🤖 Robotics arXiv Digest

2026-09-08
30 papers · 7 research areas
Generated by Claude

Research Landscape

A strong throughline in today's 30 papers is adaptation without retraining the base model. Proxy Policy Steering makes the case most sharply: rather than fine-tune a frozen generalist policy (risking its broad capabilities), it trains two lightweight proxy policies whose calibrated velocity-space difference steers the base sampler at every denoising step, lifting π0.5 by 53 points absolute success rate while preserving behaviors like failure recovery that the task demonstrations never exercised. FOCI Policy gets data efficiency from a different lightweight abstraction — representing skills as relative SE(3) motion between task-relevant objects rather than dense robot-action sequences — which yields embodiment and scene-configuration invariance essentially for free. CASD notices a subtler problem: action chunks span multiple task stages but training labels typically describe only the first step, so it derives whole-chunk semantic targets from an offline VLM and freezes that generator at inference, avoiding costly online VLM calls while fixing a real labeling mismatch. BIFTA applies the same instinct to hardware itself, adapting a frozen tactile encoder to a completely unseen sensor from only 10% labeled data, lifting accuracy from 6.86% to 87.09%. The pattern across all four: treat the expensive, broadly-capable component as fixed infrastructure and put the adaptation budget into small, targeted modules layered on top.

A second cluster treats physical embodiment and simulation fidelity as design variables to be optimized jointly with control, not fixed upstream assumptions. Visible-Reachable Workspace argues kinematic reachability alone is the wrong humanoid design metric because a reachable target may not be visible from the pose needed to reach it, and backs this with a 31-DoF humanoid where actuated cameras raise coverage from 38% to 97%. AID-SR closes a similar loop for continuum-robot design itself, feeding simulator-observed physical states back to an LLM designer so proposed morphologies are constrained by physics rather than language plausibility alone, reaching 96.2% simulation-feasibility and fabricating three real working robots. The multi-bounce drum roll paper is a small but sharp example of the same idea at the motion level: two named "tricks" are Bayesian-optimized specifically to exploit a soft end-effector's passive elasticity, reaching 6.8x higher acoustic efficiency than the same trick on a rigid end-effector. Underneath several of these sits better simulation infrastructure: Ostrich resolves the accuracy/gradient-reliability/cost trilemma in differentiable contact simulation with non-smooth Newton iteration at 50x larger timesteps than MuJoCo needs, while the tensegrity GNN-MPC paper and CAST both use planner-guided rollouts to iteratively sharpen a learned dynamics or value model rather than training it once and freezing it — simulation and control increasingly co-designed rather than sequenced.

Safety and uncertainty become explicit, quantified objects rather than implicit properties in this batch. PlannerForge unifies the entire fragmented autonomous-driving scenario-testing pipeline under one LLM-agent framework and shows cost-tuned scenario generation alone lifts planner success from 50.4% to 70.2% while cutting collisions from 19.0% to 8.4%, with no domain-specific fine-tuning. The reachability-aware sampling MPC paper gives sampling-based control hard safety guarantees by computing reachable-set overapproximations online rather than relying on expensive offline precomputation, cutting racing-simulation safety violations by over 99% and holding up on a real racecar. Graph-based safe MARL takes a related but distinct approach, using a Control Barrier-Like Function screening layer to decouple physical safety from however well-trained the underlying policy currently is, validated on real differential-drive robots under time-varying sensing topology. The semantic-ambiguity traversability paper applies the same instinct to perception: instead of a single VLM traversability score, it derives both a traversability map and a statistically grounded uncertainty map from a Gaussian Context Distribution, and shows the uncertainty specifically correlates with real sources of ambiguity like visual artifacts and mixed terrain. A quieter version of the same theme runs through the human-interaction papers: HiBRIDGE uses a hierarchical Bayesian network specifically so a group-dialogue robot can represent genuine uncertainty about which of several plausible responses is right, and the teleoperated-surgery comparison shows that a task outcome sitting "at ceiling" for both interfaces conceals large, measurable execution differences underneath — a reminder that safety and quality claims resting on outcome metrics alone can miss where the real risk or cost is being paid.

Papers by Research Area

VLA Policy Adaptation & Manipulation Learning

Steering, distilling, and specializing frozen manipulation policies without full retraining.

  • #4 — Proxy Policy Steering
  • #5 — DeCAL: Towards Physically-Grounded Dexterous Vision-Lan…
  • #22 — FOCI Policy: Focus on Object-Centric Interactions for R…
  • #28 — CASD: Chunk-Aligned Semantic Distillation for Multi-Sta…

Humanoid & Embodiment Design

Co-optimizing morphology, sensing placement, and physical structure alongside control.

  • #1 — Bridging Language and Physics: Automated Design of Cont…
  • #2 — Multi-bounce Drum Roll with Optimized Active Tricks to…
  • #14 — Visible-Reachable Workspace for Perception-Aware Humano…
  • #18 — Real-time Puncture Detection and Recovery for Pneumatic…

Navigation, Motion Planning & Safety

Whole-body traversal, reachability guarantees, and testing infrastructure for safe motion.

  • #3 — TANGO: Humanoid Navigation in Cluttered Environments wi…
  • #6 — Online, Reachability-Aware, Sampling-Based Motion Plann…
  • #19 — Graph-Based Safe Reinforcement Learning for Multi-Agent…
  • #23 — DCLP++: Learning to Navigate with Footprint Clearance a…
  • #11 — PlannerForge: LLM Agents for Scenario-Based Testing of…

Model-Based RL, Differentiable Simulation & Control

Learned dynamics, differentiable contact, and planner-guided value learning for control.

  • #12 — Model Predictive Control of Tensegrity Robots via Conta…
  • #16 — CAST: Alternating State-Value Targets and Expanded Poli…
  • #20 — Ostrich: Taking Large Strides Through Stiff Contact in…
  • #26 — Learning to build covering structures with continuous a…
  • #27 — SUN: Reaching for Novelty in Reinforcement Learning

Scene Understanding, Mapping & Perception

Structured, uncertainty-aware, and fast representations of 3D scenes from varied sensors.

  • #7 — Rethinking Learned Occupancy in Autonomous Active Mappi…
  • #10 — Spheriverse: 3D Scene Understanding from Spherical Obse…
  • #15 — FRAME: Factored Retrieval via Attribute Readouts for Ob…
  • #17 — FIRE3D: Feed-forward Interactive 3D Scene Reconstructio…
  • #29 — MFVINS: Multiple Fisheye Camera-Based Visual Inertial S…
  • #30 — Estimating Semantic Ambiguity via Gaussian Context Dist…

Multi-Robot Coordination & Communication

Decentralized tracking and a novel motion-based signaling channel between robots.

  • #8 — A Distributed Consensus Particle Filter for Target Trac…
  • #13 — Remotely Detectable Keyed Communication through Motion

Human-Robot Interaction & Tactile Sensing

Assistance datasets, dialogue management, surgical interfaces, and cross-sensor tactile transfer.

  • #9 — DYAD: A Multimodal Dataset of Co-Located Human Assistan…
  • #21 — A Controlled Comparison of Manual and Teleoperated Intr…
  • #24 — HiBRIDGE: A Hierarchical Bayesian Neural Network Framew…
  • #25 — BIFTA: Brain-Inspired Few-Shot Tactile Adaptation for U…

Papers

VLA Policy Adaptation & Manipulation Learning (4 papers)
4
h=0
2026-09-08 cs.RO Top author: Chuanruo Ning (h=0)
Chuanruo Ning, Tianrui Wang, Wei-Chiu Ma, Kuan Fang
Core Contributions
  • Targets the specialization bottleneck for generalist manipulation policies: adapting a frozen base policy to a new task from limited demonstrations usually means fine-tuning, which risks degrading the broad capabilities that made the base policy valuable in the first place.
  • Trains two lightweight proxy policies whose calibrated velocity-space difference steers the frozen base sampler at every denoising step — a reference proxy models the base’s own behavior on target-task observations, a task proxy captures how that behavior should change under task supervision, and the paper proves conditions under which their difference isolates exactly the task-induced change.
  • Because the base model is never modified and adaptation only needs forward velocity predictions from it, PPS works even without access to the base policy’s parameters, and preserves capabilities the demonstrations never exercised, such as failure recovery.
  • Lifts the state-of-the-art π0.5 base policy by 53 percentage points absolute success rate on average across 8 real-world and 4 simulated tasks, including zero-to-one gains on tasks the base never solves, and outperforms LoRA fine-tuning, from-scratch specialists, residual policies, and prior inference-time steering methods.
Show abstract

Generalist robot policies carry broad manipulation priors from large-scale data, but specializing them to a new task remains the deployment bottleneck. This requires eliciting task-specific behavior from limited demonstrations without degrading their broad capabilities. We introduce Proxy Policy Steering (PPS), an inference-time adaptation method that resolves this challenge by training two lightweight proxy policies whose calibrated velocity-space difference steers the frozen base sampler. A reference proxy models the frozen base's behavior on target-task observations, and a task proxy, initialized from the reference, captures how this behavior changes under task supervision. Their difference forms a calibrated velocity-space residual that steers the frozen base sampler at every denoising step. We identify the conditions under which this residual isolates the change induced by task supervision, and validate them empirically. Because the base is never directly modified, its broad capabilities remain available at inference, including behaviors such as recovery from failure that the demonstrations themselves do not exercise. Adaptation requires only forward velocity predictions from the base, making PPS lightweight to train and applicable even without access to the base's parameters. On 8 real-world and 4 simulation manipulation tasks, PPS lifts the state-of-the-art pi 0.5 base policy by 53% absolute success rate on average, with zero-to-one gains on tasks the base never solves, while preserving the base's broad capabilities. PPS outperforms LoRA fine-tuning, from-scratch specialists, residual policies, and prior inference-time steering methods.

