🤖 Robotics arXiv Digest

2026-07-28 · cs.RO
Generated by Claude
30
Papers
6
Research Areas

Research Landscape

Four of today's papers converge on the same question from different angles: what should a world model's latent or visual representation actually encode for planning? Temporal-Distance JEPA and VisualPatchWorld (same author pair) both argue that representation-learning byproducts — Euclidean latent distance, or an unstructured neural predictor — make poor planning costs, and instead mine a directed temporal cost from trajectories or fit an inspectable, code-form dynamical model. INTACT pushes further, folding planning and representation into a single isomorphic architecture so that no test-time search is needed at all (one-epoch models already hit up to 100% success on LeWM tasks, with optional CEM refinement using 23× fewer samples). DC-WAM applies the same underlying insight to video-based World-Action Models, showing that de-emphasizing photorealistic reconstruction in favor of contact- and motion-centric supervision improves robustness to exactly the appearance shifts that photorealism was supposed to help with. Read together, these four papers make a specific, falsifiable claim: the field has been over-investing in representation fidelity (visual or geometric) and under-investing in representations shaped directly by the planning or control objective.

A second cluster targets the reactivity and data-efficiency of manipulation policies. πR² attacks the latency problem in flow/diffusion policies directly, splitting fast proprioceptive and slow visual-language conditioning so a large pretrained backbone can replan four times faster without retraining from scratch. SAM3D-Guided VLA and the causality-aware IDR framework both refine how a VLA fuses modalities — one by distilling 3D object priors into training only, the other by diagnosing vision's causal effect on actions at test time — while S2A2 extends the modality question to acoustic cues. Underneath all of this sits a data question: HiFi-UMI shows that sufficiently high-fidelity robot-free data can remove the need for real-robot fine-tuning entirely, while "When Does Legacy Data Start to Help?" gives the clearest empirical account yet of exactly when cross-hardware-generation data transfer flips from useless to essential (a grokking-like threshold effect). Together they suggest the community is shifting from "collect more data" toward "collect the right fidelity/configuration of data, at the right moment in training."

A third theme is realism as a first-class simulation concern rather than an afterthought. Pictura shows that privileged vectorized self-play for driving creates a representation gap that only closes by rendering each agent's actual egocentric view during training itself — and the resulting policy then beats privileged agents zero-shot on Waymo data. SONG makes the analogous argument for social navigation, using 3D Gaussian splatting and LLM-driven pedestrian trajectories to combine visual fidelity with behavioral plausibility, and its benchmark results (safety deficits precede etiquette failures; real data beats scale) are a useful corrective for anyone assuming bigger models alone will fix vision-based social navigation. Meanwhile a distinct swarm of multi-agent papers — nano-UAV Lévy walks, shared voxel-map MASAC guidance, and curriculum-based multi-UAV RL — all push toward decentralized coordination under minimal communication and explicit safety constraints, echoed even outside physical robotics in Untangling Co-Drift's treatment of self-driving networks as coupled macro-intents.

Papers by Research Area

Manipulation Learning & VLA Models

Making generalist manipulation policies react faster, fuse modalities better, and rely on less costly real-robot data.

  • #1. $π\mathbf{R}^2$: Reactive Real-time Flow Pol…
  • #2. SAM3D-Guided Object-Centric Representation A…
  • #4. A Causality-aware Infer-diagnose-refine Fram…
  • #10. When Does Legacy Data Start to Help? Emergen…
  • #12. S2A2: Audio-Visual Imitation Learning for Ma…
  • #15. Tri-Manual Visuomotor Imitation Learning of…
  • #17. Decompose and Reorganize: Planning with Prim…
  • #24. HiFi-UMI: Learning Deployable Manipulation P…

World Models & Representation Learning

Rethinking what latent/video representations should encode so planning is fast, interpretable, and search-free.

  • #7. Temporal-Distance JEPA: Plan-Aware Represent…
  • #8. VisualPatchWorld: Code World Models as Laten…
  • #27. P3: Probabilistic Policy Propagation for Sta…
  • #29. DC-WAM: Dynamic-Centric Visual Supervision a…
  • #30. INTACT: Isomorphic Intent-to-Action Learning…

Navigation & Perception

Zero-shot and training-free approaches to object search, social navigation, localization, and low-level state estimation.

  • #5. Room-Mediated Co-occurrence for Zero-Shot Ob…
  • #19. SONG: A Photorealistic 3D Gaussian Simulatio…
  • #20. Decentralized Scalable Exploration via Emerg…
  • #25. HOME: Robust Hough-space Matching Method for…
  • #26. Leveraging Semantic Maps for City-Scale Cros…
  • #21. Motion-Acceleration Calibration and Compensa…

Multi-Agent Coordination & HRI

Decentralized swarms, shared-map cooperation, and trust-aware planning under repeated human or agent interaction.

  • #3. Belief-Aware Influence and Trust (BAIT): Sha…
  • #22. Cooperative Multi-UAV Navigation in Complex…
  • #23. Shared Voxel-Map-Based Cooperative Indoor UA…
  • #16. Untangling Co-Drift: Proactive Multi-Intent…

Vehicle Dynamics & Autonomous Driving

Control and forecasting for quadrotors, racing, and driving policies trained directly from realistic perception.

  • #9. Pictura: Perspective-View Self-Play at Scale…
  • #11. Physics-Aware End-to-End Deep Reinforcement…
  • #14. SGTP: Sampling-based Game-Theoretic Planning…
  • #28. Critical slowing down for predicting control…

Hardware & Co-Design

Novel mechanisms and generative co-design of physical robot embodiments.

  • #6. Modular Robotic Catheters for Endovascular A…
  • #13. Tripody: An Overconstrained 3-SPR-like Paral…
  • #18. Transformer Transformer: A Unified Model for…

Papers Grouped by Category

Manipulation Learning & VLA Models (8 papers)

#1
h=45
$πR^2$: Reactive Real-time Flow Policies
2026-07-28 cs.RO, cs.AI, cs.LG Top author: Shubham Tulsiani (h=45)
Sungjae Park, Shubham Tulsiani
Core Contributions
  • Splits policy conditioning into a fast proprioceptive channel refreshed every tick and a slow, asynchronously updated vision-language channel, so the model reacts to contact and pose changes immediately without waiting on a full VLM forward pass.
  • Treats already-committed in-flight actions as inpainting constraints inside a diffusion-forcing-style flow schedule, letting the model replan and emit a new action in a single denoising step instead of the multi-step schedule typical flow policies need.
  • Requires only lightweight fine-tuning of an existing large backbone (shown on GR00T-N1.7) rather than a new architecture, replanning roughly 4× faster than the base policy (~25Hz on an A5000) with a fresh observation folded in every 40ms.
  • Improves success rate by up to 23% in simulation and 30% in the real world over the strongest baseline, evidence that closed-loop reactivity — not just bigger backbones — is a major bottleneck for current generalist policies.
Show abstract

Generalist manipulation policies increasingly take the form of action-chunking flow policies built on large pretrained backbones. Such chunks run open-loop, so the policy cannot react to sensory input arriving mid-execution, sacrificing reactivity. Replanning more often would restore it, but the perception-to-action pipeline (a large backbone plus multiple denoising steps) is too slow: this latency forbids frequent replanning and leaves committed actions stale, making such policies ill-suited for dynamic, closed-loop control. We present $πmathbf{R}^2, which makes these policies reactive and real-time while retaining large backbones, expressive multi-modal policies, and multi-action prediction. Built on the per-position noise schedule of diffusion forcing, πmathbf{R}^2 contributes two ideas. First, it splits conditioning into a fast channel (proprioception, fresh every tick) and an asynchronously updated slow channel (vision-language features), so the policy reacts to proprioception within a chunk while tolerating stale vision. Second, a latency-adaptive flow schedule treats in-flight actions as inpainting conditioning and emits actions in one denoising step per call, letting one trained model adapt to varying hardware latency. Requiring minimal modification to existing architectures, πmathbf{R}^2 can be finetuned from a pretrained policy: applied to GR00T-N1.7 on a real xArm6+XHand platform, it replans closed-loop roughly 4× faster than the base policy (~25Hz on an A5000 GPU), acting on a fresh observation every 40ms. Across simulation and real-world manipulation tasks, πmathbf{R}^2 improves the success rate by up to 23% in simulation and 30%$ in the real world over the strongest baseline. Project page: https://pi-r2-flow.github.io/

#2
h=35
SAM3D-Guided Object-Centric Representation Alignment for Vision-Language-Action Models
2026-07-28 cs.RO, cs.AI Top author: Chinese Academy of Sciences (h=35)
Zonghe Liu, Shanyuan Jie, Xiaoquan Sun, Chen Cao, Zetian Xu
Core Contributions
  • Distills 3D object priors from a frozen SAM3D teacher into π₀'s visual features during training only, so the deployed policy keeps a pure RGB-language-to-action pipeline with no depth, point clouds, or extra 3D modules at test time.
  • Targets alignment specifically at task-relevant objects (localized via recognition models + masks) rather than the whole scene, concentrating 3D supervision exactly where occlusion, pose variation, and scale changes hurt manipulation most.
  • Reaches 99.1% on LIBERO and an average chained-task length of 4.11 on CALVIN, both simulation benchmarks that stress precise, multi-step object interaction.
  • Real-world gains concentrate in long-horizon tasks where the robot must re-attend to different target objects across subtasks, suggesting the 3D alignment specifically helps object re-identification rather than general policy quality.
Show abstract

Vision-Language-Action (VLA) models have shown strong potential for general robot manipulation, but most existing models rely on 2D visual-language backbones and lack fine-grained 3D understanding of target objects, especially under occlusion, pose variation, scale changes, and precise spatial interaction. We propose an object-centric 3D representation alignment framework built upon π_0, using SAM3D as a frozen 3D teacher to provide target-object 3D priors during training. Specifically, we localize task-relevant objects with object recognition models, generate corresponding object masks, and use SAM3D to extract dense object-level 3D representations, which are aligned with intermediate visual features of π_0. This enables the policy to internalize target-object 3D information while preserving the original RGB-language-to-action inference pipeline without requiring depth, point clouds, masks, SAM3D, or additional 3D modules at test time. Simulation experiments show consistent improvements, achieving 99.1% on LIBERO and an average length of 4.11 on CALVIN. Real-world experiments further demonstrate that our method is particularly effective in long-horizon manipulation scenarios where the robot must focus on different target objects across multiple subtasks.

