Robot Imitation Learning
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Partnered human-humanoid interaction couples locomotion with continuous physical contact. A humanoid needs to coordinate with a person's motion while responding to interaction forces and maintaining stable and natural movement. We present CoDance, a framework for learning reactive and compliant human-humanoid interaction from video. We study partnered dancing as a challenging instantiation, where a humanoid coordinates its footsteps with a moving partner and maintains continuous two-hand contact. Given a single video of two human dancers, CoDance retargets their motions into a robot reference and a moving partner. We introduce a multi-link compliance augmentation that transforms the kinematic demonstration into force-aware training data by adapting the robot reference under structured forces at both hands. Policies trained on this data follow the observed partner while preserving the demonstrated locomotion style and responding compliantly to physical interaction. In simulation, the policies adapt their footsteps to changes in the partner and reproduce approximately 80% of the wrist displacement encoded by the augmented demonstrations. On a physical humanoid, CoDance enables sustained two-hand dancing with a human partner including repeated transitions between forward and backward motions.
LEAP: Making Privileged Geometry Supervision Effective for Visuomotor Learning
Privileged 3D supervision uses additional geometric information during training to guide RGB-based visuomotor policy learning, without requiring geometric inputs at deployment. However, low reconstruction error does not ensure that visual representations capture geometry useful for control. We identify three limitations that weaken this supervision: proprioceptive shortcuts, dominant-view reliance, and reconstruction objectives dominated by task-irrelevant geometry. To address these limitations, we propose Latent Encoding with Aligned Privileged Geometry (LEAP). Our framework uses an auxiliary decoder to reconstruct point clouds within the manipulation workspace from visual features alone, while retaining proprioception for action prediction. Alongside full reconstruction, we introduce wrist-view dropout and partial reconstruction targets matched to the retained wrist, encouraging the encoder to capture complementary local geometry. The auxiliary decoder is removed at inference, leaving only RGB observations and robot state as policy inputs. Extensive experiments on RoboTwin, ManiSkill, and real-world tasks demonstrate consistent and substantial improvements over Diffusion Policy and ACT, with only a small increase in parameter count and no reduction in inference speed.
Recursive Self-Improvement of Visuomotor Policies through Local Recovery Supervision
Visuomotor policies can execute familiar tasks yet lack the corrective behavior needed after their own mistakes. We present a framework for recursive self-improvement through local recovery supervision. Each round audits the current policy, generates corrective demonstrations at supported failure states, and uses them to update the policy that drives the next round of collection. An offline auditor locates unresolved failures using coarse and dense temporal evidence and specifies observable repair goals. A fixed multimodal agent acts as a tool-using teacher, generating recovery actions through observation, computation, execution, and feedback. The frozen student tests whether each teacher endpoint supports further progress. If continuation fails, the system restores that endpoint and extends the demonstration. Action-level quality assessment then defines continuous training windows with aligned observations, quality weights, and validity masks. Only the student is deployed. In a preliminary LIBERO-Goal study, recovery-augmented post-training achieves 88 successful episodes out of 100 validation scenes, compared with 78 for original-data continuation from the same checkpoint. An earlier BC-RNN study on robomimic Can improves success from 102/130 to 112/130 using 26 local recovery segments. Both comparisons match 2,000 additional optimization steps.
DreamFormer: Dream Imitation with a Transformer World Model for Language-Conditioned Robotic Manipulation
We introduce DreamFormer, a model-based agent that acquires language-conditioned, multi-task skills by imitating expert demonstrations within the latent imagination of a learned world model. DreamFormer first learns a task-agnostic Transformer world model from unstructured play data, then acquires task-specific behaviors by optimizing an intrinsic reward that aligns agent-generated rollouts with expert demonstrations in latent space. Since the policy is trained on-policy inside imagination, it is exposed to its own errors during training, mitigating the covariate shift inherent to offline behavioral cloning. To make long-horizon imagination affordable, DreamFormer encodes a high-resolution multi-view robotic observation into a single input token, avoiding both spatial downsampling and the multi-token representations used by prior Transformer world models. On the long-horizon CALVIN benchmark, DreamFormer outperforms LUMOS, the comparable model-based agent, on single-environment evaluation (2.52 vs 2.34 average tasks completed per chain of five) while keeping imagination rollouts tractable. Against HULC, the behavior cloning baseline, it nearly doubles performance on zero-shot transfer to an unseen environment (1.30 vs 0.67), indicating that dynamics learned by the world model transfer more readily than a directly cloned policy. This is consistent with the role attributed to internal models in biological agents, where a model of environment dynamics supports behavior in situations not previously encountered.
