🤖 Robotics arXiv Digest

2026-08-17
30 papers 8 research areas
Generated by Claude

Research Landscape

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.

Papers by Research Area

VLA & Foundation Models for Manipulation

Generalist vision-language-action policies and the inference-time machinery (search, condition-action fusion, async control) built around them.

  • #2 — τ0-VLA: a Hierarchical Robot Foundation Model with Worl...
  • #4 — Zetta ζ: An Efficient Closed-Loop Embodied Harness for ...
  • #5 — Unified Condition-Action Modeling for Accurate One-Step Acti...
  • #6 — HAF: Adapting Generalist VLAs to Humanoid Whole-Body Loco-ma...
  • #12 — NebulaVLA: A Dual-Frequency Vision-Language-Action Model Wit...
  • #22 — MatchingPolicy: Correspondence-Aware Policy Enables Cross-Ob...
6 papers

Dexterous Manipulation & Grasping

Grasp generation, teleoperation, and hand hardware for contact-rich, dexterous manipulation.

  • #1 — Arm-Aware Guided Dexterous Grasp Generation with Arm-Agnosti...
  • #11 — ViHaTeleop: A Low-Cost, Lightweight Visual-Haptic Teleoperat...
2 papers

Agentic LLM Planning for Long-Horizon Tasks

LLM- and symbol-grounded agents that plan, decompose, and execute multi-stage embodied tasks.

  • #14 — Don't Drop the BATON: Long-Horizon Robot Manipulation via Ag...
  • #19 — Neurosymbolic Embodied Agents
  • #20 — Semantic- and Density-Aware Planning for Accessibility-Prese...
  • #29 — HaReCAP: Habitual-action Grounding for Recursive Large Langu...
4 papers

Embodied Agent Security

Attack surfaces, attacks, and defenses for foundation-model-powered embodied and robotic agents.

  • #16 — Security of Foundation-Model-Powered Embodied Agents: Attack...
  • #18 — When State Becomes an Attack Surface: State-Semantic Injecti...
2 papers

Navigation & Perception

Localization, active view planning, sensor translation, and navigation across ground, aerial, and orbital settings.

  • #3 — X²Localizer: Cross-grained Alignment for Progressive Cr...
  • #8 — Cyclops: LiDAR as a Camera That Dreams in Color
  • #13 — OccamView: Object-Conditioned View Selection for Frame-Budge...
  • #25 — Orbit-Planner: Towards Latent World Models for On-Orbit Obst...
  • #27 — DPNet: Efficient Dead-End Prediction and Avoidance for Visio...
  • #28 — Exposing the Long-tail in Embodied Urban Navigation via Scal...
  • #30 — Observation-Constrained Joint-Space Viewpoint Optimization f...
7 papers

Legged & Humanoid Whole-Body Control

Locomotion curricula and whole-body control for legged and humanoid robots in dynamic, contact-rich tasks.

  • #9 — RoboStriker: Latent-Space Strategic Games for Autonomous Hum...
  • #10 — Trajectory-Level Automatic Curriculum Learning for Legged Lo...
  • #26 — Throwing a Tight Spiral American Football by a Humanoid Robo...
3 papers

Hardware & Soft Robot Design

Mechanical co-design, modeling, and optimization for soft robots and underactuated hands.

  • #7 — Co-design of Neural and Muscle Network based on Embodied Per...
  • #15 — FlexWorm: Primitive-augmented Hybrid Contact-motion Planning...
  • #21 — Design Optimization for Large High-Force Soft Robot Manipula...
  • #23 — H-PAC Hand: Control-Oriented Modeling and Tendon-Elasticity ...
4 papers

Multi-Robot Systems & Social Robots

Swarm foraging coordination and affect-aware human-robot interaction.

  • #17 — Adaptive Repulsive Pheromone Clustering for Foraging Robot S...
  • #24 — Closing the Affective Loop: Multimodal Speaker-Listener Emot...
2 papers

All Papers

VLA & Foundation Models for Manipulation

6 papers
#2
h=6
τ0-VLA: a Hierarchical Robot Foundation Model with World-Model-Guided Test-Time Computation
2026-08-17 cs.RO Xinlin Ren (h=6)
Xiaowei Cai, Yunuo Cai, Bingao Chen, Jingxiao Chen, Zhi Chen
Core Contributions
  • Departs from the single-forward-pass norm in hierarchical VLA models by treating high-level subtask selection as a compute-scalable search problem: the policy can spend more test-time computation on difficult or consequential decisions rather than treating every step equally.
  • Uses a world model to guide this test-time search, evaluating candidate subtasks against imagined outcomes before committing — a mechanism largely absent from prior hierarchical VLA architectures that commit to a subtask immediately.
  • Trains on a notably large heterogeneous corpus (40,115 hours) with multimodal co-training and a low-level executor spanning multiple robot embodiments, aiming for broad transfer rather than single-robot specialization.
  • Shows extra test-time compute reliably improves next-subtask prediction accuracy and that these gains carry through to higher closed-loop success on long-horizon tasks, both in-domain and under distribution shift — evidence that LLM-style test-time scaling transfers to embodied hierarchical control.
Show abstract

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.

