Action-chunking policies predict multi-step control sequences, but a fundamental question remains: how much of a predicted action chunk should be committed before replanning? Existing systems typically execute a fixed-length prefix, implicitly assuming that the same execution horizon remains trustworthy across states. Some adaptive methods estimate this horizon from the similarity or stability of predicted actions. However, different actions may lead to the same successful outcome, whereas similar actions can produce different futures, suggesting that commitment should be determined by agreement among imagined futures rather than by similarity in action space. To this end, we propose Consequence-Aware Adaptive Action Chunking (CA$^3$C), an inference-time framework built on a simple principle: commit while imagined futures agree, and replan when they diverge. Without modifying or retraining the base policy, CA$^3$C uses an action-conditioned world model to imagine the future consequences of multiple candidate action chunks under the same sampling noise. Using these imagined consequences, we formulate execution-horizon estimation as a Bayesian change-point inference problem and select the execution candidate through future consensus. Across multiple simulation benchmarks and real-world robot manipulation tasks, CA$^3$C consistently improves diverse action-chunking policies, achieving up to a 71.8% relative reduction in failure rate over the corresponding base policies.
https://arxiv.org/abs/2610.07949
Demonstration-conditioned policies provide a natural interface for specifying robot behavior, yet long-horizon manipulation remains difficult when visually similar states recur across different stages or when demonstrations and executions proceed at different speeds. We identify the resulting failure mode as stage confusion and introduce Progress-Aligned Context for Execution (PACE), a stateful method that continually reinterprets a complete demonstration according to realized execution progress. PACE compresses the demonstration into ordered multimodal prompt tokens and uses training-only dual-edge attention supervision to expose its latent stage structure. During execution, an episode-local fast-weight memory causally encodes realized action-observation transitions and modulates prompt cross-attention, producing a progress-aligned context for a unified diffusion action expert without test-time stage labels or stage-specific policies. PACE improves success from 88.9% to 94.0% on LIBERO-Gen Goal Chain, from 79.1% to 83.3% on Spatial Combination, and from 33.3% to 73.3% on the two-step Block Routing tasks. Failure analysis further indicates that structured demonstration alignment and causal execution memory jointly mitigate stage confusion.
https://arxiv.org/abs/2610.07917
Deep Reinforcement Learning policies can produce nonsmooth action oscillations that hinder deployment on physical robots. Existing architectural and penalty-based approaches seek spatial smoothness by directly reducing sensitivity to changes in state inputs, but their broad constraints can degrade task performance as stronger smoothing is pursued. Temporal regularization instead constrains action differences along observed transitions, but has been considered unable to provide the spatial smoothness needed under observation noise. We revisit this assumption by proving that the temporal penalty bounds the expected action differences between current states sharing a next state, revealing a spatial effect that empirically extends to spatial smoothness. Building on this finding, we propose Conditioning for Action using only Temporal Smoothness (CATS), which combines a temporal penalty with linear ramp-up. We highlight temporal regularization's ability to provide spatial smoothness while better preserving task performance than explicit spatial regularization. Through linear ramp-up, CATS allows the policy to learn rewarding behavior before progressively smoothing its actions, improving return preservation and both temporal and spatial smoothness. Experiments in both simulation and the real world show that CATS substantially reduces action oscillation without degrading task performance, with little computational overhead.
https://arxiv.org/abs/2610.07910
This paper presents the design and control strategy for MetaMorpher, a metamorphic Unmanned Aerial Vehicle (UAV), capable of both spinning-wing hover and fixed flying-wing cruise flight. Since control of the cruise configuration is comparatively well established in the literature, this paper focuses on control of the MetaMorpher in hover mode, building on the flight dynamics model and conceptual design validated in previous work. The control algorithm is implemented using one of two phase-synchronized strategies: motor propulsion, which pulses motor thrust in synchrony with the vehicle's rotation, or flap propulsion, a novel strategy that pulses the deflection of the wing-mounted elevons. We evaluate both strategies in simulation through different flight experiments. Simulation results confirm the mathematical model and show stable reference tracking, demonstrating flap propulsion as a lightweight, decoupled alternative for hover control. Experimental testing validated the vertical-dynamics propulsion model against the physical prototype, demonstrating very good steady-state agreement across different configurations.
