Action Space

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21 papers in the last 28 days · 0.3% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-21

12 new papers

A weekly snapshot of new work published in Action Space.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in Action Space.

Period ending 2026-09-07

2 new papers

A weekly snapshot of new work published in Action Space.

173 papers

Latest in Action Space

Sep 17, 2026cs.LG

Minimax-Optimal Online Contract Design with Unrestricted Bounded Contracts

We study repeated contract design when a principal observes outcomes but not the actions that generate them. The principal may use any bounded outcome-contingent payment vector, and the agent's best response can make expected profit discontinuous in those payments. For every fixed number m2m\ge2 of outcomes, the minimax regret over TT rounds is of order Tm/(m+1)T^{m/(m+1)}, up to logarithmic factors. The upper bound allows arbitrary action spaces and agent heterogeneity, without smoothness or monotone-surplus assumptions. Its key is an effective-dimension reduction that the benchmark can be normalized even when fixed tie-breaking is not shift invariant, after which revealed preference yields a monotone response map in payment-difference coordinates. A learning policy built on a Lipschitz parametrization of this map attains the rate using only observed outcome categories. The lower-bound construction accounts for how incentive losses accumulate across outcome dimensions. It shows that each additional contractible outcome creates a precise and unavoidable increase in the worst-case cost of learning.
Rui Ai, David Simchi-Levi, Han Zhong
Sep 17, 2026cs.CV

Astronex-World 1.0: Real-Time Interactive World Model Foundation

We present Astronex-World 1.0, an open controllable video world-model foundation. Given a text prompt (text-to-video) or an initial observation (image-to-video), the model predicts future visual states under frame-aligned camera trajectories, continuous actions, and an embodiment identifier, and accepts text events inserted at a specified position of a rollout. The family provides a bidirectional model for full-context generation and a causal model with block-causal attention and cross-block KV caching for persistent generation, both built on the Wan2.2-TI2V-5B prior. PRoPE injects camera intrinsics and extrinsics, while a 64-dimensional action stream modulates every Transformer layer. A five-stage training path develops bidirectional camera and action control, converts the backbone to block-causal generation, distills a few-step student, restores mixed-domain dynamics, and applies asymmetric DMD/DMD2 distribution matching. The causal model generates 832x480 video at 24 fps. All five training stages run on two NVIDIA L20 48 GB GPUs, and the causal model streams in real time on one. It scores 73.5 on WBench Navi and 70.0 on WBench Full. On Full, this 5B model is above the 13.6B LongCat-Video and the 14B Helios, within one point of the 22B LTX-2.3, and above YUME 1.5, which is post-trained from the same 5B prior on NVIDIA A100 GPUs. The reserved action input and output interfaces allow post-training for embodied intelligence and autonomous driving.
Xin Zhou, Cong Miao
Sep 17, 2026cs.RO

Learning Reliable Parking Policies via Offline Reinforcement Learning with Quantized Action Representations

Parking is a routine yet safety-critical task for autonomous vehicles operating in urban environments. However, cluttered and weakly structured parking spaces, compounded by the interactive uncertainty from surrounding vehicles, hinder reliable maneuver generation. To address these challenges, we develop a waypoint-level offline reinforcement learning framework for interaction-aware autonomous parking. Specifically, a dedicated parking dataset is constructed from hierarchical expert rollouts with rotational waypoint augmentation, covering both non-interactive scenarios and interactive ones. The policy is then conditioned on a compact state representation, in which LiDAR-based obstacle features are adapted to the target pose via feature-wise linear modulation. A state-conditioned tokenizer further quantizes continuous waypoint sequences into discrete action tokens, over which conservative Q-learning is performed to suppress value overestimation on poorly supported actions. Extensive closed-loop experiments are conducted in the high-fidelity CARLA simulator. The proposed framework attains the highest parking success rate among all baselines and transfers reliably to unseen parking slots.
Zewei Yang, Zengqi Peng, Jun Ma
Sep 17, 2026cs.RO

TacSushi: Tactile-Grounded World-Action Modeling for Dexterous Sushi Manipulation

Dexterous food manipulation requires control under deformation, occlusion, and uncertain contact. We present TacSushi, a tactile-grounded, Cosmos3-based world-action policy that learns from recorded future consequences while acting on current observations. The backbone encodes current RGB, language, and hand state, and feature-wise gated fusion incorporates fingertip tactile features into the action representation. During training, a decoder conditioned on demonstrated action chunks predicts logged future visual observations, task progress, relative contact risk, and tactile summaries; this decoder is removed at deployment. Failed trials provide consequence supervision, but their actions are excluded from imitation. We train TacSushi on 340 successful and 50 failed real-robot trials and compare six methods in 600 separate rollouts across three in-distribution tasks and two out-of-distribution ingredient variants. To assess food quality beyond a single geometric threshold, we score terminal outcomes using an anchored visual-quality protocol that equally weights five human ratings and three vision-language-model ratings per rollout. Full TacSushi achieves 68.3% average in-distribution success and 37.5% out-of-distribution success, compared with 36.7%/10.0% without future-consequence supervision and 25.0%/17.5% with direct tactile concatenation in place of gated fusion. These comparisons support complementary benefits of feature-wise gated tactile fusion and training-only predictive supervision.
Haodi Hu, Kaen Kogashi, Toshiaki Koike-Akino
Sep 16, 2026cs.AI

AeroWeaver: An Embodied-Agent Harness for Weaving Aerial Skills into Distributed, Adaptive Swarm Execution

Collective intelligence is a collaborative autonomy paradigm in which multiple agents pursue shared objectives through local perception, information exchange, and coordinated action. UAV swarms embody this paradigm by coordinating multiple vehicles in tasks such as search, inspection, and tracking. Recent advances in large language model (LLM) agents have strengthened natural-language task understanding and high-level planning, providing a flexible semantic interface between mission descriptions and collective behavior. While these advances expand semantic reasoning, applying LLM agents to UAV swarms raises challenges in grounding model decisions in executable capabilities, reconciling global task reasoning with distributed execution, and using mission-specific experience for continual adaptation. To address these challenges, we introduce AeroWeaver, an embodied-agent harness that weaves individual UAV skills into coordinated mission-level behavior. AeroWeaver connects semantic decisions to governed skills, organizes role-conditioned local agents for distributed coordination, and uses role-indexed state-action-reward experience to refine skill selection online. Experiments and runtime validation show that AeroWeaver maintains valid skill execution under tested conditions and supports body-local multi-UAV operation without a central agent generating joint actions from global context, while reward-guided online updates provide a training-free path for adaptive learning swarm agents from accumulated execution experience. Code: https://github.com/Admire-ljb/AeroWeaver.
Jiabin Lou, Yirong Yang, Haopeng Wang +6
Sep 15, 2026cs.LG

Learning-Guided Planning in Large Dynamic Action Spaces: Budgeted Tree Search for One-to-Many Mobile Charging

Many learned sequential decision systems map the current state directly to an action. That shortcut becomes brittle when candidate actions are numerous, geometrically structured, and rebuilt with the state. One-to-many mobile charging makes this setting concrete: with N=250 sensors, the initial state induces about 1,125 candidate charging-stop actions; each chosen stop simultaneously serves its in-range sensors, and the action universe changes as sensors die. LP-BTS is a learning-guided planning architecture: a graph proposal policy concentrates a small candidate support, a learned value critic evaluates leaves, and edge-budgeted PUCT compares short simulated futures before committing an action. Because the policy scores this set without a fixed output head, a single frozen checkpoint covers every evaluated setting, spanning action universes from 736 to 2,813 stops. Matched ablations reveal complementary effects: uniform sampling costs 8.8 survival percentage points, while, with targeted support fixed, PUCT jointly retains 1.4 points (about 3.5 of 250 sensors) and direct policy selection travels 23% farther. On a prospectively specified, sealed 30-scenario confirmatory bank evaluated once, LP-BTS attains the highest observed survival (0.4545) and alive-AUC (0.8031). Its estimated survival advantage over the strongest domain-engineered comparator is +0.0066 (95% CI [-0.0037, +0.0184]), an unresolved difference, while it exceeds a deadline heuristic and two source-derived direct-policy reconstructions on every paired scenario. Both learned rows are trained, source-derived reconstructions of variants reported by Gong et al. In this setting, the results provide controlled evidence about learning-guided planning in a large, dynamic action space.
Liang-Ching Tao, Pi-Chung Wang
Sep 15, 2026cs.RO

Waggle Dance Inspired Motion Communication for Multiple UAVs in MuJoCo

The honeybee waggle dance motivates a communication mechanism in which one agent's movement conveys spatial information that guides other agents' actions. This paper presents a MuJoCo system that extends the point-to-point motion communication setting of MoCom to one performer and multiple observers. A performer broadcasts a six-bit navigation payload using four flight primitives and explicit null signals. Each of one to five observers processes its own onboard RGB images, extracts optical-flow trajectories, recognizes symbols, parses the message, and starts navigation only after confirming its own complete frame. Reception states and execution triggers are separate across observers, while simulation control and safety checks use shared ground truth. With stationary observers, 25 Hz image input, and ideal state-feedback control, a fixed standard suite yielded 44 correct complete messages from 53 receiver exposures across 17 nominal broadcasts; 13 broadcasts passed all group-level decoding and execution checks. Three additional no-message or input-fault controls met their expected outcomes. A separately reported supplemental suite, using the same frozen code at the default geometry, achieved 14 successful receiver exposures across three broadcasts. Near-range and wide-angle configurations exposed tracking and recognition failures, while unsuccessful receivers remained stationary. These finite simulation results support the feasibility of a waggle-dance-inspired broadcast-to-action mechanism under the tested conditions and identify the present perceptual and protocol limits.
Zhang Nengbo
Sep 14, 2026cs.LG

