Today's 30 papers cluster most heavily around making inference-time computation, not just training-time scale, do more work. τ0-VLA turns high-level subtask selection into a compute-scalable search guided by a world model; Zetta keeps its base policy frozen entirely and instead evolves runtime critics and recovery skills online across three timescale-separated loops, reaching 90.8%/93.6% on LIBERO-Pro/RoboCasa with an 11.1× inference speedup; and BATON gets a long-horizon manipulation win (+11.6% success on RoboMemArena) with zero parameter updates, purely by restructuring exploration and memory around subtasks and their transitions. UCA-Flow and NebulaVLA push the same instinct into the low-level controller, unifying conditioning and action generation into one pass or splitting reasoning and control into asynchronous frequencies to buy 2.7–45× speedups without giving up accuracy. Together these papers suggest the VLA research agenda is shifting from "bigger backbone" toward "smarter allocation of the compute you already have," whether that's search, critique, or architectural decoupling.
A second, newer thread treats embodied and LLM-driven agents as attack surfaces in their own right rather than purely as capability targets. The same author group contributes both a broad trust-boundary-centric survey (58 attacks, 61 defenses catalogued through mid-August) and a focused paper on state-semantic injection — corrupting the scene/object state an agent uses for grounding rather than its prompt. Their quantitative finding, that attack research concentrates on perception and action interfaces while context/memory, middleware, and multi-agent trust stay comparatively unexamined, is itself a research agenda for the field: expect more papers probing those gaps. This sits alongside a quieter but related theme of formalizing what used to be hand-tuned or assumed reliable — the Embodied Perceptron reframes body design as literally a neural network, RoboStriker proves a latent self-play game is approximate-Nash equivalent to the full action-space game, and the soft-manipulator design-optimization paper derives a closed-form feasibility check that used to require building a prototype first.
A third cluster is navigation and perception papers explicitly chasing the long tail and edge cases rather than average-case benchmark scores: DPNet targets dead ends specifically (a distinct UAV failure mode from generic obstacles), the urban-navigation paper builds tooling to characterize and diagnose long-tail failure structure rather than just reporting aggregate success, and Cyclops translates LiDAR into synthetic RGB specifically to recover camera-based perception in near-dark conditions where cameras fail outright. X2Localizer's biggest gains (+4.7 R@1, +11.5 R@10) show up precisely in its hardest single-frame setting rather than the easy full-video case — a pattern repeated across several of today's papers, where the interesting result is disproportionate improvement in the conditions baselines already struggle with, not incremental gains everywhere.
Generalist vision-language-action policies and the inference-time machinery (search, condition-action fusion, async control) built around them.
Grasp generation, teleoperation, and hand hardware for contact-rich, dexterous manipulation.
LLM- and symbol-grounded agents that plan, decompose, and execute multi-stage embodied tasks.
Attack surfaces, attacks, and defenses for foundation-model-powered embodied and robotic agents.
Localization, active view planning, sensor translation, and navigation across ground, aerial, and orbital settings.
Locomotion curricula and whole-body control for legged and humanoid robots in dynamic, contact-rich tasks.
Mechanical co-design, modeling, and optimization for soft robots and underactuated hands.
Swarm foraging coordination and affect-aware human-robot interaction.
Long-horizon robot manipulation requires a robot to both execute individual skills reliably and sequence them coherently over extended tasks. Most hierarchical vision-language-action (VLA) models make each such decision with a single forward pass, leaving no mechanism to allocate additional computation to difficult or consequential choices. We introduce τ0-VLA, a hierarchical robot foundation model that formulates high-level subtask generation as a compute-scalable inference problem through world-model-guided test-time computation. At each inference step, the high-level policy uses execution memory to generate a subtask and, when needed, searches over alternatives before committing to its output. A low-level policy then executes the generated subtask across multiple robot embodiments. The policy is trained on 40,115 hours of heterogeneous real-world data with multimodal co-training. Across in-domain and distribution-shifted settings, allocating additional test-time computation substantially improves next-subtask prediction accuracy, and these gains translate into higher closed-loop success on long-horizon robot manipulation tasks.
Embodied agents are increasingly used to close the gap left by end-to-end policy models. Yet the agentic path has not realized closed-loop learning in physical execution: existing harnesses remain largely open-loop, following fixed skills during rollout and reflecting only after an episode completes. Such post-hoc reflection cannot govern execution as it unfolds, because physical interaction requires decisions to track rapidly changing robot-environment states at a frequency beyond today's large agentic models. We present Zetta, a closed-loop embodied harness that evolves code-based runtime critics and recovery skills online while keeping the base policy frozen. Through three timescale-separated loops, Zetta provides action-frequency governance, rollout-level critic-recovery proposal, and validation-gated skill updates. Together with Z-Infra, a rollout infrastructure decoupling agent logic from heterogeneous execution resources, Zetta achieves state-of-the-art success on LIBERO-Pro and RoboCasa under our current rollout budget, reaching 90.8% and 93.6%, with an 11.1x inference speedup; success continues to scale with self-exploration experience; learned skills transfer zero-shot, and clear robotic "Aha Moments" emerge. These results show that closed-loop harness self-evolution opens a scaling path for reliable physical intelligence.