#4
h=20
A Causality-aware Infer-diagnose-refine Framework for Test-time Modality Adaptation in VLA Models
2026-07-28 cs.RO Top author: Yuwei Wu (h=20)
Haoyu Zhang, Yuwei Wu, Jin Chen, Gao Zhi, Zhenxin Diao
Core Contributions
  • Introduces a training-free, test-time refinement layer that plugs into existing VLA architectures rather than requiring retraining for better modality fusion.
  • Diagnoses vision's causal effect on action prediction by comparing factual vs. zero-padded counterfactual visual inputs, giving a dynamic 'how much should I trust vision right now' signal instead of a fixed or purely learned fusion weight.
  • Applies gated residual fusion to refine actions only where the diagnosed visual causal effect is high, implicitly recognizing phases (long-distance transit vs. close-range contact) where visual importance shifts without being told to.
  • Shows consistent gains across multiple VLA backbones in both simulation and real-world tasks, indicating the causal-diagnosis idea is backbone-agnostic rather than tied to one architecture.
Show abstract

Vision-language-action (VLA) models predict sequential actions to execute tasks specified by language instructions, conditioned on visual observations and proprioceptive states. However, how to fuse modalities in VLA models remains an open problem, since robot manipulation involves dynamic phases, such as long-distance movements and close-range interactions, in which the importance of visual observations may vary over time. In this paper, we propose an infer-diagnose-refine (IDR) framework, a model-agnostic framework that can be integrated with diverse VLA architectures for refining action predictions at test time. IDR first infers actions under factual and counterfactual scenarios of visual observations, and then diagnoses the causal effects of visual observations as the estimated dynamic importance, which is finally used to refine the action predictions in a training-free manner. We further design a causality-aware action refiner to realize the IDR framework, including zero-padding interventions for inferring counterfactual actions, norm-based quantification for diagnosing causal effects, and gated residual fusion for refining actions. Extensive experiments on both simulation benchmarks and real-world tasks show improvements in overall performance across multiple VLA backbones, demonstrating the efficacy of dynamically adjusting visual importance at test time.

#10
h=13
When Does Legacy Data Start to Help? Emergent Transfer in Cross-Configuration Robot Learning
2026-07-28 cs.RO Top author: Yingdong Hu (h=13)
Tao Wang, Hudson Hou, Yingdong Hu, Yufeng Liu, Qinghai Li
Core Contributions
  • Challenges the default assumption that more cross-hardware-generation data always helps, documenting a grokking-like transition: legacy data (different camera + gripper) stays useless until the new hardware reaches a minimum competence on its own.
  • Quantifies three distinct regimes on real manipulation tasks: no benefit at low competence (10.0% to 10.0%), a sharp jump after crossing threshold (23.3% to 86.7% on flower insertion), and diminishing returns near saturation (85.0% to 93.3% on pen insertion).
  • Grounds the empirical pattern in a theoretical account based on gradient alignment and residual policy uncertainty, translating into a practical phase-aware rule for when to collect new-hardware data vs. reuse legacy demonstrations.
  • Confirms the same three-phase pattern on an independent task (mobile dual-arm watering), suggesting the phenomenon generalizes beyond one platform or skill.
Show abstract

Robotic hardware evolves over time, but demonstration data is often tied to a specific sensor and actuator configuration. This raises a practical and underexplored question: when does legacy data begin to benefit an upgraded robot? We study this question on a wheeled humanoid platform across two hardware generations, where both the camera and gripper are changed while the overall morphology remains fixed. Contrary to the common assumption that more cross-configuration data is always helpful, we observe a grokking-like transition: legacy data remains ineffective until the upgraded configuration acquires a minimum level of task competence, after which co-training gains rise sharply before diminishing near saturation. We hypothesize that this task-dependent transition is governed by a transfer threshold and characterize the resulting three-phase pattern. Across real-robot manipulation tasks, we observe all three phases: no measurable benefit at low competence (10.0% → 10.0%), a sharp gain after crossing the threshold (23.3% → 86.7% on flower insertion), and diminishing returns at high competence (85.0% → 93.3% on pen insertion). We provide a theoretical account based on gradient alignment and residual policy uncertainty, and derive a phase-aware rule for deciding when to collect more new-hardware data and when to reuse legacy demonstrations. We further validate this three-phase pattern on a mobile dual-arm watering task, with results consistent with our predictions.

#12
h=11
S2A2: Audio-Visual Imitation Learning for Manipulation Tasks Using Acoustic Spatial Information
2026-07-28 cs.RO Top author: Ryosuke Kojima (h=11)
Kaneyoshi Hiratsuka, Benjamin Yen, Ryosuke Kojima
Core Contributions
  • Introduces a new task family where acoustic cues, not just vision, are necessary to identify the manipulation target — a modality imitation learning has largely ignored.
  • Fuses acoustic spatial localization and spectral (timbre) information with visual features in a framework designed as a drop-in wrapper around several existing policy classes (ACT, Diffusion Policy, VQ-BeT, π₀) rather than a new architecture.
  • Simulation results show the largest gains specifically on tasks requiring joint reasoning about sound position and timbre, evidence the benefit comes from acoustic-spatial fusion rather than just adding more sensors.
  • Real-robot experiments confirm the tasks and framework transfer beyond simulation, an important check since acoustic sensing is more failure-prone outside idealized lab conditions.
Show abstract

Acoustic information provides rich cues about object location, material properties, and changes caused by contact or motion. This paper introduces a new set of acoustic-aware manipulation tasks for imitation learning, in which robots must use auditory cues to determine manipulation targets. These tasks require sound source localization and identification for active exploration in robotic manipulation. Also, we propose a multimodal imitation learning framework, Spatial-Spectral Audio Action (S2A2), that integrates visual features with acoustic spatial and acoustic signal information for the acoustic-aware manipulation tasks. We implemented S2A2 models that integrates policies such as ACT, Diffusion Policy, VQ-BeT, and π_0, into our framework. Simulation experiments showed that the proposed method is the most effective for tasks requiring both position and timbre. Furthermore, real-robot experiments confirm the applicability of the proposed tasks and framework to real-world manipulation.

#15
h=8
Tri-Manual Visuomotor Imitation Learning of Robot Policies
2026-07-28 cs.RO Top author: Weiming Zhi (h=8)
James Zhao, Mingyuan Ba, Weiming Zhi
Core Contributions
  • Identifies a structural mismatch in tri-arm teleoperation: a human operator can only continuously control two arms, so naive pairwise mode-switching records sequential motions where the task actually wants concurrent ones — teaching the policy the interface's delays rather than the task's needs.
  • Solves this with Dependency-Aware Tri-Arm Scheduling (DATS), which retimes demonstrations offline — preserving local sensorimotor segments but repositioning when they occur under human-reviewed task-order and arm-usage constraints — rather than changing the recording hardware.
  • Trains a single synchronous policy for all three arms from the retimed data, and critically requires neither the dependency graph nor the scheduler at deployment.
  • Across six real-world tasks, DATS-retimed demonstrations produce more efficient coordination while task success stays comparable to non-retimed data; offline analysis shows DATS changes the cross-arm supervision itself, not just idle-time trimming.
Show abstract

Bimanual teleoperation provides an effective way to collect robot demonstrations, but it assumes that the operator and robot have matching numbers of simultaneous control channels. This assumption breaks for tri-manual systems: the robot can coordinate three arms concurrently, whereas a single operator can continuously control only two. Pairwise mode switching may therefore record otherwise independent motions sequentially, causing behaviour cloning to reproduce delays imposed by the interface rather than required by the task. We present TriManPolicy, a tri-manual imitation learning system that allows one operator to demonstrate behaviours for three arms. Its central component is Dependency-Aware Tri-Arm Scheduling (DATS). The key idea is to preserve the demonstrated arm motions while reconsidering when they occur. DATS retimes demonstrations offline by preserving local sensorimotor segments of fixed duration and repositioning them according to constraints on task order and arm usage that are reviewed by a human. The resulting data train a single synchronous policy for all three arms, while deployment requires neither the dependency graph nor the scheduler. Across six challenging tasks performed in the real world, policies trained on demonstrations retimed by DATS exhibit more efficient coordination while maintaining comparable observed task success. Offline analysis further shows that DATS changes the supervision across arms rather than merely removing idle periods.

