Robot Manipulation Benchmarks
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Robotic tree-fruit harvesting is a flagship problem for agricultural automation, but progress is bottlenecked by the cost and irreproducibility of field experiments: an orchard is available only weeks a year, every tree is different, and a control error can permanently damage the crop or the plant. The tree models used in graphics and agronomy are geometrically detailed but physically inert, while the GPU-parallel simulators used in robot learning contain no plausible trees. We present OrchardBench, a physically-grounded, GPU-parallel simulation of apple-orchard trees on the Newton engine. Each tree is grown by a stochastic L-system and instantiated as a fully articulated body: branches are compliant torsional spring-dampers whose stiffness follows Euler-Bernoulli beam theory, they break at a wood modulus of rupture and fall as free hinges, and apples are independent bodies on stem tethers that detach at literature-grounded pull forces and load the branch when pulled. A moving, density-controllable foliage layer occludes the canopy as real leaves do. Every physical parameter is tied to a published source. Per-environment domain randomization makes each batched world a distinct tree, and a mobile manipulator with a wrist depth camera closes the loop with geometric fruit perception and an autonomous harvesting baseline. Careful engineering of the solver and the model lets OrchardBench run many parallel environments at interactive rates on a laptop GPU. We define the tasks and a metric suite spanning harvest completeness, throughput, and plant damage (with a per-canopy-zone breakdown), and report baseline results across foliage, fruit load, terrain, canopy zone, and parallelism. The analytic baseline succeeds on about 40% of the fruit it detects and harvests only about an eighth of the reachable fruit on a tree, leaving clear headroom for novel autonomy approaches.
GraspIT: A Dataset Bridging the Sim-to-Real gap and back for Validated Grasping SE(3) Pose Generation
Robust robotic grasping of novel objects requires datasets that simultaneously provide photorealistic RGB-D observations, physically validated grasp quality annotations, and a principled bridge between simulation and the real world, which existing datasets lack to provide jointly. \textbf{GraspIT} addresses this gap: tabletop scenes in NVIDIA Isaac Sim are annotated via a four-stage physical slip-test on parallel Franka Panda instances, producing trajectory-reachability checks and continuous quality scores beyond force-closure.Of 2.3M candidates, 83% pass as \emph{good} (); the 17% that passed force-closure but failed the slip-test provide graded hard negatives. A RealSim loop back-projects these labels onto 100 real-world scenes. The release provides 316k annotated RGBD frame sets across 1035 sim and 100 real scenes, with instance masks, 6-DoF poses, physical object properties, and scored 6-DoF grasps. All tools are open-source and Docker-containerized. The trajectory planning within Isaac Sim further allows streaming of high resolution demonstrations for tabletop manipulation policy learning and behavior cloning.
RoboDojo: A Unified Sim-and-Real Benchmark for Comprehensive Evaluation of Generalist Robot Manipulation Policies
Generalist robot manipulation policies have advanced rapidly, yet existing benchmarks remain limited in systematically evaluating their capabilities. Many rely on simple, short-horizon, or skill-narrow tasks with limited capability coverage, and are often conducted only in simulation or only in the real world. Simulation enables scalable feedback but misses physical deployment challenges, while real-world evaluation is costly, time-consuming, and difficult to reproduce. We introduce RoboDojo, a unified sim-and-real benchmark for comprehensive evaluation of generalist robot manipulation policies. RoboDojo includes 42 simulation tasks and 18 real-world tasks covering diverse and complementary manipulation capabilities. The simulation benchmark evaluates five dimensions: generalization, memory, precision, long-horizon execution, and open-vocabulary instruction following, while the real-world benchmark exposes policies to challenging physical-world deployment conditions. RoboDojo supports scalable evaluation through heterogeneous parallel simulation in Isaac Sim and provides RoboDojo-RealEval, a reproducible real-world evaluation system with remote cloud access, standardized hardware, scene reset, evaluation protocol, and deployment interface. Together with XPolicyLab, policies can be integrated once and evaluated across simulation and real-world settings with minimal adaptation. We integrate 30 policies into XPolicyLab and evaluate them on RoboDojo, establishing a public leaderboard and systematic analysis of current policy performance. The website is available at http://robodojo-benchmark.com/.
SoftVTBench: A Safety-Aware Visuo-Tactile Benchmark for Physically Constrained Robotic Manipulation of Deformable Objects
Deformable object manipulation poses challenges beyond task completion: successful execution must also maintain safe physical interaction, holding the object stably without slip or drop while avoiding excessive deformation. However, existing manipulation benchmarks are predominantly success-oriented and rarely evaluate whether a policy remains physically safe throughout execution. We present SoftVTBench, a safety-aware visuo-tactile benchmark for physically constrained deformable object manipulation. Built in Isaac Sim with finite-element-simulated deformable objects, SoftVTBench provides multi-view RGB observations, RGB tactile sensing with marker motion, proprioception, and language instructions, and defines four matched task suites over object type (deformable vs. rigid) and variation axis (object vs. spatial). It separately reports Goal Success and Safety Success; the latter additionally requires no drop and peak deformation below a calibrated object-specific threshold, measured from policy-hidden privileged Finite Element Method (FEM) states. We implement pi0.5-based baselines under this protocol. Experiments show that success-only evaluation substantially overstates policy performance, as a large fraction of goal-completing rollouts still violate physical safety. Furthermore, incorporating tactile sensing improves Safety Success (e.g., from 21.4% to 35.6% on object-centric deformable tasks) and reduces object deformation during execution, while maintaining comparable Goal Success. SoftVTBench provides a reproducible benchmark for studying visuo-tactile deformable manipulation under physical interaction constraints.
