When should a robot look at the cup, and when at the portafilter? Spatial-reasoning benchmarks evaluate whether a model can describe a scene, but manipulation needs something more specific: the ability to acquire the particular evidence that makes the current command executable. A view that is informative for one task can be useless for another, even at the same workstation. We introduce Seeing What Matters, a benchmark for task-conditioned actionable spatial belief in simulated tabletop manipulation. Across three domains--coffee workstation, drawer/cabinet, and microwave/appliance--the benchmark provides 860 frozen evaluation cases; expanding across methods, budgets, and inference repeats yields more than 115,000 evaluator episodes under two protocols: closed-loop actionability and same-object functional out-of-distribution generalization. Each case pairs a set of candidate RGB views with a manipulation command, shared scripted skills, and hidden postconditions, so the benchmark directly measures whether a view-selection policy acquires the observations its command actually needs. We also provide a diagnostic reference pipeline that maintains a spatial-functional belief state and ranks views by missing evidence. At primary budget settings, this pipeline reaches 98.8% closed-loop and 98.9% functional-OOD success; ablating the functional or command-binding components collapses performance to near zero. Seven vision-language models, evaluated on the same cases, reach only 26-43%. Replacing the reference pipeline's coverage metadata with frozen RGB-derived scores preserves 98.5%/98.9% success; shuffling the visual scores collapses it to 15%/11%, confirming that the result depends on image content. These gaps suggest that spatial belief for manipulation should be evaluated not by scene-level completeness, but by whether it acquires the evidence the current command requires.
https://arxiv.org/abs/2611.09794
Snake robots can leverage their hyper-redundant morphology for both locomotion and manipulation through distributed body contact but whole-body loco-manipulation is particularly challenging since the entire body serves simultaneously as propulsive mechanism and manipulation tool Prior work on wheeled legged and snake robot platforms has decoupled these functions through dedicated appendages body segmentation or grippers We present closed-loop loco-manipulation with our snake robot COBRA without this distinction such that any part of the body may make contact We develop a contact-implicit dynamic model unifying robot-ground robot-object and object-ground interactions within a Moreau-Jean time-stepping framework and formulate a trajectory optimization over the full-order dynamics guided by a geometric planner and nominal proportional controller to autonomously push an object to a goal location during sidewinding We validate the planner and controller on hardware across varied configurations and present simulation results for a simplified trajectory optimization that resolves robot-object and object-ground contacts
https://arxiv.org/abs/2611.09777
Wearable haptic interfaces deliver physical stimuli to the skin, yet perceived locations vary widely across users and diverge from actuator locations, particularly for emergent tactile-feedback techniques. We developed a wearable haptic input/output (I/O) device integrating a 36-channel electrotactile array with capacitive touch sensing, enabling stimulation and user-reported percept locations to be registered within the same body-referenced coordinate frame. In 24 participants, the device revealed electrotactile and referred-thermal perceptual maps with notable interparticipant variability. Despite this variability, both modalities retained electrode-pair-specific spatial structure across participants. Tactile and thermal percepts also showed spatial correspondence, whose strength varied across participants. These findings motivated our human-in-the-loop calibration framework, which adapts a forward-prediction strategy to individual users and generates personalized perceptual models. These models enabled inverse rendering by selecting stimulation patterns predicted to generate a target percept for a specific user. Using these models, we demonstrate personalized haptic rendering in haptic-guided robot teleoperation, visual-to-haptic sensory substitution, interpersonal haptic communication, and virtual reality (VR). Together, this platform provides a route toward adaptive haptic interfaces that measure, model, and render according to each user's perception.
https://arxiv.org/abs/2611.09708
Vision-language-action (VLA) policies have become a promising paradigm for end-to-end robot control, but their effectiveness still depends heavily on large volumes of demonstration data. In manipulation tasks, this dependence is compounded by structured spatiotemporal uncertainty in the action space: multiple nearby actions or trajectories may successfully solve the same task, while semantically equivalent demonstrations often unfold at different speeds. Standard pointwise supervision treats each demonstrated action as an exact target, imposing an unnecessary learning burden under such uncertainty. We present SURE, a data-efficient VLA training framework that explicitly models both spatial and temporal uncertainty. SURE augments a VLA backbone with a lightweight transposed-convolutional probabilistic action decoder that captures spatial uncertainty through local correlations among neighboring action bins. It further introduces Soft-DTW alignment supervision to accommodate local timing variations between predicted and demonstrated action chunks. Together, these two components reduce sensitivity to demonstrator-specific poses and execution timing, enabling more data-efficient action learning. We evaluate SURE on LIBERO, RoboTwin 2.0, and real-world manipulation tasks. Even with only 10% of the demonstration data or 20% of the training steps, SURE achieves manipulation success rates that match or surpass baseline VLAs.
