Embodied Agents

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

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

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Period ending 2026-09-21

5 new papers

A weekly snapshot of new work published in Embodied Agents.

162 papers

Latest in Embodied Agents

Sep 22, 2026cs.RO

Deploying Foundation Models for Embodied Navigation

We present and tackle two problems associated with deploying Foundation Models (FMs) on Embodied Agents performing navigation: 1) Training bias in FMs leading to poor personalization in unseen environments, and 2) Limited FM context length hindering success, especially on long horizon tasks. Our solution for the former involves priming the FM with human-habit data mined from the scene and our solution for the latter involves active memory management via a novel `memory head' augmentation. We first present a taxonomy of existing literature on FM-based Embodied Navigation, and highlight these limitations. We then present our approaches, Transit-Aware Planning (TAP) and MemCtrl to address the limitations. With TAP, we present real-world results in a lab environment with a Turtlebot for personalized target finding that shows an average improvement of 18% over a non-TAP baseline. On MemCtrl, we report a 6% average improvement across various embodied tasks, with 20% on long instruction subsets, all while using nearly half the context used in the baseline model. Motivated by these result, we present our stance the deployability of FM-based embodied agents in real-world environments, and highlight open research directions.
Vishnu Sashank Dorbala, Dinesh Manocha
Sep 22, 2026cs.RO

RoboFollow: Unveiling the Instruction Following Mirage in Embodied Agents

Modern embodied agents achieve impressive success rates, yet their actual instruction-following ability is far weaker than these numbers suggest. We trace this illusion to a structural property we term low scene entropy: when a visual scene admits only one valid task, language becomes redundant and a policy can score highly while barely using it. We introduce RoboFollow, a diagnostic benchmark with three principles: (1) High Scene Entropy: each training scene supports multiple kinematically distinct task branches, making vision alone insufficient and forcing reliance on language. (2) Hierarchical Diagnostic Protocol: a four-level protocol (L0--L3) progressively perturbs visual layout and semantics, probing whether equivalent instructions yield consistent behavior and distinct ones yield discriminable behavior across spatial relations, attributes, trajectory constraints, and logic. (3) Confound-Controlled Diagnosis: we simplify interaction objects, restrict actions to the trained repertoire and report stage-wise Intent and Execution scores, isolating comprehension from motor execution. Evaluation of nine VLA and WAM policies shows that strong L0 performance, where attained, does not reliably transfer to L1--L3 under our fine-tuning setup. Representative mitigations, including stronger VLM backbones, QA co-training, LangForce, and Classifier-Free Guidance, all fail to close this gap. RoboFollow exposes genuine instruction following as a critical, overlooked bottleneck. Code and dataset are available at https://github.com/AutoLab-SAI-SJTU/RoboFollow and https://huggingface.co/datasets/AutoLab-SJTU/robofollow-data.
Chang Guo, Yukun Xie, Bohan Tan +6
Sep 21, 2026cs.AI

X-Planner: Event-Structured Task Planning for Embodied Intelligence

Task planning bridges high-level instructions and executable behavior in long-horizon manipulation, yet modern Vision-Language-Action (VLA) systems often leave this intermediate structure implicit. Existing chain-of-thought (CoT) planners also tend to rely on coarse task-level annotations or serialize long reasoning traces token by token. We present X-Planner, a planning front-end that addresses both the supervision and representation of embodied reasoning. Our planning data combine Ego, UMI, and teleoperation under a hierarchy granularity with source-dependent annotation depth. Takeover-time annotations and human-designed failures supervise ongoing error recognition. On the model side, a shared VLM backbone exposes two event-structured plan forms: a discrete interface that emits interpretable event states and a latent interface that relays continuous CoT states across staggered Transformer depths through Staircase Decoding. A frozen latent-to-text reconstruction objective provides a semantic anchor for the latent representation. Offline two-step planning evaluation places X-Planner second among four evaluated models on both BERTScore-F1 and a judge-based Overall score. In real-robot experiments, respectively, outperforming the evaluated baselines. These results characterize planning-text quality and downstream execution.
Howard Lu, Shalfun Li, Porter Pan +29
Sep 21, 2026cs.CV

ME-VLM: A Unified VLM for Embodied Cognition and Agent Coordination

Physical AI requires models to ground visual and linguistic understanding in real-world environments while accounting for environmental constraints and execution feedback. We introduce MachEmbodied-VLM (ME-VLM), a unified vision-language model with two variants, 4B and 35B-A3B, that brings together embodied cognition and multimodal agent capabilities. Our work emphasizes physical perception and spatiotemporal reasoning, together with planning, interaction, and outcome assessment in both digital and physical environments. We construct training data spanning embodied and multimodal agent tasks, including execution observations and feedback to support outcome assessment and decision refinement. The training pipeline comprises embodied capability injection, separate reinforcement learning of embodied and multimodal-agent experts, and multi-teacher on-policy distillation that consolidates their complementary capabilities into a single model. Experiments show competitive performance on both embodied and agent benchmarks, as well as on autonomous-driving and embodied-navigation tasks. For edge deployment, visual token compression, W4A8 quantization, and hardware-software co-optimization enable on-device inference of the 4B variant on the M100, reducing prefill latency from 400 ms to 188 ms. Project Page: https://machembodied.com/ME-Brain/ME-VLM.html Code Repository: https://github.com/MachEmbodied/ME-VLM
Foundation Model, Li Auto Inc
Sep 21, 2026cs.RO

ME-Brain-1.0: Memory, Cognition and Action for Evolving Embodied Intelligence

Current embodied systems largely rely on pretrained capabilities that remain fixed after deployment, limiting their ability to learn from physical interaction. We introduce MachEmbodied-Brain (ME-Brain), a self-evolving embodied system organized around a closed loop of action execution, experience acquisition, experience evolution, and improved execution. Evolvable Memory consolidates multimodal trajectories into hierarchical, reusable experience; Cognitive Core transforms physical experience into transferable skills; and the Action Model combines event-driven keyframes, EventCell local-world prediction, and action-conditioned memory modulation to focus computation on decision-critical moments, regions, and historical evidence. Together, these modules shift embodied intelligence from train-and-freeze to deploy-and-evolve without model retraining. Cognitive Core outperforms the strongest comparison models by 8.2 and 9.6 points on embodied and agent benchmarks. The Action Model achieves 47.88% mean success on RoboMME, a 3.26-point improvement over the strongest baseline. On RoboDojo, it reaches a 21.51 mean Score and 16.03% success rate, exceeding π0.5π_{0.5} by 10.10 and 9.12 points. On the six-task ME-RealBench, ME-Brain achieves a 69.5 mean Score and 66.7% success rate, outperforming DM0.5 by 12.8 and 11.7 points, respectively.
Wei He, Hengtao Li, Zhongrui Yu +21
Sep 17, 2026cs.RO

Navi-Agent: Unlocalized Monocular Navigation Agent

Vision-Language Navigation in Continuous Environments (VLN-CE) requires an embodied agent to execute long-horizon instructions in unknown environments. Existing zero-shot VLN-CE systems typically maintain spatial states through geometric localization or coordinate-based representations. Recent geometry-constrained navigation removes depth and globally consistent coordinates, but maintaining persistent spatial awareness for place confirmation, progress verification, and recovery remains challenging. We present Navi-Agent, a zero-shot VLN-CE agent that constructs a coordinate-free spatial state from visual observations and executed motion histories. Navi-Agent organizes this state as a navigation topology, where nodes represent visual places and edges represent motion transitions. This representation enables observation-based approximate self-localization, task progress verification, and visual revisitation-based recovery. Navi-Agent performs closed-loop navigation by decomposing instructions into sub-goals, executing local visual navigation, and verifying visited places through the constructed spatial state. Experiments on zero-shot VLN-CE benchmark and real-world robot platforms show that Navi-Agent achieves state-of-the-art performance among geometry-constrained methods while remaining competitive with approaches relying on geometric localization.
Wenyuan Xie, Mengyang Hong, Yongzhong Wang +9
Sep 17, 2026cs.LG

DeliveryGym: An RL Environment for Long-Horizon Embodied Agent Planning with Adaptive Curriculum

Executable environments enable LLM agents to learn from the consequences of their actions. For embodied agents, those consequences extend beyond whether the current task succeeds: completing a delivery can consume the time, energy, or money needed for later work. Learning to plan therefore requires environments that preserve these dependencies and turn them into feedback across a complete trajectory. We introduce DeliveryGym, a 3D environment for evaluating and training agents on continuous courier shifts. It couples multimodal tool interaction with persistent world dynamics and computes trajectory rewards from simulator events, making the costs of an agent's decisions available for reinforcement learning (RL). The environment also adapts future training shifts to the policy's observed weaknesses while keeping evaluation fixed. Across six models and 13 city maps, evaluation exposes a gap between reliably executing assigned deliveries and choosing and sequencing work over a shift. On the unseen-city test set, RL improves Qwen3-VL-4B's net income by 54.3%, showing that learning from complete shifts improves performance under these coupled constraints. Adapting the training environment improves evaluation income by 18% over uniform sampling at 100 updates, indicating that which situations an agent practices also matters. DeliveryGym provides an executable setting for studying how agents learn to coordinate deliveries and preserve resources for later orders within an episode.
Haoqiang Kang, Yiming Zhang, Yiyang Guo +5
Sep 16, 2026cs.AI