TacOT: Learning Contact-Rich Dexterous Manipulation from Human Demonstrations via Tactile-Guided Optimal Transport
Learning contact-rich dexterous manipulation from human demonstrations provides a scalable source of interaction data, yet transferring such skills to robots remains challenging due to unreliable human--robot correspondence. Existing human-to-robot transfer methods typically rely on visual appearance or motion similarity, which may associate similar motions with different contact states and force patterns. Tactile dynamics provide interaction-aware cues to distinguish manipulation processes with similar motions but different contact states. We introduce tactile-guided optimal transport (TacOT), a framework for human-to-robot contact-rich manipulation. TacOT leverages action--tactile dynamic time warping to identify human--robot demonstration correspondences with consistent interaction dynamics and uses these correspondences to guide soft optimal transport alignment in a shared policy representation space. This enables human demonstrations to provide contact-rich supervision for robot policy learning without requiring predefined frame-level human--robot pairing. Across four real-world dexterous manipulation tasks, TacOT improves closed-loop success rates over action-guided OT by up to 17 points on in-distribution tasks and 20 points under targeted human-to-robot out-of-distribution transfer. Further analyses show that tactile-guided correspondence selects demonstration pairs with more consistent contact dynamics and produces latent representations that better reflect interaction-state evolution. These results demonstrate that tactile dynamics provide an effective semantic signal for establishing reliable human-to-robot correspondence in contact-rich dexterous manipulation.
Reward-DAgger: Robot-Gated Interactive Imitation Learning with General-Purpose Progress-Based Reward Models
Recent advances in robot learning have enabled generalist control policies capable of completing a wide range of tasks. However, their performance degrades when deployed in unseen environments, making it critical to detect failures and teach recovery behaviors. Existing runtime monitoring methods often require task- and policy-specific training or hyperparameter tuning, limiting cross-task deployment and introducing additional overhead during iterative policy updates. We present Reward-DAgger, a robot-gated interactive imitation learning framework that uses dense progress signals from a general-purpose reward model to determine when human intervention is needed. Our approach is agnostic to the underlying policy architecture, requires no access to policy internals, and can be applied across tasks without retuning the gating mechanism. Our results show that Reward-DAgger achieves a better failure-detection accuracy-latency tradeoff than existing runtime monitoring baselines. Across eight simulated and real-world tasks, Reward-DAgger consistently improves the downstream policy's autonomous success rate throughout interactive learning and achieves strong return on human effort, outperforming the baselines in most settings. Importantly, the same gating configuration is used across tasks without task-specific hyperparameter tuning, demonstrating transfer across tasks, environments, and policy architectures. Code and videos are available at https://liralab.usc.edu/reward-dagger.
REDIRECT: A 1% Fix for Bad Robot Habits
Robots can acquire bad habits from a few defective moments in otherwise useful teleoperation. In mixed-quality robot data, normal and problematic demonstrations share most task behavior and differ only at a local action continuation. Full retraining is costly, while fine-tuning on clean data alone offers limited recovery under a small update budget. We ask whether the local difference can instead be fixed with only 1% of the full-training sample-backward budget. Using only episode-level retained/problematic labels, REDIRECT localizes the branch, assigns a coherent retained continuation to the original observations around it, and anchors shared behavior, without frame-level annotations or additional interaction. Across three randomized ManiSkill tasks and three seeds, REDIRECT raises the mean success rate from 68.2% to 90.3%, recovering 88.8% of the clean-retraining gap versus 22.1% for matched-compute fine-tuning. On a PiPER arm, it recovers 86.7-92.9% of the clean-only gap across cup insertion and towel folding. Local robot habits can therefore be repaired by spending the update budget on the behavioral difference rather than relearning shared behavior.