https://arxiv.org/abs/2611.09684
Vision-language-action (VLA) models typically generate actions in chunks, organizing continuous robot execution into separately predicted segments and thus introducing potential discontinuities at action-chunk transitions. We propose ODEAction, a chunk-free action generation paradigm that replaces action-chunk prediction with Continuous Action Evolution. Given visual observations, language instructions, and robot proprioceptive information, ODEAction learns an action transition field defined over action space, where a transition vector characterizes the evolution rate of the current action with respect to evolution time. During execution, the model takes the current action as its initial condition and integrates the learned field using an ordinary differential equation (ODE), recursively generating subsequent actions with explicit dependencies. ODEAction is implemented as an action head and does not depend on a specific vision-language backbone architecture. Experiments on LIBERO, EBench, RoboTwin, and real robots show that ODEAction improves both task performance and trajectory quality over matched action-chunking baselines, with particularly pronounced gains on fine manipulation tasks.
https://arxiv.org/abs/2611.09672
Robots increasingly choose actions by searching against a reward model learned from human preferences, in model-predictive control or best-of-$N$ selection; we measure what this does to the true objective. On HalfCheetah and Hopper with crowd-sourced labels, and on Meta-World drawer-open and plate-slide with synthetic labels and blind labels from the two authors, harder MPPI search cuts true return by up to 76%: with human labels the drawer opens in 0 of 20 runs against 10 of 10 for the cloned policy the planner starts from, while held-out label accuracy stays at 0.75-0.97. On plate-slide human labels are exploited less than synthetic ones, and on window-open search helps. True return roughly follows how far the planner's weights move from its proposals ($\sqrt{\mathrm{KL}}$) for both weighting rules we test, and best-of-$N$ with a verifier from synthetic labels falls below a single noisy action. We prove that $\chi^2$-regularized MPPI at a temperature set by the scorer's error spread on the proposals is worst-case optimal, that no positive gain can be certified once that spread exceeds the scorer's own, and that an episode's return splits exactly into per-step terms, of which the guarantee covers the selection terms. Calibrated from 100 proposal pairs ranked by true return (an oracle) on start states the evaluation never uses, this rule is the safest fix we test: with each of five independent sets it succeeds in every arm run and keeps on average 86-94% of the cloned policy's return on plate-slide and drawer-open, though it is cautious where search helps. Calibration from a person's comparisons cannot detect a bias the scorer learned from that person; correcting for the pairs people cannot tell apart, or a second person, limits the damage.
https://arxiv.org/abs/2611.09670
Autonomous racing provides a demanding testbed for collision avoidance under tight geometric and computational constraints. Building on a recent conference contribution and a master's dissertation, LACART combines lookahead-based control barrier functions (CBFs), a relaxed control Lyapunov function (CLF), and quadratic programming (QP) to modify nominal vehicle commands for obstacle avoidance and reference tracking. The method handles circular obstacles and track boundaries in a common optimisation layer. Comparative simulation results against Huang \emph{et al.} \cite{r9} show similar full-track paths and lower median computation times: 0.31 versus 0.33 ms per step and 0.023 versus 0.025 ms per QP solve. The dissertation further demonstrates a 1:43-scale vehicle with camera-based estimation and wireless actuation at a reported 25 Hz control rate. We identify the conditions linking lookahead-point clearance to body clearance, illustrate hardware limitations, and propose a recorded demonstration of safety intervention and recovery. The contribution targets ground-robot collision avoidance and real-time safety monitoring.
https://arxiv.org/abs/2611.09640
Humanoid whole-body control requires a robot to track diverse reference motions while maintaining balance under gravity, torque limits, contact switching, and external disturbances. Existing reinforcement-learning-based trackers typically learn control outputs that jointly address motion tracking and balance. However, similar reference poses can correspond to substantially different dynamic demands, requiring a unified policy to learn motion-dependent control requirements alongside balance corrections. This can complicate learning and lead to high-frequency fluctuations in control outputs. We propose DKWBC, a dynamics-informed whole-body control framework that combines explicit model-based tracking with a learned balancing residual. Inspired by the model-based and environmental-wrench contributions to joint torques in floating-base dynamics, DKWBC uses inverse-dynamics feedforward and joint PD feedback to supply tracking torques, while a residual policy learns additional joint-torque corrections for balanced execution. By explicitly accounting for motion-dependent torque demands, this structure simplifies the policy's learning task. Experiments in simulation and on real hardware demonstrate that a single learned balancing policy generalizes across motion datasets while maintaining accurate motion tracking and balance across ground support, attached payloads, and physical interaction. Project page: this https URL.
