Learning to See through Action: Predictive Curiosity for Robots
Authors: Stelios Zarifis, Panagiotis Filntisis, George Retsinas, Petros Maragos
Organizations: HERON - Hellenic Robotics Center of Excellence, Athena Research Center, Greece · Institute of Robotics, Athena Research Center, Athens, Greece · National Technical University of Athens, School of Electrical & Computer Engineering, Greece
Humans and animals do not learn vision from a fixed set of data: they move, interact, and learn from the visual consequences of their actions. Motivated by this developmental view, we study whether robots can improve visual learning by actively collecting experience through curiosity-driven interaction. We introduce DySCOVER, a self-supervised framework for active robot visual learning. A robot observes RGB frames, learns a visual autoencoder that encodes and reconstructs them, and trains a recurrent world model to predict the next visual latent state conditioned on the current state and action. The agent's policy is trained only with intrinsic rewards: reconstruction error encourages visually novel observations, while the world model's error encourages transitions whose consequences are not yet predictable. This prediction error biases the policy toward more intricate trajectories that enrich the agent's set of experiences with observations beyond those encouraged by visual novelty alone. Our experiments conducted with robotic arms as the embodied agents show that adding predictive curiosity improves the vision model over using visual curiosity alone. Across variations in initial conditions, experience capacity, embodiment, and scene content, adding predictive curiosity consistently improved visual learning. These results show that predictive curiosity can improve active visual learning beyond reconstruction-based curiosity alone.
Figures & tables
Fig. 1: DySCOVER Overview. (1) The recurrent policy collects action–observation transitions using the visual representation as state. (2) Intrinsic curiosity is calculated using the errors of the vision and world models. (3) Policy is updated online, visual and world models are updated using replayed experience.
Fig. 2: Robot environments used in this study: UR10e arm with an anthropomorphic Shadow Hand (first), Franka arm (second), UR10e arm with a different gripper (third), and an object-augmented scene (fourth) for testing adaptability on new environments.
Fig. 3: Evaluation frame MSE during 10 million training steps for the UR10e with “Shadow Hand”. Using the WM reward term, the convergence is faster and to lower reconstruction error than visual-only curiosity.
Method
MSE ↓
PSNR (dB) ↑
MSE reduction w.r.t. baseline ↑
Random data collection
4.08×10−4
33.90
−25.9%
Visual-only curiosity (baseline)
3.24×10−4
34.89
—
World Model reward only
3.12×10−4
35.06
3.7%
DySCOVER, raw WM reward
3.02×10−4
35.20
6.8%
DySCOVER, adjusted WM reward
2.77×10−4
35.58
14.5%
TABLE I: DySCOVER performance
Fig. 4: Example reconstruction and error heatmap comparisons on a frame during training.
Fig. 5: Evaluation frame reconstruction MSE during 10 million training steps with a compact replay buffer. Lower is better. DySCOVER converges faster and reaches lower reconstruction error than visual-only curiosity despite the reduced replay buffer capacity.
Fig. 6: Evaluation frame reconstruction MSE during 10 million training steps for the Franka robot. Lower is better. DySCOVER shows similar performance improvement over the visual-only curiosity baseline.
Enviroment
Method
MSE ↓
PSNR (dB) ↑
MSE reduction w.r.t. baseline ↑
UR10e
Visual-only curiosity
3.34×10−4
34.76
—
UR10e
DySCOVER
2.83×10−4
35.49
15.3%
Franka
Visual-only curiosity
2.20×10−4
36.57
—
Franka
DySCOVER
1.99×10−4
37.02
9.5%
TABLE III: Embodiment comparison
Fig. 7: Evaluation reconstruction error during object-scene adaptation. DySCOVER reaches lower error than visual-only curiosity, and also remains below the visual-only control initialized from the same visual model.
Method
Global MSE ↓
Robot MSE ↓
Object MSE ↓
Visual-only curiosity
3.460×10−3
1.032×10−2
1.256×10−2
DySCOVER
3.265×10−3
7.809×10−3
1.043×10−2
DySCOVER Improvement
5.6%
24.3%
17.0%
TABLE IV: Object-scene reconstruction performance
Fig. 8: Qualitative reconstruction comparison on object-scene frames. DySCOVER performs better in difficult scenes with occlusions.
Metric
Visual-only
DySCOVER
Change
# Objects displaced >5cm
4.628
5.468
+18.2%
Max object displacement (cm)
12.2
17.9
+47.3%
Motion-direction entropy
0.796
0.846
+6.3%
TABLE V: Object-interaction average statistics per cycle.
