Affordances

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3 papers in the last 28 days · 0.0% of indexed attention

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Period ending 2026-09-21

1 new paper

A weekly snapshot of new work published in Affordances.

Period ending 2026-09-07

1 new paper

A weekly snapshot of new work published in Affordances.

86 papers

Latest in Affordances

Sep 16, 2026cs.RO

AffordanceWAM: Affordance-Aware Joint World-Action Modeling for Robot Manipulation

Generalizable robot manipulation requires predicting how a scene will evolve, identifying where interactions are feasible, and determining how to act. Action-labeled robot videos directly supervise control but are costly and limited in diversity, whereas egocentric human videos capture diverse interactions but lack robot actions and differ in embodiment and appearance. We introduce AffordanceWAM, an affordance-aware generative World Action Model that represents object-centric spatiotemporal affordance through Scalar Affordance and Affordance Heatmap, within the generated future World. This representation grounds visual prediction in task-relevant objects and interaction regions for action generation, and provides shared interaction targets across human and robot videos. Built on a pretrained video diffusion Transformer, AffordanceWAM uses separately parameterized World and Action Experts, coupled through Masked Joint Self-Attention, to jointly predict future RGB observations, Scalar Affordance fields, Affordance Heatmaps, and continuous robot actions under a unified flow-matching objective. Human videos supervise all three future-World streams, whereas robot trajectories additionally provide action supervision, enabling transfer without human action labels or retargeting. Experiments on RoboCasa, CALVIN ABC\rightarrowD, and real-world manipulation demonstrate consistent gains over RGB-only and robot-data-only baselines. Under fixed robot supervision, RoboCasa performance improves monotonically as affordance-annotated human video scales. These results support affordance as an effective interface for both vision-language-action learning and human-to-robot transfer.
Jiadi You, Qize Yu, Yue Chen +11
Sep 16, 2026cs.RO

From Gameplay to Policy: Towards Scalable Robot Data Collection via Gamified Robot-Free Interaction

Learning generalizable robot manipulation policies requires large-scale and diverse interaction data, yet collecting real-world demonstrations remains costly and difficult to scale. Existing approaches to data collection are either dependent on specific robot hardware that limits crowdsourcing and transferability, or suffer from incomplete annotation and limited behavioral diversity. Inspired by how games sustain long-term human engagement, we explore an alternative paradigm that turns data collection into an engaging gameplay experience and transfers the resulting human manipulation experience to real robots. We present Project Kitchen, a VR-based gamified egocentric data collection platform that elicits diverse, goal-directed manipulation while remaining independent of specific robot embodiments and hardware, making it applicable to broader and potentially large-scale deployment. To bridge the game-to-real gap, we further introduce Game2Policy, which extracts embodiment-invariant affordance cues, including contact points and sub-goal states, from gameplay trajectories. An affordance model is pre-trained on game-collected data and then jointly fine-tuned with downstream policies using only a handful of real-robot demonstrations. Experiments show that Game2Policy improves average success rates by 10.0 points in simulation and 18.3 points on real robots in the few-shot setting. User studies and quantitative analyses further show that Project Kitchen promotes diverse manipulation behaviors and provides an engaging data collection experience. These results demonstrate the potential of gamified virtual environments as a scalable source of manipulation knowledge. The platform and code will be released upon acceptance.
Zheng Li, Liang Zhu, Junzhe Wang +13
Aug 31, 2026cs.CV

CoLT-Drive: Counterfactual Long-Tail Benchmarking and Knowledge-Preserving Adaptation for Driving Affordance Prediction

Long-tail autonomous driving failures are often framed as rare-object recognition errors. We argue that this view is incomplete: the decision-critical question is not only whether a model recognizes an unusual object, but whether it infers how that object changes the ego vehicle's feasible high-level actions. We formalize this problem as decision-level driving affordance prediction, where a model maps a front-view image, ego-motion history, and navigation command to a structured longitudinal--lateral meta-action. To evaluate this capability, we introduce CoLT-Drive, a 3,536-sample counterfactual long-tail benchmark that inserts rare objects into otherwise fixed driving scenes and measures whether models predict acceptable action pairs. To improve deployable small VLMs, we propose KPA, a knowledge-preserving adaptation framework that combines structured perception-to-decision prompting, SLERP-based expert merging, and RegMoE, a regime-aware LoRA mixture-of-experts module. KPA preserves the pretrained model's open-world knowledge while allocating lightweight adaptation capacity to different driving decision regimes. Experiments on an in-domain driving split and CoLT-Drive show that KPA achieves 60.8% pair accuracy on CoLT-Drive, outperforming the pretrained Qwen3-VL-2B baseline (50.3%) and LoRA SFT (32.4%) while maintaining competitive in-domain accuracy. Our benchmark and code are available at https://huggingface.co/datasets/tangzx2024/CoLT-Drive and https://github.com/tangzhengxu/CoLT-Drive.
Zhengxu Tang, Guofeng Cui, Ziyu Gong +8
Aug 13, 2026cs.RO

FUSE: Active Functional Affordance Grounding through Adaptive Semantic-Geometric Evidence Acquisition

Embodied agents must often identify and interact with objects based on their function rather than their identity, requiring them to actively acquire observations that reveal discriminative functional evidence. Existing affordance grounding methods operate from fixed viewpoints and lack mechanisms for deciding where to look when functional cues are occluded or incomplete. We introduce Active Functional Affordance Grounding, a new task in which an agent sequentially explores a scene to identify and spatially ground an object satisfying a functional query. To address this problem, we propose FUSE, an adaptive semantic-geometric evidence acquisition framework that combines explicit uncertainty-driven exploration with a learned amortized planner to efficiently select informative viewpoints. We further introduce a Habitat-based benchmark for evaluating active functional grounding. Experiments show that FUSE achieves the highest observed non-oracle grounding performance while reducing computation by 1.33x relative to fully explicit exploration, and remains effective across multiple affordance knowledge sources.
Zhou Chen, Sathyanarayanan N. Aakur
Aug 11, 2026cs.CV

ThinkAfford: Affordance-Centric Reasoning for Fine-Grained 3D Grounding in Cluttered Scenes

Task-driven 3D affordance grounding aims to localize the functional region in a cluttered 3D scene that enables an action specified by a natural-language instruction. Existing methods either predict 3D masks directly or construct them by selecting and fusing intermediate 2D/3D regions. However, they remain vulnerable to two intertwined failure modes: the predicted or selected regions may miss the target interaction area or have unsuitable granularity, while language grounding may confuse visually similar alternatives under relational instructions. To this end, we introduce ThinkAfford, which decouples high-recall affordance proposal generation from instruction-grounded reasoning. Specifically, the Affordance Proposal Generation module first uses learnable affordance prompts and multi-level visual features to predict interaction-conditioned heatmaps, extracting a variable number of fine-grained proposals without parsed object or part names as segmentation prompts. Visual-Prompted Affordance Reasoning then reasons over labeled proposal overlays using the full instruction, returning identifiers in a structured "think-then-answer" response. Moreover, Group Relative Policy Optimization uses proposal-level rewards from lifted 3D overlap to align VPAR selection with final 3D grounding. On the SceneFun3D validation split, ThinkAfford achieves 10.69% AP50 and 25.46% AP25 under the official evaluator, outperforming comparable 3D open-vocabulary and vision-language-model-based 2D-to-3D baselines. Module-level diagnostics further show that APG attains 77.5% recall at 25% intersection-over-union, while GRPO-trained VPAR achieves 72.1% selection accuracy on APG-covered queries, compared with 63.4% under supervised fine-tuning.
Xinrui Lin, Sha Zhang, Shumin Wang +3
Aug 9, 2026cs.CV

Zero-shot 2D Grounding with Novel Affordance Types

2D affordance grounding aims to locate the region of an object that a human can interact with. Existing research focuses on recognizing affordance types seen during training and does not study models' ability to generalize to novel affordances, which is crucial for real-world applications. We propose the task of zero-shot 2D grounding with novel affordance types (NAT) and introduce the NAT benchmarks. We then propose AffordAnything, a training-free method that leverages segmentation cues, motivated by the strong correlation between affordance regions and object subparts. To further improve performance, we develop AffordAnything+, a trainable variant that learns to combine these cues. On the proposed AGD20K-NAT benchmark, our best model AffordAnything+ achieves a substantial improvement of 12.3% (absolute) in IoU@0.4 over the SOTA affordance grounding method, OOAL.
Haomeng Zhang, Raymond A. Yeh
Aug 5, 2026cs.RO

VLAff: Vision-Language-Affordance Model for Unified Actionable Affordances

Learning manipulation skills from human videos is promising for scalable robot learning. However, the embodiment mismatch between humans and robots makes this challenging. One promising solution is to learn object-centric actionable affordances that are embodiment-agnostic. In this work, we propose a framework that leverages egocentric human videos with state-of-the-art 3D Structure-from-Motion and hand mesh reconstruction to extract actionable affordances such as visual, grasp, and trajectory affordances that explicitly encode where to interact, how to grasp, and how to move. We construct EgoAffordance, a large-scale dataset comprising 204K episodes with 5.6M visual affordances and 11.6M grasp and trajectory affordances. Building on this, we introduce VLAff, a large vision-language model-based unified foundation model that learns cross-modal correlations across all actionable affordances. Given a visual observation and instruction, VLAff generates visual affordance heatmaps, grasp poses, and trajectories, which are then converted into directly executable actions by utilizing 3D scene information. Through extensive experiments, we demonstrate that VLAff not only achieves state-of-the-art performance on visual affordance prediction, but can also be effectively applied to real robot applications such as zero-shot manipulation and affordance-guided robot learning.
Jihoon Oh, Kento Kawaharazuka, Kei Okada
Aug 5, 2026cs.CV

EgoAfford: Task-Oriented Affordance Grounding via Egocentric Referring Segmentation