5
h=0
2026-09-08 cs.RO, cs.AI Top author: Yankai Fu (h=0)
Yankai Fu, Ning Chen, Junkai Zhao, Heng Zhang, Guocai Yao
Core Contributions
  • Targets contact-rich dexterous manipulation, where severe visual occlusion during contact makes vision-only VLA models unreliable, but notes existing tactile-augmented approaches use homogeneous fusion that doesn’t adapt how much to trust tactile input moment to moment.
  • Built on a Mixture-of-Transformers architecture with specialized experts for understanding, imagination, and action generation, adding an Adaptive Visuo-Tactile Fusion module that gates tactile integration based on contact state rather than fusing modalities uniformly throughout.
  • Introduces Visuo-Tactile Latent Co-Imagination to jointly model visual and tactile dynamics, giving the policy implicit physical world knowledge rather than treating imagination as a vision-only prediction task.
  • Reaches a 71% average success rate and 83.4% progress success rate across evaluated tasks, achieving state-of-the-art performance on all of them while showing strong generalization to unseen scenarios.
Show abstract

Dexterous manipulation involves contact-rich and fine-grained interactions with the physical world, posing significant challenges for existing vision-language-action (VLA) models due to severe visual occlusions and complex contact dynamics. While recent works have incorporated tactile sensing into robotic manipulation, most approaches still rely on homogeneous multimodal fusion, lacking adaptive tactile integration and explicit modeling of physical dynamics. In this work, we present DeCAL, a physically-grounded dexterous vision-language-action model that unifies understanding, imagination and action generation for contact-rich dexterous manipulation. Built upon a Mixture-of-Transformers (MoT) architecture, DeCAL leverages specialized experts for each capability while enabling efficient information flow among them. To effectively leverage tactile information, we introduce Adaptive Visuo-Tactile Fusion that dynamically regulates tactile interactions via a contact-aware gating strategy. Furthermore, we propose Visuo-Tactile Latent Co-Imagination to jointly model visual and tactile dynamics, equipping the policy with implicit physical world knowledge. Experimental results show that DeCAL consistently achieves state-of-the-art performance across all tasks, attaining a 71% average success rate and an 83.4% progress success rate, while also demonstrating strong generalization to unseen scenarios. The website is available at https://aureleopku.github.io/DeCAL.

22
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2026-09-08 cs.RO Top author: Ze Fu (h=0)
Ze Fu, Pinhao Song, Yutong Hu, Renaud Detry
Core Contributions
  • Targets a representational tradeoff in object-centric manipulation policies: representations are either too simplistic to capture interaction dynamics or too dense to learn efficiently, and FOCI’s fix is to focus specifically on the short interaction phases where relative object motion is tightly constrained rather than modeling the full task trajectory densely.
  • Achieves a two-fold abstraction — temporally, by automatically extracting compact interaction segments from demonstrations, and spatially, by representing skills as relative SE(3) motion between task-relevant objects — the latter giving invariance to scene configuration and robot embodiment for free rather than requiring it to be learned.
  • Because skills are represented as object-object relative motion rather than robot-action sequences, the same learned interaction segments should transfer across different scene layouts and robot embodiments without retraining, distinct from action-centric policies that couple directly to a specific robot’s action space.
  • Achieves strong performance on RLBench, COLOSSEUM, and real-world tasks with substantially less training data than prior object-centric and action-centric policies, evidence that the interaction-centric inductive bias itself, not extra data, drives the efficiency gain.
Show abstract

Object-centric manipulation policies improve generalization by modeling object motion instead of directly predicting robot actions. However, existing methods are often limited by representations which are either too simplistic to capture interaction dynamics or too dense to learn efficiently. We observe that many rigid relational manipulation tasks are governed by short interaction phases where the relative motion between task-relevant objects is tightly constrained. Based on this observation, we propose \textsc{Foci Policy}, an interaction-centric framework that achieves a two-fold abstraction: (1) temporally, by automatically extracting compact interaction segments from demonstrations;(2) spatially, by representing skills as relative $SE(3)$ motion between task-relevant objects, yielding invariance to scene configurations and robot embodiment. Experiments on RLBench, COLOSSEUM, and real-world tasks show that \textsc{Foci Policy} achieves strong performance with substantially less training data than prior object-centric and action-centric policies. These results suggest that modeling object-object interactions provides a simple and efficient inductive bias for rigid relational manipulation. Project page: \href{https://fitz0401.github.io/foci-page/}{fitz0401.github.io/foci-page/}.

28
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2026-09-08 cs.RO, cs.AI Top author: Tinghe Ding (h=0)
Tinghe Ding, Jiahao Li, He Wang
Core Contributions
  • Targets a subtle labeling mismatch in multi-stage manipulation: an action chunk can span several task stages, but training labels typically describe only the chunk’s first step, meaning standard supervision is systematically wrong for any chunk that crosses a stage boundary.
  • Derives a weighted semantic target for the entire chunk from an offline VLM’s stage segmentation of demonstrations, based on each stage’s occupancy within the chunk including transitions between stages, then trains a lightweight generator to predict this richer target — frozen and run once per policy query, avoiding costly online VLM calls at inference.
  • Verifies its own premise before claiming gains: teacher matching on annotated LIBERO episodes performs above chance for both single-stage and boundary-crossing chunks, confirming the semantic-target approach actually captures stage-crossing structure rather than just noise.
  • Across three Fast-WAM variants and a DreamZero integration on four benchmarks including LIBERO-Plus distribution shifts, IDM+CASD reaches 98.9% vs. a 98.0% published reference on LIBERO and DreamZero+CASD reaches 47.9% vs. 40.7% on MolmoSpaces, though the paper reports one variant falling below its reference — an honest negative result rather than cherry-picked wins.
Show abstract

An action chunk can span several stages of a manipulation task, yet a label for its first step describes only the current stage. We introduce Chunk-Aligned Semantic Distillation (CASD), which derives semantic targets for entire action chunks. An offline vision--language model segments demonstrations into described stages. Their occupancy within each action chunk determines a weighted semantic target, including transitions between stages. A CASD generator learns to predict this target from the current observation, robot state, and task instruction. We then freeze the generator and train a policy conditioned on its predictions. The semantic branch runs once per policy query, without online VLM calls or reasoning-trace decoding. Teacher matching on annotated LIBERO training episodes is above chance for both single-stage and boundary-crossing chunks. We evaluate three Fast-WAM variants and a DreamZero integration across four benchmarks, including distribution shifts on LIBERO-Plus. Compared with published references, IDM+CASD reaches 98.9\% versus 98.0\% average success on LIBERO, while Uncond falls below its reference. Joint+CASD reaches 93.0\% versus 90.6\% on RoboTwin 2.0, and DreamZero+CASD reaches a 47.9\% four-category MolmoSpaces manipulation average versus 40.7\%. Performance varies across backbone integrations.

Humanoid & Embodiment Design (4 papers)
1
h=4
2026-09-08 cs.RO Top author: Song Wang (h=4)
Jingyi Chen, Mohan Zhang, Laura Yao, Yingtai Ni, Jianmin Ji
Core Contributions
  • Targets a specific failure mode of LLM-based robot design: LLMs reason well in language but don’t naturally understand the physical consequences of embodiment, producing designs with low physical validity when applied directly to continuum robots.
  • Closes the loop by translating simulator-observed physical states back into structured feedback for the LLM designer, combined with semantic critique and human feedback, rather than a one-shot language-to-design generation pipeline.
  • Evaluated across 14 tasks spanning reaching, grasping, locomotion, and manipulation for tendon-driven continuum robots, reaching a 96.2% simulation feasibility pass rate, with 26.7% of designs successfully completing their target task after standard RL training.
  • Goes beyond simulation-only validation by fabricating three AID-SR-designed robots and demonstrating real-world task completion, directly testing whether simulator feasibility checks translate to physical function.
Show abstract

Large language models (LLMs) have recently emerged as a promising tool for automating robot design from high-level specifications, yet they remain ineffective for robots operating under complex physical interactions. This limitation stems from the gap between language-based reasoning and the physical consequences of embodiment, often resulting in designs with low physical validity. In this work, we propose a multi-layered framework, AID-SR, that establishes a closed loop by translating simulator-observed physical states into structured feedback for the LLM designer. Combined with semantic critique, human feedback, and iterative refinement, the framework promotes the generation of physically feasible and functionally meaningful robot designs. We evaluate our approach on tendon-driven continuum robots across a benchmark of 14 tasks spanning reaching, grasping, locomotion, and manipulation. The proposed framework achieves 96.2% rate for passing the simulation feasibility check and by applying a common reinforcement learning training, 26.7% robots can successfully fulfill the corresponding task. We then fabricate three designed robots of AID-SR that successfully complete the task in real-world. These extensive experiments across simulation and real-world environments demonstrate and break the wall of utilizing the LLMs for automated design of continuum robots. The source code and experimental resources are publicly available at https://github.com/UNITES-Lab/AID-SR.