Learning Multimodal One-step Flow Policy via Value-weighted Optimal Transport

Offline reinforcement learning aims to learn a policy solely from fixed datasets, which often contain multimodal action distributions. Flow policies can naturally represent such multimodal behaviors, but learning an efficient one-step flow policy remains challenging: standard value guidance often leads to mode collapse or exploits overestimation bias in out-of-distribution regions. To address this, we introduce One-step Flow policy via Optimal Transport (OptiFlow), a framework for one-step flow policy learning as a structured sample-allocation problem. OptiFlow jointly trains a value-aware reference flow policy and an efficient one-step policy, coupling their action samples through state-wise entropic optimal transport. For each state, critic-estimated values define the priority of distillation target actions, while the action-distance cost ensures geometrically compatible pairings. By avoiding direct critic maximization, our transport-guided approach enables in-distribution exploitation by anchoring the one-step policy to high-value, dataset-supported modes without the risk of out-of-distribution divergence. Experimental results demonstrate that OptiFlow effectively captures optimal multimodal behaviors and achieves strong performance across diverse offline RL benchmarks. Our code is available at https://github.com/Yonsei-DILLab/OptiFlow.
Jaehun Shon, Jinha Choi, Jongwook Jeon +1
Sep 14, 2026cs.CV

Reconstructing Is Not Acting: Action-Centric Latent Dynamics Modeling

Latent action models (LAMs) learn action representations from unlabeled videos by inferring latent actions from visual transitions and reconstructing future states. However, we identify a fundamental reconstruction-action mismatch\textbf{reconstruction-action mismatch}: lower reconstruction error does not necessarily yield better latent dynamics or downstream performance. We attribute this mismatch to two underconstrained aspects of reconstruction-based latent dynamics modeling: (i) the inverse dynamics model (IDM) is not explicitly encouraged to distinguish action-related transitions from nuisance appearance, and (ii) the forward dynamics model (FDM) can underutilize the inferred latent action by exploiting predictive shortcuts from the current state. To address both limitations, we propose ACT-LAM\textbf{ACT-LAM}, a lightweight action-centric framework that strengthens both action extraction and action utilization. Specifically, its Action Query IDM (AQ-IDM) employs learnable action queries and gated aggregation to selectively extract rich action-related transition cues without strong information bottlenecks. And its Action Token FDM (AT-FDM) projects latent actions into action tokens that progressively interact with evolving state representations, enabling continuous state-aware action conditioning. ACT-LAM further streamlines feature processing to concentrate model capacity on latent dynamics modeling. Extensive experiments on several robotic datasets and the VP2^2 benchmark demonstrate stronger latent action consistency, forward dynamics, and downstream visual planning performance with fewer trainable parameters and lower computational overhead. In particular, ACT-LAM surpasses the previous state of the art by \textbf{7.6%} on the aggregated VP2^2 success rate. Codes at \href\href{https://github.com/DingjieFu/ACT-LAM}{url}.
Dingjie Fu, Dianxing Shi, Yangyang Xu +1
Sep 14, 2026cs.RO

LieSpline-DP: Lie-Group B-Spline Diffusion Policy for Smooth Robot Manipulation

Diffusion Policy (DP) is a powerful Learning from Demonstration (LfD) method for robotic manipulation, yet it suffers from discontinuous and non-smooth trajectories. Spline-based action representations promote smooth motion within individual action chunks, but existing spline-based methods neither guarantee cross-chunk C2C^2 continuity nor account for the group structure of SE(3)\mathrm{SE}(3). We therefore propose LieSpline-DP, a Lie-group B-spline diffusion policy that generates end-effector trajectories directly on SE(3)\mathrm{SE}(3) and couples consecutive plans by sharing their boundary control poses, ensuring C2C^2 continuity throughout the entire planned trajectory. Across three real-robot tasks, LieSpline-DP produces lower trajectory jerk and higher task success rates than the DP baseline. The gains are particularly pronounced in real-world tasks involving liquids and flexible objects: in our real-robot experiments, LieSpline-DP achieved a 100% success rate on both pouring and bucket hooking, whereas the DP baseline achieved only 10% and 30%, respectively.
Erxuan Xie, Bang Liu, Pingyun Nie +3
Sep 14, 2026cs.RO

Comfort by Construction: Adaptive, Comfort-Bounded Action Spaces for Learned Driving Policies

Data-driven driving simulators command accelerations and steering rates from a fixed grid without constraining the realized accelerations and jerks. As a result, reinforcement-learning policies inflate safety metrics through abrupt, last-second maneuvers that lie far outside the range of human driving and would be unacceptable to occupants of a real vehicle, so the metrics measure simulator permissiveness rather than policy quality. Enforcing comfort bounds naively is not enough: lateral limits shrink quadratically with speed, so clamping a static grid saturates it and destroys fine-grained control ("grid collapse"). We propose an adaptive action parameterization that rediscretizes the grid at every step to span exactly the per-step feasible control set, via closed-form inversion of the lateral-jerk constraint. We further present PufferDrive-Editor, a browser-based tool to audit realized kinematics and author kinematically challenging scenes. On the Waymo Open Motion Dataset and a hand-authored slalom, our adaptive model holds comfort violations below 1% while outperforming clipped-grid and direct-jerk baselines in navigability.
Anna Rothenhäusler, Daniel Jost, Raghu Rajan +4
Sep 14, 2026cs.RO

Pelican-Sim 1.0: A General World Model Simulator for Embodied Intelligence

In this technical report, we propose Pelican-Sim 1.0, a general world model simulator for embodied intelligence that predicts future observations from visual context and robot actions to support downstream learning and decision making. The model incorporates four key design features: (1) Unified action representation: a 28-dimensional action value space covering most mainstream embodiments, keeping one model valid across heterogeneous devices. (2) Action-visual injection: URDF- and camera-rendered action videos bridge actions and pixels, giving markedly better controllability across embodiments, scenes, and tasks (PSNR +0.904 over alternative fusion baselines). (3) Sparse mixture-of-experts (MoE): sparse MoE layers add capacity for heterogeneous dynamics and absorb the action modality while reducing inter-modality conflict (FVD -6.530 vs. the dense backbone). (4) Efficient rollout generation: causal adaptation and few-step distillation yield a four-step autoregressive simulator, achieving a 5.67-fold speedup over the 35-step model. Benefiting from these designs, we train on approximately one million real-world and simulated trajectories and obtain large gains in action controllability and video quality: PSNR improves over the strongest evaluated baselines by 4.636 on AgiBotWorld Beta, 2.080 on RoboMIND, and 10.343 on RoboTwin, with the adapted EWMBench DYN score up 0.426 on RoboTwin. Relying on this, four downstream applications on RoboTwin succeed: 500 generated trajectories added to 50 demonstrations per task raise policy success from 70% to 93%; policy evaluation reaches a Pearson correlation of 0.994 across five checkpoints; and relative success gains reach 47.7% for action selection and 20.3% for policy improvement. Qualitative generalization across trajectory, scene, object, embodiment, and viewpoint shifts highlights its potential as a general-purpose world model simulator.
Shilong Zou, Shilin Zhang, Yingji Zhang +8
Sep 11, 2026cs.RO

IMLE-VLA: Fast Single-Step Action Generation for Vision-Language-Action Policies

Vision-language-action (VLA) policies leverage pretrained vision-language backbones to achieve strong cross-task generalization. A leading design couples this backbone with a dedicated continuous action head trained via diffusion or flow matching. However, such heads rely on iterative multi-step sampling, for example 10 Euler steps in π0.5\pi_{0.5}. This creates an inference bottleneck that produces stop-and-go movement in the robot and slower task completion. We introduce IMLE-VLA, which replaces the iterative action head with a single-step conditional generator trained via conditional Implicit Maximum Likelihood Estimation (cIMLE). The cIMLE objective promotes multimodal action coverage, avoiding the mode collapse of naive regression heads while eliminating multi-step sampling entirely. When IMLE-VLA is applied to π0.5\pi_{0.5}, it increases inference frequency 3.67x (55 Hz vs. 15 Hz), enabling up to 11x higher action throughput. On the 40-task LIBERO benchmark, IMLE-VLA achieves the highest average success rate (98.0%) among all baselines while leading in inference frequency. Under the test-time perturbations of LIBERO-plus, IMLE-VLA retains π0.5\pi_{0.5}'s robustness while other baselines degrade sharply, confirming that the cIMLE head preserves generalization. Real-world experiments on a Franka Emika Panda across four tasks demonstrate smoother motion (2.2x to 3.0x lower jerk) and faster task completion, with IMLE-VLA outperforming π0.5\pi_{0.5} on every task and reducing average VLA inference time per episode by 3.9x to 6.6x. Videos and code are available at https://kianhk6.github.io/IMLE-VLA/
Kian Hosseinkhani (Simon Fraser University), Qinhe Peng (University of Pennsylvania), George Shramko (Simon Fraser University) +7
Sep 9, 2026cs.RO

Show-Harness: Just a VLM Agent Can Play Robots

Foundation vision-language models (VLMs) exhibit broad intelligence about the world, yet translating this intelligence into robot control remains challenging. We present Show-Harness, an Embodied Harness that enables VLMs to "play" robots through a compact semantic interface linking intent to action. Show-Harness exposes discrete semantic action units that VLMs can naturally reason over, while embodiment-specific interpreters deterministically ground them into local robot actions, keeping the VLM directly responsible for fine-grained physical decisions. Through the same interface, Show-Harness demonstrates the feasibility of (1) directly unlocking closed-source frontier VLMs for zero-shot robot control, and (2) adapting small-scale open-source VLMs for low-cost deployment with just a few GPU-hours of fine-tuning. We further develop GUMI (GUI Manipulation Interface), which extends the same semantic action space to GUI-based demonstration collection, allowing humans and agents to "play" robots across embodiments without specialized teleoperation hardware. Extensive experiments show that Show-Harness-equipped VLM agents generalize robustly across tasks, embodiments, and environments, outperforming representative agentic and VLA paradigms. These results suggest that the right interface can unlock substantial embodied capability from foundation VLMs, without requiring additional model capacity or costly embodiment-specific pretraining.
Yanzhe Chen, Zechen Bai, Zhijun Cao +7
Sep 9, 2026cs.RO

