Robotics Simulation
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37 papers in the last four weeks, up 517% on the four weeks before. 0.4% of all new papers.
Latest papers 208
Generalist robot policies require trustworthy evaluation and robot-usable training data, but both are difficult to scale with physical robots alone. Real-robot trials and demonstrations remain the most faithful source of deployment signals, yet they are slow, costly, and hard to reproduce. We present JoyAI-Sim, a simulation-enabled interconversion toolchain for human-robot aligned model evaluation and data generation, denoted as Robot Simulation Human. On the one hand, the Robot Simulation Human pathway supports human-robot aligned model evaluation by reconstructing real-robot tabletop organization tasks as calibrated digital twins for scalable evaluation, while using human embodied feedback to inspect and refine the naturalness of simulated motions. On the other hand, the Human Simulation Robot pathway supports human-robot aligned data generation: it lifts ego-centric human demonstrations into simulation, checks them under robot physical constraints, and converts them into robot-centered trajectories, annotations, and visual observations. Together, these pathways use the JoySim simulator as both a scalable evaluation layer and a physical consistency filter for robot data generation. We further package the core reconstruction, simulation, rendering, and realism-augmentation modules as cloud services on JD Cloud, turning the system into a reusable and scalable infrastructure for robot data generation and model evaluation.
FlashNav: Training Deployable Robot Navigation Policies in Seconds
Training Deep Reinforcement Learning (DRL) navigation policies for different robot configurations remains time-consuming. We present FlashNav, a GPU-based framework that trains robot-specific navigation policies within tens of seconds. A unified robot specification configures a lightweight simulator for batched motion updates, range sensing, and footprint collision checking over a shared occupancy map. The framework supports nonconvex footprints, different sensor configurations and drive types. Blockwise ray queries and selective observation recomputation after resets reduce simulation overhead, while GPU-resident replay and overlapping experience collection and learner updates support efficient off-policy training. Experiments covered five robot configurations and three computing platforms. With FastDSAC on a single RTX 5090 GPU, FlashNav can train a deployable navigation policy in under 30 seconds. FlashNav achieved the highest success rate and score in the benchmark comparison. The selected policies were deployed on wheeled, quadrupedal, humanoid, and irregularly shaped robots without additional policy training.
SimWeaver: Zero-Shot RGB Sim-to-Real for Deformable Manipulation
RGB sim-to-real for deformable manipulation has remained largely unsolved without real-world fine-tuning. We present SimWeaver, which trains zero-shot RGB VLA policies on 200 simulated demonstrations per task, reaching above 80% per-task and 91% average real-world success across 5 diverse deformable tasks including plastic-bag manipulation, without teleoperation or per-task calibration. SimWeaver combines a reliable measurement-backed simulator (SimWeaver-Sim) with an extensible asset framework supporting single-image generation(SimWeaver-Asset), a deterministic topology-aware trajectory synthesizer (SimWeaver-Syn), and a sim-to-real protocol with ISP-aware photometric augmentation (SimWeaver-Real). On silk grasping, the sim-trained policy reaches 100% under visual distribution shifts where real-data baselines drop to 9-70%, at two orders of magnitude lower per-trajectory cost. We will release SimWeaver and a representative asset subset. Project page: https://simweaver.github.io/
Pipette: An Embodied Simulation Platform, Benchmark, and Data-Efficient Augmentation Framework for Wet-Lab Robotics
Wet-lab robots can improve the reproducibility, throughput, and safety of biomedical experiments, but scaling their learning requires customizable simulators for safe and reproducible task generation, open editable laboratory assets, and efficient pipelines that turn limited demonstrations into usable training data. We present Pipette, an embodied simulation platform, benchmark, and data-efficient augmentation framework for wet-lab robot learning. Pipette provides over 100 open-source and re-editable wet-lab assets through an extensible asset-building pipeline with built-in Tencent Hunyuan support for text- and image-conditioned 3D asset generation, and supports three robotic-arm embodiments through a unified simulation interface for task construction, data collection, augmentation, and evaluation. A key component of Pipette is its simulation-based data augmentation pipeline, which replays human demonstrations in simulation, applies lighting, camera, speed, and action perturbations, and filters generated episodes with automatic task success checks, rapidly expanding usable training data from limited manual demonstrations. We further introduce a 12-task wet-lab embodied benchmark covering sample handling, culture-ware manipulation, device operation, and precision placement. With only 30 demonstrations per task, ACT achieves 60.3% average success rate, while simulation augmentation improves SmolVLA from 40.4% to 71.8% and pi0 from 37.3% to 44.1%, validating the effectiveness of Pipette for data-efficient VLA training and evaluation. Pipette also supports natural-language-driven scene construction and task registration, lowering the barrier for non-expert users to define new wet-lab robotic tasks