GigaWorld-1: A Roadmap to Build World Models for Robot Policy Evaluation
Evaluating embodied robot foundation models remains a critical bottleneck; unlike large language models efficiently assessed via digital benchmarks, robotic policies require slow, costly real-world rollouts limited by hardware and human supervision, which has driven interest in world models as surrogate policy evaluators, yet the key properties that make a world model reliable for policy assessment remain poorly understood. This work presents a systematic study of world models for robotic policy evaluation and introduces WMBench, a benchmark constructed from real-robot teleoperation data and matched policy rollouts covering diverse manipulation tasks to enable controlled comparisons across model families, action encodings, rollout horizons, and evaluation metrics. Using WMBench, we analyze 7 video world models, 4 action representation schemes, and over 324,000 simulated policy rollouts paired with real robot executions, further enriching our analysis with large-scale community submissions from the CVPR 2026 GigaBrain Challenge, curated synthetic trajectories, and a training videos spanning more than 12,000 hours. Our experiments deliver three core insights: evaluator quality is dominated by long-horizon, action-faithful rollout consistency rather than short-term visual realism; pretraining gains stem not only from data scale but from balancing general world knowledge with robot-specific controllability; and architectural choices including action encoding, memory design, and evaluator-focused post-training strongly determine alignment with real-world robot behavior. Drawing on these results, we derive a practical design roadmap and realize it in \textit{GigaWorld-1}, a world model specially optimized for policy evaluation, and we fully release our code, models, datasets, and toolkits to advance scalable evaluation research for embodied foundation models.
PhysMani: Physics-principled 3D World Model for Dynamic Object Manipulation
Manipulating fast and dynamically moving targets in unstructured 3D environments remains challenging for embodied AI. Existing visual-language-action models and world models struggle with accurate 3D geometry and physically meaningful forecasting. We propose PhysMani, a framework that couples a physics-principled 3D Gaussian world model with a future-aware action policy model. The world model learns a divergence-free Gaussian velocity field via online optimization for fast and physically grounded future dynamics prediction. The policy model integrates the predicted 3D scene future dynamics through a learnable token based cross-attention module. We introduce PhysMani-Bench, a dynamic manipulation benchmark with 16 tasks, and demonstrate a superior success rate over strong baselines in both simulation and real-world robot experiments.
OopsieVerse: A Safety Benchmark with Damage-Aware Simulation for Robot Manipulation
While robotic manipulation capabilities have advanced rapidly, physical safety remains a major barrier to deploying household robots: task success is insufficient if the robot damages itself or its surroundings. Simulation offers a harm-free alternative to costly and dangerous real-world training and evaluation, yet existing simulators lack general mechanisms to detect, quantify, and represent damage. To address this gap, we introduce OOPSIEVERSE, a unified simulation framework and benchmark for damage-aware household manipulation. OOPSIEVERSE provides damage as an explicit, physically-grounded, and taskagnostic signal by converting sources such as contact forces, temperature changes, and liquid interactions into corresponding mechanical, thermal or fluid damage. OOPSIEVERSE comprises two core elements: (1) DAMAGESIM, a simulator-agnostic framework for detecting and quantifying damage during navigation and manipulation, and (2) a suite of household tasks designed to evaluate common damage modes and distinguish between task completion and safe execution. We demonstrate the generality of our framework by instantiating DAMAGESIM in two simulators with different physics backends, OmniGibson (Nvidia Omniverse) and RoboCasa (MuJoCo). We further showcase the utility of OOPSIEVERSE across multiple use cases, including (1) guiding safer demonstration collection via real-time damage feedback, (2) learning safer manipulation policies through damage-conditioned imitation learning and reinforcement learning, (3) benchmarking the safety of state-of-the-art Vision Language Action policies, and (4) improving real-world safety of sim-to-real transferred policies. Together, our results highlight the potential of OOPSIEVERSE as an open-source foundation for systematic, scalable research on safe robot manipulation. For code and more information, please refer to https://robin-lab.cs.utexas.edu/oopsieverse/
RoboTacDex: A Dexterous Visual-Tactile-Action Dataset for Humanoid Manipulation
In the field of robot learning, large-scale and diverse demonstration trajectories provide the fundamental basis for enhancing robotic manipulation ability. We introduce RoboTacDex, a large, multi-modal, and diverse dataset of dexterous manipulation behaviors performed with a humanoid robot. Built on the publicly accessible humanoid robot Unitree G1, RoboTacDex consists of 6k trajectories covering 19 tasks, 23 skills, and interactions with 22 objects. RoboTacDex provides comprehensive records including multi-view RGB and depth information, tactile feedback, and detailed semantic annotations. Furthermore, the dataset features a variety of relatively challenging tasks that can only be completed by dual arms and dexterous hands, aiming to mimic human-like operational logic and simulate real-world manipulation complexity. To ensure data collection quality, we develop an improved multi-camera synchronization system to enable millisecond data synchronization and recording of modalities. In our experiments, we evaluate three representative imitation learning models on our dataset, analyzing their performance as well as their respective strengths and limitations across different task categories. Successful trial results and a moderate level of generalization capabilities across a suite of tasks indicate the effectiveness and diversity of the collected dataset. Our dataset will be open-sourced soon.