WetRobo: A Reproducible Robot Kit for Coding Agents in Biological Laboratories

Automating biological research requires general-purpose, reproducible robot systems that allow individual wet-lab researchers to delegate robot tasks without performing teleoperation or neural-network training. Vision-language-action policies have been proposed for general-purpose arms, but can lose performance when their operating environment changes. We therefore built WetRobo, a robot kit that can readily transfer between laboratories. It consists of one robot arm, laboratory equipment (an incubator, a reagent bottle with a cap, and a Petri dish), the existing code that moves the arm, teleoperation demonstrations of each task that we recorded, and a general AGENTS.md skill file. A biological experimentalist provides natural-language tasks without collecting local teleoperation training data or training a neural network. The coding agent observes the local laboratory and writes and executes programs, using external tools as needed for adaptation. We demonstrate use of WetRobo with OpenAI Codex (gpt-5.6-sol) on three successful tasks: lifting a Petri dish lid, removing a bottle cap, and opening the incubator door, all in real-world laboratories. The coding agent achieved the cap task in both laboratories, Lab X and Lab Y, whereas a VLA fine-tuned on Lab X demonstrations succeeded there but failed to transfer to Lab Y. These results point to a practical route for laboratory robotics: instead of training a policy for each laboratory, distribute a kit and let a coding agent adapt it in each laboratory. Code, demonstrations, and the evolved programs are available at https://github.com/tsudalab/WetRobo.
Yuna Oikawa, Kei Endo, Takanori Uzawa +5
Sep 14, 2026cs.RO

HarnessVLN: Unifying Training-Free Embodied Navigation through an Agent Harness

Embodied navigation requires agents to ground instructions or object goals in spatial observations and translate plans into successful execution. As multimodal large language models (MLLMs) become increasingly capable, they offer stronger support for navigation without task-specific training; however, improved semantic reasoning alone does not ensure that proposed actions remain consistent with spatial evidence, task progress, and execution outcomes. We introduce HarnessVLN, a zero-shot, training-free framework that unifies instruction-following and object-goal navigation through a shared Agent Harness. The Harness coordinates perception, memory, and execution tools through a unified interface, validating planner proposals for evidential support, geometric feasibility, and subgoal consistency before dispatch. It jointly manages hierarchical event memory and a persistent Spatiotemporal Graph to track task progress, preserve spatial evidence, and contextualize failures. Structured execution feedback updates this shared state, guiding subsequent planning, recovery, and termination. Across R2R, RxR, HM3D-v2, and HM3D-OVON, HarnessVLN achieves success rates of 60.8%, 53.9%, 76.0%, and 59.3%, respectively, outperforming prior training-free state-of-the-art methods. Humanoid robot deployment further demonstrates its applicability to both navigation tasks in real-world environments. The project page is available at https://agibot-harnessvln.netlify.app/.
Yang Chen, Lirong Che, Zhenyu Huang +7
Sep 14, 2026cs.AI

Embodied-BenchForge: A Closed-Loop Agentic Workflow for Embodied Benchmark Construction

Agentic systems offer a promising way to automate embodied benchmark construction, but existing approaches typically cover isolated stages or remain specialized to predefined environments and task families. More importantly, multi-step construction produces dependent intermediate artifacts that are often passed downstream without artifact-specific verification, allowing local defects to propagate into the final benchmark. We present Embodied-BenchForge, an agentic framework that transforms user-specified evaluation intents into complete embodied benchmark artifacts. It formulates construction as Closed-Loop Benchmark Synthesis, integrating forward artifact synthesis with backward verification and repair. Skill-Orchestrated Artifact Synthesis composes typed and reusable skills into executable workflows, while an artifact dependency graph records intermediate outputs and their dependencies. Requirement-Guided Verification and Repair applies artifact-specific contracts throughout construction and uses provenance to trigger local re-execution or upstream rollback when verification fails. Embodied-BenchForge constructs six benchmarks covering diverse embodied scenarios in the Offline EQA Track, together with one interactive benchmark containing 220 executable tasks in the Interactive Embodied Track. Evaluations of representative MLLMs and embodied agents show that the benchmarks distinguish model capabilities in both observation-based understanding and closed-loop execution. Quality assessment and ablations validate benchmark quality and the effectiveness of verification and repair, while repair and skill-reuse analyses demonstrate efficient localized recovery and cross-benchmark reusability.
Baoyang Jiang, Fengchun Zhang, Leyuan Wang +9
Sep 12, 2026cs.RO

ReactHuman: A Physics-Grounded Benchmark for Human-Like Reactive Decision-Making in Embodied Multimodal LLMs

Reacting to sudden physical hazards (catching a slipping plate, dodging a falling knife) is both a meaningful test of embodied intelligence and a hard requirement for deploying multimodal large language models (MLLMs) as the decision coreof household robots. Existing evaluations, however, probe intuitive physics passively through question answering over videos, or target deliberate, long-horizon tasks such as navigation and rearrangement; none measure whether a model can turn physical understanding into immediate, safety-critical action. We introduce ReactHuman, the first physics-grounded benchmark for human-like reactive decision-making, in which the evaluated MLLM acts as the brain of a simulated humanoid facing sudden household hazards; it spans 17 event families and over 1,000 bit-for-bit reproducible scenes with exact, annotation-free ground truth derived from 240 Hz rigid-body simulation, including adversarial objects whose appearance contradicts their physics (a foam anvil, a steel apple). We further design a five-metric suite that scores each reaction along three axes: reasonable, safe, and physically grounded. We physically execute every committed plan so that decisions have observable consequences. With this harness we evaluate seven representative MLLMs. Results show that reactive safety is far from solved: models mishandle roughly one hazard in three, act from fixed dispositions rather than the observed scene, trust appearance over motion, and miss interception points at meter scale even when the chosen action is correct; none of these failures shrink with model scale. ReactHuman thus offers both a fine-grained diagnosis and a scalable training signal toward physically grounded, safety-aware embodied agents. The benchmark can be found here: https://huggingface.co/datasets/Alan123/reacthuman-benchmark-scaled
Yizhan Li, Jianxin You, Mengyang Xiong +5
Sep 11, 2026cs.CL

Agent as Policy for Robotic Manipulation

We demonstrate that a general-purpose agent can directly drive a physical robot throughout task execution without any task-specific or environment-specific training. We introduce Agent as Policy (AGP), which places task planning and execution under the agent's control. Given a task and a robot interface, the agent interprets visual evidence, writes executable programs, issues motion commands, and revises its actions in response to physical outcomes. This brings the agent's reasoning and programming capabilities into continuous interaction with the physical world. We study AGP across multiple real-world manipulation tasks spanning precision manipulation, dynamic motions, and deformable objects. These include assembly from human videos, block construction from goal images, dice flipping, targeted throwing, and bimanual towel folding. Across assembly, block construction, and dice flipping, AGP succeeds in at least eight of ten trials for each evaluated task configuration. We further study efficiency through task experience accumulation and find that reusing saved procedures and programs shortens execution time across repeated trials. These findings support a path for general-purpose agents to act as robot policies, extending their autonomy to physical manipulation through runtime reasoning, programming, and interaction.
Mengzhao Jia, Yang Lin, Xixin Zhang +3
Sep 11, 2026cs.RO

Harness Robotic OS: A Unified Embodied-Agent Runtime for Closed-Loop Quadruped Inspection

Autonomous property inspection requires more than robust robot navigation: a deployable system must connect heterogeneous sensing, reusable autonomy capabilities, multimodal scene understanding, human interaction, and enterprise response within a traceable operational loop. Existing quadruped inspection systems commonly integrate these functions through task-specific interfaces, making contextual coordination, knowledge reuse, and controlled adaptation difficult. This paper presents \textit{Harness Robotic OS} (HROS), a unified embodied-agent runtime, and Argos, its realization for residential-community inspection. HROS organizes the system into robot runtime, embodied autonomy skills, cognitive agent runtime, and interaction and operations planes. A shared context connects physical state with agent reasoning; streaming ASR/TTS supports voice-based mission interaction; hierarchical working, episodic, and semantic memory preserves operational knowledge; and a safety-gated self-evolution loop converts execution traces into versioned candidate updates without permitting unconstrained online modification. The Argos prototype integrates a Vbot quadruped, Fast-LIO2 localization and mapping, Hobot-Stereo depth perception, PCT-Planner global planning, EGO-Planner local motion generation, and OpenClaw-orchestrated Qwen3-VL inspection analysis. Experiments in a residential property environment achieved 100% waypoint reachability, outdoor localization error below 10cm, local obstacle-response latency below 200ms, representative hazard-detection rates of 85--95%, and 99% success in alarm delivery and structured-report generation. These results validate the deployed navigation and inspection closed loop, while HROS provides an extensible software foundation for memory-augmented, voice-aware, and continuously improvable embodied inspection agents.
Yaoyuan Yan, Zhiyou Heng, Haoxiang Jie +3
Sep 9, 2026cs.RO

Show-Harness: Just a VLM Agent Can Play Robots

Foundation vision-language models (VLMs) exhibit broad intelligence about the world, yet translating this intelligence into robot control remains challenging. We present Show-Harness, an Embodied Harness that enables VLMs to "play" robots through a compact semantic interface linking intent to action. Show-Harness exposes discrete semantic action units that VLMs can naturally reason over, while embodiment-specific interpreters deterministically ground them into local robot actions, keeping the VLM directly responsible for fine-grained physical decisions. Through the same interface, Show-Harness demonstrates the feasibility of (1) directly unlocking closed-source frontier VLMs for zero-shot robot control, and (2) adapting small-scale open-source VLMs for low-cost deployment with just a few GPU-hours of fine-tuning. We further develop GUMI (GUI Manipulation Interface), which extends the same semantic action space to GUI-based demonstration collection, allowing humans and agents to "play" robots across embodiments without specialized teleoperation hardware. Extensive experiments show that Show-Harness-equipped VLM agents generalize robustly across tasks, embodiments, and environments, outperforming representative agentic and VLA paradigms. These results suggest that the right interface can unlock substantial embodied capability from foundation VLMs, without requiring additional model capacity or costly embodiment-specific pretraining.
Yanzhe Chen, Zechen Bai, Zhijun Cao +7
Sep 8, 2026cs.RO

Safe Task Planning with Long-Term Graph Memory for Embodied Agents

Large language models (LLMs) and vision-language models (VLMs) have significantly advanced zero-shot task planning for embodied agents. However, most LLM- and VLM-driven methods struggle to generate safe high-level actions due to a lack of physical risk awareness, particularly under partial observability, where hazards lie outside the immediate field of view. To address this challenge, we propose a novel safe task-planning framework, SafeMem, which constructs and maintains a long-term semantic graph memory of the open and dynamic environment. Based on egocentric observations, the proposed framework incrementally accumulates knowledge about surrounding objects and their relationships with a graph. Then, an LLM-based risk predictor evaluates candidate actions using the graph memory, triggering a conservatism-modulated replanning loop with explanations for detected hazards. Extensive experiments on the IS-Bench benchmark and a real-world robot platform demonstrate that the SafeMem framework substantially improves safe success rates compared to state-of-the-art VLM-driven task planners. Video results are available on our webpage: https://sites.google.com/view/safemem.
Siyuan Li, Taiyan Lang, Aoqi Yan +6
Sep 8, 2026cs.RO