DUET-DINO: Simultaneous Cross-View World Modeling for Latent Planning in Robot Manipulation

Action-conditioned latent world models predict future visual representations, enabling zero-shot goal-conditioned robot planning and control. However, their predictions for fine-grained spatial and rotational actions are unreliable for full 7-DoF end-effector control. To address this gap, we introduce DUET-DINO, a simultaneous cross-view latent world model that jointly learns action-conditioned predictions from static side- and wrist-camera observations through cross-view conditioning. By exploiting complementary global scene and gripper-centric information, DUET-DINO enables latent planning over the full 7-DoF action space. Across spatially diverse reach, orientation-intensive angled-reach, and multi-goal grasp-and-lift tasks, DUET-DINO consistently outperforms single-view and independent dual-view baselines, achieving 92% success on reach, 72.5% on angled-reach, and 60.0% on lift tasks. DUET-DINO is trained from scratch on DROID and RoboArena datasets and generalizes robustly under visual distribution shifts. We further show that while V-JEPA 2 wrist-view predictions underestimate visual dynamics induced by fine-grained actions, DINOv3 predictions better capture action-conditioned scene changes, leading to stronger downstream planning. The code and model checkpoints will be open-sourced. Project page: https://utn-air.github.io/DUET-DINO
Nisarga Nilavadi, Ralf Römer, Moritz Reuss +5
Sep 5, 2026cs.AI

LayerRoute: Action-Conditioned Mixture-of-Layers Routing for Vision-Language-Action Policies

Vision-Language-Action (VLA) policies leverage pretrained vision-language models (VLMs) to guide action generation for robot control. VLMs provide hierarchical visual-semantic representations that evolve across layers, from local visual geometry to abstract, language-aligned semantics; different manipulation tasks may therefore require different mixtures of layer representations. Meanwhile, the action module maintains intermediate representations that evolve throughout action computation and may provide useful information for subsequent decisions. However, existing VLA interfaces offer limited flexibility in representation access: VLM information is exposed through fixed layer assignments for each action layer, while intermediate action states are only propagated implicitly through residual streams without explicit reuse. We introduce LayerRoute, an action-conditioned representation routing interface that enables adaptive access to VLM layers and action representations. The Layer Mixture Router dynamically forms mixtures of cached VLM representations, while Action-State Reread reuses earlier action representations. Across diverse simulation and real-world benchmarks, LayerRoute consistently improves StarVLA-ππ and π0.5π_{0.5}, achieving up to 7.2 gains on LIBERO Long with only 0.31% / 3.87% additional parameters. Ablation studies validate the benefit of action-conditioned layer routing, while routing analyses reveal structured allocation patterns across action layers and task settings.
Zheng Lu, Haoran Liao, Wanqi Zhong +9
Sep 3, 2026cs.LG

Robust PAC Learning of Concurrent Stochastic Games

We introduce the first Probably Approximately Correct (PAC) learning framework for general-sum concurrent stochastic games (CSGs) with transition uncertainty, while addressing the challenge of Nash equilibrium (NE) existence. Our algorithm maintains data-driven L1L^1 confidence sets over transition kernels and solves a robust CSG to compute a social-welfare optimal ε\varepsilon-NE, using a robust MDP-based exploration mechanism to drive joint state-action coverage. Crucially, we introduce a Nash margin characterisation that enables principled reasoning about equilibrium existence: the framework either returns an ε\varepsilon-approximate NE whose social-welfare value is ε\varepsilon-close to optimal, or provides a sound certificate that no exact NE exists. Under a minimum reachability condition preach>0p_{\mathrm{reach}}>0 over relevant state-action pairs, the algorithm terminates after a polynomial number of trajectory samples, with sample complexity O~(Rmax2H4S2A/(preachε2))\widetilde{O}\left( {R_{\max}^2 H^4 |S|^2 |A| / (p_{\mathrm{reach}} \varepsilon^2)} \right). Empirical results on benchmark CSGs demonstrate near-optimal performance, correct handling of equilibrium (non-)existence, and sample complexity consistent with theory.
Angel Y. He, David Parker
Sep 3, 2026cs.RO

Revisiting Topological Graphs for Macro Action based Closed-loop Reinforcement Learning of Vision Language Navigation in Continuous Environment

Vision-Language Navigation in Continuous Environments (VLN-CE) requires an agent to follow natural language instructions through unseen environments. Existing imitation learning (IL) pipelines struggle in this closed-loop setting: behavior cloning suffers from distribution shift, and DAgger's expert actions become ambiguous upon trajectory deviation. While Reinforcement Learning (RL) offers a natural paradigm to address this, directly applying RL to micro action spaces is sample-inefficient due to reward sparsity. To overcome this bottleneck, we reformulate VLN-CE as a Hierarchical Markov Decision Process (MDP), explicitly decoupling high-level planning from low-level control. By abstracting the environment into a topological graph, our high-level policy operates on a macro action space of frontier nodes, with a training-free low-level controller acting as its state transition, which significantly compresses the decision horizon and makes closed-loop RL tractable. To support RL optimization on the macro MDP, we propose an action-aware value head to effectively evaluate state values under the dynamic frontier action space, powering a graph-based PPO. Extensive experiments demonstrate the effectiveness of our architecture. Finally, our model achieves state-of-the-art performance on the R2R-CE and RxR-CE benchmarks.
Shuhao Ye, Sitong Mao, Yuxiang Cui +7
Sep 3, 2026cs.LG

Out-of-Distribution Generalisation with Sequence Models in Offline Multi-Agent Reinforcement Learning

Generalising to unseen tasks remains a fundamental challenge in offline multi-agent reinforcement learning (MARL). In this work, we present a principled analysis of zero-shot task generalisation in the offline setting and conduct an extensive empirical investigation into the scaling behaviour governing task diversity, dataset size, and network capacity. To facilitate this study, we extend offline sequence modelling architectures to handle multi-task observation and action spaces alongside variable agent counts across tasks. Our primary finding is that scaling task diversity---rather than sheer dataset size is the dominant factor in achieving robust zero-shot transfer. Through large-scale experiments across four challenging environments (Connector, RWARE, SMAX, and LBF), we demonstrate that our multi-task approach achieves a mean improvement of 3.2x on held-out test tasks compared to single-task models and consistently outperforms strong behaviour cloning baselines. These results suggest that the development of generalisable MARL agents should prioritise the diversity of the training distribution with varying numbers of agents, providing a roadmap for scaling offline MARL effectively.
Oussama Hidaoui, Omer Ebead, Ulrich Armel Mbou Sob +14
Aug 31, 2026cs.CL

GPAgentBench-2K: Benchmarking Large Language Model Agents in Complex Clinical Action Space

Large Language Models (LLMs) show great potential as clinical agents, yet existing benchmarks reduce clinical workflows to static predictions or unconstrained Markov Decision Processes (MDPs) with coarse action sets. To address this, we introduce GPAgentBench-2K, the first Constrained MDP (CMDP) LLM-agent benchmark for primary-care clinical decision-making, constructed from expert-validated records of real-world GP encounters. Our environment models a full spectrum of six foundational clinical actions, imposes a topological workflow prior over the action space, and operationalizes safety-informed abstention as a first-class outcome. Evaluating 16 state-of-the-art LLMs reveals a significant performance degradation as the action space scales. Crucially, we uncover a clinical quality-safety gap: even frontier models with the highest diagnosis accuracy violate safety constraints in over half of high-risk cases. Finally, we establish a reference point using Constrained Group Relative Policy Optimization (C-GRPO), and show that while explicitly modeling constraints improves performance over unconstrained RL methods, it remains far from clinically acceptable safety.
Boqi Chen, Xudong Liu, Yunke Ao +2
Aug 30, 2026cs.RO

DriftingVLA: Native One-Step Vision-Language-Action Generation via Per-Dimension Temporal Drifting

Conventional flow-based vision-language-action (VLA) models support expressive continuous action generation but rely on multi-step refinement to produce each action chunk, increasing latency in online robot control. To address this issue, we introduce DriftingVLA, a native one-step VLA that generates a complete action chunk with a single action-expert forward pass. Rather than learning a flow field that requires iterative integration at inference, DriftingVLA uses a distribution-drifting objective to learn a direct noise-to-action-chunk mapping for one-step deployment. Since robot action dimensions carry distinct control semantics and distributional characteristics, we further introduce Per-Dimension Temporal Drifting (PDTD). PDTD treats the complete temporal trajectory of each action dimension as a separate drifting unit, enabling finer-grained modeling and shaping of dimension-specific action distributions. This per-dimension decomposition applies only to the training objective; the shared VLA model still generates the complete action chunk jointly, thereby preserving cross-dimensional dependencies. DriftingVLA achieves 98.32% success on LIBERO, 81.09% on RoboTwin 2.0, and 77.67% across six real-world single- and dual-arm tasks, outperforming the evaluated multi-step flow policy and one-step VLA baselines. Native one-step deployment also delivers a 3.36-fold speedup in action-chunk generation, eliminating iterative refinement without sacrificing control performance.
Yuxuan Gao, Shiqi Zhang, Yedong Shen +6
Aug 13, 2026cs.LG

Revisiting Overestimation Bias Problem of Q-learning: Settling Large Discrete Action Space via Action Intersection

