Action Sequences

Momentum

3 papers in the last four weeks, down 25% on the four weeks before. 0.0% of all new papers.

Jul 6Week of Sep 21

Latest papers 20

Oct 1, 2026cs.LG

In CEM, a World Model Is Also a Proposal Mechanism

The cross-entropy method (CEM) uses world-model scores to select action sequences and fit the distribution sampled in its next iteration. A scoring error can therefore change both the present decision and the candidates considered later. We evaluate these two roles separately. Four types of predictive model generate CEM traces, and every model rescores every saved candidate pool. Executing the same candidates in the environment provides a reference elite set and proposal update. Across twelve independently trained task-seed units on Walker and Cheetah, the pre-specified proposal distance falls from the first to the final CEM iteration in every unit. Proposal widths contract and fitted means separate relative to the remaining search width. Pairwise ranking agreement stays near chance on Walker and declines on Cheetah; elite-set agreement does not improve. This comparison shows greater variation between scorers than between pool sources on Cheetah; Walker has variation in both and in their pairings. We use the original six units to select Random nonlinear for a one-update intervention, without inspecting intervention outcomes. Replacing its first model-ranked update with an environment-ranked update lowers final realised selected-sequence cost in those six units and in six further units held out from the selection.
Sep 30, 2026cs.CV

BadAction: Backdoor Attacks on Interactive Video Generation via Action-Guided Triggers

Interactive video generation (IVG) models have achieved remarkable progress in producing controllable visual content guided by user-defined actions, yet their security vulnerabilities remain largely unexplored. In this paper, we present the first systematic study of backdoor attacks against the interactivity of IVG models. Based on this attack surface, we propose BadAction, which leverages action-guided triggers to achieve the attack. Specifically, BadAction implants predefined motion patterns into the action sequences of backdoor samples and associates them with a static target video. Once triggered, the backdoored model generates frozen future frames that no longer respond to subsequent user actions, while preserving normal behavior on benign action sequences. In addition, we explore a stealthier attack in which multimodal triggers jointly poison action, text, and image inputs. Experiments show that BadAction achieves average attack success rates of 91.0% with action-only triggers and 80.4% with multimodal triggers. Moreover, extensive defense evaluations show that BadAction successfully bypasses existing backdoor detection methods, revealing a critical security gap in the interactive video generation pipeline. Project page: https://wsad55.github.io/badaction01/.
Sep 28, 2026cs.RO

Action Sequence Transfer via LLMs for Heterogeneous Environments

We present an action sequence transfer system that adaptively transfers user action sequences across different target spaces. Given an input action sequence from a source space and scene graph representations of both the source and target environments, our system predicts a corresponding action sequence in the target space by adapting to the spatial and object constraints of the new environment. To achieve this, we leverage multi-level representations of user activity to generalize actions at varying levels of abstraction. To demonstrate our system, we collect a new scene graph-based dataset derived from the Ego4D GoalStep dataset for evaluation. Results indicate that our system can generate valid action sequences even between spaces with drastically different object configurations.
Sep 24, 2026cs.RO

ADM-Planner: LLM-Guided Long-Horizon Planning for Mobile Manipulators with Attention-Enhanced Dynamic Memory

Large language models can decompose mobile-manipulation goals into long action sequences, but the resulting plans remain reliable only while their world context is current. A fixed scene description becomes stale when objects are discovered, moved, or completed while retaining every observation instead produces a growing history with redundant and conflicting state. To resolve this tension, we present an LLM-guided planning framework ADM-Planner with attention-enhanced dynamic memory (ADM). Persistent workspace knowledge is separated from object-centric state, asynchronous observations and action outcomes update that state, and a bounded retriever exposes only the entries that can affect the next decision. The LLM replans when an update invalidates the remaining plan. Across 1,500 task-simulator episodes, the proposed ADM achieved 100% full-task success in the 14-container noisy dynamic setting, compared with 62% for static memory and 97% for unfiltered dynamic memory, while reducing the context-size proxy by 95.8% relative to the latter. In a six-episode live GPT-5 Mini planner, both dynamic memory variants completed every mission, while ADM reduced provider-reported input tokens by 14.4% and mean planner calls from 7.0 to 6.0. A separate 60-trial PyBullet study retained 100% success for ADM, compared with 50% for static memory. Finally, the mobile manipulator with ADM-Planner completed various missions in indoor and outdoor physical experiments while incorporating targets revealed after execution began. The results show that selective state maintenance with ADM, rather than prompt history alone, is a practical basis for long-horizon planning in changing environments. Project page: https://xjp99v5.github.io/ADM-Planner
Sep 24, 2026cs.LG