Traceable Virtual Sea Trials in the Marine Robotics Unity Simulator for Manoeuvring Assessment of Unmanned Surface Vehicles
Accurate identification of hydrodynamic derivatives is essential for precise control and autonomous navigation of Unmanned Surface Vehicles (USVs). However, acquiring high-fidelity manoeuvring data from physical sea trials is often constrained by cost, safety, and environmental disturbances. Standard manoeuvring trials, particularly Turning Circle (TC) and Zig-Zag (ZZ), remain fundamental to IMO and ITTC assessment procedures because they provide comparable performance metrics reflective of underlying hydrodynamic behaviour. This paper extends the open-source Marine Robotics Unity Simulator (MARUS) by introducing a standardised Virtual Sea Trial framework for automated execution and data generation of TC/ZZ manoeuvres. The framework provides traceable command-actuation logging, system-identification (SI)-focused data conditioning, and automated extraction of IMO/ITTC-aligned manoeuvring metrics. A key contribution is a dedicated TC/ZZ data acquisition and post-processing pipeline, improving the repeatability and auditability of simulator-based manoeuvres while producing SI-ready datasets for hydrodynamic-derivative identification and digital-twin workflows. The framework also provides explicit command-execution separation for differential-thrust steering, where manoeuvre inputs are recorded as ordered rudder-equivalent commands and realised actuation is logged as an execution-level proxy derived from applied thrust. Case study results demonstrate repeatable and IMO-compliant manoeuvre behaviour. For TC tests, the normalised advance differs by approximately 3.9% between port and starboard turns, while the tactical diameter differs by 4.6-4.7%. For ZZ tests, first and second overshoot excesses remain below 1 degree for both +/-10-degree and +/-20-degree manoeuvres, satisfying IMO criteria, while peak yaw rates range from approximately 4.1 to 5.8 degrees/second.
DuoBench: A Reproducible Benchmark for Bimanual Manipulation in Simulation and the Real World
Bimanual robot systems substantially expand manipulation capabilities, but coordinating two arms introduces additional control complexity and failure modes that are not well captured by existing benchmarks. We introduce DuoBench, an extensible benchmarking framework for bimanual manipulation policies on the FR3 Duo platform. DuoBench comprises eleven tasks spanning four coordination categories, implemented in simulation and partially reproduced in the real world through reproducible task recipes with 3D-printable assets. In addition, we propose a stage-based evaluation scheme that supports fine-grained semantic failure analysis beyond binary success and provide human-teleoperated datasets for all benchmark tasks. We benchmark several dual-arm imitation-learning and vision-language-action policies in simulation and on real hardware. Our results show that current policies remain challenged by bimanual manipulation, particularly in early interaction stages, parallel arm execution, and transfer between simulation and real-world settings. DuoBench provides a reproducible testbed for diagnosing these failure modes and studying future methods for dual-arm policy learning. Code, datasets, and videos are available at https://duobench.github.io/
A Practical Recipe Towards Improving Sim-and-Real Correlation for VLA Evaluation
Simulation has become an essential tool for evaluating and improving vision-language-action (VLA) policies, offering scalable, reproducible, and controllable alternatives to costly real-world robot evaluation. Recent simulation benchmarks have made substantial progress on realism and diversity, yet these platforms have not been widely adopted as reliable proxies for real-world policy evaluation. In this work, we investigate this issue through the lens of sim-and-real correlation. We conduct a systematic study across multiple simulation platforms, VLA policies, tasks, and perturbation factors, measuring whether simulated evaluation preserves real-world conclusions in terms of policy ranking consistency, performance correlation, and perturbation-wise failure patterns. This analysis allows us to characterize the limitations of existing simulators and identify what kinds of simulation signals are more aligned with real-world deployment. We further examine how users should exploit simulation for policy improvement, including when simulator-based finetuning is beneficial and how the amount of post-training data affects sim-and-real alignment. Overall, our work provides a unified framework for measuring, interpreting, and improving the usefulness of simulation for VLA policies, offering guidance both for simulator designers and for practitioners who use simulation as part of the policy development pipeline.
