Overview

Robotic manipulation studies how machines use sensing and motion to change objects and environments, from picking and assembly to tool use and handling deformable materials. Approaches combine geometric planning and force or impedance control with imitation learning, reinforcement learning, diffusion policies, and vision-language-action models; world models, memory, tactile feedback, and human-video demonstrations are also used. Methods are tested in simulation and on real robots using suites such as LIBERO, RoboTwin, ManiSkill, and RLBench, across clutter, bimanual coordination, mobile manipulation, and precision contact tasks. A central challenge is turning benchmark performance into safe, reliable long-horizon behavior across new objects, cameras, robot bodies, and real-world dynamics, while limiting data collection and inference costs.

Latest papers

1,704 papers341 papers in the last four weeks, up 29% on the four weeks before. 2.0% of all new papers.

Oct 4, 2026

Now You Feel It, Now You See Me: Digital-Twin-based Teleoperation Interface for Dexterous Manipulation

Teleoperation is becoming increasingly important for collecting high-quality demonstrations to teach robots dexterous manipulation skills. For dexterous manipulation, bare-hand tracking provides a practical way to control robotic hands and demonstrate coordinated finger movements without gloves or exoskeletons. However, this type of teleoperation faces two key feedback limitations: a lack of force feedback and visual feedback of occluded region. The absence of force feedback hinders precise and safe manipulation, as operators must infer contact force visually rather than feel them directly. Occlusion by objects or other robot parts impairs the assessment of hand positions, approach distances, and pre-grasp configurations suited to the object's shape. To address these limitations, we propose a digital-twin-based augmented reality (AR) teleoperation interface that integrates bare-hand tracking, bimanual robotic hands, and virtual representations of the robot and task objects. The interface renders tactile measurements on robot hand meshes as visuo-force feedback. Furthermore, it offers a user-controlled virtual view panel or occlusion-aware transparency rendering to provide occlusion-mitigating visual feedback. We evaluated the interface through user studies involving Task 1 and Task 2, examining how force visualization and visual assistance support demonstration collection in tasks requiring careful force regulation and manipulation under occlusion.
Oct 4, 2026

GeoBridge-VLA: Geometry-Aware Residual Adaptation for Vision-Language-Action Models

Vision-language-action (VLA) models encode semantic information from vision-language pretraining, but manipulation also requires precise spatial reasoning. We present GeoBridge-VLA, a two-stage method for learning geometric features from a pretrained VLA's frozen visual encoder and using them for action prediction. Stage I trains a feature bridge and geometry decoder with depth supervision. Stage II freezes these modules and trains a gated residual interface together with the action-side projections and action expert. The residual augments the existing visual tokens without adding a second image encoder or increasing the token count. Deployment requires RGB, robot state, and language, but no depth observations. Under matched evaluation conditions, GeoBridge-VLA achieves 70.9% success on LIBERO, compared with 60.0% for SmolVLA. Disabling the residual in the same trained checkpoint reduces success from 70.90% to 69.85%, with mixed effects across suites. On a physical ROBOTIS OMY robot, GeoBridge-VLA succeeds in 148 of 200 trials (74.0%) across four tasks, compared with 108 of 200 (54.0%) for SmolVLA.
Oct 3, 2026

ExStereo: Lifting 2D Vision-Language-Action Models to 3D with Explicit Stereo Representations

Three-dimensional perception is critical for robotic manipulation, particularly for high-precision tasks, as recovering metric depth and precise 3D object positions from monocular RGB observations is inherently ill-posed. However, many Vision-Language-Action (VLA) models rely solely on RGB observations for perception. Leveraging recent advances in foundation models for stereo matching, we introduce ExStereo, a stereo module that augments pre-trained 2D VLAs with 3D perception. ExStereo reconstructs scene geometry from stereo image pairs and renders multi-view observations as an explicit stereo representation for stereo feature extraction. The action tokens from the action expert selectively attend to the resulting stereo tokens through our proposed action-stereo cross-attention mechanism, enabling the policy to generate robot actions conditioned on 3D scene information. To learn robust 3D representations, we introduce a mid-training stage before task-specific post-training, using a self-supervised learning objective on large-scale stereo data. We validate our approach by fine-tuning two publicly available VLAs, π0.5π_{0.5} and SmolVLA, and evaluate them in simulation and on a real-world bimanual PiPER platform. Across both settings, VLAs fine-tuned with ExStereo consistently outperform baselines, demonstrating the effectiveness of stereo perception for robotic manipulation. Our project website is at: https://exstereo-vla.github.io/ExStereo/.
Oct 3, 2026

PatternDex: Learning Interaction Patterns to Guide Reinforcement Learning of Bimanual Dexterous Manipulation of Articulated Objects