Robot manipulation requires policies that are both accurate and efficient, as robot control must respond to changing observations under tight latency constraints. Recent diffusion and flow policies are promising, but they often treat conditions as auxiliary signals rather than jointly evolving them with action trajectories. We find that this limitation can be effectively mitigated by a simple yet effective unified condition-action modeling design that represents conditions and actions in a shared token space, allowing a compact model to achieve high performance while improving both inference speed and accuracy. Therefore, we propose UCA-Flow, a unified condition-action modeling framework for accurate one-step action generation. Our method unifies observation conditions, timestep conditions, interval conditions, and action tokens into a single sequence, and processes them with a Unified Condition-Action Transformer for joint condition-action representation learning. As a result, condition representations are dynamically reconstructed according to the current generation stage, highlighting information most relevant for action refinement. Furthermore, we introduce an improved dual-pass supervision scheme over u and v for stronger optimization of unified condition-action modeling. UCA-Flow improves the average success rate by 9.3 percentage points over the strongest baseline, while achieving 45.6x and 33.4x speedups over DP3 and Simple DP3, and remaining 4.3x and 2.3x faster than one-step FlowPolicy and MP1, respectively.
Humanoid robots hold great promise as general-purpose agents in human-centered environments, yet generalist vision-language-action (VLA) foundation models are not readily applicable to humanoid whole-body loco-manipulation. The high dimensionality and interdependence of humanoid motions make it challenging for conventional single-stage VLA architectures to coordinate locomotion, waist posture, and dual-arm manipulation effectively. Moreover, policies trained through offline behavior cloning can remain suboptimal during real-world deployment. Although online reinforcement learning can refine policies through real-world interaction, directly tuning large VLA backbones demands excessive computation and may introduce safety risks during real-robot exploration. To address these bottlenecks, we introduce HAF (Humanoid Adaptation Framework), a two-part framework consisting of HAF-VLA and HAF-Steer that transfers off-the-shelf generalist VLA foundation models to humanoid whole-body loco-manipulation. HAF-VLA is a hierarchical action-flow generator built on a pretrained flow-matching VLA. It splits full-body action denoising into three sequential stages with stage embeddings and cross-stage KV caches that retain kinematic dependencies, avoiding incoherent whole-body actions from one-shot generation. On top of the frozen HAF-VLA, HAF-Steer is a latent offline-to-online RL pipeline that leverages flow-matching invertibility and DCT-based dimensionality reduction to restrict RL optimization to a compact noise subspace and train a regularized SAC policy. This avoids updating the large VLA backbone and enables efficient real-world policy refinement. Evaluated on seven real-world humanoid loco-manipulation tasks, HAF surpasses vanilla single-stage VLA baselines and improves whole-body coordination and task performance. Project website: https://grange007.github.io/HAF .
Real-world deployment of Vision-Language-Action (VLA) models is often bottlenecked by efficiency-performance trade-offs, cross-embodiment generalization, and execution smoothness. We present NebulaVLA, an asynchronous dual-frequency architecture that decouples high-level semantic reasoning from low-level action control, optimizing computational resources and modularity. To bridge semantic gaps across heterogeneous robots, we introduce GESTURE-7, a unified language-grounded action representation. Furthermore, our Guide Action algorithm enforces kinematic continuity via mask-based smoothness constraints. Comprehensive evaluations demonstrate that NebulaVLA significantly outperforms synchronous baselines, achieving an 85.5% average success rate on LIBERO-Plus and accelerating action generation by ~2.7x. This asynchronous design enables highly efficient and responsive control for practical robotics.
In-context imitation learning enables few-shot policy generalization but struggles to maintain performance on unseen objects and novel scenarios. To address this, we introduce MatchingPolicy, a correspondence-driven framework that explicitly decouples demonstration-to-scene matching from policy learning. Central to our method is a correspondence-aware diffusion policy that conditions robotic actions directly on dense semantic correspondences. This architectural separation resolves the inherent conflict between correspondence identification and action adaptation, enabling robust out-of-distribution transfer. Our framework integrates vision foundation models with a novel two-stage matching algorithm to dynamically establish reliable correspondences. Extensive evaluations on RLBench and real-world manipulation tasks confirm that MatchingPolicy achieves superior few-shot performance, generalizing reliably across unseen object instances and semantic categories.