#17
h=7
Decompose and Reorganize: Planning with Primitives and Visuomotor Policies Learned from Demonstrations
2026-07-28 cs.RO Top author: Ben M. Chen (h=7)
Yizhou Chen, Hang Xu, Dongjie Yu, Yupu Lu, Tengye Xu
Core Contributions
  • Bridges TAMP and imitation learning by decomposing human demonstrations into atomic skills based on contact relationships, then expressing each as either a learned visuomotor policy or an object-centric primitive depending on which representation suits it.
  • Models each visuomotor policy's initiation, termination, and constraints in a TAMP-compatible form — what actually enables mixing and reordering skills learned from different demonstration sources, something pure end-to-end IL can't do.
  • Changes the scaling law of the data problem: demonstration data no longer needs to cover every possible skill sequence combinatorially, only the number of distinct skill types.
  • Demonstrated across diverse real and simulated multi-step tasks with unseen setups and physical constraints, showing the decomposed skills generalize to sequences not seen during data collection.
Show abstract

Successfully automating dexterous, long-horizon robotic manipulation requires frameworks capable of both high-level reasoning and fine-grained execution. Traditional task and motion planning (TAMP), while excellent at symbolic planning, is often brittle in contact-rich operations. Simultaneously, imitation learning (IL), while effective in manipulation tasks with visual feedback, is limited by its low capability in spatial generalization and multi-stage operation. To reconcile their complementary strengths and limitations, we propose DR-LfD (Decomposed and Reorganized Skills Learned from Demonstrations), a framework that seamlessly integrates visuomotor policies into a TAMP-gated decision-making system. Based on contact relationships, DR-LfD decomposes human demonstrations into atomic skills, which are reproduced as visuomotor policies or object-centric primitives. The initiation, termination, and constraints of the visuomotor policies are carefully modeled and implemented in a TAMP-compatible form, enabling reorganization of skills learned from different sources. DR-LfD transforms the learning problem from one requiring exponential demonstration data over possible skill sequences to one whose demonstration burden scales with the number of distinct skill types, with limited data for each skill. Through comprehensive real-world and simulation benchmarking across diverse scenarios, we demonstrate the strong performance of DR-LfD on tasks involving multiple steps, unseen setups, and physical constraints. Project website: https://dr-lfd.github.io/DR-LfD-website.

#24
h=4
HiFi-UMI: Learning Deployable Manipulation Policies from High-Fidelity UMI Data Alone
2026-07-28 cs.RO, cs.CV, cs.LG Top author: Yushen Zuo (h=4)
Simple AI, :, Yuteng Wei, Jinming Ma, Jiawei Wang
Core Contributions
  • Asks whether raising the *fidelity* of robot-free UMI (hand-held gripper) data can eliminate the need for a real-robot 'anchor' fine-tuning stage, rather than the usual approach of shrinking the real-robot fraction while keeping UMI as pre-training only.
  • Co-designs the capture rig specifically for trajectory accuracy: head-mounted offline stereo-inertial SLAM, native (not reconstructed) relative hand pose, a shared microsecond GPIO trigger, and ~200° wide-angle coverage per hand, reaching 3mm workspace-local end-effector accuracy without external tracking.
  • Demonstrates zero-robot post-training across three different policy families (VLA and world-action-model backbones), with success-rate deltas of only -2.5 to +3.1 points versus teleoperation-only baselines, reaching 85% on a precision insertion task.
  • Open-sources HiFi-UMI-2K (2,000 hours, microsecond-synchronized) and shows 4,000 hours of pre-training cuts action error 41% on unseen tasks and lifts real-robot success by a further 18.1 points on one backbone.
Show abstract

Learning deployable manipulation policies is bottlenecked by the scarcity of data that is both high-fidelity and scalable. Real-robot teleoperation is accurate but costly to scale; robot-free UMI capture scales readily, and current practice uses the resulting data mainly for pre-training, adding a small real-robot "anchor" at post-training. We ask whether raising the fidelity of robot-free UMI data, rather than shrinking the real-robot fraction, can remove that anchor. We present HiFi-UMI, a portable UMI data-production system co-designed for trajectory accuracy, inter-gripper relative pose, synchronization, and field of view: head-mounted offline stereo-inertial SLAM, native rather than reconstructed relative pose, a shared microsecond GPIO trigger, and two wide-angle cameras per hand covering ~200 degrees. It reaches 3 mm workspace-local end-effector accuracy without external tracking infrastructure. Using this corpus, we demonstrate zero-robot post-training: a policy post-trained solely on HiFi-UMI demonstrations deploys directly on a real robot and matches in-domain teleoperation across three backbones spanning the vision-language-action and world-action-model families, with success-rate differences of -2.5, +3.1, and -0.6 percentage points on StarVLA-QwenPI, OpenPI-pi_0.5, and LingBot-VA; the strongest policy reaches 85% on a precision insertion task, even though the teleoperation baseline is collected in the evaluation scene and no HiFi-UMI trajectory is. Pre-training on 4,000 hours from the same corpus lowers action error on ten unseen tasks by 41% and, on StarVLA-QwenPI, raises real-robot success by a further 18.1 percentage points. We open-source HiFi-UMI-2K, 2,000 hours of microsecond-synchronized, ultra-wide-FoV demonstrations, each automatically reconstructed and validated through simulation replay, as a large-scale, high-fidelity resource for the robot-learning community.

World Models & Representation Learning (5 papers)

#7
h=14
Temporal-Distance JEPA: Plan-Aware Representation Learning for Latent World Model Predictive Control
2026-07-28 cs.CL, cs.RO Top author: Jiaxin Bai (h=14)
Jiaxin Bai, Jiaxuan Xiong
Core Contributions
  • Points out that prior JEPA planners inherit their planning cost from embedding-space Euclidean distance, a byproduct of representation learning rather than a progress signal mined from data, and instead mines a directed temporal cost from reward-free trajectories.
  • Uses same-trajectory step order as positive supervision, cross-trajectory pairs as heuristic negatives, and a rollout-consistency term matching the planner horizon, rather than relying on latent geometry alone.
  • The mined cost does double duty: deployed directly as the planning cost when progress is topological, and as a representation signal that improves Euclidean planning when contact geometry dominates instead.
  • Raises Two-Room success to 100.0% (vs. LeWM's 97.4%) and OGB-Cube by 14.2 points using the same encoder-predictor backbone as LeWM, isolating the gain to the mined cost rather than architecture changes.
Show abstract

Joint-Embedding Predictive Architectures (JEPAs) learn world models by predicting in representation space rather than reconstructing pixels, making them a natural backbone for latent model predictive control from offline demonstration logs. JEPA-style training optimizes short-horizon latent prediction, whereas planning requires a multi-step ranking of imagined futures by goal progress. Prior JEPA planners often inherit that ranking from embedding geometry, typically latent Euclidean distance, which arises as a byproduct of representation learning rather than as a progress cost mined from the logs. We propose temporal-distance JEPA (TD-JEPA), which retains the LeWM encoder--predictor backbone and mines a directed temporal cost from reward-free trajectories: same-trajectory step order supplies positive targets, cross-trajectory pairs act as heuristic negatives, and a rollout-consistency term matches the planner horizon. The mined supervision serves two roles: as the deployed planning cost when progress is topological, and as a representation signal that improves Euclidean planning when contact geometry dominates. Under locked evaluation, deploying the mined cost raises Two-Room success to 100.0% versus LeWM's 97.4%, while shared Euclidean planning on the same temporally trained checkpoint raises OGB-Cube by 14.2 points over LeWM and improves Push-T. Against LeWM and the concurrent RC-aux baseline under locked evaluation, TD-JEPA matches or exceeds both methods on every environment. Ablations show that the directed head, cross-trajectory negatives, and rollout consistency each contribute. TD-JEPA narrows the train--plan gap for JEPA world-model planners by discovering temporal progress structure in offline logs and co-designing cost form with plan-time deployment. Code is available at https://github.com/HKBU-KnowComp/TD-JEPA.