In this paper, we develop a method that enables bimanual dexterous hands to manipulate articulated objects with a high success rate without suffering from an embodiment gap. We observe that the correlation between hand motions and object motions is dictated by the object rather than the hands and can be learned from human-object demonstrations. Based on this observation, we propose PatternDex, a method that learns this correlation and represents it as a token sequence, which we call an interaction pattern. From this pattern, PatternDex estimates the wrist motions and contact points that fit the target robot, and then trains a reinforcement learning policy that exploits these estimates as guidance. Since the guidance fits the target embodiment, the policy explores only the actions that the target robot can execute and thus achieves high success rates. PatternDex also requires only simple fine-tuning to train a new robot, since it can reuse the learned interaction pattern. We evaluate PatternDex with bimanual dexterous hands on human demonstrations from the ARCTIC dataset. PatternDex achieves, on average, a 92.8% success rate with Allegro hands, while the state-of-the-art baseline achieves 52.2%. Also, it achieves success rates above 70% with three other robot hands after fine-tuning alone. Furthermore, we verify that the learned policy transfers well to a real-world task of opening a microwave. Videos and additional results are available at https://patterndex.github.io/PatternDex/
Oct 3, 2026

Robot Learning with Visual Predicted Force

Force-aware manipulation typically relies on specialized force or tactile sensors. We show that force-aware manipulation can instead be achieved through visual force prediction from the deformation of a compliant Fin Ray gripper. Our approach trains two models. First, we train a visual force estimator on calibration data and use it to annotate task demonstrations with force estimates. Second, we train an action--force proposal policy on these force-augmented demonstrations to jointly generate candidate robot actions and their associated forces. At test time, we sample candidate actions and the forces they are expected to produce, then execute the action whose predicted force is closest to a target from the demonstrations. We evaluate our approach on berry picking, empty-can grasping, in-hand reorientation, and plug insertion. Our results show that visual force prediction can guide inference-time action selection for contact-rich manipulation without requiring force or tactile sensors at deployment.
Oct 3, 2026

Test-Time Training as Residual Memory for Robot Policies

Memory is essential for long-horizon robotic manipulation, where successful actions may depend on past events that are no longer recoverable from the current observation. As episodes grow longer, however, retaining the full history becomes increasingly costly, creating a fundamental scalability challenge for memory-augmented policies. Existing approaches address this challenge by either storing selected past observations in a bounded memory bank or compressing interaction history into a fixed-size parametric state through Test-Time Training (TTT). Yet these formulations do not explicitly distinguish between historical information that can already be recovered from the policy's current context and information that must persist beyond it. We introduce TTT-RM, which repurposes TTT as Residual Memory, using fast weights not to generically compress history but to complement a bounded memory bank by preserving task-relevant historical information that cannot be recovered from the policy's current context. Concretely, TTT-RM learns a history decoder that reconstructs historical representations from the current observation and retrieved memory. The resulting reconstruction residual captures what this context fails to explain and serves as the learning target for TTT. The TTT slow weights are optimized against this residual target so that online fast-weight updates learn to encode complementary historical information over time. The fast-weight state is then queried to produce a residual memory representation that conditions action generation. Extensive experiments on memory-intensive simulation benchmarks and real-world tasks show that TTT-RM consistently improves across multiple memory designs, outperforms diverse baselines, and supports sustained execution on a three-minute, eight-stage stowing task.
Oct 3, 2026

ACG-WAM: World-Action Modeling via Action-Conditioned Geometric Latent Prediction

World action models jointly learn visual predictionand robot actions, providing a way to use observations ofscene evolution for policy learning. Their video and actionlosses, however, provide no explicit target for the geometricconsequences of a demonstrated action sequence. Moreover,visual features taken after temporal attention can contain futureobservations, making them unsuitable as the sole current visualinput to an auxiliary predictor. We introduce ACG-WAMand its auxiliary objective, the Action-Conditioned GeometricJoint-Embedding Predictive Architecture (ACG-JEPA), whichpredicts geometric features at several horizons from the currentobservation and intervening actions, using the future slot of afrozen VGGT encoding of each current and future image pairas the target. We apply this supervision from the head and wristcameras to a shared visual embedding before temporal mixing,and remove the teacher and auxiliary modules at inference.On 50 RoboTwin 2.0 tasks, ACG-WAM achieves 93.46%success in clean scenes, with the best randomized success(92.68%) and mean across both settings (93.07%) among thecompared methods; across three tasks on a real robot, itachieves 85.00% success and 91.67% partial completion score,exceeding Motus by 10.00 and 9.17 percentage points, respec-tively. Code:https://github.com/RoboOpus/ACG-WAM.Website:https://RoboOpus.github.io/ACG-WAM.
Oct 3, 2026

