Latest papers 647

172 papers in the last four weeks, up 310% on the four weeks before. 1.0% of all new papers.

Sep 21, 2026

Touch2Robot: Robot Touch in the Human Demonstration Loop

Human demonstrations offer a scalable way to collect manipulation data, but their contacts may be unstable or infeasible when transferred to a robot hand. Collecting demonstrations directly on the target robot avoids this mismatch but substantially increases the cost of data collection. To address this trade-off, we present Touch2Robot, a framework that lets humans collect demonstrations while seeing how the target robot hand would contact the object. We capture human hand motion, tactile-glove measurements, and object motion during human manipulation. These recordings guide object-specific RL policies to reproduce the demonstrated object motion while favoring contacts consistent with the recorded human touch. We distill the learned behaviors into a unified real-time retargeter that maps incoming human observations and object geometry to robot hand configurations. During collection, the predicted robot configuration is synchronized with the tracked object pose in simulation to reconstruct robot-object contacts, which are visualized to help the demonstrator adapt subsequent interactions to the target hand. Across four real-world tasks, Touch2Robot improves average real-robot replay completion from 37.9% to 72.1% over visual-only feedback, while reducing the collection time per replay-successful demonstration from 58.6s to 18.2s. Reconstructed target-hand contacts achieve 44.2% F1 against real-robot tactile measurements, and policies trained on Touch2Robot demonstrations improve downstream Diffusion Policy performance by 29.1 percentage points over visual-only feedback. These results show that bringing robot touch into the human demonstration loop improves both the quality and efficiency of scalable dexterous data collection. Project webpage: https://Touch2Robot.github.io/.
Sep 21, 2026

TACIT: Tactile Contact Supervision for Spatial Attention in Dexterous Manipulation

Visuomotor policies trained from a few demonstrations may reproduce demonstrated trajectories without reliably following changes in object position. Existing approaches with explicit attention typically obtain spatial priors from human annotation or visual models. We introduce TACIT (tactile contact informs attention), which uses measured tactile contacts from teleoperated demonstrations to supervise spatial attention without additional point annotation. Gaussian targets over preceding camera point clouds supervise an attention head whose pooled output conditions a visuotactile diffusion policy. Targets are used only during training; tactile observations remain inputs at inference. In the primary real-robot benchmark, with ten demonstrations per task and five demonstrated placement regions, TACIT achieves 66.7% success on ball placement and 73.3% on peg insertion, compared with 10.0% and 20.0% for input-matched 3D visuotactile fusion and 20.0% and 43.3% for vision-only DP3. TACIT enters the 150 mm palm-to-object approach region within 12 seconds in all 30 trials per task; all remaining failures occur after arrival. Across three training seeds on real ball and simulated peg, TACIT outperforms input-matched fusion and an architecture-matched control without explicit attention supervision, supporting the contribution of supervision beyond branch capacity. Pre-contact and contact-time supervision show no consistent ordering. These results demonstrate that measured tactile contact provides effective spatial supervision for approach behavior from few demonstrations within the evaluated workspace.
Sep 21, 2026

Dexterous Robot Manipulation from Human Demonstrations via Contact-Anchored Retargeting and Residual Policy Learning

Learning dexterous manipulation from demonstrations is bottlenecked by data: the contact forces that determine whether a grasp succeeds are absent from every scalable source of human demonstrations. This paper builds on two observations. First, what survives the change from a human hand to a robot hand is the contact structure of a demonstration - which finger regions touch which object locations, and in what order - rather than its joint motion. Second, physical consistency need not be engineered per task: a single residual reinforcement learning (RL) policy, trained once across diverse demonstrations, can repair kinematic recordings into physically consistent, contact-annotated trajectories, and the same residual formulation restores dynamic feasibility after retargeting. These observations yield a three-stage pipeline that converts human motion-capture recordings into dexterous robot policies with no real-robot training data: physics refinement with a simulated MANO hand recovers contacts and forces, contact-anchored retargeting transfers the demonstrated contact structure through an objective independent of hand morphology, and residual policy learning adapts the result to robot actuation. The pipeline reconstructs 25,454 single-hand trajectories (success 7.3% -> 59.3%) and 25 dual-hand tasks (16.0% -> 62.4%) with one shared policy per setting, transfers one human dataset to four morphologically distinct robot hands (+62.4 pp), and executes four contact-rich bimanual tasks on physical hardware with zero real-robot training data.
Sep 21, 2026

RoboTalk: Learning Multi-Robot Communication and Coordination from Multimodal Demonstrations

