🤖 Robotics arXiv Digest

2026-08-12
17 papers 5 research areas
Generated by Claude

Research Landscape

Today's 17 papers split cleanly into two clusters that echo each other. The first is a set of pointed questions about VLA architecture rather than new end-to-end policies: G0.5 unifies reasoning and action into one autoregressive stream instead of pairing a VLM with a separately-trained flow-matching action expert, arguing the split itself throws away instructability. RIFT asks a narrower version of the same question about world-action models — does action generation need the full iterative video rollout, or just the future representation it produces? — and finds that for two of four tested models, a single cached future suffices, motivating a rollout-free replacement that cuts latency by up to 89% with no accuracy loss. StellaVLA attacks the problem from the opposite direction, skipping retraining altogether in favor of in-context structured demonstrations at test time. And Policy-Induced Hand Priors is a useful check on all of this optimism: it shows that a dual-arm VLA's aggregate success rate can hide a strong, policy-specific bias toward using the wrong hand depending on initial pose — a reminder that architectural gains don't automatically fix representational blind spots underneath.

The second cluster is infrastructure rather than policy: four of today's papers are literally about generating simulation content or training data rather than new algorithms for acting. D3D-GEN generates domain-grounded interactive 3D worlds via retrieval-augmented generation instead of relying on fixed asset libraries; RoadWeaver generates complete lane-level HD maps from scratch rather than reconstructing them from real-world data; Video2Track converts ordinary driving video into steerable, adversarial closed-track test scenarios; and HandEdit turns the human-to-robot data gap into an image-editing benchmark spanning 26 robot URDFs and 200M+ editing instances. Read together, these suggest the field is treating data and simulation scarcity as the actual bottleneck for scaling embodied AI right now, more so than model capacity — a view reinforced by RoboSaGA's saliency-guided augmentation, which squeezes more robustness out of existing behavior-cloning data rather than collecting more of it.

A smaller but consistent thread is model-based rigor holding its ground alongside the learning-heavy majority: ContactIPM benchmarks a new interior-point solver head-to-head against two existing contact-implicit solvers with mixed, honestly-reported results rather than claiming a clean win; Scalable Multi-Agent Maze Traversal proves formal completeness and asymptotic-optimal makespan for a communication-limited multi-agent coordination protocol tested up to 625 agents; and the SMPC-to-sparse-RL loco-manipulation paper uses classical Sample-based MPC purely as an automated data generator to sidestep reward engineering, with the resulting policy reportedly surpassing its own MPC teacher. Even the driving-behavior planner in this batch pairs a learned scene interpreter with a classical constraint-checking supervisor rather than trusting a learned planner alone — a pattern that shows up across navigation, control, and perception papers today (including the maritime IoT and wind-aware UAV routing papers) whenever the deployment stakes involve safety margins under uncertainty.

Papers by Research Area

Navigation & Multi-Agent Coordination

Navigation and routing under partial observability and uncertainty, from port waterways to outdoor VLN to communication-limited multi-agent maze traversal.

  • #1 — IoT-Enabled Autonomous Maritime Navigation in Smart Por...
  • #11 — Scalable Multi-Agent Maze Traversal with Local Communic...
  • #12 — DaViNCi
  • #16 — Energy-Aware Wind-Resilient Routing for Truck-Assisted...
4 papers

Simulation, World Generation & AD Testing

Automated generation of 3D worlds, HD maps, and adversarial test scenarios for training and validating embodied and driving systems.

  • #2 — D3D-GEN
  • #7 — RoadWeaver
  • #8 — Video2Track
  • #10 — Learning-Based Behavior Planning for Automated Driving
4 papers

Imitation Learning, Manipulation Data & Skills

Data and augmentation techniques that make behavior cloning and loco-manipulation policies more robust and cheaper to train.

  • #3 — Enhancing Visual Domain Robustness in Behaviour Cloning...
  • #4 — HandEdit
  • #9 — Learning Loco-Manipulation From SMPC Demonstrations Wit...
3 papers

VLA & Foundation Models

Unified reasoning-and-action transformers, in-context test-time adaptation, and diagnostics of pose-dependent failure modes in vision-language-action policies.

  • #5 — G0.5
  • #6 — StellaVLA
  • #13 — Policy-Induced Hand Priors in Humanoid Dual-Arm Manipul...
  • #14 — Keep the Future, Drop the Rollout
4 papers

Control Theory & Perception

Model-based trajectory optimization and cross-modal representation transfer for depth perception.

  • #15 — ContactIPM
  • #17 — Repurposing RGB-based Foundation Model for Depth Estima...
2 papers

All Papers

Navigation & Multi-Agent Coordination

4 papers
#1
h=61
IoT-Enabled Autonomous Maritime Navigation in Smart Ports: A Curriculum-Guided Shared Policy Learning Framework
2026-08-12 cs.RO, cs.LG Kum Fai Yuen (h=61)
Yuqing Lin, Rangya Zhang, Kum Fai Yuen
Core Contributions
  • Targets a specific deployment constraint: onboard IoT-edge devices in ports must decide navigation actions locally under partial observability, so training is centralized and offline while every action is executed fully onboard, rather than assuming continuous ship-to-shore links.
  • Uses a curriculum that ramps up traffic density during training instead of training directly on the hardest congested-waterway scenarios, aimed at training stability as much as final accuracy.
  • A single recurrent policy is shared across the fleet to keep memory and compute costs low enough for edge hardware while still tracking temporal state under partial observability.
  • Validated on generalization to previously unseen high-density traffic scenarios not present in the curriculum, not just interpolation within the training distribution.
Show abstract