https://arxiv.org/abs/2611.09605
Robotic handling of delicate fruit benefits from compliant contact and quantitative sensing of the mechanical interaction at the end-effector. This study investigates an optoelectronic soft suction cup with a kiwifruit-specific bicomponent design for estimating interaction forces during contact with real fruit. During known-contact intervals, the optical signals accurately estimate interaction force on fruits excluded from model training: the best shallow network achieves grouped out-of-fold pooled R-squared = 0.968 +/- 0.005 (MAE = 0.138 N), with a median per-fruit held-out R-squared = 0.973 (MAE = 0.134 N). A simple monotonic mapping from the mean optical response alone achieves R-squared = 0.925 +/- 0.005, showing that substantial force-related information is already present in the optical response. Leave-one-collection-day-out validation remains strong (R-squared = 0.955 +/- 0.031), supporting robustness across acquisition sessions. As an exploratory secondary analysis, binary Soft/Firm classification from compression-test reference labels achieves moderate balanced accuracy (approximately 0.705) under grouped held-out-fruit validation, while finer three-class grading shows limited performance.
https://arxiv.org/abs/2611.09468
A language model can repair a robot policy's lexical instruction grounding by editing just 65 token-embedding rows. We bring weight-space programming to robot foundation policies: GPT-6 Astra reads weights and uses a CPU workspace and budgeted simulator feedback, without gradient updates or new demonstrations. Three independent sessions on $\pi_{0.5}$ all improve success on 765 held-out paraphrases; the best raises success from 86.3\% to 92.0\% (48 repairs, four regressions; exact paired $p=1.31\times10^{-10}$). Among the 335 instructions containing edited tokens, success rises from 74.3\% to 87.5\%; the other 430 episodes have zero outcome changes. Matched random-direction edits do not help. Full replacement using the editor's own lexicon explains much of the gain but produces more regressions; its direct difference from the editor is not significant at 0.05. Across 13 further robot sessions, the editor declines 12 candidates; the sole retained edit does not show a significant held-out gain. Separately, benchmark metadata lowers FastWAM success from 70.0\% to 48.6\%, while the evaluated VLA's aggregate rate is unchanged. The evidence supports precise lexical repair, not general acquisition of missing robot capabilities.
https://arxiv.org/abs/2611.09376
Memory plays a crucial role in long-horizon task execution and cross-task generalization for Vision-Language-Action (VLA) models operating in complex 3D scenes. However, existing VLA memory mechanisms suffer from memory noise, particularly in complex 3D scenes, as stored episodic memories contain extensive redundant details about scene layouts, object configurations, and robot-specific states, which obscure generalizable manipulation principles and hinder cross-task transfer. To address this challenge, we first introduce a hippocampus-inspired memory consolidation mechanism that synthesizes extensive episodic experiences into a compact set of essential semantic memories, enabling VLA models to derive generalizable principles from practical experience. Second, we propose an episodic memory pruning mechanism that removes redundant episodic memories whose contents are captured by consolidated semantic memories, thereby increasing effective memory capacity and improving long-horizon task execution. Finally, to handle complex task scenarios, we develop a flexible memory composition mechanism that jointly leverages multiple episodic and semantic memories to enhance cross-scenario generalization. Experiments on LIBERO, LIBERO-Plus demonstrate the effectiveness of HiMEM across different VLA backbones, improving the average success rate of pi_0 from 91.88% to 98.20% on LIBERO.
https://arxiv.org/abs/2611.09355
Real-world robot deployment requires adapting learned policies to unseen obstacles without collecting new demonstrations or retraining. Existing policy-level guidance often applies obstacle corrections independently at individual horizon steps, which may address local obstacle violations but fail to coordinate the action sequence into a complete, task-directed detour. How obstacle responses should be propagated across the action horizon to coordinate complete, task-directed avoidance motion remains underexplored. We introduce an inferencetime obstacle-guidance framework for pretrained relative-action diffusion policies. It rolls out cumulative relative actions into a workspace trajectory, evaluates obstacle interactions along the trajectory with an SDF-based obstacle model, and propagates each obstacle response to all contributing action increments during denoising. Real-robot experiments across seven obstacleconstrained scenarios spanning four manipulation tasks show that our method achieves 105/140 (75.0%) collision-free task successes, compared with 8/140 (5.7%) for absolute-action pointwise guidance. Ablations show that the relative-action horizoncoupled formulation provides the larger observed improvement across both obstacle models.