Bridging Frontier Reasoning and Robot Execution: From Autonomous Demonstration Generation to Dense Language Supervision
Recent advances in frontier models enable robot manipulation from only a few demonstrations, but high inference latency limits their use for real-time robot control. To bridge this gap, we study two complementary approaches that connect frontier reasoning with low-latency local execution. First, we use a frontier model to autonomously generate demonstrations that supplement human demonstrations for training a fast local policy. We augment its in-context examples with corrective demonstration segments that show how to recover from physical errors, improving generation reliability. Generation time and cost decrease as successful examples accumulate in context, suggesting a path toward more efficient data collection. At deployment, a harness combines frontier-generated instructions with a fast local policy, enabling efficient execution while preserving the frontier model's ability to guide and correct actions. With low-latency execution delegated to the local policy, the bottleneck shifts to its capacity to reliably follow the frontier model's diverse instructions. Our second bridge introduces dense language supervision across three nested granularities---primitive, atomic, and composite---with multi-aspect descriptions at each level. Across long-horizon tasks in RoboCasa 365 and BEHAVIOR-1K, where instructions change as execution progresses, the combined supervision achieves the highest performance under both oracle and frontier-model instructors, demonstrating more reliable instruction following through the policy's language interface. Finally, we evaluate both bridges together on a crossword task that combines semantic planning and manipulation within a fixed time budget. These results support autonomous demonstration generation and dense language supervision as complementary components for connecting frontier reasoning to low-latency local execution.
World Action Learning via Interaction-Centric Spectral Latent Guidance
Learning general-purpose robot policies requires large-scale real-world interaction data, yet collecting robot demonstrations remains expensive and difficult to scale. Egocentric videos offer abundant human interaction experience with task-relevant semantics for robotic manipulation, but direct transfer is challenging for two reasons: latent actions inferred from frame reconstruction can be dominated by nuisance variation such as ego-camera motion, and human and robot behaviors often exhibit different temporal dynamics. We propose WING (World Action Learning via INteraction-Centric Spectral Latent Guidance), a framework for transferring interaction knowledge from egocentric videos to robot policies. WING first separates observer-induced motion from hand-object interaction and distills the interaction-centric component into latent actions. It then exploits the observation that cross-embodiment task semantics are concentrated in slowly varying temporal structures, identifying shared low-frequency components between egocentric latent actions and robot behaviors in the spectral domain and using them to guide action generation. WING achieves average success rates of 99.20% on LIBERO, 93.80% on RoboTwin 2.0, and 57.7% on RoboCasa-GR1, and also performs strongly across four real-world manipulation tasks under diverse generalization settings. These results show that interaction-centric spectral guidance provides an effective and scalable way to transfer physical interaction knowledge from human egocentric video to robot control. Project page: https://mikuz12.github.io/wing/
KungfuAthleteBot: learning high-dynamic humanoid motion from video with unified robust recovery
Video is an abundant, inexpensive source of human motion data that is rich in extreme athletic behaviors. Making it usable for humanoid robots, however, is not a matter of simply retargeting a reconstructed trajectory: video-derived motion is physically inconsistent, devoid of actuation information, and says nothing about failure or recovery. We present KungfuAthleteBot (KAB), a framework that treats learning high-dynamic motion from video as the central problem and resolves each of these three failure modes in turn. (C1) We build the KungfuAthlete dataset from videos of national-level martial artists and introduce a physics-guided parabolic trajectory correction that removes height floating, ground penetration, and high-frequency jitter from reconstructed aerial and landing phases. (C2) Because video carries no force information, strict tracking of a reconstructed trajectory is dynamically infeasible, and error-driven initialization keeps re-launching the policy from infeasible aerial poses. We introduce physics-driven pseudo-low-kinetic-energy (LKE) sampling, our central mechanism for making such references learnable: it biases initialization towards dynamically feasible states, letting the policy discover feasible actuation patterns instead of imitating infeasible ones. (C3) Finally, we introduce a direct training paradigm in which disturbance rejection and fall recovery are learned inside the same policy that tracks the video motion, requiring no recovery reference data and no manual mode switching. On a humanoid robot, KAB learns dynamic skills from video and recovers from arbitrary falls in about 0.7 s, the fastest reported recovery for a unified policy. Ablations on the unified policy confirm the necessity of its components, supporting the view that repairing and compensating video data, rather than only collecting more of it, is what unlocks high-dynamic humanoid skills.