#4
h=4
Zetta ζ: An Efficient Closed-Loop Embodied Harness for Self-Evolving Physical Intelligence
2026-08-17 cs.RO Ting Cao (h=4)
Xin Ding, Liang Mi, Mingzhe Huang, Zixuan Wang, Chao Zhang
Core Contributions
  • Targets a structural weakness of current LLM-agent robot harnesses: they only reflect after an episode ends, too slow to govern execution as physical states change. Zetta instead runs three timescale-separated loops — action-frequency governance, rollout-level critic/recovery, validation-gated skill updates — concurrently with execution.
  • Keeps the base policy frozen and evolves code-based runtime critics and recovery skills online instead — a lighter-weight alternative to retraining the policy itself, paired with Z-Infra, infrastructure that decouples agent logic from execution resources for fast rollout.
  • Reports state-of-the-art results on LIBERO-Pro and RoboCasa (90.8% and 93.6% success) with an 11.1× inference speedup, plus zero-shot skill transfer and continued improvement as self-exploration experience accumulates.
  • The reported emergence of distinct "Aha Moment"-style behavior during self-evolution is offered as qualitative evidence that closed-loop critique, not just more data, is driving the capability gains.
Show abstract

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.

#5
h=4
Unified Condition-Action Modeling for Accurate One-Step Action Generation
2026-08-17 cs.RO Boyu Ma (h=4)
Xinyu Zhou, Zikun Cai, Kuangji Zuo, Gen Li, Boyu Ma
Core Contributions
  • Identifies a specific architectural weakness in diffusion/flow action policies: they typically bolt conditioning signals onto the action-generation process as static auxiliary inputs rather than letting them co-evolve with the trajectory being denoised.
  • Fixes this by putting observation, timestep, interval, and action tokens into one shared token sequence processed by a single transformer, so condition representations get dynamically reconstructed as generation proceeds and can emphasize whatever's relevant at each denoising stage.
  • Adds a dual-pass supervision scheme over both the u and v terms of the flow objective for tighter optimization — a training-side contribution independent of the architecture change.
  • Delivers a 9.3-point average success-rate gain over the strongest baseline while being dramatically faster: 45.6× over DP3, 33.4× over Simple DP3, and still 2.3–4.3× faster than other one-step methods (FlowPolicy, MP1) — accuracy and speed improving together rather than trading off.
Show abstract

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.

#6
h=3
HAF: Adapting Generalist VLAs to Humanoid Whole-Body Loco-manipulation via Hierarchical Action Flow and Spectral Latent RL
2026-08-17 cs.RO, cs.AI Langzhe Gu (h=3)
Langzhe Gu, Chengkai Hou, Meng Li, Xinhua Wang, Jiaming Liu
Core Contributions
  • Addresses why generalist VLA foundation models don't transfer cleanly to humanoids: single-stage architectures struggle to coordinate the high-dimensional, interdependent demands of locomotion, waist posture, and dual-arm manipulation simultaneously.
  • HAF-VLA splits action denoising into three sequential stages with cross-stage KV caches that preserve kinematic dependencies between stages — avoiding the incoherent whole-body motion that one-shot generation produces.
  • HAF-Steer applies offline-to-online RL in a compact latent noise subspace (via flow-matching invertibility and DCT-based dimensionality reduction) rather than fine-tuning the large VLA backbone directly — a cheaper, safer way to close the sim-to-real behavior-cloning gap.
  • Validated on seven real-world humanoid loco-manipulation tasks, beating vanilla single-stage VLA baselines on whole-body coordination and task performance — real hardware, not just simulation.
Show abstract

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 .

#12
h=1
NebulaVLA: A Dual-Frequency Vision-Language-Action Model With Guide Action for Robotic Manipulation
2026-08-17 cs.RO, cs.AI Bosch Tang (h=1)
Cong Zhao, Shuai Tian, Xu Zhang, Baocheng Ni, Xinguo Song
Core Contributions
  • Splits high-level semantic reasoning from low-level action control into asynchronous dual-frequency modules rather than running one synchronous network end-to-end, aiming to spend expensive reasoning compute less often than cheap control compute needs to run.
  • Introduces GESTURE-7, a unified language-grounded action representation meant to bridge action spaces across heterogeneous robot embodiments rather than requiring embodiment-specific action heads.
  • Uses mask-based smoothness constraints (the "Guide Action" algorithm) specifically to prevent the jerkiness that asynchronous high/low-frequency control can introduce at the boundary between reasoning updates.
  • Reports 85.5% average success on LIBERO-Plus alongside a ~2.7× speedup in action generation over synchronous baselines — evidence the decoupling buys real inference-time savings without giving up task performance.
Show abstract

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.