https://arxiv.org/abs/2611.09340
Foundation models are increasingly deployed as agentic systems that perceive context and act autonomously, raising the need to evaluate their moral behavior as active decision-makers. Existing benchmarks, however, largely ask models to judge human actions from third-person textual vignettes, leaving untested how models behave when they themselves become the acting agent. We introduce ABHBench, a multimodal benchmark built from Detroit: Become Human, an interactive narrative game, to evaluate how foundation models make moral decisions in first-person human-android dilemmas. ABHBench places foundation models in branching narrative scenarios with visual observations, dialogue, memory, and action choices. Inspired by Asimov's Three Laws of Robotics, our framework measures Harmlessness, Obedience, and Self-preservation to capture the core tensions in human-AI relations, along with Autonomy, Stability, and Certainty to assess decision-making patterns. Across 12 foundation models, we find that moral behavior changes substantially under situated agentic context: 75% of models shift significantly between a text-only abstraction and the matched multimodal DBH scenario, and reasoning-enhanced models show no monotonic gains in consistency or human-oriented behavior. These results highlight the necessity of evaluating moral behavior in situated agentic contexts rather than relying on third-person judgment alone.
https://arxiv.org/abs/2611.09326
Recently, world-action models (WAMs) have emerged as a powerful framework for robot manipulation. By jointly modeling action generation and future observation prediction, WAMs can act and anticipate the outcomes of the actions. However, existing WAMs typically rely on frozen pretrained encoders trained with reconstruction, which may not produce representations well suited for robot control. In this paper, we tackle the problem of learning physicallygrounded, control-relevant representations for WAMs. We propose MDF++, a visuo-tactile world-action model that learns latent representations of multisensory observations end-to-end with a diffusion backbone. While naive joint training can lead to feature collapse, MDF++ introduces a multi-task learning strategy that leverages cross-modal correlations to learn task-relevant representations. We evaluate MDF++ on a suite of contact-rich manipulation tasks, including realworld bolt screwing and nut mating, and show that it outperforms WAMs built on frozen pretrained representations by up to 50%. Additional videos are available on our website: this http URL.
https://arxiv.org/abs/2611.09293
Aerial robots operating in cluttered environments may encounter openings narrower than their nominal width. Existing passively morphing drones reduce their width upon traversal, but they typically involve human-made designs, which can struggle to find the right balance among folding ratio, flight efficiency, and control tracking performance. We introduce a closed-loop design method that jointly optimizes quadrotor geometry and the torque-deflection response of two passively folding arms driven by the success rate in simulation for contact-mediated gap traversal. An optimization algorithm samples candidate designs that are evaluated in a contact-based simulation of the traversal task, where the task success rate is used as a feedback signal to sample progressively better designs over time. The resulting prototype passively reduces its width from 31.3 to 14.1 cm and traverses a 15 cm wide opening at a 2 m/s reference speed. It also tolerates gap approach-angle errors of up to 30 degrees and folds through a 40 cm long confined passage. Compared to a rigid twin, the soft configuration adds only 2 mm of position RMSE and less than 1% electrical power during contact-free flight. These results show that task-driven closed-loop design optimization can produce passively morphing airframes that are compact under contact, tolerant to approach error, and effectively rigid during nominal flight.
https://arxiv.org/abs/2611.09272
Scaling up visual humanoid loco-manipulation skill acquisition requires reducing the human effort needed as tasks and spatial configurations expand, particularly in demonstration collection and task-specific training design. We present SUGARv2, a unified framework for learning diverse visual humanoid loco-manipulation skills through interaction reference synthesis and a shared training pipeline. To obtain diverse references at low cost, we adapt reusable task templates to different spatial configurations, synthesizing coordinated robot and object motions. To reduce task-specific reward design and training effort, we use reference-based imitation as a common learning objective across tasks. We first train privileged teachers to execute these references, then train visual policies through teacher distillation and reinforcement learning with the same reference-based mimic rewards, using diverse object instances and visual domain randomization to support visual generalization and sim-to-real transfer. Across five humanoid loco-manipulation tasks, SUGARv2 achieves a mean success rate of 91.0% in simulation. Deployment on a real humanoid robot further demonstrates successful sim-to-real transfer for whole-body manipulation. These results demonstrate the framework's potential for learning diverse visual humanoid loco-manipulation skills.
