Organizations: State Key Laboratory of General Artificial Intelligence, BIGAI
Abstract
Symmetrical Reality (SR) is emerging as a future trend for human-agent coexistence, placing higher demands on agents to acquire human-like intelligence. It calls for richer and more diverse human guidance. We introduce a three-stage demonstration paradigm integrating multimodal demonstration signals. Building on this paradigm, we developed TeachAnything, a cloud-based, crowdsourcing-oriented demonstration platform with physics simulation capable of collecting diverse demonstration data across varied scenes, tasks, and embodiments. By unifying virtual and physical interactions through both methodological design and physics simulation, the system serves as a practical foundation for developing embodied agents aligned with Symmetrical Reality.
Generating robot simulation environments remains a major bottleneck in simulation-based robot learning. Constructing a training-ready MuJoCo scene typically requires expertise in 3D asset modeling, MJCF specification, spatial layout, collision avoidance, and robot-model integration. We present SR-Platform, a production-deployed agentic system that converts free-form natural language descriptions into executable, physically valid MuJoCo environments. SR-Platform decomposes scene synthesis into four stages: an LLM-based orchestrator that converts user intent into a structured scene plan; an asset forge that retrieves cached assets or generates new 3D geometry through LLM-to-CadQuery synthesis; a layout architect that assigns object poses and verifies industrial constraints; and a bridge layer that assembles the final MJCF scene and merges the selected robot model. The system is deployed as a nine-service Docker stack with WebSocket progress streaming, MinIO-backed mesh storage, Qdrant-based semantic asset retrieval, Redis job state, and InfluxDB telemetry. Using 30 days of production telemetry covering 611 successful LLM calls, SR-Platform generates five-object scenes with a median end-to-end latency of approximately 50 s, while cache-accelerated scenes complete in approximately 30-40 s. The asset forge shows an 11.3% first-attempt retry rate with automatic recovery, and cached asset retrieval removes per-object LLM calls for previously generated object types. These results show that agentic scene synthesis can reduce the manual effort required to create diverse robot training environments, enabling users to produce executable MuJoCo scenes from plain English prompts in under one minute.
LLM/VLM-based digital agents have advanced rapidly thanks to scalable sandboxes for coding, web navigation, and computer use, which provide rich interactive training grounds. In contrast, embodied agents still lack abundant, diverse, and automatically generated 3D environments for interactive learning. Existing embodied simulators rely on manually crafted scenes or procedural templates, while recent LLM-based 3D generation systems mainly produce static scenes rather than deployable environments with verifiable tasks and standard learning interfaces. We introduce SimWorld Studio, an open-source platform built on Unreal Engine 5 for generating evolving embodied learning environments. At its core is SimCoder, a tool/skill-augmented coding agent that writes and executes engine-level code to construct physically grounded 3D worlds from language/image instructions. SimCoder self-evolves by using verifier feedback (e.g., compilation errors, physics checks, VLM critiques) to revise environments and autonomously add reusable tools and skills to its library. Generated worlds are exported as Gym-style environments for embodied agent learning. SimWorld Studio further enables co-evolution between environment generation and embodied learning: agent performance feedback guides SimCoder to generate adaptive curricula near the learner's capability frontier, so that environments become increasingly challenging as the embodied agent improves. Three case studies on embodied navigation show that self-evolution improves generation reliability, generated environments substantially improve embodied agent performance that generalizes to unseen benchmarks, and co-evolution yields an 18-point success-rate gain over fixed-environment learning and a 40-point gain over an untrained agent.
Controllable cooperative humanoid manipulation is a fundamental yet challenging problem for embodied intelligence, due to severe data scarcity, complexities in multi-agent coordination, and limited generalization across objects. In this paper, we present SynAgent, a unified framework that enables scalable and physically plausible cooperative manipulation by leveraging Solo-to-Cooperative Agent Synergy to transfer skills from single-agent human-object interaction to multi-agent human-object-human scenarios. To maintain semantic integrity during motion transfer, we introduce an interaction-preserving retargeting method based on an Interact Mesh constructed via Delaunay tetrahedralization, which faithfully maintains spatial relationships among humans and objects. Building upon this refined data, we propose a single-agent pretraining and adaptation paradigm that bootstraps synergistic collaborative behaviors from abundant single-human data through decentralized training and multi-agent PPO. Finally, we develop a trajectory-conditioned generative policy using a conditional VAE, trained via multi-teacher distillation from motion imitation priors to achieve stable and controllable object-level trajectory execution. Extensive experiments demonstrate that SynAgent significantly outperforms existing baselines in both cooperative imitation and trajectory-conditioned control, while generalizing across diverse object geometries. Codes and data will be available after publication. Project Page: http://yw0208.github.io/synagent