As smart port infrastructures increasingly rely on autonomous maritime devices enabled by the Internet of Things (IoT), ensuring reliable onboard navigation intelligence has become a critical challenge for safe and scalable operations in congested waterways. This paper investigates onboard autonomous navigation for such IoT devices under partial observability and dense traffic conditions. A curriculum-guided reinforcement learning framework with a shared recurrent policy is developed to enhance temporal reasoning, deployment scalability, and robustness of edge-level decision-making. Centralized training is adopted as an offline design-time strategy, while all navigation actions are executed fully onboard, consistent with IoT edge intelligence paradigms. Extensive simulations in multiple realistic port environments demonstrate that the proposed approach improves navigation reliability, collision avoidance, and training stability compared with standard baseline methods, and generalizes effectively to previously unseen high-density scenarios. The results indicate that curriculum-guided shared learning provides a practical solution for scalable deployment of IoT-enabled autonomous maritime devices in smart port operations.

#11
h=3
Scalable Multi-Agent Maze Traversal with Local Communication
2026-08-12 cs.RO, cs.MA Genki Miyauchi (h=3)
Julian Rau, Jahir Argote-Gerald, Grace McFassel, Genki Miyauchi, Paul Trodden
Core Contributions
  • Targets communication-limited, cyclic, unknown graph environments such as cave or pipe networks, where agents can't share global maps — coordination happens through local leader-follower relationships with leader switching, not centralized planning.
  • Only one agent explores at a time, running a single-agent maze solver while others wait or follow — a deliberate tradeoff against parallel exploration to keep the coordination protocol provably correct.
  • Provides formal guarantees: proven completeness and a makespan asymptotically matching an optimal full-knowledge strategy as agent count grows, plus derived time and space complexity, not just empirical results.
  • Scales to simulations with up to 625 agents, showing average sum-of-fuels decreasing as more agents join — more agents help rather than congest — and beating a naive independent-exploration baseline.
Show abstract

Cave networks, pipe systems, and similar maze-like environments pose significant challenges for multi-agent navigation in unknown settings with limited communication. We propose a distributed algorithm that enables agents to collectively traverse an unknown, possibly cyclic graph. Agents enter sequentially at a designated start node and are tasked to localize and reach an undisclosed goal while avoiding collisions. They coordinate via local communication using leader-follower relationships and leader switching. At any moment in time, exploration is performed by only one of the agents, which runs a single-agent maze solver. We prove that the algorithm is complete, that its makespan is asymptotically equivalent (in the number of agents) to that of an optimal full-knowledge strategy, and derive its time and space complexity. Simulations with up to $625$ agents show a decreasing average sum-of-fuels as the number of agents increases and demonstrate that the proposed approach outperforms a naïve baseline in which all agents independently execute the single-agent solver.

#12
h=2
DaViNCi: A Dataset Towards Outdoor Vision-and-Language Navigation with Continuous Actions and Dynamic Elements
2026-08-12 cs.RO Pingrui Lai (h=2)
Zihao Xie, Pingrui Lai, Yitong Wu, Hua Yang
Core Contributions
  • Existing outdoor VLN datasets are built on fixed discrete topological graphs; DaViNCi is the first to combine continuous action spaces with dynamic scene elements simultaneously, targeting the discrete-graph-to-real-world sim-to-real gap directly.
  • 6,933 trajectories across six distinct maps gives enough scale to benchmark generalization, not just demonstrate a single proof-of-concept scene.
  • Quantifies the problem it's built to expose: success rate drops over 10% moving from prior discrete datasets to DaViNCi's discrete setting, and drops further under continuous actions, showing how much prior benchmarks overestimated real-world readiness.
  • Separately isolates the individual contributions of action granularity and dynamic elements to the difficulty increase, rather than reporting only an aggregate harder-benchmark number.
Show abstract

Vision-and-Language Navigation (VLN) has progressively expanded from indoor to outdoor environments. However, existing outdoor VLN datasets still rely on fixed discrete topological graphs for construction. It fails to align with the rapidly changing real-world outdoor environments and impedes the sim-to-real transfer of VLN agents. To address this limitation, we propose DaViNCi (\textbf{D}yn\textbf{a}mic \textbf{Vi}sion-and-Language \textbf{N}avigation in \textbf{C}ont\textbf{i}nuous Environment), the first outdoor VLN dataset that simultaneously introduces both continuous and dynamic factors. The agent not only moves in the outdoor environment using continuous actions but is also required to handle unpredictable dynamic elements. The dataset encompasses six distinct maps with a total of 6,933 trajectories. Through comprehensive comparative experiments, we find that the success rate on DaViNCi decreased by more than 10\% in discrete environments compared to previous datasets. And there is an even greater decline in continuous settings, demonstrating the challenge of DaViNCi. Furthermore, we clarify the impact of action granularity and dynamic elements. These results demonstrate the practical value of DaViNCi in advancing outdoor VLN toward more realistic environments. The website is https://xzh0312.github.io/DaViNCi/.