#8
h=14
VisualPatchWorld: Code World Models as Latent Structured Representations for Planning
2026-07-28 cs.CL, cs.RO Top author: Jiaxin Bai (h=14)
Jiaxin Bai, Jiaxuan Xiong
Core Contributions
  • Represents world dynamics as inspectable, editable code rather than either a black-box neural predictor or a hand-built physics engine, aiming for the scalability of learning with the interpretability of simulators.
  • First selects a qualitative dynamical form via short active probes, then fits that form's free parameters from state-action traces — separating 'what kind of dynamics is this' from 'what are its exact parameters,' unlike end-to-end neural world models that conflate the two.
  • Exceeds the strongest prior code-based world model baseline by 23.5 points (69.0% mean planning success), with the largest gains appearing where choosing the correct qualitative form matters most.
  • Under the same planner, induced models approach ground-truth engine performance on navigation and grasp-rich control; a residual gap on contact-rich pushing is closed by checking a shortlist of plans directly in the physics engine.
Show abstract

Different research lines use the term world model in different ways, yet they share a common aim: to capture how the world evolves under action in a form that supports perception, simulation, and planning. Two prominent realizations are neural predictors that learn dynamics in continuous vector spaces, and hand-built physics engines that expose explicit state and physical laws. Neural predictors scale from data but leave the form of the dynamics implicit; physics engines are inspectable and editable but difficult to construct at scale. We introduce VisualPatchWorld (VPW), which represents world dynamics as code. VPW first selects a qualitative dynamical form with short active probes, then fits that form's free parameters from recorded state-action traces by minimizing multi-step prediction error. The resulting programs can be rolled forward like a simulator, inspected in source form, and used inside model-predictive control; image-derived scene graphs can supply the live state at replan time. Across comparisons with prior code-based world models, VPW attains 69.0% mean planning success and exceeds the strongest code baseline by 23.5 points. The largest gains arise when choosing the correct qualitative dynamics is essential. Under the same planner, the induced models approach ground-truth engine success on navigation and grasp-rich control; a residual gap remains for contact-rich pushing, and checking a shortlist of promising plans in the engine closes most of that gap. These results establish a practical route toward automatically constructed code world models that are useful for planning. Code is available at https://github.com/HKBU-KnowComp/VisualPatchWorld/.

#27
h=3
P3: Probabilistic Policy Propagation for Stable VAE-Based Robot Learning
2026-07-28 cs.RO Top author: Yang Zhang (h=3)
Liyun Yan, Jianming Ma, Yang Zhang, Shengcheng Fu, Zhanxiang Cao
Core Contributions
  • Identifies a specific theoretical flaw in combining VAEs with PPO: an effective policy should marginalize over the full latent distribution, but standard implementations estimate the PPO probability ratio and KL divergence from a single latent sample, injecting variance and bias into the surrogate loss.
  • Fixes this with a moment-based (rather than single-sample) probabilistic method for stable optimization, paired with sampling-based calibration to keep policy behavior robust under latent uncertainty — addressing the bias/variance problem at its statistical root.
  • Boosts data efficiency from 64.6% to over 96% and cuts convergence steps by more than 20%, attributed to the loss-estimator change alone, not architecture.
  • Evaluated on humanoid parkour, a domain that stresses exactly the high-dimensional, noisy-observation regime where VAE-based policies are used and where single-sample bias would hurt most.
Show abstract

Variational Autoencoders are widely used to encode high-dimensional and noisy observations in robotics. However, their stochastic latent creates a mismatch with Proximal Policy Optimization (PPO): an effective policy marginalizes over the latent distribution, whereas former implementations estimate its probability ratio and KL divergence using only one latent sample. We identify a fundamental but overlooked theoretical cause: naive single-sample approximations in stochastic latent space induce significant variance and bias in the surrogate loss. To address this, we introduce P^3 (Probabilistic Policy Propagation), a distribution-aware optimization framework for VAE-based policies. P^3 couples moment-based probabilistic method for stable and efficient learning with sampling-based calibration for robust policy behavior under latent uncertainty. In our experiments, P^3 boosts data efficiency from 64.6% to >96%, reduces convergence steps by >20%. Furthermore, P^3 is evaluated on challenging humanoid parkour tasks and shows an effective foundation for VAE-based PPO. Code is available at https://github.com/ylyem9x/P3_Open.

#29
h=1
DC-WAM: Dynamic-Centric Visual Supervision and Reasoning for World-Action Models
2026-07-28 cs.RO Top author: Haoyuan Ji (h=1)
Haoyuan Ji, Lingxiang Fan, Shang Su, Yinqiao Lu, Mengkai Shi
Core Contributions
  • Questions what the visual/video prediction branch in World-Action Models should actually learn for control, arguing photorealistic future prediction spends capacity on texture, lighting, and background changes that barely matter for action selection.
  • Redirects supervision from full photorealistic reconstruction to 'dynamic-centric' learning: temporal-difference flow matching combined with trajectory-guided weighting that emphasizes regions where the gripper, manipulated object, and contact areas actually move.
  • Adds DynaRoute, which predicts token-wise dynamic relevance and turns it into an attention bias so reasoning focuses on control-relevant future tokens, without new modality-specific predictions or extra inputs at deployment.
  • Shows the clearest gains specifically under out-of-distribution lighting, appearance, and background perturbations — direct evidence that de-emphasizing appearance detail during training makes the policy more robust to appearance shifts at test time.
Show abstract

World-Action Models (WAMs) augment robot policies with future visual prediction, but it remains unclear what the visual modality should learn for control. While photorealistic future prediction provides dense supervision, it also incurs substantial computation and can allocate capacity to texture, illumination, and background variations that are only weakly related to action selection. Recent efficient WAM variants suggest that the main benefit of the video branch may not lie in the rendered future itself, but in the control-relevant visual representations induced during training. In this work, we revisit future video prediction from a dynamic-centric perspective and ask whether an existing RGB-based WAM can be redirected from appearance-dominated reconstruction toward interaction-induced visual dynamics without introducing additional modality-specific predictions or online inputs at deployment. We propose DC-WAM, a dynamic-centric WAM framework that redistributes supervision and computation in the RGB video branch. At the supervision level, DC-WAM combines temporal-difference flow matching with trajectory-guided weighting, emphasizing dense temporal changes and localized regions where the gripper, manipulated objects, and contact areas move. At the reasoning level, DynaRoute predicts token-wise dynamic relevance and converts it into an attention bias, guiding the model toward control-relevant future tokens. Experiments in simulation and on real-world manipulation tasks show that DC-WAM consistently improves policy performance, especially under out-of-distribution perturbations in lighting, object appearance, and background texture.

#30
h=0
INTACT: Isomorphic Intent-to-Action Learning for Search-Free World Models
2026-07-28 cs.RO Top author: Junhan Sun (h=0)
Junhan Sun, Hao Zhao, Guofeng Zhang
Core Contributions
  • Targets the same expensive-search limitation as TD-JEPA and VisualPatchWorld but with a different fix: an end-to-end JEPA that directly outputs an action for a desired latent change, removing test-time search entirely.
  • Introduces an 'isomorphic' four-slot grammar shared between local transitions (physical intent) and long-horizon goals (deployment intent), so the same predictor and parameters handle both immediate dynamics and goal-directed planning rather than needing separate mechanisms.
  • Uses asymmetric endpoint gradients to ground physical successors while treating future goals as fixed anchors, avoiding the pointwise latent-matching and globally-linear-dynamics assumptions that limit some prior latent planners.
  • On four LeWM tasks, one-epoch zero-search models already hit up to 100% success; an optional local CEM variant reaches 96.86% macro success with 384 candidates instead of 9,000 (23.44× fewer samples) while beating pure CEM by 16 points, with direct inference at 2.9–5.5ms.
Show abstract

Forward latent world models predict how actions change a scene, but recover actions for a desired change only through expensive test-time search. We introduce INTACT (INtent-To-ACTion), an end-to-end JEPA that turns action-labeled, reward-free trajectories into a deployable intent-to-action interface. Each transition supplies physical intent $z_{t+1}-z_t, while a future goal supplies deployment intent sg(z_g)-z_t. The architecture is isomorphic between the local and goal motion-intent backbone-input graphs through an identical four-slot grammar and shared parameters, and between supported local and goal motion-intent families through action-law semantics induced by the same predictor rather than pointwise latent equality. INTACT also provides intact transfer from RGB evidence to action-effective latent intent coordinates and from intent families to their corresponding action-law families. Asymmetric endpoint gradients ground physical successors and fix future goals as anchors, joining representation learning and control without pointwise latent matching or globally linear dynamics. The resulting coordinates support a robust distributional action law: its conditional mean serves directly as a search-free policy, while sampling remains available for diversity or optional verification. On the four official LeWM tasks, one-epoch, zero-search models reach 85.78%, 100.00%, 97.67%, and 97.89% success. Optional local CEM centered on the Direct plan reaches 96.86% macro success using 384 instead of 9,000 candidate sequences, reducing sampling by 23.44× while improving pure CEM by 16.00 points. One shared four-task encoder reaches 89.39% E5 Direct macro and improves every task over jointly trained LeWM, while predicted--expert action-family kNN tracks Direct success at r=0.954$. Direct inference takes 2.9--5.5 ms.