RoboIRS: Inference-Time Internal Representation Steering for Generalist Robot Policies

Vision-language-action (VLA) and world-action models (WAMs) often degrade under out-of-distribution task variations despite retaining partial task capability. To recover such capability, we propose RoboIRS, an inference-time internal representation steering method that uses successful and failed rollouts to train linear classifiers, select outcome-relevant intervention locations, and derive task-specific steering directions without updating policy parameters. On 15 simulation tasks with a frozen π0.5π0.5 policy, RoboIRS improves the average success rate from 44.4% to 66.2%, outperforming alternative inference-time intervention baselines while adding little inference time. We further validate RoboIRS on real-robot manipulation using the same π0.5π0.5 policy and demonstrate its applicability to a world-action model Cosmos Policy, where the average success rate improves from 35.4% to 55.4%. These results show that directly steering internal robot-policy representations can improve the performance of robot policies at inference time. Project website is available at https://rollingoat.github.io/roboirs/.
Oct 3, 2026

AgenticTactileVLA: Contact-Guided Execution-Time Supervision for Generalizable Dexterous Manipulation without VLA Retraining

Vision-language-action policies may predict a transferable manipulation strategy yet fail to realize it reliably on the encountered object: objects compatible with the same grasp differ in geometry and compliance, and visual feedback degrades under closure occlusion. AgenticTactileVLA is presented as an execution-time supervisor that shifts part of object-specific adaptation from prediction to physical interaction. A fixed VLA provides the approach and hand targets; the supervisor decides whether to remain transparent, refine finger flexion, retain or release the corrected configuration, return control to the VLA for retry, or select a compliant hand-control regime. It uses finger-position and motor-effort feedback as proprioceptive contact evidence and requires neither tactile sensors nor VLA retraining. On a Unitree G1 with a BrainCo Revo2 hand, a randomized matched-block evaluation on five objects held out from VLA training yields 61.3% completion for the base VLA, 72.0% for unconditional close-to-stall control, and 84.0% for the supervisor under a shared budget; the gain is positive on every object and persists under moderate pose perturbations. Ablations show the gain is not explained by extended closure alone, and that selective triggering reduces correction episodes by 65.7% with no detected change in completion. A retention audit shows acceptance predicts retention in 88.9% of held-out cases, while compliant objects expose conservative false rejection. A thin-walled-cup study demonstrates contextual routing to compliant control, matching an always-compliant reference. These results suggest that contact-guided execution-time adaptation can improve the object-level generalization of a fixed VLA to held-out objects by adapting physical realization without object-specific retraining.
Oct 3, 2026

Frame-Level Temporal Alignment for Human-to-Robot Visual Adaptation

Transferring visual representations pretrained on human videos to robot manipulation requires learning reliable correspondences between human and robot demonstrations. However, paired demonstrations can differ in execution rate and in the proportion of non-key frames that do not directly reflect task progress. Frames at the same relative timestamp may therefore represent different task stages, which can cause correspondence learning to fail. To address these issues, we propose Frame-Level Temporal Alignment (FLTA), a framework that uses two temporal priors to adapt visual encoders pretrained on human videos for robot manipulation. It learns shared task-progress representations without frame-level correspondence annotations, allowing frames at different relative temporal positions to match. A global progress prior combines normalized temporal positions with visual similarity to construct a soft correspondence target. A local temporal order prior penalizes backward transitions while allowing stays and varying forward rates to accommodate execution-rate differences. With ResNet-50 and ViT encoders, our method achieves relative improvements of 46.93% and 65.96%, respectively, over the best baselines in average simulation success rates and achieves higher task success rates on real-world manipulation tasks. These results also suggest that effective human-robot adaptation depends less on the number of parameters updated than on which parameters are selected. Our project page is available at https://rtx5090ultra.github.io/FLTA-Project-Page/.
Oct 3, 2026

Autonomous Droplet Navigation via Model-Based Reinforcement Learning: Zero-Shot Transfer and Emergent Dynamics

Self-driving laboratories (SDLs) are transforming chemical and materials discovery through closed-loop automation, yet automated infrastructure for physical manipulation of soft, deformable matter remains beyond current robotic platforms. A critical instance is autonomous droplet transport on an open surface, where contact-angle hysteresis, capillary pinning, and surface heterogeneity produce partially observable dynamics that pose significant challenges for classical model-based controllers. We introduce the first robotic platform for closed-loop autonomous liquid droplet navigation on an open, unconfined surface using model-based reinforcement learning. A two-axis tilting board coated with a thin silicone oil film drives the droplet, while an overhead camera provides real-time feedback. A learned policy was trained on just 50 to 150 physical episodes depending on geometric complexity, without simulation or analytical models. Beyond performance alone, the platform demonstrates three capabilities of interest to the SDL community: it robustly transfers zero-shot to unseen geometries; it autonomously discovers an oscillatory depinning strategy to free the droplet when it sticks; and it completes its full training pipeline in under 90 minutes. These results extend reinforcement-learning manipulation from rigid microrobots to deformable soft-matter systems for next-generation SDLs.
Oct 3, 2026