#16
h=0
Energy-Aware Wind-Resilient Routing for Truck-Assisted Multi-UAV Delivery under Wind Uncertainty
2026-08-12 eess.SY, cs.RO Tianshun Li (h=0)
Tianshun Li, Yanggang Sheng, Hongliang Lu, Zhongzhen Wang, Haoang Li
Core Contributions
  • Points out that existing truck-UAV delivery routing uses static or deterministic energy models that can underestimate wind-driven risk (headwind, crosswind, battery voltage, return feasibility); EWR instead treats wind cost as online and only partially observable.
  • Represents the delivery environment as a time-dependent directed energy graph whose edge costs update from delayed, noisy wind estimates plus conservative uncertainty margins — a risk-sensitive formulation rather than expected-cost optimization.
  • Tested with synthetic delivery graphs replayed against real wind logs from a public truck-UAV dataset, grounding the routing risk model in actual wind variability rather than a synthetic distribution.
  • Reports improved mission success and fewer wind-induced return failures versus baseline routing, addressing a safety failure mode — UAVs unable to return — rather than just delivery efficiency.
Show abstract

Energy feasibility under wind uncertainty is a critical safety issue for low-altitude air-ground delivery. In truck-UAV systems, UAVs complete assigned deliveries and safely return to a mobile truck or depot, while wind-induced propulsion costs vary online and are only partially observable. Existing routing methods often rely on static or deterministic energy models, which may underestimate headwind, crosswind, battery-voltage, and return-feasibility risks. This paper proposes Energy-Aware Wind-Resilient Routing (EWR), an online risk-sensitive planning framework for wind-aware and energy-safe UAV routing. The delivery environment is represented as a time-dependent directed energy graph whose edge costs are updated using delayed noisy wind estimates, payload states, and conservative uncertainty margins. Experiments using synthetic delivery graphs with replayed wind logs from a public truck-UAV delivery dataset show that EWR improves mission success rates and reduces wind-induced return failures.

Simulation, World Generation & AD Testing

4 papers
#2
h=41
D3D-GEN: Robot-Aware Domain-Grounded Interactive 3D World Generation for Social Robotics
2026-08-12 cs.RO, cs.HC Archan Misra (h=41)
Anh Duc Do, Volodymyr Scherbyna, Tai Duc Nguyen, Spaarsh Thakkar, Zhengcheng Shen
Core Contributions
  • Unlike approaches tied to a fixed, pre-built 3D asset database, D3D-GEN's retrieval-augmented pipeline pulls domain knowledge from public sources at generation time, so new domains (hospital, office, residential) can be added without hand-curating assets.
  • Splits the system into a domain agent that builds a persistent knowledge database and a separate RAG generator that queries it for floorplans and object placement, decoupling domain-knowledge acquisition from world synthesis.
  • Outputs load directly into Isaac Sim and Gazebo, targeting immediate use in social-navigation policy training rather than producing a standalone asset format that still needs conversion.
  • Demonstrated across three distinct domains with dozens of generated environments each, evidence the pipeline generalizes beyond a single showcase scene.
Show abstract

Training and validation of Embodied AI for social navigation critically depends on realistic simulation environments, yet many current approaches fail to find a balance between realism and simulability. We propose D3D-GEN, a novel world generation system that combines a domain agent with a retrieval-augmented generation (RAG) pipeline grounded in that domain. Our system enables users to rapidly generate domain-grounded, fully interactive 3D worlds by automating both the collection of domain knowledge and the synthesis of realistic floorplans and object placements, without dependence on any fixed 3D model database. Given a domain description prompt, the research agent collects publicly accessible domain-specific data and constructs a persistent domain database. Using this database, our RAG pipeline generates plausible floorplans and object placements by dynamically querying a user-provided semantic database, which can be easily extended or modified. The output is a fully interactive 3D world loadable by the popular simulators Isaac Sim and Gazebo. With our approach, we have built databases for several common domains (indoor residential, hospital, office) and generated dozens of distinct, plausible simulation environments for each domain. We present D3D-GEN with a local web frontend that facilitates rapid, interactive world generation for robot simulation.

#7
h=11
RoadWeaver: Large-Scale Lane-Level HD Map Generation from Scratch for Autonomous Driving Simulation
2026-08-12 cs.RO, cs.AI Hanyang Zhuang (h=11)
Yueyuan Li, Zexi Chen, Weijie Xi, Mingyang Jiang, Songan Zhang
Core Contributions
  • Existing map methods either reconstruct real-world maps (not scalable) or generate only local road fragments (not complete HD maps); RoadWeaver instead generates full lane-level HD maps from scratch, coarse-to-fine — global layout, then connected network, then lane geometry.
  • Explicitly optimizes topological consistency of lane connectivity, not just visual plausibility, reflected in core metrics like a 99.8% reachability rate and 10.7% dead-end ratio rather than pixel-level similarity scores.
  • Cuts endpoint alignment error by 94.4% versus SOTA generation baselines while producing a complete map in 1.39–3.50 seconds, so the quality gain doesn't come at a runtime cost that would block interactive simulation use.
  • Maps are directly deployable in existing driving simulators, aimed at closed-loop AD evaluation rather than being an offline map-generation demo.
Show abstract