Multi-robot collaboration could enable more efficient and scalable solutions to complex robotic tasks, but collaboration under partial observability remains challenging. Natural-language communication offers a promising approach to coordinating robots under partial observability. However, in decentralized manipulation, jointly learning explicit inter-robot communication and skill-level action selection from multimodal demonstrations remains underexplored for small vision-language models (VLMs) intended for on-device deployment. To address this gap, we introduce RoboTalk, a synthetic data-generation pipeline and dataset of 7,950 multimodal trajectories spanning 53 mobile-manipulation kitchen tasks for training small VLMs to communicate and coordinate. The dataset includes a leader-follower planning protocol, tool calls (perception, manipulation, navigation, and communication), rationale traces, and diversified natural-language communication. Fine-tuning open-source models on our dataset can reach 77% success on novel held-out tasks, a significant improvement over the untuned open source models, which had a success rate of around ~2%.
Sep 20, 2026

EgoWild2Dex: Learning Dexterous Robotic Manipulation from In-the-Wild Human Experience

Egocentric human data provide a principled source of supervision for learning dexterous robot manipulation. Unlike prior approaches that often collect such data in constrained or specially constructed environments, we collect in-the-wild egocentric demonstrations in real-world settings, including homes, factories, and pharmacies, etc., where people perform their ordinary tasks while wearing head-mounted cameras. This collection protocol captures diverse workflows and hand-object interactions across long-tailed object and skill distributions, but also yields visually challenging observations due to scene clutter and head-motion-induced viewpoint changes (a mean cumulative rotation of 15.93∘15.93^{\circ}/s). To address these issues, we introduce EgoWild2Dex, which transfers in-the-wild ego-human experience to dual-arm robots with dexterous hands by jointly aligning unstable egocentric views and human motions with robot observations and actions, respectively. This work offers three benefits. First, we introduce GeoFormer, a differentiable geometric transformer that warps noisy human observations toward robot observations. Second, we design a human-robot training scheme to bridge the embodiment gap, enabling high task success with limited robot supervision. Third, we release EgoWild, a 538.9-hour in-the-wild egocentric human dataset comprising 179,049 episodes, 125,961 unique task descriptions, and 1,282 object categories. On real robots, EgoWild2Dex achieves an average success rate of 96.7% across three long-horizon bimanual dexterous manipulation tasks and an average object-level zero-shot success rate of 33.3%. The data, models, and code will be released.
Sep 20, 2026

STRIDER: Stepping-Enabled Multi-Gait Hierarchical 3D Loco-Manipulation Framework for Humanoid Robots

Humanoid loco-manipulation faces two prominent limitations: controllers using continuous velocity commands cannot precisely regulate individual footholds, while specialized foothold-tracking modules are difficult to integrate with whole-body manipulation. Furthermore, standard action-based imitation distillation primarily transfers expert actions, without explicitly encouraging a shared representation of heterogeneous skills. This paper introduces STRIDER, a hierarchical multi-gait framework to bridge these gaps. The framework integrates terrain-aware 3D stepping logic, Adversarial Motion Priors (AMP)-based natural walking, and Cartesian upper-body control: its stepping expert selects feasible footholds in the stance-foot frame and generates clearance-aware swing trajectories. To fuse distinct walking and stepping experts into one executable student policy, we propose Latent Distillation Proximal Policy Optimization (LD-PPO), a distillation algorithm augmented with teacher-conditioned latent alignment. By jointly optimizing on-policy reinforcement learning, DAgger-based action reconstruction, and latent alignment, LD-PPO transfers expert actions while encouraging a shared skill representation across heterogeneous modes. Simulation and real-robot evaluations on the TianGong Omni humanoid show that LD-PPO outperforms vanilla distillation-PPO in foothold-tracking and posture-tracking accuracy. Deployed on hardware, STRIDER realizes multi-gait loco-manipulation with accurate foothold and end-effector tracking.
Sep 20, 2026

BiRoAD: Learning Shared and Role-Adaptive Representations for Bimanual Manipulation

Bimanual manipulation requires policies that coordinate two arms while adapting their functional roles to scene geometry, object configuration, and task context. Learning such scene-conditioned role adaptation remains challenging, as demonstrations may contain uneven role distributions that limit generalization to underrepresented arm--role configurations. In addition, many bimanual policies predict actions in fixed left- and right-arm action spaces. While this provides a natural parameterization for robot control, it does not explicitly specify how behaviors should transform when functional roles are exchanged across arms. Across different scene initializations, the two arms may follow a similar coordination pattern, but the role-specific behavior assigned to each arm should change with the scene. Therefore, we propose BiRoAD, a Bimanual Role-Adaptive Decomposition framework for learning shared and role-adaptive representations in bimanual policies. Given bimanual trajectory or action-token features, BiRoAD decomposes these features into swap--symmetric and swap--antisymmetric components: the former captures coordination structure invariant to arm exchange, and the latter captures role-specific distinctions that vary consistently with functional role assignment. The two components are then recomposed as residual updates to the original paired arm representations, allowing BiRoAD to serve as a modular feature transformation without changing the policy inputs, imitation-learning objective, or requiring manually defined role labels. Across multiple bimanual manipulation tasks with balanced and imbalanced role distributions, BiRoAD improves robustness across role configurations over corresponding base policies, with notable gains on underrepresented role configurations.
Sep 20, 2026