https://arxiv.org/abs/2610.07896
Humanoid whole-body teleoperation translates human motion into stable robot behavior in real time. Existing systems typically rely on online motion retargeting to bridge human--robot morphological differences, but this process adds latency and can produce physically infeasible targets. Meanwhile, diverse, noisy, and partial human-motion observations often fall outside the training distribution, potentially causing unstable robot behavior. We propose a retargeting-free policy that maps raw human motion directly to robot joint commands in a single forward pass, eliminating online kinematic adaptation. To improve robustness, we learn a codebook of full-body motion primitives that projects out-of-distribution observations onto plausible motion prototypes and recovers full-body motion from partial inputs. Experiments on a Unitree~G1 in simulation and on hardware, using virtual reality, optical mocap, text-to-motion generation, and monocular video inputs, show that our method outperforms baselines in latency and robustness.
https://arxiv.org/abs/2610.07891
Off-road navigation exposes a robot to potentially hazardous terrain en route. Although learning-based navigation uses safety supervision to choose which path to drive, it provides no runtime alarm when the robot following that path is heading into danger. Such an alarm must be learned from field logs, where human intervention preempts the failure and the failure itself is therefore never observed. The human judges driving unsafe early but typically intervenes only once failure is clearly near, so the intervention marks that judgment late. That earlier judgment is what a runtime alarm must detect, yet no prior intervention-supervised method has targeted it. To address this problem, we introduce CUSP (CUSUM-governed Survival model of the Perception onset), a model-agnostic runtime hazard alarm that learns this moment from intervention-terminated logs. "Cusp" is a word for the point at which one state is about to turn into another, and the moment we target is exactly such a cusp: the point at which safe driving turns unsafe in a human's judgment. We call this point the perception onset and annotate it separately from the intervention. A visual hazard head is trained on the annotated onset with a discrete-time survival objective so that driving with and without an onset both supervise the head, and a CUSUM accumulates the predicted onset risk into alarms. We evaluate CUSP at five unseen sites, two autonomous and three teleoperated, with 142 events and every method tuned to the same rate of ten false alarms per hour. CUSP detected 85 events compared to 26 for the best of nine adapted baselines, and the margin comes from hazards to which every signal in the navigation model is blind.
https://arxiv.org/abs/2610.07882
Autonomous social navigation requires balancing efficiency, physical safety, and social compliance. Reinforcement Learning (RL) methods provide a viable and effective solution but often rely on unrealistic assumptions, such as the knowledge of humans' position and velocity. In this paper, we introduce JESSI (JAX-based E2E Safe Social Interpretable navigation), a lightweight end-to-end RL framework that maps raw LiDAR scans directly to kinematically feasible control commands. JESSI enhances safety via Dirichlet-parameterized continuous action spaces and deterministic bounding, while an integrated attention-based perception module extracts probabilistic human states for interpretable, socially aware decision-making. Through extensive simulations and real-world deployment on a differential-drive robot, we demonstrate that jointly optimizing the RL policy with a supervised perception signal in a multi-task paradigm enhances social behavior. Ultimately, JESSI is able to balance high navigation success rates and superior social behaviors compared to state-of-the-art baselines.
https://arxiv.org/abs/2610.05733
As robots are increasingly deployed in groups and share workspaces to execute real-world tasks, planning their concurrent motions around complex manipulation skills becomes essential. These skills involve continuous physical execution and may exhibit stochastic behavior, resulting in variable execution times and uncertain continuous trajectories. Existing planners either limit execution to single-robot scenarios, rely on open-loop paths, or use post-hoc scheduling that prevents dynamic coordination. In this paper, we address this gap by integrating stochastic skills into sampling-based multi-robot planning by formulating the problem as a Markov Decision Process (MDP) over a multi-modal composite roadmap. For stochastic skills, solving the MDP yields a reactive policy that allows controllable robots to dynamically adapt their motions in response to other robots' execution of manipulation skills. By resolving skill uncertainty directly at planning time, this approach avoids the pessimism of conservative baselines and unlocks robust, dynamic multi-robot coordination. Code for the planners is available at this https URL.
