Learning locomotion directly on a humanoid robot is a promising direction to avoid the sim-to-real gap. However, locomotion rewards in Reinforcement Learning (RL) typically track the base velocity, which cannot be measured onboard without an external motion capture system or well-calibrated state estimator. This is why we introduce \method{}, which learns humanoid locomotion from minutes of samples with a reward that only requires the onboard Inertial Measurement Unit (IMU). Instead of tracking the base velocity, STRIDE rewards the robot for following a commanded acceleration profile. To learn efficiently from this reward, we use the off-policy RL algorithm XQC and combine a high gain setting for the joint position controllers with left-right symmetry augmentation. In simulation, STRIDE learns to walk on the Unitree G1 and Booster T1 humanoids within 14 minutes of samples. Compared to learning without these two components, it reduces the falls during training by 81%, while without them the robot learns only in over an hour.
https://arxiv.org/abs/2611.08857
Vision-language-action (VLA) models perform versatile manipulation tasks from language instructions, but their inference cost limits how fast a robot can respond in closed-loop control. Visual token pruning reduces this cost; however, prior methods estimate token redundancy from encoded visual embeddings or attention, only after the visual encoder has processed the entire observation. We propose \ours, a training-free token pruning method that moves the pruning decision ahead of the vision encoder by grounding it in a geometric prior derived from the robot's own action. The action chunk predicted at the previous control step is already available before the current observation is encoded, and it specifies the end-effector and camera motion between consecutive observations. The same action affects the two standard camera views asymmetrically: in the fixed third-person view, \ours retains patches along the projected end-effector trajectory together with semantic anchors, while in the wrist view, it prunes patches that remain unchanged after compensating for the action-induced camera motion. Extensive experiments on two simulation environments (LIBERO and VLABench) and four real-robot tasks demonstrate that \ours achieves up to 1.61 $\times$ speedup and 59.5\% FLOPs reduction with negligible degradation in success rates.
https://arxiv.org/abs/2611.08827
Geometric assembly requires fine spatiotemporal coordination to place parts without causing collisions or deadlocks under tight clearances. To address this, we present an object-centric reinforcement learning framework that treats each part as an agent and learns a shared policy for continuous assembly control. A graph neural network represents the pieces, their target poses, and their spatial relationships, and predicts translational and angular velocities for each component. Per-agent proximal policy optimization with a centralized graph critic directly learns motion and temporal coordination within a single feedback policy. We study this formulation through planar Tangram assembly, where pieces must slide and rotate into a given configuration while remaining on the assembly surface. Procedural generation of target configurations and randomized initial arrangements support training and evaluation across diverse assembly problems. Our experiments isolate the roles of relational structure and multi-agent optimization, and compare learned control with sampling-based planning. We demonstrate concurrent assembly in simulation and transfer the policy to sequential execution on a real robot, as our object-centric formulation decouples learned assembly coordination from low-level physical control. Project page: this https URL
https://arxiv.org/abs/2611.08814
Recent advances in robot foundation models have highlighted the potential of in-context learning (ICL) for adapting robot behavior from demonstrations without further fine-tuning. Previous work has used retrieval-based post-training to equip pretrained vision-language-action (VLA) models with the capability for ICL by teaching them to condition action predictions on retrieved visually-relevant demonstration chunks. However, the effectiveness of retrieval hinges on selecting context relevant to the current execution stage, which visual similarity alone may not capture. We introduce VICTR, a framework enabling in-context learning in VLAs via progress-informed context retrieval built around an In-Context Value Function Estimator (IC-VFE). IC-VFE conditions on a reference demonstration video, a language instruction and the current observation to estimate task-relative progress. By conditioning progress estimation on a reference demonstration, IC-VFE can align the current state with a demonstrated execution even for tasks unseen during training. VICTR uses the estimated progress to select demonstration chunks at corresponding stages of execution and supplies them to a $\pi_{0.5}$ policy post-trained for in-context action generation. On unseen out-of-domain real-world manipulation tasks, VICTR raises the success rate from 6.2% for a fine-tuned $\pi_{0.5}$ baseline to 23.8% and more than doubles the task progress rate, from 28.9% to 55.5%. Project page with code, data and videos: this https URL