Dexterous grasp generation that considers arm-related constraints is crucial in real-world scenarios involving arm environment collision avoidance, workspace boundary grasps, and consecutive grasping. Existing hand-centric grasp models, which primarily focus on the floating hand's pose, are insufficient for such cases. Conventional arm-aware methods either rely on rejection sampling to discard infeasible samples or require retraining on arm-specific data, leading to low sample efficiency under adverse conditions or limited generalization across different robots and environments. To overcome these limitations, this letter presents an arm-aware dexterous grasp generation framework that leverages pretrained arm-agnostic grasp models while integrating arm and environmental information only at inference time. Specifically, we formulate arm-aware constrained grasp generation as a joint optimization of hand pose and arm configuration, and derive closed-form gradients for arm-related constraints. Assuming the hand pose distribution is represented by a diffusion model, we prove that gradient-based optimization is equivalent to guided diffusion sampling, steering near-feasible samples toward the feasible region. Through comprehensive evaluation involving 10k objects across 6 scenarios, we demonstrate that the proposed framework generates feasible grasps in highly constrained settings with significantly higher probability, highlighting its advantages in real-world applications. Supplementary materials and appendix are available at https://arm-aware-dexgrasp.github.io/.
Learning from demonstration is a promising approach for dexterous manipulation, but collecting high-quality contact-critical demonstrations remains difficult with low-cost teleoperation hardware. We present ViHaTeleop, a lightweight (0.7 kg), low-cost ($550) visual-haptic teleoperation system with SLAM-based wrist tracking, camera-based hand tracking, and finger-wise vibrotactile feedback through Linear Resonant Actuators (LRA). The system includes several design choices (LED illumination, fisheye hand camera, and tactile-aware retargeting constraints) and is deployed on Franka + LEAP Hand + 9DTact in both real and simulated environments. Under matched with/without-haptic conditions with nine participants across six contact-critical tasks, haptics improved success rates across all tasks (+2.2 to +15.6 percentage points), while completion-time effects were task-dependent. Subjective ratings showed significant gains in contact clarity and grasp confidence in both simulation and real-world settings (Wilcoxon signed-rank, p<0.05). We also integrate a lightweight depth-camera-based tactile proxy in Isaac Sim, enabling a full pipeline from multi-modal demonstration collection to visual-tactile policy training. Preliminary downstream validation by training visual-tactile policies from collected demonstrations shows tactile cues benefit contact-critical subtasks (peg-in-hole: +17 percentage points over vision-only).
Long-horizon robot manipulation chains many contact-rich skills into one multi-stage task. Vision-language-action (VLA) models increasingly master the individual skills, yet the chain still fails: errors compound beyond the policy's ability to correct, and one subtask silently constrains the next. A promising recipe freezes the VLA and puts an LLM agent in charge: it plans in language, moves in free space with analytic primitives, invokes the VLA only for contact-rich segments, and writes adaptation into language memory. Applied to long horizons, it breaks twice. (1) Competence comes from whole-task exploration at test time, whose cost is multiplicative in stages: if one stage needs T episodes, a K-stage task needs about T^K, and a failure does not reveal which stage caused it. (2) It has no representation of transitions: the VLA primitive carries an exit but no entry condition, so a subtask can succeed in a form its successor cannot use. We present BATON. Against (1), BATON makes the subtask the unit of exploration: each is explored in the cheap short-horizon regime and its solution stored in memory; a long-horizon trajectory is then composed from these solutions rather than discovered whole. Cost becomes additive (T*K) and every failure is attributed to a single stage. Against (2), BATON equips exploration with a transition-aware memory. Within a subtask, a verifier agent governs the invocation transition: the VLA is called only after the wrist view confirms the scene is ready. Across subtasks, a handoff transition restores an entry state disturbed by the predecessor's residue, and a lookahead transition selects the strategy whose outcome the successor can inherit. No parameters are updated. On the long-horizon benchmark RoboMemArena, BATON improves task success by 11.6% and cumulative success by 14.9% over the SoTA.
Language and vision-language models generate plausible embodied plans but do not guarantee executability, as their outputs can violate environment dynamics or act on incorrectly grounded entities. We present a neurosymbolic agent that factors long-horizon household tasks into task-directed visual exploration and constrained symbolic planning. In the first phase, a vision-language model and exploration harness acquire goal-relevant predicates and instance bindings from egocentric observations and grounded interactions, producing a symbolic initial state. In the second, a PDDL transition model restricts decoding to tokens that extend applicable actions. Monte Carlo tree search then evaluates executable continuations using a domain-independent planning heuristic. The resulting plans are executable by construction under the transition model, with transfer to the environment conditioned on correct visual grounding. On VirtualHome and ALFWorld, open 4B-27B models exceed 90% success in both environments, and our smallest agent substantially outperforms a 27B direct visual policy in each. Constraints and search prove complementary rather than interchangeable: in ALFWorld either alone solves under a third of tasks, whereas their combination solves over 95%. The method also uses several times fewer generated tokens than extended thinking and far fewer model-visible images than direct interaction, and residual failures localize to state acquisition rather than plan generation without any specialized training.