EvoNav-Bench: Benchmarking Lifelong Navigation in Evolving Environments

Lifelong navigation (LN) requires an embodied agent to solve a sequence of navigation subtasks in the same environment. Since solving each subtask from scratch incurs redundant exploration, an LN agent must consolidate experience from earlier stages and reuse it in later stages, often through persistent scene representations such as scene graphs or visual snapshots. However, existing approaches typically assume a stationary environment, whereas in real-world LN settings, human activities can cause the environment to evolve. With the stationary assumption violated, existing methods may fuse outdated prior observations with new observations, yet current benchmarks cannot reveal this failure mode. In this paper, we present EvoNav-Bench, which extends the GOAT-Bench style LN formulation in the context of evolving environments. Built on the ProcTHOR framework, EvoNav-Bench introduces environment modifications between navigation tasks, making prior experience useful but not fully reliable. This design enables controlled evaluation of how environment evolution affects LN agents that reuse prior scene observations. Using EvoNav-Bench, we benchmark three recent methods that build and reuse scene representations for navigation. We also compare three simple heuristic strategies for handling environment evolution: Frontier-Update, Fail-then-Update, and Stage-Reset. Our results show that existing methods are brittle under environment evolution, while the heuristic strategies enable a controlled analysis of how agents can adapt to scene changes and mitigate their impact.
Xilin Wang, Guoxi Zhang, Hongming Xu +3
Sep 1, 2026cs.RO

EmbodiedSkills: A Unified Framework for Orchestrating, Training, and Deploying VLA Agents

Vision-language-action (VLA) models map visual observations and language instructions directly to robot actions, but long-horizon tasks require more than action prediction. An agent must coordinate perception, planning, execution, progress verification, and recovery as the physical state evolves. An action prediction or a model-generated skill decision does not, by itself, guarantee that the proposed operation is valid in the current state or that its outcome will be verified. We propose EmbodiedSkills, a unified framework that treats each skill decision as an execution proposal: the runtime checks its prerequisites before execution and verifies the outcome afterward. A shared executable-skill interface connects high-level skill selection, bounded low-level VLA execution, and post-action verification within a single agent loop. Because this interface remains fixed, low-level VLA policies can be replaced or adapted without changing the agent loop. The interface also records planning, execution, verification, and recovery events as structured trajectories, which provide supervision for individual components and can support optional online adaptation when interactive feedback is available. We instantiate EmbodiedSkills with Qwen3-VL and OpenPI/pi0.5 on RoboTwin 2.0 and LIBERO. Task-adapted low-level VLA policies achieve an average success rate of 86.20% across 50 RoboTwin 2.0 tasks and 97.40% across the four LIBERO suites. These results establish the execution performance of the task-adapted low-level VLA policies used in EmbodiedSkills. On four memory-dependent RMBench tasks, the same task-adapted execution approach achieves 12.5% average success. The framework provides a trainable and inspectable agent layer for turning these policies into closed-loop embodied systems.
Wei Wang, Wenqiao Zhang, Yutong Lin +14
Sep 1, 2026cs.AI

Towards Generalizable Visually Grounded Exploration of Household Devices

Recent advancements in Vision-Language Models (VLMs) have demonstrated impressive capabilities in static visual recognition and high-level semantic reasoning. However, current embodied exploration paradigms still heavily rely on imitation learning from human-annotated trajectories, which severely limits agents' generalization ability. The key bottleneck of realizing general autonomous embodied agents lies in Generalizable Visually Grounded Exploration: the ability to operate novel devices without manuals or specific training by actively grounding abstract world knowledge into fine-grained visual affordances. Yet, existing benchmarks fail to evaluate this capability: they generally rely on explicit documents and annotated trajectories, neglecting the dynamic Hypothesis-Interaction-Refinement process essential for functional device operation. To bridge this gap, we introduce VGEBench, a comprehensive benchmark designed to evaluate the generalizable visually grounded exploration capabilities of VLMs. Unlike static datasets, we construct a Logic-Driven State Machine framework. This framework simulates multi-turn interaction loops, compelling agents to achieve goals by active visual perception and feedback-driven correction. Experimental results demonstrate that existing VLMs face significant challenges in translating semantic knowledge into physical execution and maintaining long-horizon state tracking.
Linhao Zheng, Zeming Liu, Wangke Chen +4
Sep 1, 2026cs.RO

DSG: Dynamic 3D Scene Graph Construction for Embodied Agents in Changing Indoor Environments

In indoor environments, object positions frequently change due to human activities or embodied-agent interactions, causing previously constructed scene graphs to become inconsistent with the current scene. To address this issue, we propose DSG, a dynamic 3D scene graph construction framework that detects object changes and performs spatial relationship reasoning. First, we construct a semantic-aware 3D Gaussian scene representation and develop a dual-view rendering-based object change detection method to enable reliable scene graph node updates. Second, we propose a spatial relationship reasoning method that incorporates multi-granularity visual context, enabling a large language model to identify a richer set of interobject spatial relationships. Furthermore, we introduce DynTHOR, a dynamic indoor scene graph benchmark built on the AI2-THOR simulation platform for evaluating scene graph construction in dynamic environments. Extensive experiments on Dyn-THOR, 3RScan, and real-world scenes demonstrate that DSG consistently outperforms existing methods in both object node construction and spatial relationship reasoning, significantly improving the accuracy of dynamic scene graph construction.
Ming Liao, Chao Ye, Jianing Fei +1
Aug 31, 2026cs.AI

IMPACT: Attention Is the Interaction Map for Scalable Interaction-Aware World Model Training

World models have made remarkable progress in action-conditioned future prediction for embodied agents, yet still struggle to model physically plausible interactions. Existing approaches address this limitation by constraining the generation process with external representations encoding motion, geometry, or semantics. Obtaining these spatiotemporally dense representations typically requires auxiliary estimators or manual annotations, limiting training scalability. We instead revisit the training objective and identify a supervision-allocation mismatch under the globally averaged mean squared error (MSE) denoising objective: prevalent static content dominates the optimization signal, leaving sparse dynamic-object regions critical to interaction generation disproportionately under-supervised. Motivated by this observation, we introduce IMPACT, a scalable Interaction-aware Model training framework with Prior-guided Attention Calibration and Targeting. IMPACT uses cross-attention associated with manipulated-object tokens as an internal spatiotemporal prior for action-conditioned changes. It samples candidate regions from this prior, calibrates them with detached local prediction errors to construct an interaction map, and uses the map to reweight denoising supervision, requiring neither external representations nor inference-time modifications. Extensive experiments on robot-arm and human-hand manipulation, spanning diverse control modalities and DiT backbones, show that IMPACT consistently outperforms the corresponding MSE-trained baselines, improving interaction fidelity, physical plausibility, and visual quality.
Rongze Tang, Jianjie Fang, Zhaolu Wang +8
Aug 31, 2026cs.LG

PRACTICE: From Experience to Expertise in Self-Evolving Embodied Agents

Recent studies have shown that multimodal large language models (MLLMs) can serve as embodied agents, translating language instructions and visual observations into executable plans. However, building agents that can continually improve through interaction and rapidly adapt to their environments remains challenging. Summing up experience from past interaction trajectories provides a promising solution, but existing experience-based methods often rely on manually designed prompting workflows to extract and update skills. Such fixed procedures may struggle to learn updated skills from new and diverse experiences. We introduce PRACTICE, which trains a skill learner to discover and maintain a persistent skill library from past interaction trajectories while keeping the task executor frozen. Given the historical accumulated skills and incoming trajectories, the skill learner produces structured batch-edits that add, refine, merge, or remove skills, and then hierarchical consolidate all collected edits into a consistent updated skill library. We train the learner with a two-stage curriculum. First, it learns basic skill generation and library maintenance from oracle trajectories. Then, by contrasting successful and failed trajectories from heterogeneous executors on the same tasks, it learn to identify invalid action patterns and recovery strategies. Finally, we apply online skill-edit distillation to align the skill learner with a stronger teacher on its current edit distribution to further improves the policy. Experiments demonstrate that a compact skill learner delivers consistent performance improvements across successive library-update rounds for multiple frozen executors. On EB-ALFRED and EB-Habitat, PRACTICE further outperforms the strongest experience-based baselines. Project resources are publicly available at: https://baai-agents.github.io/PRACTICE
Ziyi Bai, Siqi Li, Tinglei Huang +1
Aug 31, 2026cs.AI

Scaffolding Foundation Models into Physical-World Agents Pushes the Frontier of Long-Horizon Navigation

Long-horizon physical-world agents must reason over distant goals while grounding decisions in reliable closed-loop behavior. Today's foundation models split these capabilities: vision-language models (VLMs) infer missing information and adapt high-level plans but remain brittle and inefficient at repeated navigation grounding, while navigation foundation models (NFMs) robustly execute semantic goals but operate as bounded episodes without persistent task-level reasoning. We introduce NavMCP, an agentic scaffolding framework that couples a VLM reasoning agent with an NFM executor for long-horizon exploration. The VLM decides what evidence to seek, where to search, and when to stop, while the NFM grounds each semantic sub-goal into closed-loop navigation. Three channels structure their collaboration: intent translates evidence needs into navigation calls, observation converts rollouts into source-grounded trajectory evidence, and memory accumulates findings, negative evidence, and unresolved goals across calls. This design turns isolated navigation rollouts into persistent embodied interaction without retraining either model. On Embodied Question Answering, NavMCP achieves state-of-the-art results on HM-EQA, MT-HM3D, and EXPRESS-Bench. Under matched agent and executor backbones, it outperforms an episodic interface by 14.9 percentage points on HM-EQA. On a Unitree Go2, NavMCP reaches 78.3% success, with its margin over the strongest baseline growing from 10 to 45 points as the task horizon increases. These results demonstrate the potential of scaffolding complementary foundation models into long-horizon physical-world agents.
Zixing Lei, Gengze Zhou, Xiong-Hui Chen +7
Aug 30, 2026cs.RO