Autonomous driving simulation requires diverse and scalable lane-level HD maps to support long-horizon evaluation across complex road networks. Existing approaches either rely on handcrafted or reconstructed real-world maps, which limits scalability, or generate only local road structures rather than complete HD maps. We present RoadWeaver, a coarse-to-fine framework for from-scratch generation of diverse, large-scale HD maps. RoadWeaver first synthesizes a global road layout, expands it into a connected road network, and then constructs lane-level geometry with topologically consistent lane connectivity. Experimental results show that RoadWeaver achieves a 99.8\% reachability, a 10.7\% dead-end ratio, and an endpoint alignment error of 0.24 m. Compared with SOTA generation methods, it reduces endpoint alignment error by 94.4\% while generating complete HD maps in 1.39--3.50 s. The generated maps can be directly deployed in driving simulators, providing scalable simulation environments for future closed-loop evaluation of autonomous driving systems. The training code and an out-of-the-box implementation of RoadWeaver will be released upon acceptance.

#8
h=9
Video2Track: From Real-World Interaction Videos to Steerable Adversarial Closed-Track Testing for Automated Driving Systems
2026-08-12 cs.RO Peizhi Zhang (h=9)
Mengjie Tian, Xinrui Zhang, Tianyu Li, Peizhi Zhang, Guirong Zhou
Core Contributions
  • Converts real-world driving video into closed-track adversarial test scenarios, addressing the gap where closed-track ADS testing typically relies on scripted, predefined trajectories that miss the complexity of real traffic interactions.
  • Uses a vision-language model to extract structured scenario semantics from video and grounds them via retrieval-augmented generation onto a library of real closed-track topologies, matching scenarios to physically testable venues rather than generating them in the abstract.
  • Regulates how aggressive generated adversarial agents are via a Stackelberg game with a parameterized objective, giving testers a dial on interaction intensity and risk level instead of a fixed difficulty.
  • Demonstrated to faithfully reproduce real interactive scenarios while producing controllable, executable variants — reproducible yet realistic testing, a combination scripted approaches don't offer.
Show abstract

Closed-track testing plays a fundamental role in the verification and validation of automated driving systems (ADS), particularly for safety-critical scenarios, by enabling reproducible evaluation under controlled conditions. However, most existing approaches still rely on standardized protocols or predefined trajectories, leading to overly scripted interactions and limited ability to reproduce the natural complexity of public-road traffic. To address this limitation, we propose Video2Track, a framework that transfers real-world interactive driving scenarios from videos into steerable adversarial closed-track testing. The framework consists of two tightly coupled modules. The first is a scenario semantic mapping module, which extracts structured semantics from driving videos using a vision-language model and grounds them onto a closed-track topology library via retrieval-augmented generation, thereby identifying compatible map segments and interaction anchors. The second is a dynamic interactive testing module, which conditions on the grounded topology and anchors to generate diverse multi-agent trajectories through a conditional diffusion model, while regulating interaction intensity via a Stackelberg game with a parameterized adversarial objective. Closed-track experiments demonstrate that the proposed framework can faithfully reproduce representative real-world interaction scenarios and generate executable scenario variants with controllable risk levels and interaction styles, providing a scalable approach for realistic and steerable ADS validation.

#10
h=4
Learning-Based Behavior Planning for Automated Driving: Real-World Integration and Deployment
2026-08-12 cs.RO, cs.AI, cs.LG Lutz Eckstein (h=4)
Jean-Pierre Busch, Guido Linden, Jan Bergmann, Lutz Eckstein
Core Contributions
  • Combines a learned neural planner that interprets scenes and proposes behavior with a classical optimization-based supervisory layer that validates proposals against explicit drivability and safety constraints, addressing transparency and verifiability rather than replacing classical planning outright.
  • Evaluated with open-loop studies on real-world urban data, plus explicit discussion of the closed-loop integration challenges — not just planner accuracy — needed for stable deployment.
  • Reports results from actual deployment on a real research vehicle ('karl'), moving past the simulation-only validation common for learned planners in this space.
Show abstract

Recent research in machine and deep learning has shown the potential of learningbased motion planning approaches to improve the driving behavior of automated vehicles, especially in complex environments. However, their complex nature and lack of transparency can hinder explainability and trustworthiness and complicate safety assurance. Motivated by these challenges, we propose a hybrid planning architecture that combines the advantages of machine learning with the verifiability and the determinism of classical approaches. Specifically, we developed a deep neural network to interpret complex traffic scenes and propose driving behavior, while an optimization-based supervision layer validates this proposal and enforces explicit drivability and safety constraints. We evaluate the learned planner's driving behavior in open-loop studies on real-world urban data, discuss system integration aspects for stable closed-loop operation, and report results from real-world deployment on our research vehicle karl..