Part-level affordance grounding has advanced the localization of functional object regions associated with elemental actions. Extending this capability to complex tasks calls for connecting the semantic roles of participating objects with task-state-aligned visual observations and multi-step planning. We introduce EgoAfford, a benchmark designed to connect these three aspects. Given an egocentric observation and a high-level tabletop task, a model must generate the remaining plan and segment the functional regions of up to three components of the next action: the direct object, instrument, and destination. EgoAfford comprises approximately 15.5k human-verified images from 2,000 generated multi-step scenes, organized as semantically aligned, task-complete image series, together with EgoAfford-Real, 102 manually captured images spanning 26 tasks. We further present EgoLens, a 3B multimodal large language model with role-specific mask decoders, as an in-domain reference model for this joint task. Evaluations of recent referring-segmentation MLLMs, commercial-VLM--SAM2 pipelines, and EgoLens highlight the complementary challenges of next-step inference and action-role-conditioned part grounding. EgoLens establishes strong reference performance on both generated and manually captured observations. Together, EgoAfford and EgoLens provide a foundation for jointly studying perception and planning in multi-step tabletop tasks. Our project page is available at: https://egoafford.github.io
Xinyuan Guan, Feifan Chen, Xinyu Zhan +3
Aug 5, 2026cs.CL

Searching for Sound-Meaning Collisions: Graph-Based Affordance Retrieval and Multi-Evaluator Ranking for Pun Translation at CLEF 2026 JOKER Task 2

Fifteen years ago, Low proposed that pun translators should stop searching for equivalent words and instead search for new points of contact between sound and meaning. In this paper, we investigate that idea computationally. We model pun translation as a process of discovery, exploration, and selection. A retrieval system searches semantic and phonological neighborhoods for target-language affordances: sound-meaning bridges that may support new wordplay. Multiple language models then explore these opportunities by generating competing translations, while a multi-perspective generate-and-rank architecture selects among them. Beyond system development, our primary contribution is an analysis of how retrieved affordances propagate through the translation process. We find that generators actively exploit retrieved opportunities, evaluators progressively concentrate around stronger sound-meaning bridges, and exact phonological collisions are selected at disproportionately high rates when available. At the same time, many puns still yield no usable affordances, suggesting that retrieval remains the central bottleneck in computational pun translation. The resulting picture is remarkably close to the process envisioned by Low. Successful pun translation emerges not from preserving source-language words, but from discovering new places in the target language where sound and meaning collide.
Russell Taylor, Adam Brikman, Prateek Awate
Aug 3, 2026cs.AI

Abduction Without a Body? Representational Grounding and the Abduction Loop for Scientific Hypothesis Generation

Can scientific abduction occur without continuous sensorimotor embodiment? Recent arguments in AI and philosophy of science hold that genuine hypothesis generation requires an agent continuously coupled to the physical world. We defend a narrower claim: online embodiment is not necessary for every abductive scientific act. Our focus is identity abduction: the inference that two independently developed structures are one object under an explicit correspondence, reached through representational grounding rather than bodily interaction. An agent may acquire new inferential affordances not through physical interaction but through transformations into representations that expose latent invariants. Scientific diagrams are a practical substrate because they embody independently evolved conventions that partially canonicalize symmetry, topology, and operator structure across disciplines - a property we develop as convention space, which answers a hard retrieval problem: finding mathematically related work when two fields share no discriminating vocabulary. We operationalize the mechanism as an architecture, the Abduction Loop: representation generation, motif extraction, convention-space canonicalization, cross-domain retrieval, identity-hypothesis generation, and adversarial verification, with abstention as the designed default. A documented episode, in which a multimodal model given a figure of a gravitational-memory transport model generated and then verified the hypothesis that its central differential complex is equivalent to the spherical Kaiser-Squires mass-mapping complex of weak-lensing cosmology, serves as a motivating possibility witness from which the architecture is abstracted, not as evidence of general capability. We close with a falsifiable evaluation program, the DAB-30 benchmark. The contribution is a mechanistic proposal, an architecture, and a test program.
Michael Farmer
Aug 3, 2026cs.CV

Action-grounded tissue affordance enables anticipatory auto-framing that lowers surgeon cognitive workload during laparoscopic surgery

Computational attention models could help surgeons manage the visual demands of laparoscopy, but they require dense spatial labels that are difficult to obtain because surgical intent is highly specialized and tacit. Here, we introduce DiffeoAfford, an action-grounded tissue affordance framework that retrospectively derives visual attention supervision from completed surgical procedures. By combining diffeomorphism-constrained tissue tracking with instrument trajectory analysis, DiffeoAfford generates affordance hotspot labels without manual per-frame annotation. A real-time prediction model trained on these labels anticipates relevant surgical regions and enables AffordView, an assistive auto-framing system for laparoscopic visualization. The proposed framework aligns with expert annotations and intraoperative surgeon gaze, and reduces surgeon cognitive workload during real-world evaluations using subjective, physiological, and behavioral measures.
Jiayu Gu, Yiwei Wang, Jie Zhang +14
Aug 3, 2026cs.AI

Long-Horizon Autonomous Architecture Research with a Language-Model Agent: A Behavioural Case Study

We study what happens when a single general-purpose large language model acts as the sole researcher on a long-horizon neural architecture design problem. The agent receives a scientific question, an initial hypothesis and motivation, a compute budget, and research affordances (source and experiment management, experiment tracking, literature access, and persistent memory), then autonomously proposes, implements, evaluates, and records experiments over an extended period. The study comprises three phases, separated by human-declared transitions, that progressively expand the agent's tool surface or problem scale. Across approximately 100 sequential experiments, the agent improves a non-standard Vision Transformer from a weak baseline to a stronger, efficient model on small benchmarks and a usable but sub-SOTA model on ImageNet-1K, while producing a dense behavioural trace. We report four findings.(i)Productivity exhibits a clear phase structure: rapid early gains, a multi-dozen-hypothesis saturation wall, and recovery, with recovery triggered by expanding the action surface rather than changing the underlying model.(ii)A single early hypothesis contributes more to accuracy gain, with later improvements long-tailed.(iii)The preference for greedy, incremental hypotheses is largely workflow-induced: a commit-or-discard evaluation rule is isomorphic to greedy hill-climbing; the remainder reflects risk aversion after bold failures and anchoring on familiar literature. (iv)The agent independently rediscovers established results and, in the unfamiliar regime of pure channel attention, overturns a standard design choice. We conclude that workflow design was at least as influential as agent capability in this study and propose diversified search, budgeted moonshot hypotheses, explicit forks, and regime-aware re-validation as testable directions for future autonomous research.
Aon Safdar, Mohamed Saadeldin
Aug 3, 2026cs.CV

PhotoHOI: Synthesizing 3D Hand-Object Interactions from a Single RGB Photograph

Hand-object interaction (HOI) is a fundamental human behavior with broad applications in AR/VR, digital humans, and embodied interaction. Existing methods typically require predefined object geometry, object trajectories, or task-specific conditions, limiting their use with natural real-world inputs. To address this, we study a more practical problem of synthesizing 3D hand-object interaction sequences from a single RGB photograph and an open-vocabulary language instruction, and introduce PhotoHOI. PhotoHOI first uses a vision-language model to parse the input image and instruction into a structured task specification, including the interaction object, target region, and spatial relation. It then recovers a compact task-relevant 3D scene and plans a smooth collision-aware object trajectory based on the recovered object states, support relations, and surrounding scene geometry. To synthesize hand motion that generalizes to real-world photographs and unseen objects, it learns transferable task-conditioned contact and contact-conditioned grasp priors from large-scale affordance and HOI data. The grasp is further refined in a learned latent space, constraining the optimization to a plausible hand-pose manifold. Experiments on GRAB and H2O demonstrate improved contact quality and reduced penetration over representative baselines. Results on real-world photographs further demonstrate higher task success and scene consistency, together with generalization to unseen objects and open-vocabulary instructions.
Zhenhao Zhang, Jiajun Zhang, Wei Min +1
Aug 1, 2026cs.CV

SpatialAfford: Teaching Compact VLMs Where to Look and Where to Ground for Affordance

Affordance grounding aims to localize the functional region for interaction, such as the handle to grasp or the button to press, rather than the whole object. This makes it more challenging than generic visual grounding because the target region is smaller, more ambiguous, and more dependent on task context, especially for compact vision-language models (VLMs) used in embodied settings. Recent sequence-level supervision and reinforcement learning improve coordinate prediction quality, yet compact autoregressive VLMs still lack reliable affordance-aware visual focus before coordinate generation: the model can produce better coordinate tokens while its cross-modal attention remains diffuse and weakly anchored to the true affordance evidence. To address it, we propose SpatialAfford, a two-stage framework that first aligns attention to the ground-truth affordance region through Spatial Attention Alignment (SAA), then refines coordinate prediction with Spatial-Aware GRPO. By explicitly teaching the model where to look before optimizing where to ground, SpatialAfford turns affordance grounding from a purely output-constrained objective into attention-grounded spatial reasoning. Across ShareRobot-Bench, ReasonAff, and PartAfford, SpatialAfford consistently improves affordance grounding, with a compact 4B model outperforming stronger 7B+ baselines.
Yufei Zhang, Chenlu Zhan, Donghui Sun +2
Jul 31, 2026cs.CV

Lightweight Neural Networks for Affordance Segmentation: Enhancement of the Decoder Module

The deployment of deep neural networks for visual affordance segmentation on wearable robots poses may prove critical, due to some conflicting aspects of the problem. On one hand, affordance segmentation requires high-level abstraction capabilities, that typically involve large-size models. On the other hand, computing resources hosted on wearable robots prevent to run large-size models in real-time. The paper presents an analysis of the role of the segmentation head in the trade-off between generalization performance and compute cost. The obtained models outperform modern baseline solutions in well-known, real-world datasets while meeting low computing requirements.
Simone Lugani, Edoardo Ragusa, Rodolfo Zunino +1
Jul 31, 2026cs.RO