This paper considers the overestimation bias problem of Q-learning in the setting of a large action space, for the purpose of relieving the bottleneck of existing methods. We find that the large action space increases the randomness in Q-value estimation. The randomness makes two paradigms that drive the major literature on the overestimation problem have their own bottlenecks: the coupling paradigm, i.e., the optimal action and its Q-value are estimated with the same Q-function, always has a positive bias. This is because randomness leads to some actions having abnormally high estimated values than their true values, and the coupling methods prefer these actions. The decoupling paradigm, i.e., the optimal action and its Q-value are estimated with two independent Q-functions, always has a negative bias. This is because randomness increases the estimation gap between the two independent Q-tables for the same action. This paper shows that action intersection can be a simple yet powerful strategy to relieve these bottlenecks. The action intersection strategy enables semi-decoupling via two designs: (1) it allows two Q-functions to share a certain fraction of trajectory data; (2) if a data sample is shared, each Q-function is updated using the coupling paradigm; otherwise, using the decoupling paradigm. Two properties make the action intersection strategy powerful: (1) attaining a large bias range, i.e., varying the data sharing fraction, the estimation bias varies from underestimating to overestimating; (2) fine granularity: the action intersection size can be made arbitrarily finer to enable finer control. We consider two experiment settings, i.e., tabular and deep RL, deep RL experiments show that our method outperforms several SOTA baselines drastically; tabular experiments reveal why our method can achieve superior performance.
Pu Li, Tao Tan, Hong Xie +2
Aug 13, 2026cs.LG

Decentralized Multi-Player Q-Learning in Episodic Markov Decision Processes with Information Asymmetry

We study decentralized multi-player reinforcement learning in episodic tabular Markov decision processes (MDPs) under three forms of information asymmetry: (A) unobserved actions with common rewards, (B) observed actions with independent rewards, and (C) unobserved actions with independent rewards. Players cannot communicate during learning but may agree on a protocol a priori. For Problems A and B we propose \texttt{mQ-learning} and \texttt{mQ-learning-intervals}, achieving O~(H4SAjointT)\tilde{O}(\sqrt{H^4 S A_{\text{joint}}\, T}) regret, where HH is the horizon, SS the state count, T=KHT = KH the total steps, and Ajoint=i=1MAiA_{\text{joint}} = \prod_{i=1}^M |\mathcal{A}_i| the joint action space across MM players. For Problem C we give \texttt{mEXC} and \texttt{mEXC-Bellman}, two-phase explore-then-commit algorithms with regret O~(H(SAjoint)1/3T2/3)\tilde{O}(H (S A_{\text{joint}})^{1/3} T^{2/3}). Against the centralized joint-action benchmark, decentralized learning under information asymmetry matches the single-agent Q-learning rate of \cite{jin2018q} up to logarithmic factors. Because AjointA_{\text{joint}} grows exponentially in MM, the bounds are most meaningful for small MM or small per-player action sets.
Larissa Xu, King Bi, William Chang
Aug 11, 2026cs.RO

Lost in Reconstruction: Aligning Action Representations with Language in Vision-Language-Action Models

Action verbs describe not only the physical outcomes of actions, but also how those actions are performed. Yet action representations in vision-language-action models (VLAs) are typically optimized for reconstruction under L1/L2 losses in raw action space, where numerical proximity need not reflect linguistically meaningful distinctions. On BridgeV2, we show that action trajectories contain verb-grounding information beyond visual state changes, and that reconstruction-only discrete tokenization systematically erodes this information. To address this problem, we introduce SALT, a Semantically ALigned action Tokenizer that augments a VQ-VAE-style tokenizer with an auxiliary objective requiring a frozen vision-language model to recover the episode instruction from quantized action latents. Policies trained with SALT achieve 71.9% average success in SimplerEnv, compared with 42.7% for a reconstruction-only VQ-VAE tokenizer and 31.2% for FAST. SALT also develops verb-specialized codes while maintaining reconstruction fidelity. These results show that robot action trajectories provide a source of language grounding and that preserving this structure in action representations can substantially improve language-conditioned control.
Li Wenjie, Yash Jangir, Ignacy Stepka +3
Aug 6, 2026cs.RO

DyPES-VLA: Learning Shared Dynamics Priors and Embodiment-Specific Control for Cross-Embodiment Manipulation

Vision-Language-Action (VLA) models have become a powerful paradigm for robot manipulation, but training a single generalist policy for heterogeneous robot embodiments remains an open problem. Existing methods have two main limitations. First, they underuse dynamics priors shared across diverse visual and interaction data, limiting cross-embodiment transfer. Second, they require extensive manual preprocessing to convert embodiment-specific actions into a common format. To overcome these limitations, we propose DyPES-VLA, a cross-embodiment VLA that learns shared Dynamics Priors and Embodiment-Specific control. First, we learn shared dynamics priors by training the vision-language model (VLM) with a future-prediction objective on cross-embodiment data, driving the shared query representation to capture object motion, contact, and interaction-induced scene changes. Second, an embodiment-specific Mixture-of-Experts (MoE) action head translates these shared dynamics priors into executable controls directly in each embodiment's native action space, without manually pre-aligning heterogeneous actions into a common format. This head shares attention layers to capture common temporal action structures, while its embodiment-specific feed-forward experts resolve the unique kinematic constraints and control semantics of distinct embodiments. As a generalist policy, our \ourmethod achieves state-of-the-art performance across simulation and real-world evaluations, reaching 98.0% success on LIBERO, 59.25% on RoboCasa-GR1, and 89.02% on RoboTwin~2.0.
Junfeng Li, Junjie He, Zhide Zhong +12
Aug 4, 2026cs.RO

SiMDex: Mining Similar Egocentric Videos for Cross-Embodiment Dexterous Manipulation

Recent years have witnessed an explosive trend of scaling ego-centric human videos for robot manipulation, yet it remains unclear which data actually benefits dexterous manipulation. We present SiMDex, a similarity-based data mining framework that casts human data selection for VLA post-training in dexterous manipulation as a recommendation problem. For each robot demonstration, SiMDex employs a three-layer recall-ranking-re-ranking pipeline to extract task-relevant subsets from a pool of ~32M egocentric human samples, operating in a morphology-agnostic action space that requires no changes to VLA architecture or training. Against a strong baseline trained with an equal amount of randomly sampled human data, SiMDex uses only ~1.49M mined samples (<5% of the pool) yet improves the overall success rate from 47.7% to 61.1%, showing that selective curation outperforms indiscriminate data mixing.
Nie Lin, Takehiko Ohkawa, Sijin Chen +10
Aug 4, 2026cs.AI

CARE-Bench: Benchmarking Patient-Facing LLM Triage

Patient-facing medical LLMs and agents increasingly answer symptom questions before clinician contact, where the key safety question is what action the user should take next. We introduce CARE-Bench, a source-grounded benchmark that evaluates sequential patient-facing triage as a four-label per-turn current-action task. CARE-Bench contains 500 cases and 1,059 evaluated patient-disclosure prefixes reconstructed from medical dialogue, consultation, and follow-up-question sources. We evaluate 11 models on 269 held-out rounds under unprompted and minimally prompted open-ended protocols, using a fixed GPT-5.5 mapper to code each response into the four-label action space. Unprompted macro-F1 remains low, ranging from 31.2 to 50.4. Prompting improves 10 of 11 models, with prompted macro-F1 ranging from 46.9 to 63.4, but substantial threshold errors remain. Prompted models often recommend care before needed clarification is obtained; when the correct action was to ask for more information, only 33.5% of prompted outputs preserved the step. The persistence of these errors after prompting suggests that patient-facing triage is not a simple prompting problem and supports explicit evaluation of action timing before deployment.
Yining Hua, Hongbin Na, Cyrus Ayubcha
Aug 4, 2026cs.RO

How Should Vision-Language-Action Models Use Proprioceptive State?

Recent Vision-Language-Action (VLA) models almost universally take robot proprioceptive state as input, yet wire it in incompatible ways -- serialized into text prompts, projected into the vision-language prefix, or fed directly to the action expert -- and almost always as a single current frame. Three questions remain open: (1) whether, and on which tasks, current state actually improves closed-loop control; (2) how much state history helps, and whether its benefit reflects genuine temporal variation rather than added conditioning capacity; and (3) where state should enter the model -- the vision-language backbone or the action-generation module. We answer these questions through controlled experiments on a flow-matching VLA, fixing the backbone, training data, action representation, and evaluation protocol throughout. We implement five representative interfaces -- discrete state prompt, VLM prefix, action prefix, state expert, and feature modulation -- under matched implementation details, and evaluate them on 45 atomic tasks spanning three task families plus 20 composite tasks; we then sweep the state-history length from 1 to 96 frames to examine how historical state information affects model performance. The experiments yield systematic answers to all three questions, distilled into testable design principles for state-aware VLAs.
Yiren Zhao, Ziyang Chen, Ziyang Rao +5
Aug 3, 2026cs.AI

VeriTrace: Human-Like Temporal Exploration Completes Agentic Action Space

Large language models have shown promise for automated Verilog RTL generation, yet state-of-the-art multi-agent systems plateau at ~95% accuracy on standard benchmarks. We trace this ceiling to an incomplete debugging action space: existing systems restrict which signals the agent can inspect, which time windows it can query, or both, reducing debugging to pattern matching on a narrow, predetermined view of circuit behavior rather than hypothesis-driven root-cause analysis. We present VeriTrace, a multi-agent system whose Inspector agent operates over a complete debugging action space, with independent control over signal selection, time-window bounds, and iteration depth. This capability, which we term Agentic Temporal Exploration, enables the agent to form hypotheses about failure causes, query the waveform for evidence, and refine its understanding iteratively, mirroring the exploratory process of human verification engineers. VeriTrace achieves 100% Pass@1 on VerilogEval-V2, the first system to attain perfect functional correctness on this benchmark. On a shared Claude Sonnet 4.0 backbone, VeriTrace outperforms the strongest reproduced baseline by +5.1%, demonstrating that debugging agency closes the final accuracy gap.
Yu-Tung Liu, Cunxi Yu
Aug 3, 2026cs.AI