Navigation & Perception (6 papers)

#5
h=16
Room-Mediated Co-occurrence for Zero-Shot Object-Centric Semantic Navigation via Frontier Scoring
2026-07-28 cs.RO Top author: A. Alempijevic (h=16)
Adam Scicluna, Gavin Paul, Alen Alempijevic
Core Contributions
  • Replaces direct CLIP object-object similarity — a known weak proxy for real spatial co-occurrence — with an intermediate room lexicon: each object maps to a Room Probability Vector, and target co-occurrence is computed from RPV distribution overlap.
  • Keeps the whole pipeline training-free and analytical, projecting co-occurrence scores onto a value map via Fast Marching Method flood-fill rather than learning a value function, preserving interpretability and open-vocabulary flexibility.
  • Improves Success Rate by 3% and SPL by 1.3% (relative) over image-holistic zero-shot baselines on HM3D validation — modest but achieved without any training.
Show abstract

Zero-shot ObjectNav methods increasingly use vision-language priors, but direct object-object similarity in the latent space is often a weak proxy for spatial co-occurrence. We present an analytical, training-free semantic navigation pipeline that mediates object relationships through a compact room lexicon. Each object label is mapped to a CLIP-derived Room Probability Vector (RPV), and object-target co-occurrence is computed from RPV distribution overlap. These scores are projected onto a value map using geodesic flood-fill propagation (Fast Marching Method), with adaptive signal decay, and are used to rank frontiers by semantic score for navigation. Together, these components form an integrated, training-free, object-centric pipeline for open-vocabulary zero-shot navigation. Results show that our object-centric approach improves Success Rate (SR) and Success by weighted inverse Path Length (SPL) by a relative 3% and 1.3%, respectively, compared to image-holistic baselines on the HM3D dataset validation split, while preserving interpretability and open-vocabulary flexibility. Code is available at: uts-ri.github.io/RPV-SemNav.

#19
h=6
SONG: A Photorealistic 3D Gaussian Simulation Platform for Benchmarking Social Navigation
2026-07-28 cs.RO Top author: Wei Liang (h=6)
Weiqi Huang, Dianyi Yang, Jiaxin Li, Shuangyi Dong, Hao Xu
Core Contributions
  • Argues existing social navigation simulators force a trade-off between visual realism and behaviorally plausible moving avatars, and closes that gap using 3D Gaussian splatting for both static scene and avatar rendering.
  • Drives pedestrian behavior with an LLM generating semantically grounded trajectories, then synthesizes full-body motion with a trajectory-conditioned generator, decoupling 'where should this person plausibly go' from 'how do they move' rather than hand-scripting both.
  • Introduces SONG-Bench with difficulty-stratified episodes and a metric suite spanning effectiveness, safety, and social compliance together rather than success rate alone.
  • Evaluating existing baselines on the new platform surfaces three findings: vision-based social navigation is far from solved, safety deficits precede social-etiquette failures, and real-world fine-tuning data matters more than model scale.
Show abstract

Social navigation has progressed from simplified 2D environments toward a more general vision-based setting, in which a robot needs to achieve socially compliant behavior purely from onboard visual observations. Yet supporting simulation platforms have not kept pace: existing options either lack visual observations, lack moving human avatars, or fall short of real-world fidelity in appearance and pedestrian behavior, offering limited support for advancing vision-based social navigation. We introduce SONG, a SOcial Navigation platform powered by 3D Gaussian splatting (3DGS). It leverages 3DGS for both scene and avatar representations, drives pedestrians using semantically grounded trajectories generated by a large language model, and synthesizes their full-body motion with a trajectory-conditioned generator to produce continuous, natural movement. On top of the platform, we curate SONG-Bench, a set of evaluation episodes stratified by difficulty, and propose a multi-dimensional metric suite covering effectiveness, safety, and social compliance. A systematic evaluation of representative navigation baselines reveals three findings: (a) vision-based social navigation is far from solved; (b) a critical safety deficit precedes social etiquette; (c) real-world data matters more than model scale. Crucially, we demonstrate that fine-tuning on our curated data effectively improves the success rate in real-world environments. We hope our platform provides a faithful and rigorous testbed for the next generation of vision-based social navigation research.

#20
h=6
Decentralized Scalable Exploration via Emergent Adaptive Lévy Walks on Minimal-Sensing Platforms
2026-07-28 cs.RO, cs.MA Top author: W. L. Leong (h=6)
Wai Lun Leong, Teo Swee Huat Rodney
Core Contributions
  • Targets nano-UAVs under 50g with only sparse local sensing and negligible compute budget, a harsher constraint than most multi-robot exploration work assumes.
  • Each robot independently samples its own Lévy exponent from a uniform prior, creating exploration diversity across the swarm with zero inter-robot communication, then picks headings via a von Mises distribution biased toward open space while preserving superdiffusive search statistics.
  • Runs at constant computational cost per step regardless of swarm size, which is what actually makes it scalable to more agents rather than just efficient for one.
  • Reports coverage gains of 79.6% in open arenas, 43.1% in rooms-and-corridors layouts, and 13.6% in cluttered environments over a uniform-heading Lévy baseline, with simultaneous collision-rate reductions — though the benefit visibly shrinks as environments get more constrained.
Show abstract

Efficient autonomous exploration with palm-sized nano-UAVs remains challenging due to severe limitations in sensing, computation, and flight endurance. We present a lightweight sensor-driven Lévy walk (SDLW) controller for aerial robots weighing under 50 grams and equipped with sparse local sensing. The method combines discrete Lévy step-length sampling with a sensor-reactive heading policy using directional range measurements. Each robot independently samples its Lévy exponent from a uniform prior to diversify exploration without inter-robot communication for exploration control. Each robot then selects headings using a von Mises distribution that biases motion toward open directions while preserving superdiffusive exploration properties. The controller operates at constant computational cost, enabling scalable multi-UAV exploration. Simulation results show coverage improvements of 79.6% in open arenas, 43.1% in rooms-and-corridors layouts, and 13.6% in cluttered environments, with collision reductions of 13.0%, 7.1%, and 1.4%, respectively, relative to a uniform-heading Lévy walk baseline. This work provides a practical framework for scalable multi-robot exploration on minimal-sensing, resource-constrained nano-UAVs.

#21
h=5
Motion-Acceleration Calibration and Compensation in IMUs without External Equipment for Attitude Estimation Filters
2026-07-28 cs.RO Top author: Andreas Nüchter (h=5)
Fabian Arzberger, Andreas Nüchter
Core Contributions
  • Targets a specific, underexplored failure mode of standard attitude filters (Madgwick, Mahony): when an IMU sits away from the center of rotation, motion-induced centripetal/tangential accelerations corrupt the gravity-direction estimate, and existing filters just lean harder on gyroscope integration, which drifts long-term.
  • Uses the gyroscope's own angular-velocity measurements to directly compensate for centripetal/tangential accelerations at the accelerometer, instead of simply trusting gyroscope integration more during high-rotation periods.
  • Adds a self-contained calibration procedure estimating axis misalignment, bias, scale, and the extrinsic base-to-IMU offset without any external equipment — relevant when the IMU can't sit at the robot's rotational center.
  • Demonstrated on a real spherical mobile mapping system, a case where the IMU is inherently offset from rotation, showing value on hardware other approaches struggle with.
Show abstract

Attitude estimation based on inertial sensing requires measurements of local angular velocities and local gravity via gyroscopes and accelerometers. However, during the motion of a mobile system the inertial measurement unit (IMU) will be subject to additional accelerations which skews the measurement of local gravity. This effect gets amplified the further away the IMU is from the base of the system. Many attitude estimation filters, such as "Madgwick" or "Mahony", account for this by relying more on gyroscope integration for periods of high angular velocity. However, this approach is prone to accumulate long term error especially around the gravity vector. In this work we utilize the gyroscope measurements to compensate the additional accelerations induced by the motion of the system, i.e., centripetal- and tangential-accelerations. Additionally, we introduce a calibration method that estimates intrinsic IMU parameters such as axes misalignment, bias, scale, as well as the extrinsic base-to-IMU vector without the necessity for additional external equipment. Our evaluation in simulation as well as in the real-world shows that this method improves any attitude filter that relies on the direction of gravity. Furthermore we demonstrate the effectivenes on highly dynamic systems, and systems that are unable to put the IMU at the center of rotation, using our real-world spherical mobile mapping system.

#25
h=4
HOME: Robust Hough-space Matching Method for Structured and Textureless Videos
2026-07-28 cs.CV, cs.RO Top author: Masaki Satoh (h=4)
Masaki Satoh
Core Contributions
  • Reformulates line-based visual matching — normally expensive because it requires extracting, describing, and matching line segments — as simple 1D point matching, by transforming images into Hough space where global linear structures become stable local extrema.
  • Derives a 1D radial descriptor that is rotation- and translation-invariant by construction, avoiding the explicit orientation-estimation step that adds overhead to conventional line descriptors.
  • Is entirely training-free, targeting real-time edge robotics where structured, textureless environments (common indoors and in industrial settings) break point-feature methods like ORB.
  • Demonstrated on homography estimation as a proof of concept, running notably faster than existing line-based methods while succeeding where point-based methods fail outright; full 3D pose estimation is flagged as future work.
Show abstract

Visual front-ends for robotic localization typically rely on point-based features such as Oriented FAST and Rotated BRIEF (ORB), which frequently fail in structured environments dominated by strong linear structures or textureless surfaces. While line-based Simultaneous Localization and Mapping (SLAM) systems mitigate this by utilizing line segments, conventional line extraction and description algorithms are computationally prohibitive for real-time edge robotics. To address this fundamental bottleneck, we propose HOME (Hough-space One-dimensional Matching of Extrema), an ultra-lightweight, training-free feature matching framework. HOME transforms images into Hough space, mapping global linear structures to stable local extrema, which serve as keypoints, thereby reformulating complex line matching into highly efficient one-dimensional point matching. The proposed 1D radial descriptor mathematically guarantees rotational and translational invariance without the overhead of explicit orientation estimation. As a proof of concept to validate the matching accuracy and efficiency of HOME, this paper focuses on homography estimation. Extensive evaluations demonstrate that HOME achieves robust registration in challenging scenarios where point-based methods fail, operating at a much faster speed than existing line-based methods. Extending this robust matching engine to full 3D pose estimation remains a highly promising future direction.