SAGP: Semantic Affordance-Guided Grasp Planning via Coarse-Zone VLM Reasoning

Geometry-based grasp planners ensure physically valid grasps but ignore functional semantics, often generating grasps that are antipodal and collision-free yet practically inappropriate, for example, gripping a mug by its rim, a knife by the blade, or a bottle near its cap. These inconsistencies cause the downstream task to fail even when traditional grasp metrics are met. Existing vision-language model (VLM) approaches either depend on fine-grained, category-specific part segmentation or attempt to directly infer grasp poses, with the latter prone to spatial hallucinations. As a result, no practical, training-free framework has yet been proposed that robustly links high-level semantic reasoning to geometric grasp planning. We introduce Semantic Affordance-Guided Grasp Planning (SAGP), a training-free pipeline built on a coarse-zone abstraction layer. The method first partitions the object point cloud into spatial regions (top, middle, bottom, lateral sides, and protrusions) by applying PCA-based alignment followed by distance-driven DBSCAN clustering, entirely bypassing learned segmentation. A pre-trained VLM then assesses the grasp quality of each region through a structured zero-shot query, and the resulting zone-wise scores are fused with geometric, reachability, and task-alignment signals to re-rank antipodal grasp candidates. Experiments on YCB objects in PyBullet with a Franka Panda robot show that SAGP preserves the high success rate of geometry-only planning while substantially improving the functional appropriateness of selected grasps, particularly on asymmetric, handle-bearing objects where geometry alone is uninformative. The introduced coarse-zone abstraction offers an effective, training-free bridge between VLM-based reasoning and geometric grasp planning, without the need for fine-grained part segmentation.
Muhayy Ud Din, Irfan Hussain
Jul 30, 2026cs.CV

Filling the Pareto-Optimal Front for Affordance Segmentation on Embedded Devices Using RGB-D Cameras

While depth sensors have the potential to complement RGB data for affordance segmentation in wearable robots, their usage seems to remain underexplored. The paper proposes two approaches: a reformulated version of hardware-aware neural architecture search, endowed with a newly designed search space to integrate depth (D) information into small-sized deep networks, and a dedicated fine-tuning approach, including a preprocessing layer to merge depth information with RGB data and make it compatible with conventional architectures. In both cases, those methods aim to generate solutions that benefit from modern (portable) hardware accelerators and overcome existing tiny-like approaches, which often fail to tackle critical scenarios due to the severe constraints set by the supporting hardware. Extensive experiments on a pair of real-world datasets demonstrate the effectiveness of the proposed method as compared with existing solutions. The approach presented in the paper generates, in most cases, solutions that identify the Pareto optimal front to balance generalization performance and hardware requirements. The paper also describes the supporting prototype, including a Jetson Nano board and a RealSense RGB-D camera. When considering the energy profile of the device, the overall system can attain real-time performances within an energy budget that is compatible with standard batteries, such as those used in smartphones.
Edoardo Ragusa, Giovanni Paolo Canuti, Simone Lugani +2
Jul 29, 2026cs.AI

From Passive Video to Editable Experience: Physically Grounded Experience Synthesis for Embodied Intelligence

The key bottleneck in embodied AI is not model architecture but data. Although billions of human manipulation videos exist online, robots cannot directly learn from them due to the embodiment gap between human morphology and robot hardware. We introduce Pegasus, a low-resource framework that bridges this gap by translating human demonstrations into robot-learnable data through structured knowledge transfer. Instead of relying on raw video prompts, Pegasus constructs a graph-based intermediate representation: a Task Graph extracted from human videos is transformed through Affordance and Constraint Graphs into a Robot Planning Graph for robot-conditioned video generation. A hierarchical affordance latent space models the relationship between object states, affordances, and tasks, enabling generalization beyond object identities. A closed-loop physics verifier further filters invalid generations using kinematic feasibility, collision constraints, and joint limits. We evaluate Pegasus across a range of egocentric manipulation benchmarks, including GTEA Gaze+ and EPIC-KITCHENS-100, and diverse robot embodiments, assessing Task Correctness, Executability, State Consistency, and Learnability. Results demonstrate reliable cross-embodiment translation and show that robot data generation can be reframed from a hardware collection problem into a scalable, low-resource knowledge transfer problem.
Jia Luo
Jul 27, 2026cs.RO

FloAff-Kitchen: Bridging Navigation and Manipulation via Canonical and Progressive Floor Affordance Learning

Mobile manipulation requires robots to identify Floor Affordance (FloAff) that maximizes downstream manipulation success rather than merely ensuring navigation feasibility. FloAff prediction is a target-conditioned local spatial reasoning problem, yet existing methods suffer from representation ambiguity caused by irrelevant spatial context and arbitrary object orientations, while entangling shared and task-specific knowledge across heterogeneous manipulation skills. To address these challenges, we propose a unified framework for FloAff prediction from egocentric multimodal perception, consisting of canonical representation learning and progressive affordance prior learning. Specifically, we introduce a Canonical Floor Affordance Representation (CFAR), which learns canonical interaction geometry by preserving affordance-relevant local structure while eliminating nuisance spatial variations unrelated to robot base placement. We further propose Progressive Floor Affordance Learning (PFAL), which learns transferable FloAff priors from a foundation manipulation task and progressively adapts them to heterogeneous downstream manipulation skills. To facilitate systematic evaluation, we establish the first cross-scene, multi-view FloAff-Kitchen benchmark covering diverse manipulation skills, scene layouts, furniture styles, and viewpoints. Extensive experiments on three benchmark settings demonstrate that our method consistently outperforms strong baselines, while ablation studies validate the contribution of each proposed component. Project page: https://csu-hero-lab.github.io/FloAff-Kitchen_Web/
Ping Zhong, Manling Teng, Tao Wu +3
Jul 27, 2026cs.CV

What Can I Edit? Open-Ended Strategy Discovery and the Emotion Editability Landscape

Emotional image editing requires more than applying affective filters or modifying predefined visual factors: an effective edit must identify what a particular image can afford for a target emotion. Existing affective image manipulation methods, including recent agentic variants, largely operate within bounded strategy spaces based on predefined factor taxonomies, knowledge libraries, or conventional editing templates, and therefore often miss image-specific, context-grounded strategies. We introduce EmoScope, a multi-agent framework that reframes the task from "how should I edit?" to "what can I edit?" EmoScope first discovers an image-specific editable space through emotion-conditioned affordance reasoning, then uses a semantic hierarchy of anchors, variables, and context to balance content consistency and emotional expressiveness before executing and verifying the edit. Because its plans are expressed as image-specific affordances rather than retrieved templates, EmoScope also exposes the editing strategy as an interactive surface for user refinement at the plan level. In a large-scale human evaluation covering all eight Mikels emotion categories, with 4,693 valid responses across 1,824 pairwise questions, participants preferred EmoScope over two competitive baselines by 88.1% on average. Attribution analysis further shows that EmoScope selects target-emotion-adaptive strategies rather than applying a uniform template. The same affordance-level plan also supports lightweight user refinement in an interactive pilot. Finally, we show that classifier-based metrics exhibit emotion-conditional blind spots toward non-stereotypical, context-grounded edits, and present a relative content-emotion preference-affinity landscape showing that EmoScope's advantage varies systematically across image-emotion combinations.
Qing Li, Zeyu Dong, Yin Cui +2
Jul 20, 2026cs.RO

Distilling Global Traversability Priors for Image-based Affordance Prediction in Off-road Environments

Standard methods for autonomous navigation in unstructured terrain are prone to myopic behaviors in long-horizon scenarios. The use of metric maps built from LiDAR or cameras provides necessary local geometry and semantic information but is strictly limited by depth sensing range. By discarding data beyond the mapping horizon robots suffer from suboptimal, short-sighted decisions. To recover this lost information, we focus on extracting long-range traversability-aware frontiers directly from first-person-view (FPV) images. By leveraging satellite imagery, we compute the set of feasible navigation paths for a dataset of image/pose pairs and use them to supervise our network, reducing the need for extensive human demonstration data. We demonstrate that this approach improves performance in long-range off-road navigation over existing methods by more than 10% in various offline benchmarks and reduces the number of human interventions incurred in a set of real-world experiments. More details can be found at https://theairlab.org/ss_frontiers_iros .
Matthew Sivaprakasam, Samuel Triest, Micah Nye +5
Jul 16, 2026cs.AI

Tactile: Giving Computer-Using Agents Hands and Feet

Computer-use agents are becoming capable software operators, but their interface to desktop applications is still often a brittle motor layer: they look at screenshots, predict coordinates, click, and hope that the visible state changed as intended. This collapses target grounding, action execution, and outcome verification into a single ambiguous operation. We present Tactile, an open-source tool layer that gives agents a more reliable "hands and feet" for desktop use. Tactile converts heterogeneous UI evidence--operating-system accessibility semantics, OCR-grounded text, and visual fallback regions--into action-grounded interface states: compact target candidates with source labels, roles or text, state, geometry, executable affordances, and verification cues. Agents operate through an observe-ground-act-verify loop that prefers native semantic actions when available, falls back to OCR-grounded coordinates when visible text is the best evidence, and keeps full provenance for replay and failure attribution. On macOSWorld-style tasks, adding Tactile improves Codex Success@100 from 41.1% to 50.0% overall and from 45.2% to 55.3% on accessibility-adapted tasks; a 96-task cross-agent subset shows consistent gains across Codex, Claude Code, OpenCode, and Goose. These results suggest that reliable computer use requires not only stronger models, but also a reusable execution substrate that exposes software actions as semantic, verifiable, and auditable objects rather than anonymous screen coordinates.
Yong Liu, Zhenyi Zhong, Zhanpeng Shi
Jul 13, 2026cs.RO

Affordance-Based Manipulation Planning with Text Goals and Sim-to-Real Generalisation via Real-to-Sim Image Conversion