https://arxiv.org/abs/2611.08698
Evaluating robot policies before deployment typically requires producing new trajectories through real-world execution, simulators, or learned world models. These rollout-based approaches impose infrastructure requirements; simulator and world-model evaluators additionally face prediction errors that can compound over the evaluation horizon. In this paper, we study off-policy evaluation as an alternative to rollout-based robot-policy evaluation methods. Specifically, we introduce RoboFQE, an evaluator that estimates the discounted expected return of a target policy from offline robot trajectories without estimating a behavior-policy density, combining fitted Q-evaluation with a pretrained vision foundation model and learned terminal success annotation to bridge the gap between standard OPE benchmarks and continuous-control visual manipulation. Controlled experiments across simulated and real-world manipulation tasks show that RoboFQE produces accurate discounted-return estimates and preserves policy rankings even on long-horizon manipulation tasks where video world-model evaluators are degraded by autoregressive prediction errors. Ablation experiments show that pretrained vision encoders substantially outperform from-scratch alternatives, particularly on long-horizon tasks, and that learned terminal success annotation enables evaluation without ground-truth reward labels with only slight reduction of accuracy.
https://arxiv.org/abs/2610.18699
Humanoid robots are expected to take over strenuous material handling in manufacturing, logistics, and healthcare, where operating existing wheeled carts would let them move heavy loads without modifying the workplace. However, humanoid cart pushing remains challenging because the bimanual grasp closes a force-coupled loop in which the contact wrenches that drive the cart also disturb the robot's balance, and payload changes alter the coupled dynamics. We propose ForPC, a force-aware whole-body control framework that regulates cart velocity through two-stage reinforcement learning. A locomotion prior is first trained under varied hand loads and upper-body postures to provide balance support. A force latent and a state latent are then inferred from onboard observations, without external force sensors, and fed to a residual policy that coordinates bounded arm, waist, and leg adjustments with base-velocity commands. Multi-objective rewards penalize bimanual internal opposition, grasp slip, and actuator saturation, encouraging the policy to apply contact force on demand without human demonstrations. Sim-to-sim experiments show that ForPC reduces cart-velocity RMSE by up to 68.2% relative to a locomotion-only baseline (Loco-only) and cross-track RMSE by up to 74.2% on the multi-bend route. Trained solely in simulation, the policy also transfers to a physical Unitree G1 without real-world training or fine-tuning and, with no payload-specific adjustment, pushes a cart carrying up to 30 kg at 0.5 m/s. These results suggest that humanoid robots could eventually replace humans for efficient material handling in daily life.
https://arxiv.org/abs/2611.08664
Full autonomy has been a long-term goal in robotic surgery and a near-to-medium-term goal for prostatectomy. Due to the relatively closed structure of the procedure, its standard-of-care robotic/laparoscopic solutions, and procedure economics, prostate procedures are an optimal early target for surgical automation. Prototyping and testing of possible solutions is done in constructed laboratory phantoms, either synthetic tissues or animal phantoms. To enable measurement of perceptual and robotic motion error, phantoms undergo volumetric imaging; these images are critical to both a potential deployed automatic system, used in planning motion and treatment (cutting, ablation, suturing, etc.), as well as post-hoc assessment of system performance. Rapid iteration on these phantom models yields small, inconsistent datasets, while the current workflow for human annotation is often anatomically unreliable and prohibitively time-consuming, rendering deep learning unsuitable at reasonable scales. To address these limitations, we present an automated 3D segmentation pipeline that uses classical medical image-processing techniques to encode the known anatomy of the phantoms as explicit geometric and intensity priors, which requires no training corpus and is transferred to each new phantom revision without re-annotation. Across 57 scans spanning multiple phantom revisions, our pipeline recovers the capsule interior at 0.83 median Dice on 11 contrast-suppressed scans and detects all 32 annotated focal lesions without false positives, completing a full scan in 2-8 minutes on commodity CPU hardware versus 1-2 hours by hand.