#26
h=4
Leveraging Semantic Maps for City-Scale Cross-View Localization
2026-07-28 cs.RO, cs.CV Top author: E. Fahnestock (h=4)
Ethan Fahnestock, Erick Fuentes, Philip R Osteen, Nicholas Roy
Core Contributions
  • Targets localization against existing large-area semantic priors (OpenStreetMap, up to 628 km²) rather than requiring prior traversal, and rather than directly matching raw panoramas to overhead imagery or compressing semantics into a small fixed class set.
  • Uses VLMs to extract landmarks from egocentric panoramas and identify feasible correspondences to overhead map landmarks, then distills a lightweight matcher from the VLM so correspondences across the full map can be computed cheaply at runtime instead of querying the VLM for every match.
  • Fuses the resulting observation likelihood over time with a Bayes filter to produce a pose-estimate time series rather than relying on single-shot matches.
  • Trained on one city's fair-weather data alone, generalizes across location, lighting, and weather — validated on a released dataset spanning eleven environments, including panoramas collected in a snowstorm and at night in Boston.
Show abstract

We want robots to localize in previously untraversed environments against commonly available prior data. Rich semantic data available from OpenStreetMap can be useful in this task. However, existing methods either ignore this semantic information, directly matching panoramas and overhead imagery, or dramatically compress the semantic information, working with a small set of fixed classes. To leverage this rich semantic information, two challenges need to be overcome. First, useful semantic information needs to be extracted from the robot's egocentric observations. Second, the observed information must be quickly associated with the large prior semantic map (e.g., up to 628 km^2). We show that VLMs are effective at both extracting relevant landmarks from panoramas, and identifying feasible correspondences between these landmarks and prior overhead landmarks. However, using VLMs to propose all correspondences scales poorly as the number of mapped landmarks increases. Instead, we propose distilling a lightweight matcher from a VLM which computes correspondences for all entities in a map. We use this output to form an observation likelihood which is fused over time with a Bayes filter to create a time series of pose estimates. To support further investigation into generalizable cross-view methods that leverage semantic information, we release a dataset of extracted semantics and evaluation trajectories spanning eleven environments, including panoramas we collected in a snowstorm and at night in Boston. We demonstrate our method, trained on a single city's fair-weather data, generalizes across location, lighting, weather, and other challenges. Code and datasets are available at https://efahnestock.github.io/loci/.

Multi-Agent Coordination & HRI (4 papers)

#3
h=26
Belief-Aware Influence and Trust (BAIT): Shaping Human Belief During Repeated Human-Robot Interaction
2026-07-28 cs.RO Top author: K. Driggs-Campbell (h=26)
Ye-Ji Mun, Mahsa Golchoubian, Shahabedin Sagheb, Yan Bai, Tianhao Ji
Core Contributions
  • Models repeated human-robot interaction as a dual-timescale belief problem — a hierarchical particle filter separates fast strategic adaptation from slow perceptual drift — instead of treating each encounter as isolated or relying on unpredictable behavior to sustain influence.
  • Bakes the influence-vs-trust trade-off directly into a belief-aware MPPI planner while enforcing immediate task performance as a hard constraint rather than a soft objective, avoiding the erratic behavior that erodes trust in prior long-term-influence baselines.
  • Validated across simulation, a human-subject study, and a real GEM vehicle in repeated lane-merging — a rare three-tier validation path for social HRI work.
  • Matches baseline task performance while producing significantly higher measured user trust than approaches that optimize long-term influence through unpredictability.
Show abstract

Repeated human-robot interaction (HRI) requires proactively accounting for humans who continually adapt to evolving beliefs about the robot. Prior frameworks often treat encounters as isolated events, suffering cumulative task performance decay as human perception drifts, or maintain long-term influence through erratic, unpredictable behavior that erodes perceived human trust and relies on computationally unscalable formulations. To address these gaps, we introduce the Belief- Aware Influence and Trust (BAIT) controller. BAIT integrates a hierarchical particle filter, which infers both fast human strategic shifts and slow perceptual belief updates, with a belief-aware Model Predictive Path Integral planner. BAIT explicitly optimizes the trade-off between long-horizon influence and human trust, while enforcing immediate task performance as a strict constraint. Across simulations, a human-subject study, and a real-world GEM vehicle deployments in repeated lane-merging scenarios, BAIT achieves task performance comparable to baselines that optimize long-term influence through unpredictability while yielding significantly higher user trust. The video demonstrating our experiments is available at https://youtu.be/GsPfHRujzVs.

#16
h=7
Untangling Co-Drift: Proactive Multi-Intent Failure Prediction and Root-Cause Disambiguation for Self-Driving Networks
2026-07-28 cs.NI, cs.LG, cs.RO Top author: W. Aljoby (h=7)
Md. Kamrul Hossain, Walid Aljoby
Core Contributions
  • Frames self-driving network health as three coupled macro-intents (telemetry, analytics, actuation) and formalizes 'co-drift': a fault in one intent propagates and masquerades as symptomatic anomalies in the others, making root-cause attribution ambiguous for threshold-based detectors.
  • Shifts from reactive drift detection to proactive failure prediction using a teacher-augmented Mixture-of-Experts trained jointly on failure prediction and root-cause attribution, rather than treating them as separate problems.
  • Adds SHAP-based KPI-level explainability and multi-horizon urgency estimation, giving operators an interpretable, time-aware signal for when to intervene rather than a bare alarm.
  • Validated across three environments of increasing realism (statistical benchmark, microservices app, SDN edge-to-cloud testbed), showing the approach isn't tuned to one narrow simulated setting.
Show abstract

The vision of self-driving networks that monitor, reason, and act upon themselves with minimal human intervention relies on tightly coupled monitoring, analytics, and actuation functions. In this work, we treat these functions as three operational macro-intents: continuous telemetry, real-time analytics, and programmatic actuation, and formalize the health of each function as an intent that the network must continuously satisfy. A critical, yet underexplored, challenge stems from the causal coupling among these intents, where a singular fault within one macro-intent propagates as a co-drift and subsequently triggers cascading, symptomatic anomalies across the remaining intents. This ambiguity makes it exceedingly difficult for existing, reactive approaches to distinguish the true root-cause intent from symptomatic victim intents, and their reliance on threshold-crossing detection leaves insufficient time for proactive remediation. We introduce MILD, a novel framework that reformulates intent assurance from reactive drift detection to proactive failure prediction. Grounded in our three-macro-intent formulation of the self-driving control loop, MILD employs a teacher-augmented Mixture-of-Experts architecture with a hybrid objective that jointly optimizes intent failure prediction and root-cause attribution. MILD enables KPI-level diagnostics via SHAP explainability and dynamic intent failure urgency estimation via multi-horizon modeling. Our extensive evaluation of MILD across three environments of increasing realism, from a controlled statistical benchmark, to a microservices application, to an SDN-based edge-to-cloud testbed, demonstrates that MILD achieves high failure detection rates, strong remediation lead times, and accurate intent-level root-cause disambiguation. This positions MILD as a practical enabler of closed-loop assurance in next-generation autonomous networks.

#22
h=5
Cooperative Multi-UAV Navigation in Complex Environments via Systematic Multi-Agent Deep Reinforcement Learning
2026-07-28 cs.RO Top author: Nabil Aouf (h=5)
Yu Su, Nabil Aouf
Core Contributions
  • Targets four known failure modes of multi-agent UAV RL together — local optima traps, sparse rewards, imbalanced learning across agents, and poor cross-scenario generalization — with a dedicated mechanism for each rather than one trick fixing everything.
  • Uses a hierarchical demonstration buffer that tiers trajectories by degree of team collaboration and applies differential behavior-cloning supervision, targeting sparse *collaborative* signal specifically rather than sparse reward in general.
  • Introduces a safety-aware dual-condition curriculum that reviews mastered scenarios via back-testing and pre-fills experience to suppress catastrophic forgetting, instead of assuming a fixed curriculum order stays safe throughout training.
  • Abstracts local sensor geometry into a domain parameter so a mixture-of-experts policy conditions on structural patterns instead of scenario-specific coordinates, enabling zero-shot generalization to unseen layouts under mixed static-dynamic obstacles.
Show abstract

Cooperative navigation of multi-agent UAVs in complex environments faces key challenges including local optima traps, sparse rewards, learning imbalance among agents, and insufficient cross-scenario generalisation. This paper proposes a multi-agent deep reinforcement learning framework that addresses these issues through coordinated exploration, demonstration exploitation, safe curriculum scheduling, and structure-aware generalisation. First, a perception mechanism combining memory of visited states, directional novelty estimates, and penalty backpropagation enables agents to proactively detect and escape local optima. Second, a hierarchical collaborative demonstration buffer with tiered behaviour cloning manages trajectories by degree of team collaboration and applies differential supervision to the actor network, improving demonstration utilisation under sparse collaborative signals. Third, a safety-aware dual-condition curriculum scheduling mechanism reviews mastered scenarios through back-testing and experience pre-filling during training, suppressing catastrophic forgetting while ensuring both task performance and flight safety. For generalisation, local geometric features computed from sensor readings are abstracted into a domain parameter, through which a structure-aware gating network and mixture-of-experts mechanism condition the policy on local structural patterns rather than scenario-specific coordinates, enabling cross-scenario transfer without exposure to the target environment. The framework is further validated under mixed static-dynamic obstacle settings, showing robust adaptability to dynamic disturbances. Simulation results confirm strong performance in collaboration success rate, navigation robustness, zero-shot cross-scenario generalisation, and dynamic environment adaptability.

