A mesh of interceptors defending a fixed site must spread over the predicted arrival point of an approaching object. This is a recurring task in multi-agent robotics: N agents, each covering a disc of radius r, spread over a probability density so that a point drawn from it falls within some agent's disc. We give closed forms for the quantities that bound performance before any policy is chosen, and validate each by Monte Carlo. The uncertainty of a point predicted by extrapolating a noisy linear track follows from least-squares variance propagation plus a delta-method term for the uncertain arrival time, agreeing with simulation to within 1.8%. The coverage probability of a packed mesh admits a closed form accurate to 0.007 absolute, with a volumetric analogue. A naive area ratio misses a ceiling: while agents stay at least 2r apart, no mesh exceeds 90.69% coverage in the plane or 74.05% in a volume. This ceiling belongs to the separation constraint, not to the problem - permitting overlap substitutes Kershner's thinnest-covering density and removes it, the better regime above a crossover at p=0.80. Hexagonal packing is optimal among five arrangements; the centroidal-Voronoi configuration coverage control supplies reaches only half its coverage at small budgets. The Gaussian assumption is conservative under heavy tails and anisotropy but fragile under bias: a one-sigma aim-point offset costs 14 points of coverage. A repositioning team must also choose a commit time, and the admissible window can be empty. Against the applicable ceiling, analytic placement attains 85% of what the configuration permits while centralised PPO averages 15% over three trainer seeds, with a paired bootstrap against a null policy containing zero at every seed. We argue such ceilings should be computed before any learning experiment and quoted alongside every result.
https://arxiv.org/abs/2610.20823
Smartphones have become integral to modern life due to their diverse applications. However, the development of applications for these devices faces significant challenges, primarily due to two factors: (i) the diverse hardware and operating system versions that require testing across multiple configurations; and (ii) the imperative activity of testing the smartphone in a non-invasive way (similar to an end-user interaction), which is expensive, tedious and error-prone as it is usually carried out manually. In this context, robotic automation has emerged as an effective solution for addressing the diversity of smartphone systems and versions, and in performing some testing tasks non-invasively. In addition, automated robots facilitate quick, accurate, and repetitive testing, thus enabling developers to validate their applications across various configurations effectively. This results in a less invasive verification and in a significant reduction in time spent on manual testing, thus accelerating the development cycle. Our work proposes R-DLD (Robotic-supported Data Loss Detection), a robot-assisted infrastructure for data loss detection in Android applications, offeringless invasive and more realistic tests by interacting directly with smartphone sensors. The robot is constructed using cost-effective materials, facilitating its adoption in testing environments. In our empirical evaluation R-DLD successfully identified 341 data loss issues in 77 randomly selected apps from an Android store. All reported bugs received responses from the developer, with 89.55% confirming the data loss problems, while 35.82% have being subsequently fixed.
https://arxiv.org/abs/2610.20807
Can better feature discovery improve control over robot behavior through internal interventions and training data? Recent work in vision and language models reveals multidimensional features, motivating block-sparse featurizers (BSFs), which represent each feature in a low-dimensional subspace. We investigate whether recovering this structure provides an interpretable interface for steering vision-language-action models and shaping the data from which they learn. We show that BSFs recover several multi-dimensional task-relevant features underlying the model's computation (e.g., perception, language, proprioceptive state, episode phase, and control variables). We causally validate these features through fine-grained steering: targeted changes in visual perception, semantic representation, and spatial localization produce predictable changes in downstream action prediction. Finally, we use feature-based data attribution to isolate where a specific behavior (failure recovery) arises in the training dataset, identifying fewer than $1.4\%$ of training tokens whose masking is sufficient to remove the targeted behavior. Overall, our results show how matching featurizers to representation geometry can provide more effective tools for understanding and changing robot behavior.