https://arxiv.org/abs/2611.08652
We present Meituan-Robotics-0 (MR0), a vision-language-action foundation model and embodied-agent system for stationary-base desktop manipulation. MR0 combines 147 million vision-language samples with 15,060 hours of curated robot trajectories spanning 12 embodiments. A three-stage training recipe aligns multimodal representations with robot behavior through discrete action-token pre-training, transfers these priors to continuous cross-embodiment control through flow-matching mid-training, and adapts the policy through real-world post-training. We introduce Rollback, which pairs replaced policy segments with human corrections to provide positive and negative supervision for CFG-DAgger without value learning or advantage labeling. A unified end-effector interface supports heterogeneous embodiments, while asynchronous action-chunk merging maintains smooth execution under variable inference latency. An event-driven agent maintains persistent task events and reassesses plans when progress or feasibility changes, enabling cross-task retrieval and conditional task resumption. MR0 achieves 93.6% success on RoboTwin 2.0 and ranks fifth in the RoboDojo VLA track. Under matched HG-DAgger post-training, MR0 achieves higher average success rate and progress score than $\pi_{0.5}$ across three real-robot tasks. On Ethernet insertion, CFG-DAgger trained with Rollback data reaches 70% success and a progress score of 0.90. Qualitative agent deployments demonstrate cross-task event retrieval and recovery from temporarily unsatisfied task conditions.
https://arxiv.org/abs/2611.08577
As robots are deployed in the real world, they will inevitably make mistakes. Human interventions provide valuable feedback for improving their behavior, enabling them to adapt online to new scenarios. However, studying human-in-the-loop robot learning is difficult: real-world experiments are slow and expensive, so most algorithm development relies on simulated human models. We show that common human modeling assumptions do not match how real people intervene in practice. Through analyzing intervention data from human participants, we find that humans tend to intervene when agent progress stalls, and that their corrective actions are often suboptimal. Motivated by these findings, we introduce a progress-based model of human intervention that achieves higher rank correlation with real-user algorithm rankings, enabling realistic algorithm benchmarking and development in simulation. Building on these insights, we propose Q-OIL, a method that adds optimistic bonuses to intervention transitions in reinforcement learning and softly guides exploration toward human corrections. We find that decoupled critics are critical for stability because they prevent the bonuses from backing up to pre-intervention states. As a result, Q-OIL learns more efficiently than competitive baselines, achieving 10-50% higher success in simulation and on real robots, and improving pretrained VLAs on two bimanual manipulation tasks. As we ground both evaluation and algorithms in realistic human behavior, this work provides a practical path toward scalable robot learning from interventions.
https://arxiv.org/abs/2611.08576
Models for physical AI tasks, such as robotics and autonomous driving, need not reason solely in language. They can use visual plans--points, bounding boxes, and trajectories--to represent spatial goals and anticipate motion. However, autoregressive vision-language models generate these plans one coordinate token at a time, making richer predictions increasingly costly. We introduce VFlash, a method for fast, accurate visual planning through Flash Primitive Decoding. VFlash exploits the known structure of visual primitives to predict their coordinates jointly, using a lightweight drafter that generates an entire primitive in one forward pass. The layout adapts to the primitive's type, dimensionality, and length, supporting compact boxes and long, variable-length trajectories. Crucially, spatial accuracy need not require reproducing an autoregressive model's exact token sequence. VFlash therefore trains on annotated primitives and directly accepts structurally valid predictions without target-token agreement. Across the evaluated 2D and 3D robot trajectory tasks, VFlash consistently reduces prediction errors relative to autoregressive decoding. Preliminary single-rollout measurements indicate approximately 25x faster generation for 3D point motion forecasting. A world action model conditioned on VFlash plans achieves 70.2% average success across four MolmoSpaces task suites, compared with 62.6% for the baseline.