Equivariant Visual-Tactile Diffusion Policy for Contact-Rich Manipulation
Imitation learning for contact-rich manipulation requires high-quality expert data that is expensive to obtain. This makes learning a sample-efficient policy a key issue. To address this, we propose VISTA, a workspace-level equivariant visuotactile diffusion policy for data-efficient contact-rich imitation learning. VISTA projects visual and tactile observations into spherical tokens, injects tactile contact cues into visual spherical directions through permutation-equivariant spherical fusion, and rotates the fused harmonic representation using the end-effector orientation. The resulting representation conditions an equivariant diffusion policy to predict spatially consistent actions. Extensive experiments in both simulation and real-world robotic settings show that VISTA substantially improves data efficiency over strong visuotactile imitation learning baselines. Project website: https://vista-paper.github.io/
PointWAM: 3D World Action Modeling for Dexterous Robotic Manipulation
World action models jointly learn to forecast world dynamics and predict robot actions, such that the learned internal world dynamics guide accurate actions. Existing approaches typically represent the world as RGB frames or latent counterparts while predicting actions as end-effector poses or joint angles, but they often struggle to capture the 3D spatial structure and contact geometry central to dexterous manipulation. We introduce Point World Action Model (PointWAM), a 3D world action model that decomposes the world into a scene (i.e., environment) and hands (i.e., actor), and jointly forecasts both as 3D point trajectories within a shared space-time coordinate frame. This explicit, disentangled representation enables effective pre-training on large-scale human demonstration videos without requiring any task-specific object or keypoint selection. Given a colored point cloud and a language instruction, PointWAM predicts how the scene and hands co-evolve in 3D space over time, then retargets the forecast hand motion to robot actions. Pre-training on human videos improves average DexJoCo success by 56.9 percentage points, and scene-trajectory supervision adds 10.9 points over forecasting the hands alone. With both, PointWAM surpasses the prior state of the art on ten DexJoCo tasks by 11.7 points and outperforms strong VLAs on a real robot.
Register-Routed Delayed Fusion: Rewiring Shortcut-Prone Observation Fusion in Visuomotor Imitation
Visuomotor imitation policies combine high-dimensional visual observations with compact signals such as proprioception, and their fusion topology determines when and through which tokens these streams interact. In dense token fusion, visual tokens may attend directly to compact tokens from the first encoder layer, allowing action-predictive compact cues to influence spatial visual representations early in their formation. We ask whether controlling this route improves visual responsiveness and policy behavior. We introduce Register-Routed Delayed Fusion (RRDF), which masks direct compact-visual attention and stages cross-modal interaction through a learned register workspace. Its isolate-collect-route schedule protects an early stream-separated prefix and later permits only register-mediated exchange, while compact conditioning remains available to the native action generator. Across five simulation tasks and three real-robot tasks, RRDF matches or improves dense ACT under nominal conditions. Appearance-shift evaluations on four simulation tasks and held-out-position evaluations on three real-robot tasks also favor RRDF. Phase-matched input probes show lower measured state-to-image sensitivity, while ablations indicate that adding registers alone does not reproduce the full performance gain. These results support controlling cross-modal propagation while retaining compact action conditioning.
AdaTempo: Learning Shared Relative Tempo from Demonstrations for Faster Robot Manipulation
Visuomotor policies trained via imitation learning often inherit the unnecessarily slow timing of teleoperated demonstrations. Yet uniform speedup is unreliable because different phases of a manipulation task tolerate acceleration differently. In this work, we introduce AdaTempo, a self-supervised method that accelerates visuomotor policies by exploiting shared relative-tempo structure in demonstrations. AdaTempo establishes phase correspondence, aggregates the aligned relative tempo into a consensus, and maps it to a continuous speedup profile used to resample demonstrations into accelerated training trajectories. Training standard policies such as ACT or Diffusion Policy on these resampled trajectories directly embeds the desired tempo in the learned behavior, without runtime tempo selection or online retiming. Extensive evaluations show that AdaTempo achieves up to a speedup and yields a stronger success--speed trade-off than the original policies and representative acceleration baselines.
FlashDexRetarget: Accelerating Dexterous Manipulation Data Generation through Multi-Motion Retargeting
Human hand-object demonstrations provide a scalable source of data for dexterous robot learning, but transferring them across embodiments requires physically feasible retargeting. Existing physics-based methods typically optimize each demonstration independently, leading to either limited success under finite simulation budgets or training costs that grow with dataset size. We introduce FlashDexRetarget, an RL framework for multi-reference dexterous retargeting. We formulate retargeting as multi-reference tracking, jointly learning a single policy across many demonstrations with off-policy RL and geometric supervision of the demonstrated interactions. This shared training formulation amortizes optimization across references while enabling the policy to track diverse hand-object interactions. On a 50-motion benchmark from TACO, OakInk2, and HOT3D using XHand and Sharpa Wave Hand as target embodiments, FlashDexRetarget retargets 90% of demonstrations using about 30 GPU-hours, compared with about 46% at about 3,000 GPU-hours for CHORD. This corresponds to about 100 times lower training compute and a 44-percentage-point improvement in retargeting success. Ablations examine the key design choices, while experiments with up to 1,000 motions and real-world replay further demonstrate the scalability and practical applicability of our method.