EMERGE-Policy: A Robot Mind Emerges Beyond a Single Policy

A robot's effective ``mind'' need not reside in a single policy. It can emerge when specialized components perceive, reason, predict, act, verify, and remember within a shared orchestration process. EMERGE-Policy turns this perspective into a graph-structured agentic framework that coordinates both capability invocation and information exchange. A Main Agent retains task-level state within an active context window, while role-specific Sub Agents process perception, execution monitoring, verification, and memory consolidation in isolated contexts and return structured, task-relevant evidence. Role-specific contexts control information load by exposing only decision-relevant evidence to the Main Agent, while the functional Skill interface composes heterogeneous backends as Operational, Imagination, and Evaluation Skills. Criterion-grounded verification, textual failure diagnosis, and Branch Stack recovery provide localized correction, with token-aware external memory preserving task-relevant state. Together, their closed-loop interaction realizes the system-level policy captured by the name EMERGE-Policy. Without additional fine-tuning, we achieved outstanding performance on several public benchmark that have had a wide-reaching impact, and conducted a series of real robot experiments. These system-level results suggest that through the division of different functional sub-tasks among multiple agents and their concurrent collaboration, as well as the technical paradigm where the model is regarded as a skill and called within the framework, EMERGE-Policy can extend the robust robot policies beyond isolated runs.
Zhirui Fang, Qingchi Yu, Ziyang Chen +18
Aug 13, 2026cs.AI

Enhancing Virtual Agents through SLMs and Edge-Computing: An Exploratory Evaluation of Think and Memory Processes

Embodied intelligent virtual agents are expected to operate as persistent, adaptive, and context-aware entities within complex virtual and Metaverse worlds. However, implementing cognitively capable agents in such environments is conceptually and technologically challenging. Among a range of blueprints and development approaches, the Cognitive Embodied Agent Architecture (CEAA) has been developed as an implementation-oriented framework for architecting components of perception, memory, reasoning, planning, and embodied action. Considering the recent advances in edge computing and generative AI language models, this paper explores the use of Small Language Models (SLMs) to support edge-based operation of selected CEAA components, focusing on "Think" and "Memory" as processes central to cognitive orchestration and persistence of virtual agents in interactive virtual worlds. An edge-based virtual agent gateway system was developed and evaluated on an NVIDIA Jetson Orin NX using Qwen2.5 models of different sizes, exploring the system's capability to process service requests and handle memory-driven conversations. A series of simulation experiments evaluated routing accuracy, memory-read performance, and latency, demonstrating an SLM-driven prototype agent system that partially implements selected CEAA processes to support the development of embodied agents whose cognitive "brain" can operate efficiently and contextually for interactive experiences in immersive virtual worlds.
Aimilios Hadjiliasi, Louis Nisiotis
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.AI

ComBodied Agents: a New Paradigm of Human-Centric Agentic AI

After an older adult misses a medication dose, a software agent can send another reminder and an embodied agent can bring the medication. Yet neither explains whether the person forgot, is confused, has side effects, or deliberately refused, nor what support is appropriate. This reveals a structural gap in Agentic AI: Digital Agents primarily transform software states, while Embodied Agents transform physical states; neither makes a person's evolving state and agency the primary object of modeling, intervention, and evaluation. We introduce Combodied Agents, a human-centered paradigm that perceives, models, predicts, and supports individual human-state trajectories over time, using software tools, sensors, wearables, robots, and human services as action channels rather than end goals. We unify fragmented capabilities across personal assistants, health agents, AI companions, and adaptive human--AI systems into a closed loop: event-based multimodal perception reconstructs meaningful personal events; longitudinal, correctable memory provides temporal context; Personal World Models estimate future personal states and outcomes under alternative decisions and interventions; and an admissible intervention policy selects proportionate support under consent, uncertainty, safety, reversibility, and user control. Feedback from the person and environment updates the loop. Rather than requiring an exhaustive Human Digital Twin, the framework uses purpose-bounded, uncertainty-aware, user-correctable representations. We organize the design space by human-state targets, relational contexts, and agent roles, and propose scenario-centered evaluation, agency-preservation metrics, benchmark requirements, edge-native personal models, and governance directions. Combodied Agents shift Agentic AI from external task completion toward sustained human benefit.
Qianggang Ding, Xingyao Wang, Rui Feng +19
Aug 11, 2026cs.RO

Toward the Cognitive--Physical Limits of Embodied Intelligence through a World-Model-Centric Autonomous Racing Agent

Embodied artificial intelligence aims to develop agents that perceive, reason, and act through continuous interaction with the physical world. However, most embodied systems are still evaluated within conservative safety margins or moderate interaction regimes, leaving their capability boundaries under extreme conditions insufficiently understood. Autonomous racing provides a stringent testbed by combining high-frequency localization and perception, adversarial interaction, near-saturated vehicle dynamics, and strict safety constraints. Existing systems push high-speed performance but rarely model and refine cognitive and physical limits jointly. Here we show that a world-model-centric autonomous racing agent provides a concrete step toward exploring these coupled limits. The framework learns predictive world models from near-limit successes and failures to capture interaction evolution, ego dynamics, and feasible-motion boundaries, coupling world-state construction, future-aware reasoning, and near-limit control in a closed-loop refinement process. Training data were collected from real-vehicle autonomous racing, where the onboard system maintained robust localization and perception at speeds up to 256.3 km/h and peak lateral acceleration of 26.8 m/s2^2. In full-scale simulated racing, the well trained world-model-centric agent achieves an 88.3% interaction success rate across various challenging simulated racing scenarios. Closed-loop refinement of the world model and policy further improved utilization of cognitive-physical limits, recovery from failure modes, and generalization across varying conditions and unseen circuits. These results suggest a boundary-aware methodology in which world models help embodied agents represent, predict, and continually refine their capability boundaries for safer real-world deployment.
Zitong Shan, Baichuan Lou, Yanxin Zhou +8
Aug 10, 2026cs.AI

CEAA: A Cognitive Embodied Agents Architecture for Interactive Computing Systems

The development of embodied Intelligent Virtual Agents (IVAs) that have cognitive capabilities in real-time interactive virtual environments remains a challenge, even with today's advancements in technology. Existing architectures are often focused on either the implementation of low-level reactive control systems that are constrained by commercial game engines, or high-level representations of reasoning models that can be difficult to implement in virtual worlds. This paper builds on that notion and proposes a modular cognitive architecture for deploying embodied IVAs. This architecture builds on existing, pre-established frameworks such as the Sense-Think-Act paradigm and the Belief-Desire-Intention cognitive model, among others, and aims to provide a reusable implementation-oriented framework as a template for deploying IVA "brains" in interactive 3D computing systems. The proposed architecture contributes by providing a modular, implementation-oriented framework for the deployment of embodied, cognitive-capable IVAs and bridges the gap between high-level agent reasoning models with real-time embodied execution, for scalable, adaptive, and explainable agents in complex interactive virtual environments.
Aimilios Hadjiliasi, Louis Nisiotis
Aug 10, 2026cs.RO

HarnessWAM: Bridging Prediction and Deliberation in World Action Models

World Action Models (WAMs) jointly learn environmental dynamics and robot actions, introducing priors over physical evolution into embodied control. However, finite-horizon prediction and action generation are insufficient for complex embodied tasks that require global planning, cross-stage state maintenance, execution verification, and failure recovery. We refer to this mismatch as the prediction-deliberation gap of WAMs. To address this gap, we propose HarnessWAM, an agentic framework for WAMs. HarnessWAM employs a vision-language-model-based Task Manager to maintain an evidence-grounded scene belief and a structured task graph. A capability-conditioned executable-space projection further constrains open-ended semantic plans into sequences of atomic skills that satisfy task dependencies, embodiment-state constraints, and the capability boundary of the underlying WAM. During execution, HarnessWAM operates through an event-driven, dual-timescale feedback loop: a lightweight progress estimator continuously provides high-frequency execution evidence, while the Task Manager deliberates at salient milestones by jointly considering the current observation, task state, and interaction history to determine whether to advance the task, acquire additional observations, revise the plan, or initiate local recovery. This mechanism enables the robot to recover its state after a subtask failure and resume execution without discarding previously acquired scene knowledge. HarnessWAM achieves state-of-the-art full-task and subtask success rates of 59.6% and 69.9% on RoboMemArena, and an SR of 23.7% on RoboCerebra Ideal. These results demonstrate that model-external structured state maintenance and closed-loop agentic decision making can effectively extend the local control capabilities of WAMs into embodied task execution that is plannable, verifiable, and recoverable.
Zhaopeng Gu, Bingke Zhu, Tianxi Lin +8
Aug 9, 2026cs.CV

360CityArena: A Realistic Virtual Urban Navigation Benchmark for Embodied Agents

We present 360CityArena, a benchmark for evaluating the urban exploration capabilities of embodied agents within a photorealistic environment constructed from 360-degree videos. Existing outdoor benchmarks either lack sufficient photorealism or complexity, resulting in a considerable gap from real-world urban environments. 360CityArena is built on a realistic reconstruction of the Akihabara district in Tokyo, Japan, using 602 360-degree video segments covering 85 streets, and consists of 175 meticulously human-crafted tasks. It encompasses three task categories: Environment Understanding, Path Reasoning, and Spatial Reasoning, covering fundamental abilities required for urban exploration, such as localization, landmark search, path planning, and relational spatial reasoning, thereby enabling comprehensive evaluation in realistic urban scenes. Our evaluation using state-of-the-art LMM-based agents shows that even the strongest model, Gemini 2.5 Flash, performs far below human level (human: 77.3% vs. Gemini 2.5 Flash: 17.1%), revealing substantial challenges that remain in city-scale embodied navigation and reasoning. 360CityArena provides a necessary and challenging testbed for photorealistic urban-district navigation and spatial reasoning.
Kenta Watanabe, Atsuyuki Miyai, Mizuki Takenawa +2
Aug 8, 2026cs.AI