https://arxiv.org/abs/2610.20767
Vision-language-action (VLA) models are a promising approach to general purpose robot manipulation. While the internal computation of vision-language models, which compose the backbone of VLAs, has been studied extensively, less is known about how their perceptual and semantic representations are transformed into action in VLA models. We study this question mechanistically in three frontier VLA models ($\pi_{0.5}$, MolmoAct2, and MolmoBot) by analyzing the causal pathways through which the input image and the instruction shape actions. Across the three models, activation patching shows that causally relevant information influences the action expert (AE) through a narrow band of mid-to-late cross-attention layers, which we term the action-conditioning interface. The content of this information changes with token and layer within the model. Early-to-mid layer representations of the target noun token determine which object is selected, whereas mid-to-late layers carry the spatial information in text tokens that redirects the movement when patched. Where spatial information is stored in prompt tokens various based on the architecture. In MolmoAct2 the model forms task-conditioned representations at the text positions that follow the instruction, whereas $\pi_{0.5}$ additionally stores this information at image token positions. We show that these findings can be translated directly into improving model efficiency. We find that restricting MolmoBot's action expert conditioning to only 3 out of 36 layers reduces inference FLOPs by up to $33\%$ while maintaining comparable task success with the default model across 3,000 evaluation episodes ($46.7\%$ vs. $46.9\%$), and the same principle carries over to real-robot deployment of $\pi_{0.5}$.
https://arxiv.org/abs/2610.20750
Mobile Manipulation (MoMa) is a cornerstone of autonomous robotic systems, yet real-world fine-tuning remains a formidable challenge because of high-dimensional action spaces and intricate coupling between heterogeneous modules. In this paper, we propose HiRe-MoMa (Hierarchical Residual Mobile Manipulation), a systematic framework for stable and sample-efficient real-world fine-tuning of complex MoMa systems. At its core, HiRe-MoMa adopts a Hierarchical Residual Architecture that fine-tunes a frozen base policy. A Policy-Agnostic Residual learns additive corrections atop the base policy, while Hierarchical Decoupling splits the residual into mobile-base and manipulator-arm heads with unidirectional conditioning, mitigating gradient interference and aligning corrections with the platform's physical hierarchy. To improve sample efficiency in data-expensive real-world settings, we propose Expert-Guided Value Alignment, which leverages sparse human interventions with under 20% training coverage to reshape the critic's value landscape, effectively guiding autonomous exploration through expert priors. Extensive real-world experiments on the TIAGo++ platform demonstrate that HiRe-MoMa consistently enhances task performance with only around 30 minutes of online interaction, regardless of the base policy architecture. To our knowledge, this is among the first frameworks to enable efficient on-robot fine-tuning for mobile manipulation in the real world, providing a practical paradigm for deploying complex robotic systems in dynamic, human-centric environments. Further details can be found on our project website: this https URL
https://arxiv.org/abs/2610.20607
Recent advances in robot learning have driven rapid progress in humanoid control, enabling increasingly agile behaviors in the real world. However, humanoid control networks are typically obtained through conventional training procedures, while comparatively little attention has been given to directly modeling the distribution of their learned weights and generating functional networks in weight space. In this work, we investigate whether high-performing humanoid control networks can be generatively modeled directly through their weights. We adopt a latent diffusion framework that couples a linear autoencoder with a Diffusion Transformer. The autoencoder compresses actor network parameters into a compact latent space, and the Diffusion Transformer models the distribution of these latents. Trained on networks collected from reinforcement learning for the Unitree G1 robot, our approach generates deployable networks that perform various motions in the real world, including walking, dancing, and spin kick. Beyond generation, we further study the learned weight space to better understand the structure captured by these humanoid control networks. We identify a structural principle in the first-layer weights that consistently reflects the robot's kinematic prior. Notably, this kinematic prior emerges under both Reinforcement Learning (RL) and Imitation Learning (IL) training, suggesting that it is not specific to a particular optimization process but may instead reflect common knowledge associated with humanoid embodiment. Together, these results demonstrate the feasibility of generative modeling in humanoid network weight space, while providing initial insights into the information encoded by their learned weights. Additional results are available on our project website: this https URL
https://arxiv.org/abs/2610.20606
Unlike singles, humanoid table tennis doubles requires teammates to strike in strict alternation while sharing a confined workspace. Rapid repositioning can compromise striking accuracy, while uncoordinated teammate movements introduce collision risks. We present PingpongDuo, a hierarchical framework for agile humanoid doubles with safe team coordination. At the team level, a planner jointly selects positioning targets and uses learned risk estimates to filter risky proposals, preferentially preserving the current striker's target. At the individual level, separate footwork and striking skills combine agile movement with precise racket control. The skills are guided by human motion references, including footwork collected from human doubles play, and trained from states produced by one another to support rapid transitions. A racket-arm residual further refines strikes after movement using return feedback from a simulator calibrated with real ball-flight and contact measurements. In simulation, PingpongDuo improves the ball-return success rate by 13.2% over the state-of-the-art baseline, while achieving approximately 2 cm positioning error during clearance. In real-world experiments, a robot completes a 2.15 m clearance-and-recovery cycle in 2.4 s with a peak speed of 2.23 m/s, while two robots sustain more than 10 consecutive strikes in strict alternation.