Locomotion analysis of a quadruped interacting with the lunar granular surface
Deploying legged robots in extra-terrestrial environments includes many challenges due to complex terrain interactions, energy, and thermal constraints. For effective mechanical design of a lunar exploration quadrupedal robot, careful consideration of motor torques, energy expenditure, and cost of transport is required. The lunar surface is composed of granular regolith, which impacts the locomotion of legged robots and their performance. Locomotion algorithms trained with rigid contact assumptions are also ineffective when applied to environments with soft contacts, such as granular surfaces, which can result in instability and poor tracking. In this report, the physical modelling of the granular lunar surface-robot foot contacts is applied to a simulation environment with locomotion trained using Reinforcement Learning. A comparison is conducted between the policy trained on rigid contact and soft contact environments, analysing the gait and locomotion performance metrics. The analysis demonstrates that soft contacts simulating regolith surfaces pose additional challenges for Reinforcement Learning based training, result in a qualitatively different gait, and increase the overall energy expenditure.
Bridged SBI: Correcting Biased Low-Fidelity Posteriors for Cost-Efficient High-Fidelity Inference
Accurate calibration of particle-based simulators is crucial for robotic earthwork simulation, but analytical calibration is challenging due to this task's highly nonlinear particle dynamics and the black-box nature of conventional simulators. Although simulation-based inference (SBI) can estimate posterior distributions over simulation parameters solely from forward simulations, applying SBI directly to high-fidelity (HF) particle simulators is often computationally prohibitive. Low-fidelity (LF) simulators with coarser particles can reduce this cost, but changes in particle size and particle count shift the parameter values needed to reproduce the same observation, producing biased LF posteriors. We propose Bridged SBI, which leverages a biased but informative LF posterior to guide HF inference. This method first uses inexpensive LF simulations to identify a coarse high-density parameter region, and then it learns a local residual bridge to transport LF posterior samples toward HF-consistent regions by correcting the LF--HF discrepancy. We analyze how sequential multi-fidelity SBI (Naive-MF) can suffer from LF-induced posterior miscoverage when it directly relies on the LF posterior without discrepancy correction. We then show that Bridged SBI is designed to alleviate this issue by explicitly modeling the LF--HF discrepancy through residual correction. Experiments on both sim-to-sim particle-parameter calibration and real-to-sim calibration with real soil observation show that Bridged SBI produces more accurate and reliable HF posteriors than HF-only SBI or the Naive-MF baseline, especially under limited HF simulation costs.
IR-SIM: A Lightweight Declarative Simulator for Navigation Learning and Benchmarking
Developing navigation policies requires simulation scenarios that support repeatable training and evaluation. Despite the availability of numerous simulators, constructing diverse navigation scenarios often involves writing simulator-specific code, using complex graphical interfaces, performing substantial manual configuration, or relying on resource-intensive computing platforms, making scenarios difficult to reproduce and reuse across experiments. To this end, we develop the Intelligent Robot Simulator (IR-SIM), a lightweight declarative simulator implemented as a Python library to support navigation learning and benchmarking through rapid construction of reusable and diverse scenarios and efficient execution on accessible platforms. IR-SIM represents scenarios as human-readable YAML configurations, in which necessary objects, behaviors, sensors, maps, and environment parameters can be flexibly specified and composed. This declarative representation makes IR-SIM friendly to large language model (LLM)-powered agents, enabling them to compose and modify executable navigation scenario files through the provided agent skills, instead of writing a large amount of code that is difficult to reuse. Despite its lightweight implementation, IR-SIM provides the essential components for navigation simulation, while retaining interfaces to high-fidelity simulators for downstream validation. Experiments demonstrate that IR-SIM runs up to several hundred times faster on the evaluated CPU platform, while agent skills reduce mean LLM-based scenario construction time by more than across both evaluated models. The experiments further show ability to support reproducible benchmarking and RL-based navigation policy learning.
HARBOR: A Harness Framework for Agentic Robot Reinforcement Learning
Reinforcement learning (RL) has become a powerful paradigm for robot learning, particularly in sim-to-real settings, but its broader adoption remains limited by the engineering pipeline surrounding the algorithms. Building tasks, shaping rewards, and tuning hyperparameters require substantial expert effort, making RL workflows costly and difficult to scale. We introduce HARBOR, an agentic framework that frames robot RL automation as a harness-engineering problem: given a simulator codebase and a task specification, it automates the workflow from environment setup to policy training in simulation. HARBOR decomposes such high-level objectives into bounded stages executed by specialized agents through standardized commands, persistent artifacts, executable gates, and reusable knowledge, and scales iteration via decentralized parallel trials and experience learning across runs. We evaluate HARBOR across 6 benchmarks and 16 tasks in total, spanning manipulation, locomotion, and bimanual dexterous control. We demonstrate that HARBOR automates the simulation RL workflow end-to-end, designs rewards, tunes algorithms to match or improve over default configurations, and reduces engineering effort at practical token and wall-clock cost; the resulting policies can also be transferred to real robots.