Interaction-Stiffness-Guided Basis Allocation in Dynamic Movement Primitives for Efficient Skill Transfer
Dynamic Movement Primitives (DMPs) provide a compact and stable formulation for trajectory representation and generalization in robot skill learning. However, their predefined basis layout limits the allocation of approximation capacity according to stage-dependent precision requirements. To address this issue, this article proposes Stage-Criticality-Guided Dynamic Movement Primitives (SC-DMPs) with adaptive basis allocation for precision-critical skill learning. Operator-robot interaction stiffness and a trajectory-consistency cue derived from cross-demonstration task-space variability are integrated to construct a stage-criticality index. Guided by this index, basis centers are redistributed in normalized time through inverse cumulative criticality and mapped to the canonical phase domain, while their bandwidths are refined to adjust local approximation support. This enables denser and more flexible representation at high-criticality stages while retaining sparser allocation elsewhere. Experiments on handwriting trajectories and three real-robot tasks show that the inferred criticality is concentrated in geometrically demanding and task-constrained regions. Comparisons with DMPs, ProMPs, ProDMP, GP-MP, and KMP demonstrate improved trajectory reproduction, endpoint generalization, and task-critical accuracy while retaining a compact model and the stable structure of classical DMPs.
Recova: Agent-Guided Failure Recovery for Autonomous Robotic Manipulation
Manipulation failures can leave scenes in states from which a task policy cannot recover. Learning corrective behaviors requires scalable failure exploration and physical grounding. We present Recova, an agent-guided framework that jointly develops task execution and recovery in a reconstructed digital twin, then verifies and refines both through real-world experience. In the twin, the agent diagnoses failures, tests corrective programs, and collects successful task and recovery rollouts for separate policies. During deployment, it monitors progress, invokes a learned or programmatic recovery, verifies scene restoration, and resumes execution. When no suitable recovery is available, a human demonstration resolves the failure and enters the learning loop, allowing the system to expand its recovery capabilities. Physical rollouts and human demonstrations are routed to the corresponding policy for DAgger training. Across six LIBERO-Pro settings and four MolmoSpaces categories, Recova achieves 78.8% and 64.9% mean success, compared with 71.7% and 38.0% for the strongest baselines. With parallel collection across four real-robot workstations, DAgger fine-tuning raises mean success from 23.8% to 77.5%, and recovery skills further raise it to 87.5%. Over four collection rounds on one task, observed human intervention falls from 87.5% to 0%. Together, these results show how agent-guided recovery turns failures into reusable capabilities, improving robustness while progressively reducing human intervention. Project page: https://www.liuisabella.com/Recova
Getting Out and Getting Back: World and Behavior Grounding in Real2Sim2Real Co-Training
Simulation can expand scarce real demonstrations for co-training, yet how world fidelity and similarity to human behavior affect policy performance remains unclear. We distinguish world grounding, which aligns simulation with the real system, and behavior grounding, which aligns simulated trajectories with human motion. We build a real2sim2real pipeline that varies these axes independently to generate data for co-training. On a dynamic dexterous pick-and-sort task, fully grounded co-training raises success from 52% to 86%; averaged across configurations, world grounding improves success by 18 percentage points and behavior grounding by 10. Deployed policies behave like a mixture of real-derived and simulation-derived policies, imitating real demonstrations in covered states and relying on simulated behavior elsewhere, which we examine through latent-space analysis. Together, these results suggest complementary roles: world grounding lets policies use simulated experience beyond real-data coverage, while behavior grounding matters mainly when world grounding is imperfect. Grounded simulation remains beneficial when co-training foundation models.
Does Continual Imitation Learning Remain Grounded? A Language-Perturbed Benchmark for Robotic Task Retention
Continual imitation learning evaluates whether a robot can learn new knowledge without forgetting previously learned skills. However, retaining task performance does not ensure the behavior remains grounded in language because policies may rely on scene cues, object associations, or memorized task structure. We introduce a benchmark protocol to study how language-guided behavior changes as robotic policies learn successive tasks. We construct meaning-preserving and meaning-changing instruction variants for the Goal, Spatial, Object, and Long suites of LIBERO. Policy experiments focus on LIBERO-Goal, evaluating Original and Paraphrase instructions after each continual-learning stage. We compare representative continual imitation learning methods under their original assumptions while separating task competence from language sensitivity. The proposed diagnostics complement standard learning and forgetting metrics by measuring semantic robustness, goal adaptation, and language sensitivity. Results show that strong continual-learning performance does not always translate to reliable language grounding, and our diagnostics help determine whether retained skills remain correctly guided by their instructions. Additional materials are available at https://sites.google.com/view/stillgrounded
Ego4WAM: What Matters When Scaling Egocentric Human Data for Robot Learning?