Labimus: A Simulation and Benchmark for Humanoid Dexterous Manipulation in Chemical Laboratory
Laboratory automation has made remarkable progress through robotic platforms and AI-driven scientific reasoning. However, many laboratory operations (e.g., solid--solid transfer) remain inherently dynamic and require real-time adaptation to different materials and experimental conditions. Such precision-critical manipulations are difficult to standardize, motivating the use of humanoid robots with dexterous hands. Despite this opportunity, no existing benchmark evaluates humanoid manipulation in precision-critical laboratory environments. We present Labimus, to our knowledge, the first benchmark for humanoid dexterous manipulation in organic chemistry laboratories. Labimus reconstructs over 30 functionally faithful assets from real organic chemistry workstations through real-to-sim modeling, collectively covering the core operations of routine organic chemistry experiments. The benchmark integrates articulated laboratory instruments, particle-based powder physics, and closed-loop instrument readouts, enabling a complete manipulation-to-measurement pipeline. It further defines six atomic operations and a seven-step solid-weighing workflow derived from real laboratory standard operating procedures. We introduce a precision-aware evaluation protocol designed to jointly measure task completion, experimental precision, and long-horizon execution. We benchmark three representative policies under procedural layouts and environmental perturbations. Results reveal a precision gap: policies that successfully complete laboratory tasks can still fail to satisfy the quantitative tolerances required by experimental protocols. Our benchmark exposes a fundamental disconnect between task completion and experimental validity, providing a new testbed for developing reliable humanoid robots for scientific laboratories.
From Grasps to Dexterity: Large-Scale Grasp Pretraining for Dexterous Manipulation
Large-scale dexterous grasp datasets encode rich priors over hand-object interaction, but their use has largely been confined to grasp generation and pick-and-place manipulation. We study whether such data can instead support functional dexterity in articulated tool use, where a robot must acquire a tool, maintain contact, and operate its functional moving parts. We adapt a hierarchical imitation learning framework that combines high-level hand sub-goal prediction with a low-level goal-conditioned controller. We construct a 355k-trajectory grasp-pretraining dataset from large-scale dexterous grasp annotations and use it to pretrain the low-level controller. The controller is then fine-tuned on downstream task demonstrations. To evaluate this setting, we introduce DexCraft, a simulation benchmark with six articulated tool-use tasks requiring coordinated finger motion. Across simulation and real-world experiments, our approach outperforms end-to-end diffusion policy baselines and hierarchical policies trained from scratch. In the real world, it improves full-task success by 33.3 percentage points over DP3. These results show that grasp datasets can serve not only as resources for grasp synthesis, but also as scalable pretraining data for contact-rich dexterous manipulation. Videos are shown on https://yingyuan0414.github.io/grasp2dexterity/ .
What Enables In-Context Behavior Prompting for Manipulation?
Behavior prompting is a paradigm in which a sensorimotor robot demonstration, called a behavior prompt, serves as an in-context prompt for performing new tasks at test time. While prior work has shown that this capability is possible, the conditions that enable it remain poorly understood. We present an empirical study of when, how, and why behavior prompting works. To support this study, we introduce DrawAnything and LIBERO-Gen, benchmarks with up to 2000 procedurally generated tasks that evaluate test-time adaptation to unseen drawing and tabletop manipulation tasks. We also present Behavior Prompting Policy (BPP), an in-context visuomotor architecture, and iPhUMI, a handheld interface to demonstrate behavior prompts at test time. Our main finding is that task diversity, rather than demonstrations per task, is a key driver of prompting capability. Given sufficient diversity, a behavior prompt improves adaptation to unseen tasks, reducing drawing error by 80.7% over goal-image conditioning and improving success on chained manipulation tasks by up to 20.8% over language conditioning. Given insufficient diversity in a real-world laundry experiment, behavior prompting has weaker task conditioning than a language baseline. An attention analysis shows how the prompt is used: the policy follows it step by step as a source of dense sub-goals. Prompt ablations show that dense sensorimotor detail matters: removing actions or downsampling the prompt hurts fine-grained action adaptation. We have open-sourced all components to enable reproducible research on behavior prompting without needing industrial-scale data collection or compute.
