Robotic Object Search
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22 papers10 papers in the last four weeks, with none the four weeks before. 0.1% of all new papers.
Retrieval tasks are a form of search task where a robot must explore, find an object, and return with it as quickly as possible. Recent work in ergodic control has demonstrated time-optimal path planning for search tasks where visitation is proportionally matched, within some tolerance, to a given target distribution. However, these planners minimize the duration of a full deterministic search, while retrieval missions end their search at an unknown point in the trajectory and must return to a given base. In this work, we propose a new formulation of the time-optimal ergodic search problem that models detection as a Poisson process and minimizes total mission time by including the return phase in the objective. Experimental results show that time-optimal ergodic retrieval (TOER) achieves up to shorter mission durations relative to ergodic baselines and that this advantage grows as the return phase becomes more costly. Simulation and hardware implementations validate TOER's compatibility with environments of non-convex geometry as well as both 2D and 3D search domains.
RoboQuest: Generalist Physical Agents that Search, Inspect and Test
Recent advances in multimodal foundation models have made them capable generalist physical agents for a range of manipulation tasks. However, successful operation in an unfamiliar environment may require an agent to seek task-relevant information through interaction when it is absent from the observations: it may need to determine where a relevant object is, inspect an unobserved property, or discover the effect of an unfamiliar tool. We thus introduce RoboQuest, a benchmark for goal-directed embodied exploration, where agents must actively acquire task-relevant information through physical interaction, use the resulting evidence to adapt subsequent actions, and autonomously decide when to commit to task completion. RoboQuest comprises ten mobile manipulation tasks centered on three forms of uncertainty: search, manipulation-based inspection, and interactive testing. We evaluate five frontier multimodal agents through a common visuomotor interface, as well as a policy fine-tuned on the full-episode demonstrations we release. The best agent succeeds in only 23% of the episodes, and the fine-tuned policy almost never succeeds. Isolated tests of the execution skills the tasks are built from, with the hidden information supplied, show that the agents can carry out most of the required actions, and our failure analysis attributes only a minority of the failures to execution. Our failure analysis further finds that the agents often stop exploring too early as they make decisions before observing the required evidence for task completion. We also find that agents rarely prevent or repair the disturbances caused by their exploration. Moreover, learning by trial and error remains difficult for most models.
LOCUS: Landmark-Oriented Container Discrimination Using Spatial Graphs
As robots are increasingly deployed in unstructured, real-world environments, the ability to reason about complex spatial and semantic relationships among objects remains a fundamental challenge in enabling robust and generalizable manipulation and navigation. For example, deciding where to search for an object that is not in plain sight depends on where it is physically plausible as well as semantically likely. Popular methods such as cosine similarity with CLIP struggle to disambiguate between spatially and semantically similar objects that could contain a target object. We propose Landmark-Oriented Container Discrimination Using Spatial Graphs (LOCUS). To jointly reason about spatial information and semantics, we train a GNN to update CLIP embeddings on a full environment scene graph by passing embedding information between nodes based on proximity. CLIP embeddings, augmented by semantic knowledge from a fusion of household ontologies provide a robust semantic signal. We evaluate in simulation on a noiseless scene graph from simulator metadata, making the approach detection-agnostic. Our approach outperforms random, CLIP, Tidybot, and an LLM planner in the majority of room classes and configurations in simulation. To show our approach is robust to scene graph node placement and label noise, we demonstrate a physical mobile manipulator running in an exploration pipeline start-to-finish including scene graph labels from Detic.
Plan-Conditioned Imitation for Robust Object Retrieval under Self-Occlusion in Dense Clutter
Retrieving objects from dense clutter requires rearrangement during which the manipulator can occlude objects while moving them. Repeated arm withdrawals to restore visibility interrupt execution. We introduce TRACE, a plan-conditioned imitation framework for retrieval under self-occlusion. A single unoccluded observation initializes a digital twin, where a privileged teacher generates a fixed nominal rollout. A recurrent student combines local rollout context, partial object observations, and proprioception to select actions that can correct deviations from the prediction. Behavior cloning initializes the student; DAgger refines it with teacher labels on student-visited states. The rollout remains fixed throughout execution, so the deployed student needs neither online teacher queries nor additional simulator rollouts during pushing. On 511 simulation test scenes, TRACE achieves 90.7% success versus 43.4% for nominal replay and 96.7% for the privileged closed-loop teacher. At a matched 26,373-label budget, student-state supervision achieves 87.8% versus 66.7% for expert-only cloning, demonstrating gains beyond additional labels. On a UR5e, TRACE achieves 90.0% success versus 95.0% for the closed-loop teacher, while reducing total execution time from 192.7 s to 67.3 s. It avoids the teacher's 16.8 sensing-related arm retractions per trial during pushing, retaining a final withdrawal for graspability evaluation. Code and data will be released at: https://trace-retrieval.github.io.