Long-term manipulation planning requires robots to reason not only about immediate task success but also about how current decisions affect future interactions with the environment. In this context, household service robots may need to organize groceries in partially occupied shelves while using limited storage space efficiently and preserving access for subsequent placements. In this paper, we consider an online multi-object shelf-placement setting in which future objects arrivals are unknown. Existing approaches do not jointly address semantic organization, dense space utilization, and manipulator accessibility during sequential shelf filling. To address this gap, we propose Semantic-Dense Placement Planning (SDPP), an accessibility-preserving approach that ranks candidate poses using a semantic-density score combining inter-object semantic similarity with spatial proximity. An Accessibility Map (AM) further filters candidates unlikely to be reachable before motion planning and penalizes placements that reduce the remaining accessible workspace. Simulation experiments show that SDPP significantly improves semantic placement quality over state-of-the-art baselines and achieves the highest average shelf density, while the AM substantially reduces the time required to identify feasible placement poses. A qualitative real-world experiment demonstrates the applicability of our pipeline in a domestic shelf-storage scenario.
Long-horizon embodied tasks require LLM agents to iteratively decompose high-level goals, revise plans in response to environmental feedback, and ground leaf-level subgoals into valid executable actions. Recursive context-management methods such as ReCAP improve planning stability through multi-level task decomposition and parent-node refinement, but still repeatedly invoke the LLM at leaf nodes to ground atomic subtasks into exact valid actions. We refer to this final grounding step as last-mile grounding redundancy, which accumulates into substantial LLM-call and token overhead during long-horizon execution. To mitigate this issue, we propose HaReCAP (Habitual-action Grounded ReCAP), a low-intrusion leaf grounding extension for ReCAP. HaReCAP extracts frequent leaf decisions from successful trajectories and compiles them offline into auditable and abstainable one-step leaf-reflex rules. At runtime, it skips the leaf LLM call only when a rule can uniquely determine a legal action in the current valid-action set; otherwise, it falls back to the original ReCAP. This design avoids repeatedly carrying the full recursive context into the LLM for routine leaf action grounding, while preserving the original recursive control flow. We evaluate HaReCAP on Robotouille and ALFWorld with Qwen3.5-27B as the main model. On tasks solved by both ReCAP and HaReCAP, HaReCAP reduces token consumption by 14.67%, 17.93%, and 20.08% on Robotouille synchronous, Robotouille asynchronous, and ALFWorld, respectively. The results show that HaReCAP can serve as a low-intrusion extension to ReCAP-style recursive context-management frameworks, reducing last-mile grounding redundancy across environments and models on commonly successful trajectories.
Foundation models are increasingly used for perception, reasoning, planning, and action generation in embodied agents, creating security risks that can propagate from digital inputs to physical behavior. Existing surveys often organize threats by mechanisms such as jailbreaks, prompt injection, backdoors, poisoning, or adversarial examples, but these categories do not consistently identify where an adversary first enters the embodied control loop. We present a trust-boundary-centric survey of foundation-model-powered embodied-agent security. Using a first-compromised-trust-boundary principle, we separate attack surface from attack mechanism and organize the system into five layers and twelve attack surfaces spanning the model supply chain, user instructions, context and memory, physical semantic environments, multimodal perception, world state, internal reasoning, task planning, action interfaces, middleware, multi-agent communication, and execution control. Based on 58 attack records and 61 defense records collected through August 15, 2026, we analyze representative attacks, cross-layer propagation, defense placement, and evaluation practices. Our quantitative analysis shows that attack research is concentrated on multimodal perception and action interfaces, while defenses are especially concentrated on action-level and runtime protection. Context and long-term memory, middleware and networking, world-state integrity, and multi-agent trust remain comparatively underexplored. We conclude with open challenges in state provenance, compositional defenses, long-horizon attack propagation, physical realizability, Byzantine multi-robot behavior, and unified closed-loop evaluation.