Shared Execution-Clock Drifting Policy for Dynamic Precision Manipulation

Manipulation under time constraints requires both accurate actions and an execution rhythm that matches the evolving scene. This becomes critical when a robot must intercept moving objects or complete a sequence of adjustments before a deadline. Although one-step policies reduce generation cost, their directly predicted action sequences leave temporal allocation implicit. We propose Shared Execution-Clock Drifting (SECD), which makes execution rhythm an explicit part of one-step action generation. Conditioned on an observation and a latent sample, the policy jointly predicts a progress-indexed action curve and a shared monotone clock that maps fixed control times to locations on the curve. Demonstration-derived alignment anchors this decomposition, which is trained jointly through drifting on the decoded actions. The resulting policy retains a fixed-rate control interface and requires one network evaluation. We evaluate SECD across four real-robot tasks with inference on NVIDIA Thor. Across 300 trials, it achieves 77.00% task-averaged success and outperforms the evaluated one-step baselines on every task, including 91% success in cup retrieval from a 16 m/min conveyor and 54% in restoring and folding a crumpled shirt within 90 s. A fixed-clock variant reaches 79% on the same conveyor protocol. Complementary state-based RoboMimic experiments, including cross-seed ablations on Transport and Square, further support the joint design of the temporal representation and demonstration alignment. Project page: https://secd-anonymous-ewn.pages.dev/
Sep 19, 2026

Whole-Body UMI: Transferring UMI Manipulation Skills to Humanoid Whole-Body Manipulation via Real-Time Motion Generation

Collecting whole-body demonstrations for humanoid manipulation mostly relies on teleoperation, which is costly and hard to scale up. The Universal Manipulation Interface (UMI) provides a scalable data collection paradigm, but end-effector trajectories alone underdetermine humanoid whole-body coordination, which is insufficient for whole-body demonstration collection. Therefore, we introduce Whole-Body UMI (WB-UMI), a task-agnostic, real-time and end-effector conditioned motion generator that decouples whole-body coordination learning from task semantics learning through a shared end-effector interface. A diffusion policy learns from native UMI demonstrations, while WB-UMI learns independently from retargeted motion capture, requiring no body trackers or paired image--whole-body demonstrations during task-specific data collection. In real deployment, an asynchronous hierarchy integrates the diffusion policy, motion generator, and a whole-body controller with latency compensation and measured-state feedback. Real-robot experiments on G1 support real-time closed-loop transfer across four tasks, achieving 90% success in drawer closing, 80% in shelf pick-and-place, 30% in ball toss, and 40% in Loco-PnP, which shows the effectiveness of this hierarchy in transferring native UMI skills to humanoid whole-body manipulation.
Sep 19, 2026

BEACON: Belief-Enabled Adaptive CONtrol for Imitation Learning under Uncertainty

Robot manipulation tasks often involve hidden state information that cannot be directly observed and must be inferred through sequential physical interactions. In such partially observable settings, conditioning an imitation learning policy directly on the recent raw observation history leads to poor performance. This is due to state aliasing, wherein identical observations may arise from different hidden states, and the policy receives conflicting action labels for the same input. To enable history-aware disambiguation capability, we propose conditioning a diffusion policy on a structured representation of the hidden states using Bayesian belief that exposes both the current most likely state estimate and the remaining uncertainty. This representation replaces raw history with a structured, compact input, enabling the policy to implicitly modulate between exploratory and exploitative behaviors based on belief uncertainty, without explicit mode switching or reward shaping. We evaluate across two domains with qualitatively different belief representations: a continuous belief for cornstalk gripper alignment via tactile sensing, and a discrete categorical distribution for latched door opening. In both domains, the belief-conditioned policy substantially outperforms the observation-only baseline and approaches privileged ground-truth performance, with ablations illustrating that the policy adapts its exploration behavior depending on the belief uncertainty at inference time.
Sep 18, 2026