Position: Vision-Language-Action Models Cannot Be Verified to Perform Physical Reasoning
Vision-Language-Action (VLA) systems, built on pretrained vision-language models (VLMs), have shown rapidly improving performance on robot manipulation benchmarks. These gains are commonly interpreted as evidence that semantic representations learned from internet-scale data transfer to physical execution generalization. This position paper argues that the assumption underlying this interpretation -- that semantic generalization is sufficient to support physical action decisions -- has not been independently verified and cannot be tested under current evaluation protocols. We support this claim by decomposing VLA policies into semantic mapping and physical action decision, and showing that task success rate -- the dominant evaluation metric -- cannot distinguish between these two sources of capability. As a result, improvements in benchmark performance are consistent with multiple competing explanations, including semantic matching, distributional overlap, and genuine physical generalization. We further argue that this identifiability gap has been reinforced through narrative drift, whereby successive systems inherit and strengthen prior interpretations of performance gains without isolating the underlying causal mechanism. To address this limitation, we propose a research direction based on evaluation designs that introduce controlled variation to separately measure semantic and physical generalization. Such designs make it possible to causally attribute performance without requiring access to model internals, and to empirically assess the role of VLM backbones as semantic interfaces rather than implicit sources of physical competence. Our goal is not to refute the role of VLMs in robotics, but to clarify the conditions under which claims of physical generalization can be meaningfully evaluated.
SurgVLA-Bench: Towards Evaluating Vision-Language-Action Models for Laparoscopic Surgical Robotics
Vision-Language-Action (VLA) models represent a promising direction for embodied intelligence in surgical robotics. Despite the prevalence of VLA benchmarks for general robotics, standardized evaluation platforms specifically designed for surgical contexts remain absent. To address this limitation, we present SurgVLA-Bench, the first comprehensive benchmark for evaluating VLA models in laparoscopic surgical robotics. Leveraging the SurRoL simulation platform, we construct a hierarchical task taxonomy ranging from atomic actions to complete surgical procedures, complemented by a multi-dimensional evaluation framework assessing action accuracy and semantic consistency. We then systematically evaluate two representative paradigms, including autoregressive models such as OpenVLA, and flow matching models such as , , and SmolVLA. Our experiments show that autoregressive models tend to excel in semantic understanding, while flow matching models often achieve higher task precision but may face generalization trade-offs. However, even the best-performing models remain far from satisfactory, as the constrained endoscopic field of view, restricted viewing angles, and frequent occlusions persist as fundamental physical bottlenecks. The code and data are available at https://github.com/VCL-HNU/SurgVLA
Learning Motion Feasibility from Point Clouds in Cluttered Environments
Motion feasibility prediction plays a central role in robotics, particularly in task and motion planning and manipulation. A major bottleneck for this problem in cluttered environments is that infeasible planning attempts by Sampling-based motion planners (SBMPs) can incur substantial computational cost. Also existing approaches for infeasibility certification are limited to low-dimensional configuration spaces and often assume simplified geometric environments represented by primitive objects with known parameters. We study the complementary problem of learning motion feasibility prediction directly from raw RGB-D observations for a 7-DOF manipulator operating in realistic cluttered scenes. We introduce the first large-scale benchmark for this setting, comprising 2.7M grasp feasibility labels over 88 scanned objects and 190 cluttered tabletop scenes. We benchmark three representative classifier families spanning MLP- based, volumetric-CNN, and point-cloud-based Transformer architectures under matched training conditions. Our best model, GRASPFC-PTX (a point-cloud transformer), achieves an AUROC of 0.996 on Novel objects while providing predictions significantly faster than SBMPs.
WatchAct: A Benchmark for Behavior-Grounded Robot Manipulation
A robot working alongside people must reason about what they have done, in what order, and with what intent. Video carries the spatial layouts, object histories, and gestures that language leaves underspecified, yet today's manipulation benchmarks pair an instruction with a single current image, offering no way to evaluate reasoning over observed human behavior. We introduce WatchAct, a benchmark for robot manipulation grounded in observed human behavior. Each instance pairs a real-world human-action video and a language instruction with an aligned simulator scene and an executable LIBERO task, enabling scalable and reproducible evaluation. WatchAct comprises 3,000 long-horizon instances across 14 tasks in four capability domains drawn from the cognitive demands of watching another agent: parsing events (Event Grounding), recovering procedural structure (Procedural Reasoning), inferring unstated intent (Implicit Intent Inference), and tracking how the scene was changed (Episodic Reasoning). We further propose a disentangled evaluation protocol that separately measures (i)~video-to-plan reasoning by vision-language models, (ii)~policy execution under oracle plans, and (iii)~full task completion by integrated planner--policy pipelines. In both simulation and on a Franka Research 3 robot, current systems remain far from solving WatchAct. The best pipeline, Gemini-3.1-Pro with , reaches only 16.3% Success Rate (SR) in simulation and 14.0% on the real robot. Gemini-3.1-Pro attains just 36.8% Plan SR (vs. 97.1% for humans), while reaches only 21.5% Task SR under oracle plans and drops to 10.6% on out-of-domain scenarios. Dataset and code are available at https://baiqi-li.github.io/watchact_page/.