Lingjing: A Simulation Testbed for Multi-Agent Embodied Tasks in Open-Ended Cities

Urban embodied intelligence requires coordination among heterogeneous agents (e.g., UAVs, ground robots, and autonomous vehicles) in dynamic cities. Simulators therefore provide a scalable foundation for developing and evaluating such coordination. Existing platforms nevertheless isolate different embodiments and decouple them from task design and evaluation. We present \textbf{Lingjing}, a simulation platform for heterogeneous multi-agent embodied intelligence in open-ended urban environments. Lingjing reconstructs and renders evolving cities from geographic data, synchronizes multiple physics engines, and exposes shared physical and structured urban state to agents. Its Gym-like interface supports user-defined ReAct agents and single- or multi-agent natural-language missions with configurable star or broadcast communication and resource constraints. Each episode becomes an attribution-ready replay that links agent trajectories and communication to relation-graph changes, resource consumption, and engine-based evaluations for systematic diagnosis. We evaluate twelve vision-language models on nine urban tasks under a shared engine-in-the-loop protocol. Controlled studies further examine communication, scalability, robustness, and failure provenance. Results expose persistent bottlenecks in grounding and long-horizon execution. They also show task-dependent coordination trade-offs and diminishing returns from added capacity, while heavier workloads further reduce success. Lingjing provides a unified testbed that enables reproducible end-to-end evaluation and systematic failure diagnosis in urban multi-agent embodied intelligence.
Xiaohe Li, Yiru Wang, Junhao Fan +6
Aug 8, 2026cs.RO

Compiling and Benchmarking Task-State Horizons for Embodied Agents

Frontier agentic models are increasingly deployed as high-level planners for long-horizon embodied tasks. Existing robotic benchmarks have advanced long-horizon evaluation, but primarily characterize difficulty through action-sequence length and subtask complexity, overlooking a distinct challenge: agents must track evolving task-relevant world states induced by both their exploration and environmental dynamics. We define the span of task-relevant state transitions that an agent must track as task-state horizon (TSH). To evaluate how agent performance varies with TSH, we introduce RoboGraph, a robotic task compiler that translates state-transition dependencies into executable symbolic graphs. Specifically, RoboGraph constructs task-state horizons from spatial and temporal causal dependencies, including those induced by unexpected failures and interventions during task execution. Building on RoboGraph, we release a benchmark comprising 588 episodes across 84 scenes with varying TSHs. Experiments evaluating 15 advanced agentic models in both semantic and visual closed-loop environments show that most models struggle with demanding TSHs, revealing substantial gaps in maintaining, exploring, and updating task-relevant state over long horizon.
Meiqi Wang, Shichao Li
Aug 8, 2026cs.AI

GraphThink: Graph-Enhanced LLM Thinking for Long-Horizon Embodied Task Planning

Embodied agents using LLM-based planners often struggle with physical hallucinations, poor generalization to long-horizon tasks, and lack of environmental awareness. We propose GraphThink, a novel framework that integrates a task graph to provide structured knowledge for robust planning and a scene graph to maintain environmental memory for event-driven replanning. Specifically, the task graph guides LLM thinking through contextual prompting and iterative refinement, effectively mitigating planning hallucinations. Furthermore, within the GRPO framework, the task graph offers delicate reward design to train the LLM planner, enhancing long-horizon planning capabilities and improving generalization. Finally, an event-driven replanning module, powered by the scene graph, enables closed-loop environment awareness and error correction. GraphThink achieves state-of-the-art performance on the ALFRED benchmark. In particular, our high-level planner surpasses leading API-based LLMs on both the validation set and held-out long-horizon tasks, underscoring its robust zero-shot and few-shot capabilities. Additional evaluations further demonstrate strong out-of-distribution generalization to novel tasks and environments.
Chen Li, Sijie Cheng, Yuelin Zhang +4
Aug 6, 2026cs.RO

Beyond Flat Policies: Hierarchical Post-Training for Embodied Agents in Robotic Manipulation

Vision-language-action (VLA) models have demonstrated remarkable capabilities in robotic manipulation by leveraging pretrained vision-language models. However, existing post-training methods predominantly optimize VLA models as flat policies, making it difficult to explicitly model task progression and perform robust long-horizon manipulation. Although hierarchical approaches introduce task decomposition, they mainly rely on supervised learning from offline demonstrations and cannot effectively improve execution through online interaction. To address this limitation, we propose Hierarchical Robotic Control (HiRoC), a hierarchical post-training framework that decouples high-level task planning from low-level action execution. The planner decomposes complex tasks into executable subgoals to provide explicit semantic guidance, while the executor continuously improves subgoal-conditioned action generation through reinforcement learning. To enable effective collaboration between the two modules, we further align the executor with planner-generated subgoals before reinforcement learning, mitigating the distribution misalignment between planning and execution. Extensive experiments across diverse robotic manipulation benchmarks demonstrate that HiRoC consistently outperforms strong baselines. Comprehensive analyses further validate the effectiveness of hierarchical post-training and the contribution of each key component.
He Kong, Zengjue Chen, Qi Wang +6
Aug 5, 2026cs.RO

Mimir: A Neuro-Symbolic Memory System with Dynamic Grounding for Embodied Agents in Interactive Environments

Long-horizon embodied task requires agents to act under partial observability while preserving both scene belief and execution progress. Flat histories or implicit policy states may contain past observations, but they do not provide an explicit interface for deciding which world facts support the currently active goal. We introduce Mimir, a neuro-symbolic memory that separates world memory from task memory and dynamically grounds them before each action. World memory maintains object locations, object states, and perceptual evidence, while task memory maintains an ordered goal agenda, progress state, hand state, failures, and execution constraints. A grounding module binds the active goal to recalled world candidates, fills missing source locations, and attaches evidence before planning and embodiment-specific execution. Across tested backbones, Mimir consistently improves on different EB-ALFRED and EB-Habitat tasks, with maximum gains of 42.5% and average gains of 23.0%, respectively. Compared with the best results among prior agent and memory systems evaluated under the same backbone, Mimir improves the overall average success rate by 8.5%. Finally, on the EB-Habitat Long-horizon subset, Mimir achieves 86.0% success rate, substantially outperforming current closed-source models. Our code will be released soon.
Haoming Xu, Zhenlin He, Hengyi Wang +2
Aug 4, 2026cs.RO

ETA: A New Agentic Paradigm for Embodied Tasks

When will robots have their ChatGPT moment? Such a breakthrough requires a general-purpose robot that can handle unfamiliar tasks in unfamiliar environments, remain controllable over long interactions, and learn from experience. Today's embodied systems largely follow an end-to-end observation-to-action path. Despite rapid progress, they remain far from this goal: their generalization depends heavily on the coverage of robot training data, while long task execution remains difficult to control and inspect. To realize this goal, we introduce the Embodied Task Agent (ETA), a new paradigm for extending digital agents into the physical world, and release OpenETA as its open-source implementation. ETA centers the robot around a Planner that chooses one Tool call at a time, an Interface that controls execution, and a World that returns the result and a fresh observation. This loop allows the agent to verify outcomes, adapt its plan, and turn successful and failed interactions into reusable experience. OpenETA provides replaceable Planners, composable Tools and Skills, auditable memory, replayable trajectories, and common interfaces for simulation and real robots. For Codex, OpenETA can operate as a lightweight plugin that exposes only observe, mark_point, and move_to.
Yitong Chen, Zezheng Huai, Sixian Li +7
Aug 3, 2026cs.AI

Towards the Harness of Embodied Agents

The success of coding agents has established the harness as a paradigm: what an agent achieves depends not on the model alone, but on the infrastructure around it. We ask whether the same paradigm extends to embodied agents in the physical world. We present Thea, a harness in which an agentic loop orchestrates robot capabilities, each wrapped as a callable tool. It inherits the core components of coding agents, modified as the physical world requires. The world, however, withholds two abilities that software grants for free: reading the state of the world, and judging the outcome of an action. To bridge these gaps, Thea introduces Scene Graph as Context, a persistent, symbolic representation of the world, and Evaluation as Exit Codes, which detects when an action should terminate, judges whether it succeeded, and on failure diagnoses the cause. Together they close the loop between the agent and the physical world. Rich behaviors then emerge from the composition of tools, and the closed loop carries long-horizon tasks to completion in real environments.
Qi Wang, Tianyi Wang, Chengyang Li +6
Aug 2, 2026cs.RO

When Replanning Becomes the Bottleneck: Budgeted Replanning for Embodied Agents

Embodied agents replan frequently to recover from execution drift, partial observability, and coordination hazards, but each LLM-based replanning call can consume an accumulated textual context that grows over time and across agents. Once this context becomes large, replanning latency develops heavy tails and can miss real-time deadlines even when task success remains high, a failure mode that is hard to detect from average latency or success alone. We present BRACE, a controller that formulates replanning as a budgeted control loop by deciding whether to replan, selecting a replanning mode, and allocating an explicit token budget and latency service-level objective (SLO) while accounting for optional efficiency modules. As a reusable component, we introduce E-RECAP, a cost-aware progressive token pruning method that predicts token utility and prunes replanning contexts across transformer layers while preserving critical head and tail tokens. Across Meta Habitat, RoboFactory, and AirSim, BRACE with E-RECAP reduces replanning-call token counts by 62-92% and SLO violation rates from 85.5-100.0% to 4.7-50.0% in settings where task success is already saturated. In a harder RoboFactory setting where open-loop, frozen-plan, and No BRACE all fail, BRACE + E-RECAP reaches 80.0% success with 4.6% SLO violations, demonstrating that tail-aware per-call budgeting is effective across embodied platforms.
Shuaijun Liu, Feiyang You, Xingwei Chen +1
Aug 1, 2026cs.RO

From Failures to Supervision: DynamicEnvPlan for Robust Long-Horizon Embodied Planning