CARF: Contrastive Attraction-Repulsion of Failure-Guided Flow Matching

Robot demonstration collection often produces imperfect or failed trajectories in addition to successful demonstrations. Existing methods typically exploit failed trajectories by identifying segments that still make progress toward task completion, but largely overlook failure-critical behaviors that directly lead to task failure. Here we argue that these two types of segments provide fundamentally asymmetric supervision: progressive segments should be imitated, whereas failure-critical segments should be explicitly avoided. Based on this observation, we propose CARF, a Contrastive Attraction-Repulsion of Failure-guided framework for learning from imperfect robot data. CARF introduces a progress-based importance scorer, trained solely on successful expert demonstrations and its perturbation results, to estimate step-wise contributions toward task completion and identify informative regions in failed trajectories. These scores guide a unified flow-matching objective that attracts the policy toward progressive behaviors and repels it from failure-critical ones, while excluding ambiguous segments. This enables more comprehensive utilization of imperfect data and avoids unreliable supervision from ambiguous failure segments. Extensive experiments in simulation and the real world demonstrate consistent improvements over competing baselines across diverse failure scenarios, with ablations further validating the effectiveness of the proposed scoring and attraction-repulsion mechanisms. Our website is https://zhao-sq.github.io/carf/#.
Sep 18, 2026

GALA: Geometry-Aware Latent Action Modeling for Vision-Language-Action Model Pretraining across Embodiments

Learning large-scale vision-language-action (VLA) models from multi-embodiment datasets remains challenging due to heterogeneous action spaces across end effectors. Although latent action models (LAMs) can learn embodiment-agnostic action representations from diverse video data, existing image-based LAMs often fail to capture fine-grained end-effector articulation, particularly finger-level geometric changes in human and dexterous robot hands. To address this limitation, we propose GALA, a Geometry-Aware Latent-Action modeling framework that augments image-based latent actions with 3D end-effector geometric motion. However, naively incorporating point clouds yields fine-grained action representations with limited shared semantics, hindering cross-embodiment pretraining. To address this issue, we introduce the Unified End-effector Motion Representation (UEMR), which preserves fine-grained motion information while improving the cross-embodiment generalizability of latent actions. Building upon UEMR, GALA combines visual latent actions that capture scene-level dynamics with geometric latent actions that capture shared fine-grained end-effector articulation, providing effective supervision for VLA pretraining from multi-embodiment data, including action-free ego-centric human videos. Experiments on fine-grained motion probing, cross-embodiment retrieval, and downstream VLA evaluation demonstrate GALA's effectiveness in modeling generalizable fine-grained motions across embodiments, achieving 68.3% RoboCasa-GR1 success rate and 75.5% real-world success rate. Code, appendix, and demos are available at https://puzhenyuan.github.io/GALA-website/.
Sep 18, 2026

MAAP: Multi-Agent Active Perception for Collaborative Manipulation

Multi-agent manipulation naturally produces multiple task-driven viewpoints: every arm carries a wrist camera and moves through the scene while acting. Yet these observations are typically underutilized, and active perception in manipulation is still often treated as requiring a dedicated sensing agent. We introduce MAAP (Multi-Agent Active Perception), in which every arm is dual-purpose: it executes manipulation actions and, through the wrist camera it carries, simultaneously serves as a moving viewpoint for the team. We pair this with RAIL (Role-Aware Imitation Learning), a controller that predicts each arm's current role alongside its action chunk and conditions action generation on it, representing role-dependent actions within one network. Across four simulated tasks, widening the perception regime lifts average success from 56.5% with a fixed camera to 62.5% with one active wrist view and 70.0% with all of them, while MAAP+RAIL reaches 79.2%. RAIL's additional gain is concentrated on the three-arm Microwave task, where success rises from 47% to 82% on identical multi-wrist inputs. On a dual-arm platform, MAAP+RAIL succeeds in 14 of 20 placement trials compared with 0 of 20 for fixed-view ACT. Collaborative manipulation can thus serve as an active perception mechanism in its own right.
Sep 18, 2026

A Sim-to-Real Integration Pipeline for Training and Deployment of Chunk-Based VLA Manipulation Policies

Vision-Language-Action (VLA) models have become a prominent paradigm for mapping multimodal inputs, including semantic instructions, visual observations of the scene, and proprioceptive observations, to robot actions. Most state-of-the-art models predict actions in the end-effector pose space as sequences of action chunks. Training and evaluating these models requires large-scale collections of real-world demonstrations, pairing robot actions with the corresponding visual and proprioceptive observations. Collecting such data on real hardware typically relies on human teleoperation, making the process costly, time-consuming, and difficult to scale. We present an open-source sim-to-real experimental protocol that addresses this bottleneck: expert trajectories generated in simulation are replayed open-loop on a real Franka FR3 setup, where the corresponding real visual and proprioceptive observations are recorded and converted into a format compatible with VLA training. The same deployment stack is then reused, in closed-loop, to evaluate a trained policy on that setup, so that data collection and evaluation share an identical hardware configuration. Because each real recording is paired with the simulated trajectory that produced it, the protocol also yields a direct measurement of the sim-to-real gap. We release the collected datasets on Hugging Face together with the pipeline source code https://gitlab.isir.upmc.fr/kappel/sim2real_public_chunk_control.
Sep 18, 2026