Grounded in Time: A Multi-Source Dataset and Benchmark for Temporal Grounding in Robotic Manipulation

Robotic manipulation often requires inferring task-relevant states from past interactions when the current observation alone is insufficient to determine the appropriate action. Despite progress in benchmarking memory-augmented vision-language-action (VLA) models, application-oriented tasks requiring history-dependent semantic inference remain underrepresented. We introduce GiT (Grounded in Time), a dataset and benchmark for grounding manipulation decisions in past events across biolaboratory, household, and industrial scenarios. It includes real-robot and Universal Manipulation Interface (UMI) style demonstrations covering 18 bimanual tasks, together with simulation data and a ManiSkill-based evaluation suite covering nine tasks. Fine-grained subtask annotations and annotated counterfactual task pairs, in which similar current observations require different actions depending on prior events, support policy learning and targeted evaluation of history use. Evaluations of representative end-to-end VLA models in simulation and on selected real-world tasks reveal substantial room for improvement in history-dependent manipulation. The dataset and benchmark are available at the project page.
Oct 3, 2026

SWAP: Stepwise Action Policy Routing for Vision-Language-Action Models

Robot manipulation systems using Vision-Language-Action (VLA) model backbones typically use just one VLA for task execution. However, individual VLAs do not perform well across different task states and environments. We introduce a framework for dynamically composing multiple VLA policies during execution: StepWise Action Policy Routing (SWAP). SWAP formulates policy routing as an offline reinforcement learning problem, learning a routing critic that selects the most appropriate policy at each decision step given the current observation. SWAP enables robots to select new policies to execute online rather than committing to a single policy for the duration of an episode. We evaluate SWAP on both real-world DROID manipulation tasks and LIBERO simulation experiments. SWAP improves over fixed-policy execution and routing baselines, giving absolute improvements in real-world task success up to 33% while reducing successful trajectory robot action step length by 28.3%.
Oct 2, 2026

SUAVE: Unified Video-Action Models via Masked Diffusion

Vision-language-action models (VLAs) inherit strong semantic grounding from pretrained vision-language backbones but are typically optimized for predicting actions rather than future observations. They can see and act, but they do not imagine the future before acting. World action models (WAMs) built on video diffusion backbones can imagine but treat language as frozen conditioning on a continuous latent space. Unified models bring these modalities into one architecture, but they either decode autoregressively, one token at a time, or keep video continuous with an auxiliary action head. In this work, we present SUAVE, a Single vocabulary Unified Action-Video modEl in which a masked diffusion transformer generates video and actions conditioned on language, with all three modalities represented as discrete tokens in a shared sequence. Choosing which tokens to mask at inference turns the same network into a world model, a robot policy, or a video-action model. For action-free co-training, the action positions of unlabeled video are filled with mask tokens and excluded from the loss. Simulation and real-world experiments demonstrate two findings. First, a single SUAVE model predicts long-horizon video and acts as a policy, competitive with dedicated world models and specialized action policies on static and dynamic manipulation tasks. On a real robot, our model generates subgoal images and an action chunk spanning one second of motion in 1,030 ms on an RTX 5090 GPU, sustaining closed-loop control at 2.5 actions per second. Second, pretraining on robot video and co-training on human video substantially improves policy performance and zero-shot robustness to distribution shift. Together, these results show that masked diffusion is a practical and versatile foundation for unified video-action modeling.
Oct 2, 2026

REDIRECT: A 1% Fix for Bad Robot Habits

Robots can acquire bad habits from a few defective moments in otherwise useful teleoperation. In mixed-quality robot data, normal and problematic demonstrations share most task behavior and differ only at a local action continuation. Full retraining is costly, while fine-tuning on clean data alone offers limited recovery under a small update budget. We ask whether the local difference can instead be fixed with only 1% of the full-training sample-backward budget. Using only episode-level retained/problematic labels, REDIRECT localizes the branch, assigns a coherent retained continuation to the original observations around it, and anchors shared behavior, without frame-level annotations or additional interaction. Across three randomized ManiSkill tasks and three seeds, REDIRECT raises the mean success rate from 68.2% to 90.3%, recovering 88.8% of the clean-retraining gap versus 22.1% for matched-compute fine-tuning. On a PiPER arm, it recovers 86.7-92.9% of the clean-only gap across cup insertion and towel folding. Local robot habits can therefore be repaired by spending the update budget on the behavioral difference rather than relearning shared behavior.
Oct 2, 2026