Egocentric human data provides a scalable source of experience for robot learning, but varies substantially in human-robot alignment, behavioral coverage, and available supervision. Existing work shows favorable scaling with increasing human data, but it remains unclear which data properties drive downstream robot gains and how to use such data throughout the training pipeline. We present a systematic study of egocentric human data with different alignment and supervision under a unified world-action model framework. With the model backbone fixed, we disentangle the effects of human-robot alignment, data duration and task diversity, action supervision, and data usage strategies. We find that aligned human demonstrations substantially improve out-of-distribution generalization and reduce target-task robot data requirements; data duration and task diversity affect downstream capabilities differently; and video-only supervision remains effective without action labels, providing a strong foundation for subsequent video-action training. We validate these findings through closed-loop policy evaluation on both real robots and RoboDojo. Rather than treating data duration as the sole scaling axis, Ego4WAM shows how alignment, task diversity, available supervision, and usage strategy jointly shape the value of egocentric human data for robot learning.
IronMind: Scaling Humanoid Dexterous Manipulation via Camera-Space Ego-Centric Pretraining
Egocentric human video offers a scalable data source for dexterous manipulation, yet using it to train humanoid robots presents two challenges: (1) an embodiment gap, as human hands differ structurally from robot end-effectors and low-cost egocentric recordings lack the torso kinematics required by conventional retargeting; and (2) heterogeneous data quality, including noisy hand-pose tracking and weakly aligned text annotations. We introduce IronMind, a vision-language-action (VLA) model that uses egocentric human video and heterogeneous robot data to pretrain policies for humanoid dexterous manipulation. To bridge the embodiment gap, IronMind bypasses explicit body-retargeting by using a camera-space action representation, the native reference space of egocentric video, and semantically aligning robot and human action dimensions. Across total pretraining budgets from 250 to 10,000 hours, validation loss decreases approximately log-linearly with data scale. Larger pretraining budgets also improve out-of-distribution real-robot manipulation after post-training: across six challenging tasks with unseen objects, affordances, and reasoning prompts, the 10,000-hour model achieves a 55.0% success rate, compared with at most 11.7% for every pretraining budget up to 5,000 hours and 5.0% without pretraining. At the same pretraining budget, the camera-space action representation also outperforms the torso-frame baseline. Together, these findings support pretraining with a camera-space action representation on large-scale human egocentric data as a scalable foundation for humanoid robot manipulation.
Video2SwimFish: An Automated Pipeline for Reconstructing Controllable Fish Models and Biological Locomotion from Real Fish Videos
We present Video2SwimFish, an automated pipeline and benchmark for building controllable fish assets from real-fish videos for underwater embodied AI. Given synchronized multi-view videos of an individual fish, the pipeline reconstructs a metrically scaled deformable mesh from a VLM-selected canonical frame, generates internal articulation adapted to that individual's morphology through a VLM actor-critic loop, and extracts a Biological Locomotion Manifold (BLM) from the fish's observed midline curvature. The BLM provides a low-dimensional action space bounded by real-fish motion, enabling an individual swimming policy to be learned for each reconstructed fish. We release two paired datasets: synchronized top- and front-view recordings of 120 individual fish across 6 species, and the controllable assets and individual swimming policies derived from them. Because every asset is tied to the animal it came from, the dataset supports a benchmark that evaluates locomotion learning not only on task success but on fidelity to that individual in trajectory shape, body curvature, and tail-beat frequency, across trajectory following, reward-free swimming behavior transfer from video, and a downstream case study in which a simulated BlueROV underwater robot captures one of the assets. We find that task success and locomotion fidelity do not necessarily improve together: the method achieving the highest task completion is not the method achieving the highest locomotion fidelity, and we identify faithful reproduction of individual animal locomotion as an open challenge for the community. Project website: https://hangongchen.github.io/video2swimfish-web/.