Large Language Models (LLMs) have demonstrated capabilities in in-context learning, task decomposition, step-by-step reasoning, and code generation, driving their gradual evolution from text generation models into the core of agents capable of perceiving environments, invoking tools, and executing tasks. Traditional LLM Agents typically obtain information through webpages, documents, databases, or external tools and generate corresponding invocation sequences according to user goals; when this technology is further integrated with robotic systems, large language models begin to undertake functions such as task understanding, high-level planning, and behavioral decision-making. SayCan combines the task reasoning capability of language models with the affordances of robotic skills, while Code as Policies and ProgPrompt generate robot task plans through policy code and programmatic prompting, respectively, and VoxPoser uses language models and vision-language models to construct three-dimensional value maps to guide robotic manipulation. Vision-language-action models such as PaLM-E, RT-2, and GR00T N1 further strengthen the connection among language, visual perception, and robotic actions. In such LLM-driven embodied agents, the model not only needs to understand user instructions, but also needs to combine scene states, object attributes, spatial relations, and execution feedback to complete task grounding, and then hand the generated action plan to skill libraries, motion planners, or controllers for execution.
Cross-view Video Geo-localization (CVG) aims to localize ground-view videos by retrieving their corresponding geo-tagged aerial images. However, CVG approaches rely on fixed-length inputs and post-hoc refinement, hindering online-oriented localization under partial or dynamic observations. In this work, we formulate Progressive Cross-view Video Geo-localization (PCVG) as a deployment-oriented extension and evaluation protocol of CVG, enabling localization under varying temporal budgets, prefix-based inference, random-start evaluation, and long-range localization with interruptions. To explore PCVG, we introduce X2Localizer, a cross-grained alignment framework that jointly supervises global prefix-to-aerial retrieval and token-aggregated frame-aerial-tile matching with a budget-dependent asymmetric objective. Furthermore, we introduce a Sliding-Window Re-Localization (SWRL) strategy that dynamically refreshes candidate regions for failure recovery and long-range deployment without full-sequence reprocessing. Extensive experiments show that X2Localizer preserves conventional full-video performance, with marginal gains of +0.1 Recall@1 and +0.3 Recall@10, while substantially improving early localization. In the challenging single-frame setting, X2Localizer improves coarse retrieval by +4.7 Recall@1 and +11.5 Recall@10 over the previous state-of-the-art method. With SWRL, our approach further enables robust progressive localization under random-start and long-distance scenarios, narrowing the gap between benchmark evaluation and real-world deployment.
Conventionally, robotic perception relies heavily on cameras due to the rich semantic texture they provide. However, their performance degrades significantly in low-light or high-dynamic-range environments. Conversely, while Light Detection and Ranging (LiDAR) captures illumination-invariant geometric and intensity properties, the resulting data are typically single-channel and sparse, creating a significant modality gap when applying vision models pre-trained on RGB datasets. In this paper, we propose Cyclops, a framework that translates sparse Non-Repetitive Scanning LiDAR (NRS-LiDAR) intensity into RGB video, enabling camera-free inference for all-day perception tasks. Our approach first converts sparse LiDAR intensity projections into dense representations via a frozen pre-trained densification module, serving as a geometrically rich source condition. The dense intensity latent is then transported toward the target RGB distribution through Latent Bridge Matching (LBM) with a learned velocity field in a few ODE integration steps. To mitigate inter-frame flickering, we inject prior-frame context via temporal attention layers and further formulate the velocity field as a policy optimized by a differentiable terminal reward that encourages terminal fidelity through backpropagation along the ODE trajectory. Extensive experiments demonstrate that the synthesized RGB, including those generated under near-dark conditions, enable standard RGB-based perception models to substantially outperform both LiDAR baselines and conventional cameras on semantic segmentation, lane detection, and point cloud colorization across diverse lighting conditions.
Active 3D Gaussian reconstruction fundamentally relies on selecting informative next-best views under limited sensing budgets. Existing active 3DGS methods primarily plan viewpoints according to geometric information gain, treating object-induced hidden regions in the same manner as general unexplored space. Under tight frame budgets, such geometry-driven strategies may prioritize global scene coverage while leaving partially observed objects incompletely reconstructed. To address this limitation, we propose OccamView, an object-conditioned view-selection framework for frame-budgeted active 3D Gaussian reconstruction. Rather than predicting unseen object geometry or performing shape completion, OccamView maintains an online object memory from open-vocabulary detections grounded in measured RGB-D observations and represents unresolved local occupancy around detected objects as conservative hidden-region proxies. Candidate viewpoints are then evaluated using an occlusion-aware proxy-coverage score. Furthermore, we introduce a Geo-Floor mechanism that restricts object-conditioned re-ranking to geometrically competitive candidates, allowing object-conditioned cues to guide complementary observations while preserving the geometry-driven exploration behavior of the underlying planner. Experiments on Replica and Matterport3D under a unified frame-budgeted protocol show that OccamView consistently reduces Completion and improves Completion Ratio across five frame budgets, with particularly pronounced gains under limited frame budgets. These results demonstrate that lightweight object-conditioned cues effectively complement geometry-driven active view planning.