#22
h=0
MatchingPolicy: Correspondence-Aware Policy Enables Cross-Object In-Context Learning
2026-08-17 cs.RO Qijin She (h=0)
Qijin She, Hanyang Yu, Zeming Li, Ping Tan
Core Contributions
  • Targets a specific weakness in in-context imitation learning: existing approaches conflate matching a demonstration to the current scene with learning the action itself, which hurts generalization when test-time objects differ from the demonstration.
  • Explicitly decouples the two by conditioning a diffusion policy on dense semantic correspondences produced by a separate two-stage matching algorithm built on vision foundation models, rather than letting the policy network implicitly learn correspondence.
  • Frames this separation as resolving a fundamental conflict — correspondence identification and action adaptation pull a jointly-trained network in different directions, and decoupling avoids that tension.
  • Shows superior few-shot performance on RLBench and real-world manipulation, specifically generalizing to unseen object instances and semantic categories the demonstrations never covered.
Show abstract

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 Manipulation & Grasping

2 papers
#1
h=8
Arm-Aware Guided Dexterous Grasp Generation with Arm-Agnostic Grasp Models
2026-08-17 cs.RO Kangchen Lv (h=8)
Yongyi Jia, Yongpeng Jiang, Kangchen Lv, Yi Ren, Mingrui Yu
Core Contributions
  • Reframes arm-aware grasping as inference-time guided diffusion rather than retraining: derives closed-form gradients for arm/environment constraints and proves gradient-based optimization is mathematically equivalent to guided diffusion sampling, letting a pretrained arm-agnostic grasp model be steered toward feasible grasps without touching its weights.
  • Sidesteps the sample-efficiency bottleneck of rejection sampling common in prior arm-aware pipelines — instead of discarding infeasible hand poses generated in isolation, it nudges near-feasible samples into the feasible region during generation itself.
  • Decouples the grasp model from the robot: the same pretrained hand-centric diffusion model generalizes across different arms and environments because arm/collision constraints are injected only at inference, not baked in via arm-specific training data.
  • Validated at scale — 10k objects across 6 scenarios — with significantly higher feasible-grasp rates in highly constrained settings (workspace boundaries, collision-prone poses, consecutive grasps) than baseline approaches.
Show abstract

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/.

#11
h=1
ViHaTeleop: A Low-Cost, Lightweight Visual-Haptic Teleoperation System for Dexterous Manipulation Learning
2026-08-17 cs.RO Fucai Zhu (h=1)
Fucai Zhu, Yanhou Lai, Paul Maestre, Koichi Hashimoto
Core Contributions
  • Targets the demonstration-collection bottleneck for contact-critical dexterous tasks: cheap teleoperation rigs typically give no haptic feedback, making it hard for operators to judge contact quality during data collection.
  • Delivers haptic feedback in a genuinely low-cost, lightweight package (0.7 kg, $550) using SLAM-based wrist tracking, camera-based hand tracking, and finger-wise vibrotactile actuators — a fraction of the cost of typical force-feedback teleop hardware.
  • Includes a simulated tactile proxy (depth-camera based) in Isaac Sim, so the same pipeline can generate demonstrations in simulation as well as reality and train visual-tactile policies from either source.
  • A user study (n=9, six contact-critical tasks) shows haptic feedback improves success rate on every task (+2.2 to +15.6 points), and downstream policies trained with tactile cues gain +17 points on peg-in-hole over vision-only — concrete evidence that better teleop hardware translates into better learned policies, not just a better teleop experience.
Show abstract

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).

Agentic LLM Planning for Long-Horizon Tasks

4 papers
#14
h=0
Don't Drop the BATON: Long-Horizon Robot Manipulation via Agentic Subtask Exploration and Transition-aware Memory
2026-08-17 cs.RO, cs.AI, cs.CV Bingxin Xu (h=0)
Bingxin Xu, Yuzhang Shang, Emilio Ferrara
Core Contributions
  • Diagnoses two specific failure modes in the "frozen VLA + LLM planner" recipe for long-horizon manipulation: whole-task exploration cost scales multiplicatively with the number of stages (T^K), and there's no representation of what state a subtask hands off to the next one.
  • Fixes the cost problem by making the subtask, not the whole task, the unit of exploration — each subtask is explored cheaply in isolation and its solution stored in memory, turning cost from multiplicative (T^K) to additive (T×K) and letting failures be attributed to a specific stage.
  • Fixes the handoff problem with transition-aware memory: a verifier agent gates VLA invocation until the wrist camera confirms readiness, a handoff transition restores entry state disturbed by the prior subtask, and a lookahead transition picks strategies whose outcomes the next subtask can actually use.
  • All of this happens with no parameter updates — pure inference-time orchestration — yet improves task success by 11.6% and cumulative success by 14.9% over the prior state of the art on the RoboMemArena long-horizon benchmark.
Show abstract

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.

