Streaming models build reusable robot skills from video experience

Video2Skill: From Streaming Experience to Reusable Embodied Skills

Computation and Language

Summary

Robots and virtual agents can learn useful skills by watching videos of how things are done, but grouping similar actions together and deciding when to create new skills is hard. The authors call this Streaming Embodied Skill Discovery and created a benchmark, Video2Skill, to test if models can identify, cluster, and reuse skills from video streams. They found that many current vision-language models struggle to group similar skills correctly and often fail to create new skills when needed. The biggest difficulty is knowing when existing skills are not enough and new ones must be learned.

What this means in practice

  • For robotics developers: Improve robot learning systems with a benchmark and methods to discover reusable manipulation skills from continuous video input.
  • For smart home device engineers: Enable kitchen activity monitoring systems to better segment and classify human actions as reusable skills over time.

Authors

Jianshu Zhang, Ce Zhang, Xiyuan Yang, Chenwei Xu, Haoran Lu, Yijiang Li, Yaqi Xie, Katia P. Sycara, Han Liu

Abstract

Manipulation behaviors vary widely across objects and scenes, but they share a small set of reusable skills, and planning with these skills helps embodied agents generalize to new tasks. Yet an agent can only plan with skills it knows. Recovering skills from observed experience, the inverse of planning, builds this knowledge over time and yields skill data for training future agents. Vision-Language Models (VLMs) describe individual manipulation events well, but can they organize a stream of events into reusable skills? We formulate this problem as Streaming Embodied Skill Discovery (SESD): a model watches videos in sequence and maintains a persistent skill library that shapes its later decisions. To systematically measure this ability, we introduce Video2Skill, a benchmark that covers robot tabletop manipulation and human kitchen activity and tests three core capabilities: (i) locating manipulation events in time, (ii) grouping events of the same transformation, and (iii) deciding when to reuse an existing skill or create a new one. Across 19 open-source VLMs, many models group events at near-chance level, and scale does not consistently help. Their errors depend on how perception and library updates are coupled: joint models merge distinct transformations into one skill, while models that update the library from text descriptions duplicate recurring ones. Supervised fine-tuning, including our counterfactual library-state rebalancing (CLaRe), improves grouping but exposes a deeper bottleneck: trained models consolidate familiar skills yet rarely expand the library. Their libraries stall below half the reference size, and transformations unseen in training are located in time but almost never given a new skill. Recognizing when existing skills are insufficient thus emerges as the central challenge.