Chess on Ice: Curling Tactical Decision-Making via Backward Induction and Deep Reinforcement Learning

Curling is often referred to as "Chess on Ice", owing to the tactical complexity of its decision-making process. Yet unlike chess, curling remains largely underexplored from a machine learning perspective, with prior work confined mainly to statistical approaches. We propose a reinforcement learning framework capable of quantitatively evaluating and comparing tactical options in curling. The game poses several modeling challenges: continuous state and action spaces, stochastic action outcomes reflecting player skill variability, and state transitions that are highly sensitive to small perturbations in the executed action. To address them, we employ the Deep Deterministic Policy Gradient actor-critic algorithm, adapted to exploit the finite-horizon structure of the game. Our experiments show that effective curling strategies can be acquired in a fully self-supervised manner, without any human-annotated data: on a reduced four-rock variant, the learned agent matches a hand-crafted expert heuristic in a regime where that heuristic is close to optimal, a parity we quantify against the intrinsic hammer advantage of the variant. Beyond the resulting policy, the learned critic provides a dense value estimate over the entire continuous action space, enabling the quantitative comparison of tactical alternatives for applications such as post-game performance analysis and decision support during athlete preparation.
Patrick Oberlin, Matteo Cederle, Aren Karapetyan +3
Aug 3, 2026cs.AI

Hard Constraints, Smooth Gradients: Learning Feasible Inventory Policies via Differentiable Projection

Many operational problems are constrained sequential decision processes with large, combinatorial action spaces and interdependent feasibility constraints. Mixed-integer linear programs (MILPs) handle such constraints flexibly but scale poorly in stochastic environments. Deep reinforcement learning (DRL) promises scalable decision rules, but existing methods either penalize constraints rather than enforce them, or rely on feasibility mechanisms that break down once constraints interact. We bridge this gap by embedding a differentiable convex optimization module inside the policy: a neural network proposes continuous action targets, a quadratic program projects them onto the relaxed feasible set, and a dual-informed integer mapping restores integrality while preserving feasibility. Given a differentiable simulator, the policy trains end to end from sampled trajectories using pathwise gradients, while handling hard constraints with similar flexibility to MILPs. We show that our feasibility enforcement has bounded error relative to an exact integer projection and ensures the entire feasible action space is reachable. We apply the method to multi-echelon production-inventory planning under shared resource and material constraints. Our policy attains an average optimality gap below 1% on small instances. It further outperforms state-of-the-art echelon base-stock policies by up to 9.75% and a rolling-horizon multi-stage stochastic program by at least 7.7% in larger networks. On an industry-scale case study from ASML, it reduces average cost by up to 3.22% relative to the best-known benchmark policy. The savings are largest where planning is hardest: in tightly capacitated systems with high demand variability. More broadly, our work shows that DRL can deliver economically significant savings in sequential decision problems with interdependent hard constraints, which are widespread in practice.
Patrick Helm, Jan-Niklas Doerr, Joren Gijsbrechts +1
Aug 3, 2026cs.AI

Instruction-Conditioned Exploration for Reinforcement Learning with Self-Distillation to an Unconditioned Policy

Post-training Large Language Models (LLMs) with Reinforcement Learning (RL) has become an important tool for improving model capabilities, but the LLM action-space structure introduces challenges distinct from classical RL, with implications for inducing exploration. New methods are required that leverage the broad knowledge and flexibility of pre-trained LLMs to deliberately generate diverse experience at training time. We propose Instruction-Conditioned Exploration (ICE), which appends one of a small fixed set of instructions to task prompts during training, using the same set for every problem, increasing the coverage of behaviours attempted. To facilitate ICE, we combine RL on the instruction-conditioned policy with self-distillation of its correct rollouts into the unconditioned test-time policy. ICE with this objective improves Qwen3-1.7B held-out pass@1 performance at 4K response length on mathematical reasoning tasks by 5.0%5.0\% relative to training with DAPO, with improvement persisting at a longer 8K context. The improvement does not appear for Qwen3-4B at 4K, where the instructions do not expand base-model coverage.
Jim Dilkes, Vahid Yazdanpanah, Sebastian Stein
Aug 2, 2026cs.NI

Learning Not to Optimize: Physics-Informed Action-Space Reshaping for Intent-Based Network Control

Modern network policy control maps intent to sequential placement-control decisions. Bellman-style policy optimization primarily asks which action to optimize, while constraints are commonly handled through penalty, barrier, or Lagrangian mechanisms. We observe that before a value function can certify the best deployment, intermediate signals may already identify many candidates that should be excluded from further optimization. This motivates a complementary direction: \emph{Learning Not to Optimize}. Before a value function is accurate enough to select the best placement-control decision, intermediate signals may already show that candidates are equivalent under state--intent relabeling (quotienting), lead to a uniformly worse future state (dominance), or violate executable network laws (residual screening). \LNOQRD{} uses these computed or learned signals as a shadow process to reshape the domain on which primal policy optimization is performed, thereby reducing the action space. We prove lossless quotienting and dominance under explicit equivariance and monotonicity conditions, bound frontier size and ranking cost, and quantify losses from approximate certificates and primal estimates. Experiments show that \LNOQRD{} reduces small-instance candidates by 75.9%75.9\% while retaining 90.8%90.8\% near-oracle coverage and, on large instances, achieves the highest utility and intent satisfaction, the lowest hard-law violation and post-generation latency, and a 73.0%73.0\% average reduction among candidate-based baselines.
Zuyuan Zhang, Vaneet Aggarwal, Tian Lan
Jul 31, 2026cs.CV

Learning an Interior Layout Policy in a Domain Specific Language Action Space

Indoor scene layout generation is a challenging task in interior design. Existing methods often oversimplify the task by reducing room conditions to coarse 3D bounding boxes and neglecting structural elements such as doors and windows. More fundamentally, many prior approaches formulate spatial reasoning as direct coordinate prediction, thereby casting interior layout design as continuous regression over raw geometric parameters, which hinders the model from learning the underlying reasoning logic of intelligent layout design. We propose \textbf{LayoutDSL}, a novel LLM-based framework for learning an interior layout policy in a domain-specific language (DSL) action space. The DSL provides an explicit symbolic representation of layout information and serves as a structured action space for layout reasoning, where each action corresponds to an interpretable design decision. Under this DSL-based policy learning paradigm, we construct 3D-FrontDSL, a dataset of room-structure annotations paired with synthetic DSL action sequences for supervised fine-tuning. To promote a more generalizable and scalable policy with verifiable feedback, we design rewards grounded in interior design principles and physical plausibility, and optimize the policy via reinforcement learning. Extensive experiments demonstrate that LayoutDSL substantially improves spatial plausibility and design logicality over strong baselines and existing methods.
Yuhao Lu, Weichen Zhang, Wenyi Xiao +2
Jul 30, 2026cs.LG

On-Policy and Off-Policy Learning for Large Action Spaces

This thesis studies policy learning in interactive systems where an agent observes a context, selects an action from a very large set, and receives partial feedback. The main framework is contextual bandits, with two paradigms: on-policy learning, where the agent interacts sequentially with the environment and minimizes regret, and off-policy learning, where it learns from logged data collected by a logging policy. In large action spaces, both settings face major challenges: inefficient exploration, sparse data coverage, high-variance importance weights, extrapolation bias, and difficult optimization landscapes. The first part develops structured Bayesian methods for on-policy learning. We introduce meTS, a mixed-effect extension of Thompson sampling, and dTS, which leverages diffusion-inspired priors to model dependencies between actions. These methods share information across actions and yield regret guarantees depending on an effective number of actions. The second part addresses off-policy learning. We propose sDM, a structured direct method based on latent variables, show that optimization error can dominate estimation error in large action spaces, and introduce concave, efficiently optimizable policy-weighted log-likelihood objectives. Finally, we develop differentiable pessimistic methods based on exponential smoothing and PAC-Bayesian bounds to control the bias-variance trade-off of regularized importance-sampling estimators.
Imad Aouali
Jul 27, 2026eess.SY

Bridging Reinforcement Learning and Optimal Control via Feasible Action Mapping

Operating constrained dynamical systems requires controllers to efficiently solve complex tasks while enforcing recursive feasibility and safety constraints. To address these competing requirements, we present Feasible Action for Optimal Control (FAOC), a novel control framework integrating Reinforcement Learning (RL) and Optimal Control (OC). The key contribution is a computationally efficient, optimization-based mapping algorithm that transforms the RL agent's action from a static abstract set into a state-dependent feasible parameter set of the Optimal Control Problem (OCP), guaranteeing strict satisfaction of the dynamical system's constraints. Thus, FAOC effectively combines the predictable safety of OC with the flexibility of RL. In contrast to prior work, the abstract action space of the RL agent does not require expert or heuristic design, and the OCP formulation is not compromised by the inability of RL to guarantee feasibility. We apply our approach to real-time motion planning for robot table tennis, which encapsulates these challenges. Via simulated experiments, we show that FAOC outperforms state-of-the-art baselines in both sample efficiency and closed-loop performance.
Stefan Richter, Alberto Giammarino, Guillem Torrente +2
Jul 21, 2026cs.LG

A Self-Evolving Default Action for Cooperative Tasks with Continuous Action Space