#19
h=0
Neurosymbolic Embodied Agents
2026-08-17 cs.RO, cs.AI, cs.CL Mohammad Albinhassan (h=0)
Mohammad Albinhassan, Yuming Feng, Alessandra Russo, Pranava Madhyastha
Core Contributions
  • Targets a core reliability gap in LLM/VLM-based planning: outputs are plausible but not guaranteed executable, since nothing stops them from violating environment dynamics or acting on wrongly grounded objects.
  • Splits the problem into two phases — vision-language exploration that acquires grounded predicates and instance bindings into a symbolic initial state, then PDDL-constrained decoding plus Monte Carlo tree search that only ever considers actions valid under a transition model — making plans executable by construction rather than by post-hoc filtering.
  • On VirtualHome and ALFWorld, models as small as 4B parameters exceed 90% success, and the smallest configuration substantially beats a 27B direct visual policy — suggesting the constraint-and-search structure buys more than raw model scale does here.
  • Ablation shows the two ingredients are complementary, not redundant: on ALFWorld, constraints alone or search alone each solve under a third of tasks, but combined they solve over 95% — plus large efficiency gains (far fewer tokens than extended thinking, far fewer images than direct interaction).
Show abstract

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.

#20
h=0
Semantic- and Density-Aware Planning for Accessibility-Preserving Multi-Object Placement
2026-08-17 cs.RO Benno Wingender (h=0)
Benno Wingender, Nils Dengler, Nicolas Busch, Sicong Pan, Maren Bennewitz
Core Contributions
  • Addresses a gap in shelf-stocking/placement planning: prior work optimizes semantic organization or space density or reachability in isolation, but a robot placing groceries online (future arrivals unknown) needs all three simultaneously to avoid painting itself into a corner.
  • Scores candidate poses with a combined semantic-density metric (inter-object similarity plus spatial proximity) rather than optimizing pure density or pure semantic grouping separately.
  • The Accessibility Map explicitly penalizes placements that would reduce future reachable workspace, addressing the failure mode where a dense, semantically tidy placement early on blocks manipulator access for later items.
  • Achieves both the best semantic placement quality and the highest average shelf density versus baselines in simulation, with the Accessibility Map substantially cutting the time to find feasible poses; a qualitative real-world demo confirms the pipeline runs outside simulation.
Show abstract

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.

#29
h=0
HaReCAP: Habitual-action Grounding for Recursive Large Language Model Agents
2026-08-17 cs.AI, cs.RO Shen Liu (h=0)
Shen Liu, Zhenguo Xu, Shaopu Wang, Yike Gao, Chunlei Wang
Core Contributions
  • Names and targets a specific overhead source in recursive LLM-agent planners (ReCAP-style): even after high-level decomposition is stable, the LLM still gets re-invoked at every leaf node just to ground an atomic subtask into a valid action — "last-mile grounding redundancy."
  • Fixes this by mining frequent leaf decisions from successful trajectories offline into auditable, abstainable one-step "habitual-action" rules, then skipping the leaf LLM call at runtime whenever a rule can uniquely determine the legal action — falling back to the LLM otherwise, so correctness isn't sacrificed for speed.
  • Designed as a low-intrusion extension rather than a replacement: it preserves ReCAP's original recursive control flow and only intervenes at the specific leaf-grounding step, making it composable with existing recursive planners.
  • On Robotouille and ALFWorld with Qwen3.5-27B, cuts token consumption by 14.67%, 17.93%, and 20.08% respectively on commonly-solved tasks — a concrete efficiency win without changing what gets solved.
Show abstract

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.

Embodied Agent Security

2 papers
#16
h=0
Security of Foundation-Model-Powered Embodied Agents: Attack Surfaces, Attacks, Defenses, and Evaluation
2026-08-17 cs.RO Jiawei Liu (h=0)
Jiawei Liu, Jiacheng Guo, Tian Zhang, Yiwei Xu, Juan Wang
Core Contributions
  • Reorganizes embodied-agent security around where an attacker first breaches a trust boundary, rather than by attack mechanism (jailbreak, prompt injection, backdoor, etc.) — a framing the authors argue better matches how threats actually propagate from digital input to physical action.
  • Maps the full pipeline into five layers and twelve attack surfaces, spanning everything from the model supply chain and user instructions to physical semantic environments, multimodal perception, world state, and multi-agent communication.
  • Quantifies where research effort actually concentrates from 58 attack records and 61 defense records (through Aug 15, 2026): attacks cluster around multimodal perception and action interfaces, defenses cluster around action-level and runtime protection — leaving context/long-term memory, middleware, world-state integrity, and multi-agent trust comparatively unexamined.
  • Companion piece to "When State Becomes an Attack Surface" from the same author group (below), which demonstrates one of the underexplored surfaces this survey flags.
Show abstract

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.