2
h=3
2026-09-08 cs.RO Top author: Taisuke Kobayashi (h=3)
Naoto Yamanaka, Takanori Jin, Taisuke Kobayashi
Core Contributions
  • Targets a specific, hard-to-automate skill — the drum-roll “multi-bounce technique” — where body elasticity does most of the work but fine motion during the stroke determines whether that elasticity is exploited well or wasted.
  • Introduces two named motion “tricks” (Tap-Pull to add rebounds via a post-impact pull, Micro-Pulse to sustain volume via small mid-stroke oscillations) rather than relying on elasticity alone or a single generic optimized trajectory.
  • Because the soft embodiment’s dynamics are highly nonlinear, both tricks are tuned via Bayesian optimization against explicit quantitative objectives — bounce count and volume decay — instead of hand-tuned heuristics.
  • The optimized soft end-effector reaches 12.25 bounces per stroke with uniform spacing and 6.8x higher acoustic efficiency than the same trick applied to a rigid end-effector, direct evidence the gains come from exploiting compliance itself.
Show abstract

This paper presents a soft robotic drummer for accurate and efficient drum rolls. High-frequency drum rolls require the "multi-bounce technique," where a drumstick bounces multiple times with a single stroke. In robotic reproduction of this technique, the body's elasticity is key, while the fine motion during the stroke is also crucial for maximizing the potential of that elasticity. Therefore, we design two tricks: i) Tap-Pull (TP) trick to increase the number of rebounds by adding a pulling motion after impact; and ii) Micro-Pulse (MP) trick to keep the drumming volume by injecting small oscillations during the stroke. Due to the nonlinear complexity of soft embodiment, both tricks are efficiently tuned using Bayesian optimization in a data-driven manner for accomplishing the respective objectives quantified. We evaluated the optimized behaviors with soft and rigid end-effectors. As a result, the soft TP achieved the highest bounce count (12.25 per stroke) with uniform intervals. The soft MP suppressed the volume decay, yielding 6.8-times higher acoustic efficiency compared to the rigid MP. These results indicate that the proposed tricks with the combination of elasticity and optimization can make robots play excellent drum rolls.

14
h=0
2026-09-08 cs.RO Top author: Boxi Xia (h=0)
Boxi Xia, Zijiang Yang, Ryan Shin, Bokuan Li, Eric Wun-Hao Lu
Core Contributions
  • Argues a standard humanoid design metric — kinematic reachability — is insufficient for visually guided manipulation, because a kinematically reachable target may not be visible from the pose required to reach it, forcing extra motion just to acquire a view.
  • Introduces the visible-reachable workspace (VRW) as a design-stage measure that conditions visibility on feasible reaching configurations, then builds a 31-DoF humanoid with independently actuated RGB-D cameras specifically to test whether actuated sensing changes this coverage.
  • Camera articulation raises visible-reachable coverage from 38% to 97% on the same robot body, and adding a second actuated camera raises pairwise front/back or left/right coverage from 0.45 to 0.95, while a third camera adds comparatively little — a concrete diminishing-returns finding for camera count.
  • In a controlled two-target reach-and-grasp benchmark, the dual-actuated-camera design cuts mean completion time by 17% and mechanical energy by 19% versus the same robot with fixed cameras, and hardware experiments show simultaneous front/back and left/right target observation without torso reorientation.
Show abstract

Workspace analysis measures where a robot can place its end effector. For visually guided manipulation, reachability alone is insufficient: a kinematically reachable target may not be visible in the specific pose required to reach it. The robot must then redirect its sensing or move its body to acquire a view, turning a perception limitation into additional motion. Existing humanoids largely inherit this limitation when copying human form factors. We introduce the visible-reachable workspace (VRW), a design-stage measure that conditions visibility on feasible reaching configurations and extends it to concurrent visibility of spatially separated work regions. We apply VRW by building a 31-DoF humanoid with independently actuated RGB-D cameras. On the same robot, camera articulation increases visible-reachable coverage from 38% to 97%. With actuated camera layouts, a second camera raises pairwise coverage from 0.45 to 0.95, while a third changes it only to 0.97. In a controlled two-target reach-and-grasp benchmark, our dual-actuated design reduces mean completion time by 17% and mechanical energy by 19% relative to the same robot with its cameras fixed. Hardware experiments demonstrate simultaneous observation and manipulation of front/back and left/right target pairs without torso reorientation. The results suggest that reachability becomes a more informative design quantity for perception-driven humanoid manipulation when it is evaluated together with the sensing configurations that make the reachable space observable. We will open-source all software and the humanoid hardware design. Our website is https://generalroboticslab.com/DukeHumanoidv2

18
h=0
2026-09-08 cs.RO Top author: Tejonidhi R. Deshpande (h=0)
Tejonidhi R. Deshpande, Tingyu Cheng, Josiah Hester
Core Contributions
  • Targets a practical reliability gap for pneumatic soft robots: their compliant silicone construction gives safe, adaptive interaction but also makes them vulnerable to punctures and tears that limit real deployment, and this paper adds real-time damage detection rather than just more durable materials.
  • Detects punctures using only motion data from a single IMU rather than dedicated pressure or strain sensors in every chamber, training anomaly detectors on normal-operation data so damage is flagged via reconstruction error rather than requiring labeled failure examples.
  • Introduces a multi-chamber pneumatic bending actuator with selective chamber inflation specifically to support a chamber-perturbation scheme that both identifies which chamber is punctured and scores severity with a separately trained model.
  • Demonstrates a failure-recovery strategy that maintains actuation force after a detected puncture, closing the loop from detection to a concrete mitigation rather than stopping at diagnosis.
Show abstract

Soft robots offer safe and adaptive interaction with humans and unstructured environments through their inherent ability to deform and comply. Pneumatic actuators are one way to build soft robots. They are typically made from soft silicone materials and are especially effective for driving such systems, enabling smooth and adaptable motion. However, their compliant nature also makes them vulnerable to mechanical failures like punctures and tears, limiting practical deployment. To address this, we propose a puncture detection system for soft actuators using motion data from a single inertial measurement unit. Extracted features are used to train anomaly detectors for puncture detection and non-linear models to estimate severity. We also introduce a multi-chamber pneumatic soft bending actuator capable of diverse configurations via selective chamber inflation. Our algorithm identifies the punctured chamber and provides a severity score using a chamber perturbation scheme. Anomaly detectors are trained on normal operation data and detect damage through reconstruction errors, while severity is estimated by a separate model trained under slightly modified conditions. Finally, we demonstrate a failure recovery strategy to maintain actuation force post-failure. This approach enhances the reliability and safety of soft robotic systems through real-time, data-driven damage detection.

Navigation, Motion Planning & Safety (5 papers)
3
h=0
2026-09-08 cs.RO, cs.AI Top author: Anqi Li (h=0)
Anqi Li, Yuxin Chen, Zhaobo Li, Zhuo Cao, Junli Ren
Core Contributions
  • Reframes humanoid navigation in clutter as inherently 3D and whole-body, arguing that treating it as 2D path planning — the conventional approach — misses the coordinated arm placement, torso adjustment, and gait modulation actually needed to move through complex cluttered spaces.
  • Directly predicts 29-DoF joint-space actions from language instructions and egocentric RGB, making it, per the authors, the first whole-body vision-language navigation framework, rather than a language-conditioned 2D planner paired with a separate whole-body controller.
  • Trains entirely in simulation via a synthesis pipeline combining global path planning, kinematic whole-body motion generation, obstacle-aware motion editing, and RL-based tracking — generating dynamically feasible supervision without any real-world demonstration collection.
  • Deployed zero-shot on a Unitree G1 humanoid and shows robust language-guided traversal in real cluttered scenes despite never training on real-world navigation data, while also beating strong modular baselines in simulated obstacle-negotiation scenarios.
Show abstract

We study the problem of navigating cluttered indoor environments with a humanoid robot. Unlike conventional methods that model navigation as a 2D path planning problem, humanoid traversal in cluttered environments requires continuous geometry-aware whole-body adaptation, including coordinated arm placement, torso adjustment, and gait modulation for collision-free movement through complex 3D spaces. We introduce TANGO, the first whole-body vision-language navigation framework for language-conditioned humanoid traversal in cluttered environments. Given a natural-language instruction and egocentric RGB observations, TANGO directly predicts 29-DoF joint-space actions for downstream whole-body control. We train TANGO entirely in simulation by synthesizing diverse collision-free traversal behaviors via global path planning, kinematic whole-body motion generation, obstacle-aware motion editing, and RL-based tracking. This pipeline provides dynamically feasible action supervision for learning language-conditioned whole-body policies. In extensive simulation experiments, TANGO demonstrates state-of-the-art performance in vision-language navigation, while outperforming strong modular baselines in navigating challenging scenes requiring obstacle negotiation. Lastly, we deploy TANGO zero-shot on a Unitree G1 humanoid robot, and observe robust language-guided traversal in cluttered real-world scenes without training on any real-world navigation data.