Counterfactual credit assignment has proven effective in multi-agent reinforcement learning (MARL) for discrete action spaces, yet its extension to continuous-action cooperative tasks remains challenging. Existing methods that approximate the counterfactual baseline via Monte Carlo sampling often introduce bias into policy gradients and fail to guarantee convergence to local optima, as the sampled actions may not have been sufficiently trained. To address these limitations, we propose SAFE, a novel MARL framework that employs a counterfactual baseline conditioned on a self-evolving default action sampled from each agent's experience buffer. This design naturally extends to continuous action spaces without relying on additional simulations, reward models, or environment-specific prior knowledge. The baseline accurately quantifies each agent's contribution, and introduces no bias into the deterministic policy gradient, ensuring convergence to local optima. Extensive experiments on cooperative vehicular tasks demonstrate that SAFE consistently outperforms state-of-the-art models.
Shuangyao Huang
Jul 20, 2026cs.MA

Scalable Policy Optimization for Networked Multi-Agent Reinforcement Learning with Continuous State-Action Spaces

Learning local policies for continuous networked systems requires accounting for the effects of decisions beyond each agent's observation neighborhood. Spatial decay limits these effects, but a finite critic must also control representation and estimation errors throughout policy optimization. We analyze the Continuous Distributed Coupled Policy Gradient (CDCPG) algorithm using local random Fourier features and least-squares temporal-difference critics. For features that retain the boundary inputs required by the local dynamics, we derive an action-value representation with separate spatial and finite-feature residuals. A global integrated transition-approximation bound and a projected Bellman argument control population prediction error without an inverse-conditioning multiplier. We then quantify the dependence of critic estimation on feature excitation and dimension, and construct simultaneous lower confidence bounds for temporal-difference conditioning along the executed iterates. Combining critic error with localized reward aggregation bounds the expected squared projected-gradient mapping by an optimization term and an explicit residual separating spatial approximation, finite features, and omitted distant rewards. For fixed neighborhoods and feature dimension, the shared-oracle sample count is inverse-squared in the excess squared-stationarity accuracy, up to logarithmic factors. The guarantee assumes known local dynamics and rewards, independent discounted-occupancy samples, and stated excitation, decay, and smoothness conditions, and is conditional on favorable feature draws. Numerical studies illustrate related implementations on a linear-coupled-quadratic benchmark.
Dongming Wang, Pengcheng Dai, Wenwu Yu +1
Jul 20, 2026cs.RO

UniETP: Unifying Environments for Generalizable Embodied Task Planning

This paper focuses on the problem of Embodied Task Planning, where an agent is required to execute a sequence of atomic actions within an interactive environment to complete a user-specified task. Though a variety of simulators and datasets have previously been built for this task, these efforts are largely isolated, with each using its own observation format, action type, and task domain. This fragmentation complicates comprehensive model evaluation and hinders the scalability of training data. As an effort towards generalizable embodied planning, we propose UniETP, a unified interface integrating four commonly-used simulators (AI2-THOR, VirtualHome, Habitat, BEHAVIOR). UniETP is characterized by both standardization and diversity. On one hand, it formalizes all the simulators into a consistent observation and action space, and builds an evaluation system to support complicated task goal. On the other hand, it enhances task diversity and complexity across dimensions like task logic, instance grounding, and instruction understanding, constructing a new dataset with varied levels of difficulty in an automatic manner. Extensive experiments on the proposed benchmark are conducted to evaluate the embodied planning capabilities of recent models and analyze the performance bottlenecks. Codes and data will be available at https://github.com/woyut/UniETP .
Peiran Xu, Jiaqi Zheng, Ziyou Wang +1
Jul 20, 2026cs.RO

HCPG-Flow:Hierarchical Contact-Progress Guidance for Flow-Policy Robot Manipulation

Flow policies can represent multimodal action distributions for robot manipulation, yet a robot must execute one action at each control step. When several proposals are sampled, critic-based ranking makes data collection depend on value estimates over candidate actions that may be weakly represented in replay. We introduce HCPG-Flow, an analytic rollout-time selector that augments SAC-Flow with hierarchical, object-centric contact-progress guidance while preserving its actor and critic objectives. HCPG switches from end-effector approach to task progress after contact, scores each proposal by the first-order reduction of a task-relevant distance, standardizes scores within the candidate set, and executes a temperature-controlled action embedding. Across ten simulated tasks, HCPG improves mean success over SAC-Flow on both benchmarks, including a 9.5 percentage-point gain on Maniskill. Four physical tasks further show high success with a 17.4% reduction in successful completion steps.Project page: https://hitxraz.github.io/HCPG-Flow/
Guanghu Xie, Mingxu Li, Shuo Zhang +5
Jul 17, 2026cs.LG

Building2Building: A Large Scale Benchmark for Generalizable Real-World Reinforcement Learning

Reinforcement learning (RL) has achieved strong results in control, yet learned policies remain brittle to changes in dynamics, action spaces, observation spaces, or goals, a critical limitation for real-world deployment. Existing benchmarks offer limited diversity and complexity, making it difficult to rigorously study transfer, multi-task learning, and meta-learning in RL. We introduce Building2Building (B2B), a large-scale suite of realistic Heating, Ventilation, and Air Conditioning (HVAC) control environments built on EnergyPlus, a state-of-the-art building simulator. B2B is fully compatible with the Gymnasium interface and features a parametric building generator, enabling the systematic generation of diverse building configurations with heterogeneous observation and action spaces. Based on this suite, we define benchmark tasks targeting key open challenges in RL, including goal adaptation, dynamics adaptation, action-space shifts, and cross-domain transfer. By providing a large-scale, diverse, and physically grounded testbed with standardized evaluation protocols, B2B enables systematic investigation of generalization and transfer in continuous control. Beyond advancing research on generalization in RL, this new benchmark also carries significant societal implications by enabling improved HVAC control at scale, one of the most energy-intensive systems in buildings.
Vincent Taboga, Justin Veilleux, Doseok Jang +2
Jul 16, 2026cs.AI

Reachability-Aware Pretraining for Efficient Target-Oriented Path Exploration in Temporal Knowledge Graph Reasoning

Temporal Knowledge Graph (TKG) reasoning under the extrapolation setting focuses on forecasting future time-stamped events (facts) from historical data in a temporal knowledge graph. Existing approaches, reinforcement learning (RL)-based multi-hop reasoning methods are prominent for TKG reasoning because they produce human-interpretable predictions via explicit multi-hop path tracing. However, during RL training, rewards are typically sparse, and exploration is highly inefficient due to the vast, time-evolving action space. These issues hinder efficient training and often limit overall performance. To address these challenges, we propose RAPTOR (Reachability-Aware Pretraining for Efficient Target-Oriented Path Exploration), a self-supervised pretraining method that injects a reachability-aware inductive bias to the agent. By learning to estimate the reachability of candidate actions to the target entity, RAPTOR reduces exploration over unpromising paths and provides a strong initialization for downstream RL fine-tuning. Experimental results on the ICEWS14, ICEWS05-15, and ICEWS18 datasets demonstrate that RAPTOR pretraining markedly improves the training efficiency and consistently outperforms conventional baselines, establishing it as an effective approach for enhancing RL-based multi-hop reasoning methods for TKG reasoning.
Chien-Liang Liu, Tsao-Lun Chen
Jul 15, 2026cs.RO

Semantic Anchoring for Robotic Action Representations

Vision-Language-Action (VLA) models inherit rich semantic representations from pretrained Vision-Language Models, yet fine-tuning on limited robot demonstrations degrades this structure and undermines generalization. A fundamental question therefore arises: what constitutes a good action representation? Inspired by the mirror neuron theory's insight that observation and execution share an intention-level encoding, we examine whether a robot's action representations preserve the semantic structure captured by pretrained encoders. Systematic probing confirms that this structure erodes during finetuning, and that its quality synchronizes with both task success and out-of-distribution generalization. We further introduce a plug-and-play method that anchors action representations to a semantic manifold while decomposing representations into a shared semantic channel and a private channel, all discarded at inference, leaving the deployed model unchanged. Validated on different VLA backbones across simulation and real-world benchmarks, our method yields up to +18.7% on real-world in-distribution tasks and +21.5% on out-of-distribution generalization.
Yuan Xu, Youheng Shi, Chengyang Li +2
Jul 14, 2026cs.RO

Mind the Gap: Promises and Pitfalls of Hierarchical Planning in LeWorldModel

We investigate whether temporal hierarchy can improve LeWorldModel on long-horizon goal-conditioned control. We introduce Hi-LeWM, an extension that freezes the pretrained low-level LeWM and adds high-level planning over latent subgoals. We evaluate Hi-LeWM on PushT and Cube across increasing goal offsets. Hierarchy does not automatically improve performance: at short horizons, the best configuration uses a one-step high-level horizon, while longer horizons reveal a mismatch between the learned high-level action space and the inference-time search distribution. Experiments with true future latent subgoals show that the frozen low-level controller can execute well-aligned intermediate targets, indicating that high-level subgoal generation is the main bottleneck. Unconstrained search can select latent macro-actions that appear favorable under the learned model but produce poor control targets. Constraining search around macro-actions encoded from training trajectories, with appropriate subgoal execution timing, recovers useful hierarchical regimes, improving over flat LeWM by +11.3 percentage points at medium-range horizons and +14.7 percentage points at the longest PushT horizon. Overall, temporal abstraction can benefit compact frozen LeWM, but only when high-level search remains compatible with the low-level controller
Niccolò Caselli, Francesco Massafra, Samuele Punzo +3
Jul 13, 2026cs.RO