World Value Models for Robotic Manipulation
Generalist value models play a pivotal role in scaling robotic policy learning from large-scale, mixed-quality data. Mathematically, accurate value estimation demands deep temporal understanding, requiring models to both ground the current belief using historical context and plan over future outcomes. However, most existing robotic value models are built on Vision-Language Model (VLM) backbones that are pretrained primarily on static or temporally sparse visual observations, lacking the requisite temporal modeling capabilities for value estimation. Unlike VLMs, world models naturally excel at temporal modeling and future planning, making them ideal foundations for learning generalizable value functions. Driven by this insight, we marry world models with value estimation to construct a new generalist robotic value model, World Value Model (WVM), that offers accurate task progressions to assess data quality. On standard benchmarks, WVM delivers state-of-the-art (SOTA) Value-Order Correlation (VOC) results. Complementing standard evaluation suites that contains only expert data, we further introduce Suboptimal-Value-Bench, a multi-embodiment benchmark consisting of 800 suboptimal trajectories with high-fidelity, human-labeled frame annotations. Our evaluations show that WVM maintains its SOTA performance on Suboptimal-Value-Bench, establishing its robustness in handling both expert and suboptimal data. When deployed for policy learning, WVM improves manipulation performance across various policy extraction approaches in both simulated and real-world deployment, providing robust guidance for learning from mixed-quality data.
RE4: Transformation-aware Imitation of Object Interactions Using Manipulation Modes
Object interaction tasks have been a focus of advances in imitation learning. End-to-end methods, dominated by diffusion and flow-based variants have shown leaps in performance while sacrificing interpretability. Object-centric and pose-informed variants have had a role in learning from demonstration in manipulation tasks. In this paper, we revisit a few modern imitation learning benchmarks for object interactions, with the aim of composing a framework that repurposes principled theories of manipulation, preserving both performance and interpretability. For image observations, lightweight training is proposed for model-free pose estimation of the target object, using self-supervision over the demonstration data available for imitation learning. This information is then used to inform a manipulation mode-aware retrieval of a demonstration, a mode-aware transformation, a replan step that connects to the retrieval point while preserving mode constraints, and finally rolling out the transformed demonstration. These compose four key steps of the proposed RE4 framework, evaluated over state-based and image-based benchmarks in Push-T and Robomimic. An adversarial benchmark that evaluates sparse data regions of image-based Push-T showcases the robustness, further bolstered by indications from low-data regime experiments. The current work shows promise in using simple interpretable building blocks to learn manipulation skills.
Learning Dexterous Manipulation Using Contact Wrench Guidance From Human Demonstration
Dexterous robot manipulation can benefit from the abundance of human demonstrations, but transferring such demonstrations to robot policies remains challenging. We present Contact Wrench Guidance from Human Demonstration in Robotic Dexterous Manipulation (CHORD), a framework for long-horizon manipulation of rigid and articulated objects with reinforcement learning. The key idea is object-centric contact wrench space guidance: we represent human and robot motions by the forces and torques they can induce on the object, enabling similarity to be measured by the induced instantaneous motions. This guidance makes reinforcement learning more scalable for contact-rich dexterous manipulation. We further introduce a large-scale simulation benchmark with 4,739 bimanual dexterous manipulation tasks, constructed from motion-capture datasets and reconstructed in-house videos. Evaluated on 1,831 benchmark tasks, CHORD achieves an average success rate of 82.12%, demonstrating strong scalability. CHORD also generalizes to whole-body manipulation from hand-only and third-person demonstrations, achieving a 90.77% success rate, and the learned policies transfer to the real world in both open-loop and closed-loop settings.
RoboGaze: Evaluating Robot World Models via Structured Vision-Language Analysis
Recent advances in robot world models enable synthetic video generation for embodied prediction and planning. However, evaluating these videos is challenging: visually realistic outputs often violate physical laws, temporal consistency, or task logic, while conventional metrics and monolithic Vision-Language Model (VLM) judges fail to generalize or provide precise diagnostic value. We present RoboGaze, a training-free, multi-agent VLM framework that provides structured, interpretable evaluation for generated robot-manipulation videos. Given a task instruction and video, RoboGaze operates via a three-stage pipeline: task-scene grounding, dimension-specific specialist routing, and critic-based verification. It outputs temporally localized glitch reports categorized under a novel 6-dimension, 30-type robotics-specific taxonomy. To benchmark RoboGaze, we introduce a human-validated dataset of 382 clips spanning simulated and real-world multi-view manipulation. Evaluating eight open-source and proprietary VLM backbones, RoboGaze dramatically outperforms zero-shot baselines, improving description-F1 by up to +43 points and temporal alignment (F1 x IoU) by up to +37 points, closing approximately 85% of the gap to the human ceiling. Furthermore, its critic verifier mitigates the "cry-wolf" false-positive flaw of standard VLMs, lifting clean-clip accuracy from under 25% to over 80%. RoboGaze offers a scalable, highly interpretable diagnostic tool for the rigorous evaluation of robot world models.