6
h=0
2026-09-08 cs.RO, eess.SY Top author: Brendan Gould (h=0)
Brendan Gould, Zhiyuan Zhang, Panagiotis Tsiotras, Samuel Coogan
Core Contributions
  • Targets a known weakness of sampling-based MPC — it’s flexible across robot types but historically lacks hard safety guarantees — by computing guaranteed reachable-set overapproximations online via a fast interval-based pipeline, rather than relying on the expensive offline precomputation that prior reachability-based planners need.
  • Matches the performance of a state-of-the-art reachability-based planner while removing its precomputation requirement, and scales to systems that were previously infeasible for existing reachability approaches — arguing the online formulation is a practical prerequisite, not just a theoretical nicety.
  • Reduces safety violations by over 99% in a racing simulation, a large enough margin to suggest the guarantees are doing real work rather than marginal tightening.
  • Validated on real hardware with a model racecar completing runs without crashes, closing the loop from a simulated safety claim to a physical demonstration.
Show abstract

Sampling-Based Model-Predictive Control (MPC) algorithms are a flexible class of controllers used for navigation on a wide range of robotic systems. Historically, such approaches have lacked hard safety guarantees, a shortcoming which we remedy in this work by computing guaranteed reachable-set overapproximations online with a fast, interval-based pipeline. We show that our method achieves similar performance to a state-of-the-art reachability-based planner without the need for the expensive pre-computation step, and can be scaled to systems that are infeasible using existing approaches. Finally, we demonstrate that our technique reduces safety violations by over 99% in a racing simulation and successfully controls a model racecar on real hardware experiments without crashes.

19
h=0
2026-09-08 cs.RO Top author: Xiao Sizhe (h=0)
Xiao Sizhe, Dong Lijing, Bai Rui, Tan Xin
Core Contributions
  • Targets safe cooperative navigation for multi-robot systems under time-varying communication topology and sensing constraints, introducing a Control Barrier-Like Function action-screening layer specifically to bridge discrete LiDAR perception with continuous safety constraints.
  • Decouples safety from the learning process itself: the CBLF screening layer strictly enforces physical safety constraints regardless of how well-trained the underlying policy is, rather than relying on the policy to learn safe behavior implicitly.
  • Combines an attention-based actor using a value-vector reconstruction mechanism that explicitly encodes relative geometric relations, via a collaborative tracking error matrix, with a Graph Attention Network critic, aiming for scale-insensitive policy learning as the communication graph changes shape over time.
  • Validated on real differential-drive robot platforms rather than simulation alone, and shows superior stability and safety specifically in dynamic scenarios with limited fields of view — the regime where discrete perception most sharply conflicts with continuous safety guarantees.
Show abstract

This paper presents a graph-based safe multi-agent reinforcement learning (MARL) framework for cooperative navigation with time-varying topology. To address the critical challenge of ensuring safety in environments with sensing constraints, a safety-decoupled mechanism is introduced through a Control Barrier-Like Function (CBLF) action screening layer. This mechanism bridges the gap between discrete LiDAR perception and continuous safety constraints, ensuring that physical safety constraints are strictly satisfied regardless of the learning progress. Building upon this safety foundation, a unified structural architecture is proposed, integrating a attention-based actor and a Graph Attention Network (GAT) centralized critic. The actor utilizes a value vector reconstruction mechanism that explicitly encodes relative geometric relations through a collaborative tracking error matrix, enabling scale-insensitive policy learning under time-varying communication topologies. Meanwhile, the GAT-based critic models evolving interaction structures for accurate global value estimation. The proposed framework is validated on real differential-drive robot platforms, and experimental results demonstrate superior stability and safety in dynamic scenarios with limited fields-of-view.

23
h=0
2026-09-08 cs.RO Top author: Shanze Wang (h=0)
Shanze Wang, Wei Zhang
Core Contributions
  • Targets local navigation among dynamic obstacles by changing what the range measurements represent: rather than encoding each LiDAR return as distance from the sensor, DCLP++ maps it to shortest Euclidean distance from the filled robot footprint, making clearance, not raw range, the geometric basis for the policy’s relative-motion features.
  • Deliberately avoids relying on static/dynamic obstacle labels in the policy input, instead using radial measurements or simulated planar relative velocities to provide short-horizon motion cues — a design choice meant to reduce dependence on potentially unreliable obstacle classification.
  • In a preliminary study with a rectangular robot at a 1 m/s speed limit among 20 moving obstacles, switching from sensor-range to footprint-clearance observations raises mean success rate from 42% to 70% across two training seeds on 100 fixed validation tasks after 200,000 environment steps — a large jump attributed specifically to the clearance reformulation.
  • The paper is explicit that motion-feature variants show only mixed additional gains and that reliable transfer across different robot shapes still needs further evaluation, framing this as a preliminary but promising result rather than a finished navigation system.
Show abstract

We present DCLP++, a local navigation frameworkthat uses footprint clearance as the geometric basis for studying relative motion features in dynamic environments. Each valid LiDAR return is mapped to its shortest Euclidean distance from the filled robot footprint before reciprocal encoding, replacing distance from the sensor with distance to the occupied body. Radial measurementsor simulated planar relative velocities provide short-horizon features without static-dynamic labels in the policy input. A preliminary study uses a rectangular robot with a speed limit of 1 m/s among 20 moving obstacles. On 100 fixed validation tasks, two selected training seeds yield mean success rates of 42% with sensor rangeand 70% with footprint clearance after 200,000 environment steps.Motion variants show mixed additional gains. These results supportthe clearance-based observation in the evaluated setting; reliable motion benefits and transfer across robots require further evaluation.

11
h=0
2026-09-08 cs.AI, cs.CL, cs.RO Top author: Yuan Gao (h=0)
Yuan Gao, Sebastian Müller, Mattia Piccinini, Marc Kaufeld, Yuchen Zhang
Core Contributions
  • Targets scenario-based testing of autonomous-driving motion planners, currently a fragmented pipeline where scenario generation, retrieval, modification, execution, and analysis run as separate disconnected tools — PlannerForge unifies the whole pipeline under one LLM-agent framework and adds two further stages, ADS Enhancement and ADS Benchmarking.
  • Evaluates 10 off-the-shelf LLMs across all pipeline tasks under 5 prompt conditions, finding open-source 20-35B models match commercial APIs on most tasks — three of five for Qwen3.6:35B specifically — evidence the pipeline doesn’t require frontier proprietary models to work.
  • Beats prior specialized tools on their own turf: more executable natural-language scenarios than Scenario Factory 2.0 (193 vs. 144 of 200), better rank-1 scenario selection than BM25 (92.0% vs. 67.5%), and far more physically valid edits than From-Words-to-Collisions (≥94% vs. 31%).
  • Cost-tuning at N=400 scenarios lifts planner success from 50.4% to 70.2% while cutting collisions from 19.0% to 8.4%, without any domain-specific fine-tuning — suggesting scenario-generation quality alone, orchestrated by the unified pipeline, meaningfully changes measured planner safety.
Show abstract

Ensuring the safety of autonomous driving is a critical challenge. Scenario-based testing is a systematic process used to validate Autonomous Driving Systems (ADSs), but it remains a fragmented modular pipeline in which scenario generation, retrieval, modification, ADS execution, and results analysis are performed by separate tools with little interaction. Large Language Model (LLM) agents have shown promise across ADS sub-systems such as perception, planning, and control. However, no prior work covers the whole scenario-based testing pipeline for ADSs with a unified LLM-agent framework. We present PlannerForge, an LLM-agent framework that extends all scenario-based testing stages (from Scenario Generation to ADS Assessment) and adds two further LLM-enhanced stages: ADS Enhancement and ADS Benchmarking. We evaluate PlannerForge with 10 off-the-shelf LLMs across all tasks (Generation, Selection, Modification, Module Routing, Planner Testing, and Enhancement) under 5 prompt conditions. Best-per-task scores range from 0.88 to 1.00, and open-source 20-35B backends match commercial APIs on most tasks. Open-source models such as Qwen3.6:35B match commercial APIs on three of the five tasks. Chaining the modules end-to-end retains 83% / 78% of seed queries (commercial / open). It outperforms Scenario Factory 2.0 (Finkeldei et al., 2025) on natural-language generation (193 vs. 144 executable of 200) and realises 92-96% of requested city, road and vehicle attributes. It outperforms BM25 (Robertson and Zaragoza, 2009) at rank 1 selection (92.0% vs. 67.5%) and From-Words-to-Collisions (Gao et al., 2025) on physically valid edits (>=94% vs. 31%). At N=400, cost-tuning lifts planner success from 50.4% to 70.2% and cuts collisions from 19.0% to 8.4%, without domain-specific fine-tuning.