See like a Robot: Robot-Centric Pointmaps for VLA Models

Vision-language-action (VLA) models require 3D spatial reasoning, yet RGB observations encode robot-object geometry only implicitly. Lifting depth with camera intrinsics makes this geometry explicit as dense, image-aligned pointmaps, but their camera-frame coordinates depend on camera placement. We propose SeeR-VLA, which transforms pointmaps into a robot-centric frame with an end-effector origin and robot-base-aligned axes. An encoder initialized from pretrained RGB weights extracts pointmap features, which are added to corresponding RGB tokens without increasing the token count. Across 24 RoboCasa tasks and four real-world tasks, SeeR-VLA improves average success over RGB-only π0.5π_{0.5} by 6.4 and 32.5 percentage points, respectively. It also exceeds the strongest evaluated 3D-augmented baseline, PointVLA, by 3.5 and 23.7 percentage points, respectively. Beyond these gains, our ablations clarify how coordinate choices affect VLA performance, showing that end-effector centering is most effective with robot-base-aligned axes. The benefits grow as training viewpoints diversify, highlighting the importance of using robot-frame pointmaps when learning from diverse camera configurations.
Byungkun Lee, Dongyoon Hwang, Dongjin Kim +4
Jul 13, 2026cs.RO

EDAR: Learning Environment-Dependent Action Representations for Robotic Manipulation

Learning effective action representations is critical for robotic manipulation, where raw control trajectories are often noisy, redundant, and difficult to model directly. Existing methods mainly encode the structure of the action stream itself, treating the role of actions in the environment as implicit. Yet manipulation is about changing the world: the same action segment can induce different outcomes under different scene contexts, making action semantics inherently environment-dependent. We propose EDAR, an Environment-Dependent Action Representation that grounds action tokens in both executable control structure and expected visual consequences. By coupling motor commands with their environment-conditioned effects, EDAR encourages the learned action space to capture interaction semantics rather than merely command-level patterns. Experiments on simulated and real-robot manipulation benchmarks demonstrate that EDAR improves downstream policy learning, especially in long-horizon manipulation. These results highlight the importance of grounding action representations in executable control structure and environment-conditioned visual change.
Yuecheng Xu, Tong Yang, Jingkai Jia +3
Jul 13, 2026cs.RO

Towards Predictive, Aligned, and Scalable Robot Learning

Learning, at its core, extends beyond memorization to the ability to reason and solve novel problems by navigating a space of possibilities. We introduce Lumo-2, a latent world-action model that generates actions by reasoning over world dynamics in latent space. The learned latent world dynamics capture physically grounded visual transitions, naturally encoding future possibilities and providing a unified substrate for cross-modal alignment. This formulation enables predictive reasoning akin to world modelling while remaining lightweight and focused on physical dynamics relevant to control. Central to our approach is the hypothesis that action generation quality is governed by the geometry of the latent space. We observe that standard reconstruction-based action tokenization objectives induce representations biased toward low-level signal fidelity, leading to misalignment between reconstruction quality and downstream control performance. To address this limitation, we propose a multi-stage modality pre-alignment strategy in which action representations are progressively aligned with latent world dynamics, vision, and language. This process enforces cross-modal consistency, promotes abstraction, and induces a structured latent space for predictive reasoning. We provide a systematic empirical study of latent world modelling and modality alignment, analyzing their roles in scaling laws and out-of-distribution generalization. Results show that Lumo-2 consistently outperforms strong vision-language-action (VLA) and world-action model (WAM) baselines, with gains on challenging real-world tasks requiring temporal reasoning, physical understanding, or high control complexity, including long-horizon and dexterous manipulation. These findings suggest that structured multimodal alignment and predictive reasoning are fundamental principles for advancing embodied intelligence.
Peijun Tang, Shangjin Xie, Baifu Huang +6
Jul 13, 2026cs.RO

PAKE: Learning Whole-Body Loco-Manipulation with Partial Kinematic Embeddings

Loco-manipulation has recently shown promising capabilities; however, achieving high-precision control, managing the high-dimensional action space induced by many degrees of freedom (DoFs), and fully exploiting the inherent redundancy of whole-body systems remain challenging. In this paper, we propose a novel whole-body control framework that effectively addresses these challenges by decomposing the complex loco-manipulation problem into partial reference motion generation and low-level imitation control. We introduce a new Kinematic Normalizing Flow (KNF) model, trained on a large-scale kinematic dataset, that generates diverse yet feasible partial reference motions. A high-level controller is then trained to navigate the KNF's latent space to exploit redundant solutions, while a low-level controller ensures physically feasible and accurate motion execution. We validate our approach on the quadrupedal robot equipped with a six-DoF robotic arm. In simulation, experimental results show that our approach significantly outperforms state-of-the-art methods in terms of tracking accuracy and feasible workspace coverage. For hardware deployment, we evaluate the system over 24 episodes across 8 different mobile loco-manipulation tasks. The system achieves end-effector pose-tracking errors of 4.5 cm and 0.14 rad, while maintaining accurate locomotion tracking with linear and angular velocity errors of 0.1 m/s and 0.01 rad/s, respectively, outperforming competitive baselines. Our method represents a practical and powerful solution for accurate and generalized whole-body loco-manipulation in high-DoF robotic systems, with promising potential for diverse downstream robotic tasks.
Zhengmao He, Moonkyu Jung, Hyeongjun Kim +4
Jul 13, 2026cs.RO

SegDiff: Segmented Trajectory Diffusion for Consistent and Adaptive Robot Manipulation

Imitation learning enables robots to acquire manipulation skills from demonstrations by mapping observations to actions. Existing approaches predict either short-horizon continuous action sequences or discrete keyposes. However, continuous prediction methods suffer from compounding errors due to short prediction horizons and struggle with multi-modal action distributions, whereas keypose-based methods necessitate an external planner, constraining real-time applicability. To address these challenges, we introduce SegDiff, a closed-loop visuomotor policy that integrates the strengths of both paradigms. SegDiff decomposes demonstrations into motion segments between keyposes and learns to predict the continuous trajectory from the current state to the next keypose, enabling long-horizon prediction with real-time refinement. Furthermore, we leverage the capability of diffusion models and DDIM inversion to propose a Dynamic Temporal Ensembling mechanism, which allows the policy to efficiently respond to dynamic environments and mitigate discontinuities caused by inconsistent multi-modal sampling. SegDiff demonstrates significant performance gains over existing approaches across various simulated and real-world scenarios, indicating its strong ability to reason over extended temporal dependencies while maintaining real-time adaptability and control stability.
Haidong Cao, Wenjun Cao, Quanhao Li +5
Jul 12, 2026cs.RO

Action Map Policy: Learning 3D Closed-loop Manipulation via Pixel Classification

The action space poses a major challenge in robot learning, since it is often high-dimensional, can span long time horizons, and frequently admits multi-modal optimal solutions. A good choice of action representation and loss function can help to address these concerns, but there are often trade offs. We propose Action Map Policy (AMP), which casts 3D closed-loop manipulation policy learning as a classification problem in image space. While classification has been an effective formulation in generative language models, applying it to robot action learning is difficult because naively discretizing high-dimensional continuous actions explodes the token vocabulary. Our key idea is to project 3D actions onto the camera image planes and treat each pixel location as a discrete class, thus controlling dimensionality while retaining multi-modality. This method supports millimeter-level precision for high-dimensional actions without requiring a prohibitively large vocabulary, while preserving fine-grained pixel-wise visual signals. Furthermore, it can predict the entire action chunk in a single forward pass, avoiding complex noise scheduling and iterative denoising while achieving substantially faster inference than diffusion policies. Experiments on various manipulation tasks show that AMP outperforms strong baselines, achieving higher success rates, faster inference, and enhanced spatial reasoning.
Haojie Huang, Zhang Ye, Linfeng Zhao +7
Jul 11, 2026cs.RO

VINE: Taming Generative Control Policies for Reinforcement Learning

Flow-matching policies have emerged as an effective policy parameterization for robot learning. They iteratively generate actions from noise, enabling highly expressive modeling of complex and multimodal action distributions. However, prior works observed that scaling these policies with value-gradient reinforcement learning (RL) often leads to training instability. Existing methods attribute this instability to iterative generation and therefore avoid end-to-end value-gradient optimization by sacrificing iterative generation, high expressiveness, or value-gradient optimization. Contrary to prior belief, we show the instability does not stem from iterative generation itself, but from the vanilla sampling strategy originally designed for behavior cloning, which becomes brittle under value-gradient RL. Motivated by this insight, we propose VINE, an RL-oriented sampling method that enables stable end-to-end value-gradient optimization for flow-matching policies. Instead of following a single flow trajectory, VINE reconstructs a new interpolation state at every denoising step, creating a stable differentiable path for value-gradient propagation while remaining compatible with the original flow-matching denoising process. As a result, VINE preserves the expressiveness and iterative generation of flow-matching without sacrificing end-to-end value-gradient optimization. Despite performing end-to-end backpropagation through all ten denoising steps, VINE achieves stable policy improvement and consistently outperforms state-of-the-art RL methods on the OGBench offline RL benchmark and real-world robotic manipulation task. Videos are available on our website: https://agibottech.github.io/vine.
Rushuai Yang, Zhuo Han, Houlin Li +10
Jul 11, 2026cs.RO

Source-Lifted Flow Matching for Intervenable Multimodal Imitation

Flow-matching policies are promising for imitation learning because they model complex multimodal action distributions. However, their stochasticity is largely passive: repeated sampling may yield diverse behaviors, but users cannot directly choose among valid continuations from the same state. We propose Source-Lifted Flow Matching (SL-FM), a source-intervenable flow-matching policy that exposes such a handle while keeping the velocity field shared and latent-free. The handle selects only the source endpoint of the conditional flow, not a mode-specific field, preserving the standard formulation while avoiding decomposition into separate mode-conditioned dynamics. The core mechanism is \textbf{Orthogonal Source Lifting}, designed to prevent path-crossing ambiguity. Instead of partitioning target actions by mode, SL-FM lifts handle-specific sources into auxiliary orthogonal coordinates and keeps targets in the original action subspace. This preserves the demonstrated action distribution while allowing one shared field to carry different branches without merging at crossings. To keep handles usable across states, we learn a state-dependent source mixture end to end and use a responsibility floor, giving each handle weak supervision and mitigating dead modes. Experiments on crossing-flow diagnostics and robot-control benchmarks show that SL-FM converts passive source randomness into an actionable intervention variable. It removes crossing-induced composite trajectories, changes future routes in 91.1% of matched-prefix interventions, and achieves strong free-deployment performance, with improvements in several benchmark settings. Overall, source geometry provides actionable multimodal control without conditioning the velocity field on the selected mode.
He Zhang, Ying Sun, Pengteng Li +6
Jul 11, 2026cs.AI