https://arxiv.org/abs/2611.08449
Vision-Language-Action (VLA) models enable end-to-end robot control, but inference is increasingly expensive. Each decision processes hundreds of visual tokens, often across multiple cameras, leading to substantial computation while allowing irrelevant background content to distract action prediction under distribution shift. We argue that these issues stem from two complementary forms of redundancy: many visual tokens are spatially irrelevant, while attention over the remaining tokens is often misallocated. Based on this observation, we propose T3R, a Training-Free Two-Stage Token Refinement framework. In the first stage, segmentation-guided token pruning removes irrelevant visual patches to reduce computation and eliminate distracting context. In the second stage, saliency-guided attention biasing reallocates attention toward action-critical visual regions and language instructions within the retained tokens. Together, pruning produces a cleaner candidate set, while attention biasing further emphasizes the most decision-relevant evidence, yielding a better accuracy-efficiency frontier than either stage alone. On LIBERO-Spatial, T3R removes 85% of scene-camera visual tokens while essentially matching the unpruned success rate, and improves success by up to 7 percentage points under out-of-distribution object-placement perturbations. The timing comparison attributes 7.8 ms per inference call to pruning and attention-bias application. As input resolution increases, LLM-forward profiling shows up to a 3.3x speedup over the unpruned baseline. Evaluations across LIBERO, SIMPLER, and RoboTwin with three VLA backbones show the strongest accuracy-efficiency benefits in multi-camera settings. These results demonstrate that training-free token refinement is a practical approach to efficient and robust VLA inference.
https://arxiv.org/abs/2611.08413
Humanoid robots are typically trained as solitary agents, leaving them unable to coordinate physically with human partners who naturally anticipate and adjust to one another. To bridge this gap, we present Social Humanoid, a hierarchical system that generates and executes socially responsive whole-body motion on a 29-DoF Unitree G1 conditioned on a human partner's motion. Its high-level policy performs flexible sequence modeling of human and humanoid motion through a shared tokenized representation, generating reactive humanoid motion and anticipating the partner's motion when they are occluded, while a low-level whole-body tracking controller executes the generated motion on the robot. To train the system, we introduce a two-phase adaptive retargeting procedure that retargets one interaction partner to the robot while morphing the other partner to preserve contact dynamics, reachability, and relative body scale. We apply this procedure across five motion-capture datasets to produce a new Human-Humanoid Interaction (HHI) benchmark of 260 hours of human-humanoid interactions. Our results demonstrate that Social Humanoid produces coordinated, human-aligned behavior across diverse interaction types in simulation and the real world. Project page: this https URL
https://arxiv.org/abs/2611.08407
Visuomotor policies trained through imitation learning are highly sensitive to changes in camera viewpoint. This is particularly problematic for mobile manipulation (MoMa), where robots rarely execute manipulation from the exact same base pose used during demonstration collection due to navigation uncertainty, localization drift, and environmental constraints. Recent approaches use novel-view synthesis (NVS) to augment demonstrations with unseen viewpoints, but they assume static scenes and therefore fail to re-render the manipulated object during the post-contact interaction phase, leaving the most critical parts of the demonstration unaugmented. We present MOMASPLAT, a novel-view demonstration augmentation framework for mobile manipulation that synthesizes full manipulation trajectories from unseen robot base poses, including dynamic object interactions. Our key insight is that standard MoMa data collection naturally provides the multiview observations needed to reconstruct both the static scene and the manipulated object in 3D. MOMASPLAT combines 3D Gaussian Splatting, feed-forward 3D foundation models, and kinematics-based action retargeting to separately reconstruct the scene and manipulated object, render them from novel viewpoints, and generate geometrically consistent synthetic demonstrations paired with transformed actions. We evaluate MOMASPLAT on five real-world mobile manipulation tasks involving both rigid and articulated objects across three scenes, and validate the fidelity of its synthesized demonstrations against ground truth in simulation. MOMASPLAT substantially improves robustness to unseen base poses, more than doubling the average success rate of the strongest baseline and maintaining non-trivial success at large base displacements where all baselines fail, while reducing the need for largescale real-world data collection.