Imitation Learning, Manipulation Data & Skills

3 papers
#3
h=39
Enhancing Visual Domain Robustness in Behaviour Cloning via Saliency-Guided Augmentation
2026-08-12 cs.RO Ville Kyrki (h=39)
Zheyu Zhuang, Ruiyu Wang, Nils Ingelhag, Ville Kyrki, Danica Kragic
Core Contributions
  • Argues that both standard augmentations (random crop, color jitter) and generic superimposition-based augmentation from computer vision are risky for behavior cloning because they can corrupt task-critical spatiotemporal and agent-target relationships that classification tasks don't depend on.
  • Uses policy-driven saliency to set augmentation strength per pixel — aggressive blending in task-irrelevant background, minimal disturbance where the policy is attending — instead of one fixed strength across the whole image.
  • Drops into existing BC architectures with no new losses or structural changes, unlike methods that need auxiliary objectives to keep task semantics intact under augmentation.
  • Shown to hold in-domain performance steady while improving robustness to distractors, background changes, and lighting or shadow shifts in both simulated and real-world tests — the tradeoff other augmentation methods often fail to avoid.
Show abstract

In vision-based behavior cloning (BC), conventional image augmentations such as Random Crop and Color Jitter often fall short under substantial visual domain shifts, including changes in shadows, distractors, and backgrounds. Superimposition-based augmentations, which blend in-domain and out-of-domain images, have shown promise for improving generalization in computer vision, but their suitability for BC remains uncertain because task-critical semantics, spatiotemporal relationships, and agent-target interactions must be preserved. To address this, we introduce RoboSaGA, a Saliency-Guided Augmentation method within the superimposition family tailored for vision-based BC. RoboSaGA dynamically adjusts augmentation intensity at the pixel level using policy-driven saliency, enabling aggressive augmentation in task-irrelevant regions while preserving task-critical information. It integrates seamlessly into existing architectures without requiring structural modifications or additional learning objectives. Experiments in both simulated and real-world settings show that RoboSaGA preserves in-domain performance while substantially improving robustness to visual domain shifts, including distractor and background changes, as well as lighting and shadow variations. Code is available at https://github.com/Zheyu-Zhuang/RoboSaGA.

#4
h=23
HandEdit: A Unified Benchmark for Egocentric Human-to-Robot Dexterous Hand Image Editing
2026-08-12 cs.RO, cs.CV Xiaosong Jia (h=23)
Zhenjie Yang, Xingyu Jiao, Guopeng Zhong, Shuzhe Yang, Shi Che
Core Contributions
  • Targets the human-to-robot data gap directly as an image-editing problem rather than a new manipulation policy — general-purpose editing models lack the embodiment-specific priors needed to turn human hand/arm video into a target robot's kinematics.
  • Scale is the headline number: over 200M editing instances spanning 26 distinct URDFs (13 hand-only, 13 hand-arm), assembled from five source datasets rather than newly collected teleoperation data.
  • Defines two evaluation tracks (hand-only vs. hand-arm) with URDF-conditioned protocols, letting editing models be scored per-embodiment instead of with one generic metric.
  • Benchmarks 11 existing image-editing baselines with a mixed similarity/VLM-judgment/embodiment-aware metric suite and finds none fully closes the gap, positioning the dataset as an open target rather than a solved problem.
Show abstract

Robotic manipulation with dexterous hands is a cornerstone of Embodied AI, yet its progress is stifled by the high cost of collecting embodiment-aware teleoperation data. While abundant egocentric videos of human hands offer a scalable alternative, the profound discrepancies in appearance, articulation, and camera viewpoints between human and robotic data raise significant challenges for co-training. Though existing general image-editing models demonstrate strong capabilities, they lack necessary embodiment-specific priors to fully bridge this gap. In this work, we present HandEdit, a unified large-scale embodiment-aware image-editing dataset and benchmark specifically designed to transform human hands and arms into various dexterous robotic embodiments within egocentric frames. HandEdit comprises over 200M editing instances derived from five diverse source datasets, covering 26 distinct URDFs, including 13 hand-only and 13 hand-arm configurations. Alongside the dataset, we establish a unified benchmark protocol with two tracks: Hand-only and Hand-Arm, supporting URDF-conditioned evaluation. We conduct extensive evaluations of 11 representative image-editing baselines using a multi-dimensional metric suite, including generic similarity metrics, VLM-based judgment, and embodiment-aware metrics. HandEdit serves as a critical resource at the intersection of image editing and robotics: it advances embodiment-aware editing models while enabling scalable dexterous robotic learning from abundant human video data, paving the way for more generalizable Embodied AI.

#9
h=7
Learning Loco-Manipulation From SMPC Demonstrations With Sparse Offline-to-Online RL
2026-08-12 cs.RO, cs.AI Maks Sorokin (h=7)
Martin Schuck, Maks Sorokin, Simone Manni, Duy Ta, Angela P. Schoellig
Core Contributions
  • Sidesteps the manual reward-shaping bottleneck in RL for combined locomotion-and-manipulation by using Sample-based MPC purely in simulation as an automated expert that generates large offline datasets, instead of hand-tuning dense rewards.
  • Because the offline SMPC data already resolves exploration, the downstream RL agent trains with sparse task rewards only, cutting the engineering overhead standard dense-reward pipelines require.
  • The learned high-level agent is paired with a separate low-level stability controller, and the combination is reported to exceed the SMPC teacher itself — the student surpassing its own offline-generated teacher, not just matching it.
  • Validated sim-to-real across different morphologies — an arm-equipped Spot quadruped and a G1 humanoid — evidence the offline-SMPC-to-sparse-RL recipe isn't tied to one robot body.
Show abstract

