration is bottlenecked by termination conditions rather than by reward signal.

Tue 8 SeptRobotics
The gist
Some robot tasks are so tricky that usual training methods fail to teach robots how to complete them. The authors made a new training method that starts with robot joints being very stiff and then gradually moves to normal stiffness as the robot improves. This helps the robot try out more ways to move without failing right away. They tested it on a robot doing a hard move, a quadruped flipping into a handstand, and showed it works better than normal training, even on real hardware.
Open → 2609.09492v1