Satellite agents for on-orbit navigation tasks need to predict collision risks using limited onboard observations. However, conventional planners often rely on predefined maps and fixed environmental assumptions, limiting their adaptability in dynamic on-orbit scenarios. In this paper, we propose Orbit-Planner, a two-stage latent world model for on-orbit obstacle avoidance. Orbit-Planner learns action-conditioned spacecraft dynamics to perform future-state rollouts in latent space, and introduces a Physics Probe to decode physical state changes from imagined latent trajectories. Experiments demonstrate that Orbit-Planner can perform long-horizon latent rollouts and recover physical states from imagined trajectories. In closed-loop obstacle-avoidance navigation in Isaac Sim, it attains a success rate of 91.7%. Code is available at https://github.com/ZhijianLi2003/Orbit_Planner.
Vision-based Unmanned Aerial Vehicles (UAVs) often suffer from navigation failures in dead ends due to limited sensing accuracy and range. To address this challenge, this paper proposes a systematic solution for efficient dead-end prediction and avoidance. The proposed method introduces a lightweight neural network to predict the relative distance and bearing of potential dead ends within the current field of view using RGB-D inputs. These predictions prune a predefined, compact trajectory library, enabling the planner to proactively avoid dead ends while maintaining navigational smoothness. Notably, our approach transfers across real-world scenarios without manual annotation or fine-tuning on real-world data. The system achieves high-frequency replanning at 50 Hz onboard. Extensive simulation benchmarks demonstrate superior performance in success rate, flight time, and trajectory length, and real-world experiments further validate its effectiveness in complex scenarios.
Learning embodied urban navigation policies from real-world data is constrained by the cost of task-specific data collection and the limited coverage of rare yet safety-critical scenarios. To address these challenges, we present a scalable framework for learning point-goal urban navigation from web-scale in-the-wild egocentric videos while systematically exposing its long tail. The framework automatically annotates uncurated web videos with metric trajectories and structured navigation semantics, which are then used to train a vision-language-action policy for interpretable navigation planning. We characterize the long tail based on model performance and the distribution of perception-motion patterns, and employ reflection-based analysis to diagnose recurring failure modes. Experiments on web-video data and real-world urban navigation tasks demonstrate effective knowledge transfer from unconstrained videos and reveal coherent long-tail structures beyond aggregate navigation performance.
Inspection is a core capability in many mobile robotics applications, including industrial facility monitoring, infrastructure maintenance, agriculture, and search and rescue. Observing the bottom of a cylindrical cavity, as required by ASTM search-task benchmarks for response robots, presents a representative challenge: the robot must position its camera precisely while satisfying visibility, kinematic, and collision constraints. This paper presents a fully autonomous method for observation-constrained inspection of cylindrical cavities in robot joint space. Rather than prescribing a single Cartesian camera pose, the method represents the inspection objective as a set of valid viewing geometries, thereby avoiding the rejection of reachable viewpoints and configurations with poor joint-limit margins. An RGB perception front end estimates the opening center and directed cavity axis from semantic masks using arc-supported ellipse fitting together with body and side-generator cues. These estimates parameterize constraints on camera-axis alignment, lateral offset, and axial standoff. A multistart derivative-free search then optimizes robot joint configurations with lexicographic priority given to constraint satisfaction; feasible configurations are ranked according to motion economy, joint-limit margin, and view quality. The resulting candidates are evaluated by a collision-aware motion planner, and the executed camera pose is verified geometrically and using a ray-based estimate of bottom visibility. In Isaac Sim, the proposed method successfully completes 92 of 100 target configurations and attains 91.65% mean bottom visibility among executed trials, compared with 76 of 100 and 84.3% for a multistart coordinate-search baseline. Tabletop and Unitree A2-mounted experiments demonstrate the complete perception-planning-execution pipeline.
Achieving human-level competitive intelligence and physical agility in humanoid robots remains a profound challenge, particularly in contact-rich and highly dynamic tasks such as boxing. While Multi-Agent Reinforcement Learning offers a principled framework for strategic interaction, its direct application to unstructured raw motor spaces inevitably leads to joint-level physical collapse, preventing the emergence of any viable combat tactics. To resolve this fundamental conflict between strategic exploration and physical feasibility, we formulate the humanoid combat task as a novel two-player latent-space zero-sum Markov game. Under standard regularity and approximate best-response assumptions, we show that the latent formulation induces an equivalent game over the decoder-reachable action manifold, providing an approximate-Nash interpretation of the resulting self-play dynamics. To instantiate this theoretical formulation, we propose RoboStriker, a hierarchical framework that decouples high-level reasoning from low-level execution. It first distills the tracking expertise of predefined boxing motions into a topologically bounded latent manifold. This structured latent foundation subsequently drives multi-agent co-evolution via Latent-Space Neural Fictitious Self-Play. Extensive experimental results demonstrate that gaming within this structured latent space substantially outperforms direct exploration. By constraining strategic exploration through a pretrained motion decoder, RoboStriker substantially reduces the catastrophic balance failures observed in raw action-space methods and achieves superior tactical performance in both competitive win rates and striking efficiency. Finally, we successfully deploy and validate our learned combat policies on real-world humanoid robots. Our code and video and supplementary materials are available at RoboStriker.