#18
h=0
When State Becomes an Attack Surface: State-Semantic Injection in LLM-Driven Embodied Agents
2026-08-17 cs.RO, cs.AI Jiawei Liu (h=0)
Jiawei Liu, Jiacheng Guo, Tian Zhang, Yiwei Xu, Juan Wang
Core Contributions
  • Targets state representation itself — the scene/object/spatial information an LLM-driven embodied agent uses for grounding — as an attack surface distinct from the prompt-injection and jailbreak vectors that dominate prior LLM-agent security work.
  • Traces the lineage of LLM-driven robot control (SayCan, Code as Policies, ProgPrompt, VoxPoser, PaLM-E, RT-2, GR00T N1) to argue that as these systems increasingly fuse scene state with action planning, corrupting that state becomes a viable way to manipulate physical behavior without touching the prompt at all.
  • Companion paper to the broader security survey from the same group (above); read together they position "state-semantic injection" as one of the concretely underexplored surfaces the survey's quantitative analysis identifies.
  • The publicly available abstract text is introductory/background-focused; the specific attack methodology and quantitative results are not fully captured in the source data for this digest.
Show abstract

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.

Navigation & Perception

7 papers
#3
h=5
X²Localizer: Cross-grained Alignment for Progressive Cross-view Video Geo-localization
2026-08-17 cs.CV, cs.AI, cs.RO Zichao Zeng (h=5)
Zichao Zeng, Weijia Fan, Yufan Chen, June Moh Goo, Junwei Zheng
Core Contributions
  • Targets a deployment gap in cross-view video geo-localization: existing CVG methods assume fixed-length video and refine matches only after the fact, which is unusable for a robot that must localize online, mid-sequence, or after interruptions.
  • Introduces a budget-dependent asymmetric training objective that jointly supervises coarse prefix-to-aerial retrieval and fine-grained token-level frame-to-tile matching, so one model degrades gracefully whether given one frame or many.
  • Adds Sliding-Window Re-Localization for failure recovery, refreshing candidate regions without reprocessing the full trajectory — important for long-range, real-world deployment where early hypotheses go stale.
  • In the hardest single-frame regime it beats the prior state of the art by +4.7 Recall@1 and +11.5 Recall@10, while barely sacrificing full-video performance (+0.1 R@1, +0.3 R@10) — the online capability is close to free.
Show abstract

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.

#8
h=3
Cyclops: LiDAR as a Camera That Dreams in Color
2026-08-17 cs.RO Hui Kong (h=3)
Wei Gao, Jian Shu, Mingle Zhao, Maani Ghaffari, David Kong
Core Contributions
  • Tackles the camera failure mode in low-light/high-dynamic-range conditions by converting sparse LiDAR intensity into synthetic RGB video, instead of trying to make vision models directly robust to bad lighting — sidestepping the problem rather than solving it head-on.
  • Uses Latent Bridge Matching to transport a densified LiDAR intensity representation toward the RGB distribution in just a few ODE steps, rather than a full diffusion process, keeping inference fast enough for onboard perception.
  • Adds temporal attention across frames plus a differentiable terminal-reward policy on the velocity field to suppress flicker and push for terminal fidelity — addressing the video-coherence problem a naive frame-by-frame translation would have.
  • Shows off-the-shelf RGB perception models (trained purely on real camera data) substantially outperform both raw LiDAR baselines and conventional cameras on segmentation, lane detection, and point-cloud colorization once fed this synthesized RGB — including in near-dark conditions where cameras normally fail outright.
Show abstract

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.

#13
h=1
OccamView: Object-Conditioned View Selection for Frame-Budgeted Active 3D Gaussian Reconstruction
2026-08-17 cs.RO, cs.CV Di Zhu (h=1)
Hongbo Gao, Wei Zhang, Zeyu Ni, Dihao Zhu, Ruifeng Li
Core Contributions
  • Notes a specific blind spot in active 3D Gaussian reconstruction: existing view planners treat object-occluded regions the same as generic unexplored space, so under a tight frame budget the planner may prioritize broad coverage while leaving individual objects incompletely reconstructed.
  • Rather than trying to predict or complete unseen object geometry, it maintains an online open-vocabulary object memory and represents unresolved regions around detected objects as conservative "hidden-region proxies" used to score candidate viewpoints.
  • The Geo-Floor mechanism restricts object-aware re-ranking to viewpoints that are already geometrically competitive, so object cues refine rather than override the underlying geometry-driven planner — avoiding overfitting view selection to just chasing objects.
  • Shows consistent reductions in reconstruction Completion error and gains in Completion Ratio across five frame budgets on Replica and Matterport3D, with the largest gains precisely when frame budgets are tightest — where the baseline's blind spot matters most.
Show abstract

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.