Physical-world interaction is inherently dynamic, as environments can evolve during execution, requiring agents to adapt their plans under non-stationary conditions. We study this challenge through long-horizon embodied planning under environment deviations and execution uncertainty. Existing embodied-task benchmarks can expose such failures, but these failures are usually treated as evaluation outcomes instead of learnable signals for training agents to recover. In this work, we introduce DynamicEnvPlan, a closed-loop framework for high-level planning in dynamic environments. It extends embodied task execution with humanoid agents, high-level primitive skills, structured semantic memory, and controllable perturbations. Our data synthesis design consists of planning, perturbation, and guarded correction modules that turn dynamic execution states into recovery-oriented traces. The resulting traces are used for staged supervised fine-tuning, enabling the planner to learn from both nominal execution and perturbed recovery trajectories. Using 104 task-scene combinations spanning i.i.d., compositional generalization, and out-of-distribution settings for fine-tuning and evaluation, DynamicEnvPlan boosts success rate from 33.3% for the base planner to 76.2%, while improving across all seven evaluation metrics critical to physical-world interaction, including safety and affordance compliance.
Hao Yuan, Yuxin Wang, Lei Ji +1
Jul 29, 2026cs.RO

BioVLN: A Simulation Platform for Visual Language Navigation in Biomedical Laboratories

Biomedical laboratory robots must navigate to instruments before performing experimental procedures. Existing embodied navigation platforms are designed for household environments and treat a target as an object center or an arbitrary nearby position. This representation is inadequate for laboratory instruments, which must be approached from their operating side while maintaining safe clearance from surrounding equipment. We introduce BioVLN, a simulation platform for developing and evaluating visual-language navigation agents in biomedical laboratories. BioVLN represents each instrument with three regions: its physical body, a surrounding clearance region, and an operation area in front of the usable side. This model is applied consistently to scene generation, target placement, navigation evaluation, and safety analysis, so success depends on reaching a position from which the instrument can be accessed. BioVLN supports procedural scene generation and manually designed environments, producing 47 scenes and 1667 episodes. Standardized navigation and reinforcement-learning interfaces enable trajectory collection and policy training. Experiments show that geometric exploration reaches 74.4--87.5% success, while sampling multiple valid positions in the operation area improves success to 83.3--92.5% and reduces unsafe proximity.
Zhe Liu, Quan Lu, Zhaohui Du +7
Jul 28, 2026cs.RO

Embodied Agents Take Control: Minimal-Interface Zero-Shot Agents Rival Industrial-Scale Policies in Vision-and-Language Navigation

Autonomous embodied agents must sustain a long decision-making loop that involves perceiving, acting, verifying, and self-correcting over many steps. Current systems sustain this loop through task-specific workflows or embodied policies. However, these fixed workflows and policies offer limited flexibility across environments and often lack effective recovery strategies when execution goes wrong. We find that a general-purpose agent can instead sustain the loop on its own. We term this organization agentic embodied control: the reasoning model directly steers every action, keeping reasoning and control aligned. Using zero-shot navigation as a controlled testbed, we equip three coding-agent harnesses with only a monocular RGB camera and discrete actions. At default effort, replicated opus-5 runs average 70.7±3.570.7\pm3.5% success, while fable-5 reaches 78% at maximum effort. When a trained waypoint tool is offered alongside primitives, the hybrid fable-5 agent reaches 76.7±0.676.7\pm0.6% at default effort, using half the environment steps and under a quarter of the wall time. Across the ablations, model choice dominates performance variation. Observed harness differences are modest, and forced waypoints help weaker models but can hinder stronger ones. Although longer horizons, latency, and context growth remain barriers to sustained autonomy, these results show that a general-purpose model can already achieve competitive embodied control without a navigation policy.
Jian Zhou, Xunyi Zhao, Gengze Zhou +4
Jul 26, 2026cs.RO

LabRobFail: A Benchmark for Robotic Failure Analysis in Chemical Self-driving Laboratory

The deployment of embodied agents in self-driving laboratories could accelerate scientific discovery, yet their reliability is constrained by the irreversible and safety-critical nature of chemical experiments. Progress is further hindered by scarce failure data and the lack of fine-grained evaluation protocols. To address these challenges, we introduce LabRobFail, a failure-centric framework for learning and evaluating robotic failure analysis in chemical laboratories. LabRobFail-Sim injects controllable failures at the control, physics, and semantic levels, enabling the construction of LabRobFail-Data, which contains over 20,000 trajectories across 70+ task scenarios, five failure categories, and 11 fine-grained failure types. LabRobFail-Bench evaluates six capabilities spanning task understanding, failure detection, temporal localization, severity assessment, failure classification, and actionable correction. We further develop LabRobFail-VLM, a domain-specialized vision-language model that generates structured failure diagnoses and recovery instructions. On seen environments, it achieves 90.83% failure-detection accuracy and 77.21% temporal-localization accuracy, substantially outperforming general-purpose VLMs. When integrated as a real-time supervisor, it improves downstream task success rates by 4-16 percentage points, demonstrating the value of fine-grained failure understanding for closed-loop recovery and reliable laboratory autonomy. Our code and data are available at https://github.com/Su-ISE-2001/SciRobo
Haobo Wang, Baoli Sun, Anqi Zou +8
Jul 26, 2026cs.AI

MetaSpace: Metamorphic Testing for Spatial Cognition in Embodied Agents

An embodied agent is an intelligent entity that interacts with its environment through a physical body. Currently, the evaluation of embodied agents primarily relies on two paradigms: (1) manually annotated Visual Question Answering (VQA) pairs and (2) high-level task completion metrics, such as success in navigation or manipulation. The former is labor-intensive and subject to variability in annotation quality. The latter may obscure critical vulnerabilities, allowing agents to complete tasks through suboptimal means or safety violations, thereby concealing safety risks and inefficiencies. Given that spatial cognition is the cornerstone for executing embodied tasks, there is a pressing need to assess whether embodied agents possess robust spatial cognition during task execution. Inspired by metamorphic testing principles in software engineering, we propose MetaSpace, a novel framework designed to evaluate the spatial cognition of agents. By leveraging spatiotemporal multimodal states derived from real execution trajectories, MetaSpace automatically generates test cases based on predefined metamorphic relations (MRs) grounded in logical rules and physical laws. Crucially, we encode these MRs as executable rules in a logic programming language (Prolog). Violations of these relations indicate failures in spatial cognition. Our empirical evaluation across three embodied scenarios demonstrates that MetaSpace successfully detects 90,422 spatial cognition errors in state-of-the-art (SOTA) MLLM-driven agents. We introduce the Spatial Cognition (SC) score to quantify performance. Results indicate that all SOTA agents achieve average scores between 0.44 and 0.52, significantly lower than the human benchmark of 0.96.
Gengyang Xu, Dongwei Xiao, Yiteng Peng +1
Jul 25, 2026cs.RO

WCM: World-Cognition Model for Generalizable Human-Robot Interaction

Language agents can now interact fluently with users in software, but robots still struggle to bring comparable interaction to physical tasks. Current robot-control paradigms, including vision-language-action policies and world-model-based planners, are mainly optimized for instruction execution, leaving users with little visibility into why an action is chosen and few mechanisms to redirect, correct, or teach the robot through interaction. To solve this problem, we present the World-Cognition Model (WCM), a human-centered embodied agent built on the SLAK architecture (Sensing, Logic, Action, and Knowledge) and an asynchronous runtime. SLAK separates perception, reasoning, control, and memory, while the runtime allows reasoning, dialogue, and execution to proceed concurrently. WCM further introduces a human-in-the-loop teaching mode that enables users to interactively teach the robot difficult or long-horizon tasks. Teaching episodes and autonomous task rollouts are refined into chain-of-thought supervision to continually improve the model. WCM achieves a 73.8% average success rate across nine real-world human-robot interaction tasks, including tasks held out from CoT fine-tuning and a long-horizon task learned through teaching.
Yuzhen Chen, KC Zhou
Jul 24, 2026cs.AI

Zero-Shot Mission-Level Evaluation for Aerial MLLM Agents

Multimodal Large Language Models (MLLMs) are emerging as core reasoning modules for embodied agents, yet it remains unclear how well general-purpose models can solve long-horizon embodied tasks from a single high-level instruction. We introduce MissionBench, a benchmark for mission-level evaluation of MLLMs in aerial 3D environments. It comprises 120 missions across five simulated 3D environments and four task families. Agents must autonomously plan, navigate, and report outcomes using only egocentric observations and its action history, without aerial-specific fine-tuning. Across 22 open- and closed-source MLLMs, the strongest model succeeds on fewer than 35% of missions compared to 84.4% human performance, highlighting the difficulty of multi-step embodied tasks. Despite large variations between model families, we observe gains from scaling, indicating that larger general-purpose models possess stronger zero-shot embodied capabilities. Our analysis shows that mission-level competence requires coordinating multiple capabilities beyond spatial perception, including multi-step planning and adaptive reasoning. This motivates closed-loop evaluation and highlights both the promise and risk of scaling-driven improvements for embodied AI.
Suman Navaratnarajah, Taehyoung Kim, Jona Ruthardt +5
Jul 22, 2026cs.RO

NavVerse: Benchmarking Indoor-to-Outdoor Embodied Navigation in Continuous Robot Simulation

Robots deployed in delivery, campus, and emergency-response settings often need to navigate from buildings to streets within a single continuous episode. Existing benchmarks usually evaluate indoor and outdoor navigation separately, and many abstract away robot execution, leaving exit finding, boundary traversal, adaptation, and kinodynamic failures underexplored. We introduce NavVerse, a physics-enabled benchmark for indoor-to-outdoor embodied navigation. NavVerse contains 100 indoor scenes, 50 urban outdoor scenes, and 50 indoor-to-outdoor scenes, and 10,000 episodes spanning Object Navigation, Vision-and-Language Navigation, and Place Navigation tasks, where agents search for semantic points of interest such as restaurants or banks. Agents are evaluated through executable robot interfaces using task-success, path-efficiency, and safety metrics. Zero-shot experiments with RL, VLA, and modular baselines show that current agents remain far from solving cross-context navigation: end-to-end VLAs obtain the highest zero-shot success, while the modular method provides the strongest safety profile. PlaceNav further reveals a clear drop from outdoor to indoor-to-outdoor scenes, indicating that adaptation remains major bottleneck.
Junzhe Wu, Yue Hu, Zeyu Han +4
Jul 20, 2026cs.RO