Real-IKEA: Physical Fidelity is the Prerequisite for Robust Manipulation
Robotic manipulation robustness often founders on the physics gap between simplified simulations and the resistance-laden real world. In this work, we emphasize that physical realism in articulated interaction is an important ingredient for robust policy learning. We present Real-IKEA, a dataset and simulation framework designed with physical accuracy as a first-class goal. Real-IKEA provides 1,079 articulated asset configurations, derived from 83 authentic IKEA handles and knobs processed through a meticulous six-step physical workflow. For contact-geometry accuracy, we introduce a bidirectional surface-deviation metric to quantify collision meshes. For dynamics realism, we establish resistance-calibrated configurations that vary damping and friction. Crucially, we demonstrate through a Reinforcement Learning (RL) policy that high-fidelity assets enable the discovery of robust "hooking" and "levering" strategies that prioritize mechanical advantage over fragile friction-pulling. Together, these results position Real-IKEA as a critical benchmark for developing manipulation policies capable of human-level robustness in articulated object tasks.
SIMPLE: Simulation-Based Policy Learning and Evaluation for Humanoid Loco-manipulation
Humanoid foundation models are advancing faster than we can evaluate them. While real-world testing is expensive and difficult to reproduce, existing simulation benchmarks focus primarily on table-top or wheeled robots. A scalable and reproducible benchmark for whole-body humanoid loco-manipulation remains an open problem. To this end, we present SIMPLE, a unified simulation testbed for humanoid policy learning and evaluation. SIMPLE couples the accurate contact-rich dynamics of MuJoCo with the photorealistic rendering of IsaacSim. It provides a large-scale environment comprising 60 diverse whole-body tasks, 50 indoor scenes, and over 1,000 object assets. To facilitate scalable data collection, the framework integrates two data generation pipelines: automated trajectory generation via motion planning and a low-latency VR teleoperation interface. We further integrate and benchmark mainstream humanoid policies at scale in SIMPLE, including lightweight imitation networks, large vision-language-action (VLA) models, and recent world action models (WAMs). Our experiments reveal a strong correlation between policy performance in simulation and the real world. Furthermore, we demonstrate that policies trained on data collected in SIMPLE can be transferred zero-shot to physical humanoid robots under similar settings, providing a robust and reproducible foundation for humanoid robotics research.
MuJoCo-Drones-Gym: A GPU-Accelerated Multi-Drone Simulator for Control and Reinforcement Learning
Robotic simulators are a cornerstone of modern research in aerial robotics, serving both as a vehicle for the development of new control algorithms and as the data source for training reinforcement learning (RL) policies. Yet, existing quadcopter learning environments often face a trade-off between physical fidelity, multi-agent support, and the throughput required by modern deep RL pipelines. In this paper, we present MuJoCo-Drones-Gym, an open-source Gymnasium-compatible multi-drone environment built on top of the MuJoCo physics engine. MuJoCo-Drones-Gym supports an arbitrary number of Bitcraze Crazyflie 2.x nano-quadcopters and exposes a modular API for selecting (i)~the physics model (rigid-body MuJoCo, explicit Python dynamics, or any subset of ground effect, blade drag, and inter-drone downwash), (ii)~the action interface (per-motor RPMs, collective normalized thrust, velocity setpoints, or PID waypoint commands), and (iii)~the observation space (kinematic state vectors, RGB / depth / segmentation cameras, or neighbourhood adjacency information). A PettingZoo ParallelEnv wrapper enables drop-in multi-agent reinforcement learning, while a suite of seven task environments, hover, velocity tracking, multi-drone hover, waypoint navigation, formation flight, gate racing, and a generic multi-agent template, demonstrates the breadth of the interface. We describe the environment design, the underlying physics and quadcopter dynamics, and illustrate its use through control and learning examples that mirror those of the closely related gym-pybullet-drones project, while taking advantage of MuJoCo's improved contact handling, rendering, and parallelizability.
Simulation-Driven Imitation Learning for Biosignals-Free Shared-Autonomy Prosthetic Grasping
Biosignals-free shared-autonomy control of upper-limb prosthetic hands aims to enable natural and low-effort manipulation without relying on EMG or other physiological signals. Recent imitation-learning-based approaches have shown promising results, but their scalability is limited by the cost and variability of collecting large amounts of real-world human demonstration data. In this work, we present a scalable simulation framework that automatically generates diverse reach-to-grasp demonstrations from a wrist-mounted virtual camera. The framework combines physically feasible grasp synthesis, natural reaching trajectories retargeting, and reach--grasp--lift execution in procedurally generated indoor environments. It records wrist-view observations, proprioception, and actions to build a large-scale demonstration dataset for imitation learning. Through extensive simulation benchmarks, we evaluate object and scene generalization and compare several representative state-of-the-art imitation learning methods. Results show that the simulated demonstrations are sufficiently rich and consistent for effective policy learning. In three realistic settings, the learned sim-to-real policy achieves over 90% grasp success, surpasses baseline methods, and exhibits stronger generalization, highlighting the promise of simulation-driven training for biosignals-free shared-autonomy prosthetic grasping. The demonstrations are available at https://sites.google.com/view/sim-prosthetic-grasp/home.