Model-Based RL, Differentiable Simulation & Control (5 papers)
12
h=0
2026-09-08 cs.RO Top author: Nelson Chen (h=0)
Nelson Chen, Patrick Meng, Charles Tang, Angelina Degay, Zachary Brei
Core Contributions
  • Targets tensegrity robots’ core control challenge — complex contact-rich dynamics and partial observability that make them hard to model — by extending prior GNN-based dynamics models with a differentiable contact-detection module so the learned model can reason about terrain, obstacles, and self-collision.
  • Closes the loop between the learned dynamics model and an MPPI controller: they operate together in a closed data-collection loop where control performance and model accuracy improve iteratively rather than training the dynamics model once and freezing it.
  • Introduces a hybrid MPPI strategy combining standard MPPI with turning motion primitives specifically to improve maneuverability, addressing a known weakness of pure sampling-based control for structures without a fixed “front.”
  • Across five MuJoCo navigation tasks — obstacles, inclines, narrow corridors, low clearance, composite 3D course — the contact-aware learned dynamics plus hybrid MPPI beats both A*-based re-planning and MPPI-only variants, and improves predictive accuracy over a flat-ground-only baseline model.
Show abstract

Tensegrity robots offer lightweight, compliant mobility over challenging terrain but remain difficult to model and control due to complex contact-rich dynamics and partial observability. This work presents a model predictive path integral (MPPI) controller for a three-bar tensegrity robot driven by a learned graph neural network (GNN) dynamics model. This work first extends prior GNN-based models with a differentiable contact detection module. The extension allows the dynamics model to reason over non-horizontal planar terrains, obstacles, as well as self-collisions. Then, the learned dynamics model and the MPPI controller operate in a closed data-collection loop, iteratively improving model accuracy and control performance. This work further introduces a hybrid MPPI strategy that combines MPPI with turning motion primitives to improve maneuverability. Experiments are performed in MuJoCo across five navigation tasks, which include, wall obstacles, inclines, narrow corridors, low-clearance structures, and a composite 3D obstacle course. The experiments demonstrate that the hybrid MPPI controller operating over the learned GNN dynamics model improves predictive accuracy over a flat-ground baseline model and achieves superior navigation performance compared to $A^*$-based re-planning and MPPI-only variants. Results show that the contact-aware learned dynamics combined with the sampling-based model predictive control enable robust tensegrity navigation in complex, contact-rich environments.

16
h=0
2026-09-08 cs.RO Top author: Pietro Noah Crestaz (h=0)
Pietro Noah Crestaz, Mohamed Yassine Kabouri, Nicolas Mansard, Andrea Del Prete
Core Contributions
  • Targets model-based RL methods that combine learned policies with online planning: existing approaches typically train the value function on the policy’s own behavior, missing the stronger behavior the planner itself achieves when guided by the learned model.
  • Replaces the usual action-value critic with a state-value critic trained on a target that blends a real planner-guided transition with an imagined transition under the current policy, creating an alternating process between planner-guided and policy-only behavior rather than picking one or the other.
  • This construction lets the value function benefit from the planner’s stronger behavior while still being regularized by the policy actually being learned, addressing a value/policy mismatch that pure planner-imitation or pure policy-bootstrapping approaches don’t resolve.
  • Evaluated against several state-of-the-art methods on DeepMind Control and HumanoidBench, and demonstrates successful transfer to a physical Unitree Go2 quadruped performing a dynamic handstand — a hard, unstable contact task well beyond typical locomotion benchmarks.
Show abstract

Model-based reinforcement learning (MBRL) is a family of RL methods that learn a model of the environment and use it for action selection, making it well suited to robotics due to its sample efficiency. Combining learned models with online planning can further improve action selection, as the planner can exploit the model to find better actions than the learned policy alone. Recent methods combining learned policies with online planning typically learn the value of the policy rather than the stronger planner-guided behavior. We present CAST (Critic with Alternating State-value Target), which uses planner-guided behavior to improve value learning while regularizing the value estimate with the current policy. CAST replaces the action-value critic with a state-value critic, trained using a target that combines a real planner-guided transition and an imagined transition under the current policy. The resulting value function corresponds to an alternating process between planner-guided behavior and the current policy, allowing it to benefit from the stronger planner behavior while being regularised by the policy being learned. We evaluate CAST on the DeepMind Control and HumanoidBench Suites against several state-of-the-art methods, and demonstrate successful transfer to a physical Unitree Go2 quadruped performing a dynamic handstand.

20
h=0
2026-09-08 cs.RO, cs.GR, cs.LG Top author: Aleš Kučera (h=0)
Aleš Kučera, Karel Zimmermann
Core Contributions
  • Targets a specific three-way tradeoff in differentiable simulation for contact-rich robotics — simulation accuracy, gradient reliability, and per-iteration cost — arguing existing tape-based engines and surrogate contact models each sacrifice one of the three.
  • Resolves hard contacts and friction with non-smooth Newton iteration at much larger timesteps, around 0.1s, than tape-based engines require, then differentiates the converged residual via the implicit function theorem, reusing the forward Schur complement to get adjoint gradients at O(1) memory per timestep instead of memory that grows linearly with trajectory length.
  • On real-robot trajectories over a pallet obstacle, matches MuJoCo’s sim-to-real accuracy at a 50x larger timestep, and its gradients converge from random initializations where MJX descends slowly and Newton Semi-Implicit stalls entirely.
  • A warm iteration runs 211x faster than MJX and 4.7x faster than Semi-Implicit, and Ostrich differentiates 8,192 parallel worlds on a single 24GB GPU — 29x checkpointed MJX’s throughput — while both baselines exhaust memory at far fewer parallel worlds.
Show abstract

Three properties determine whether a differentiable simulator can drive gradient-based optimization through contact: simulation accuracy, gradient reliability, and per-iteration cost. Tape-based engines such as MJX and Newton Semi-Implicit require timesteps small enough to keep contacts numerically tractable, and their backpropagation memory grows linearly with the number of timesteps T. Surrogate models bound memory by approximating contact away, but the resulting gradients lose the geometry the optimization depends on. We present Ostrich, a GPU-accelerated rigid-body simulator that resolves hard contacts and friction with non-smooth Newton iteration at large timesteps (h ~ 0.1 s), and differentiates the converged residual via the implicit function theorem, reusing the forward Schur complement to compute the adjoint at O(1) memory per timestep. On real-robot trajectories over a pallet obstacle, Ostrich holds MuJoCo's sim-to-real accuracy up to a 50x larger timestep. Its gradients converge from random initializations where MJX descends slowly and Newton Semi-Implicit stalls; a warm iteration runs 211x faster than MJX's and 4.7x faster than Semi-Implicit's. On the same scene Ostrich differentiates 8,192 parallel worlds on a single 24 GB GPU, sustaining 29x checkpointed MJX's optimization throughput; without checkpointing both baselines exhaust memory at far fewer worlds. We close with a gradient-based trajectory optimization demonstration over triangle-mesh terrain across a 10 s horizon, a setting where prior engines either restrict to primitive geometry or face the convergence and memory limits shown above.

26
h=0
2026-09-08 cs.RO, cs.LG Top author: Gabriel Vallat (h=0)
Gabriel Vallat, Maryam Kamgarpour, Stefana Parascho
Core Contributions
  • Targets robotic construction planning under real physical uncertainty: current methods rely on rigid, high-precision plans that can’t adapt to fabrication tolerances and unexpected changes, so this work generates construction sequences adaptively during building instead of committing to a plan in advance.
  • Operates on graph-structured state with a mixed action space, discrete block selection plus continuous placement parameters, and because stability simulation is computationally expensive, extends soft actor-critic to this hybrid graph/continuous setting with an exploration strategy built around unilateral edges in the graph network.
  • Compared against the prior hybrid-PPO baseline, HSAC shows significantly higher asymptotic performance and good sample efficiency, plus demonstrated robustness to hyperparameter choices and the ability to handle up to 10 discrete actions without degrading.
  • Validated on a physical two-robot setup successfully building a spanning arch from 3D-printed blocks in closed-loop execution, direct evidence that a policy trained purely in simulation, without a predefined plan, transfers to real fabrication.
Show abstract

Robotic construction offers the potential to use materials more efficiently and create complex geometries, but current methods rely on rigid, high-precision plans that cannot accommodate the tolerances, inaccuracies, and unexpected changes inherent in physical fabrication. In this work, we introduce a reinforcement learning approach that forgoes predefined plans entirely, instead generating construction sequences adaptively as the structure is built. Our method operates on graph-structured state representations and a mixed (parameterized) action space, requiring both discrete block selection and continuous placement parameters. Because the stability simulation of a structure is computationally heavy, we develop an efficient exploration strategy by incorporating unilateral edges into graph neural networks, extending soft actor-critic (SAC) to this hybrid setting. We evaluate our algorithm, HSAC, against the prior method hybrid-PPO (HPPO), demonstrating significantly higher asymptotic performance and good sample efficiency. We also demonstrate HSAC's robustness to hyperparameter choices and its exploration capability, handling up to 10 discrete actions without performance degradation. Finally, we validate our approach on a physical two-robot setup, successfully building a spanning arch with 3D-printed blocks in closed-loop execution, confirming that policies trained in simulation transfer to real hardware.