We present a manipulation planning system based on affordance recognition and action effect prediction. The system reasons through possible futures in visual form, and evaluates candidate plans by agreement of predicted outcomes with text-based goals set at run-time, using a multi-modal goal-matching module. Positions of objects named in the goal text are tracked through predictions even when occluded, making it possible to generate action plans even when objects become occluded, or when their initial descriptors cease to identify them in future states. We further expand the system with an image conversion module for translating real-world state images with objects of varied shapes and visual appearances into a consistent visual appearance, to facilitate manipulation planning in a physical robot setup. We evaluate performance of the system's modules in isolation and demonstrate the integrated system's manipulation planning capabilities on a set of challenging tasks in both simulation and on hardware.
Solvi Arnold, Rin Karashima, Tadashi Adachi +2
Jul 8, 2026cs.RO

Agent-Exploitation Affordances: From Basic to Complex Representation Patterns

In robotics, the capability of an artificial agent to represent the range of its action possibilities, i.e. affordances, is crucial to understand how it can act on its environment. While functional affordances, which refer to the use of tools and objects, have been broadly studied in knowledge representation, the implications of a social context and the presence of other agents have remained unexplored in this field. Consequently, in the field of social robotics, a multi-agent context enables the agents to engage in new actions that are potentially complementary to their individual capabilities, leading to the perspective of agentexploitation. This work focuses on the concept of cooperative affordance within the realm of social affordances. Cooperative affordances refer to situations where agents interact with each other to extend their action possibilities range. From this definition, this paper proposes a tractable ontological representation of this concept with the aim of making it usable by an artificial agent. Expanding on those elementary patterns, we illustrate the effectiveness of these representations by combining them to depict a diverse range of scenarios.
Bastien Dussard, Aurélie Clodic, Guillaume Sarthou
Jul 7, 2026cs.RO

UniLM-Nav: A Unified Framework for Zero-Shot Last-Mile Navigation

Mobile manipulation requires a robot to navigate to a target object or receptacle and then perform intended manipulation. However, reaching the vicinity of the target does not guarantee a manipulation-ready base pose, a problem known as last-mile navigation. Prior methods for last-mile navigation either rely on manual pose annotation or task-specific training, limiting their scalability to open-vocabulary settings with fine-grained spatial constraints. We propose UniLM-Nav, a unified framework for zero-shot open-vocabulary last-mile navigation. UniLM-Nav decomposes last-mile navigation into view selection, task-conditioned affordance grounding, and geometry-aware base-pose reasoning, all resolved with a shared multimodal large language model (MLLM) backend. Specifically, UniLM-Nav first selects a reference view that best captures the target object or receptacle from recently collected observations. It then grounds task-relevant affordance point in the selected view and lifts the result into the robot-centric coordinate frame. Finally, conditioned on the grounded affordance, task context, and robot geometry, it infers a manipulation-ready base pose for the robot. We evaluate UniLM-Nav on the OVMM benchmark, where it outperforms the previous state-of-the-art method, MoTo, by 3.13 percentage points. Analyses show that the components of our method are crucial to final performance, and that the choice of MLLM also has a substantial effect. We further deploy UniLM-Nav on a Unitree B2 quadruped robot with a 6-DoF Unitree Z1 manipulator, validating its applicability to real-world mobile manipulation tasks.
Zhuofan Zhang, Tianxu Wang, Guoxi Zhang +6
Jul 7, 2026cs.RO

WristMimic: Full-Body Humanoid Control with Wrist-Guided Manipulation

Retargeting human object interaction demonstrations to physics based simulation requires reproducing not only body motion but also the object motion and contacts that make manipulation succeed. However, position only hand trajectories do not specify the contact forces needed to manipulate objects, and directly tracking them can overconstrain contact rich finger behavior. We introduce WristMimic, a wrist guided whole body control framework that explicitly separates contact free body motion from contact rich hand manipulation. The contact free body and wrist are guided by kinematic pose targets, whereas the fingers are not directly supervised by human hand pose. Instead, they learn grasping and manipulation behaviors from object tracking and contact outcomes. Our key insight is that the wrist is the natural gate between these two regimes. It is largely free from contact and can be tracked kinematically, yet it determines the global hand configuration and places the fingers within reachable grasp affordances. To ensure reliable wrist placement during interaction, we introduce wrist specific reset constraints and reward prioritization. Experiments show that WristMimic matches or surpasses methods using full finger pose supervision while enabling finger agnostic retargeting across diverse hand embodiments.
Wongyun Yu, Youngwoon Kim, Minsu Cho
Jul 6, 2026cs.RO

KAM-WM: Kinematic Affordance Maps from Latent World Models for Robot Manipulation

Learning manipulation from few demonstrations requires visual priors that capture not only where to interact, but also how the interaction should begin; static priors such as segmentation masks encode only the former. We present KAM-WM, a framework that extracts a coarse directional interaction cue from a frozen latent video world model without rollout or world-model fine-tuning. KAM-WM queries a Flow Matching image-to-video backbone once and interprets its single-step latent velocity as a Kinematic Affordance Map (KAM), which provides task-conditioned interaction regions and coarse motion structure. A lightweight Perceiver compresses KAM into tokens that condition a diffusion policy together with RGB observations and proprioception. Across LIBERO and RoboTwin2.0, KAM-WM reaches 90.6% average success on LIBERO and achieves 65.7% and 22.4% success rates in the Easy and Hard settings on RoboTwin2.0, respectively. Controlled comparisons against a zero-order mask prior suggest that part of the gains comes from directional information beyond spatial localization alone. These results indicate that, in the evaluated settings, a frozen video model can provide a useful first-order visual prior for control without the test-time cost of future rollout.
Xinyu Shao, Keru Zhou, Guowei Huang +3
Jul 5, 2026cs.RO

SurgAM: Surgical Affordance Map Prediction with Multimodal Feature Fusion for Robot Autonomy

Surgical automation is being increasingly studied, yet bridging visual scene understanding with autonomous action planning remains a fundamental challenge. While much research effort has been made on scene perception (e.g., tool recognition and scene segmentation), understanding and predicting actionable possibilities for surgical automation is still underexplored. In this paper, we introduce surgical affordance prediction, which identifies actionable regions for fundamental surgical actions from visual data. Specifically, a novel adaptive feature fusion framework is proposed that leverages the complementary strengths of a self-supervised vision transformer encoder for its superior semantic understanding and a large-scale generative model encoder for its spatially-aware capability. Furthermore, we introduce a hierarchical prompt learning mechanism to adapt to varying procedural contexts. Finally, a scene-guided attention decoder is proposed to focus on critical surgical areas while suppressing background distractions. To validate the effectiveness, we established a new dataset, derived from publicly available surgical datasets with affordance annotations for three basic surgical actions: aspiration, clipping, and retraction. Extensive experiments demonstrate that our approach achieves state-of-the-art performance. Moreover, we validate our framework's applicability for downstream automation on a realistic lung and prostate phantom, and results show that the predicted affordance maps successfully enable autonomous surgical actions.
Lei Song, Yonghao Long, Mengya Xu +3
Jul 3, 2026cs.CV

Token-Based Affordance Grounding with Large Vision-Language Models

Affordance grounding aims to localize image regions that support a specific action, serving as a core capability for physical intelligence and embodied perception. Previous studies have primarily relied on weakly supervised learning with action labels from exocentric images. However, these methods often struggle with visually ambiguous exocentric images containing co-occurring actions; moreover, they fail to distinguish semantically similar actions because existing methods typically rely on brief action phrases that lack rich semantic details for action-specific localization. Although large vision-language models (LVLMs) encode rich action semantics and their action-conditioned textual outputs implicitly contain spatial cues, they do not directly provide action-specific spatial localization. To address these problems, we propose TokAG, a zero-shot affordance grounding framework that exploits the token-level semantic-spatial signals in LVLMs to localize action-relevant regions without external supervision. We observe that attention maps associated with different LVLM output tokens vary significantly, with many attending to irrelevant regions such as the background. Thus, we introduce a spatial-aware token-selection mechanism to systematically evaluate each output token and select the one whose attention maps exhibit dominant activation over the target object, instead of relying on arbitrary attention maps. By extracting these object-focused attention maps, we transform the LVLM's implicit semantic signals into zero-shot affordance heatmaps. Our zero-shot framework consistently outperforms prior weakly supervised approaches across multiple benchmarks, improving NSS by 10.7% on the unseen split of AGD20K and by 29.7% on HICO-IIF. The code and models will be made publicly available.
Seung Il Lee, Qinqian Lei, Daguang Xu +4
Jun 30, 2026cs.AI

Agentic RAG-VLM: Affordance-Aware Retrieval-Augmented Generation with Self-Reflective Planning for Robotic Grasping

Generalizable robotic grasping in cluttered environments is essential for deploying manipulators in unstructured human spaces, yet existing VLM-based methods rely on visual similarity for object matching, neglecting physical affordances such as handle graspability and material fragility, and operate open-loop without spatial reasoning or failure recovery, limiting their effectiveness when objects are densely packed or physically diverse. We present Agentic RAG-VLM, a unified framework that bridges VLM-based semantic understanding and physically grounded grasp execution by integrating retrieval-augmented generation (RAG) with vision-language models (VLMs) and agentic self-reflective planning. Agentic RAG-VLM introduces three tightly coupled components: (1) a Hierarchical Affordance-Aware RAG (HAA-RAG) that encodes four-dimensional affordance descriptors, including type, material, fragility, and graspable region, and retrieves strategies by functional affordance compatibility rather than visual appearance; (2) a Scene Graph Constraint Reasoner that constructs spatial relationship graphs from VLM perception and translates proximity, occlusion, and support constraints into concrete grasp parameter adjustments; and (3) an Agentic Self-Reflective Pipeline with a 14-type failure taxonomy and three-level adaptive retry for closed-loop grasp refinement. Evaluated on a 12-task benchmark spanning single-grasp, interactive, and long-horizon scenarios with 360 trials per configuration, Agentic RAG-VLM achieves 78.3 percent overall success, a 53.3 percentage-point absolute gain over VLM-only baselines, demonstrating that affordance-aware retrieval, scene graph reasoning, and agentic recovery are jointly essential for robust manipulation.
Tao Chen, Lizheng Liu, Jiaxu Wang +4
Jun 29, 2026cs.RO