Retrospective Open-Vocabulary Memory for Long-Term Object Search
Long-term object search requires learning where objects usually appear from repeated but uneven observations of a changing environment. We formulate retrospective open-vocabulary memory as probabilistic inference from censored observations, where the key idea is to reason with evidence per opportunity: a detection or non-detection should influence belief only in proportion to the robot's opportunity to observe the corresponding location. We introduce ECROM, which uses this principle to estimate long-term prevalence for concepts specified only at query time and converts the resulting belief directly into an active-search prior. To evaluate this problem, we introduce a controlled long-term benchmark in ten HM3D homes that independently varies object placement and observation opportunity across repeated traversals. ECROM improves support-level AP on held-out queries by 4.5 points and search SPL by 4.2 points over the strongest competing memory in each metric. The benchmark, dataset, and code will be open-sourced. Project page: https://jiaming.im/ecrom/
SOR-Nav: Search or Relocate? Context-Gated Exploration and Cross-Region Relocation for Object Navigation
Object navigation requires an embodied agent to find an object in an unseen environment under partial observability and a limited motion budget. Existing methods primarily optimize where the robot should go next by ranking candidate destinations. In contrast to these methods, we present SOR-Nav, a hierarchical navigation system that explicitly arbitrates between continuing to explore the current context and abandoning it for a more promising reachable region. First, an autonomous semantic exploration system is built that accumulates persistent 3D object clusters and organizes reachable frontiers into a cluster decision graph to provide an efficient search abstraction. Then, SOR-Nav uses a context-gated LLM-driven object-search supervisor to evaluate the suitability of the current search context and decide whether to continue exploration or perform cross-region relocation to another reachable frontier cluster. Across the complete, unfiltered validation sets of HM3D-v1, HM3D-v2, and MP3D, SOR-Nav achieves the strongest reported Success Rate (SR) and Success weighted by Path Length (SPL) on all three benchmarks. On MP3D in particular, it more than doubles the previous best SPL from 18.1% to 38.5% while increasing SR from 50.7% to 61.8%. Nested HM3D-v2 ablations validate the proposed decision structure, while a continuous three-target physical deployment demonstrates persistent ObjectNav operation in real-world scenarios.
From Passive Execution to Active Exploration: Agentic Embodied Manipulation in Realistic Environments
Recent advances in agentic systems have substantially enhanced the long-horizon capability of embodied manipulation. However, many existing frameworks still follow a passive execution paradigm, which limits their applicability to real-world scenarios involving textual semantic cues, distractors, and initially invisible targets. To bridge this gap, we propose an agent-based active exploration framework that enables robots to dynamically interact with the environment rather than merely execute predefined instructions. Specifically, our framework consists of three collaborative modules: a planning module for high-level task reasoning, a perception module for visual scene understanding, and an execution module for low-level manipulation. This design allows the robot to actively acquire task-relevant information, adapt its behavior based on environmental feedback, and complete manipulation tasks under partial observability. Furthermore, we introduce a fine-grained perception-execution interleaving strategy, which tightly couples visual feedback with skill execution to improve exploration robustness. We evaluate our method on a realistic Find-and-Place task, demonstrating its effectiveness in challenging environments where target objects must be actively discovered before manipulation.
Structured World-State Reasoning for Agentic Robotic Search
Long-horizon robotic search must resolve natural language against heterogeneous, incomplete, and often ambiguous evidence: textual information, prior maps, and observations arriving over time. The core challenge is to contextualize these streams and decide where to gather evidence before selecting a target. We present WORLDS: World-state Observation and Reasoning for Language-guided Discovery and Search, a framework that grounds reasoning in a persistent graph initialized from geospatial priors and updated by perception. Parallel Reasoners maintain competing candidate interpretations and request evidence to distinguish between them. We collect and process the requested observations with a multimodal Examiner, after which a Judge selects a grounded target or requests another pass. WORLDS achieves 51.8% navigation success across all 5,311 CityNav test episodes, the highest reported success rate, exceeding the previous published best by 15.7 percentage points under an OSM-only, high-resolution orthographic protocol. On 1,000 shared episodes, it achieves 50.0% versus 27.9% for the strongest adapted baseline using the same model, prior, sensing stack, and movement budget. Observation-based verification by the Examiner contributes 5.9 points of this success, and at a reduced reasoning-effort setting WORLDS still exceeds the adapted GeoNav baseline by 18.8 points while generating fewer tokens. We also demonstrate WORLDS on a quadrotor, which flies the generated sensing waypoints and grounds three language targets, including a vehicle absent from the map, from its onboard imagery.