QuadVerse: An Integrated Framework Aligning Visual-Physical Reality for Quadruped Simulation
Simulation is central to robot learning, yet the sim-to-real gap remains a major bottleneck. Existing approaches often tackle visual or dynamic gaps separately, overlooking how these individual mismatches accumulate and propagate throughout the robot's state evolution. In this paper, we introduce QuadVerse, an integrated framework that uses reconstructed scenes as a calibration substrate for aligning visual perception, physical interaction, and actuator dynamics. From captured RGB videos, we reconstruct geometry-constrained 3D Gaussian Splatting (3DGS) scenes that support batched photorealistic ego-view rendering and collision-ready semantic mesh extraction. The meshes further enable contact calibration by initializing spatially varying friction priors and refining them through trajectory-based posterior search. To address remaining actuator discrepancies, QuadVerse trains a residual dynamics compensator by replaying real-world trajectories on the contact-calibrated terrain, reducing the entanglement between terrain-induced contact errors and actuator non-idealities. Experiments show that QuadVerse improves reconstruction quality and locomotion tracking over relevant baselines. Leveraging this foundation, we demonstrate robust zero-shot visual-navigation policy deployment without task-specific real-world rollouts.
Towards Realistic 3D Sonar Simulation
As underwater robotics research increasingly addresses complex 3D perception and autonomous navigation, the fidelity of sonar simulation has become a key factor in algorithm development. Current simulation frameworks typically rely on geometry-driven rendering, approximating 3D sonar as an underwater equivalent to LiDAR, which fails to account for fundamental acoustic phenomena such as refraction, multi-path interference, and phase-dependent signal formation. This paper proposes a modular architecture for realistic 3D sonar simulation that integrates GPU-accelerated graphics engines with physically grounded acoustic propagation principles. We implement a volumetric 3D sonar model within the NVIDIA Isaac Sim environment, modeled after the Water Linked 3D-15 sensor, and integrate it into a comprehensive underwater simulation framework. The system is validated through a hardware-in-the-loop configuration, where a modified FastLIO2 SLAM pipeline, executed on an NVIDIA Jetson Orin Nano, performs sensor fusion using synthetic 3D sonar, DVL, IMU, and pressure data. Finally, a qualitative comparison between simulated outputs and real-world data from harbor sheet-pile inspections is provided, characterizing the remaining sim-to-real gap and establishing a roadmap toward fully acoustics-driven volumetric sensing.
PerceptTwin: Semantic Scene Reconstruction for Iterative LLM Planning and Verification
Simulation environments are useful for both robot policy learning and planning verification and validation. Traditionally, the process of creating a simulation was onerous. Creating a bespoke simulation environment for each individual environment that a robot would operate in was simply infeasible. In this work, we introduce PerceptTwin, a fully automatic pipeline that constructs interactive simulations directly from semantic scene representations produced by a robot's perception stack. PerceptTwin combines open-vocabulary object maps with 3D asset generation, affordance prediction, and commonsense condition checking. These interactive simulations can be used to validate and refine plans before they are executed on the robot hardware. Borrowing from the AI alignment literature, we also introduce an LLM judge that verifies plan correctness and alignment with human preferences. Experiments show that PerceptTwin feedback allows LLM planners to refine plans, enhance safety, and resist harmful black-box prompting attacks. In our suite of tasks, PerceptTwin improves plan success by an average of approximately 39% for GPT5, GPT5Mini, and GPT5Nano planners. Additionally, PerceptTwin also improves human plan verification by up to 18% on average for plans that fail due to unfilled skill preconditions. Our results demonstrate the potential of open-vocabulary scene simulation from robot perception as a foundation for safer, more reliable robot planning.