GROW2^2: Grounding Which and Where for Robot Tool Use

Can the robot use a plate to cut a cake if no knife is available? Tool use greatly expands robot capabilities, but to use tools creatively beyond their intended functions, the robot faces the challenge of open-world affordance grounding\textit{open-world affordance grounding}: select an open-category object to act as a tool and localize its specific region of action. To this end, we introduce GROW2^2 (GROunding Which and Where), which leverages object parts as a natural abstraction to split the grounding process hierarchically into semantic and geometric levels, thus bypassing the need for data-heavy, end-to-end training. Semantically, GROW2^2 harnesses the commonsense reasoning of Vision-Language Models (VLMs) to parse a natural-language task instruction, select a suitable object as the tool, and identify task-relevant parts on the tool and the target object. Geometrically, vision foundation models then ground the selected parts into precise 3D regions from a single RGB-D image. Experiments on established benchmarks show that GROW2^2 outperforms state-of-the-art baselines on affordance prediction benchmarks. Further, it achieves zero-shot generalization over open-category objects and outperforms baselines in both simulated and real-world robot tool use experiments.
Yuhong Deng, Yuyao Liu, David Hsu
Jun 29, 2026cs.OS

LUMOS: A Semantic Operating-System Layer for Accessibility-Grounded AI Agents

Current operating systems expose interfaces optimized for human users but not for AI agents. Humans benefit from pixels, icons, windows, visual grouping, mouse movement, and keyboard shortcuts; AI agents instead need compact semantic state, grounded actions, and reliable feedback. As a result, many computer-use agents are forced to interpret screenshots, OCR output, and visual crops, introducing high token costs, visual ambiguity, latency, and coordinate uncertainty. This paper introduces LUMOS (Language Model Unified Machine-Readable Operating-System Semantics), a semantic interaction layer between AI agents and operating systems. LUMOS converts native accessibility metadata and browser UI structures into machine readable semantic blueprints with stable identifiers, roles, names, values, bounds, and action affordances. It also supports live semantic pointer grounding by querying the UI element under or near the cursor through operating-system automation APIs. An LLM then acts through an accessibility grounded observe act loop using constrained visible-UI primitives rather than application-specific scripts. LUMOS does not claim to replace visual agents; instead, it reduces dependence on screenshots when operating systems already provide semantic structure. These results suggest a path toward AI-native operating systems and machine-readable interaction layers.
Yogeswar Reddy Thota
Jun 25, 2026cs.CV

Learning 3D Affordances for Blade Insertion in Cluttered Stowing

Many manipulation tasks require reasoning about free-space affordances: discovering volumes where an extended rigid tool can safely navigate, complementary to surface contact affordances for grasping. Robotic stowing is a canonical instance, where a blade must sweep items aside inside cluttered fabric bins to create insertion space. Production stow systems generate millions of such episodes, but standard approaches with unimodal data infer affordances as SE(3) pose distributions, a geometric question asked in the wrong domain. VulcanVoxel keeps inference spatial: a masked autoencoder over 3D occupancy fields reconstructs blade occupancy conditioned on scene geometry, computing feasibility locally at each voxel and recovering multi-modal predictions from unimodal data. Blade affordances are spatial objects, subsets of 3D space defined by geometric feasibility. Pose parameters carry no structure for reasoning whether unobserved placements are feasible, and standard generative objectives including flow matching faithfully learn the unimodal distribution produced by execution policies and cannot recover geometric alternatives. Trained on 10,000 real warehouse stow episodes without human annotation, VulcanVoxel achieves top-5 coverage of 0.89 versus 0.71 for the best pose-based baseline, with a distilled student providing RGB-to-voxel inference in 30 ms. vs. 1.4 s. for voxel-to-voxel. We have released a dataset of real blade insertion cycles with RGB-D observations and pose trajectories at https://www.armbench.com/blade_insertion. html.
Tianyu Li, Harpreet Sawhney, Minju Jung +3
Jun 25, 2026cs.RO

RelAfford6D: Relational 6D Affordance Graphs for Constraint-Driven Robotic Manipulation

Bridging abstract semantics and precise physical control remains a fundamental challenge in open-world robotic manipulation. While recent data-driven policies show promise, their reliance on isolated contact points or latent affordance embeddings lacks the rigorous kinematic constraints necessary for complex articulated objects.To overcome the limitation, we introduce RelAfford6D, a novel training-free framework centered on a Relational 6D Affordance Graph. Given a free-form instruction, our system deduces a semantic topology linking a primary interacting part to its physical anchor. By elevating these topological nodes into precise metric SE(3)SE(3) poses via vision foundation models, we analytically formulate downstream execution as a kinematic constraint satisfaction problem. The robot synthesizes continuous trajectories by tracking strictly defined physical manifolds (e.g., revolute or prismatic orbits). Coupled with a closed-loop tracking mechanism for dynamic replanning against disturbances, our physically grounded approach achieves superior zero-shot success rates, cross-category generalization and execution robustness in both simulation and the real world environments, outperforming existing data-driven baselines.
Guodong Zhang, Qichen He, Wenyuan Xie +6
Jun 24, 2026cs.RO

Emcar: Embodied Controller for Animating Robots

This chapter describes EMCAR, a novel software tool for programming robot motion that leverages the unique affordances of artistic practices such as puppetry and drawing to conceive, design, and program novel interactions and realize new use cases for HRI. The advantage of this no-code platform is that it expands creative applications for collaborative robots - putting robots directly in the hands of artists - and provides an inclusive environment that enables individuals with little or no technical backgrounds to engage meaningfully in collaborations and robotics research.
Carlos Gomez Cubero, Elizabeth Jochum
Jun 23, 2026cs.RO

GRAFT: Graph-Based Affordance Transfer via Part Correspondence

Generalizing robotic manipulation to unseen objects remains challenging, as learning-based approaches require many demonstrations and fail in few-shot settings. Prior work transfers affordances through semantic retrieval, but semantics alone neglect geometric similarity, which is critical for manipulation. We propose GRAFT, a geometry-aware correspondence framework for zero-shot manipulation transfer using only one demonstration per object. Objects are represented as part-based graphs, where part-level descriptors support global instance retrieval and part correspondence, and vertex-level descriptors enable fine-grained contact point matching. For an unseen object, our method first retrieves the most functionally and geometrically similar instance from the demonstration buffer with aligned functional parts, and finally propagates the contact points through point-wise correspondence.
Mengying Lin, Utkarsh Mishra, Ajay Mandlekar +1
Jun 23, 2026cs.CV

Trimming the Long-Tail of Visual World Modeling Evaluation

Physical interactions follow a long-tailed distribution: a set of common and regular interactions dominates human experience and visual data, while a broad spectrum of rare and irregular interactions remains underrepresented. Although recent visual world models, including image and video generation models, achieve impressive realism on existing benchmarks, they primarily focus on simulating common physical interactions. This raises a central question: Do current visual world models internalize and generalize physical principles? In this work, we introduce Tailor-Bench, a benchmark that challenges world models to simulate irregular physical interactions. To enable systematic evaluation, we design three scenario modes that progressively challenge model reasoning: Regular scenarios reflect common tool-task pairs, Unconventional scenarios replace conventional tools with attribute-compatible substitutes to test affordance generalization, and Impossible scenarios introduce attribute-violating tools to probe constraint awareness. Additionally, we design two complementary settings under a unified evaluation protocol: predictive generation requires inferring outcomes without guidance, while descriptive generation specifies the target outcome for faithful realization. Our experimental results reveal a clear long-tail gap in physical world modeling: performance degrades from Regular to Unconventional and Impossible scenarios, indicating limited generalization beyond common interactions. Failure analysis further shows that models rely on superficial visual patterns: image models fail to realize correct state changes, while video models further suffer from temporal inconsistencies.
Bingxuan Li, Yining Hong, Cheng Qian +6
Jun 19, 2026cs.RO

A scalar per patch from pre-trained ViTs enables fast moving navigation in the real world

Trained policies for real-world robotics rely on computer vision components, typically in the form of pre-trained visual encoders. These encoders are an essential component and it has been shown that their power does not emerge from training on robotics downstream losses alone. Pre-training with auxiliary losses in the form of computer-vision pre-text tasks is a defining factor and heavily conditions agent performance in robotics tasks. In this unprecedented large-scale study, we ran 966 navigation episodes of static point goal navigation in a real-world building for 24km and asked which components really matter for the computer vision aspects of robotics: we evaluate state-of-the art visual encoders in realistic conditions. We explore the usefulness of heterogeneous multi-teacher distillation leading to encoders with multiple different and complementary skills. We investigate how much information from these encoders is necessary for robotics by bottlenecking them in a principled and spatially useful way and we show that this leads to the emergence of interpretable features linked to affordances. We also argue that training policies on RGB data alone does not lead to an optimal usage of visual features and show this by finetuning policies pre-trained on privileged information. All in all, we paint a more complete picture of what aspects of computer vision are relevant for real-world navigation.
Steeven Janny, Leonid Antsfeld, Christian Wolf
Jun 17, 2026cs.AI

Repeated Shared Access Enables Grokking, but Edit Propagation Depends on an Addressable Memory