Spatial-Semantic Uncertainty in VLM-Based Target Search: Balancing Exploration and Identification
Robots searching for a target from a natural-language description must determine not only where to search, but also which observed candidate is the desired target. These decisions reflect two distinct sources of uncertainty - spatial uncertainty over candidate locations and semantic uncertainty over target identity - that are often conflated in VLM-based search systems. We introduce a spatial-semantic uncertainty formulation that maintains separate beliefs over each component and integrates probabilistic VLM evidence into a global target-identity posterior, including probability mass for undiscovered targets. This decomposition allows an information-theoretic planner to independently value candidate discovery and target disambiguation through spatial and semantic expected information gain (EIG), providing an explicit mechanism for trading broader exploration against earlier identification. We evaluate six VLM uncertainty-elicitation interfaces on 500 synthetic targets and show that similar recognition accuracy can conceal substantial differences in calibration and false confidence. In degraded-observation search-and-identify experiments, EIG-based planners reach confident decisions in 75.0%-92.5% of trials, compared with 20.0% for Random search, while different spatial-semantic weightings achieve comparable identification accuracy once confidence is attained. Increasing semantic emphasis reduces unnecessary exploration and VLM queries, demonstrating that explicitly planning over semantic uncertainty can accelerate target resolution without sacrificing decision quality. These results highlight the distinct roles of uncertainty representation and uncertainty-driven planning in embodied VLM systems.
RoboFind: Multi-Agent Personalized Object Search for People Who Are Blind or Have Low Vision
Blind and low-vision users often need to locate a specific personal object rather than an arbitrary instance of the same category. The task calls for a robot that can move through the space and reach viewpoints the user cannot, and for an accessible interface where the user says which object is meant and learns whether the right one was found. We present RoboFind, a multi-agent framework in which a smartphone teaches the target and a quadruped robot carries out the search. A Target Teaching Agent converts guided smartphone recordings into a semantic target profile and a reusable multi-view reference bank through an accessible capture flow with AR guidance, speech and haptic feedback, and screen-reader support, so later missions refer to a stored object without repeating the teaching process. At runtime, a Navigation Agent explores the environment and proposes candidate targets, a Verification Agent checks each candidate against the stored references, and a Coordination and Recovery Agent completes the mission or triggers recovery and continued search. Across 32 real-robot missions, RoboFind reaches 85.0% success against 25.0% for a reconstructed sequential first-stop baseline over 20 trials with ten targets, and reduces false success from 75.0% to 5.0%. On six shared targets it succeeds in 10/12 trials, against 5/12 for 12 independently executed GPT-6 Astra-only trials. These results show that the multi-agent design fits the demands of personalized object search, where verifying object identity before declaring completion is what makes the outcome something a user can rely on.
Finder: Agentic Closed-Loop Object Finding for Embodied Grounding
Finding the object referred to by language in a partially observed 3D scene is a core capability for embodied agents. Existing approaches either couple object search with online exploration, which can be costly when relevant observations have already been captured, or query pre-built open-vocabulary maps and scene graphs in a static, one-shot fashion. We present Finder, an agentic closed-loop object-finding primitive for embodied grounding. Instead of treating grounding as passive retrieval from a fixed scene representation, Finder maintains a typed loop state that links query-conditioned planning, scoped evidence gathering, candidate verification, and accept/continue/abort control. When evidence is incomplete or ambiguous, the loop can redirect subsequent perception and comparison rather than simply returning the top retrieved object. On open-vocabulary embodied Object Retrieval in Habitat/HM3D and real-world RGB-D scenes, Finder improves the averaged 1m success rate by 15.75 points over strong baselines. The same primitive also transfers to sequential object grounding and embodied object-centric question answering, improving spatial and temporal localization without changing the inner grounding protocol. Project page: https://finder-vln.github.io.