Fig. 9: Reward decomposition during an example object-scene rollout. The top plot shows the reward per step for a rollout for the visual-only curiosity agent. The bottom plot decomposes the intrinsic reward into the visual-reward term and the WM-reward term; shaded regions indicate intervals where an object is moved by the agent. The WM reward tends to increase during object movement intervals while the reconstruction-based reward does not correlate with them.
Fig. 10: Example of policy rollout comparison at 4 million training steps. Each row shows sampled frames from a rollout and policy statistics for an action dimension. The blue curve is the policy mean, the shaded area the policy’s standard deviation, and the orange curve is the sampled action. DySCOVER exhibits more complex control than the baseline, producing richer robot configurations and exposing the vision model to more diverse views. Note, DySCOVER with adjusted WM term produces much smoother control, yet complex enough to collect useful frames for the vision model.
Mastering robot manipulation skills via reinforcement learning (RL) remains largely sample-inefficient. The most common RL algorithms rely on random action sampling to discover new strategies, resulting in agents that allocate most of their training budget to motions in free space, away from the contacts from which manipulation skills emerge. Existing intrinsic motivation methods based on model disagreement or epistemic uncertainty improve on isotropic noise, but they can also reward uncertainty in functionally irrelevant transitions, such as erratic motions in free space. In this work, we argue that tactile feedback provides a natural signal for exploration, and introduce TacEx, a framework that incorporates touch into epistemic uncertainty-driven exploration by decomposing model uncertainty across sensory modalities and directing curiosity toward the tactile channel. By anchoring curiosity to the sense of touch, TacEx drives the robot to discover complex contact dynamics, learning to manipulate and grasp objects without task rewards or expert demonstrations during exploration. The interaction-dense dataset collected through this tactile-driven curiosity supports offline learning of downstream pick-and-place policies without additional environment interaction. We further use tactile-driven exploration to post-train vision-language-action (VLA) models. Although the VLAs are initially pre-trained without tactile feedback, post-training with TacEx substantially improves downstream performance while remaining highly sample-efficient.
Klemens Iten, Alexander Proshkin, Bhavya Sukhija +4
ETH Zürich Switzerland · University of California, Berkeley United States
Robot actions are inherently embodiment-specific and only weakly aligned with image-space visual changes, limiting their effectiveness as conditioning signals for robot world models. In contrast, visual tracks provide an embodiment-agnostic representation of how task-relevant points move through a scene, offering dense image-space guidance for accurate and spatially precise future video prediction. Building on this observation, we propose TrAct, a world-model-based robot decision-making framework that uses visual tracks as an intermediate interface between control and prediction. TrAct consists of three components: a Vision-Language-Action-and-Track model (VLAT) that jointly predicts candidate actions and corresponding visual tracks from the current observation and language instruction; a track-conditioned world model (TWM) that predicts future visual outcomes conditioned on the proposed tracks; and a vision-language reward model (VLAC) that scores the predicted outcomes. At inference time, VLAT generates candidate action-track pairs, TWM rolls out their visual consequences, and VLAC selects the track whose predicted outcome best satisfies the instruction; the action paired with the selected track is then executed by the robot. Experiments on the proposed LIBERO-INTEGRAL benchmark and real-world Franka manipulation show that TrAct improves success rates from 27% to 55% in simulation and from 49% to 76% on real-world tasks compared with the strong VLA baseline π0.5. Furthermore, TWM consistently improves video prediction quality over the action-conditioned world model (AWM). These results demonstrate that visual tracks provide an effective shared interface between robot control and visual prediction, enabling more accurate world modeling and stronger robot generalization.
Most imitation learning methods assume full observability in table-top settings. In practice, objects are often occluded, requiring robots to both search and act, and learning this coupled behavior from limited demonstrations remains challenging. We propose See2Act, an imitation learning approach that conditions action prediction on a sequence of actively inferred viewpoints at test time, by coupling action denoising with viewpoint refinement. The policy is trained using camera poses anchored to keyframe actions from offline demonstrations, enabling implicit learning of where to see, while learning how to act. We empirically demonstrate that in Ravens the policy recovers informative viewpoints under severe occlusions, and on RLBench tasks it improves performance by up to 33% points over prior methods. In the real world, we collect 50 demonstrations in a digital twin and achieve zero-shot sim-to- real transfer on pick-and-place tasks using depth observations. The policy handles significant occlusions, showing that learned viewpoint reasoning enables robust manipulation under partial observability.
Kuancheng Wang, Vaibhav Saxena, Shuo Cheng +2
Georgia Institute of Technology · Autodesk Research · NVIDIA