https://arxiv.org/abs/2611.09266
Global planners for ground vehicles usually approximate the vehicle by a disk, trading safety against conservativeness, while exact-footprint checking pays for every candidate motion, pose, and footprint edge. We present TPS-A*, a lattice planner whose edges are kinematically feasible trajectories from parameterized trajectory generators, built on certified collision checking in trajectory parameter space. A grid precomputed per footprint returns, in one pass over the local obstacles, a certified free distance along every candidate trajectory, so the per-node collision cost is independent of footprint complexity and trajectory count. We prove that this grid never overestimates the free distance of the continuously swept, possibly non-convex footprint, and state the planner's guarantees: collision-free paths and bounded suboptimality relative to its lattice abstraction. Goals with or without heading are reached exactly by Reeds-Shepp shots certified as trajectories of the same generators. An exact independent test finds no collision in its paths. On 300 cluttered worlds, with the true footprint and the same goal pose for all planners, it solves every query with a collision-free goal pose in a median of three milliseconds on an AMD Ryzen 7 2700X, on par with hybrid A*, 45\% of whose paths overlap obstacles, and nearly sixty times faster than a state-lattice planner, the only other collision-free one; with position goals, eighty-nine times faster than hybrid A*. It matches hybrid A* in automated parking and on narrow doorways, docks a non-convex fork footprint that no convex model admits, and drove a real robot across a university campus among people.
https://arxiv.org/abs/2611.09210
Real-time 3D human mesh recovery from a single image on mobile devices is a challenging problem with many applications, including robotics, biomechanics, AR/VR, and exergames. Current state-of-the-art models are either too slow to run efficiently on mobile devices or sacrifice accuracy for speed. We present InstantHMR, a family of open-source single-image regressors suited for mobile inference, based on the Momentum Human Rig (MHR) parametric model and trained exclusively on publicly available annotations from the SAM 3D Body dataset. Our approach achieves remarkable performance on a Samsung Galaxy S23 NPU, recovering a 6,890-vertex body mesh in 5.5 ms per person, and 0.98 ms on an NVIDIA RTX 4070 GPU. This speed surpasses all existing methods we evaluated. On mobile, it is 12x faster than the single mobile-compatible method that slightly outperforms ours in accuracy, while achieving competitive accuracy with 40.0 mm PA-MPJPE on 3DPW, 48.8 mm on EMDB and 41.7 mm on RICH. To ensure fair comparisons, we re-evaluate 11 state-of-the-art methods under a unified protocol aligned with the closest MHR-based competitors, including Meta's official MHR-to-SMPL conversion, and report their reproduction results. Additionally, we measure latency across eight different targets, ranging from desktop TensorRT to two phone NPUs. Code and models are available at this https URL.
https://arxiv.org/abs/2611.09195
Robot policies trained on visually narrow demonstrations can become sensitive to environmental features that are unrelated to the task. Existing generative augmentation methods can introduce visual diversity, but processing every frame and camera view independently is computationally expensive and may produce inconsistent observations across cameras and timestamps. We introduce Augmentron, a geometry-aware pipeline that generates reusable scene representations and renders them through recorded camera poses. This produces temporally and multi-view consistent environ- ment and workspace variations while preserving the robot, task objects, actions, and annotations. Across three physical manipulation tasks, replacing half of the real world training dataset with Augmentron data improves model success across three tasks for both in out-of-distribution distractor objects, and out-of-distribution workspace variation evaluations. In a separate comparison against alternate augmentation techniques, Augmentron achieves the highest pooled success in all three conditions. The results show that introducing augmented data to a data training recipe can help policies generalize to dynamic real-world settings.
https://arxiv.org/abs/2611.09145
Egocentric video captures human-object interaction at scale but rarely includes tactile labels for hidden contact and pressure. We introduce TouchAnnotator, an ego-only bimanual tactile annotator trained with multi-source tactile supervision and privileged-view distillation. A canonical hand field unifies glove pressure, geometry-derived human contact, and robot fingertip deformation from six datasets and three embodiments, while source-aware masks preserve valid targets. During training, an EMA teacher observes synchronized ego and wrist views and distills hand-local representations and tactile predictions into a student that uses only ego video and estimated pose at inference. Compact past-clip memory supplies temporal context. We evaluate on EgoTouch, zero-shot FPHA transfer, and 860 synchronized glove recordings. The model transfers to bare-hand contact and produces qualitatively coherent tactile responses across bare-hand, gloved-hand, and robot embodiments. On measured recordings, it improves temporal accuracy by 5.38 points and Volumetric IoU by 5.02 points under a shared protocol. These results show that heterogeneous human--robot supervision and privileged training views can turn egocentric video into dense tactile annotations.
https://arxiv.org/abs/2611.09129