TACTFUL: Tactile-Driven Exploration For Object Localization and Identification in Confined Environments
Humans effortlessly locate and identify objects by touch alone, even without vision. In contrast, robotic systems rely heavily on vision and struggle with autonomous tactile exploration and object identification. We present TACTFUL, a vision-free tactile exploration framework that enables a multi-fingered robot to autonomously explore confined workspaces, discover objects through contact, and identify them via tactile reconstruction. Trained entirely on real hardware without simulation, our system learns a single policy that balances global workspace exploration with local surface refinement through a dynamic reward schedule. Our results demonstrate that tactile sensing, when paired with structured learning, can serve as an effective primary modality for object-level reasoning, achieving 77% success with 0.015 m average reconstruction error and outperforming baseline approaches on real-world objects.
When to Personalize Household Object Search: A Rigidity-Gated Hybrid Policy
Service robots searching for household objects rely on spatial priors to reduce search cost, yet object locations can vary with resident traits. Collecting longitudinal, trait-specific in-home trajectories is invasive and hard to scale. We study when personalization helps and propose PerSim, a rigidity-gated hybrid policy that combines a trait-conditioned prior with a population-frequency baseline, personalizing only when placement behavior is variable. To scale resident-conditioned dynamics, we employ a human-calibrated simulation pipeline to generate and validate object-placement transitions in diverse home layouts, and train a predictor that injects continuous Big Five vectors to output room-level priors and within-room co-occurrence cues. In a unified human study (N=200), dual-layer validation shows that (i) synthetic transitions are judged behaviorally plausible (mean 3.85/5, p < 1e-6), and (ii) in a blinded A/B comparison, personalization is favored primarily for low-rigidity objects (p=0.005), while the population-frequency baseline remains strong for universally placed items, yielding a decision rule for when to personalize. In an offline objective test, we observe a small but significant improvement on unseen continuous trait vectors over nearest discrete configuration matching (p=0.035), supporting interpolation in five-dimensional trait space. Finally, in a home digital twin we show that PerSim reduces expected search cost by combining room visitation effort with within-room cue checking, demonstrating end-to-end gains beyond isolated prediction metrics.
DIFF-IPPO: Diffusion-Based Informative Path Planning with Open-Vocabulary Belief Maps
Exploration and object search require robots to perceive their environment, identify regions of interest, and plan trajectories that improve target-detection likelihood or maximize information gain. Many IPP methods, especially in continuous environmental monitoring, rely on Gaussian-process belief models, while object-search settings often produce complex, multimodal belief maps from semantic or open-vocabulary perception. Global trajectory generation directly conditioned on such non-Gaussian belief maps remains comparatively underexplored. Although diffusion-based planners offer strong capabilities for modeling such distributions, their use in informative path planning remains limited. In this work, we propose DIFF-IPPO, a pipeline that integrates an open-vocabulary belief map generator with a diffusion-based planner for global trajectory generation over belief maps. The method generates trajectories that concentrate sensor coverage over high-belief regions, achieving normalized detection scores between 81.49% and 86.55% across different dataset scenarios. We validate the system in a simulated search-and-rescue scenario where the planner searches candidate building regions to locate a burning building. In this setting, a team of five drones using batched belief-map-conditioned trajectory generation achieves first detections in 3.5 minutes.
FARM: Find Anything using Relational Spatial Memory
Robots operating in homes, warehouses, and other object-rich environments need memory systems that can find specific object instances on demand. Object-level memory alone is often insufficient: scenes contain many plausibly matching objects, and users refer to the target through relations to landmarks and surrounding objects (e.g. ``the tall lamp below the dartboard and to the left of the poster''), demanding a relational spatial memory that supports retrieval through semantic, appearance, and spatial predicates over objects. To achieve this, we present FARM (Find Anything using Relational Spatial Memory), which builds, in real time at 5-10 Hz, a compact, open-vocabulary, object-level memory with geometry, visual-language descriptors, and viewpoint evidence. At query time, FARM uses VLMs to parse the query and score visual evidence, while grounding spatial constraints explicitly through object symbols and relational predicates. This structured use of VLMs enables more accurate and robust retrieval than end-to-end reasoning over frame histories or scene-graph context. In experiments on 44k language queries spanning 67 indoor and outdoor scenes, ranging from 15 to 15,000 m^2, FARM improves Recall@5 and Recall@10 over prior methods by 164% and 224%, and a final VLM reranking stage improves Accuracy@1 by 35%, while running in real time. We further demonstrate closed-loop deployment on a quadrupedal robot using onboard sensors and compute.