https://arxiv.org/abs/2610.07784
Constrained Locomotion Planning (CLP) for quadrupeds and humanoids, where robots must satisfy collision avoidance, contact consistency, kinematic feasibility, and support constraints, is challenging under high-dimensional dynamics and highly non-convex environments. Recent Model-Based Diffusion (MBD) approaches recast trajectory optimization as posterior sampling over trajectories, using known dynamics and Monte Carlo rollouts to analytically estimate the denoising score function without demonstration learning. While constrained variants further incorporate feasibility into model-based score rollouts and show promising performance, they are still limited by (1) lacking a task-modulated active constraint geometry that shapes the score direction and reverse stochasticity, and (2) using deterministic DDPM-style reverse transport without adaptive scheduling across different generative transports. Therefore, we introduce Model-Based Geometry-Aware Generative Optimization (2GO) for constrained locomotion, which turns active constraint geometry into executable denoising operators through normal- induced metric shaping, tangent-space stochastic filtering, and CFS-based retraction. 2GO further decouples generative transport from reverse stochasticity through an adaptive diffusion and flow-like schedule. Experiments on constrained quadruped and humanoid locomotion demonstrate strong performance in discrete foothold selection and continuous posture planning, with higher success rates, fewer violations, and improved execution compatibility.
https://arxiv.org/abs/2610.07772
Robot agents must connect their intended actions to observed outcomes while retaining the context needed to revise their choices over repeated attempts. Existing interfaces often leave these choices inside predefined tools or require agents to manage detailed execution code and its growing history. We introduce RobotUse, a robot agent harness that organizes computation, context, and decisions around specifying and revising physical actions. Agents visually select targets and poses, while the backend handles geometry, motion planning, and control. Subagents retain detailed interactions within each subgoal and return the information needed for subsequent decisions. Continual harnessing lets agents learn from execution by updating a persistent playbook. On RoboLab, RobotUse achieves 45% task success, outperforming CaP-X by 6.7 percentage points while maintaining compact decision contexts and reducing reliance on predefined action abstractions. Furthermore, we show that RobotUse learns from real-world execution despite imperfect feedback and transfers what it learns to subsequent tasks. Project page is available at this https URL.
https://arxiv.org/abs/2610.04929
Vision-language-action (VLA) models increasingly rely on diffusion- or flow-matching-based action heads to generate continuous robot actions. These action heads typically process the denoising trajectory in a largely uniform manner. However, we observe that the conditioning focus naturally shifts across denoising stages: early stages combine language instructions and visual observations to establish a coarse action trajectory, whereas later stages place greater emphasis on current visual observations for action alignment. Based on this insight, we introduce StairVLA, a stage-aware hierarchical action generation framework that uses partially denoised actions as a natural interface between coarse long-horizon action generation and local refinement. A high-level VLA performs early denoising to produce a reusable long-horizon partially denoised action trajectory, while a lightweight refiner operates at a higher frequency to refine local action chunks using the latest observations. This design amortizes expensive high-level VLA computation while preserving frequent closed-loop correction. On LIBERO, our GR00T-style instantiation improves average success from 96.5% to 97.8% while reducing amortized inference latency from 115.0 ms to 44.2 ms per action chunk. More broadly, across two VLA backbones, simulation benchmarks, and real-robot tasks, StairVLA consistently reduces inference cost while maintaining strong task performance.
https://arxiv.org/abs/2610.07756
Collaborative manipulation requires robots to perform complementary actions as interactions unfold. We study single-policy decentralized collaboration: every robot runs the same policy from its visual observations and proprioception, without task prompts, identity labels, or inter-robot messages. The challenge is to learn complementary team behaviors within shared parameters and select appropriate actions from each robot's local observations. We introduce CoRE, which learns Collaboration-Role Experts from pooled multi-task, multi-robot demonstrations. Fused appearance and geometry provide local interaction evidence. Query-conditioned cross-attention experts provide adaptable prediction paths, which a local router combines at each action-chunk position. During training, an action-expert alignment loss supervises expert selection using relative forced-route prediction errors against demonstrations under fixed inputs, without role labels. Across simulation benchmarks, CoRE achieves the highest average performance among evaluated decentralized methods. Physical experiments demonstrate effective collaboration across diverse manipulation tasks and robustness to partner delays and slowdowns. Project page: this https URL.