Plan-Conditioned Imitation for Robust Object Retrieval under Self-Occlusion in Dense Clutter
Retrieving objects from dense clutter requires rearrangement during which the manipulator can occlude objects while moving them. Repeated arm withdrawals to restore visibility interrupt execution. We introduce TRACE, a plan-conditioned imitation framework for retrieval under self-occlusion. A single unoccluded observation initializes a digital twin, where a privileged teacher generates a fixed nominal rollout. A recurrent student combines local rollout context, partial object observations, and proprioception to select actions that can correct deviations from the prediction. Behavior cloning initializes the student; DAgger refines it with teacher labels on student-visited states. The rollout remains fixed throughout execution, so the deployed student needs neither online teacher queries nor additional simulator rollouts during pushing. On 511 simulation test scenes, TRACE achieves 90.7% success versus 43.4% for nominal replay and 96.7% for the privileged closed-loop teacher. At a matched 26,373-label budget, student-state supervision achieves 87.8% versus 66.7% for expert-only cloning, demonstrating gains beyond additional labels. On a UR5e, TRACE achieves 90.0% success versus 95.0% for the closed-loop teacher, while reducing total execution time from 192.7 s to 67.3 s. It avoids the teacher's 16.8 sensing-related arm retractions per trial during pushing, retaining a final withdrawal for graspability evaluation. Code and data will be released at: https://trace-retrieval.github.io.
Memorize, Adapt, Ignore: Diagnosing Robot Learning Mechanisms under Training Data Variation
Training data variation, whether through designing a domain randomization (DR) scheme in simulation or curating demonstrations for imitation learning, is a primary lever for improving the robustness of robotic manipulation policies. Yet its underlying mechanisms remain poorly understood, and practitioners typically select randomization parameters through expensive trial and error. We investigate these mechanisms through a series of case studies, randomizing object size, color, and type as well as scene lighting and linguistic prompts across settings including pick-and-place RL in ManiSkill and fine-tuning of vision-language-action (VLA) models on LIBERO and RoboTwin. We examine both model behavior and internal representations, using the empirical neural tangent kernel (NTK) as our primary diagnostic tool. We show that the NTK distinguishes a shift in the internal learning mechanism from memorizing different situations with insufficient variation (e.g.\ learning what to do for a large cube, and what to do for a small cube) to adapting to the situation at hand with sufficient variation. An NTK-based signal-to-noise ratio also helps distinguish when policies have learned to ignore task-irrelevant factors (e.g.\ treating blue and red cubes identically, instead of learning a blue sub-policy and a red sub-policy). We use these diagnostics to develop practical guidance for designing DR schemes, selecting models, and detecting shortcut learning. We further compare different kinds of representations and validate our findings with real-world hardware experiments using ACT-based imitation learning.
Counterfactual Video Generation Enables Scalable Humanoid Loco-Manipulation
Teaching humanoids loco-manipulation skills, such as carrying diverse objects, via visual imitation is a promising path toward generalist robots. However, collecting diverse, high-quality interaction videos, such as clips that clearly show a person's full body and unoccluded interactions with objects, poses a practical barrier to scaling this approach. We propose PRISM, a real-to-sim-to-real framework that overcomes this limitation by amplifying a handful of real videos into a large, diverse training set. PRISM first generates hundreds of diverse "counterfactual" human-object interaction videos via video-to-video (V2V) generation from a few exemplar real videos. Our contact-anchored real-to-sim pipeline then reconstructs both human and object motions, retargeting this imperfect video data into physically plausible trajectories. The intra-class variability across these counterfactual videos lets us train a single policy that generalizes to unseen objects within each category. We demonstrate the full pipeline by deploying this policy on a real robot without any real-world fine-tuning. Using only onboard depth observations, our humanoid picks up, carries, and drops objects, including boxes, barrels, bins, and balls, across novel instances, sizes, and initial configurations.
BlenDAgger: Blended Shared Control for Interactive Imitation Learning
Robot policies are frequently trained from human corrections, yet teleoperating a robot to provide corrections is burdensome, and human demonstrators are not always optimal. We propose Blended DAgger (BlenDAgger), an approach for collecting data to train imitation learning policies by using shared control to blend the policy's and demonstrator's actions during interventions. By blending human and policy actions, we aim to improve the autonomous performance of manipulation policies. We validate our approach across five manipulation tasks, two in the real world and three in simulation. Our approach achieves higher autonomous performance by 30 or more percentage points on two real-world tasks compared to a typical human-gated correction approach (HG-DAgger). We also investigate the advantages of BlenDAgger that allow for higher autonomous performance, finding that BlenDAgger results in 57% smoother transitions between policy control and human interventions, and 14% higher trajectory similarity to the training data. In a user study (n=14) on two real-world tasks, we find that BlenDAgger results in faster data collection (BF=13.32), and we do not find a difference in subjective perceptions. These results show that blended shared control leads to higher autonomous performance compared to typical methods for fine-tuning robot policies from fully teleoperated interventions.