27
h=0
2026-09-08 cs.LG, cs.AI, cs.RO Top author: Wenyan Yang (h=0)
Wenyan Yang, Arsenii Mustafin, Dominik Baumann, Joni Pajarinen, Simone Parisi
Core Contributions
  • Targets goal-conditioned exploration in RL, where prior methods score candidate goals by novelty and reachability but typically trade the two off by hand, apply them sequentially, or drop one signal entirely — SUN integrates both into a single indicator instead.
  • Derives the indicator, Successor-to-Novelty, from successor value functions, and proves specific formal properties: it recovers count-based exploration bonuses in the limit, bounds short-horizon hitting probabilities, and provably rejects goals that are actually unreachable.
  • Pairs the theoretical indicator with a practical adaptive goal-selection strategy and a pseudocount that’s accurate but lightweight, avoiding the computational overhead classic pseudocount methods carry, and plugs into any off-policy RL algorithm without architecture-specific changes.
  • Consistently outperforms state-of-the-art exploration methods across standard and novel environments specifically designed to be hard — unreachable or hard-to-reach states, irreversible transitions, obstacles, mazes, unbounded spaces — rather than only on benchmarks where naive exploration already works reasonably well.
Show abstract

Exploration in reinforcement learning (RL) remains a fundamental challenge. Recent goal-conditioned RL strategies (which select goals to encourage broader state coverage) have shown promising results, but none scores a goal by novelty and reachability jointly: the two signals are traded off by hand, applied in sequence, or one is neglected outright. In this paper, we introduce a reachability-aware goal-selection framework that explicitly integrates these two aspects, and that can be seamlessly incorporated into any off-policy RL algorithm. To this aim, we propose SUccessor-to-Novelty (SUN), an indicator derived from successor value functions to identify goals that are both novel and reachable. We prove that SUN recovers count-based bonuses in the limit, bounds short-horizon hitting probabilities, and provably rejects unreachable goals. We further present an adaptive goal-selection strategy that leverages these properties, and an accurate yet lightweight pseudocount to avoid the overhead of classic methods. We back up all our claims with thorough benchmarks: SUN consistently outperforms state-of-the-art methods in standard and novel environments with unreachable or hard-to-reach states, irreversible transitions, obstacles, mazes, and unbounded spaces.

Scene Understanding, Mapping & Perception (6 papers)
7
h=0
2026-09-08 cs.RO, cs.CV Top author: Jiahui Zhang (h=0)
Jiahui Zhang, Bonian Han, Gongbo Liang, Yu Zhang
Core Contributions
  • Challenges a default assumption in active mapping — that a single learned occupancy map can simultaneously serve two different planning roles, scoring expected surface gain and constraining collision-free motion, without conflict — by holding the mapping system fixed and varying only the planner-facing occupancy source.
  • Finds occupancy accuracy and closed-loop coverage performance are not monotonically related: planning with ground-truth occupancy reaches 70% of the learned baseline’s final coverage 12.7 steps earlier on average, but only raises final coverage by 0.031 — a counterintuitive result about what “better occupancy” actually buys in practice.
  • Diagnoses the mechanism — unsupported occupancy predictions distort where the robot looks and where it believes it can travel — and responds with an observation-gated filter that keeps completion only in insufficiently observed regions and suppresses unsupported predictions after repeated unconfirmed frustum exposure.
  • The filter improves performance specifically on failure-prone starts without any retraining or access to ground truth, and the paper is explicit about scope limits — it assumes benchmark RGB-D and accurate pose, leaving planetary sensing and localization drift for future evaluation.
Show abstract

Autonomous 3D active mapping requires a space robot to choose where to sense while building the geometry needed for navigation. Learned occupancy completion extends spatial context beyond the current field of view, but one predicted map often serves two planning roles: it scores expected surface gain and constrains collision-free motion. Unsupported occupancy can therefore distort both where the robot looks and where it believes it can travel. We study this coupled interface in a controlled closed-loop benchmark by holding the active-mapping system fixed and varying only its planner-facing occupancy across observation-only, learned, oracle-corrected, and ground-truth conditions. Improving occupancy accuracy does not monotonically improve closed-loop coverage: across 25 starts, planning with ground-truth occupancy reaches 70% of the learned baseline's final coverage 12.7 steps earlier on average, while increasing final coverage by only 0.031. Guided by this diagnosis, we introduce an observation-gated filter that retains completion in insufficiently observed regions and suppresses predictions only after repeated frustum exposure without nearby RGB-D support. The filter improves both targeted failure-prone starts without retraining or ground truth. These results motivate online revision of planner-facing geometry during autonomous intervals between communication windows. The current study assumes benchmark RGB-D observations and sufficiently accurate pose estimates; planetary sensing conditions and accumulated localization drift remain to be evaluated.

10
h=0
2026-09-08 cs.CV, cs.RO, eess.IV Top author: Fei Teng (h=0)
Fei Teng, Sheng Wu, Mengfei Duan, Guoqiang Zhao, Junhui Ma
Core Contributions
  • Targets a representation mismatch specific to spherical observations: visual information from a 360° camera is naturally angular, but 3D scene understanding needs Cartesian coordinates, complicating geometric correspondence and semantic aggregation.
  • Contributes a large real-world dataset — 64,400 temporally aligned spherical-image/LiDAR pairs across 644 sequences, varied illumination and weather — plus benchmarks for occupancy prediction, semantic mapping, and 3D detection, infrastructure rather than a single model contribution.
  • Proposes SphereOcc with two specific mechanisms: Cartesian-Spherical Representation Remodeling incorporates spherical range-azimuth geometry into Cartesian voxels via region-wise modulation, and Spherical Evidence Re-querying conditions queries on voxel content plus spherical geometry to adaptively retrieve relevant semantic evidence.
  • Outperforms the respective best prior methods, TPVFormer and SurroundOcc, by 1.70 and 2.10 points on mIoU and GeoIoU, and ranks first on both metrics across all five evaluated scenes and all tested spatial partitions and field-of-view conditions, not just on average.
Show abstract

Spherical observations provide global visual context for 3D scene understanding. However, visual information is encoded in an angular domain, whereas the physical world is represented in Cartesian coordinates. This cross-space representation gap complicates geometric correspondence and semantic evidence aggregation. To delve into this challenge, we introduce Spheriverse, comprising $64,400$ temporally aligned spherical image-LiDAR pairs organized into 644 sequences. The dataset spans diverse scenes, illumination, and weather conditions, with fine-grained semantic classes. We further establish benchmarks for semantic occupancy prediction, semantic mapping, and 3D object detection, evaluating 30+ methods through overall and scene-wise comparisons. For dense prediction, we propose SphereOcc, an occupancy framework that couples spherical geometry modeling with semantic evidence retrieval. Cartesian-Spherical Representation Remodeling (CSRR) incorporates spherical range-azimuth geometry into Cartesian voxel features through region-wise modulation. Spherical Evidence Re-querying (SER) then conditions queries on voxel content and range-height-azimuth geometry to adaptively retrieve relevant semantic evidence from source spherical image features. SphereOcc achieves 13.91% mIoU and 24.65% GeoIoU, outperforming the respective best-performing methods, TPVFormer and SurroundOcc, by 1.70 and 2.10 percentage points. It also ranks first in both metrics across all five scenes, with consistent advantages across the evaluated spatial partitions and reduced fields of view. The established benchmark and source code will be available at https://feit-feiteng.github.io/Spheriverse.

15
h=0
2026-09-08 cs.CV, cs.RO Top author: Woosang Jeon (h=0)
Woosang Jeon, Sanghyeok Choi, Minwoo Kim, Taehyun Jung, Taehyeong Kim
Core Contributions
  • Formalizes a specific, underserved scene-memory problem: most language-guided robot memory work handles spatial or relational object references well, but everyday references often specify objects by persistent attributes — category, material, size, surface appearance — instead, which the paper calls “attribute-compositional retrieval.”
  • Introduces a controlled evaluation protocol with fixed scene memories and attribute-defined targets specifically to separate retrieval capability from perception and annotation ambiguity, rather than conflating retrieval accuracy with upstream perception errors.
  • FRAME turns language queries into per-attribute weights and uses learned readouts to estimate per-attribute evidence from object embeddings, reducing post-decomposition scoring to lightweight matrix-vector computation rather than a heavier joint retrieval model.
  • Outperforms representative scene-memory retrieval baselines on held-out scenes and object assets while being computationally lighter, positioning attribute-compositional retrieval as a complementary capability alongside existing spatial and relational scene memory rather than a replacement.
Show abstract

Language-guided robots need persistent scene memories to follow instructions, revisit objects, and resolve references to objects encountered over time. While much of language-guided scene-memory retrieval has emphasized spatial or relational references, many everyday object references specify objects by multiple persistent attributes, such as category, material, size, or surface appearance. We formalize this problem as attribute-compositional retrieval, where a fixed object-centric scene memory is queried with natural language to retrieve the object satisfying the requested attributes. To investigate this capability directly, we introduce a controlled evaluation protocol with fixed scene memories and attribute-defined targets, separating retrieval from perception and annotation ambiguities. We then propose FRAME, which turns language into query-relevant attribute weights, uses learned readouts to estimate per-attribute evidence from object embeddings, and ranks objects by aggregating this evidence according to the query. Across held-out scenes and object assets, FRAME outperforms representative scene-memory retrieval baselines while reducing post-decomposition object scoring to lightweight matrix-vector computation. These results position attribute-compositional retrieval as a complementary scene-memory capability for language-guided robots, showing that persistent object attributes can be exposed as composable evidence for accurate and efficient multi-attribute retrieval.