Integrating locomotion and manipulation is essential for robot autonomy, but scaling standard Reinforcement Learning (RL) to complex tasks is severely bottlenecked by the slow, manual process of dense reward shaping. To bypass this limitation, we leverage Sample-based Model Predictive Control (SMPC) entirely in simulation as an automated, rapidly tunable expert to generate massive offline datasets. Because this data solves the fundamental exploration problem, we can train an off-policy RL agent using purely sparse task rewards, drastically reducing the time required to learn new skills and eliminating the need for manual tuning. Integrating this high-level agent with a low-level dynamic stability controller yields more optimal behaviors that strictly align with true task objectives, ultimately allowing the learned policies to surpass the original optimal control teacher. We validate the robustness of this sim-to-real framework by successfully deploying complex loco-manipulation skills across different morphologies, including an arm-equipped Spot quadruped and a G1 humanoid.

VLA & Foundation Models

4 papers
#5
h=15
G0.5: One Autoregressive Stream for Robot Reasoning and Action
2026-08-12 cs.RO, cs.AI Ji Cui (h=15)
Yicheng Liu, Zibin Dong, Baijun Ye, Tianyuan Yuan, Tao Jiang
Core Contributions
  • Breaks from the dominant VLA recipe of a pretrained VLM feeding a separately-trained flow-matching action expert — a single autoregressive transformer emits reasoning and action tokens under one objective, making the VLM a decision-maker rather than a context encoder.
  • Introduces a learnable cross-embodiment action tokenizer that maps heterogeneous robot action spaces into a shared vocabulary, so one weight set can pretrain across robots instead of needing per-embodiment action heads.
  • Because language and action share weights, prompts directly steer action granularity, task horizon, and out-of-distribution scene handling at inference with no further training — an instructability decoupled VLM-plus-action-expert designs don't get for free.
  • Reports gains across 7 regimes: real-robot fine-tuning (76.7% vs. 53.3% for π0.5, 24.4% for GR00T-N1.7), the 2025 BEHAVIOR Challenge (31.4% vs. 26.3%/26.1%), zero-shot DROID transfer (82.5%), and strong LIBERO/RoboTwin/SimplerEnv-Bridge scores — breadth rather than one favorable benchmark.
Show abstract

The prevailing recipe for Vision-Language-Action (VLA) models couples a pretrained VLM with a separately trained flow-matching action expert. This makes the VLM a context encoder rather than a decision-maker. We introduce G0.5, a pretrained autoregressive VLA in which a single transformer decoder emits reasoning and action tokens under a single objective. Three components make this tractable at foundation-model scale: a learnable cross-embodiment action tokenizer that maps heterogeneous robot actions into a shared vocabulary; a native chain-of-thought stream interleaving task decomposition, object grounding, and action hints with action tokens; and a visual memory module that injects multi-second history through the vision encoder. Because reasoning and action share a single set of weights, the pretrained VLM's capabilities carry over to physical behavior: the model follows instructions closely, and prompts directly steer action granularity, task horizon, and out-of-distribution scene handling without further training. Pretrained on a large collection of robot datasets together with VQA samples, G0.5 surpasses state-of-the-art models across 7 independent regimes: real-world fine-tuning on R1lite and R1pro robots (76.7\% vs.\ 53.3\% for $π_{0.5}$ and 24.4\% for GR00T-N1.7), the 2025 BEHAVIOR Challenge on 50 long-horizon household mobile manipulation tasks using a generalist policy (31.4\% vs.\ 26.3\% for $π_{0.5}$ and 26.1\% for the challenge winner), DROID post-training followed by zero-shot transfer to an unseen environment and objects (82.5\%), a language-following Pick-and-Place benchmark, LIBERO (98.9\%), RoboTwin 2.0 (93.3\%), and SimplerEnv-Bridge (87.3\%).

#6
h=11
StellaVLA: In-Context Structured Demonstration for Generalizable Vision-Language-Action Models
2026-08-12 cs.RO Daochang Liu (h=11)
Siyu Xu, Yunke Wang, Zijian Wang, Dihao Zhu, Chenghao Xia
Core Contributions
  • Reframes test-time adaptation: instead of imitating a retrieved demo's raw trajectory pixel-for-pixel, an offline pipeline converts trajectories into structured demonstrations (task plan, sub-goals, verbalized 3D motion) so the policy reasons about why a demo worked rather than copying what it did.
  • Structured demonstrations are embodiment-agnostic by construction, so a single in-context demo from a real robot, human hand, or XR capture can guide adaptation — unlike raw-trajectory retrieval, which is tied to one embodiment.
  • A dual-training design internalizes the reasoning during training via a joint action-and-language objective, but inference uses only the action expert, so there's no added latency for the reasoning capability at deployment.
  • Tops the VLA-Arena leaderboard (0.63 vs. 0.44 for π0.5 and 0.22 for LingBot-VLA) and leads LIBERO (98.8%) and LIBERO-Plus (85.1%), with real-robot experiments confirming the human/XR-demo transfer rather than simulation results alone.
Show abstract