UniETP: Unifying Environments for Generalizable Embodied Task Planning

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

PGN: Design and Implementation of a Vision-Language Navigation System Based on Pangu Multimodal Foundation Model

Vision-Language Navigation (VLN) requires an embodied agent to interpret a natural-language instruction and predict actions from temporally ordered visual observations. Adapting a multimodal large language model to VLN requires visual-language alignment, compact temporal inputs, action-space grounding, and stable training on the target hardware. This technical report presents PGN (Pangu Navigator), an offline VLN action-prediction system built on OpenPangu-7B. Training proceeds in two stages. First, PGMM aligns a frozen EVA-ViT-G/14 vision encoder with the frozen language backbone by training a Q-Former and a two-layer MLP projector. Second, PGN adapts the aligned model to expert navigation trajectories using five-observation windows, epoch-dependent temporal sampling, and a reasoning-then-action output format; this stage freezes the aligned visual pathway and updates three structural-token embeddings and LoRA adapters. The implementation combines mixed-precision computation, selective FP32 computation, and DeepSpeed ZeRO-2 on eight Ascend 910B NPUs. Under teacher-forced, open-loop evaluation on 500 held-out expert trajectories, V9 reports a 62.29% Normalized Action Match (NAM) and a 100.00% Non-empty Rate (NER). These metrics quantify offline expert-action alignment rather than closed-loop navigation success; evaluating error accumulation, path efficiency, and goal completion remains future work.
Li Xian, Mingxi Li, Yizheng Wang +3
Jul 18, 2026cs.RO

PhyAgentOS: A Self-Evolving Operating System for Embodied Agents with Decoupled Cognitive Planning and Physical Execution

Vision-language-action models, world models, and agentic planners each advance physical intelligence, yet their composition lacks a common execution abstraction, shared state, semantic verification, and persistent experience across heterogeneous embodiments. We present PhyAgentOS, a runtime foundation delivering scheduling, verification, memory, benchmarking, and safety as system-level services. Its Session-Centered Runtime treats a session, not an action, as the minimum unit of scheduling, compatibility preflight, supervised execution, evidence collection, and acceptance. To decouple cognition from physical execution, the cognition-physics boundary is a file system: the State-as-a-File protocol materializes cross-layer state as Markdown with YAML, yielding inspectable, versionable records without code dependencies between Agent and Runtime layers. These views form a unified cognitive state space aligning intent, capabilities, environment, execution, and experience. The SessionVerifier distinguishes execution termination from semantic task completion via evidence-grounded verdicts of success, failure, or replan. Verified outcomes are consolidated through epistemic memory into reusable knowledge and corrective lessons, closing a trial-and-error loop without retraining. Benchmarking reuses the deployment session and verification path, so results trace to real execution. Layered safety constrains both policy-driven and agent-driven execution: preflight, action bridges, SafetyGuard, heartbeat monitoring, and target-local constraints. Validation is progressive: games test cognitive planning, simulation adds dynamics and control, real robots add hardware noise, with the cognitive layer held constant. PhyAgentOS is benchmarked on Optimus-67, StarDojo, and DST-Dojo, validated on 19+ simulated and physical embodiments, and gains on LIBERO, Calvin, and RoboCasa365 across multiple VLA models.
Yang Liu, Weixing Chen, Xinshuai Song +8
Jul 16, 2026cs.RO

SafeRelBench: A Spatial-Relation-Aware Benchmark for Process-Level Safety in VLM-Driven Embodied Agents

Vision-language models (VLMs) are increasingly used as the reasoning backbone of embodied agents, enabling robots to interpret visual scenes, follow language instructions, and plan multi-step actions. In household environments, however, safety depends not only on recognizing objects, but also on how actions change the physical scene over time. Existing embodied safety evaluations largely focus on static risk recognition, unsafe instruction refusal, or final-state task completion. As a result, process-level safety failures induced by spatial relations such as support, containment, and proximity remain insufficiently studied. To address this gap, we introduce SAFERELBENCH, a spatial-relation-aware safety benchmark with 507 executable evaluation samples, including 248 spatial-relation samples and 259 non-spatial control samples. Using SAFERELBENCH to evaluate seven open- and closed-source VLM-driven embodied agents, we find a substantial gap between task success and process-level safety compliance: models often complete the requested task while violating process-level safety constraints. Unlike prior benchmarks, SAFERELBENCH explicitly tests whether agents satisfy safety conditions before risk-prone actions, making spatial relations a core dimension in embodied safety assessment. More broadly, our results show that safe embodied intelligence requires not only stronger perception and planning, but also reliable reasoning about how object relations shape risk during interaction.
Huaigang Yang, Ya Li, Min Ren +3
Jul 16, 2026cs.CV

VTM-Nav: Hierarchical Visual-Topological Memory for Cross-Episode Object-Goal Navigation

Object-goal navigation requires an embodied agent to locate and reach an instance of a specified object category in an indoor environment. Recent training-free approaches leverage vision-language models (VLMs) for open-vocabulary semantic reasoning, but are typically evaluated under an episodic protocol that resets all scene-specific state after each episode. We introduce Cross-Episode Object-Goal Navigation, in which an agent repeatedly operates in the same scene, retains only self-acquired experience, and keeps its model parameters fixed. To support experience reuse, we present \method, a training-free VLM navigation framework with a persistent hierarchical Visual-Topological Memory (VTM). The VTM organizes scene knowledge at room and object levels and retrieves relevant experience through coarse-to-fine matching, providing memory as soft guidance only when it agrees with current observations. A conservative execution guard further mitigates oscillations, blocked motions, and premature stopping. Under a controlled same-scene protocol, we evaluate \method{} on three benchmarks, HM3D v0.1, HM3D v0.2, and MP3D, and compare it with a strengthened WMNav baseline augmented with cross-episode textual memory, while keeping the VLM backbone and action pipeline identical. \method{} achieves the best performance across all three benchmarks, demonstrating the effectiveness and robustness of structured visual-topological experience reuse across datasets.
Xiaoran Xu, Yupeng Wu, Tianyu Xue +4
Jul 15, 2026cs.CV

Exploratory, Communicative, and Deployable: Vision-Driven Embodied Agents for Open-World Mobile Manipulation

Real-world deployment of embodied agents requires active exploration, visual grounding, and interactive intent disambiguation. However, existing frameworks often rely on privileged simulator states or assume complete instructions, bypassing realistic deployment challenges. To bridge this gap, we present REAL, an agentic framework for open-world mobile manipulation. REAL establishes sim-to-real-consistent environment APIs without oracle perception and integrates a simulated user to enable human-in-the-loop interaction. Within this environment, we design diverse task compositions to drive data collection, supervised fine-tuning, and online reinforcement learning, systematically optimizing agent performance. To comprehensively evaluate this approach, we introduce REAL-Bench, a benchmark spanning 241 tasks across active exploration, visual distraction, articulated manipulation, and interactive disambiguation. Experimental results demonstrate that our trained agent outperforms leading commercial closed-source VLMs on interactive tasks with a 56.9% success rate. Further empirical analysis reveals that our hierarchical training pipeline successfully aligns the model's tool-use capabilities while maintaining robust open-vocabulary reasoning under extended exploration horizons. Finally, we deploy and evaluate our framework on a physical dual-arm mobile robot, where it achieves a 78.3% end-to-end success rate over 60 real-world episodes. These physical trials demonstrate robust zero-shot transferability to unseen household scenarios, validating that our sim-to-real-consistent design successfully bridges the reality gap for long-horizon mobile manipulation. Code is available at https://github.com/InternRobotics/REAL.
Boyu Mi, Mengchen Ma, Yifei Yao +10
Jul 15, 2026cs.AI

UESF-Bench: Benchmarking and Probing for Unified Embodied Seeking and Following

Language-guided human following is an important capability for embodied agents, but existing benchmarks typically assume that the target person is visible at the start of an episode. This setting simplifies the problem and overlooks a more realistic requirement: an agent often needs to first find a language-described target and then persistently follow that target in a dynamic environment. While recent work has started to study human search, existing settings are typically evaluated in task-specific scenarios and often rely on stronger prior knowledge of the environment. Moreover, they usually treat searching and following as separate tasks and still lack a unified benchmark for systematic evaluation. To address these limitations, we introduce the Unified Embodied Seeking and Following Benchmark (UESF-Bench), a large-scale and diverse benchmark for embodied human seeking and following. The benchmark requires agents to handle semantic-guided exploration, reliable behavior switching and recovery, and delayed identity grounding. To this end, we propose SeekFollow-VLA, a vision-language-action framework with a task-driven routing mechanism for latent phase inference and transition modeling between seeking and following. Experimental results show that SeekFollow-VLA achieves clear improvements over both single-head and dual-head baselines across single-person and multi-person environments, establishing a baseline for unified embodied seek-and-follow.
Kun Yu, Jianhua Yang, Yixiang Chen +7
Jul 15, 2026cs.RO

Joint On-and-Off Policy Learning for Vision-and-Language Navigation

Vision-and-Language Navigation (VLN) necessitates an embodied agent to navigate in the physical world by adhering to natural language instructions. Recent advancements in Vision-Language Models (VLM) have propelled the development of VLM-based VLN methods with two predominant paradigms: (1) imitation learning (IL) on expert demonstrations, followed by the Dataset Aggregation (DAgger) algorithm to bolster error recovery capabilities; (2) reinforcement learning (RL) driven by verifiable rewards to enhance reasoning and exploration. A notable gap is the absence of integration between these two distinct paradigms. This paper introduces JOP-VLN, a novel VLN framework that synergistically combines off-policy imitation learning and on-policy exploration within a three-stage training pipeline. Initially, IL is employed on expert demonstrations to acquire basic navigation skills. Subsequently, the DAgger algorithm is utilized to generate heuristic exploration trajectories, which are then used for imitation learning to improve error recovery capabilities. Finally, a joint on-and-off policy learning framework is implemented, featuring high-entropy trajectory sampling to enhance RL training efficiency and an error-correction-prioritized trajectory sorting strategy for effective error correction. Extensive experiments demonstrate the efficacy of JOP-VLN, achieving success rates of 69.9% and 68.0% on the VLN-CE R2R and RxR benchmarks, respectively, setting a new state-of-the-art on R2R. Project page: https://qingrongh.github.io/JOP-VLN.
Qingrong He, Lin Zhao, Kevin Zheng +1
Jul 14, 2026cs.CV