Learning from Mixed-Quality Deployment Experience for Robot Manipulation

Robot policies deployed in real environments naturally accumulate mixed-quality experience, including successful executions, partial progress, and failures. Although these rollouts provide valuable information for further learning, directly incorporating them into imitation learning may reinforce undesirable behaviors, while offline reinforcement learning often suffers from unreliable value estimation under sparse rewards and limited data coverage. We consider a practical post-deployment setting where learning relies only on naturally accumulated autonomous rollouts, without additional human corrections or exploratory interaction. To effectively exploit such experience, we propose Predictive Action Chunk Learning (PACL). PACL first learns a predictive chunk-level critic that evaluates temporally extended action sequences and augments temporal difference learning with future latent prediction, providing richer supervision for long-horizon value estimation. The learned critic then converts chunk-level Q-values into discrete quality conditions, which guide a diffusion actor to learn jointly from these mixed-quality experiences without treating all behaviors as equivalent supervision. At inference, the actor generates multiple action chunks and the critic selects the highest valued candidate. Experiments across simulated and real-world robot manipulation tasks show that PACL consistently improves the pretrained policy and outperforms strong imitation learning and offline reinforcement learning baselines.
Aug 31, 2026cs.LG

Three Steps at a Time: Learning Representations from Action Sequences in Contrastive RL

While self-supervised approaches to reinforcement learning have achieved strong results by learning representations of states and actions, a key open question is the time scale over which actions should be modeled. Departing from the standard formulation relying on single-step actions, we extend contrastive reinforcement learning (CRL), a prototypical self-supervised method, to operate over action chunks, and find that this results in large, pervasive gains across established offline and online benchmarks: +31.7% and +93.1% across 18 and 11 environments respectively. While action-chunking-driven gains are generally explained through the ability to model non-Markovian, temporally extended policies, and to propagate unbiased multi-step returns, interestingly, we find that these arguments only partially apply to CRL. Our empirical studies suggest that, in the context of CRL, an action chunk carries more information about the goal than a single action, measurably improving the critic's representations, and rendering the algorithm significantly more effective.
Aug 13, 2026cs.CV

PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives

Video world models simulate future states conditioned on current observations and user actions. Recent systems have demonstrated impressive video consistency and action controllability over long sequences. However, fairly comparing these interactive models remains challenging. In practice, a human player typically evaluates a world model by pursuing long-horizon objectives through interaction. For example, a user may turn around 360 degrees to see whether the environment remains consistent, or walk into the water and inspect whether realistic water ripples are generated. The action sequence required to achieve the same objective may vary substantially between models, making fixed action-conditioned evaluation unsuitable for cross-model comparison. To address this, we employ multi-modal Agent Players to interact with world models toward specified long-horizon objectives. Building on this paradigm, we introduce PlayWorld, a benchmark providing 171 scenarios, each with a specified objective. To evaluate performance thoroughly, we assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution. In addition, we incorporate basic ability metrics for video quality and controllability. Experiments across nine state-of-the-art world models reveal that current models remain unreliable on long-horizon interactive objectives, particularly in maintaining spatial consistency and persistent state evolution. Code and data are available at https://github.com/kxding/PlayWorld.
Aug 8, 2026cs.RO