Vision-Language-Action (VLA) models can follow instructions and manipulate objects, but their performance often collapses out of distribution (OOD), when the scene, viewpoint, or object differs from training. Adapting to each new situation typically requires collecting more data and fine-tuning. We present StellaVLA, a framework that instead adapts at test time by conditioning on a single retrieved demonstration. The key idea is to move beyond imitating what an expert did and instead convey why: an automated offline pipeline converts each raw trajectory into a structured demonstration, e.g., a task plan, sub-goal descriptions, and verbalized 3D motion, at zero human-annotation cost. Provided as in-context guidance, this structured demonstration lets the policy reason about the task rather than mimic a pixel trajectory, which also makes it transferable across embodiments (real-robot, human-hand, or XR demonstrations). A parallel dual-training design internalizes this reasoning during training through a joint action-and-language objective, while inference uses the action expert alone, preserving real-time, high-frequency control with no added latency. On the VLA-Arena leaderboard(Aug 1, 2026), StellaVLA ranks first with an overall score of 0.63, versus 0.44 and 0.22 for the strong prior models ($π_{0.5}$ and LingBot-VLA), and it further leads on LIBERO with 98.8% average success rate and LIBERO-Plus with 85.1% success rate. Our real-robot benchmark demonstrates that StellaVLA can use both human/robot demos and human-to-robot (XR) demos as in-context structured demonstration to help VLA model adapt to OOD tasks.

#13
h=2
Policy-Induced Hand Priors in Humanoid Dual-Arm Manipulation: Diagnosing and Mitigating Initial-Pose Dependence
2026-08-12 cs.RO Juyoun Park (h=2)
Chaeyeon Jung, Juyoun Park
Core Contributions
  • Identifies a failure mode hidden by aggregate success rate: initial robot pose strongly biases which hand a dual-arm VLA policy chooses to use, and that bias is often inappropriate for the task at hand.
  • Introduces quantitative diagnostics — HandPriorScore, residual hand bias, target responsiveness — to measure the pose-dependent hand preference directly, rather than inferring it indirectly from success-rate drops.
  • Tests across multiple policies and 17 initial configurations and finds the interaction is policy-specific: the same pose helps one policy and hurts another, so pose robustness can't be assumed to transfer across VLA architectures.
  • Shows two practical fixes that reduce the bias — broadening initial-pose coverage in training data generally, and targeted augmentation around one specifically weak configuration — giving a causal, actionable handle rather than just a diagnosis.
Show abstract

Vision-language-action (VLA) policies are expected to operate robustly across variations in the robot's initial configuration, yet aggregate task success can conceal pose-specific failures and inappropriate hand selection. This work investigates initial-pose dependence in VLA-based humanoid dual-arm manipulation. We characterize the initial-condition-dependent early hand preference as a policy-induced hand prior and quantify it using HandPriorScore, residual hand bias, and target responsiveness. Evaluations across multiple policies and 17 initial configurations reveal strong initial-pose--policy interactions: the same pose produces substantially different success rates across policies, while a single policy exhibits large performance variation across poses. Specific initial arm configurations can suppress or induce an asymmetric hand preference, with the resulting effect varying in direction and strength across policies. Wrist-camera observations also influence hand selection and task performance. Expanding initial-pose coverage in the training dataset substantially improves robustness, while targeted augmentation around a low-performing configuration increases its success rate. Comparisons across training configurations show that sufficient exposure to the target simulation task is beneficial, whereas the effect of real or auxiliary data depends on pose coverage, simulation ratio, and observation availability. These findings characterize a pose-conditioned hand prior, identify a localized initial arm configuration as a causal handle on hand-selection behavior, and demonstrate how data coverage and training composition affect initial-pose robustness.

#14
h=2
Keep the Future, Drop the Rollout: RIFT for World Action Models
2026-08-12 cs.RO, cs.AI Jinguang Tong (h=2)
Chushan Zhang, Jinguang Tong, Xuesong Li, Yikai Wang, Hongdong Li
Core Contributions
  • Asks whether action generation needs the full iterative video-rollout trajectory or only the future representation it eventually produces: paired closed-loop interventions show sensitivity to future cache values, but replaying one fixed final key/value cache nearly preserves execution for two of four tested world-action models (Joint, Cosmos-2).
  • That finding separates cache consumption from cache production — the model can reuse a fixed cache at inference but still needs the expensive iterative rollout to build it in the first place — which motivates the paper's actual fix.
  • RIFT replaces the rollout with learned anticipation tokens that construct the full future key/value cache in a single backbone pass, keeping the same future-read interface so no downstream architecture changes are needed.
  • Cuts action-chunk latency 68.2–89.1% while matching or exceeding rollout-based baselines (98.8% vs. 98.4–98.6% on LIBERO; 92.9/92.6% clean/randomized on RoboTwin 2.0) — the latency win doesn't cost accuracy.
Show abstract

World action models (WAMs) condition robot actions on predicted futures, but iterative video rollout increases deployment latency. We ask whether action generation requires the evolving rollout trajectory or only its future representation. Across four WAMs on all 40 LIBERO tasks, paired closed-loop interventions show that masking or reassigning future-cache values changes execution and reduces success, indicating sensitivity to future values and their assigned positions. For Joint and Cosmos-2, however, replaying one fixed final-clean key/value (K/V) cache nearly preserves unmodified execution, with $1.7$ to $1.9$~cm end-effector average displacement error and $97.9\%$ to $98.2\%$ success. This separates cache consumption from production: these models can reuse a fixed cache but still require iterative rollout to construct it. We therefore propose RIFT (\emph{Rollout-free Imagination via Future Tokens}), which uses learned anticipation tokens to construct a complete future K/V cache in one backbone pass while retaining the original future-read interface. On LIBERO, RIFT achieves $98.8\%$ success, close to rollout-based Joint, IDM, and LingBot-VA at $98.4\%$ to $98.6\%$, while reducing action-chunk latency by $68.2\%$ to $89.1\%$. On RoboTwin~2.0, RIFT reaches $92.9/92.6\%$ on clean/randomized scenes, the highest observed among the evaluated methods. These results support rollout-free future conditioning without iterative video generation at deployment.