https://arxiv.org/abs/2610.20579
3D object composition is pivotal to digital content creation and robot simulation, while also serving as a critical testbed for physical intelligence in foundation models. Previous methods either leverage large language models to directly predict object coordinates, or utilize generative diffusion priors to synthesize composite images for visual alignment, both of which rely on static priors in digital spaces. However, these methods consistently struggle with complex compositions such as precise hanging, gravity-driven settling and hidden containment, as these tasks require interactive construction processes involving global planning, fine-grained alignment, and physical simulation. To address these challenges, we propose PhySGA, a Physics-Space Grounded Agentic Framework for 3D composition via agent exploration and physical simulation, enabling the universal interactive assembly of rigid, articulated, and deformable objects. Directly applying vanilla LLMs or VLMs to this task proves insufficient, as current models inherently lack grounded physical understanding and interactive construction experience. To overcome this limitation, we design a collaborative feedforward-feedback architecture: an Assembly Agent focuses on geometric and kinematic reasoning for global step planning and coarse adjustment, while a Critic Agent reasons over contact dynamics for simulator state diagnosis and fine-grained closed-loop correction. Furthermore, Action Routers map semantic planning and analysis onto executable physical primitives within the simulator, while a task-specific Self-Evolving Skill Library distills historical trial-and-error feedback into reusable experiences, boosting success rates and minimizing exploration attempts. Extensive experiments within Isaac Sim demonstrate that PhySGA significantly surpasses existing methods in relation fidelity, physical plausibility, and visual quality.
https://arxiv.org/abs/2610.20560
Coding agents can construct executable programs and revise them through feedback, offering a foundation for embodied control without target-task fine-tuning. Through a programmatic robot interface, the agent observes the scene, executes control programs, and adapts them to the resulting physical state, serving as the closed-loop policy. However, this within-episode adaptation does not automatically preserve experience across scenes. Our trajectory analysis shows that agents spend interaction and inference budgets establishing effective operations and identifying their preconditions, while fresh agents cannot reuse these discoveries. This motivates EmbodiedEvo, a self-evolving coding agent that distills physical feedback into reusable code Skills and diagnostic Lessons. Experience is acquired on one Playground scene per task, then frozen for independent agents in unseen scenes, without updating model weights. On RoboDojo-Sim, EmbodiedEvo achieves an average score of 44.48 and a success rate of 37.82\%, surpassing all officially verified results. Paired tests show the largest gains on memory-dependent tasks and successful reuse of coordinated procedures, while fine contact control remains difficult. Experience from stronger models also improves weaker executors: Astra's experience raises Sol and Luna's success rates by 8.86 and 5.50 percentage points over no experience. Compared with raw interaction history, Skills and Lessons achieve comparable task performance at 53.0\% lower execution cost.