We study factual edit propagation in a controlled synthetic knowledge-graph QA setting using a 2x2 grid that crosses loop recurrence with shared-memory access: a dense transformer (Dense), a looped transformer (Loop), a dense backbone with shared memory (Dense+Mem), and a looped backbone with shared memory (loop-memory coupling, LMC). The two factors dissociate. For learning, both routes to repeated shared access -- looped recomputation and repeated memory rereading -- cross the out-of-distribution (OOD) grokking barrier that Dense fails, so repeated shared access is the behavioral regularity, not a specific architecture. For editing, the substrates split along a different axis: applying a single localized factual edit (conditioned on direct success) and measuring 2-hop propagation on a shared pre-edit-correct set, the edit propagates strongly in both memory-bearing cells (LMC 0.78-0.92, Dense+Mem 0.71-0.96) and only weakly in the memory-free ones (Loop 0.04-0.30, Dense 0.00-0.03). The split is along the memory axis, not the loop axis: every memory-bearing seed exceeds every memory-free seed, with no detectable difference between the two memory cells. Crucially Dense+Mem has no recurrence, so the propagating ingredient is an addressable site that an edit can write to and later computation rereads, not loop recomputation; Loop is at best a partial intermediate. The affordance survives coarsening the store (N=128 to N=13): propagation attenuates but the memory/no-memory split persists, so fine granularity buys precision rather than the affordance itself. These results dissociate learning competence from editing affordance -- repeated shared access suffices to grok, but edit propagation depends on whether the substrate exposes an addressable memory that the forward computation can write to and later reread, an affordance that loop recurrence provides only partially.
Yanan Niu
Jun 17, 2026cs.RO

GCNGrasp-VP: Affordance-Guided View Planning for Efficient Task-Oriented Grasping

Task-oriented grasping performance degrades significantly when object views suffer from occlusions. Existing task-oriented grasping methods typically assume task-relevant regions are visible in the initial frame, while view planning approaches enable active perception but often ignore task semantics and rely on time-consuming scene reconstruction. To address these limitations, we present GCNGrasp-VP, an efficient framework integrating affordance field prediction with active view planning. Central to this framework is GCNGrasp-v2, a task-oriented grasp model that simultaneously supports grasp evaluation and affordance field prediction, achieving constant-time inference complexity. Leveraging this capability, our Affordance-guided View Planner (Affordance-VP) utilizes the affordance field as an information gain metric to guide camera observation of task-relevant regions without requiring scene reconstruction. View planning results show that our method significantly outperforms scene-uncertainty-driven baselines with only one view adjustment. Real-world validation further confirms substantial improvements in grasp success rates for single-object scenarios while maintaining millisecond-level computational latency. Code and models are available at https://github.com/Instinct323/GCNGrasp-VP.
Zanjia Tong, Wenlong Dong, Chengjie Zhang +1
Jun 16, 2026cs.RO

AnnotateAnything: Automatic Annotation of 3D Assets for Robot Manipulation

Simulation enables scalable robot data collection, but raw 3D assets provide only geometry, lacking the semantic, interactive, and physical knowledge needed to specify where and how robots should act. In this work, we present AnnotateAnything, a general automatic annotation framework that converts passive 3D assets into manipulation-ready assets with structured, diverse, and executable manipulation labels. AnnotateAnything is built around two complementary pipelines. First, a unified visual-language annotation pipeline using vision-language reasoning to infer object semantics, interaction constraints, and 3D-grounded cues, providing human-prior guidance for identifying meaningful interaction regions. Second, a fully automatic and massively parallel physics annotation pipeline grounds these priors in each asset's geometry and physical constraints through candidate generation, geometry optimization and trajectory generation. This pipeline produces diverse and executable action annotations, including grasp poses, dexterous contacts, articulation waypoints, insertion directions, hanging affordances, and navigation targets. Using the generated annotations, we further build an asynchronous parallel simulation data-collection system across diverse objects, tasks, and robot embodiments. Experiments demonstrate that AnnotateAnything achieves superior annotation efficiency, data-collection efficiency, and task success rates over existing annotation and data-generation pipelines, while also supporting downstream tasks such as affordance detection, robotic VQA, and visual instruction finetuning. We provide project materials on the project page and plan to release the full code, annotations, and benchmark to facilitate future research. Videos, code, demo assets, and annotations are provided in supplementary materials Project page: https://tourmaline-caramel-169490.netlify.app.
Haoran Lu, Mutian Shen, Shuyang Yu +9
Jun 15, 2026cs.RO

Abstention-Aware Personalized Object Rearrangement via Uncertainty-Guided LLM Assistance

Robotic assistance in household environments requires not only predicting where objects should be placed, but also reasoning about when objects should not be placed at all. Existing approaches to personalized object rearrangement primarily focus on placement decisions under the assumption of clean observations and complete actionability, limiting their applicability in realistic, cluttered, and partially erroneous settings. In this paper, we introduce APOLLO, a hybrid framework for abstention-aware personalized object rearrangement that combines a lightweight, personalized embedding model (PEM) with selective large language model (LLM) assistance. PEM is trained for each user-environment pair using a small number of demonstrations, operates entirely on CPU, and produces uncertainty estimates, which are used to selectively invoke LLM-based reasoning only for ambiguous decisions, balancing efficiency, privacy, and reasoning capability. To evaluate this formulation beyond existing benchmarks, we introduce APOR, a synthetic, LLM-generated dataset that captures room-level, multi-furniture environments, diverse organizational profiles, explicit abstention behavior, and noisy partial scene context. Extensive experiments on both PARSEC and APOR provide initial evidence that APOLLO improves over prior LLM-based baselines in controlled benchmark settings while substantially reducing LLM usage. Code is available at https://github.com/PaInt-Lab/APOLLO.
Sam Collin, Ali Ayub
Jun 15, 2026cs.RO

Pride and Prejudice: Toward an Information-Theoretic Framework for Mutually Communicative Driver Behavior Modeling

Mixed autonomy driving becomes unsafe and inefficient when autonomous vehicles (AVs) and human-driven vehicles (HVs) misread each other's intentions. We study this problem as implicit mutual communication in lane changes. The proposed framework models how the ego vehicle both expresses its intent and probes the other driver's preference under epistemic uncertainty. It combines a level-k Bayesian persuasion game with virtual features for proactive signaling, information-theoretic rewards for mutual communication, and adaptive weights of communication affordances. We further introduce the Pride-Inquiry (P-I) and Pride-Prejudice (P-P) planes to analyze communication intensity and tendency. The model is calibrated with a Communication-Based Multi-Agent Inverse Reinforcement Learning algorithm (C-MIRL) on the naturalistic NGSIM dataset. Compared with the non-communicative baseline, the proposed model reduces the prediction error of mandatory lane changes by up to 20% while maintaining strong generalization. Driver-In-the-Loop questionnaire scores are positively correlated with the calibrated communication variables, supporting the subjective validity of the model. The learned rewards further show that inquiry and listening affordances contribute more than pride and expression alone, and that inquiry preference varies more strongly across drivers. These results support explicit modeling of mutual communication and epistemic uncertainty in interactive driving.
Tingjun Li, Nan Xu, Shuo Feng +3
Jun 15, 2026cs.RO

3D Scene Graphs: Open Challenges and Future Directions

3D Scene Graphs (3DSGs) have emerged as a powerful representation for spatial AI by combining geometric grounding with semantic and relational abstractions of the environment. Their expressiveness has made them relevant to a broad range of problems in robotics and computer vision, including manipulation, navigation, task planning, scene understanding, and many others. However, the field remains fragmented: different communities adopt distinct formulations, construction pipelines, and evaluation protocols, making it difficult to compare methods, identify common assumptions, and assess remaining challenges for robust real-world deployment. This survey provides a unified and critical review of 3DSGs, with particular emphasis on open challenges and future directions. We first formalize 3DSGs under a common definition and analyze the principal modeling choices that characterize existing formulations, including node and edge attributes, hierarchical structure, dynamic scene representations, and affordance-aware extensions. We then review how 3DSGs are built from raw sensory observations, discussing the most common terminologies, conventions, and techniques. Finally, we examine downstream applications and evaluation strategies, from intrinsic graph quality to task-level performance. To support the community, we also provide a dedicated website that organizes and extends the surveyed content, accessible at https://3dscenegraphs.com/.
Dennis Rotondi, Francesco Argenziano, Sebastian Koch +10
Jun 12, 2026cs.AI

AFFORDANCE20Q: Evaluating Affordance Reasoning from Physical Properties

Affordance reasoning, the inference of an object's action possibilities from its physical properties (e.g., shape and material), is fundamental to human physical understanding and increasingly critical for Large Language Models (LLMs). However, existing affordance benchmarks largely expose explicit object identities in the evaluation setup, allowing models to rely on memorized object-affordance mappings rather than reasoning over physical properties. To address this gap, we introduce Affordance20Q, a novel affordance reasoning benchmark formulated as a 20-Questions game without exposing the object's identity. In each game, the model identifies a hidden object's affordance from a candidate set by asking yes/no questions about its physical properties. Affordance20Q comprises 1,009 games over 454 objects and 59 affordances, all manually filtered, refined, and annotated. We conduct comprehensive experiments with 15 state-of-the-art LLMs and find a substantial gap (~20 points) compared to human performance. A KL-based information-gain (IG) analysis further shows that models fail to ask discriminating questions as the game progresses. To close the gap, we develop KB-Anchored Rule Induction (KARI), a pipeline based on LLMs that generates affordance rules grounded in evidence from knowledge bases (KBs). KARI improves open-source LLMs by up to 15.2 points, while the limited coverage of KBs hinders further gains. We release all our code and data at https://github.com/1171-jpg/Affordance20Q.git
Yifan Jiang, Meige Yang, Zitong Li +1
Jun 9, 2026cs.AI