SimuScene: Simulation-Ready Compositional 3D Scene Reconstruction from a Single Image
Reconstructing interactive, simulation-ready 3D scenes from a single image is a critical bottleneck for robotic manipulation. While recent single-image lifters recover plausible per-object shapes, composing them yields scenes that collapse under physical simulation due to interpenetrating, hovering, or sinking objects. Existing physics-aware methods address this strictly as a post-hoc layout correction, leaving the underlying geometric errors unresolved. To address this, we introduce SimuScene, a compositional 3D reconstruction pipeline that puts physics in the loop of shape and layout estimation. Rather than using physics merely for layout cleanup, we utilize the physics engine as a diagnostic measurement tool during the generative process itself. By diagnostically simulating reconstructed objects under gravity, we convert penetration and support failures into quantitative correction signals that drive gravity-axis stretching and amodal shape resampling. This physics-informed feedback loop mitigates accumulated reconstruction errors and produces a stable, simulation-ready compositional 3D scene. Extensive experiments demonstrate state-of-the-art performance on physical stability and geometric alignment benchmarks. We further highlight SimuScene's utility by deploying reconstructed environments in humanoid control and robot-arm manipulation tasks.
NVIDIA Isaac Sim: Enabling Scalable, GPU-Accelerated Simulation for Robotics
Simulation has become a core infrastructure for robotics research. Unlike previous simulators, NVIDIA Isaac Sim leverages GPU acceleration to enable large-scale parallel training and physics-accurate modeling. Its synthetic data generation pipeline alleviates the scarcity of high-quality training data, supporting data-driven robot learning and large-scale simulation-centric experimentation. However, existing surveys often treat it as one simulator among many, without a systematic analysis of its architectural characteristics, usage patterns, and limitations. This survey reviews Isaac Sim from system and application perspectives, outlining its architecture and comparing it with widely used simulators. We analyze representative studies across five major domains and summarize common usage patterns, particularly in data generation and high-fidelity simulation. We also outline key future directions and challenges, including physics open-world learning, simulation-centric training and practical usability constraints.
A Simulation Platform for Flapping-Wing Vehicles
Flapping-wing aerial vehicles (FWAVs) demonstrate remarkable agility but face substantial autonomy challenges due to their high sensitivity to aerodynamic disturbances and limited sensor payload capacity. Current simulation platforms typically rely on oversimplified laminar flow assumptions and idealized sensor models, failing to capture the complex turbulence patterns and perceptual limitations encountered in real-world operation. This simulation-to-reality discrepancy significantly impedes the development of robust autonomy systems for FWAVs. We introduce FWAV-Sim, a high-fidelity Unity-based simulation framework that integrates: (1) a composite aerodynamic model combining quasi-steady blade-element theory with bluff-body drag effects, (2) spatiotemporally correlated turbulence generation through fractal noise synthesis, and (3) realistic sensor simulation including noisy IMU measurements, LiDAR point clouds, and RGB camera feeds. Our platform enables scalable generation of synchronized datasets containing ground-truth vehicle states, aerodynamic forces, turbulent wind fields, and multi-modal sensor streams. Experimental validation demonstrates that autonomy pipelines (including both controllers and perception systems) developed in FWAV-Sim exhibit significantly improved simulation capability, thereby advancing the outstanding performance in simulation-based development for flapping-wing aerial systems.
Crazyflow: An Accurate, GPU-Accelerated, Differentiable Drone Simulator in JAX
High-quality, large-scale synthetic data from simulations is becoming a cornerstone for pushing the capabilities of robot algorithms. While aerial robotics simulators have evolved to support specialized needs such as fidelity, differentiability, and swarms independently, a unified platform that can synthesize data across all these domains is missing. In this work, we propose Crazyflow, a simulator designed to push the limits of aerial-robotics algorithm development, from model-based to data-driven methods, gradient-based to sampling-based approaches, and single-agent to multi-agent systems. Compared to existing state-of-the-art drone simulators, it achieves speeds more than an order of magnitude faster for a single drone and can simulate thousands of swarms of 4000 drones each. Real-world experiments show Crazyflow supports both analytical-gradient-based policy learning, achieving sub-centimeter trajectory tracking accuracy without domain randomization, and sampling-based obstacle avoidance at speeds exceeding half a billion steps per second. Breaking the traditional train-then-deploy paradigm, we show that its unprecedented speed even enables in-flight reinforcement learning; we demonstrate this by throwing a physical drone into the air and training a recovery policy from scratch in 0.38 seconds, successfully stabilizing the drone. Crazyflow supports multiple levels of simulation abstraction, is directly compatible with all open-source Crazyflie models, and enables rapid reconfiguration across custom drone platforms and applications by providing a light-weight system identification pipeline. By pushing accuracy, speed, and differentiability simultaneously, Crazyflow serves as an open-source resource for synthetic data generation, with emerging capabilities for large-scale parallelization for online, in-execution learning and optimization, opening the door to novel algorithm development.