https://arxiv.org/abs/2610.18867
We present KinoGen, a framework that synthesizes customizable humanoid loco-manipulation references through kinematically grounded video generation. KinoGen conditions a pretrained video generator on calibrated renders of the target robot and object in a simulated task instance and recovers the reference by fitting the same models to the generated two-view video, so that the reference lies in the robot configuration space by construction without a human body proxy or retargeting. Body, hand, and object priors initialize the reconstruction, and direct optimization against cross-view evidence refines it. Since an edited keyframe is simply another rendered state, a user can prescribe a goal object pose, regenerate the video around the edited keyframe, and obtain a reference that satisfies the pose exactly. Across eight loco-manipulation tasks, KinoGen yields lower penetration and foot skating than video-based baselines and preserves over 90% of annotated contacts, and its customized references satisfy every prescribed target with substantially less penetration than direct interpolation. Tracking policies trained on the synthesized references are deployed on a Unitree G1 humanoid with dexterous hands. Project webpage: this https URL.
https://arxiv.org/abs/2610.20552
Human listeners can often identify the intended object several words before an instruction ends. Robots, however, are typically designed to wait until the speaker has finished before deciding how to act. We present EarlyCommit, an open-source tool that lets a robot commit to the intended object while the instruction is being spoken. After every recognized word, a fine-tuned text encoder scores each object in the scene. The robot acts when the calibrated probability of the best object reaches a threshold tau set by the user, so 1 - tau is the accepted risk of choosing the wrong object. Otherwise, it waits or asks. The tool includes a streaming speech front end, a scene and instruction generator with exact word-by-word ground truth, and scripts to train, calibrate, and evaluate. On instructions containing words never seen in training, EarlyCommit commits correctly 1.6 to 2 times as often as keyword matching, is right at least 92 percent of the time when it commits at tau = 0.9, and needs 31 to 35 ms per word on consumer GPUs.
https://arxiv.org/abs/2610.20531
Existing robot policy memories typically evolve with observation sequences, implicitly treating each update as the same amount of physical time. Yet identical observation histories can span different durations and require different actions, exposing physical time as a missing dimension of policy memory. We introduce Temporal Flow Policy (TFP), which learns memory dynamics to retain past events and evolve the memory state over measured time intervals. Observations and prior memory determine the content and time scales of each transition; elapsed time determines how far the state advances. TFP conditions diffusion and flow-matching policies through this memory state and is trained with their native imitation objectives. We evaluate TFP with Diffusion Policy and $\pi_{0.5}$ through controlled comparisons of memory designs. These experiments show that successful timing depends on both measured intervals and retained history. TFP achieves higher average success than the recurrent and state-space memories we equip with the same intervals and than a variant that feeds the interval to a learned gate. Memory readouts recover the time since an event and motion information after occlusion. Changing the supplied intervals systematically delays or advances actions, linking time inputs to behavior. Real-robot tasks requiring timing or memory, together with LIBERO evaluations, demonstrate benefits in physical and general manipulation. These results suggest viewing robot memory not as stored observation history, but as a state that retains past events and evolves with physical time.