Skel-WAM: A Hand-Skeleton-Conditioned World Action Model for Human-to-Robot Manipulation Transfer

Robot demonstrations are expensive to collect and often provide limited distributional coverage of task variations. Human videos offer a low-cost source of complementary manipulation experience, but learning from them requires bridging embodiment gaps in visual appearance and action spaces. We introduce Skel-WAM, a world action model that bridges these differences through a unified hand-skeleton motion interface. The key insight is to align human and robot motion through a common hand topology, combining skeleton overlays that ground motion in the scene with structured 2.5-D keypoints that encode explicit hand kinematics. Video and Keypoint Experts jointly learn visual and skeletal dynamics through a Mixture-of-Transformers, while a separate robot-trained Action Expert maps these predictions to executable controls. This separation enables human and robot demonstrations to directly supervise shared dynamics without requiring robot action labels for human videos. Across four real-world bimanual tasks and seven simulated tasks, Skel-WAM achieves average success rates of 79.86% and 63.29%, surpassing the strongest baseline by 22.22 and 8.28 percentage points, respectively. Human-robot cotraining more than doubles real-world success on task variations absent from robot training data, from 38.89% to 86.11%. These results demonstrate that a shared skeletal interface enables joint learning across human and robot data and expands robot task coverage through complementary human demonstrations.
Sep 18, 2026

Learning Distance-Conditioned Object Transport for Humanoid Loco-Manipulation from a Single Motion Clip

Motion tracking can reproduce humanoid loco-manipulation from a single retargeted motion clip, but a policy trained on a fixed reference primarily reproduces its demonstrated transport outcome. Although the source trajectory visits intermediate object displacements, transport termination is demonstrated only at its endpoint. We identify this mismatch as the termination-versus-passage gap: intermediate displacements are observed as passage states rather than termination-complete outcomes. We introduce Distance-Conditioned Reference Recomposition (DCRR), which relocates the demonstrated termination segment to intermediate transport states. A frozen tracking teacher replays the recomposed references under closed-loop dynamics, and the retained trajectories are relabeled by their achieved object placements and distilled into a reference-free policy. This procedure constructs distance-conditioned supervision from the interaction behavior encoded in the source motion. Across Carry, Kick-Push, Crouch-Push, and Drag, DCRR-BC produces command-dependent transport with an overall normalized distance mean absolute error (MAE) of 0.15, compared with 0.28 for source-only behavior cloning. RL fine-tuning further improves the command response and execution robustness in the training simulator and under sim-to-sim transfer. Finally, hardware experiments demonstrate transport-distance modulation across all four interaction modes.
Sep 18, 2026

MicroHookACT: Monocular Microscopic Vision Guided Visuomotor Policy for Flexible Microelectrode Hooking

Automated needle-loop hooking is a critical step in flexible microelectrode (FME) implantation. This paper presents MicroHookACT, an imitation learning-based visuomotor policy for automated 3D hooking under monocular microscopic vision. First, a unidirectional hooking strategy exploits defocus cues and optical-axis guidance to enable palpation-free precise alignment and contact-rich threading. Second, an action-supervised object attention module built on a frozen ViT backbone learns to focus on the micro-needle tip and micro-loop directly from human demonstrations, without requiring manual visual annotations for training. Third, attention-centered global coarse and local fine features are dynamically weighted according to predicted action progress, enabling a single ACT policy to adapt to changing defocus blur and visual requirements throughout the operation. In the experiments, visuomotor policies were trained on 60 human demonstrations and evaluated under five setups with varying difficulties. Our MicroHookACT framework achieved the highest overall success rate of 96.7% with an average execution time of 11.5 s. These results demonstrate the potential of visuomotor policy learning for micron-level control under varying operating conditions.
Sep 17, 2026

Learning Scene-Aware Humanoid Locomotion through 3D Clutter from Immersive Human Demonstrations