Control Theory & Perception

2 papers
#15
h=0
ContactIPM: A Structure-Exploiting Interior-Point Solver for Contact-Implicit Trajectory Optimization
2026-08-12 cs.RO Yucheng Chen (h=0)
Yucheng Chen
Core Contributions
  • Targets numerical degeneracy in contact-implicit trajectory optimization by combining a stagewise optimal-control factorization with primal-dual consistency in one interior-point method, where prior work has one property or the other but not both.
  • Eliminates slack and dual variables stagewise and solves the reduced Newton system via Riccati recursion, reusing optimal-control structure that generic complementarity solvers ignore.
  • A fixed multi-phase recovery schedule (four continuation and restart attempts) handles naive initializations automatically, with termination gated on the unrelaxed physical complementarity residual rather than a relaxed proxy.
  • Benchmarked directly against two contact-specific solvers under matched conditions: 2.17–8.87x faster than CRISP across four cases, and mixed but mostly favorable results against IMPACT (2.96–4.91x faster on two tasks, 4.46x slower on one) — an honest head-to-head rather than a single favorable comparison.
Show abstract

Contact-implicit trajectory optimization avoids prescribing contact sequences, but yields mathematical programs with complementarity constraints (MPCCs) whose degeneracy challenges conventional primal--dual solvers. Existing contact-specific methods improve robustness to this degeneracy but do not leverage a stagewise optimal-control factorization and primal--dual consistency, while structure-exploiting optimal-control solvers are not designed for complementarity constraints. We show that these capabilities can be combined in a single primal--dual method. ContactIPM identifies complementary inequality pairs, embeds them through a barrier-coupled elastic interior relaxation, eliminates slack and dual variables stagewise, and solves the reduced Newton system using a Riccati recursion. A fixed multi-phase MPCC recovery schedule provides four continuation and restart attempts from naive initializations, while termination is gated by the unrelaxed physical complementarity residual. We compare ContactIPM with two contact-specific MPCC solvers, CRISP and IMPACT, using matched benchmark conditions and common post-solve acceptance criteria. On four fixed CRISP benchmark cases, ContactIPM is $2.17$--$8.87\times$ faster over 20 paired timing repetitions per case and achieves higher success on the Push Box and Push-T robustness suites. Against IMPACT, ContactIPM is \(2.96\times\) faster on Push T and \(4.91\times\) faster on Cart Transport, but \(4.46\times\) slower on Push Box. In 50 closed-loop Push Box rollouts spanning model mismatch, measurement noise, initial-pose errors, and state resets,

#17
h=0
Repurposing RGB-based Foundation Model for Depth Estimation on Thermal Images Using Hierarchical Supervision
2026-08-12 cs.CV, cs.RO Jie Hong (h=0)
Jie Hong, Tingtian Li, Xuesong Li, Xiao Li
Core Contributions
  • Targets thermal-image depth estimation for adverse conditions (night, rain) by transferring hierarchical representations from an RGB foundation model, rather than the shallower single-point feature alignment used in prior RGB-to-thermal transfer.
  • Uses a parallel, same-architecture RGB branch as a teacher and aligns tokens with the thermal student across multiple levels, letting the thermal encoder inherit both low-level structural precision and high-level semantic abstraction instead of one alignment point.
  • Adds a verification step that weights RGB-branch tokens by RGB image quality during alignment, guarding against uncritically transferring a degraded RGB-teacher signal (e.g., under low visibility) into the thermal student.
  • Reports competitive results on standard benchmarks and frames the contribution as better exploiting representational capacity already present in RGB foundation models, rather than proposing a new architecture from scratch.
Show abstract

Depth estimation from thermal images is highly valuable for robotic applications in adverse conditions, such as nighttime and rainy weather. Recent studies have sought to transfer knowledge from RGB-based foundation models to thermal modalities, yet the rich hierarchical representations these models encode remain underutilized. To address this limitation, we propose RGB-HS, a novel framework for thermal-image depth estimation that leverages hierarchical supervision from an RGB-based foundation model. Specifically, we first replace the baseline thermal encoder with a foundational model and introduce a parallel RGB branch that also employs a foundational model as an encoder of the same architecture, taking RGB images as input. The alignment is then performed across multiple levels between the tokens of the two encoders, allowing the thermal student branch to capture both structural precision and semantic abstraction from the RGB teacher branch. Furthermore, we introduce verification to refine the alignment process by weighting tokens from the RGB branch based on RGB image quality. Extensive experiments on the popular benchmark demonstrate that RGB-HS achieves competitive performance and more effectively exploits the representational capacity of RGB-based foundation models for depth estimation on thermal images.