https://arxiv.org/abs/2610.20524
Long-horizon precise manipulation produces mixed-quality data for post-training vision-language-action (VLA) models: even successful demonstrations and intervention-assisted rollouts may contain detours, hesitations, failed attempts, and imperfect recoveries. The key challenge is to identify which action chunks actually advance the task, rather than uniformly cloning or discarding imperfect trajectories. We propose Graph-Reweighted Behavior Cloning (GR-BC), an offline iterative post-training framework that builds a task-conditioned goal-reachability graph over demonstrations and iteratively collected rollouts, including both successful and failed episodes with human interventions. Reverse graph search computes minimal remaining steps to task success within the dataset support, and each action chunk is weighted by how much its execution reduces this potential. This consequence-based weighting reuses recoverable segments from failed trajectories, leverages interventions as recovery paths, and down-weights locally regressive chunks even inside successful trajectories. New rollouts are incorporated by appending them to the graph and rerunning search, without training a reward model, action-conditioned critic, or progress predictor. Across four precise manipulation tasks and three VLA backbones, GR-BC improves single-round supervised fine-tuning and reaches 91% success after a few offline iterations, without trajectory comparisons or progress labels. More details and videos are available at: this https URL
https://arxiv.org/abs/2610.20504
Certifiable optimization provides global optimality guarantees for non-convex state estimation in robotics. However, under severe physical sensing degeneracy, convex Semidefinite Programming relaxations solved via Interior-Point Methods suffer from rank expansion, rendering direct semidefinite solving and spectral rounding algebraically invalid. In this paper, we establish a universal candidate-driven dual certification framework that resolves this challenge without incurring rank expansion. First, from an epigraph perspective, we prove that while sensing degeneracy expands the primal optimal set into a flat equi-cost face, cost tightness and multiplier recovery remain strictly intact, enabling global verification without direct semidefinite solving. Second, we propose an observability-aware local search using solution remapping, coupled with a closed-form dual multiplier recovery scheme that executes in sub-microsecond latency. Third, we derive a model-specific adaptive dual safety threshold parameterized by the minimum non-zero eigenvalue of the observable Hessian and uneradicated residual leakage, preventing false rejections of optimal candidates under weak observability. We validate our universal framework with robust registration under degenerate measurements.
https://arxiv.org/abs/2610.20490
It has been difficult to accurately model the physics of the interaction between a robot and the objects it manipulates, including contact mechanics, coupled contact dynamics, deformations, stiffness and friction. We present RoboSimStudio (RSS), an interactive toolkit that makes choices of solver, contact model, and physical parameters explicit and editable, allowing both humans and coding agents to quickly create and iteratively refine simulations based on observed physical behavior. We implement RSS with the open Newton physics simulation system and describe experiments with human-guided real2sim using (1) visual evaluation, (2) force-feedback and (3) agentic Real2Sim2Real. Code, video and additional information can be found on the project website: this https URL
https://arxiv.org/abs/2610.18835
Real-time volumetric mapping for a planning robot is dominated by the cost of integrating and storing information at the finest resolution, yet only a small fraction of any map ever lies on or near a path the planner actually considers. We exploit this with a tiered-resolution mapping mechanism that integrates LiDAR into a single map structure at two resolutions simultaneously: fine inside a corridor around the robot's current plan, and coarse everywhere else. As opposed to traditional navigation pipelines where path planning uses the mapping result and provides no feedback, we propose a feedback loop where planning also informs mapping to dynamically integrate information at different leaf resolutions. Across two real-world teleoperated datasets, replayed and scored offline against an independent full-resolution map, the tiered maps are 13-15x smaller and require 6-8x less integration CPU time than a uniform fine map, while producing paths at a similar cost per meter as the ones generated from fine resolution maps on both scenarios. A uniform coarse map reaches the same size savings but its path quality collapses (+210% cost per meter) on the harder scenario, because it over-discretizes terrain the robot must traverse. Tiering approximates the coarse map's cheapness without its failure mode.
https://arxiv.org/abs/2610.20476
Safely executing long-horizon multi-arm tasks online in complex dynamic environments remains challenging. We propose a new distributed dynamic Gaussian belief propagation (DD-GBP) method that directly plans joint-space trajectories through parallel local inference. A unified Gaussian-process (GP) parameterization connects adaptive planning horizons, interpolation-time factors, and continuous execution. Each robot maintains a local tree-structured factor graph and exchanges messages asynchronously over active inter-arm links. Dynamic subnet reconstruction and event-triggered updates reduce communication and inference costs while responding to moving obstacles. We also provide theoretical analyses of local inference accuracy, anytime early stopping, triggered-replanning consistency, and GP-consistent execution. In 50 long-horizon, multi-target four-arm scenes with moving obstacles, DD-GBP achieves $92.5\%$ collision-free all-target completion and the highest success rate among six representative baselines. Scenario ablations demonstrate long-horizon safety and robustness to communication impairment and extreme conditions; success remains $86.0\%$ under $90\%$ packet loss. Execution results further show substantially suppressed extreme velocity and acceleration peaks relative to Syn-GBP. On one workstation, obstacle-free tests with 30 coexisting arms retain $99.87\%$ success and a $15.80$ ms mean warm solve, exceeding 60 Hz and outperforming the compared methods in scalability. Dual-arm transport experiments under dynamic interference demonstrate online response and practical deployability. To the best of our knowledge, these results establish a new state of the art for online long-horizon multi-arm planning in dynamic scenes.