17
h=0
2026-09-08 cs.CV, cs.RO Top author: Hongchi Xia (h=0)
Hongchi Xia, Tianhang Cheng, Wei-Chiu Ma, Shenlong Wang
Core Contributions
  • Targets simulation-ready 3D scene generation from casual capture: a single RGB image or casual RGB video, transformed into a fully interactive scene with physically decoupled objects in under a minute, without any test-time optimization.
  • Predicts a compositional scene representation directly — 6-DoF pose, bounding box, mesh, and texture per object — from posed RGB-D observations estimated from the RGB capture, modeling the scene as discrete entities rather than one entangled reconstruction.
  • Produces “amodally complete” objects, reconstructed even where occluded, that are physically decoupled and interaction-ready, going beyond existing feed-forward 3D methods which the paper says lack this object-level completeness.
  • Runs orders of magnitude faster than prior interaction-ready reconstruction methods while achieving competitive or state-of-the-art pose accuracy, geometry completeness, and texture quality — pairing a large speed advantage with no apparent quality tradeoff on the metrics reported.
Show abstract

We present FIRE3D, a unified framework that takes a single RGB image or casual RGB video and transforms it into simulation-ready 3D scene assets for games and interactive applications in under a minute. At the core of FIRE3D is a feed-forward, end-to-end network that predicts a compositional scene representation from posed RGB-D observations estimated from the RGB capture, including the 6-DoF pose, bounding box, mesh, and texture for every object. By modeling the scene as a collection of discrete entities, FIRE3D produces amodally complete and simulation-ready environments where objects are physically decoupled and ready for interaction. Our framework requires no test-time optimization, runs orders of magnitude faster than prior interaction-ready methods, and provides object-level completeness beyond existing feed-forward 3D approaches. We demonstrate competitive or state-of-the-art results across pose accuracy, geometry completeness, and texture quality across various datasets while being orders of magnitudes faster. Project page: https://xiahongchi.github.io/Fire3D/

29
h=0
2026-09-08 cs.RO, cs.CV Top author: Eunseong Jang (h=0)
Eunseong Jang, YuJin Chung, Sang Jun Lee, Jihyun Yoon, HyungGi Jo
Core Contributions
  • Targets known single-camera VINS failure modes — error accumulation from occlusion, illumination changes, and textureless regions — by fusing multiple fisheye cameras with a low-cost IMU instead of relying on one camera’s field of view.
  • Introduces an IMU-aided FAST feature tracker adapted specifically for multiple cameras, enabling efficient extraction and robust matching of local features across camera views, plus filtering that removes outliers caused by fisheye lens distortion on the normalized image plane.
  • Proposes a new reprojection error with physical validity constraints for bundle adjustment that incorporates learning-based depth estimation, rather than relying purely on geometric reprojection error as in standard VINS bundle adjustment.
  • Implemented as a real-time system that captures the robustness advantage of multiple cameras against occlusion and textureless regions while explicitly managing the added computational burden multiple camera streams would otherwise introduce.
Show abstract

A simultaneous localization and mapping (SLAM) method using a monocular camera and a low-cost inertial measurement unit (IMU) sensor is an effective way to fulfill a low-cost sensor configuration. Using this sensor configuration, visual-inertial system (VINS) focuses on fusing data from a camera and an IMU sensor to estimate the six degrees-of-freedom (DOF) of the sensor pose. Typically, VINS uses only a single camera as visual input, which lead to problems such as error accumulation due to occlusion, various illumination, and textureless environments. In this paper, we propose a new multiple fisheye camera-based visual-inertial system called MFVINS. We present an IMU-aided FAST feature tracker for multiple cameras that enables efficient extraction and robust matching of local features. Then, the proposed method filters out outliers caused by fisheye distortion on the normalized image plane. Subsequently, a new reprojection error with physical validity constraints is proposed for bundle adjustment using learning-based depth estimation. The proposed method is applied to various scenarios, and its effectiveness is demonstrated by comparing previous VINS methods. In particular, MFVINS is implemented in real-time process to leverage the advantages of using multiple cameras -- robustness against occlusion and textureless regions -- while reducing the computational burden.

30
h=0
2026-09-08 cs.RO Top author: Ramona Häuselmann (h=0)
Ramona Häuselmann, Mario A. V. Saucedo, Christoforos Kanellakis, George Nikolakopoulos
Core Contributions
  • Targets a specific danger in VLM-driven terrain traversability estimation: semantic ambiguity, where a VLM’s conflicting predictions about whether terrain is traversable can lead to failures, and most systems don’t expose or quantify that ambiguity to the planner.
  • Uses Conceptual Anchoring to ground open-vocabulary VLM predictions onto a continuous physical traversability scale, then formulates the model’s responses as a Gaussian Context Distribution, deriving both a dense traversability map and a dense uncertainty map from the same statistical object rather than treating uncertainty as a separate add-on model.
  • Validated on the real-world GOOSE dataset, where the derived uncertainty metric correlates specifically with known sources of ambiguity — visual artifacts and mixed-terrain overlap — rather than being uncorrelated noise.
  • Achieves competitive traversability estimation performance while additionally providing statistical uncertainty estimates the comparison methods don’t offer, framed explicitly as enabling safer autonomous behavior in complex outdoor settings rather than just improving point-estimate accuracy.
Show abstract

Autonomous navigation in unstructured environments requires robust scene understanding, yet Vision-Language Models (VLMs) often suffer from semantic ambiguity, where conflicting predictions can lead to dangerous failures. To address this, we present a novel pipeline for vision-based traversability estimation that explicitly models contextual uncertainty. Our approach utilizes Conceptual Anchoring to ground open-vocabulary VLM predictions onto a continuous physical traversability scale. By formulating the model's responses as a Gaussian Context Distribution (GCD), we derive both a dense traversability map and a dense uncertainty map based on the statistical properties of the distribution. Experimental validation on the real-world GOOSE dataset demonstrates that our proposed uncertainty metric effectively correlates with sources of ambiguity, such as visual artifacts and mixed terrain overlap. The method exhibits competitive performance while offering the distinct advantage of providing statistical uncertainty estimates to address semantic ambiguity, enabling safer and more reliable autonomous behavior in complex outdoor settings.

Multi-Robot Coordination & Communication (2 papers)
8
h=0
2026-09-08 cs.RO Top author: Carter Noh (h=0)
Carter Noh, Kyle Crandall, Connor Yates, Corbin Wilhelmi
Core Contributions
  • Targets a specific failure mode of decentralized multi-agent target tracking: without centralized coordination and under intermittent communication, each agent’s local particle filter can become overconfident in its own estimate absent external correction.
  • Augments a classical particle filter to force strategic particle spread when informative updates from other sensor nodes aren’t available, directly countering the overconfidence failure mode rather than just adding more particles generically.
  • Demonstrated on real Unmanned Surface Vessels on a lake rather than simulation alone, testing the augmentation under genuine intermittent-communication conditions.
  • Shows the augmentation doesn’t degrade nominal, well-connected performance while providing a measurable advantage specifically in edge cases with poor connectivity — a targeted robustness gain rather than a blanket accuracy improvement.
Show abstract

Maritime target tracking over large distances often requires multi-agent teams without centralized coordination, and intermittent communication. Each agent must maintain an independent estimate that can take advantage of opportunistic communications availability when possible. This can lead to overly confident local estimates in the absence of external data. In this work, we propose an augmentation to a classical particle filter implementation that accounts for this potential source of error by forcing particles to spread strategically in the absence of informative updates from other sensor nodes. We demonstrate our method using Unmanned Surface Vessels (USVs) on a lake, and show that our augmentations do not deteriorate nominal performance, and provide an advantage in some specific edge cases.

13
h=0
2026-09-08 cs.RO Top author: Benjamin Chang (h=0)
Benjamin Chang, Michael Amir, Manon Flageat, Amanda Prorok
Core Contributions
  • Introduces a genuinely new communication channel for robots: encoding messages as detectable noise added to a pre-trained policy’s existing actions, so a robot’s ordinary movement itself becomes a signal readable by remote video or motion-capture sensing.
  • Explicitly designed to complement, not replace, standard wireless channels — it requires no extra hardware and no established direct communication link to the robot, making it usable as a fallback or supplementary channel when radio communication is degraded or unavailable.
  • Systematically characterizes the space of possible encoding schemes and derives design heuristics from that analysis, rather than proposing a single ad hoc encoding.
  • Validated on real robots running at 50Hz, where four robots jointly recover an 8-bit message at an aggregate 0.67 bits/second — a low but functional data rate sufficient for something like communicating an agent’s current intent.
Show abstract

Messages from electronic devices are conventionally received as text, audio, or radio signals. But robots move with rich, articulate motion in the real world, opening up the possibility of transmitting messages through motion itself. In this paper, we consider the problem of motion-based communication, where we seek to modify a robot's movements so as to transmit messages detectable from remote sensing (e.g., video or motion capture), without degrading policy performance. We introduce a method for messaging through motion capable of encoding arbitrary message content over short payloads - such as an agent's current intent - as noise in any pre-trained policy's actions. This brings a new kind of robustness to robot communication: this 'physical' channel complements standard wireless communications channels but does not depend on them, requiring no extra hardware nor the establishment of a direct link to the robot. We systematically characterize the space of encoding schemes and derive design heuristics, then validate them across simulated environments and real-robot deployment; on real robots running at 50 Hz, four robots jointly recover an 8-bit message at an aggregate 0.67 bits/s.