#25
h=0
Orbit-Planner: Towards Latent World Models for On-Orbit Obstacle Avoidance of Satellite Agents
2026-08-17 cs.RO, cs.AI Zhijian Li (h=0)
Zhijian Li, Chao Ren, Peijin Wang, Xian Sun
Core Contributions
  • Applies latent world-model planning — an approach mostly explored for ground robots — to a distinct domain: on-orbit satellite obstacle avoidance, where onboard sensing is limited and predefined maps aren't available for dynamic scenarios.
  • Learns action-conditioned spacecraft dynamics for latent-space rollouts, then adds a Physics Probe specifically to decode physical state (not just abstract features) back out of the imagined latent trajectories, grounding the latent model against real spacecraft physics.
  • The two-stage design (latent rollout + physics decoding) is a direct response to a known criticism of pure latent world models: they can drift from physical plausibility without an explicit mechanism tying latent predictions back to real state.
  • Achieves 91.7% success in closed-loop obstacle-avoidance navigation in Isaac Sim, with code released — a concrete, reproducible baseline for a relatively underexplored application area (satellite agents) in the broader robot-learning literature.
Show abstract

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.

#27
h=0
DPNet: Efficient Dead-End Prediction and Avoidance for Vision-Based UAV Navigation
2026-08-17 cs.RO Ruibin Zhang (h=0)
Ruibin Zhang, Lun Pan, Zelong Xia, Jialiang Hou, Fei Gao
Core Contributions
  • Targets dead-end failures in vision-based UAV navigation specifically, rather than general obstacle avoidance — dead ends are a distinct failure mode because limited sensing range means a UAV often doesn't realize it's entered one until it's already committed.
  • Uses a lightweight network to predict relative distance/bearing to potential dead ends from RGB-D within the current field of view, then prunes a precomputed trajectory library using that prediction — proactive avoidance baked into planning rather than reactive replanning after detection.
  • Transfers from training to real-world deployment without manual annotation or real-world fine-tuning, and still replans at 50 Hz onboard — sim-to-real robustness and real-time performance are explicit design targets, not afterthoughts.
  • Outperforms baselines on success rate, flight time, and trajectory length in simulation, with real-world experiments confirming the sim-trained predictor holds up in complex scenarios.
Show abstract

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.

#28
h=0
Exposing the Long-tail in Embodied Urban Navigation via Scalable Learning from In-the-Wild Videos
2026-08-17 cs.RO Bingyi Xia (h=0)
Bingyi Xia, Han Bao, Zhewei Chen, Hanjing Ye, Jingwen Yu
Core Contributions
  • Addresses the classic embodied-navigation data bottleneck — task-specific collection is expensive and rare safety-critical scenarios are underrepresented — by learning point-goal navigation from uncurated, web-scale egocentric video instead of purpose-collected robot data.
  • Automatically annotates raw web video with metric trajectories and structured navigation semantics to train a VLA policy, turning passive internet video into usable supervision without manual labeling.
  • Rather than only reporting aggregate benchmark numbers, explicitly characterizes the long tail of the learned policy using performance-distribution and perception-motion pattern analysis plus reflection-based diagnosis to surface recurring failure modes.
  • Demonstrates transfer from web video to real-world urban navigation tasks and surfaces long-tail structure that aggregate metrics would hide — a methodological contribution (how to find failure modes) as much as a policy contribution.
Show abstract

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.

#30
h=0
Observation-Constrained Joint-Space Viewpoint Optimization for Robotic Inspection of Cylindrical Cavities
2026-08-17 cs.RO Yuezhong Wang (h=0)
Yuezhong Wang, Rongshen Yin, Bichi Zhang, Sören Schwertfeger
Core Contributions
  • Solves a narrow but concretely important inspection problem (imaging the bottom of a cylindrical cavity, per ASTM search-task benchmarks for response robots) by representing the goal as a set of valid viewing geometries rather than one fixed Cartesian camera pose — avoiding rejection of perfectly good viewpoints that just don't match a single prescribed pose.
  • RGB perception estimates the cavity's opening center and axis via arc-supported ellipse fitting from semantic masks, which directly parameterizes the geometric constraints (camera-axis alignment, lateral offset, axial standoff) fed to the optimizer — a tightly closed perception-to-constraint loop.
  • Uses lexicographic priority in a multistart derivative-free search — satisfy hard feasibility constraints first, then rank by motion economy/joint-limit margin/view quality — rather than a single weighted objective that could trade off feasibility for view quality.
  • In Isaac Sim, completes 92/100 target configurations at 91.65% mean bottom visibility versus 76/100 and 84.3% for a multistart coordinate-search baseline, with additional validation on tabletop and Unitree A2-mounted real hardware.
Show abstract

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.

Legged & Humanoid Whole-Body Control

3 papers
#9
h=2
RoboStriker: Latent-Space Strategic Games for Autonomous Humanoid Boxing
2026-08-17 cs.RO Zhe Cao (h=2)
Kangning Yin, Kaige Liu, Zhe Cao, Wentao Dong, Weishuai Zeng
Core Contributions
  • Reframes humanoid combat as a two-player zero-sum Markov game played in latent space rather than raw joint-torque space — directly targeting the known failure mode where multi-agent RL on unconstrained motor spaces collapses into physically infeasible thrashing.
  • Provides a theoretical bridge missing from prior latent-space self-play work: under standard assumptions, the latent game is shown equivalent to a game over the decoder-reachable action manifold, giving the resulting self-play dynamics an approximate-Nash interpretation.
  • The latent manifold is pretrained by distilling predefined boxing motion-tracking expertise, so multi-agent exploration during self-play only has to search within a space of already-plausible actions rather than the full raw action space.
  • Deployed and validated on real humanoid hardware, not just simulation, with reduced catastrophic balance failures and better tactical win rates and striking efficiency than direct action-space self-play baselines.
Show abstract

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.