IntentNav: Learning Spatial-Visual Object Navigation from Human Demonstrations
Object navigation requires a robot to search for an unobserved target in an unknown environment by deciding where to explore next under partial observability. Effective search resembles human-like exploration: selectively probing visually promising frontiers while relying on spatial memory to avoid redundant revisits. We propose IntentNav, a spatial-visual imitation framework that learns human-like ObjectNav policies from human demonstrations. To infer high-level search intent from low-level human actions, we introduce Frontier-based Human-Intent Labeling, which looks ahead in human demonstrations and labels the frontier that best explains the demonstrator's future search direction. We construct a spatial-visual candidate space, where BEV memory tracks explored regions, unexplored frontiers, and trajectory history, while egocentric visual memory provides semantic cues for each candidate. A VLM policy is trained to select among these grounded candidates, using Intent-Aligned Objective to encourage consistent and human-like exploration. IntentNav achieves state-of-the-art performance on the MP3D, HM3D-v1 and HM3D-v2 ObjectNav benchmarks. The proposed candidate-level navigation interface transfers zero-shot to wheeled, quadruped, and humanoid robots without further VLM fine-tuning. Project page.
IntentionNav: A Benchmark for Intent-Driven Object Navigation from Implicit Human Instruction
Existing object navigation benchmarks usually tell an embodied agent which object category to find, such as microwave or chair. Human-facing embodied AI is often asked something less direct: "I need something to warm this food" or "the room feels stuffy." The agent must infer the object that can satisfy the need, find a scene-grounded instance, and decide whether the goal has been reached. We study this setting as intent-driven object navigation and introduce IntentionNav, a diagnostic benchmark for active object search from implicit human instructions. Each episode provides a free-text intent, RGB-D observations, and pose, but withholds the target object name. IntentionNav contains 500 intents over 176 Isaac Sim scenes and 64 target categories. Each intent is rewritten in four controlled instruction styles and annotated with one of four intent modes, separating surface phrasing from semantic cue type under matched geometry. This paired design supports analysis of target inference, language robustness, neighborhood reachability, and terminal success rather than only aggregate success. We evaluated three VLMs using a fixed active-navigation agent. Models identify the intended target in 48.3 percent of episodes and enter its 2 m neighborhood in 68.7 percent, but terminate successfully in only 24.9 percent and achieve grounded 1 m success in 5.5 percent. Success is highest for event-script intents (28.7 percent) and lower for physical-state and affordance intents (19.2 percent and 18.5 percent), showing that indirect human intent remains a bottleneck for target selection, visual verification, and terminal localization in active embodied search.
POMDP-based Object Search with Growing State Space and Hybrid Action Domain
Efficiently locating target objects in complex indoor environments with diverse furniture, such as shelves, tables, and beds, is a significant challenge for mobile robots. This difficulty arises from factors like localization errors, limited fields of view, and visual occlusion. We address this by framing the object-search task as a highdimensional Partially Observable Markov Decision Process (POMDP) with a growing state space and hybrid (continuous and discrete) action spaces in 3D environments. Based on a meticulously designed perception module, a novel online POMDP solver named the growing neural process filtered k-center clustering tree (GNPF-kCT) is proposed to tackle this problem. Optimal actions are selected using Monte Carlo Tree Search (MCTS) with belief tree reuse for growing state space, a neural process network to filter useless primitive actions, and k-center clustering hypersphere discretization for efficient refinement of high-dimensional action spaces. A modified upper-confidence bound (UCB), informed by belief differences and action value functions within cells of estimated diameters, guides MCTS expansion. Theoretical analysis validates the convergence and performance potential of our method. To address scenarios with limited information or rewards, we also introduce a guessed target object with a grid-world model as a key strategy to enhance search efficiency. Extensive Gazebo simulations with Fetch and Stretch robots demonstrate faster and more reliable target localization than POMDP-based baselines and state-of-the-art (SOTA) non-POMDP-based solvers, especially large language model (LLM) based methods, in object search under the same computational constraints and perception systems. Real-world tests in office environments confirm the practical applicability of our approach. Project page: https://sites.google.com/view/gnpfkct.