Human-Robot Interaction & Tactile Sensing (4 papers)
9
h=0
2026-09-08 cs.RO Top author: Akhil Ajikumar (h=0)
Akhil Ajikumar, Mahya Qorbani, Sakib Reza, Sean Andrist, Mohsen Moghaddam
Core Contributions
  • Targets a specific gap in existing human-assistance datasets: procedural datasets capture individual task execution richly, and interactive datasets capture remote verbal instruction or undifferentiated co-working, but neither links a co-located helper’s verbal and physical interventions to the performer’s requests, task state, and outcomes.
  • Collects 20 synchronized sessions of gearbox assembly with a trained helper following a guidance-first policy assisting HoloLens 2 wearers, linking 528 task-step intervals, 611 performer requests, and 851 assistance records with egocentric and workspace sensing.
  • Frames its contribution explicitly as structure, not scale: three reference tasks — causal step understanding, pre-onset mode anticipation, instructor response generation — evaluate components of the assistance process rather than an end-to-end system.
  • On 829 eligible mode-anticipation events, the strongest RGB-only model reaches only 0.548 macro-F1 while causal metadata reaches 0.624 and a privileged trigger mapping reaches 0.915 — a large gap revealing that pre-onset visual signal alone misses information the task genuinely requires.
Show abstract

An embodied assistant working beside a person must track task state, recognize help seeking, choose how to intervene, and produce an appropriate response. Existing procedural datasets richly describe individual execution, while interactive datasets capture remote verbal instruction or undifferentiated co-working. They do not jointly link a co-located helper's verbal and physical interventions to performer requests, task state, assistance triggers, and outcomes. We introduce DYAD (DYadic Assistance Dataset), a synchronized multimodal record of human-human assistance during gearbox assembly. Across 20 sessions, one trained helper follows a guidance-first policy while assisting HoloLens 2 wearers. DYAD links 528 task-step intervals and 611 performer requests with 851 valid assistance records spanning verbal and physical help. DYAD's annotations span the assistance process; three reference tasks evaluate selected components rather than an end-to-end system: causal step understanding, pre-onset mode anticipation, and instructor response generation. On 829 eligible mode events, the strongest four-seed RGB mean is 0.548 +/- 0.007 macro-F1; causal metadata reaches 0.624 and a privileged trigger mapping 0.915, revealing information not recovered from pre-onset RGB. DYAD's contribution is not scale, but a linked interaction structure spanning help seeking, intervention choice, execution, and outcome under egocentric and workspace sensing.

21
h=0
2026-09-08 cs.RO, cs.HC Top author: Korab Hoxha (h=0)
Korab Hoxha, Mirza Imamovic, Angelo Henriques, M. Ali Nasseri
Core Contributions
  • Addresses a claim frequently made but rarely measured about surgical input devices — that they “preserve the surgeon’s trained technique” — by holding every physical factor except the control interface fixed across manual and teleoperated conditions, something prior comparisons couldn’t do because a robotic instrument isn’t the tool used manually.
  • Finds task outcome was equal but at ceiling for both interfaces (16 participants, all five targets acquired, zero injury), meaning outcome alone conceals large differences that only show up in how the task was executed.
  • Execution differed on every measure: teleoperated trials took three times as long at a quarter of the median speed, covered less than half the angular working range, and were broken into 3.5x as many separate movements — plus finger activity doubled and pinch variability tripled, indicating a reduced-DoF interface redistributes manual effort rather than reducing it.
  • Completion time and movement fragmentation kept improving over four practice trials without plateauing, while measures set by the device’s rate ceiling and joint limits changed least — suggesting practice can close some, but not all, of the execution gap imposed by the interface’s hard limits.
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Input devices for robotic microsurgery are frequently described as preserving the surgeon's trained technique, but the claim is rarely measured. We compared manual and teleoperated intraocular instrument motion with the trocar constraint, the instrument, the eye model and the tracking source common to both conditions, so that the control interface was the only factor varied. Prior comparisons cannot hold the instrument fixed, because a robotic instrument is not the tool used manually. Sixteen participants performed a navigation task on a commercial ophthalmic simulator by hand and through a three-degree-of-freedom input device commanding a five-joint robot. Task outcome was equal but at ceiling: every participant acquired all five targets under both interfaces with no retinal or lens injury. Execution differed on every measure. Teleoperated trials took three times as long at a quarter of the median speed, covered less than half the angular working range, and were broken into 3.5 times as many separate movements. Completion time and movement fragmentation improved substantially across four trials of practice and had not plateaued; the measures set by the configured rate ceiling and joint limit changed the least. Finger activity doubled and pinch variability tripled, so reducing instrument degrees of freedom redistributed manual effort rather than reducing it. The interface preserves the outcome and reshapes the execution.

24
h=0
2026-09-08 cs.RO Top author: Massimiliano Nigro (h=0)
Massimiliano Nigro, Hatice Gunes, Micol Spitale, Fethiye Irmak Dogan
Core Contributions
  • Targets multi-party human-robot dialogue management, where a robot continuously must decide whom to address and what to say, and multiple behaviors — continue with one participant, involve another, address the group — can be simultaneously plausible depending on context, a form of uncertainty current approaches represent poorly.
  • Uses a hierarchical Bayesian neural network specifically so the model can express uncertainty over plausible behaviors and learn robustly from the limited interaction data typical of group-HRI settings, while structuring behavior selection into a multi-stage decision process that’s easier to interpret than a flat classifier.
  • Adds decision-tree surrogates on top of the hierarchical structure to generate explanations, then tests directly whether those explanations are actually more helpful to people, rather than assuming interpretability follows from architecture alone.
  • Across three offline datasets, Bayesian formulations beat their deterministic counterparts and several state-of-the-art baselines; an online study (N=20) finds hierarchical-model explanations preferred over flat-model explanations; and an in-person study (N=12) demonstrates real-time feasibility with both hierarchical and flat Bayesian variants rated positively.
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In multi-party human-robot interaction, a robot must continuously decide whom to address and what to say to participate effectively in the conversation. In real-world interactions, this is challenging because several behaviours may be plausible at the same time: a robot might continue a topic with one participant, involve another through a question, or address the whole group, with the appropriate choice depending on both whom it addresses and the interaction context. Current approaches remain limited in representing uncertainty when several behaviours are plausible and in structuring decisions into semantically meaningful intermediate steps that make robot decisions easier to interpret. Addressing these, we present HiBRIDGE, a hierarchical Bayesian neural network framework for group-robot dialogue management. Its Bayesian formulation enables uncertainty-aware prediction and robust learning from limited interaction data, while the hierarchical approach formulates behaviour selection as a structured, multi-stage decision process. We further use decision-tree surrogates to investigate whether this structure can support more interpretable explanations. Across three offline group-HRI datasets, our findings show that Bayesian formulations outperform their deterministic counterparts and several state-of-the-art baselines. Next, through an online study (N=20), we show that explanations derived from the hierarchical model are rated as more helpful for understanding robot behaviour and are preferred over those derived from the flat model. Finally, through our in-person study (N=12), we demonstrate the feasibility of HiBRIDGE for autonomous real-time group interaction, with both hierarchical and flat Bayesian variants positively perceived. Overall, HiBRIDGE combines strong predictive performance with a structured decision process that supports more interpretable explanations of robot behaviour.

25
h=0
2026-09-08 cs.RO, cs.AI Top author: Boheng Liu (h=0)
Boheng Liu, Ziyu Li, Xia Wu
Core Contributions
  • Targets a specific brittleness in tactile sensing: models trained on one tactile sensor’s optical design, elastomer mechanics, and imaging geometry can collapse abruptly on a different, unseen sensor type, and BIFTA adapts a frozen encoder to the new sensor from only a small labeled support set.
  • Draws its architecture from a biological analogy — the brain’s rapid sensory adaptation mechanism — implemented as dual-view statistical memory to preserve pretrained representations, support-conditioned spectral graphs to repair sensor-dependent feature neighborhoods, and uncertainty-gated recurrent propagation to strengthen reliable cross-query evidence.
  • With only 10% labeled target data on SITR, raises mean Sparsh accuracy from 6.86%, the frozen source classifier, to 87.09% — an 80-point jump that exceeds the strongest implemented prior comparison by 47.22 percentage points.
  • Shows these gains generalize across three tactile datasets, multiple pretrained backbones, and different tactile tasks, suggesting the adaptation mechanism addresses a general sensor-transfer problem rather than one specific sensor pairing.
Show abstract

Advances in tactile sensing have made contact-rich perception possible, accelerating progress in robotic manipulation, material understanding, and embodied interaction. However, because optical design, elastomer mechanics, and imaging geometry differ substantially across tactile sensors, models trained on known sensor types can suffer an abrupt performance collapse on unknown sensors. To address this problem, we propose the Brain-Inspired Few-Shot Tactile Adaptation (BIFTA) framework; it draws on the brain's rapid sensory adaptation mechanism to adapt a frozen encoder to an unknown tactile sensor from a small labeled support set. BIFTA preserves pretrained representations through dual-view statistical memory, constructs support-conditioned spectral graphs to repair sensor-dependent feature neighborhoods, and applies uncertainty-gated recurrent propagation to strengthen reliable cross-query evidence. Extensive benchmarks across three tactile datasets show that BIFTA substantially improves adaptation to unknown sensors: with only 10\% labeled target data on SITR, it raises mean Sparsh accuracy from 6.86\% for the frozen source classifier to 87.09\%, exceeding the strongest implemented prior comparison by 47.22 percentage points, and these gains generalize across datasets, pretrained backbones, and tactile tasks. These results validate BIFTA for data-efficient adaptation to unknown tactile sensors and offer a promising route toward tactile models that transfer across heterogeneous hardware.