Architect-Ant: Editable Automatic Furnishing of Architectural Floor Plans

Furnished floor plans are fundamental to real estate visualization, interior design, and architectural workflows. However, progress in automatic furniture arrangement has been limited by the lack of real, professionally designed floor-plan datasets with object-level furniture annotations. To address this gap, we introduce AntPlan-270, a curated dataset of 270 architectural floor plans with per-room furniture bounding box annotations across ten residential room categories. Building on this dataset, we present Architect-Ant, an editable automatic furnishing framework powered by a fine-tuned vision-language model. Furniture layouts are represented using a compact, coordinate-based domain-specific language (DSL) that encodes object categories and placements relative to the room geometry. To improve spatial reasoning, we generate procedural reasoning traces that capture architectural constraints such as wall alignment, door and window clearance, circulation, fixture compatibility, and room-specific furniture inventories, and use them to supervise fine-tuning of the model. We then apply preference optimization over candidate object placements to further refine layout quality. The generated DSL can be rasterized into semantic masks and used to condition a Flux-based LoRA renderer, producing realistic blueprint-style furnished floor-plan images while preserving the editable symbolic layout. Experiments on layout furnishing show that Architect-Ant produces geometrically valid and functionally plausible layouts, and suggest a scalable path for furnishing larger structure-only floor-plan datasets.
Fedor Rodionov, Aleksandar Cvejic, Michael Birsak +2
Jun 7, 2026cs.RO

PhysGraph: A Physics-aware 3D Scene Graph for Perception and Reasoning

To perform a wide range of daily tasks, robots need to construct a 3D representation that is semantically rich, physically grounded, and structured enough to support task planning and affordance prediction. However, existing approaches primarily focus on semantic retrieval, often overlooking physical and kinematic factors. Methods that attempt to model physical properties typically rely on narrow training sets or single-object modeling, limiting scalability and generalization across diverse object types. To address these challenges, we present PhysGraph, a framework that unifies symbolic reasoning with structured 3D geometry to model kinematic and physical properties in cluttered scenes. Given RGB-D observations, PhysGraph reconstructs object-centric 3D geometry and associates object instances across views. It then decomposes objects into functional parts and infers materials and articulations through visual reasoning. Evaluated on both synthetic and real-world datasets, PhysGraph achieves state-of-the-art results in semantic segmentation, multi-object mass estimation, and articulation prediction. With its simple yet effective design, PhysGraph produces physically consistent and semantically structured scene graphs, serving as a structured 3D representation for downstream tasks such as constraint-aware 3D affordance prediction and real-to-sim transfer, both of which are demonstrated in our experiments.
Haoyu Li, Aaron Thomas, Shuyan Zhou +1
Jun 6, 2026cs.RO

Revisiting Articulated Parts Perception in Robot Manipulation

We are surrounded by various objects with movable, articulated parts, e.g., box, handle, door. An accurate and generalizable perception of articulated parts is essential to enhance robotic manipulation capabilities. Building on this need, recent efforts in articulated parts perception have followed two main directions: One line of work uses pose-based representation, which requires high manual cost; in parallel, affordance-based methods extract future object motion from point tracking without additional manual efforts, but suffer from low-quality data. In this paper, we propose a new representation of articulated parts, Geometric Primary Structure (GPS), an abstraction of the part geometry structure to balance scalability and quality. For efficient and scalable data collection, GPS is integrated with a portable Virtual Reality (VR) device and requires only one minute to annotate one object sequence. This direct human annotation provides higher quality than the estimated affordance. With this efficient VR-GPS system, we collect 41K frames for 234 objects across six part classes, and train a generalizable GPS model with a single RGB-D object image as input. For object manipulation, we deploy a heuristic policy based on GPS prediction. Without any in-domain fine-tuning, our method achieves an 73% success rate, covering 270 initial states for 9 objects. Our code, data and reusable tool are available at https://enlighten0707.github.io/gps.
Xiaoqian Wu, Yejie Guo, Xiaoyang Chen +3
Jun 5, 2026cs.RO

Affordance-Based Hierarchical Reinforcement Learning for Quadruped Pedipulation

The object manipulation capabilities of quadruped robots is an open research challenge. While previous studies have focused on low-level policy learning, task execution still relies on expert-designed high-level trajectories. Autonomous selection of both an affordable interaction point on the target object and an affordable robot base pose removes the need for pre-designed trajectories. This study proposes a three-level hierarchical reinforcement learning (RL) framework that utilizes pose affordances to guide the navigation policy, while the navigation policy drives the locomotion policy. In addition, the pedipulation policy is guided by interaction-point affordances, enabling object-centric pose alignment of the quadruped robot and effective end-effector manipulation planning. We train the proposed framework in the IsaacSim ecosystem and evaluate it in both simulation and real-world settings. We investigate the effectiveness of pose affordance across multiple scenarios in simulation while various object interaction tasks are validated on real-world setting forming an object-interaction dataset. The results show that the proposed framework can autonomously identify candidate poses based on their affordance and successfully execute object manipulation tasks in the real world without human guidance.
Tuba Girgin, Jose Castelblanco, Gabriel Rodriguez +2
Jun 4, 2026cs.RO

AffordanceVLA: A Vision-Language-Action Model Empowering Action Generation through Affordance-Aware Understanding

Vision-Language-Action (VLA) models leverage the rich world knowledge of pretrained vision-language models (VLMs) to enable instruction-following robotic manipulation. However, the structural mismatch between VLM semantic spaces and embodied control policies often hinders the learning of precise perception--action mappings. To address this challenge, we propose \textbf{AffordanceVLA}, a unified framework that introduces structured affordance forecasting as a task-oriented intermediate representation to establish a more precise and robust perception--action mapping. Specifically, we progressively model manipulation priors through three complementary components: 1) \textbf{Which2Act} for object-centric grounding via visual latent prediction to suppress distractions; 2) \textbf{Where2Act} for 2D interaction localization via affordance map estimation; and 3) \textbf{How2Act} for 3D geometric reasoning to guide manipulation policies. These affordance cues provide spatially grounded, semantically conditioned, and action-coupled intermediate representations, thereby naturally bridging vision, language and action. We integrate these modules into a Mixture-of-Transformer (MoT) architecture with specialized experts and train the model using a three-stage training strategy with a progressive data curriculum. To overcome the scarcity of dense affordance labels in robotic datasets, we also develop a robust automated data augmentation pipeline. Extensive experiments on simulation and real-world demonstrate that AffordanceVLA achieves strong performance across diverse manipulation scenarios.
Qize Yu, Jiadi You, Yuran Wang +10
Jun 4, 2026cs.LG

What Objects Enable, Not What They Are: Functional Latent Spaces for Affordance Reasoning

Existing robot planning systems rely on appearance-based reasoning, where visual observations are encoded into latent spaces organized around object appearances (e.g., recognizing a "cart" based on how it looks). However, planning requires reasoning about task-relevant functionalities of objects (e.g., whether an object is "movable"), which appearance-based latent spaces do not capture. As a result, existing approaches struggle to generalize to novel robot-object interactions. We address this limited generalizability through affordance reasoning, enabling planning based on task-relevant object functionalities instead of appearance alone. We introduce A4D, which maps visual observations into a shared latent space structured around affordances (e.g., "movable"). By projecting visual observations into this functional latent space and measuring their proximity to affordances, A4D infers functionalities relevant to the observed object. Furthermore, we introduce an affordance discovery mechanism that expands the latent space to handle unseen scenarios where existing affordances are insufficient. A4D uses proximity in the functional latent space to quantify uncertainty in affordance inference and selectively triggers affordance discovery. We evaluate A4D across several planning tasks involving diverse and unseen affordances. A4D achieves 94% inference accuracy on existing affordances outperforming state-of-the-art approaches by over 15% points, improves new-affordance inference accuracy from 70% to over 90% with fewer than 10% of the original training data, and enables 100x faster inference. Code, videos, and data available at: https://A4Dance-reasoning.github.io.
Rohan Siva, Neel P. Bhatt, Yunhao Yang +6
Jun 2, 2026cs.RO

Affordance2Action: Task-Conditioned Scene-level Affordance Grounding for Real-Time Manipulation

Task-conditioned manipulation requires grounding instructions to task-relevant functional parts rather than object categories. This setting is scene-dependent and often one-to-many in cluttered scenes: the same object may afford different interactions across tasks, while a single task may correspond to either one functional region or multiple valid functional regions, depending on the scene layout. Existing affordance datasets and benchmarks remain misaligned with this setting, as they typically focus on grasping or object-level affordances, rely on synthetic scenes, or assume a single instruction-region correspondence. We present Affordance2Action (A2A), a benchmark-centered learning framework for scene-level, task-conditioned part affordance grounding. At its core is A2A-Bench, a manipulation-oriented benchmark that covers both single-region and multi-region instruction correspondences in everyday scenes, with the latter highlighting the ambiguity and diversity of affordance grounding in realistic multi-object environments. To construct it at scale, we build A2A-AffordGen, an agent-assisted annotation pipeline that combines language-model filtering, interactive part segmentation, instance-level mask-out refinement, task-reasoning instruction generation, and human verification. A2A-Bench's supervision further supports diverse downstream applications, with real-time affordance grounding and affordance-conditioned manipulation policies as two representative examples. Experiments show that A2A exposes substantial gaps in generic segmentation, VLM-based grounding, and affordance distillation baselines, while improving task-level localization and providing useful spatial priors for downstream manipulation. All datasets and code will be publicly released to promote open research.
Litao Liu, Yifan Han, Pengfei Yi +9
Jun 1, 2026cs.RO

AFUN: Towards an Affordance Foundation Model for Functionality Understanding

Affordance understanding bridges visual perception and physical action, serving as an explainable interface for robot manipulation in open and unstructured real-world environments. Yet, building an affordance foundation model that not only understands where and how the interaction should happen, but also generalizes across diverse environments, objects, and tasks, remains a long-standing research challenge. Existing methods typically address only part of this challenge, either localizing task-relevant regions without specifying executable motion, or predicting motion but with limited scalability. In this paper, we present ourmodel, a step towards an affordance foundation model for functionality understanding. From a single RGB-D observation and a language task description, ourmodel predicts a task-conditional functional mask (where to interact) and a 3D post-contact motion curve (how to interact). To support open-world generalization, we build a large-scale standardized data pipeline that converts heterogeneous robot, human, simulation, and real-world scan data into a shared affordance schema with language, masks, and object-centric 3D motion labels. We evaluate ourmodel from three aspects: for affordance segmentation, ourmodel outperforms all baselines by a large margin across 8 test sets from 4 benchmarks, improving mean gIoU/cIoU by +23.9/+26.3; for contact-point prediction, it predicts substantially more accurate points, with a 12.7--61.3% hit-rate gain over the best baseline; and for 3D motion, it achieves the best performance on all three test sets. ourmodel can be deployed for real-world robot manipulation without finetuning for robot embodiment or using task-specific heuristics, demonstrating the ability to adapt to open-world affordance tasks. Project page: https://www.zhaoningwang.com/AFUN
Zhaoning Wang, Yi Zhong, Jiawei Fu +2
May 27, 2026cs.CV