World Action Learning via Interaction-Centric Spectral Latent Guidance

Learning general-purpose robot policies requires large-scale real-world interaction data, yet collecting robot demonstrations remains expensive and difficult to scale. Egocentric videos offer abundant human interaction experience with task-relevant semantics for robotic manipulation, but direct transfer is challenging for two reasons: latent actions inferred from frame reconstruction can be dominated by nuisance variation such as ego-camera motion, and human and robot behaviors often exhibit different temporal dynamics. We propose WING (World Action Learning via INteraction-Centric Spectral Latent Guidance), a framework for transferring interaction knowledge from egocentric videos to robot policies. WING first separates observer-induced motion from hand-object interaction and distills the interaction-centric component into latent actions. It then exploits the observation that cross-embodiment task semantics are concentrated in slowly varying temporal structures, identifying shared low-frequency components between egocentric latent actions and robot behaviors in the spectral domain and using them to guide action generation. WING achieves average success rates of 99.20% on LIBERO, 93.80% on RoboTwin 2.0, and 57.7% on RoboCasa-GR1, and also performs strongly across four real-world manipulation tasks under diverse generalization settings. These results show that interaction-centric spectral guidance provides an effective and scalable way to transfer physical interaction knowledge from human egocentric video to robot control. Project page: https://mikuz12.github.io/wing/
Oct 2, 2026

XGenAct: Geometry-Enhanced World Action Models through Cross-Task Generation

World action models (WAMs) have advanced robot control by predicting how observations and actions evolve over time. Despite this progress, RGB and action based future prediction does not explicitly address the spatial understanding needed for robot manipulation. Existing efforts often add a limited set of spatial prediction tasks through specialized heads or branches, leaving both the range of spatial supervision and the model architecture fragmented. We introduce XGenAct, a world action model that represents RGB observations, robot actions, metric depth, surface normals, and functional role segmentation as RGB videos through deterministic codecs. By sampling perception and action tasks during training, XGenAct uses one video diffusion transformer and one objective to learn temporal prediction across these spaces without modality specific learned heads. On held out RLBench tasks, structured perception training improves average closed loop success over RGB only training, and XGenAct achieves 52% success in the five task external comparison, versus 26% for the strongest evaluated baselines. It also predicts future depth and segmentation more accurately than the evaluated pipelines that generate RGB first and then apply a frozen perception expert.
Oct 2, 2026

DexJoCo-X: Benchmarking Action Representations for Multi-Hand Dexterous Manipulation

As dexterous hands proliferate, collecting data and training policies separately for every morphology becomes increasingly impractical. Scalable cross-embodiment learning therefore requires a unified representation that captures shared manipulation structure while preserving morphology-specific control. Differences in hands, tasks, datasets, and control interfaces prevent existing studies from isolating the effects of representation, pretraining, and architecture. We introduce DexJoCo-X, a benchmark and toolkit for controlled comparison across seven representative dexterous hands, six single-arm and bimanual tasks, and 2,100 balanced demonstrations. DexJoCo-X provides a matched multi-hand, multi-task protocol with common scenes, success criteria, and execution interfaces, redesigned glove-to-hand mappings, and an automated pipeline that expands reviewed demonstrations across randomized scenes. Using π0.5π_{0.5}, Ego-Pi, and Being-H0.5, we examine whether a shared action interface is sufficient for multi-hand learning. Expanding π0.5π_{0.5} to an 80-dimensional bimanual output yields near-zero success. Ego-Pi preserves the pretrained action head through interleaved prediction and supports per-hand multi-task learning, but remains ineffective for seven-hand joint training. By contrast, Being-H0.5 combines cross-embodiment pretraining, a unified action space, and embodiment-aware experts, enabling one policy to control all seven hands. Within this architecture, function-aligned action slots achieve 47.7% mean success, compared with 47.0% for native coordinates and 33.1% for DexLatent. These results show that cross-embodiment representation depends on the entire learning system: action coordinates, pretraining, and architecture must jointly separate shared manipulation structure from embodiment-specific control.
Oct 2, 2026