Benchmarking Robot Memory Under Interference
Robots deployed in realistic settings will accumulate experience across many sessions and tasks over their deployment. The robot's tasks may often require it to remember information from multiple sessions ago, making long-context robot memory important for real-world deployments. However, most robot-memory benchmarks today are based on single episodes or a short context. To measure how current robot memory systems perform on longer sessions with more distractions, we introduce RoboMME-Interference, a cross-session benchmark built on RoboMME. For each query episode, we construct a session history using the query's relevant prior demonstration followed by a controlled number of unrelated sessions, which we provide to the VLA as memory and measure accuracy. Running RoboMME's released memory-augmented variants unmodified through this benchmark, we find that while perceptual memory variants improve success when given the history without any distractors, they decay strongly and steadily as unrelated sessions accumulate. With this release, we emphasize the importance of long-context memory and robustness to interference and show that current systems largely fail on such capabilities. The project page, videos, code, and data are at https://robotmemorybench.com.
R2HandoverSim: A Simulation Framework and Benchmark for Robot-to-Human Object Handovers
We present R2HandoverSim, a simulation benchmark for robot-to-human (R2H) object handovers. Although R2H handover methods have advanced rapidly, the lack of standardized evaluation protocols impedes objective comparison. Our benchmark enables reproducible evaluation by systematically comparing four baselines on their predicted shared grasp poses. We conduct a user study with 30 participants, analyze baseline performance, and show that simulation results correlate with real-world evaluation outcomes. Crucially, five complementary metrics (planning feasibility, reachability, grasp stability, grasp affordance, and safety) better reflect user-perceived handover quality than overall success rate alone. Website and code: https://robot-future.github.io/r2handoversim/.
Inductive Generalization for Robotic Manipulation
Understanding the generalization capabilities of visuomotor policies is essential in the development of capable robotic agents. Generalizable models learn structures that transfer across domains. However, in practice, visuomotor policies test performance by interpolation on known distributions using unstructured domain shifts (e.g. lighting, clutter, diverse objects). We argue that to measure generalization capabilities we must instead test the inductive capacity of policies on progressively harder, out-of-distribution task variants. We call this inductive generalization, drawing directly on how axis-based evaluation has revealed inherent generalization limitations in language models (e.g. sequence length, counting) arXiv:2502.00197 . We provide a reusable and formal evaluation protocol for measuring inductive generalization in any manipulation policy, and establish baselines showing that existing paradigms fail this test; e.g. SoTA Vision-Language-Action models and find that policies that appear to generalize to prior domain shifts (distractors, etc) fail inductive generalization tests. These results expose a class of learning challenges orthogonal to those addressed by data and model scaling in robot learning, yet are imperative to solve in order to realize general purpose robots.
EventVLA: Event-Driven Visual Evidence Memory for Long-Horizon Vision-Language-Action Policies
Memory remains a critical bottleneck for long-horizon robotic manipulation, as standard Vision-Language-Action (VLA) policies often fail when task-relevant cues become occluded or unobservable over time. While existing memory-augmented methods utilize historical context, they either suffer from severe information bottlenecks, incur high latency via decoupled dual systems, or rely on unselective buffers that accumulate massive visual redundancies. To address these limitations, we introduce EventVLA, an end-to-end framework founded on the concept of sparse visual evidence memory that comprises two core components: foundational visual anchors to retain initial and short-term contexts, and a dynamic Keyframe Evidence Memory (KEM) module. Specifically, KEM directly predicts future keyframe probabilities from the VLA's latent embeddings to autonomously capture and store sparse, task-critical visual events. This foresight-driven mechanism empowers the policy to dynamically evaluate the future causal utility of current observations, preserving transient visual evidence before it becomes unobservable. Furthermore, we propose RoboTwin-MeM, a diagnostic benchmark specifically designed to evaluate non-Markovian manipulation tasks with interactive visual evidence. Extensive evaluations show that across 17 memory-requiring simulation tasks and 4 real-world bimanual tasks, EventVLA achieves an average success rate improvement of +40% over state-of-the-art memory-augmented VLAs.