Compiling and Benchmarking Task-State Horizons for Embodied Agents

Frontier agentic models are increasingly deployed as high-level planners for long-horizon embodied tasks. Existing robotic benchmarks have advanced long-horizon evaluation, but primarily characterize difficulty through action-sequence length and subtask complexity, overlooking a distinct challenge: agents must track evolving task-relevant world states induced by both their exploration and environmental dynamics. We define the span of task-relevant state transitions that an agent must track as task-state horizon (TSH). To evaluate how agent performance varies with TSH, we introduce RoboGraph, a robotic task compiler that translates state-transition dependencies into executable symbolic graphs. Specifically, RoboGraph constructs task-state horizons from spatial and temporal causal dependencies, including those induced by unexpected failures and interventions during task execution. Building on RoboGraph, we release a benchmark comprising 588 episodes across 84 scenes with varying TSHs. Experiments evaluating 15 advanced agentic models in both semantic and visual closed-loop environments show that most models struggle with demanding TSHs, revealing substantial gaps in maintaining, exploring, and updating task-relevant state over long horizon.
Aug 4, 2026cs.RO

Stochastic Multiple Shooting Trajectory Optimization via Sequential Local Policy Evaluation

Stochastic single shooting trajectory optimization methods such as Model Predictive Path Integral control (MPPI) have been widely adopted in robotics due to their ability to reason about probabilistic dynamics and provide solutions where model gradients are noisy, costly to evaluate, or unavailable. However, satisfaction of terminal constraints when shooting over long action sequences is often sample inefficient, requiring a large number of iterations for convergence. In this paper, we present a stochastic multiple shooting method that optimizes short control action sequences connected via local feedback policies to improve sample efficiency and convergence to a terminal set. Additionally, we show that we are able to synthesize approximate system Jacobians purely from rollouts, making the method suitable for model-based reinforcement learning with black-box dynamics. We demonstrate the algorithm has improved sample efficiency and terminal set convergence for three nonlinear, underactuated optimization problems: a classic cartpole swingup task with analytical dynamics, a cartpole swingup task with learned neural network dynamics, and a VTOL quadplane performing a high angle-of-attack, precision post-stall landing maneuver.
Aug 4, 2026cs.RO

Track4Action: Distilling World-Centric 3D Tracker into Vision-Language-Action Policies

Action labels tell a vision-language-action (VLA) policy which robot commands to imitate, but not how those commands change the 3D world. The aligned demonstration clip contains this missing supervision because its KK frame transitions record the geometry, motion, visibility, and camera change produced during the corresponding KK actions. We introduce Track4Action, a framework that distills this realized transition from a frozen world-centric 3D tracker into a current-observation VLA policy. During training, Track4World encodes the clip Vt:t+KV_{t:t+K} into a pooled tracker feature. Learnable track queries infer this feature from current VLA hidden states, match it in a shared space, and condition a flow-matching action head through a feature-wise gate. The tracker feature only defines the alignment target, so neither the clip nor the tracker is used at deployment. Track4Action reaches 82.3% on zero-shot LIBERO-Plus, improving the alignment-free variant by 7.6 points and LaMP by 3.0 points. It obtains 80.44% and 81.48% on the clean and randomized RoboTwin 2.0 splits, and 67.5% average success across four physical bimanual tasks, 25.0 points above the alignment-free variant. The gains across simulation and physical tasks support action-aligned 3D tracker features as privileged supervision for tracker-free VLA deployment. Our project page is available at https://wing0night.github.io/track4action-project-page.
Jul 30, 2026cs.CV

EgoGenesis: Egocentric World-Action Modeling with Online Anchored Projective Memory and Action-3D RoPE

Egocentric video offers rich manipulation experience for embodied AI, yet collecting diverse egocentric data across scenes, objects, motions, and embodiments remains costly. We present \method, an egocentric world-action simulator that synthesizes controllable, high-quality manipulation videos to expand scarce real-world training data. \method{} builds on a pretrained video generation prior and introduces two geometry-aware conditioning mechanisms. Online Anchored Projective Memory (OAPM) preserves a first-frame 3D scene anchor while periodically refreshing a recent state during autoregressive generation. Action-3D Rotary Position Embedding (A3D-RoPE) encodes end-effector motion with camera-aware 3D rotary coordinates, injecting action geometry into skeleton-to-video cross-attention for precise control. Together, these components improve visual fidelity, geometric stability, and action alignment in long egocentric rollouts. Moreover, augmenting 400 real trajectories with 400 \method-generated trajectories improves out-of-distribution real-robot success from 77% to 84% on single-arm tasks and from 53% to 70% on dual-arm tasks, demonstrating that the synthesized data substantially improve downstream WAM generalization.
Jul 1, 2026cs.RO