Keeping JEPA World Models Plannable When Little of the Frame Moves

Specifying a goal in language rather than as a goal frame is a natural interface for planning with a latent world model, but testing it needs scenes in which language must discriminate between several objects. We build SLIM, a pushing benchmark with several small objects and paired visual and language goals on identical scenes. On SLIM a LeWM world model that solves PushT succeeds on under 1% of trials, although a scripted controller with simulator state solves every tier. Probes locate the failure in the encoder: its latent is nearly action-insensitive, neither pusher nor object positions can be decoded from it, and rollouts are no better than copying the current latent forward. One inverse-dynamics auxiliary loss, applied to encoder latents and to predicted latents through a shared head discarded at test time, restores every probe and raises success from 0.003 to 0.35 (0.16 on the hard pushing tier, where a goal-agnostic policy scores zero), and improves PushT at twice the trained horizon. Controls attribute the repair to the gradient into the encoder, and a response sweep shows that the vanilla model plans once enough of the frame responds to actions. A cheap action-sensitivity probe, computable without environment access, acts as an empirical necessary condition: all configurations below its threshold failed to plan. On the repaired latent, a small language-goal head plans from sentences without retraining the world model: it reaches 0.84 on navigation (visual-goal oracle 1.00), follows the named zone when it is swapped with a decoy, and degrades gracefully to unseen nouns. A single goal sentence rarely completes a push, but given the push as a sequence of stage sentences the head raises success on the medium and hard pushing tiers from 0.04 to 0.25, on par with the goal-frame oracle, also when the switch between stages is read from the latent alone.
Oct 2, 2026

PointWAM: 3D World Action Modeling for Dexterous Robotic Manipulation

World action models jointly learn to forecast world dynamics and predict robot actions, such that the learned internal world dynamics guide accurate actions. Existing approaches typically represent the world as RGB frames or latent counterparts while predicting actions as end-effector poses or joint angles, but they often struggle to capture the 3D spatial structure and contact geometry central to dexterous manipulation. We introduce Point World Action Model (PointWAM), a 3D world action model that decomposes the world into a scene (i.e., environment) and hands (i.e., actor), and jointly forecasts both as 3D point trajectories within a shared space-time coordinate frame. This explicit, disentangled representation enables effective pre-training on large-scale human demonstration videos without requiring any task-specific object or keypoint selection. Given a colored point cloud and a language instruction, PointWAM predicts how the scene and hands co-evolve in 3D space over time, then retargets the forecast hand motion to robot actions. Pre-training on human videos improves average DexJoCo success by 56.9 percentage points, and scene-trajectory supervision adds 10.9 points over forecasting the hands alone. With both, PointWAM surpasses the prior state of the art on ten DexJoCo tasks by 11.7 points and outperforms strong VLAs on a real robot.
Oct 2, 2026

ManiPhysicsBench: Physics-Based Assessment of Object Preservation in VLA Manipulation

Vision-language-action (VLA) models aim to perform diverse manipulation tasks, but task success in existing rigid-body benchmarks does not indicate whether they preserve objects. We introduce ManiPhysicsZoo, which consolidates literature-supported material properties, 3D meshes, and supporting references into reusable object assets. Using these assets, a solver-based assessment computes grasp-specific damage thresholds from object geometry, material properties, and recorded grasp conditions and compares them with recorded contact forces to assess potential deformation and fracture. Building on these components, ManiPhysicsBench evaluates object preservation in LIBERO and SimplerEnv across three physics axes and three difficulty levels. Public VLA checkpoints show a substantial gap between task success and safe success, defined as task completion while preserving the object. Their gripper commands concentrate near full opening and closure, with largely similar aggregate distributions across objects, consistent with binary gripper supervision. We examine how object-specific continuous gripper labels change model behavior by retraining a VLA model. The retrained model shows more object-dependent gripping and higher safe success, but lower task success and limited generalization of object-preserving behavior.
Oct 2, 2026

Skill2Real: Agentic Skill Learning for Zero-Shot Sim-to-Real Robot Manipulation

Transferring robotic skills from simulation to reality requires task knowledge that remains usable across differences in perception, dynamics, and embodiment. We introduce Skill2Real, an agentic policy framework that learns executable skills through a shared application programming interface (API). A Proposer-Verifier-Governor (PVG) loop uses privileged simulation evidence to diagnose outcomes and validate updates, while keeping learned skills grounded in public observations and API semantics. The Cerebellum first acquires local manipulation skills; the Brain then learns task-level composition with the Cerebellum frozen. Both memories transfer to the real robot without task-policy fine-tuning or skill-memory updates. As GPT-5.6 Sol learns skills on LIBERO-90, evaluating each frozen checkpoint with GPT-6 Astra raises LIBERO-Pro Long success from 2.0% to 56.3%, without training on Pro Long. Independent Robosuite training reaches 85.1% and 89.4% mean success with Sol and Opus 5 across seven tasks, respectively. Frozen Sol-trained LIBERO-90 skills achieve 78.75% mean completion across four real-world manipulation tasks with Astra. Removing the Verifier or Governor during LIBERO-90 training lowers final Pro Long success by 17.3 and 13.3 percentage points, respectively. These results support learning and transferring a hierarchy of executable skills through a common robot interface.
Oct 2, 2026