While learning from human motions has enabled highly dynamic humanoid skills such as dancing and martial arts in obstacle-free space, traversal through densely cluttered environments remains underexplored. These spaces are three-dimensional and geometrically constrained, requiring scene-aware locomotion that tightly couples whole-body motion with scene geometry for obstacle avoidance. To address these challenges, we present Moving Through Clutter (MTC), a learning-from-demonstration framework for scene-aware humanoid locomotion. To bypass costly physical scene construction, MTC uses procedurally generated Virtual Reality environments for immersive data collection. To transform these human motions into training-ready humanoid motions, we propose a scene-aware motion retargeting algorithm that converts human demonstrations into humanoid trajectories while strictly enforcing robot-scene clearance to guarantee collision-free traversal. These reference trajectories are then used to train a scene-aware locomotion policy that deploys on a Unitree G1 humanoid. Evaluated on our proposed MTC-Challenge for multi-obstacle traversal, the policy demonstrates a 70.2% collision-free rate across diverse scenarios, successfully traversing complex environments through diverse whole-body skills, including crawling through low-clearance passages and squeezing through narrow gaps.
Sep 17, 2026

HIL-UMI: Bringing Human-in-the-Loop Post-Training of Vision-Language-Action Models to Universal Manipulation Interface

Large-scale vision-language-action (VLA) models provide powerful priors for robot manipulation, yet adapting them to a specific deployment remains challenging. Supervised fine-tuning (SFT) on task-specific demonstrations provides a step toward deployment, but faces two persistent limitations: static data provide limited coverage of out-of-distribution states, and standard imitation objectives do not distinguish progressing behavior from less useful data. Interactive post-training can address these limitations, but typically requires repeated policy execution and human intervention on a physical robot. We introduce HIL-UMI, a policy-guided Universal Manipulation Interface (UMI) framework for robot-free human-in-the-loop VLA post-training. During handheld UMI demonstrations, HIL-UMI queries the current policy on the same observation stream without executing its predictions. The Energy Score compares the human action trajectory with policy inference and triggers collection when their discrepancy indicates an out-of-distribution region. In a separate feedback loop, low online advantage predictions identify essential segments for refining a progress-based advantage estimator. The updated estimator then guides advantage-conditioned behavioral cloning using a balanced mixture of base demonstrations and new policy data. This design preserves the iterative and policy-aware nature of human-in-the-loop learning while decoupling data collection from robot deployment. Experiments on four real-world tasks spanning long-horizon and precise manipulation show that HIL-UMI achieves consistent improvement over SFT and benefits from both targeted collection and advantage refinement. Moreover, HIL-UMI outperforms HG-DAgger on Clean Up Table with lower per-frame collection time, suggesting a scalable path for VLA post-training across operators and locations.
Sep 17, 2026

V2-STRep: VLM-Grounded Structured Task Representations for Reusable Robot Skills Acquired from Generated Videos

Human manipulation videos provide rich motion and interaction cues for acquiring robot skills without robot demonstrations. Video generation models synthesize such demonstrations from an initial scene image and task instruction, avoiding the need to record demonstrations for each task. However, the recovered motion captures only one scene-specific realization, leaving task structure, geometric relations, and constraints implicit. We present V2-STRep, a zero-shot framework that converts generated video motion into reusable robot skills through VLM-grounded structured task representations. The representation specifies motion phases, references, and task-relevant constraints, with targets described by minimal geometric structures: points, point-normals, axes, planes, and full 6D poses. VLM-provided 2D image-space cues are lifted into 3D using RGB-D observations to reconstruct task geometry and candidate grasp poses. Geometry-specific rules transfer motion to new scenes, while task-constrained trajectory optimization couples grasp selection with complete robot motion planning. It preserves task requirements while using remaining rotational freedom to accommodate joint limits. Updating deployment grounding and constraints enables reuse under new compatible instructions without generating another video. Experiments on six real-world manipulation tasks demonstrate improved execution success over baselines, reliable cross-scene transfer of successfully acquired skills, and adaptation to changed deployment instructions.
Sep 17, 2026

OmniMimic: Dynamics-completed Motion Augmentation for Multi-style Omnidirectional Quadruped Locomotion

Animal demonstrations provide quadruped robots with natural and distinctive gait styles that are difficult to specify through hand-crafted rewards. However, their narrow directional coverage leaves little style-consistent supervision for backward, lateral, and turning commands. We present OmniMimic, a training framework that turns directionally limited animal demonstrations into a single multi-gait policy over target per-axis velocity ranges. OmniMimic first combines temporal reversal, constrained dynamics completion, and sagittal reflection to construct robot-specific kinematic and physical supervision beyond the observed directions. It then expands commands progressively from the demonstrated velocity distribution toward the target per-axis bounds, and uses a shared actor with soft-gated, gait-specialized residual experts to balance reusable locomotion skills with gait-specific corrections. Across four gaits in simulation, OmniMimic reduces mean foot-position RMSE at forward and backward reference velocities by 12.9% and velocity-tracking RMSE on a uniform Cartesian command grid by 63.1%, compared with the matched APEX baseline. The project page is at https://OmniMimic.github.io.
Sep 17, 2026