https://arxiv.org/abs/2611.08372
Robotic perception increasingly relies on heterogeneous sensor suites combining cameras with emerging modalities (event, SPAD, iToF/dToF, and thermal). Yet existing simulators idealize these sensors, hiding critical modality-specific failure modes that limit real-world deployment. We present VisionSIM, a unified, physically grounded simulation platform that elevates sensor realism to a first-class concern by modeling the raw physical measurement process for diverse conventional and emerging modalities. We expose fine-grained control over physical sensor parameters, reproducing failure modes overlooked by general-purpose simulators: pileup and glare for LiDAR; phase wrapping, saturation, and motion artifacts for iToF; refractory drops for event cameras; and history-dependent emission for thermal cameras. This enables principled cross-modality comparison on identical scenes and trajectories. We release the platform and a large indoor dataset with synchronized raw measurements and rich ground-truth annotations.
https://arxiv.org/abs/2611.08368
Fine-grained, bimanual dexterous manipulation remains a foundational challenge in robotics. Embodiment gaps hinder accurate kinematic mapping, and visual tracking alone does not regulate contact forces. To address these limitations, we propose a tactile-driven adaptation strategy designed to enable fine-grained manipulation on top of teleoperation pipelines. Instantiated within our bimanual dexterous framework, DexTeleop-0, this strategy introduces a real-time optimization loop that adds robot-side contact corrections to human tracking commands using fingertip feedback. By estimating contact positions and forces, the system dynamically computes localized corrections using a contact-stiffness approximation and the kinematic Jacobian, with per-contact vector force tracking, soft predicted-contact-moment regularization, and bounded hand-joint residuals. We evaluate this tactile-driven adaptation strategy across both simulated environments and real-world hardware. Controlled simulation replay yields final-stage success rates of 91% for Ball Assembly and 62% for Stir in Cup, versus 88% and 49% for force tracking alone. Fixed-input replay on two hand types, seven-operator teleoperation, and external-force traces further assess contact assistance. The open-sourced project page can be found at this https URL.
https://arxiv.org/abs/2606.23431
Self-improving embodied agents are increasingly being developed and compared on robot simulation benchmarks. Several recent works expose the benchmark's success criteria to the learning agent, a practice we call Criteria Exposure (CE). These criteria, originally written to verify policies trained by imitation learning, often demand more than the corresponding language instructions, so a score from such a verifier may not faithfully reflect whether the instructed task was completed, especially for robot-control programs written by an agent. As embodied coding agents report ever higher benchmark scores, a natural question arises: when a coding agent is exposed to the benchmark's criteria, does it generate code that better performs the instructed task, or code that simply overfits to the verification criteria? We conduct controlled experiments with a self-improving agent with and without CE, and find that with CE the agent quickly produces code with a higher success rate under the given criteria, but this advantage disappears when the criteria are changed slightly without departing from the original instructions. More importantly, the skills the agent develops under CE transfer poorly across tasks. We further propose instruction-faithful criteria and show that they better reflect the performance of agent-generated programs.
https://arxiv.org/abs/2611.08318
Reward machines (RMs) have been proposed as a reward formulation in reinforcement learning (RL) to capture non-Markovian tasks where credit assignment depends on history. By representing reward functions as automata, RMs expose the task's temporal structure and allow such rewards to be handled within a Markovian framework. However, they assume a labelling function, a proposition-grounding oracle for observations, which must be manually engineered for each environment, limiting their wider applicability. In this work, we address this limitation by proposing RM-VLM, a novel approach in which a large language model (LLM) generates an RM from a natural-language task description, and a vision-language model (VLM) acts as the labelling function, grounding the RM's propositions over image-based observations during RM-guided policy learning. A VLM-based value function estimator is used to assess the agent's progress towards each RM transition and derive a dense reward signal. We evaluate RM-VLM on three domains covering non-Markovian grid-world navigation, robotic manipulation, and 3D object collection. Our experimental results show that RM-VLM consistently achieves higher task success rates than existing VLM-based reward methods across all tested domains.