AdaTempo: Learning Shared Relative Tempo from Demonstrations for Faster Robot Manipulation

Visuomotor policies trained via imitation learning often inherit the unnecessarily slow timing of teleoperated demonstrations. Yet uniform speedup is unreliable because different phases of a manipulation task tolerate acceleration differently. In this work, we introduce AdaTempo, a self-supervised method that accelerates visuomotor policies by exploiting shared relative-tempo structure in demonstrations. AdaTempo establishes phase correspondence, aggregates the aligned relative tempo into a consensus, and maps it to a continuous speedup profile used to resample demonstrations into accelerated training trajectories. Training standard policies such as ACT or Diffusion Policy on these resampled trajectories directly embeds the desired tempo in the learned behavior, without runtime tempo selection or online retiming. Extensive evaluations show that AdaTempo achieves up to a 3.57×3.57\times speedup and yields a stronger success--speed trade-off than the original policies and representative acceleration baselines.
Oct 1, 2026

Rethinking World-Action Model for Compositional and In-Context Robotic Manipulation

Long-horizon compositional manipulation has become increasingly important for real-world robot deployment, where a single task involves multiple coordinated subtasks. Existing world-action models (WAMs) jointly predict short-horizon visual futures and actions, but typically lack explicit subtask-level reasoning. We propose Visual Goal-conditioned Action Reasoning (ViGAR), a hierarchical framework that factorizes manipulation into a visual subgoal planner and a subgoal executor. Given the current observation and global instruction, the subgoal planner predicts a visual subgoal for the next subtask. The subgoal executor then jointly generates future visual trajectories and actions conditioned on the predicted subgoal. Both components share a pretrained world-model representation, enabling task-level planning and action generation to benefit from common physical knowledge. Moreover, our framework naturally supports in-context learning: using a global goal image as context can induce different subtask decompositions and behaviors without parameter updates. On the RoboTwin Clean2Random benchmark, ViGAR achieves 82.00% and 67.02% success rates under the Clean and Random settings, respectively, surpassing the strongest baseline by 12.86 percentage points in average success rate. Real-world robot experiments on five compositional and two in-context learning tasks further confirm the effectiveness of ViGAR.
Oct 1, 2026

NEEDLEWORK: Offline Rewriting of Robot Data with Verified Local Stitches

Robot demonstrations may contain useful behavior even when individual episodes are inefficient or unsuccessful. Trajectory stitching offers a way to compose these behaviors into improved training data, but identifying useful connections and verifying their feasibility is difficult in high-dimensional robot data, where many prior methods rely on low-dimensional state representations. We introduce NEEDLE, an offline dataset-augmentation algorithm that addresses these challenges by adding short, verified action bridges between recorded observations in high-dimensional robot demonstrations. First, NEEDLE identifies and creates connections that bypass suboptimal detours, broaden action coverage, and augment the original dataset with failed trajectories, using only RGB images, proprioception, and episode-level outcomes, without new environment interaction or privileged object state. Next, we present a sampling technique that incorporates accepted bridges into policy training without synthesizing intermediate images or discarding the original demonstrations, allowing policies to learn alternative actions while retaining the original dataset's coverage. On real-robot tasks, NEEDLE improves success rate over the strongest baseline on each task by an average of 21 percentage points. Videos and supplementary materials are on https://needle-work.github.io/.
Oct 1, 2026

Reconstruct, Practice, Go Real: Guided Self-Improvement for Embodied Agents

Building reliable robot capabilities across diverse tasks requires substantial human effort to develop and maintain skills, design rewards, and integrate perception with control. We present Reconstruct, Practice, Go Real (RPG), a framework for autonomous improvement of robot execution systems without updating model weights. RPG identifies manipulation capabilities in an offline dataset and constructs related practice tasks in simulation. During practice, RPG uses execution feedback, privileged simulator state, and available dataset videos to diagnose failures. It develops new reusable symbolic skills, refines existing skills, and revises the system prompt based on these diagnoses. Cross-task evaluation tests individual candidate changes and merged revisions before they are retained for reuse. At test time, a multimodal LLM uses the resulting system prompt and skill library to coordinate perception and robot control. On held-out initializations of 22 manipulation tasks, RPG improves task success from 28.6% after the first practice round to 95.0% after 15 rounds, outperforming all evaluated baselines, including ASPIRE (75.5%) and CaP-Agent0 powered by GPT-6 Astra Pro (60.0%). After a common calibration and hardware-adaptation procedure, the frozen system succeeds in all 30 physical trials, with ten trials on each of three tasks. Project Website: https://rpg-robot.github.io/
Oct 1, 2026