Learning Slope-Adaptive Whole-Body Locomotion for Humanoid Robots in Roofing Construction

Roofing requires workers to coordinate locomotion, balance, and work-related body motions on pitched surfaces, creating a challenging application for humanoid robots. Directly retargeted human demonstrations, however, may preserve motion appearance while placing the robot's feet or hands incorrectly relative to the roof. This study presents a task-semantic scene-grounded framework for learning roofer-style whole-body motions on a Unitree G1. Human demonstrations are captured using a tracking system and retargeted to the robot, while a metric roof model supplies the spatial reference unavailable from the tracking system. A trajectory-level optimization grounds inferred support contacts and annotated work relations to the roof, and execution-aware reinforcement learning encourages the resulting policy to preserve these relations under dynamic tracking errors. The framework is evaluated through a multi-motion tracking study, a roof-pitch coverage matrix, a five-way nailgun ablation, cross-task experiments on hammering and lateral pushing, and comparisons with pure reinforcement learning and zero-shot teleoperation. Our method enables the robot to satisfy support, work-clearance, and nonpenetration criteria across all evaluated seeds. Across nailgun, hammering, and pushing, it achieves work-clearance errors between 0.256 and 0.531 cm and 3/3 successful evaluations per task. Physical experiments reproduce uphill walking, nailgun, hammering, and bending motions with mean base-frame motion errors below 80 mm. These findings establish scene-grounded human motion learning as a promising basis for construction-oriented humanoid motion primitives.
Sep 17, 2026

Universal Navigation Interface: Robot-Free Data for Wheeled Robot Navigation

Collecting real-world navigation data for mobile robots typically requires platform-specific teleoperation, making large-scale collection expensive and difficult to scale. We introduce Universal Navigation Interface (UNI), a robot-free data collection paradigm that uses a four-wheeled rollator walker (rollator) and smartphone to collect physically constrained human demonstrations. Because the rollator cannot climb stairs, negotiate uncut curbs, or pass through narrow gaps, demonstrations are naturally biased toward wheeled-feasible routes. Using UNI, we collect 37.2 km of real-world navigation data and recover metric trajectories that directly supervise goal-conditioned navigation models. Fine-tuning visual-navigation models on UNI reduces trajectory prediction error by 17.4-24.8% on held-out UNI demonstrations. Evaluation on other navigation datasets shows benefits that vary by dataset and metric. We further demonstrate closed-loop transfer to a powered wheelchair in curb, staircase, and curb-cut scenarios. These results support low-cost physical proxies as a practical source of navigation supervision collected without the target robot.
Sep 17, 2026

UniExo: Unified Multi-Skill Policies for Musculoskeletal Locomotion and Co-Adaptive Exoskeleton Control

Daily locomotion encompasses diverse activities and frequent transitions between them, yet most exoskeleton controllers are designed for a single activity or a narrow set of related movements. Changes in activity therefore typically require explicit mode switching and separately tuned or retrained controllers. Simulation-based learning reduces the need for hardware-based tuning but generally retains this limitation. Here we present UniExo, a framework that first constructs a multi-skill musculoskeletal human policy and then jointly trains an exoskeleton control policy with it. Four single-skill imitation experts for walking, turning, running and backward walking are distilled into a single network structured by a skill latent and subsequently fine-tuned through reinforcement learning on transition sequences. The resultant unified human policy achieves a mean tracking success rate of 94.7% on unseen clips of the four skills and exhibits greater robustness to perturbations than its constituent experts. A single hip exoskeleton controller (UniExo) is initialized from hip moment prediction of the human policy and co-adapted with it through multi-agent reinforcement learning across the four skills. This co-adaptation shifts the timing of the assistance torque and raises the fraction of positive work delivered to the hip. When deployed on a custom hip exoskeleton, the controller generalizes across four treadmill speeds in six participants and assists one participant through a continuous route of all four skills and their transitions, without skill labels or explicit mode switching. UniExo thus provides a step towards replacing activity-specific controllers with unified, user-specific controllers that support diverse locomotor activities and the transitions between them.
Sep 17, 2026

ReShoot: Generative Visual Domain Randomization of Recorded Robot Demonstrations for Visuomotor Policy Learning