AutoSpeed: Annotation-Free Stage-Adaptive Motion Speed Learning for Robot Manipulation

Different stages of manipulation tasks exhibit varying levels of difficulty, suggesting stage-dependent motion speeds and temporal prediction horizons. However, existing IL-based visuomotor policies typically imitate the execution speed of expert demonstrations and operate with a fixed temporal prediction horizon, limiting flexibility and overall task throughput. In this paper, we introduce AutoSpeed, a model-agnostic learning framework that enables existing visuomotor policies to predict trajectories with stage-adaptive motion speeds, without requiring speed or stage annotations. We treat future trajectories at different speeds as candidate optimization targets, evaluate each candidate using a composite cost that trades off prediction error against prediction horizon, and optimize the policy toward the minimum-cost candidate. With a fixed-length action sequence, speed modulation adjusts the effective temporal prediction horizon: simple stages are executed faster with a longer prediction horizon, whereas complex stages are executed more slowly with a shorter prediction horizon. Specifically, we implement speed modulation in the frequency domain via the discrete cosine transform (DCT), which enables smooth, non-integer speed scaling and thus preserves motion continuity. Extensive evaluations show that AutoSpeed substantially reduces task execution time while also improving success rates. Under the AutoSpeed framework, the inferred motion speeds exhibit a strong correspondence with task stages.
Jun 25, 2026cs.CV

Not All Actions Are Equal: Rethinking Conditioning for Dexterous World Model

Recent advances in action-conditioned world models show promising progress in modeling complex interactions and forecasting future states under diverse action sequences. While these models are often driven by stronger visual representations and model capacity, action conditioning itself remains underexplored. Most existing approaches compress the entire action sequence into a single representation, which works well for low-DoF control but becomes less reliable in high-DoF scenarios. We observe that high-DoF dexterous actions are inherently heterogeneous, spanning multiple orders of magnitude, where large-scale motions coexist with subtle but important signals. When uniformly aggregated, optimization exhibits an imbalance across action components, which hinders the modeling of fine-grained effects and affects action fidelity. We therefore propose DexAC-WM, which treats action conditioning as a structured process rather than global compression. DexAC preserves dimension-level semantics via action tokenization and aligns action signals with visual dynamics through local refinement and global modulation. To address the limited high-level semantic grounding in existing world models, we further introduce a semantic branch that provides rich object-scene priors, which enables world model to capture dynamic visual details while supporting high-DoF action-conditioned video prediction. Experiments on EgoDex and EgoVerse show that combining the semantic branch with DexAC significantly improves FID, FVD, and PCK, demonstrating gains in visual-temporal realism and action-following consistency. We further verify that DexAC extends to other backbones, showing the scalability of our structured action-conditioning design. These results suggest that scaling world models to high-DoF control requires both structured action modeling and semantic grounding.
Jun 18, 2026cs.RO

EquiVLA: A General Framework for Rotationally Equivariant Vision-Language-Action Models

Vision-Language-Action (VLA) models have emerged as a powerful paradigm for generalist robot manipulation, yet they lack geometric inductive biases: policies trained at specific orientations require substantially more data to generalize across rotational configurations. We present \textsc{EquiVLA}, the first general framework for end-to-end SO(2)\mathrm{SO}(2)-equivariant VLA models, applicable to any architecture coupling a frozen vision-language backbone with a flow-matching Diffusion Transformer action head. \textsc{EquiVLA} introduces \textsc{EquiPerceptor}, which produces approximately SO(2)\mathrm{SO}(2)-equivariant visual representations from frozen ViT features; and \textsc{EquiActor}, an exactly SO(2)\mathrm{SO}(2)-equivariant flow-matching Diffusion Transformer action head. Together, they establish an approximate SO(2)\mathrm{SO}(2) equivariance chain from camera observations to predicted action sequences. Instantiated on GR00T~N1.5 and evaluated across four LIBERO suites, CALVIN ABCD→\toD, and five real-robot tasks on Mobile ALOHA, \textsc{EquiVLA} achieves 92.6%92.6\% average success on LIBERO (vs. 78.1%78.1\% baseline), an average sequence length of 4.034.03 on CALVIN (vs. 3.453.45), and improves real-robot success from 54%54\% to 72%72\%.
Jun 18, 2026cs.RO