Wrench-ACT: Enhancing Robot Policies for Contact Rich Behavior Using Direct Wrench Control
While contact-rich manipulation requires deliberate regulation of interaction forces, recent approaches to robot manipulation learning predominantly represent actions as target positions or poses. Even methods that incorporate force sensing either use it solely as an observation or, when predicting forces as part of the output, rely on a hybrid force controller. In this paper, we propose an imitation learning policy that predicts wrenches as its sole action output for direct use by a pure force controller. Our studies suggest that force-domain imitation learning depends critically on data collection, with force-feedback teleoperation improving policy performance by capturing the operator's deliberate force regulation. Using Action Chunking with Transformers (ACT) as the base architecture, we train single-task models on bilateral wrench demonstrations and evaluate them on five contact-rich manipulation tasks. The wrench policy matches or outperforms position-based baselines across all tasks, with gains varying according to the degree of deliberate force regulation each task requires. Cross-condition ablations show that the bilateral data collection interface and the wrench action space each contribute independently to performance. To support further research, we will release over 1000 wrench-action demonstrations spanning these tasks on a companion website upon publication.
Direct Experience World-Model Optimization: Learning the World Beyond Action Imitation
World-Action Models (WAMs) couple action generation with predictions of how physical interactions unfold. However, current post-deployment learning paradigms typically improve behavior without requiring better world predictions. Especially in dexterous manipulation, small execution errors can compound in high-dimensional action spaces, hindering policy improvement and pushing interactions beyond the world model's training distribution. Motivated by this, we propose Direct Experience World-Model Optimization (DEWO), a post-deployment learning paradigm for WAMs that, alongside action imitation, refines world representations through visual experience to better condition action generation. Specifically, it identifies interaction turning points and learns from successful and failed futures to support classifier-free guidance. An additional value head estimates task progress from video representations and activates guidance when progress stalls during inference. Across five DexJoCo tasks, DEWO improves average success across all three WAM formulations. Ablations show that visual supervision from successful and failed continuations improves both prediction and control beyond action supervision alone. On four real-world tasks across Wuji and Sharpa, 3 x 3 grid evaluations show that two rounds of deployment learning increase success from 51.0% to 71.7% in cells with at least one initial success, a gain of 20.7 percentage points. These findings support continued predictive learning for improving control through deployment experience, making world modeling an active part of WAM adaptation.
EgoHumanoid-V2: Human-to-Humanoid Transfer of Coordinated Whole-Body Skills for Loco-Manipulation
Human demonstrations capture diverse scenes and rich whole-body skills without requiring robot teleoperation. Prior work on egocentric transfer has emphasized scene generalization in loco-manipulation under decoupled control, leaving direct transfer of coordinated whole-body skills less explored. We present EgoHumanoid-V2, the first egocentric human-to-humanoid skill transfer framework for coordinated whole-body loco-manipulation. At its core, coarse-to-fine action alignment combines kinematic reference correction with dynamics-aware refinement. It improves end-effector pose accuracy while preserving whole-body coordination. We also use robot-arm rendering and training-time image augmentation to reduce the visual embodiment gap and improve viewpoint robustness. On four real-world tasks, vision-language-action (VLA) policies trained on aligned human data show zero-shot skill transfer without target-task robot demonstrations. Task scores are comparable to those of policies trained on teleoperation data at a lower collection cost. These results support human data as direct skill supervision.
Multi-Granularity Language-Guided Imitation Learning via Instruction Decomposition
Using language instructions as conditions to guide robot policy learning has recently become an important research domain. However, existing language-guided policy learning methods typically use an overall task description to guide the entire demonstration trajectory. For manipulation tasks involving multiple execution stages, these methods assign the same language description to different subtasks, making it difficult to distinguish the behaviors required at different stages. In this work, we propose a multi-granularity language guidance method based on instruction decomposition. The proposed method decomposes an overall task description into more fine-grained, concrete subtask-level language instructions, thereby enhancing learning efficiency and improving performance. We evaluate the proposed method in the setting of multi-task imitation learning and validate its effectiveness.