LEGS: Fine-Tuning Teleop-Free VLAs for Humanoid Loco-manipulation in an Embodied Gaussian Splatting World
Training vision-language-action (VLA) policies for humanoid loco-manipulation is constrained by the high cost and complexity of collecting human teleoperation demonstrations. VLA policies fine-tuned in simulators have, until now, failed to transfer effectively in humanoid loco-manipulation tasks. We present LEGS (Loco-manipulation via Embodied Gaussian Splatting), a hybrid simulator that composites a mesh foreground (robot, objects, props) over a photorealistic 3D Gaussian Splatting (3DGS) background reconstructed from a handheld scene capture. LEGS uses a procedural motion-primitive generator to synthesize labeled demonstrations at scale without human teleoperation, and a deterministic two-stage color calibration to align the rendered 3DGS image to the robot's deployment camera. On a Unitree G1 humanoid robot, across three pick-and-place tasks of increasing whole-body difficulty and three VLA backbones (psi_0, pi_0.5, GR00T N1.6), a policy trained purely on LEGS data matches or exceeds one trained on human teleoperation demos on every experiment. It also outperforms a mesh-only simulation baseline that ablates the effect of the 3DGS background, showing that photorealistic rendering is a key enabler for synthetic data transfer. Humanoid motion is recorded independently of scene appearance in LEGS, allowing the same auto-generated demonstrations to be re-rendered under new backgrounds and object meshes--covering a new scene at more than 15x lower cost than teleoperation--to augment training data for robustness to scene variations. Under combined object-and-scene appearance shift, the policy trained on re-rendered LEGS-AUG data maintains task success while the baseline trained on teleoperation data fails entirely. Our project page is located at https://legsvla.github.io/.
Too Much of a Good Thing: When sim2real Efforts Impede Policy Learning (And What to Do About It)
While sim2real efforts are necessary for effective policy transfer to hardware, there is such a thing as too much of a good thing. We argue that sim2real efforts have led to misaligned incentives with policy learning, resulting in simulator lock in and poor policy exploration due to the unreasonable constraints imposed by the real world. We offer a diagnosis and explanation of the current status of the problem, and propose a potential solution via a sim2sim2real paradigm that leverages the robot's kinematics as the sole design constraint.
A Four-Tier Communication Architecture and Sim-to-Real Validation of a Graphical Open-Source Platform for Robotic Engineering Education
The persistent challenge in scaling authentic manipulator education within university laboratories is a structural dichotomy: commercial digital twins are often cost-prohibitive and rigidly scripted, whereas open-source robotics middleware (ROS) imposes steep technical and syntax barriers for novices. To resolve this logistical and educational friction, this paper proposes a scalable four-tier communication architecture tailored for sustainable robotic curricula. Rather than focusing on software application design, our study examines the underlying data exchange mechanisms required to bridge visual conceptual environments with physical robotic endpoints, utilizing the Graphical Open-Source Platform (GOSP) as a reference implementation. Our work details the framework's technical integration of 3D visual armature modeling with a robust ROS middleware backend, emphasizing the serialization, routing, and encapsulation of intricate communication routines. Preliminary sim-to-real validation using multi-axis spatial trajectories confirms that encapsulating these communication pipelines provides sufficient fidelity and a hardware-agnostic pathway. By bridging virtual design and physical execution, our architectural blueprint offers a viable infrastructure for engineering education.
DRL-Based Pose Control for Double-Ackermann Robots Under Actuation Uncertainties
Robust deployment of deep reinforcement learning (DRL) policies on real robots remains challenging due to discrepancies between simulation and real-world dynamics. We address this issue in the context of maneuvering with double-Ackermann-steering mobile robots, which introduce additional constraints due to their non-holonomic nature. Building upon the DRL framework ManeuverNet, we extend its objective from position control to full pose control, resulting in a more challenging task. We further investigate the impact of actuation-related uncertainties on policy transfer. The use of simplified actuation models during training of the extended policy can lead to poor generalization, shown by a success rate drop from 100% in PyBullet to 25% in Gazebo under stricter evaluation conditions. To address this limitation, we adopt a sim-to-sim-to-real approach, where actuation effects observed in Gazebo are incorporated into the PyBullet training environment. Using multi-environment DRL with SAC and CrossQ, we learn policies that remain robust despite modeling inaccuracies. This approach can significantly reduce the performance gap across simulators, achieving up to 92% success rate in Gazebo and maintaining 69% under stricter thresholds, with successful transfer to a real robot without additional tuning.