Start Right, Arrive Right: Asynchronous Execution via Initial Noise Selection

Action chunking enables robot policies to produce temporally coherent behavior, but generating multi-step action sequences with flow-based policies incurs latency that is incompatible with real-time control. Under asynchronous execution, the robot continues executing the current chunk while the next one is generated, causing even minor delays to create inconsistencies at chunk boundaries. Existing methods address this problem by steering generation toward the already executed action prefix. We instead show that prefix consistency can be achieved by selecting an appropriate initial noise before generation begins, allowing the unmodified flow ODE to produce a coherent next chunk. This reframes asynchronous inference as a noise selection problem rather than a trajectory steering problem. We introduce \textbf{PAINT}, a training-free method that finds this noise via backward Euler inversion and constructs the final chunk through a repainting rule. In summary, \texttt{PAINT} requires no gradients, retraining, or policy modification; yet it improves execution consistency and task performance across \textit{12 simulated benchmarks} and \textit{6 real-world manipulation tasks} spanning single-arm, bimanual, and humanoid embodiments. Website: ~\href{https://paint-action-chunking.github.io}{\texttt{https://paint-action-chunking.github.io}}.
Jun 9, 2026cs.RO

Task Robustness via Re-Labelling Vision-Action Robot Data

The recent trend in scaling models for robot learning has resulted in impressive policies that can perform various manipulation tasks and generalize to novel scenarios. However, these policies continue to struggle with following instructions, likely due to the limited linguistic and action sequence diversity in existing robotics datasets. This paper introduces Task Robustness via Re-Labelling Vision-Action Robot Data (TREAD), a scalable framework that leverages large Vision-Language Models (VLMs) to augment existing robotics datasets without additional data collection, harnessing the transferable knowledge embedded in these models. Our approach leverages a pretrained VLM through three stages: generating semantic sub-tasks from original instruction labels and initial scenes, segmenting demonstration videos conditioned on these sub-tasks, and producing diverse instructions that incorporate object properties, effectively decomposing longer demonstrations into grounded language-action pairs. We further enhance robustness by augmenting the data with linguistically diverse versions of the text goals. Evaluations on LIBERO demonstrate that policies trained on our augmented datasets exhibit improved performance on novel, unseen tasks and goals. Our results show that TREAD enhances both planning generalization through trajectory decomposition and language-conditioned policy generalization through increased linguistic diversity.
Jun 8, 2026cs.AI

Business World Model

World model has emerged as a powerful paradigm in artificial intelligence, enabling agents to represent their environments, predict future states, and evaluate possible actions before acting. However, existing world model approaches have largely been developed for domains such as computer vision, robotics, gaming, and autonomous driving, where the world is primarily visual or physical and governed by relatively stable dynamics. These formulations are not directly applicable to business practice, where the relevant environment is semantic, organizational, and market-driven rather than physical. Business outcomes depend on context-sensitive factors such as customer behavior, pricing, competition, regulation, resources, and operational constraints. This paper introduces the concept and architecture of a Business World Model (BWM), which is a world model specialized for business and organizational environments. A BWM encodes business states, dynamics, and feasible actions space to support autonomous business planning and decision-making. We propose a business-semantics-centric formulation in which states, dynamics, and actions are linked to key business entities, their attributes, and their relationships. Within this framework, intelligent agents can simulate alternative action sequences, estimate their effects on future business outcomes, and evaluate trade-offs under uncertainty. The proposed architecture integrates semantic data representations, probabilistic machine learning models, deterministic business rules, and explicit action spaces into a coherent internal simulator. This work establishes a conceptual foundation for autonomous business systems capable of moving from instruction-based execution toward goal-driven planning, optimization, and execution.
May 29, 2026cs.RO