MAG: A Web-Agent Benchmark and Harness for Multimodal Action and Guide Generation

Digital Adoption Platforms (DAPs) are embedded overlays widely used on web systems to guide users through operations inside a page, helping them get started with unfamiliar interfaces quickly. Completing a real task, however, rarely means clicking a few buttons on a single page: it takes a sequence of actions that unfolds across changing page states. Prior studies have also treated automated web agent actions and guide text generation as two separate problems, and most of them feed models textual page representations such as the DOM or accessibility trees rather than the rendered screens that humans actually operate on. In this work we introduce MAG, the first benchmark that unifies task execution and guide writing into a single Multimodal Action and Guide task, with two grounding schemes over screenshots: Set-of-Mark element selection and raw pixel coordinates. We further build a complete harness for this compound task, covering annotation with LLM assistance and human verification, training, evaluation in live environments, and joint metrics for actions and guides. With this harness we evaluate frontier API models and open multimodal models, and report detailed analyses. Finally, we design a GRPO training method augmented with expert trajectories, which nearly doubles the success rate of a supervised 9B agent (from 6.9% to 13.2%) and improves guide quality at the same time. Even the strongest model completes fewer than 40% of the tasks, leaving ample room for future research.
Chengguang Gan, Hanjun Wei, Yunhao Liang +3
Jul 10, 2026cs.RO

B-spline Policy: Accelerating Manipulation Policies via B-spline Action Representations

In this work, we present B-spline Policy (BSP), an action representation designed for accelerating robot manipulation policies. Rather than predicting discrete-time action chunks, BSP parameterizes actions as continuous B-spline curves defined by a set of knots and control points. This representation yields smooth, time-continuous trajectories that can be temporally scaled and executed by low-level controllers at higher frequencies and speeds. We show that B-spline-parameterized actions can be seamlessly integrated into standard policy learning pipelines by directly predicting B-spline parameters. Experiments on simulated and real-world tasks demonstrate that BSP significantly reduces task completion time, achieving substantial improvements over baseline methods while maintaining strong success rates. More results: https://b-spline-policy.github.io
Xiaoshen Han, Haoyu Xiong, Haonan Chen +4
Jul 10, 2026cs.RO

Robot Trajectron V3: A Probabilistic Shared Control Framework for SE(3) Manipulation

We aim to address the challenge of teleoperating robotic arms for high-degree-of-freedom (high-DoF) manipulation tasks, which is cognitively demanding and error-prone, particularly when relying on low-bandwidth interfaces. We propose Robot Trajectron V3 (RT-V3), a probabilistic shared control framework designed for SE(3)SE(3) grasping tasks. RT-V3 formulates shared control as Bayesian inference by learning a prior over user intent and combining it with real-time user commands to estimate the posterior intent distribution. The prior models user intent as a distribution over future trajectories conditioned on past robot dynamics and visual scene context. The intent prior is parameterized by a transformer-based conditional generative model that reasons over point clouds and candidate grasp poses, together with a factorized translation-rotation representation that improves learning efficiency in high-dimensional action spaces. During execution, RT-V3 continuously estimates the posterior distribution over future trajectories by combining the learned intent prior with a user-command likelihood derived from the observed control input, enabling continuous intent refinement and shared assistance. Comprehensive experiments demonstrate that RT-V3 achieves high accuracy in trajectory prediction and competitive performance in reactive planning. Furthermore, real-world user studies indicate that RT-V3 significantly outperforms baseline methods in terms of success rate and efficiency, while substantially reducing the user's physical and mental workload.
Pinhao Song, Zhongxi Li, Ze Fu +2
Jul 8, 2026cs.LG

Unlocking Temporal Generalization in Hamiltonian Video Dynamics Models

World models are typically trained to predict discrete-time physical dynamics with a fixed step size baked into the model weights, preventing prediction at variable temporal resolutions. This matters for hierarchical planning, sim-to-real transfer, and scientific or game-engine applications that must query the same dynamics at multiple timescales. Hamiltonian Generative Networks (HGN) offer a principled path forward, grounding predictions in a continuous-time energy function that is, in principle, independent of the observation frame rate. In practice, however, their temporal generalization breaks down in non-conservative settings. We show that in externally forced, dissipative environments, HGN rollouts at step sizes beyond the training regime fail due to distinct failure modes, including latent magnitude growth driven by an unconstrained action-force map, and global truncation error accumulation from an under-resolved integrator. We identify a targeted fix for each mechanism and demonstrate stable dynamics prediction at temporal resolutions well outside the training distribution. In a detailed analysis, we recommend several strategies for enabling temporal generalization in continuous-time video generation.
Eli Laird, Corey Clark
Jul 8, 2026cs.LG

Safe Reinforcement Learning using Ideas from Model Predictive Control

Reinforcement learning (RL) enables the synthesis of control policies directly from data, making it highly appealing for complex cyber-physical systems (CPSs) and robotics. A persistent challenge, however, is ensuring strict, hard safety constraints during the active learning phase. In real-world physical systems, violating mechanical limits can cause irreversible damage, necessitating that exploration remains strictly within safe operational regions. We propose a generalized framework that combines the adaptive, high-performance nature of deep reinforcement learning (DRL) with the formal safety guarantees of model predictive control (MPC). Using a mathematical model of the system dynamics, offline MPC computations define a feasible state-action space, representing all safe combinations of system states and control inputs that guarantee constraint satisfaction. During training and deployment, the RL agent's instantaneous actions are projected onto this globally verified feasible set via a safety filter. We systematically evaluate our generalized approach on a non-linear 1-DoF laboratory testbed, demonstrating successful exploration and stable policy convergence on physical hardware.
Georg Schäfer, Jakob Rehrl, Stefan Huber +1
Jul 8, 2026cs.LG

ORCAID: Oblique Rule-Based Continuous-Action Interpretation for Deep RL Policies

Explainability remains a key issue in reinforcement learning (RL). Distilling an interpretable policy from an agent trained in a complex environment is particularly challenging when the action space is continuous. We introduce ORCAID, a novel method for extracting interpretable rule-based policies from RL agents operating in mixed continuous-discrete environments with continuous action spaces. Our main contribution is an efficient oblique decision tree training algorithm that partitions the state space by hyperplanes and fits local linear models. The key idea lies in a three-stage split search: efficient random initialization, local refinement, and backward elimination. Finally, adjacent leaves are merged to yield a concise set of interpretable rules describing a given deep RL policy. We evaluate ORCAID across multiple RL environments, demonstrating that the extracted rule-based policies maintain strong performance with a low number of parameters and can even be used to improve the performance of the original deep RL policy.
Ignacio D. Lopez-Miguel, Ezio Bartocci, Thomas Eiter +1
Jul 7, 2026cs.RO

From Foundation to Application: Improving VLA Models in Practice

Despite recent progress of VLA foundation models, the disparity between laboratory conditions and real-world applications continues to impede their practical implementation. To bridge this gap, we present LingBot-VLA 2.0, which advances LingBot-VLA through improvements in three functional domains. (1) Generalization across tasks and embodiments. Compared to the previous version, we revamp the data processing pipeline and curate around 60,000 hours of data for pretraining, including 50,000 hours of robot trajectories spanning 20 robot configurations and 10,000 hours of egocentric human videos. (2) Expanded action space in addition to dual-arm hardware platforms. In particular, our system accommodates degrees of freedom for the heads, waists, mobile bases, and dexterous hands, thereby empowering the robots to tackle more complex tasks in practical scenarios. (3) Predictive dynamics modeling for improved temporal reasoning. Specifically, we formulate future prediction as a proxy task, facilitated by a video representation model for semantic priors and a depth estimation model for geometric cues. Evaluations on the GM-100 benchmark, conducted in a generalist setting, validate the beneficial impact of these proposed modifications. Furthermore, benefiting from the expanded pretraining data that covers whole-body degrees of freedom, LingBot-VLA-2.0 demonstrates strong cross-embodiment long-horizon mobile manipulation capability across the two robotic platforms.
Wei Wu, Fangjing Wang, Fan Lu +21
Jul 7, 2026cs.AI

From Passive Retrieval to Active Memory Navigation: Learning to Use Memory as a Structured Action Space

Long-term user memory is essential for personalized conversational agents, yet many memory systems still expose memory through passive retrieval interfaces, making the model a consumer of pre-selected evidence. We introduce NapMem, a framework for learning to use long-term user memory as a structured action space rather than passively retrieved context. NapMem organizes user history into a linked multi-granularity memory pyramid, where raw conversations, typed memory records, topic tracks, and user profiles are connected through provenance relations, and exposes these levels through memory tools. The agent is trained to select memory according to the query and intermediate evidence, allowing it to inspect different memory granularities before answering. Experiments on PersonaMem-v2, LongMemEval, and LoCoMo show that a NapMem agent trained with memory-tool reinforcement learning is competitive across diverse memory-intensive tasks, while evaluations on non-memory tasks suggest that the learned policy largely preserves general reasoning and tool-use abilities. Additional analyses examine storage, inference cost, tool-use behavior, and ablations over navigation, memory granularity, and RL training. Our results suggest that long-term user memory benefits from coupling structured storage with a learned policy for using memory at the appropriate granularity.
Yue Xu, Yutao Sun, Yihao Liu +7