Training locomotion policies for complex unstructured terrain requires a curriculum to avoid early exploration failures. However, since unstructured terrain lacks explicit difficulty ordering for curriculum design, existing methods resort to heuristic curricula over parameterized terrains. This abstraction limits generalization, as policies can overadapt to near-fixed perceptual patterns. To address this, we propose TACL, a Trajectory-level Automatic Curriculum Learning framework that generates training tasks directly from unstructured terrain maps. At each curriculum update, the evaluator learns a difficulty function for the current policy that maps a given trajectory task to a difficulty score. The sampler then proposes new trajectories guided by the learned evaluator as the curriculum for the next policy update. This forms a closed loop in which the curriculum is iteratively matched to the evolving policy. Quantitative and qualitative experiments show that TACL continuously provides effective curricula on unstructured terrain, improving trajectory success rate by 56.3% over direct training without curriculum. Compared with handcrafted curriculum learning, our method improves success rate by 18.5% on the hardest terrain tasks and by up to 39.74% when evaluating traversal from diverse approach directions on the same obstacle type.
Accurate throwing of the American football requires precise regulation of release conditions, where coupled linear and angular momentum determine flight stability and targeting accuracy. While prior work on robotic object throwing has largely focused on generating dynamically feasible release velocities using open-gripper paradigms, explicit control of spin injection at detachment remains underexplored, particularly for aerodynamically anisotropic objects like the American football. In this paper, we present the spin-stabilized controlled tight spiral throw of an American football by a humanoid robot. Achieving this requires (i) accurately reaching the desired coupled momentum, which often involves high degrees-of-freedom (DoF) movements completed within approximately half a second, and (ii) managing the complex transient contact dynamics that arise during the sub-100-millisecond release phase, when the football is effectively underactuated as it moves partially across the fingers. To this end, we develop a coupled whole-body control strategy where the lower body is performing informed stabilization while the upper body is further divided into two phases with (i) a throw phase accelerating the football to a target state through trajectory optimization and tracking, and (ii) a follow-through phase utilizing model predictive control to actively control the wrist and remaining in-contact fingers. The proposed framework is empirically validated on a 29-DoF Unitree G1 humanoid equipped with a 7-DoF Dex3-1 three-fingered gripper. The thrown American football reaches up to 93.6% spin efficiency and a 0.286 radians linear-velocity-to-nose-alignment (nose-angle) error (where an "ideal" tight spiral corresponds to 100% spin efficiency and 0 radians nose-angle error) at up to a 5.35 m/s linear velocity and an angular velocity of 14.5 rad/s.
Recent advances in AI technologies have enabled the advanced design of complex control policies. In contrast, focusing on the body, many robots still employ simple bodies that can limit adaptability to environments. Studies in embodied robotics have shown that well-designed bodies can partially replace the role of control and computation with physical body-environment interactions, yet such designs still depend heavily on expert intuition. There is a need for a systematic theoretical framework for body design, as well as a method for joint optimization of the body and controller. To address this, we introduce the Embodied Perceptron, a theoretical framework that unifies neural networks and physical body systems. In this view, the body itself acts as a perceptron: mechanical parameters correspond to weights, and physical nonlinearities play the role of activation functions. By representing physical constraints as weights and nonlinear properties as activation functions, a physical body can be modeled in neural-network form. The system representation enables us to explicitly and theoretically explain that the body can substitute for part of the neural control. As an application, we co-optimize control policy and muscle configuration in a musculoskeletal robot and show that the resulting embodied intelligence can provide inherent stability, improve learning efficiency, and drastically reduce model size-even with a single-neuron controller. The results bridge the informational and physical worlds and provide a pathway toward understanding and systematic design of embodied AI systems.
Multi-segment suction-based soft robots are promising for inspection and maintenance in confined or fragile environments, but existing approaches still depend heavily on manually designed gaits and environment-specific motion scripts. This work presents a planning framework for serial multi-segment soft robots with deformable body segments and boundary suction pads. The formulation targets full 3D navigation on complex surfaces and explicitly handles discrete adhesion switching and continuous body deformation under geometric, collision, and quasi-static feasibility constraints, while remaining agnostic to the specific actuation realization used to produce segment deformation. Its core, block-wise IK hybrid search (IKHS), performs best-first search over feasible adhesion transitions while solving inverse kinematics only on induced free blocks. On top of IKHS, primitive-augmented hybrid search (PaHS) uses a learned observation-primitive embedding to retrieve short validated motion segments for fast local proposal, with fallback to standard IKHS branching when retrieval fails. In simulation, the framework consistently outperforms controlled baselines in planning success, transition quality, and efficiency across diverse terrains. PaHS matches IKHS in success rate while substantially reducing planning time. Repeated hardware experiments on a pneumatic multi-segment soft robot further demonstrate executability and online recovery under actuation and adhesion uncertainty.