Embodied3DBench: Benchmarking Low-Level Embodied Spatial Intelligence of Vision Language Models

Are current Vision Language Models (VLMs) ready to comprehend and reason about complex embodied interactions in 3D environments? We introduce Embodied3DBench, a robot-centric benchmark targeting low-level spatial intelligence in embodied 3D environments. To systematically evaluate these foundational perceptual capabilities, the benchmark includes 6 task categories divided into two core groups: Spatial Structural Understanding (Grounding, Spatial Relation Prediction, and Multi-view Correspondence) and Interaction-Oriented Perception (Affordance Prediction, Grasp Point Prediction, and Trajectory Prediction). The benchmark spans 12 subcategories and contains over 21k high-quality question-answer pairs. We evaluate 13 state-of-the-art models, and the results show that while current models exhibit relatively strong high-level spatial reasoning, such as understanding object-to-object positional relations, they remain fragile in interaction-oriented perception, highlighting a significant lack of robust 3D-aware interaction priors. To actively bridge this capability gap revealed by our benchmark, we further synthesize a large-scale training dataset comprising 1.3M QA pairs. Notably, fine-tuning on this dataset yields significant improvements in low-level spatial intelligence. Ultimately, Embodied3DBench fills a critical gap by providing both a systematic evaluation framework and a scalable data solution, setting a clear target for the development of interaction-aware multimodal systems.
Jiyao Zhang, Mingxu Zhang, Yitong Peng +8
May 27, 2026cs.RO

Ontology-Guided Reasoning for Affordance-Based Explanations of Robot Navigation

This paper proposes ontology-guided reasoning for affordance-based explanations of robot navigation. In human environments, it is not sufficient for a robot to detect that its route is blocked. It must also reason about what nearby objects afford, which state changes are possible, and which of these changes would allow it to continue safely. We address this problem by representing nearby entities, their affordances, affordance states, and qualitative spatial relations in a local affordance ontology and by evaluating hypothetical object--affordance state changes as candidate explanation factors. This yields explanations that are not only semantically grounded but also actionable. We instantiate the approach in a lightweight benchmark centered on a robot librarian scenario and evaluate it on procedurally generated navigation cases. The results show that ontology-guided reasoning identifies relevant explanation factors more accurately than a semantic-only baseline and remains robust as semantic clutter increases. Overall, the paper argues that affordance ontologies can serve not merely as semantic descriptions of the environment, but as reasoning foundations for explainability and reliable robot autonomy.
Amar Halilovic, Vahidin Hasic, Senka Krivic
May 27, 2026cs.RO

Whose Is This?: Context-Aware Object Ownership Inference with Uncertainty-Guided Questioning

Service robots must infer object ownership to correctly interpret instructions such as "bring me my cup." However, ownership is a latent attribute that cannot be directly observed, and existing methods often rely on limited cues such as recent usage, making them unreliable in scenarios such as temporary sharing. We propose a framework for context-aware ownership inference with uncertainty-guided interaction (COIN). The method integrates user background information and object usage history using a large language model (LLM) to estimate ownership scores. To handle uncertainty, we apply conformal prediction to construct a set of plausible owners and selectively generate user queries when the prediction is uncertain. Experiments in a simulated home environment show that the proposed method consistently outperforms baseline approaches, achieving a Subset Accuracy of 0.988 and a Mean Jaccard index of 0.991. The method also maintains high performance in scenarios involving temporary use and shared ownership. The results demonstrate that combining contextual reasoning with uncertainty-aware interaction improves both estimation accuracy and robustness. The project page is available at https://emergentsystemlabstudent.github.io/COIN/.
Saki Hashimoto, Akira Taniguchi, Shoichi Hasegawa +2
May 26, 2026cs.CV

Can Segmentation Models Understand the World? Towards Proactive Affordance Reasoning via Visual Chain-of-Thought

Recent segmentation models couple large language models (LLMs) with mask decoders to ground complex language expressions into masks, yet their instructions remain target-referential: they describe, constrain, or imply the region to be segmented. However, in real-world embodied interaction, human instructions are often at the intent-level, which includes the desired outcome without naming the region that enables it. To bridge this gap, we introduce SegWorld, where the model reasons about the scene through a multi-level visual chain-of-thought (CoT) before committing to a mask. Before receiving any instructions, it proactively observes the scene, describing visible objects and inferring plausible events they may support. Given an instruction, it continues the chain: from the object relevant to the intent, through the action that satisfies it, to the physical interaction site, the object part that affords the action. We formalize SegWorld as probabilistic inference, in which proactive observation supplies a linguistic scene context that improves mask prediction when instructions are given at the level of intent. We construct an intent-to-part benchmark for evaluating affordance-bearing part segmentation from high-level goals. Experiments show SegWorld matches instruction-driven baselines on target-referential instructions and improves substantially on intent-level ones.
Yuchen Guo, Junli Gong, Hongmin Cai +2
May 26, 2026q-bio.NC

The Sensation Modulating Network:Haltability as the architectural ground for object-directed phenomenology

Cognitive science remains split between cognitivism - which accounts for recursion and language but cannot ground formal symbols in meaning - and 4E approaches - which ground cognition in the body but rarely specify the body's architecture in enough detail to support generativity. We argue the impasse stems from an incomplete account of the embodied agent's architecture, and propose one: the Sensation Modulating Network (SMN), the cognitive agent conceived as the whole body, organized at every anatomical scale by opponent dynamics, built from Sensation Modulators that sense and act through one substrate, paired into Coordinated Action Zones routed by a body-wide broadcast network. Three commitments give the SMN its purchase. Haltability - the recruitment of antagonistic affordance into co-activated equilibrium - provides the architectural locus that object-directed phenomenology, in Husserl's sense, requires: opponency enables co-activation, co-activation enables halt, halt enables attention, attention enables intentional directedness, with no module added on top. The dual-signal property of self-modulatable action patterns (SMAPs) makes the self/world distinction a structural feature of the wiring rather than a category the agent applies. And a four-level action-pattern hierarchy - Basal, Haltable, Negotiable, Transactional - gives a single trajectory from autonomic regularity to public conventionalization, locating the conditions for grammar-grounded generativity as architectural transitions. The SMN reconciles the cognitivism-4E debate: recursion lives in the modifiable dynamics of Negotiable Action Patterns, embodiment in the opponent substrate that supports them. A tentative formalism and eight predicted registers (seven testable, one hypothetical), with reference simulations, are given in an appendix.
G. Nagarjuna, Durgaprasad Karnam
May 25, 2026cs.AI

Advancing Creative Physical Intelligence in Large Multimodal Models

Large multimodal models (LMMs) have rapidly advanced in perception and reasoning; however, it remains unclear whether these capabilities generalize to discovering visually grounded solutions in open-ended environments, beyond pattern recognition. In such settings, intelligence requires more than answering well-posed questions: it involves identifying how elements in a scene can be repurposed in non-obvious yet physically feasible ways. This form of creative problem-solving is central to human intelligence, but remains largely untested in current benchmarks. To evaluate this ability, we introduce MM-CreativityBench, a benchmark for affordance-grounded creative tool use in visually rich, physically constrained environments. Each instance presents a scenario image with structured views of candidate entities and their parts, enabling fine-grained, interactive evaluation of how models iteratively inspect the scene, identify relevant affordances, and compose visually and physically grounded solutions. Our experiments show that current LMMs often fall short, not due to lack of generative capability, but because they do not sustain grounded exploration. Models often overlook relevant entities, under-examine critical parts, or hallucinate attributes not grounded in the image. Motivated by this failure mode, we propose affordance-grounded alignment, which casts creative tool use as a preference learning problem. Using Direct Preference Optimization, we encourage models to prefer attribute-affordance reasoning grounded in visual evidence over hallucinated alternatives. In addition, we incorporate supervision derived from an affordance knowledge base to guide broader entity exploration and multi-turn planning. Our results show consistent gains in selecting the correct entities and parts, while substantially reducing hallucination and grounding-related errors.
Cheng Qian, Hyeonjeong Ha, Jiayu Liu +10
May 23, 2026cs.RO

RoboHitch: Learning Visual Affordance from Disordered Keypoints for Hitch Knots Tying

Robotic manipulation of deformable linear objects (DLOs) presents significant challenges due to complex dynamics and frequent self-occlusions. Existing robotic knot tying methods typically rely on precise topological state tracking with ordered keypoints and explicit edge connectivity. This reliance makes them prone to failures due to tracking drift and topology mismatch caused by repeated bending and crossings during knot formation.To address these limitations, we introduce RoboHitch, a novel framework that learns to perform hitch knot tying from human demonstrations using only disordered 3D keypoints and RGB images. This eliminates the need for explicit topological order, allowing for more flexible manipulation. Our method employs a dynamic Graph Autoencoder to extract geometric features from untracked keypoints, complemented by a Convolutional Autoencoder that captures essential visual context. A bidirectional cross-attention mechanism then fuses these modalities to jointly predict pick and place affordances, facilitating implicit reasoning about the rope's state and enabling knot tying under occlusion.Real-world experiments demonstrate the effectiveness and generalizability of our approach, successfully completing hitch knots in scenarios with self-occlusions.
Jiahui Zuo, Boyang Zhang, Fumin Zhang