Enhancing Human-Likeness in Reinforcement Learning Agents via Hierarchical Macro Action Quantization

Human-like agents are a long-standing goal of artificial intelligence. Despite strong performance, most reinforcement learning (RL) agents remain reward-driven and often exhibit behaviors that differ from humans, limiting interpretability and reliability. In this work, we introduce a novel human-like RL framework that predicts action sequences closely aligned with human behaviors while maximizing rewards. Specifically, we encode human demonstrations into macro actions using a hierarchical macro action quantization approach (HiMAQ) consisting of two successive levels of vector quantization. The lower quantization level maps input actions to fine-grained subaction clusters, while the higher quantization level aggregates these subaction clusters into action clusters. Extensive evaluations on the D4RL benchmarks show that our hierarchical approach outperforms the non-hierarchical baseline (MAQ), achieving higher human-likeness scores and better success rates than previous RL agents. The improvements generalize across integrations with various RL algorithms, namely IQL, SAC, and RLPD.
Apr 23, 2026cs.CV

WorldMark: A Unified Benchmark Suite for Interactive Video World Models

Interactive video generation models such as Genie, YUME, HY-World, and Matrix-Game are advancing rapidly, yet every model is evaluated on its own benchmark with private scenes and trajectories, making fair cross-model comparison impossible. Existing public benchmarks offer useful metrics such as trajectory error, aesthetic scores, and VLM-based judgments, but none supplies the standardized test conditions -- identical scenes, identical action sequences, and a unified control interface -- needed to make those metrics comparable across models with heterogeneous inputs. We introduce WorldMark, the first benchmark that provides such a common playing field for interactive Image-to-Video world models. WorldMark contributes: (1) a unified action-mapping layer that translates a shared WASD-style action vocabulary into each model's native control format, enabling apples-to-apples comparison across six major models on identical scenes and trajectories; (2) a hierarchical test suite of 500 evaluation cases covering first- and third-person viewpoints, photorealistic and stylized scenes, and three difficulty tiers from Easy to Hard spanning 20-60s; and (3) a modular evaluation toolkit for Visual Quality, Control Alignment, and World Consistency, designed so that researchers can reuse our standardized inputs while plugging in their own metrics as the field evolves. We will release all data, evaluation code, and model outputs to facilitate future research. Beyond offline metrics, we launch World Model Arena (warena.ai), an online platform where anyone can pit leading world models against each other in side-by-side battles and watch the live leaderboard.
Date pendingcs.AI

LLM-BabyBench: Can Language Models Plan in Worlds They Can Simulate?

When an interactive benchmark reports a single success rate for a language-model agent, it is rarely clear what that number measures. A failure can come from perception, ambiguous instructions, retrieval, missing commonsense about what actions do, an incorrect model of the dynamics, or planning, and an aggregate score does not separate them. LLM-BabyBench recasts the procedurally generated BabyAI gridworld as a fully observable, purely textual environment in which every source of failure but planning is removed by construction. The whole grid is serialised into the prompt, instructions come from a small formal grammar, every object's coordinate is stated, the six actions and their effects are specified, and a deterministic expert validates each answer by executing it rather than judging it. On this substrate we define the PPD suite: Predict asks for the state that follows an action sequence, Plan for an action sequence that reaches a goal, and Decompose for a subgoal sequence that achieves a mission, scored by three assistance-aware metrics that separate understanding a mission from sequencing it. Across seven frontier and open models, simulation is far ahead of planning for every model, near saturation for the strongest and well short of it for the weakest, and the length of the required solution, not grid size or obstacle count, governs planning failure. Each model has a characteristic horizon beyond which single-attempt success collapses. Where enough instances are solved to support the ratio, returned plans stay near-optimal. Models that write out their working show why: they commit to one family of corridor-shaped route and verify it with no means of backing out, so what they return is either near-optimal or invalid. The same pattern holds one level up: decomposition precision falls to zero on long missions even where comprehension persists.