HT-Bench: Benchmarking and Learning Dexterous Full-Hand Tactile Representations with Egocentric Vision
Establishing a universal benchmark for tactile representation learning in robotic manipulation remains challenging due to the diversity of tactile sensor designs, data formats, and robot embodiments. Rather than seeking to establish such, we explore a scalable and promising direction for future development: egocentric vision paired with full-hand tactile data. To this end, we introduce \textbf{HT-Bench}, a large-scale multi-task benchmark for dexterous full-hand tactile sensing, comprising 10M RGB frames and 7.8M tactile frames collected across 226 tasks. HT-Bench evaluates tactile representations from three key perspectives: whether they encode meaningful contact geometry, whether they can align tactile observations with visual information, and whether they generalize to unseen tasks. To assess these capabilities, HT-Bench includes four tasks: fine-grained tactile similarity retrieval, masked tactile inpainting, vision-to-tactile synthesis, and multimodal tactile frame prediction. We further propose \textbf{HandTouch}, a vector-quantized vision--tactile encoder that learns tactile representations through progressive spatial, cross-modal, and temporal training. Across HT-Bench, HandTouch consistently outperforms representative tactile encoder baselines, improving Recall@5 on fine-grained tactile similarity retrieval from 74.65% to 85.23%, reducing RMSE on masked tactile inpainting from 0.022 to 0.010, and increasing OOD cIoU on vision-to-tactile synthesis from 0.628 to 0.705. These results demonstrate the effectiveness of HandTouch and suggest that large-scale egocentric full-hand tactile data provides a scalable basis for evaluating and advancing tactile representation learning in dexterous manipulation.
A Scalable Embodied Intelligence Platform for Seamless Real-to-Sim-to-Real Transfer of Household Mobile Manipulation Tasks
Mobile manipulation is a fundamental capability in embodied intelligence robotics. The growing demand for robust and generalizable manipulation in unstructured household environments has driven rapid progress in embodied intelligence platforms. However, achieving a seamless transfer across the real-to-sim-to-real cycle faces three key challenges, including costly high-fidelity simulation scenes reconstruction, the complexity of systematic strategy evaluation in simulation, and incompatible real-world deployments. To address these challenges, we develop BestMan, a scalable and seamless real-to-sim-to-real platform that bridges the gap between the simulation and the real world, enabling effective strategy development, integration, and deployment for household mobile manipulation. Specifically, we design a novel Automated Scene Generation (ASG) module to reconstruct realistic simulations from real observations. Then, we propose a simulation-guided task formalization and skill learning architecture that supports the flexible integration and large-scale evaluations of hybrid skill strategies in simulation. Finally, to enhance the real-world scalability, we develop a Hardware-agnostic and Unified Middleware (HUM) to ensure seamless and compatible sim-to-real transfer across heterogeneous mobile manipulators for real deployments. Experimental results demonstrate the superior performance of our proposed platform in establishing standardized benchmarks and facilitating promising research in the field of mobile manipulation.
WireCraft: A Simulation Benchmark for Industrial DLO Manipulation
Deformable Linear Objects (DLOs), such as wires and cables, are central to industrial assembly. Unlike rigid objects, whose state is captured by a 6-DoF pose, DLOs have an infinite-dimensional configuration space and deform continuously under contact with grippers, fixtures, and the workspace, making them a demanding benchmark for general dexterous manipulation. Despite their importance, policy development and comparison remain difficult: existing benchmarks are often tied to specific hardware setups, lack modular and customizable task assets, or study generic deformable-object tasks without the fixtures relevant to real-world industrial wire manipulation. Few benchmarks align simulation, real-world data, and shared evaluation protocols. To bridge this gap, we introduce WireCraft, a simulation benchmark for industrial DLO manipulation with configurable difficulty and assets, spanning three task families: connector insertion, clip routing, and channel seating. It supports two complementary DLO physics models, articulated and deformable, and the trajectories come from both simulation and a physical UR5. We benchmark reinforcement learning (RL), imitation learning (IL), and vision-language-action (VLA) policies under shared metrics. Privileged state-based RL solves a representative setting in each task family with over 82% success, confirming the tasks are well-posed. For connector insertion, however, the transition from reaching the socket to contact-rich alignment remains a key bottleneck for vision RL, IL, and VLA policies. These results indicate that industrial DLO manipulation, though tractable under privileged state, remains an open challenge for current vision-based learning. The benchmark, data, and tools will be open-sourced upon acceptance.
HumanoidArena: Benchmarking Egocentric Hierarchical Whole-body Learning
Humanoid robots promise whole-body interaction in human-centered environments, but scalable policy learning remains difficult because task-level decision-making and whole-body dynamic execution are tightly coupled. A practical solution is hierarchical control, where a high-level policy predicts intermediate whole-body actions and low-level general motion trackers (GMTs) execute them as stable humanoid motion. However, existing benchmarks rarely evaluate the policy-tracker interface itself, leaving open whether intermediate whole-body actions are executable, robust under task distribution shifts, and transferable across different GMT backends. We introduce HumanoidArena, a simulation-first benchmark for egocentric hierarchical whole-body learning. The benchmark formulates policy learning as a hierarchical decision making problem: a high-level policy converts egocentric vision, proprioception, and instructions into a compact whole-body action, which is subsequently executed by a low-level GMT. Instead of treating the legs as planar transport tools, HumanoidArena emphasizes interactions where lower-body coordination is structurally necessary in task completion. We therefore design 7 leg-critical HOI/HSI tasks in which success requires foot placement, balance maintenance, posture adjustment, and whole-body reorientation. To further diagnose the hierarchical system, we evaluate policies from two complementary perspectives: perturbation-conditioned generalization and GMT-conditioned transfer. Experiments show that hierarchical control enables learned policies to solve diverse leg-critical interactions, but performance is strongly tracker-conditioned and cross-GMT transfer remains fragile. These results position HumanoidArena as a benchmark for studying transferable intermediate action representations and scalable egocentric whole-body policy learning.