https://arxiv.org/abs/2611.08308
3D-aware representations can improve robotic manipulation by providing geometric information that is robust to changes in viewpoint, object position, and occlusion. However, using 3D inputs at deployment requires additional sensing and processing, making image-based policies more practical. We ask whether an image-based policy can acquire 3D shape information during training while retaining a purely image-based interface at deployment. We propose shape-teacher alignment, a training-time mechanism that uses a pretrained 3D shape representation as an alignment target for an image-based policy encoder. Specifically, we use Point-MAE features from individual objects as targets for corresponding image patches, transferring geometric structure to the policy without changing its deployment inputs or architecture. On LIBERO, shape-teacher alignment produces image representations that are more structured around object shape and corresponding parts, while substantially accelerating policy convergence and improving success rates. For pretrained policies, convergence is accelerated by 4.7x and 5.6x on the Object and Spatial suites, respectively, without requiring the shape teacher or depth input at deployment.
https://arxiv.org/abs/2611.08275
World-action models adapt pretrained video generators, and vision-language-action models build on pretrained vision-language backbones; both tie policy architecture and inference cost to large transformers designed for generation rather than control. It remains unclear how much these generation-oriented choices affect control. In this work, we introduce Latent Action JEPA (La-JEPA), a compact world-action model whose policy transformer is trained from scratch in the feature space of a pretrained V-JEPA 2.1 encoder. Following Fast-WAM, La-JEPA learns to predict future features jointly with actions during training and generates only actions at inference. Among policies without embodied pretraining, La-JEPA achieves state-of-the-art performance in clean and randomized RoboTwin 2.0 scenes and on LIBERO-Plus with correct instructions, while using far fewer parameters than the strongest competing policies. It runs substantially faster than Fast-WAM at comparable performance and outperforms the closest JEPA-based methods, LeapBot-WA and JEPA-WAM, on LIBERO-Plus and RoboTwin 2.0 without their pretrained policy backbones. On four real-robot tasks, its average success is comparable to pi0.5 and above non-embodied-pretrained baselines. Through a design study of the choices behind La-JEPA, we show that JEPA features outperform video VAE latents, most clearly out of distribution, and that training-time future prediction choices significantly impact the policy even when future prediction is skipped at inference. We correct the LIBERO-Plus instructions, as the officially released evaluator corrupts them for most variants, and re-evaluate several strong open baselines. Without a generative pretrained policy backbone, La-JEPA is better and faster than far larger policies, suggesting that robot foundation models may benefit from architectures designed for control rather than inherited from generation.
https://arxiv.org/abs/2611.08156
Knowledge of the hidden interior structure of an object, including the presence and location of cavities, is essential for predictive simulation, robotic manipulation, and nondestructive inspection. However, such cavities leave no direct signature on the static visible surface, making collision-induced deformation one of the few cues used to infer their presence. Structure from Collision (SfC) addresses this problem by recovering the hidden interior structure of an object from multiview observations of a collision event. SfC is challenging for two reasons: hidden cavities are only indirectly observable through surface motion, and voids correspond to the absence of material, making direct optimization using standard density representations difficult. The density-based SfC baseline inherits both difficulties. Surface-matching gradients do not directly indicate the cavity location, while density gradients can be weak or uninformative inside or near void regions. Therefore, we reformulate SfC as hypothesis-space reasoning, representing hidden cavities as explicit structural hypotheses whose variables encode available structural assumptions rather than relying on implicit density updates. A global stage performs gradient-free optimization over this hypothesis space using forward-only material point method (MPM) simulation. A local stage then refines the selected hypothesis as a Lagrangian particle system through gradient-based optimization using differentiable MPM simulation. On the SfC benchmark, our method improves hidden-structure reconstruction and future prediction over the density-based SfC baseline. Interior-topology stress tests and robustness analyses characterize its scope and limitations. The project page is available at this https URL.
https://arxiv.org/abs/2611.07900