#23
h=5
Shared Voxel-Map-Based Cooperative Indoor UAV Guidance with a Multi-Agent Soft Actor-Critic Controller
2026-07-28 cs.RO, cs.AI, cs.LG Top author: Nabil Aouf (h=5)
Thomas Hickling, Dylan Wynne, Yu Su, Nabil Aouf
Core Contributions
  • Uses an 'integrate-in-world, act-in-ego' design: multiple drones fuse 360° LiDAR into one shared world-frame occupancy map, but each agent only ever acts on its own ego-aligned local BEV crop, keeping control decentralized while fusion stays consistent across the team.
  • Combines BEV map features with near-field obstacle and compact peer-state information inside a centralized-training, decentralized-execution MASAC setup, avoiding constant inter-agent communication at runtime.
  • Reaches 90.3% success in simulated corridor navigation, beating A* planning, an artificial potential field controller, and a prior guidance baseline.
  • Bridges sim-to-real with offline imitation fine-tuning on real data, then demonstrates stable two-UAV cooperative flight in GNSS-denied indoor spaces across increasingly cluttered layouts — a real deployment step many MARL navigation papers skip.
Show abstract

This paper presents a cooperative indoor UAV guidance framework that combines a shared voxel-map world model with a multi-agent Soft Actor-Critic (MASAC) controller. Multiple drones fuse 360 LiDAR observations into a common world-frame occupancy map, which is converted into a compact bird's-eye-view (BEV) representation and provided to each agent as an ego-aligned local crop. This integrate-in-world, act-in- ego design enables consistent multi-UAV spatial fusion whilst retaining decentralised continuous control. The policy combines BEV map features, near-field obstacle observations, and compact goal and peer-state information within a centralised-training, decentralised-execution framework. In simulation, the learned controller achieves a 90.3% success rate in corridor navigation, outperforming Astar planning, an artificial potential field controller, and a prior guidance method. To address residual sim-to-real mismatch, the simulation-trained policy is further adapted using offline imitation fine-tuning from real-world data. Real-world experiments in GNSS-denied indoor environments demonstrate stable two-UAV cooperative operation across increasingly chal- lenging obstacle layouts. The results show that shared voxel-map representations provide an effective and scalable spatial substrate for learned cooperative indoor UAV guidance.

Vehicle Dynamics & Autonomous Driving (4 papers)

#9
h=13
Pictura: Perspective-View Self-Play at Scale for Driving
2026-07-28 cs.CV, cs.AI, cs.RO Top author: É. Zablocki (h=13)
Yuan Yin, Elias Ramzi, Marc Lafon, Valentin Charraut, Victor Bares
Core Contributions
  • Identifies a representation gap in large-scale driving self-play: privileged vectorized policies see exact poses/velocities even for occluded agents, and distilling that into a camera-input student leaves it imitating decisions its own view can't justify.
  • Fixes the gap at its source rather than patching it post-hoc, rendering each agent's actual egocentric camera view during self-play at up to 500K agent-steps/s (2M images/s) on a single H100.
  • Trains Alberti, described as the first large-scale driving policy trained by self-play directly from perspective images without privileged observations, using plain PPO over 50B agent steps (~35M km of driving).
  • Zero-shot transfers to Waymo Open Motion Dataset layouts re-rendered in Pictura and there outperforms the privileged vectorized agents it was compared against, suggesting perspective-view training can close or even reverse the usual privileged-vs-realistic gap.
Show abstract

Self-play in simulation produces robust driving policies at scale. Demonstrations of such behavior have been made using privileged vectorized observations such as exact poses and velocities, even for occluded agents. This assumes that perception is solved and introduces a representation gap with the partial observation of a deployed agent driving from the perspective view of egocentric cameras. A common fix, distilling the privileged policy into a camera-input student, leaves the student imitating decisions its own view cannot justify. Instead, we establish perspective-view self-play as a practical training regime. We introduce Pictura, a GPU-accelerated multi-agent driving simulator that renders each agent's egocentric view at every step, mitigating the representation gap at its source. Pictura sustains up to 500K agent-steps/s (2M images/s) on a single H100. Using Pictura, we train Alberti by self-play with plain PPO. It is the first large-scale driving self-play policy trained directly from perspective images, without privileged observations. Training spans 50B agent steps for ~35M km of driving. It approaches the driving performance of its privileged vectorized counterpart, and transfers zero-shot to Waymo Open Motion Dataset layouts re-rendered in Pictura, where it outperforms privileged vectorized agents. Project page: https://valeoai.github.io/Pictura/

#11
h=12
Physics-Aware End-to-End Deep Reinforcement Learning for Quadcopter Control with Actuator Dynamics
2026-07-28 cs.RO, cs.LG, eess.SY Top author: W. Chan (h=12)
Ya-Chia Shen, Woei-Leong Chan
Core Contributions
  • Acts directly on low-level body inputs (thrust + 3-axis torque) rather than higher-level attitude or velocity commands, closing the loop through a Simulink model that includes first-order actuator dynamics (motor time constant 0.076s) and rotor gyroscopic coupling.
  • Benchmarks four algorithms (DDPG, TD3, PPO, SAC) head-to-head on identical hover and hover-plus-translation tasks rather than proposing just one, finding SAC/TD3 clearly beat PPO in stability and exploration efficiency.
  • Makes the case that modeling actuator lag and aerodynamic moments materially changes which controller looks best, offering a reproducible benchmark meant to correct DRL quadrotor studies that abstract actuator dynamics away.
Show abstract

Unmanned aerial vehicles (UAVs), particularly quadcopters, present unique challenges for autonomous control due to their underactuated dynamics: only four available control inputs must govern six degrees of freedom. This paper investigates a physics-aware, end-to-end deep reinforcement learning (DRL) approach that acts directly on low-level body inputs, total thrust and body torques (T, τ_x, τ_y, τ_z), and closes the loop through a high-fidelity Simulink environment. Our simulator integrates a 12-state rigid-body model (MATLAB Level-2 S-Function) with (i) an Action2RPM allocation based on the Moore-Penrose pseudo-inverse of a coefficient matrix derived from thrust and drag terms, and (ii) first-order actuator dynamics for each motor (time constant T_m = 0.076 s), including rotor gyroscopic coupling. A shaped reward balances goal-reaching and stability using an exponential position well, attitude penalties, and quadratic velocity costs. Four DRL algorithms, DDPG, TD3, PPO, and SAC, are evaluated in two stages: (S1) thrust-only hover and (S2) hover with pitch torque and a translated goal. Results show that SAC and TD3 achieve superior stability and exploration efficiency, while PPO is less sample-efficient. The study highlights the significance of modeling actuator lags and aerodynamic moments for stable low-level control and provides a reproducible benchmark for quadcopter DRL.

#14
h=11
SGTP: Sampling-based Game-Theoretic Planning for Real-Time Multi-Vehicle Autonomous Racing
2026-07-28 cs.RO Top author: Mattia Piccinini (h=11)
Zhouheng Li, Fangguo Zhao, Mattia Piccinini, Baha Zarrouki, Yuan Gao
Core Contributions
  • Combines game-theoretic reasoning with GPU-accelerated sampling of control sequences, addressing racing planners' usual trade-off between strategic diversity and real-time computability rather than sacrificing one for the other.
  • Ranks sampled trajectories with a game-aware cost that captures competitive interaction (blocking, overtaking) instead of treating opponents as static obstacles, then filters with explicit track-boundary and collision constraints for safety.
  • Achieves a 95.24% win rate and 99.35% task-completion rate in highly interactive multi-vehicle races at a mean solve time of 0.095s, and scales the demonstrated behavior to 10-agent scenarios.
  • Releases code and an open benchmark for multi-agent autonomous racing, a standard testbed the field currently lacks.
Show abstract

Autonomous multi-vehicle racing requires real-time planning of diverse competitive behaviors in intense interactions. Existing planners often struggle to balance strategic diversity and computational efficiency. To address this challenge, we propose Sampling-based Game-Theoretic Planning (SGTP), a real-time framework that combines game-theoretic reasoning with GPU-accelerated sampling of control sequences and dynamics rollouts. Sampled trajectories are ranked using a game-aware cost to capture competitive interactions and generate diverse racing behaviors. Our planner then performs feasibility selection by explicitly enforcing track-boundary and dynamic collision-avoidance constraints, ensuring safe and reliable transitions between racing strategies. Extensive simulations on challenging tracks show that SGTP achieves a 95.24% win rate and a 99.35% task-completion ratio in highly interactive races, with a mean computational time of 0.095 s over multiple iterative solving steps. We also demonstrate the successful application of SGTP in large-scale scenarios with up to 10 agents. We release our code and provide an open-source benchmark of multi-agent autonomous racing algorithms to facilitate future research. Project page: https://sgtp-racing.github.io/.