Abstention-Aware Personalized Object Rearrangement via Uncertainty-Guided LLM Assistance
Robotic assistance in household environments requires not only predicting where objects should be placed, but also reasoning about when objects should not be placed at all. Existing approaches to personalized object rearrangement primarily focus on placement decisions under the assumption of clean observations and complete actionability, limiting their applicability in realistic, cluttered, and partially erroneous settings. In this paper, we introduce APOLLO, a hybrid framework for abstention-aware personalized object rearrangement that combines a lightweight, personalized embedding model (PEM) with selective large language model (LLM) assistance. PEM is trained for each user-environment pair using a small number of demonstrations, operates entirely on CPU, and produces uncertainty estimates, which are used to selectively invoke LLM-based reasoning only for ambiguous decisions, balancing efficiency, privacy, and reasoning capability. To evaluate this formulation beyond existing benchmarks, we introduce APOR, a synthetic, LLM-generated dataset that captures room-level, multi-furniture environments, diverse organizational profiles, explicit abstention behavior, and noisy partial scene context. Extensive experiments on both PARSEC and APOR provide initial evidence that APOLLO improves over prior LLM-based baselines in controlled benchmark settings while substantially reducing LLM usage. Code is available at https://github.com/PaInt-Lab/APOLLO.
ATOM-Bench: A Real-World Benchmark for Atomic Skills and Compositional Generalization in Manipulation Policies
Generalist manipulation policies are increasingly presented as foundation models for robotic control, but their real-world generalization remains difficult to diagnose. A policy may succeed on demonstrated tasks while still failing to execute fine-grained atomic skills or recombine learned skills in new task structures. We introduce \textbf{ATOM-Bench}, a real-world benchmark for evaluating both atomic skills and compositional generalization in manipulation policies. ATOM-Bench factorizes tabletop manipulation into motor atoms and instruction atoms, and contains 30 atomic tasks and 24 held-out compositional tasks across paired single-arm and dual-arm robot tracks. We collect 3,000 human demonstrations for atomic fine-tuning and release both the demonstration data and evaluation rollout data to support reproducible real-world evaluation. Policies are fine-tuned on atomic tasks and evaluated on both atomic skill acquisition and held-out compositional tasks. We further introduce Atomic Score (AS) and Compositional Failure Share (CFS) to distinguish failures caused by weak atomic skills from failures caused by limited compositional reuse. Through 2,700 physical rollouts on five representative manipulation policies, we find that current policies can acquire simple instruction-grounding skills, but still struggle with fine-grained motor atoms, counting, and logical filtering. More importantly, strong atomic performance does not reliably transfer to held-out compositional tasks. ATOM-Bench provides a diagnostic testbed for studying whether failures arise from weak motor execution, poor instruction grounding, or limited compositional reuse.
Scaling Short-Term Memory of Visuomotor Policies for Long-Horizon Tasks
Many robotic tasks require short-term memory, whether it's retrieving an object that's no longer visible or turning off an appliance after a set period. Yet, most visuomotor policies trained via imitation learning rely only on immediate sensory input without using past experiences to guide decisions. We present PRISM, a transformer-based architecture for visuomotor policies to effectively use short-term memory via two key components: (i) gated attention, which filters retrieved information to suppress irrelevant details, improving performance by reducing the spurious correlations between the history and current action prediction, (ii) a hierarchical architecture that first compresses local information into compact tokens and then integrates them to capture temporally extended dependencies, improving its compute and memory footprint. Together, these mechanisms enable us to scale short-term memory in visuomotor policies for up to two minutes. To systematically evaluate memory in visuomotor control, we introduce ReMemBench -- a benchmark of eight diverse household manipulation tasks spanning four categories of short-term memory -- designed to foster general memory mechanisms rather than siloed, task-specific solutions. PRISM consistently outperforms prior works, including recurrent architectures, transformers, and their variants -- achieving an absolute improvement of 5%--12% over the strongest baseline. On the RoboCasa and LIBERO benchmarks, it achieves absolute improvements of 11%--15% over its no-memory variant and fine-tuned Vision-Language-Action baselines such as GR00T-N1-3B and OpenVLA, despite not leveraging any large-scale pretraining. Together, PRISM and ReMemBench establish a foundation for developing and evaluating short-term memory-augmented visuomotor policies that scale to long-horizon tasks. Additional materials are available at https://shahrutav.github.io/short-term-memory