Watch, Infer, Coordinate: Inferring Robot Partner Constraints for Zero-Shot Coordination

Robots operating in the physical world will increasingly need to coordinate with other robots, particularly in manipulation tasks where an object may be too large or heavy for a single robot to carry alone. Physical limitations caused by hardware degradation or actuator faults can restrict the actions a robot can reliably execute, yet these limitations may be unknown to its partner. We study whether a helper can infer a robot partner's physical constraints from observing it coordinate with another robot, then use the inferred capability to coordinate with the same partner on a new task. This is difficult because a demonstration shows what the constrained robot did, but not what it could have done. In physically coupled tasks, the other robot may also compensate for its limitations, making those limitations difficult to identify from the constrained robot's behavior alone. Our key insight is that these constraints shape the joint behavior of the team, making the actions of both robots informative about the constrained partner's capability. We introduce Watch, Infer, Coordinate, a benchmark spanning three physically coupled manipulation settings, together with an inference approach that scores candidate constraints using observed joint behavior. Across all three settings, our method substantially improves constraint inference and zero-shot coordination, approaching an oracle with access to the true constraints.
Oct 1, 2026

SkeleWAM: Skeleton World-Action Modeling for Efficient Robotic Manipulation

World action models (WAMs) combine robot action generation with future state prediction. Existing WAMs typically predict videos or learned visual latents, which represent interaction geometry only implicitly and may retain appearance information unrelated to control. We introduce SkeleWAM, a compact WAM that represents a manipulation scene as a sparse 3D skeleton composed of robot joints, object centers, and interaction points. Constructed online from current RGB-D observations and robot proprioception, the skeleton provides a unified geometric state for action generation and future skeleton prediction. Future skeleton prediction provides additional geometric supervision for action learning without requiring visual reconstruction. At inference, SkeleWAM generates actions directly from the current skeleton and language instruction, while Medoid Action Consensus (MAC) serves as an auxiliary consensus strategy for stochastic action samples. On LIBERO-Plus, SkeleWAM achieves an overall success rate of 85.9% with 57.1M parameters, outperforming Cosmos-Policy by 3.7 percentage points. These results demonstrate that sparse 3D robot--object structure provides an effective state space for robust and parameter-efficient world action learning. The project is available at https://skelewam-project.github.io/.
Oct 1, 2026

Fewer Tokens, Better Action: GPT-6 Astra Robot Agents with 14% Higher Success Rate but 65% Fewer Tokens

Vision-language model (VLM) agents can control robots through visual feedback and action primitives, but repeated LLM calls and redundant observations incur substantial token overhead. We introduce PyRUA-Lean, an interactive code-execution framework in which the agent composes robot primitives, including vision-language-action (VLA) policies, into Python cells that check and retry locally and return only the images and state they request. Across 700 simulated task instances from LIBERO-PRO, RoboTwin 2.0, and RoboCasa365, it raises success from 63.1% to 71.7% over tool calling with the same GPT-6 Astra planner and primitives, using 49% fewer LLM calls and 65% fewer input tokens on jointly solved instances. On RoboDojo, without any VLA policy or privileged information, it reaches 51.6% average success rate (Score 58.2), 19.4 points above the top entry of the public leaderboard. Based on the PyRUA-Lean framework, we train PyRUA-Lean Coder v0.1-4B, an open 4B model, with GRPO on 45 LIBERO-PRO instances; it improves from 18.8% to 44.1% on unseen task instances, surpassing the Qwen3.5-27B base model.
Oct 1, 2026

FlashDexRetarget: Accelerating Dexterous Manipulation Data Generation through Multi-Motion Retargeting

Human hand-object demonstrations provide a scalable source of data for dexterous robot learning, but transferring them across embodiments requires physically feasible retargeting. Existing physics-based methods typically optimize each demonstration independently, leading to either limited success under finite simulation budgets or training costs that grow with dataset size. We introduce FlashDexRetarget, an RL framework for multi-reference dexterous retargeting. We formulate retargeting as multi-reference tracking, jointly learning a single policy across many demonstrations with off-policy RL and geometric supervision of the demonstrated interactions. This shared training formulation amortizes optimization across references while enabling the policy to track diverse hand-object interactions. On a 50-motion benchmark from TACO, OakInk2, and HOT3D using XHand and Sharpa Wave Hand as target embodiments, FlashDexRetarget retargets 90% of demonstrations using about 30 GPU-hours, compared with about 46% at about 3,000 GPU-hours for CHORD. This corresponds to about 100 times lower training compute and a 44-percentage-point improvement in retargeting success. Ablations examine the key design choices, while experiments with up to 1,000 motions and real-world replay further demonstrate the scalability and practical applicability of our method.