Designing large soft robots capable of generating high forces for physical human-robot interaction remains a significant challenge in soft robotics. Prior work in large soft robots has focused on proof-of-concept prototypes, and no systematic framework exists for determining the suitability of a design paradigm for a desired task. This manuscript introduces a method for optimizing the geometry of a soft robot limb, maximizing its blocking force subject to an anti-bucking constraint under its own gravitational loading. We demonstrate that an explicit solution exists to the proposed optimization problem under certain assumptions. Experiments with three geometries of a large, soft, pneumatically-actuated manipulator demonstrate that the method correctly predicts which designs meet constraints and which produces the largest end-effector forces. This method, with its closed-form solution, can allow designers to determine a-priori if an intended class of soft manipulators is an appropriate choice for physical interaction at large size scales.
Underactuated tendon-driven hands offer compact actuation and passive compliance, but tendon elongation under restoring-spring loading introduces configuration-dependent joint deviations. This paper presents H-PAC, a modular 6-actuator, 15-DoF robotic hand with a control-oriented modeling and implementation framework. A sparse analytical actuator-joint model is derived from the tendon-routing geometry, and a mechanics-based compensation model is developed to account for tendon-elasticity-induced joint errors. The proposed method is implemented in a hierarchical architecture: a host computer performs workspace-constrained posture mapping and compensation, while an ESP32 generates synchronized commands for six position-controlled servos. The same control parameters and execution strategy are used across all tasks without task-specific retuning. Monotonic servo-sweep experiments show that the compensation substantially improves joint-angle prediction. The MAE of the index DIP joint decreases from 1.15 degrees to 0.18 degrees, and all nine evaluated joints achieve an MAE below 0.23 degrees. Representative postures and grasping configurations are further executed using the same control pipeline without external joint or force sensing in the control loop. The results demonstrate a practical approach to improving posture reproducibility in compact underactuated robotic end-effectors.
The Central Place Foraging Algorithm (CPFA) combines site fidelity, pheromone-guided navigation, and uninformed random search to enable decentralized resource collection in robot swarms. However, CPFA often revisits previously explored regions while leaving other areas insufficiently searched, reducing efficiency as resources become scarce. In this paper, we propose Adaptive Repulsive Pheromone Clustering (ARPC), a bio-inspired method in which robots deposit repulsive pheromone waypoints to mark previously explored locations. These waypoints are clustered around the nest to estimate low-value search regions, allowing robots to be redirected toward likely unvisited areas. By integrating the exploitation of known resources with systematic avoidance of redundant exploration, ARPC improves search diversity and resource discovery efficiency. Extensive simulations in ARGoS across varying arena sizes, resource densities, and clustered, random, and power-law spatial distributions demonstrate that ARPC consistently outperforms CPFA and the Grid-Based CPFA (GPFA). In particular, ARPC yields significant gains during both early discovery (10%) and late-stage (up to 60%) collection, where conventional methods typically degrade. These results indicate that ARPC provides a scalable and robust strategy for large-scale heterogeneous swarm foraging environments.
Empathetic social robots should respond not only to what users say, but also to how their emotions dynamically evolve during interaction. However, existing empathetic dialogue systems are often text-centered and primarily model empathy as a one-way mapping from the user's emotion to the system response, limiting their ability to capture embodied speaker-listener affective exchange. We present AffectLoop, a multimodal speaker-listener emotion-dynamics-aware spoken dialogue system implemented on the Misty II robot. The system tracks the speaker's verbal and facial affective dynamics, estimates the robot listener's own verbal and behavioral affective state, and conditions LLM-based response generation on both affective streams. The robot then generates a short spoken empathetic response together with emotionally congruent embodied behavior, forming a closed speaker-listener affective loop. We evaluate the system in a pilot within-subject study with five participants, comparing it with an otherwise identical utterance-conditioned baseline that omits the speaker- and listener-affective-state inputs. The proposed system received higher overall impression ratings, especially for empathetic response and user satisfaction. Post-hoc log analysis further showed higher speaker-listener affective alignment and stronger valence-based distress recovery. These preliminary results suggest that explicitly modeling both speaker emotional dynamics and listener affective state can improve embodied empathetic interaction.