Hy-Embodied-VLM-1.0: Efficient Physical-World Agents

Building capable embodied agents requires not only multimodal perception and understanding, but also agentic capabilities for reasoning about actions, adapting to evolving situations, and interacting with the physical world. In this report, we introduce Hy-Embodied-VLM-1.0, an efficient and powerful embodied foundation model specifically designed for embodied agents operating in the physical world. To cultivate such capabilities from the pre-training stage onward, we define an action-centric capability taxonomy comprising three progressive dimensions: Action-Relevant State Understanding, Action-Transition Reasoning, and Sequential and Adaptive Reasoning. Guided by this taxonomy, we develop a systematic data pipeline and curate data mixtures spanning both pre-training and post-training. To deliver strong physical-world understanding and interaction capabilities while supporting latency-sensitive deployment, we build our model on the Hy3-A3B language backbone and the Hy-ViT2 vision encoder. Its efficient Mixture-of-Experts architecture combines strong model capacity with high inference efficiency. We evaluate Hy-Embodied-VLM-1.0 on a comprehensive suite of 38 benchmarks covering embodied perception, physical-world understanding, and embodied reasoning. The model achieves the best performance among similarly sized models on 19 of the 38 benchmarks and substantially outperforms strong competitors, including Qwen3.6-A3B and Cosmos 3. Compared with the previous-generation Hy-Embodied-0.5 MoT-2B, Hy-Embodied-VLM-1.0 improves average performance by 8.4%. Despite activating only 3B parameters, it achieves performance close to that of the previous-generation model with 32B activated parameters. Beyond static benchmark evaluation, Hy-Embodied-VLM-1.0 also demonstrates strong performance on embodied agentic tasks requiring multi-turn interaction and long-horizon reasoning.
Ziyi Wang, Xumin Yu, Yongming Rao +19
Jul 13, 2026cs.RO

A Glimpse into Long-term Physical Coexistence with Intelligent Robots

Long-term physical coexistence with intelligent robots requires more than capable robot policies. A persistent robotic assistant must support diverse user-facing interfaces, maintain long-horizon memory of people and preferences, coordinate across robot embodiments, and translate human intent into safe physical execution. We introduce PHILIA, a multi-robot agent built around a robot gateway abstraction. PHILIA retains the rich interaction and tool ecosystem of OpenClaw while exposing robot-local runtimes, onboard perception, navigation, speaker, and robot policies through a unified capability interface. This design decouples low-frequency, high-semantic agent reasoning from high-frequency, low-level robot execution, enabling plug-and-play integration of user interfaces, robot embodiments, and policy backends. As a result, the user experience becomes compositional: advances in user interfaces, robot embodiments, robot policies, navigation, or interaction algorithms can improve the overall experience without redesigning the system. We validate the architecture on Astribot S1 robots while designing the robot gateway contract to support future heterogeneous robot platforms through a shared capability interface for observation, task execution, navigation, speech playback, status monitoring, and task cancellation. We present representative use cases in which agent memory and scene understanding are grounded in robot actions. These span interactive household scenarios, ranging from simple organization to challenging long-horizon and dexterous service tasks, such as packing a backpack and lifting a garbage bag. We highlight the human-robot interaction flow, where contextual understanding of user intent and preferences, together with human-in-the-loop confirmation or adjustment during execution, is essential for effective assistance.
Weiqi Jin, Peijun Tang, Kuncheng Luo +5
Jul 12, 2026cs.CV

Traj-VLN: Learning Pixel-Space Interaction via Autoregressive Trajectory Generation

Benefiting from the powerful priors embedded in large-scale pre-training data and the emerging commonsense reasoning ability, large language models (LLMs) have shown unprecedented generalization capabilities in many research fields. Recently, projecting visual embeddings into the language space via vision-language models (VLMs) to achieve sim-toreal and cross-scene generalization has become a prevailing paradigm in the field of Vision-and-Language Navigation in Continuous Environments (VLN-CE). VLN requires an embodied agent to navigate through unseen environments following natural linguistic instructions. We emphasize that a VLN task can be decomposed into a sequence of sub-tasks, each corresponding to a process of 3D spatial interaction with the environments described by instructions such as "walk to the end of the sofa and turn left." However, such spatial interactions involving moving into the image along the direction of depth sensing are puzzling for VLMs as they were predominantly trained on conversations with RGB images. Rather than incorporating depth or 3D geometric information-which VLMs rarely encounter during pretrainingwe propose an alternative approach: fine-tuning VLMs to learn navigation interactions directly in 2D pixel space through autoregressive trajectory generation. Given a linguistic instruction and historical observations, our model sequentially predicts a series of pixel coordinates, drawing a trajectory from the bottom center of the current observation. While prior work has proved that pixel-goal supervision outperforms learning of discrete actions, our experiments further verify that the supervision of pixel-space trajectory significantly enhances VLN performance. Moreover, we demonstrate that our flagship model achieves state-of-the-art level performance with relatively limited computational resources and training data.
Changfei Fu, Guangcheng Chen, Wenjun Xu +1
Jul 11, 2026cs.AI

ABot-AgentOS: A General Robotic Agent OS with Lifelong Multi-modal Memory

Recent VLM and VLA systems have improved robotic perception and action prediction, yet long-horizon embodied agents still require a general runtime layer for reasoning, memory, tool use, verification, and cross-embodiment execution. We present ABot-AgentOS, a general robotic Agent Operating System that sits above low-level controllers and provides a deliberative agent layer for scene-conditioned planning, context-isolated skill execution, multi-stage verification, multi-modal memory, and edge-cloud collaboration. To evaluate such systems, we introduce EmbodiedWorldBench, an executable benchmark with 16 indoor, outdoor, and hybrid scenes, four difficulty levels, and over 200 tasks involving navigation, object search, NPC dialogue, dynamic events, and trace-grounded scoring. ABot-AgentOS further introduces Universal Multi-modal Graph Memory, a persistent source-grounded substrate that converts dialogue, visual observations, spatial context, temporal relations, and task traces into typed nodes and edges. A failure-driven self-evolution loop converts diagnosed memory failures into gated runtime evo-assets that are promoted only to later evaluation splits, preventing current-split ground-truth leakage while enabling continual improvement. On an initial EmbodiedWorldBench subset, ABot-AgentOS improves over a single-controller baseline in both task success and goal completion. Across memory benchmarks, ABot-AgentOS Static achieves 87.5 on LoCoMo, 59.9 on OpenEQA EM-EQA, 88.6 on Mem-Gallery, and 76.5 Acc@All on NExT-QA; self-evolution further improves LoCoMo to 88.7, OpenEQA to 60.4, and Mem-Gallery to 89.0. These results suggest that a general Agent OS layer can improve long-horizon embodied execution while providing persistent, auditable memory for continual interaction.
Jiayi Tian, Shiao Liu, Yuting Xu +30
Jul 10, 2026cs.MA

Mosaic: Runtime-Efficient Multi-Agent Embodied Planning

LLM-based multi-agent embodied planning remains impractical due to prohibitively high execution latency. We identify failed actions as the dominant bottleneck, stemming from two core challenges: inaccurate state tracking under partial observability and inefficient coordination that produces redundant or conflicting actions. We introduce Mosaic, a runtime-efficient multi-agent planning framework that addresses both challenges. Mosaic maintains accurate yet lightweight state tracking through agent-centric semantic memory that stores objects in relative coordinates, enabling geometric transformations and coordination. It ensures efficient coordination through Integer Linear Programming that allocates actions at every planning step, enforcing physical feasibility and inter-agent coordination constraints. Across AI2-THOR and search-and-rescue benchmarks, Mosaic achieves 27-32% faster execution, 30-33% fewer LLM calls, 25-31% fewer steps, and 4-10% points higher success rates. These results demonstrate that efficient memory and constraint-guided coordination are critical for scalable, low-latency multi-agent planning.
Kunjal Panchal, Saayan Mitra, Sunav Choudhary +3
Jul 6, 2026cs.RO

Cortex: A Bidirectionally Aligned Embodied Agent Framework for Long-horizon Manipulation

While recent Vision-Language-Action (VLA) models show promise toward generalist manipulation policies, they struggle with long-horizon tasks due to their Markovian nature-relying solely on current observations. Hierarchical dual-system methods address this but suffer from a gap between high-level planning semantics and low-level execution kinematics. We introduce Cortex, a bidirectionally aligned embodied agent framework with a customized planning interface that conveys executable and tractable subtask plans from high-level VLM to low-level VLA. Specifically, we standardize manipulation subtasks into 32 canonical skill primitives and inject tractability principles, such as representative object attributes and improved trajectory reachability, into the data generation pipeline. This enables automatic annotation of over 4k hours of open-source video data and generation of 30 hours of simulation data. We further devise an event-balanced sampling strategy to construct training data for fine-tuning the framework to better handle planning ambiguity during subtask transitions, enhanced by carefully designed harness engineering from task contexts to skill constraints during inference. Both open-loop VLM and closed-loop system evaluations demonstrate Cortex's efficacy, e.g., it outperforms monolithic baselines by 3.1% on Libero-long and 4.1% on RoboTwin. Notably, Cortex's generalist VLM enables zero-shot completion of unseen real-world long-horizon tasks, such as multi-stage chemistry experiments, by simply combining with a fine-tuned VLA-a capability infeasible through VLA fine-tuning alone.
Jiaqi Peng, Xiqian Yu, Delin Feng +10