#10
h=2
Trajectory-Level Automatic Curriculum Learning for Legged Locomotion on Unstructured Terrain
2026-08-17 cs.AI, cs.RO Xinyi Tong (h=2)
Rocky Liu, Tengyu Liu, Baoxiong Jia, Fangwei Zhong, Xinyi Tong
Core Contributions
  • Points out a real limitation of existing terrain curricula: they're built over parameterized/synthetic terrain because unstructured real terrain has no natural difficulty ordering, causing policies to overfit to the curriculum's narrow perceptual patterns rather than generalize.
  • Solves this by learning difficulty at the trajectory level: an evaluator learns a difficulty function for the current policy, and a sampler proposes new trajectories from raw unstructured terrain maps guided by that evaluator — a closed loop where curriculum and policy co-evolve rather than curriculum being hand-scheduled in advance.
  • Reports large, concrete gains: +56.3% trajectory success rate over training without any curriculum, +18.5% over handcrafted curricula on the hardest terrain, and up to +39.74% when evaluated approaching obstacles from diverse directions.
  • The diverse-approach-direction result matters because handcrafted curricula typically bake in a fixed traversal direction — this method's gains specifically show up once that assumption is broken.
Show abstract

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.

#26
h=0
Throwing a Tight Spiral American Football by a Humanoid Robot
2026-08-17 cs.RO Zaid Mahboob (h=0)
Zaid Mahboob, Bowen Weng
Core Contributions
  • Tackles a specific, previously underexplored control problem: injecting spin (angular momentum), not just linear velocity, into a throw at release — a requirement for aerodynamically anisotropic objects like an American football that prior robotic throwing work (focused on open-gripper release velocity) hasn't addressed.
  • Splits control into a throw phase (trajectory optimization/tracking to reach a target coupled linear+angular momentum state in ~0.5s) and a follow-through phase (MPC on the wrist and remaining in-contact fingers) to explicitly manage the sub-100ms release dynamics where the ball is only partially actuated by the hand.
  • Coordinates whole-body control — lower-body stabilization plus upper-body throw/follow-through — rather than treating the arm in isolation, since the momentum budget needed for a tight spiral requires whole-body contribution.
  • Demonstrated on real hardware (29-DoF Unitree G1 with a 7-DoF three-fingered gripper), achieving up to 93.6% spin efficiency and 0.286 rad nose-angle error at 5.35 m/s and 14.5 rad/s angular velocity — concrete numbers against a well-defined "ideal spiral" baseline (100% efficiency, 0 rad error).
Show abstract

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.

Hardware & Soft Robot Design

4 papers
#7
h=3
Co-design of Neural and Muscle Network based on Embodied Perceptron Representation
2026-08-17 cs.RO Siyuan Tao (h=3)
Siyuan Tao, Yoichi Masuda, Hiroyuki Nabae, Masato Ishikawa
Core Contributions
  • Proposes a genuinely novel theoretical framing: treating the physical body itself as a perceptron, where mechanical parameters play the role of weights and physical nonlinearities play the role of activation functions — unifying body design and neural-network design under one mathematical language.
  • This reframing turns body-controller co-design from an intuition-driven, expert-tuned process into something that can, in principle, be optimized the same way a neural network is trained.
  • Demonstrated on a musculoskeletal robot by jointly optimizing control policy and muscle configuration, showing the resulting embodied system gains inherent stability and learning efficiency even when the controller collapses to a single neuron — an extreme test of how much computation the body itself can absorb.
  • Positions morphological computation not just as a passive engineering nicety but as a formally interchangeable substitute for part of the neural controller.
Show abstract

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.

#15
h=0
FlexWorm: Primitive-augmented Hybrid Contact-motion Planning for Suction-based Multi-segment Deformable Robots
2026-08-17 cs.RO Zili Tang (h=0)
Zili Tang, Tiecheng Guo, Qinyue Zhang, Meng Guo
Core Contributions
  • Moves multi-segment suction-based soft robot motion planning away from manually designed gaits and environment-specific scripts toward a general planner that explicitly handles discrete adhesion switching together with continuous body deformation under geometric and quasi-static feasibility constraints.
  • The core algorithm (IKHS) performs best-first search over feasible adhesion transitions while only solving inverse kinematics on the free body segments induced by each transition — avoiding full-body IK at every search step.
  • Adds a learned observation-to-primitive retrieval layer (PaHS) that proposes short, pre-validated motion segments for fast local moves, falling back to full IKHS search only when retrieval fails — a search-plus-retrieval hybrid rather than pure search or pure learning.
  • PaHS matches IKHS's success rate while substantially cutting planning time, and hardware trials on a real pneumatic multi-segment soft robot show the planner recovering online under actuation and adhesion uncertainty, not just working in simulation.
Show abstract

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.