https://arxiv.org/abs/2610.20460
Foundation models are driving a paradigm shift in robotic intelligence, moving beyond low-level action prediction to goal-directed orchestration of data collection, model training, task planning, and real-world execution. We characterize this emerging paradigm as an agentic robots, in which agents reason over human instructions, interact with robotic environments, rectify execution errors autonomously, and dynamically adjust operational strategies. Although this field develops fast, current studies are not well connected. Researchers have no consistent view of how to combine different agentic functions into a complete robot system. This paper provides a unified overview of existing research on agentic robots. We first trace the development from robot policies to agentic systems, covering vision-language-action models, world models, and world-action models. We then clarify the definition and scope of agentic robots and organize existing research into seventeen categories across four functional domains: Model, Data, Environment, and Harness. Across these domains, we examine how agents shape model learning and robot decisions, collect and curate robot data, construct worlds, tasks, and tests for learning and evaluation, and organize capabilities for robot use. Finally, we discuss open challenges and outline directions for future research. Looking forward, we hope this work contributes to a clearer understanding of agentic robots and supports new approaches to making them more capable, reliable, and adaptive.
https://arxiv.org/abs/2610.20442
Contact-rich manipulation requires robots to coordinate not only where to move, but also how contact and force should evolve throughout an interaction. Yet most robot policies represent actions primarily as motion trajectories, using tactile signals as inputs or auxiliary prediction targets without explicitly encoding contact dynamics in the action representation. We propose ILA (Interaction Latents as Actions), which uses decodable interaction latents that jointly capture the evolution of motion, contact, and force application as policy action units, providing a shared representation for action generation, evaluation, and offline improvement. We learn these latents through visually conditioned joint action-tactile reconstruction with a time-conditioned implicit decoder. Using them as flow-matching generation targets supports post-training of pretrained vision-language-action models (VLAs) and world action models (WAMs), as well as training flow-matching policies from scratch. A shared decoder maps generated latents to executable actions. For offline improvement, we learn a tactile-conditioned expert reference model from interaction latents encoded from expert demonstrations. The resulting expert-consistency rewards guide weighted learning from successful rollouts, while observation-compatible expert references guide correction of low-reward predictions from failed rollouts. Across three policy families, ILA improves success rates averaged over four real-world tasks by 21.0-36.5 percentage points relative to tactile-conditioned direct-action baselines. Ablations highlight the benefit of encoding contact evolution in action targets beyond tactile conditioning, while the same latent space supports expert-guided offline improvement. Project website: this https URL.
https://arxiv.org/abs/2610.18855
Ensuring safety of learning-enabled robotic manipulation across diverse embodiments and tasks still requires significant manual engineering. For collision avoidance, existing approaches typically rely on embodiment-specific learned safety approximations or simplified robot models together with stopping-based fallback controllers that compromise performance. In this paper, we propose an embodiment-agnostic safeguarding approach, X-Safe, which provides formal probabilistic guarantees for collision avoidance without model simplifications or learned safety functions. By operating in the configuration space, our safeguarding method works with different types of robot policies. X-Safe reasons locally around the current configuration to establish safe regions and uses action masking to restrict the policy's support to these safe regions. We demonstrate X-Safe on two embodiments and three policies, both in simulation and on hardware. We observe less than half of the performance degradation compared to state-of-the-art safeguarding, and empirically corroborate our formal collision avoidance guarantees.
https://arxiv.org/abs/2606.22278