The Neural Compass: Probabilistic Relative Feature Fields for Robotic Search
Object co-occurrences provide a key cue for finding objects successfully and efficiently in unfamiliar environments. Typically, one looks for cups in kitchens and views fridges as evidence of being in a kitchen. Such priors have also been exploited in artificial agents, but they are typically learned from explicitly labeled data or queried from language models. It is still unclear whether these relations can be learned implicitly from unlabeled observations alone. In this work, we address this problem and propose ProReFF, a feature field model trained to predict relative distributions of features obtained from pre-trained vision language models. In addition, we introduce a learning-based strategy that enables training from unlabeled and potentially contradictory data by aligning inconsistent observations into a coherent relative distribution. For the downstream object search task, we propose an agent that leverages predicted feature distributions as a semantic prior to guide exploration toward regions with a high likelihood of containing the object. We present extensive evaluations demonstrating that ProReFF captures meaningful relative feature distributions in natural scenes and provides insight into the impact of our proposed alignment step. We further evaluate the performance of our search agent in 100 challenges in the Matterport3D simulator, comparing with feature-based baselines and human participants. The proposed agent is 20% more efficient than the strongest baseline and achieves up to 80% of human performance.
Rethinking the semantic classification of indoor places by mobile robots
A significant challenge in service robots is the semantic understanding of their surrounding areas. Traditional approaches addressed this problem by segmenting the floor plan into regions corresponding to full rooms that are assigned labels consistent with human perception, e.g. office or kitchen. However, different areas inside the same room can be used in different ways: Could the table and the chair in my kitchen become my office? What is the category of that area now? office or kitchen? To adapt to these circumstances we propose a new paradigm where we intentionally relax the resulting labeling of semantic classifiers by allowing confusions inside rooms. Our hypothesis is that those confusions can be beneficial to a service robot. We present a proof of concept in the task of searching for objects.
Relational Semantic Reasoning on 3D Scene Graphs for Open World Interactive Object Search
Open-world interactive object search in household environments requires understanding semantic relationships between objects and their surrounding context to guide exploration efficiently. Prior methods either rely on vision-language embeddings similarity, which does not reliably capture task-relevant relational semantics, or large language models (LLMs), which are too slow and costly for real-time deployment. We introduce SCOUT: Scene Graph-Based Exploration with Learned Utility for Open-World Interactive Object Search, a novel method that searches directly over 3D scene graphs by assigning utility scores to rooms, frontiers, and objects using relational exploration heuristics such as room-object containment and object-object co-occurrence. To make this practical without sacrificing open-vocabulary generalization, we propose an offline procedural distillation framework that extracts structured relational knowledge from LLMs into lightweight models for on-robot inference. Furthermore, we present SymSearch, a scalable symbolic benchmark for evaluating semantic reasoning in interactive object search tasks. Extensive evaluations across symbolic and simulation environments show that SCOUT outperforms embedding similarity-based methods and matches LLM-level performance while remaining computationally efficient. Finally, real-world experiments demonstrate effective transfer to physical environments, enabling open-world interactive object search under realistic sensing and navigation constraints.
WildOS: Open-Vocabulary Object Search in the Wild
Autonomous navigation in complex, unstructured outdoor environments requires robots to operate over long ranges without prior maps and limited depth sensing. In such settings, relying solely on geometric frontiers for exploration is often insufficient. In such settings, the ability to reason semantically about where to go and what is safe to traverse is crucial for robust, efficient exploration. This work presents WildOS, a unified system for long-range, open-vocabulary object search that combines safe geometric exploration with semantic visual reasoning. WildOS builds a sparse navigation graph to maintain spatial memory, while utilizing a foundation-model-based vision module, ExploRFM, to score frontier nodes of the graph. ExploRFM simultaneously predicts traversability, visual frontiers, and object similarity in image space, enabling real-time, onboard semantic navigation tasks. The resulting vision-scored graph enables the robot to explore semantically meaningful directions while ensuring geometric safety. Furthermore, we introduce a particle-filter-based method for coarse localization of the open-vocabulary target query, that estimates candidate goal positions beyond the robot's immediate depth horizon, enabling effective planning toward distant goals. Extensive closed-loop field experiments across diverse off-road and urban terrains demonstrate that WildOS enables robust navigation, significantly outperforming purely geometric and purely vision-based baselines in both efficiency and autonomy. Our results highlight the potential of vision foundation models to drive open-world robotic behaviors that are both semantically informed and geometrically grounded. Project Page: https://leggedrobotics.github.io/wildos/