#21
h=0
Design Optimization for Large High-Force Soft Robot Manipulators Under Gravitational Loads
2026-08-17 cs.RO Isara Cholaseuk (h=0)
Isara Cholaseuk, Penelope Llibre, Alexa Kyriacou, Audrey Wang, Akua K. Dickson
Core Contributions
  • Fills a gap the authors identify in large soft-robot manipulator design: prior work is mostly proof-of-concept prototyping with no systematic way to decide, before building, whether a given design paradigm can even meet the force and stability requirements of a task.
  • Formulates limb geometry optimization to maximize blocking force subject to an anti-buckling constraint under the manipulator's own weight — explicitly modeling gravitational self-loading, a first-order concern only at large scale.
  • Derives a closed-form (explicit) solution to this optimization under stated assumptions, rather than relying purely on numerical search — meaning the method can be used as a fast a-priori feasibility check before building a prototype.
  • Validated on three different geometries of a real large pneumatic manipulator: the method correctly predicts which designs meet the anti-buckling constraint and which produces the largest end-effector force, matching theory to hardware outcomes.
Show abstract

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.

#23
h=0
H-PAC Hand: Control-Oriented Modeling and Tendon-Elasticity Compensation for an Underactuated Robotic Hand
2026-08-17 cs.RO Teng Yan (h=0)
Teng Yan, Jiongxu Chen, Teng Wang, Yue Yu, Qixiang Hua
Core Contributions
  • Targets a specific, quantifiable source of error in underactuated tendon-driven hands: tendon elongation under spring loading causes joint angles to deviate from commanded values in a way that depends on hand configuration, not just a fixed offset.
  • Derives a sparse analytical actuator-joint model straight from tendon-routing geometry, then layers a mechanics-based compensation model on top specifically to correct for the elasticity-induced deviation — a physics-grounded correction rather than a learned black-box calibration.
  • Runs on genuinely modest hardware (6 actuators driving 15 DoF, an ESP32 for real-time servo commands) with one fixed set of control parameters used across all tasks and no per-task retuning.
  • Compensation cuts index DIP joint mean error from 1.15° to 0.18°, with all nine tested joints landing under 0.23° MAE — a hardware-only, sensorless approach to a problem often solved instead with added joint or tendon-tension sensors.
Show abstract

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.

Multi-Robot Systems & Social Robots

2 papers
#17
h=0
Adaptive Repulsive Pheromone Clustering for Foraging Robot Swarms
2026-08-17 cs.RO Carlos Pena-Caballero (h=0)
Carlos Pena-Caballero, Constantine Tarawneh, Qi Lu
Core Contributions
  • Targets a specific inefficiency in the standard Central Place Foraging Algorithm: robots keep re-visiting already-explored regions because attractive pheromone trails don't naturally decay or redirect search elsewhere.
  • Introduces repulsive pheromone waypoints — the opposite signal from typical ant-colony-inspired approaches — that get clustered around the nest to build a live map of low-value search regions and actively push robots toward unexplored areas.
  • Combines exploitation of known resource sites with this systematic avoidance of redundant search, rather than treating the two as separate strategies.
  • Consistently beats CPFA and Grid-Based CPFA across varied arena sizes, resource densities, and spatial distributions (clustered/random/power-law), with the biggest wins early (+10%) and late in foraging (up to +60%) — exactly the regimes where standard CPFA is known to degrade as resources thin out.
Show abstract

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.

#24
h=0
Closing the Affective Loop: Multimodal Speaker-Listener Emotion-Dynamics-Aware Empathetic Social Robots
2026-08-17 cs.HC, cs.CL, cs.RO Zi Haur Pang (h=0)
Zi Haur Pang, Casey Kennington, Tatsuya Kawahara
Core Contributions
  • Critiques the dominant empathetic-dialogue paradigm as a one-way mapping (user emotion → system response) and instead builds a genuine closed loop: the robot tracks its own affective state as a "listener" alongside the speaker's, and conditions its response generation on both.
  • Implemented on real hardware (Misty II robot) combining verbal and facial affect tracking with LLM-based response generation and emotionally congruent embodied behavior — not just a text-only dialogue system.
  • Compared against an otherwise-identical baseline that strips out the speaker/listener affective-state inputs, isolating the effect of the closed-loop design itself rather than confounding it with other architecture changes.
  • Small pilot (n=5) but shows measurable gains in overall impression, empathetic response, and satisfaction ratings, plus post-hoc evidence of stronger speaker-listener affective alignment and valence-based distress recovery.
Show abstract

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.