Can Aerial VLA Models Cooperate? Evaluating Closed-Loop Air-Ground Coordination with CARLA-Air
Recent aerial vision-language-action (VLA) models show promising single-UAV capabilities, such as tracking moving objects and navigating to language-specified landmarks. However, it remains unclear whether these capabilities can transfer to air-ground cooperation, where a UAV and a UGV must act jointly in a shared, closed-loop physical world. We study this question with CARLA-Air, a single-process air-ground evaluation environment that unifies CARLA and AirSim inside one Unreal Engine runtime. By sharing the same world state, physics tick, and sensing pipeline, CARLA-Air enables physically consistent UAV--UGV interaction and precise measurement of simulation-timestamp alignment and effective coordination latency. Using CARLA-Air, we evaluate representative aerial VLA and planning baselines on two complementary diagnostic tasks: moving-platform landing and occlusion-recovery escort. The results show that current aerial VLA models can often track or follow a ground partner, but struggle to convert this single-agent competence into stable cooperative behavior. State prompting provides limited benefit, and naive bidirectional interaction fails to consistently improve performance and can amplify errors for most baselines. These findings suggest that, under the tested text-based cue interfaces, zero-shot cooperative air-ground VLA requires three components beyond the current paradigm: explicit partner-state grounding, low-latency action coordination, and team-level objective alignment. Our code is available at https://github.com/louiszengCN/CarlaAir.
UniLab: A Heterogeneous Architecture for Robot RL Beyond GPU-Dominant Paradigms
Simulation-based RL for contemporary robot control is increasingly organized around GPU-resident simulation: physics, rollout collection, and learning are placed on a single GPU-centric execution path. This paradigm has greatly improved training speed, but it has also encouraged a default assumption that efficient training requires physics to reside on the GPU. We revisit this assumption. Our view is that, in simulation-dominated robot control, the essential question is not which processor runs physics, but whether simulation throughput, policy learning, and runtime synchronization form an efficient end-to-end loop. We present UniLab, a heterogeneous CPU-simulation / GPU-learning architecture that decouples CPU-parallel simulation from GPU policy updates through a unified runtime for data movement, buffering, and synchronization. UniLab is implemented as a complete and extensible training system using MuJoCoUni and MotrixSim CPU-batched physics backends, supporting PPO, FastSAC, FlashSAC, and APPO. On representative simulation-based robot control tasks, UniLab improves end-to-end training efficiency by 3--10 under the same hardware configuration, while reducing dependence on the NVIDIA CUDA-based software stack and supporting cross-platform execution on the Apple macOS platform and the AMD ROCm and Intel XPU accelerator backends. These results show that GPU simulation is an effective path to efficient training, but not a necessary one, broadening the practical system choices available for robot RL training. Project page: https://unilabsim.github.io.
Replicable Simulation-Based Robot Validation through Provenance
Robot behavior is often validated through simulation-based testing, yet the replicability of such campaigns depends critically on transparent documentation of how tests are configured, executed, and post-processed. We argue that data provenance, coupled with the FAIR principles (findability, accessibility, interoperability, and reusability), addresses this gap by explicitly tracking links between artifacts and by attaching machine-readable metadata about file origins and key design decisions. Moreover, provenance and metadata cannot be treated as an afterthought confined to final datasets; they must be integrated into the testing processes that generate those datasets so that evidence can be reconstructed end-to-end. We demonstrate this by augmenting an existing simulation-based testing framework with provenance tracking and metadata collection mechanisms, and by using these extensions to enrich a mobile robot navigation dataset with structured provenance and FAIR-aligned metadata. Finally, we discuss obstacles encountered in this integration -- such as vocabulary alignment, attribute selection, and adoption of domain standards -- and provide actionable recommendations for implementing provenance-centric, FAIR metadata in robotics validation workflows.
Colosseum V2: Benchmarking Generalization for Vision-Language-Action Models
Vision-Language-Action (VLA) models demonstrate promising generalization in robotic manipulation, driven by advances in large-scale vision and language pre-training. This progress can be misleading. Despite the zero-shot perception and language capabilities of VLAs, their overall task performance often degrades under distribution shifts, revealing gaps in how these systems translate high-level understanding into robust behavior. To systematically study this gap, we introduce Colosseum V2, a large-scale simulation benchmark for evaluating VLA generalization in robot learning across diverse conditions. The benchmark comprises 28 tasks spanning 13 task categories and two robot morphologies, covering a wide range of manipulation primitives and long-horizon behaviors. Built on the ManiSkill simulator, Colosseum V2 enables fast, GPU-parallelized evaluation and supports both in-domain and out-of-domain testing at scale. We evaluate state-of-the-art methods, including Action Chunking Transformers (ACT) and Pi0.5, and reveal limitations in both base performance and generalization. We demonstrate strong correlations between simulation and real-world metrics that support the ecological validity of the benchmark. By standardizing tasks, metrics, and evaluation protocols within a unified benchmark, Colosseum V2 enables reproducible and fair comparisons, reduced evaluation overhead, and accelerated progress toward general-purpose robot policies.