Imitation-learned robot policies are frequently overfit to the visual conditions present in their training demonstrations. Consequently, variations in object color or background appearance often induce substantial performance degradation. A common mitigation strategy is to acquire additional demonstrations in each novel visual context; however, this approach is resource-intensive, requiring repeated access to a robot, a controlled environment, and human operation for every appearance condition to be covered. We introduce ReShoot, a framework that synthesizes visual diversity by re-rendering previously recorded demonstrations under altered appearances, thereby shifting the burden from data collection to generation. A vision-language model captions the scene, edits a targeted attribute (e.g., background, object color, or material), and an edge-conditioned video generator re-renders both camera views to match. The instruction is updated accordingly. The action sequence and proprioceptive trajectory are copied verbatim without relabeling, so each generated episode retains the recorded action and proprioceptive labels. On LIBERO, a policy trained on an equal mixture of recorded and re-rendered demonstrations matches the performance of recorded-only training (96.5% vs. 96.9%). Moreover, the mixed training set improves robustness to scene perturbations on LIBERO-Plus (85.5% vs. 82.3%). Across two physical robotic platforms, deploying ReShoot with 43 and 100 pre-collected demonstrations increased the success rate on recolored objects from 0.0% to 42.9% and 47.5%, respectively, while maintaining performance under the original recorded appearance.
Sep 17, 2026

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

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

ViLoMan: Learning Visual-Proprioceptive Whole-Body Loco-Manipulation Skills for Humanoid Robots

Humanoid loco-manipulation requires adaptive whole-body coordination to seamlessly integrate locomotion and physical interaction. Despite recent advances, learning autonomous loco-manipulation remains challenging due to the scarcity of diverse, physically executable robot-object interaction data and the difficulty of learning unified whole-body control directly from onboard observations. We present ViLoMan, a scalable framework for autonomous humanoid loco-manipulation. ViLoMan first transforms partial kinematic demonstrations of human-object interactions into complete, physically executable robot trajectories. It then leverages these trajectories within a teacher-student distillation framework to learn a unified policy that maps egocentric depth observations and proprioceptive measurements directly to joint-level whole-body actions. During deployment, the policy requires neither reference motions nor intermediate commands. We evaluate ViLoMan on door-closing tasks across diverse door configurations and robot initial conditions in both simulation and the real world. Experimental results demonstrate that a single policy enables a Unitree G1 humanoid to complete the full task using only onboard depth sensing and proprioception, while generalizing robustly across task variations and transferring effectively from simulation to reality. Project page: viloman-anonymous.pages.dev.
Sep 16, 2026

In-Context Robot Learning with VLM Agents

Enabling robots to adapt to unfamiliar environments as readily as humans remains a moonshot goal of embodied AI. No finite collection of demonstrations can cover every task and situation a robot will encounter, making the ability to learn from context at deployment essential for generalization. Such in-context learning (ICL), however, remains largely beyond the reach of existing robotic policies. The broad agentic capabilities of commercial vision-language models (VLMs), such as GPT-6 Astra, raise a compelling question: can these models learn from demonstrations, examples, and interaction feedback, then translate that information into executable and verifiable robot behavior from a new initial state without gradient updates or persistent changes to task-specific parameters? We introduce GPT-Policy, a general-agent framework for in-context robot learning. GPT-Policy integrates a context compiler that preserves task-relevant visual transitions, a VLM that proposes robot-tool actions, and a constrained controller that verifies and executes each action and reports its outcome. We evaluate its reliability and limitations through task success and efficiency metrics, matched comparisons across models, and controlled context ablations. In real-robot trials, human video demonstrations improve task completion even without robot action labels, while aligned action references yield further gains on contact-sensitive tasks. These findings position GPT-Policy as a step toward robot adaptation through in-context learning, providing an empirical foundation for translating the general-purpose capabilities of VLMs into physical behavior and clarifying the challenges that must be overcome for reliable deployment.
Sep 16, 2026

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

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

ULOHA: An Underwater Bimanual Robot System for Robot Learning

Underwater visuomotor policy learning has focused primarily on single manipulators, while bimanual imitation learning has been studied largely in air. We present ULOHA, an underwater bimanual robot learning platform that combines custom-designed leader--follower hardware with software extensions to LeRobot, integrating teleoperation, multi-view sensing, demonstration collection, policy training, and autonomous deployment. Real-robot experiments demonstrate a range of coordinated underwater bimanual behaviors, including inter-arm transfer, shared-object manipulation, and buoyancy-driven interception. We evaluate ACT, Diffusion Policy, and the vision--language--action model SmolVLA on the platform. We investigate how learning methods and execution strategies developed for manipulation in air perform underwater, examining bubble disturbances, buoyancy-driven object motion, action-execution horizons, and real-time chunking. A separate single-arm study examines policy transfer between air and water and shows that demonstrations spanning both media support execution in both under the tested conditions. ULOHA provides a unified experimental platform for studying underwater bimanual robot learning under the coupled perceptual and physical effects of underwater environments. Additional material: https://mertcookimg.github.io/uloha/