#28
h=3
Critical slowing down for predicting controller induced loss of control in quadrotors
2026-07-28 eess.SY, cs.RO Top author: Coen C. de Visser (h=3)
Jasper J. van Beers, Prashant Solanki, Erik-Jan van Kampen, Coen C. de Visser
Core Contributions
  • Borrows critical slowing down (CSD) — a generic early-warning signature of approaching critical transitions from ecology and biology — to forecast controller-induced loss of control in quadrotors, instead of training a system-specific recurrent predictor on labeled failure data.
  • Needs no system model and, notably, doesn't require data of the LOC event itself to make its forecasts, unlike RNN-based LOC forecasters that learn from labeled failure sequences.
  • Achieves up to 0.9 seconds of forecast lead time before LOC occurs on real flight data from four different quadrotors, outperforming state-of-the-art RNN forecasters on both detection accuracy and reliance on LOC training data.
  • Applies the same forecaster with no re-parameterization to a different failure scenario (quadrotor flyaways) on different quadrotors both indoors and outdoors, a stronger generalization claim than most anomaly detectors attempt.
Show abstract

We develop a novel forecasting scheme to anticipate controller induced loss of control (LOC) in quadrotors and evaluate it on real LOC flight data from four different quadrotors. For this, early warning signals of LOC are derived using critical slowing down (CSD), a generic phenomenon shown to precede critical transitions across various complex ecological and biological systems. As such, our early warning indicators are generic in the sense that no system models are needed to facilitate forecasts of LOC. The approach is evaluated on real quadrotor flight data wherein LOC occurs due to unstable controller behavior arising from input-output delays. Our approach achieves a time-to-LOC forecast of up to 0.9 seconds before LOC occurs, outperforming state-of-the-art recurrent neural network quadrotor LOC forecasters in terms of detection accuracy and LOC data reliance. In particular, we leverage insights from CSD to accurately predict LOC without using data of the LOC event itself. Going further, we apply our forecasters without any re-parameterization to anticipate a different LOC scenario, quadrotor flyways, that occur on other quadrotors flying both indoors and outdoors. Despite these differences, our approach successfully detects LOC, demonstrating that it can generalize across controller architectures, quadrotors, and LOC scenarios.

Hardware & Co-Design (3 papers)

#6
h=14
Modular Robotic Catheters for Endovascular Aneurysm Repair
2026-07-28 cs.RO Top author: Nassir Navab (h=14)
Alex Ranne, Jinshi Zhao, Ali Anil Demircali, Songli Moey, Ayhan Aktas
Core Contributions
  • Fabricates a 2-segment, 4-DOF steerable catheter via thermal fiber drawing rather than conventional machining, then laser micro-machines the tip for softness — a fabrication route uncommon for surgical catheters.
  • Pairs the catheter with an expandable, modular tendon-driven actuation platform specifically designed to absorb the redundant DOF the 2-segment design introduces, instead of building a bespoke actuator per configuration.
  • Targets a documented clinical gap — surgeons' difficulty achieving vessel access with standard commercial FEVAR/BEVAR instruments — validated via bending-stiffness simulation and in-vitro steerability tests in vascular phantoms.
Show abstract

Fenestrated/Branched endovascular aneurysm repair (FEVAR/BEVAR) require surgeons to navigate catheters and guidewires into various branches of the abdominal aorta, before deploying stent grafts to alleviate pressure on the aneurysm. Previous clinical studies suggests that surgeons continue to struggle with vessel access using standard commercial instruments, prolonging the procedural time and inducing further complications. In this work, we present two contributions to solving this problem: 1) A bespoke 2-segment steerable catheter, consisting of 4 degrees of freedom to enhance dexterity. 2) An expandable, modular tendon-driven actuation platform that can accommodate for the redundancies introduced in our system. To fabricate the catheter, we capitalized on thermal fiber drawing, a technique that creates high-aspect ratio devices at scale, and processed the catheter with laser micro-machining to soften its tip. We evaluated the system using simulations, where we investigated the catheter's bending stiffness, then its steerability with in-vitro experiments in vascular phantoms. This handheld, robotic steerable catheter system has the potential to shorten the length of future endovascular surgeries, and give clinicians the tools to resolve challenging clinical cases.

#13
h=11
Tripody: An Overconstrained 3-SPR-like Parallel Robot for High-Reach Construction Tasks
2026-07-28 cs.RO Top author: A. Alessandretti (h=11)
Julien Kindle, Jakub Raczy, Riccardo Balbi, Andrea Alessandretti, Cesar Cadena
Core Contributions
  • Deliberately overconstrains a classical 3-SPR parallel mechanism — replacing base spherical joints with universal joints — and relies on small distributed elastic deflections to absorb the resulting kinematic incompatibility, rather than avoiding overconstraint as most parallel-robot designs do.
  • At just 33kg, extends from 1.7m to 3.4m reach with a 32kg continuous payload, targeting cluttered interior ceiling work where heavy serial manipulators don't fit.
  • Measures a large torsional-stiffness benefit from the overconstrained design — 67% higher at 1.7m, rising to 454% higher at full 3.4m extension — while cross-axis coupling stays negligible.
  • Demonstrates closed-loop positioning under 0.6mm across the workspace and a real 15-hole ceiling-drilling pattern at 4.5mm max relative error, going beyond the simulation-only validation typical of new parallel mechanisms.
Show abstract

Many ceiling construction tasks still rely on heavy serial manipulators that are difficult to deploy in cluttered interiors, motivating lightweight, field-ready alternatives that reach ceiling height while maintaining millimeter-level accuracy and the stiffness demanded by overhead tool loads. We introduce Tripody, a wheeled 3-DoF parallel robot for high-reach tasks that replaces the base spherical joints of a classical 3-SPR (3 legs; S: base spherical joint; P: actuated prismatic joint; R: end-effector revolute joint) morphology with universal joints, intentionally overconstraining the mechanism; small, distributed elastic deflections absorb the resulting incompatibilities, preserving predominantly translational motion. The 33kg system extends from 1.7m to 3.4m in height, supports a continuous 32kg payload, and offers a modular end-effector interface for ceiling operations. We detail the mechanical design - including custom linear actuators and a kinematic-compatibility analysis - and a control stack for accurate positioning that combines SE(3) state estimation, forward kinematics, and task-space control. In experiments, Tripody exhibits similar in-plane stiffness to a spherical-base variant but substantially higher torsional stiffness - an increase of 67% at 1.7m, 196% at 2.6m, and 454% at 3.4m - while maintaining negligible cross-axis coupling. Closed-loop positioning with a total station converges below 0.6mm across the entire workspace; pure model extrapolation achieves a 95th-percentile error of 2.7mm (max 3.6mm). Finally, we demonstrate task-level ceiling-drilling feasibility in an open-loop study by drilling a 15-hole pattern with 4.5mm maximum relative hole-position error after rigid alignment. These results support overconstrained, compliance-absorbing 3-SPR-like architectures as a practical path to lightweight, high- reach, millimeter-accurate construction robots.

#18
h=6
Transformer Transformer: A Unified Model for Motion-Conditioned Robot Co-design
2026-07-28 cs.RO Top author: Huy Ha (h=6)
Huy Ha, C. Karen Liu, Shuran Song
Core Contributions
  • Tackles motion-conditioned robot co-design — generating full embodiments that track target end-effector trajectories from human demos — with a single diffusion transformer trained on 'RoboTokens,' a shared tokenization spanning embodiments, states, and actions across wheeled bimanual, quadruped, and humanoid design spaces.
  • Trains the model as a reward-agnostic dynamics model first, then converts its state/action predictions into reward-specific value predictions to steer embodiment diffusion ('Dynamics Self-Guidance'), avoiding retraining for every new reward function.
  • Shows zero-shot optimization for unseen rewards and trajectories, beating an evolutionary-search baseline on both performance and runtime — notable since evolutionary methods are usually the default precisely because they need no learned model.
  • Physically fabricates an ALOHA variant optimized by the model, cutting tracking error by over 70% versus the original design — a real hardware validation, not just simulated co-design.
Show abstract

An often overlooked factor of robot manipulation performance is the embodiment of the robot itself. Motivated by this problem, we study motion-conditioned robot co-design, where the goal is to generate complete robot designs that track target end-effector trajectories (from human demonstrations) while optimizing user-defined rewards. We introduce Transformer Transformer, a diffusion transformer trained on RoboTokens, a unified tokenization of robot embodiments, states, and actions. The same architecture can be used across embodiment spaces (e.g., wheeled bimanual, quadrupeds, humanoids) and use cases (embodiment generation, cross embodiment controller). Rather than overfitting to one reward function, Transformer Transformer is a dynamics model, whose reward-agnostic state and action predictions can be converted into reward-specific value predictions. These value predictions are used to steer embodiment diffusion towards high value robot designs, through a procedure we call Dynamics Self-Guidance. Experiments across multiple design spaces show zero-shot optimization of unseen rewards and trajectories, improving performance and runtime over the evolutionary baseline. Finally, we fabricated an optimized ALOHA design, which reduced tracking error by over 70% compared to the original design.