https://arxiv.org/abs/2610.07752
Pose error in precision assembly can corrupt not only what a robot observes but also the coordinate frame in which it acts. On the FORGE benchmark, the official state-based policy succeeds in 97% to 99% of episodes with the true pose but only 32% to 60% at the benchmark's $\sigma=5$ mm pose-noise setting. The same estimated pose enters the observation and anchors the action frame, making the offset unidentifiable from proprioceptive state alone before contact. We supply this missing information during training in two ways. A privileged teacher observes the offset in simulation, while clean demonstrations can instead be relabelled into the displaced frame in closed form. The deployed student is trained with behaviour cloning followed by one DAgger round and receives only noisy state, a raw wrench window, and two RGB cameras at test time. On the unmodified FORGE tasks, the teacher-route student maintains 92% to 99% success across $\sigma=0$ to 5 mm, while six non-privileged baselines fall to 2% to 80%. A matched behaviour-cloning experiment isolates the source of this robustness. With the same student architecture, data budget, and training procedure, demonstrations generated without offset access yield only 31.5% success at $\sigma=5$ mm, whereas privileged and relabelled demonstrations reach 88.7% and 95.8%. Deployed zero-shot on a Franka, the student reaches 83.3% pooled success at $\sigma=5$ mm against 34.4% for the strongest state-based policy. Deployable sensing alone is insufficient. Robustness requires supervision that encodes compensation for the latent frame this http URL page: this https URL
https://arxiv.org/abs/2610.07745
Generative action models based on diffusion and flow matching have been increasingly adopted in vision-language-action (VLA) policies for their ability to capture diverse behaviors, including multiple valid action sequences under the same observation and instruction. Their iterative sampling procedures, however, require repeated network evaluations to generate each action chunk, increasing inference latency in closed-loop control. We propose ESP (Energy-Score Policy), a teacher-free approach that maps policy context and noise directly to an action chunk in a single network evaluation. ESP trains the action head with the energy score rather than mean squared error. Whereas squared-error regression targets the conditional mean, the energy score is strictly proper: its expected value is uniquely minimized by the target distribution. This provides a principled objective for learning multimodal action distributions without iterative sampling, with exact recovery at the population optimum when the model can represent the target distribution. Experiments on both simulation and real-world manipulation tasks demonstrate competitive task success with substantially lower action-generation latency than the flow matching baseline. These results support direct distributional learning as an efficient alternative to iterative generative robot policies.
https://arxiv.org/abs/2610.07696
Human video offers a scalable source of experience for dexterous robot learning, but obtaining motion and tactile supervision while preserving bare hand interaction remains challenging. We present ExoBridge, a framework that leverages human limb coupling to learn a bridging function from bare hand video to the motion and tactile state of a sensorized exoskeleton. Our central idea is to use coordinated bimanual behavior to connect an uninstrumented visual source with a measured manipulation interface. During collection, one hand remains bare and provides visual observations, while the opposite hand wears the exoskeleton and supplies synchronized motion and tactile measurements. These paired demonstrations train a temporal visual model to predict fingertip contact, continuous tactile intensity, and relative encoder motion from bare hand video alone. The exoskeleton defines an intermediate state space whose motion coordinates are linked to a dexterous robot hand through existing calibration. Evaluation on 1,215 demonstrations across four manipulation tasks uses held out collection sessions and yields a pooled any contact AUROC of 0.916 and a Pearson correlation of 0.790 for tactile intensity. The learned bridge also predicts relative changes in exoskeleton configuration from bare hand video. These results demonstrate that human limb coupling can turn exoskeleton measurements into supervision for bare hand video, establishing a learned bridge between human visual demonstrations and a robot oriented manipulation interface.
https://arxiv.org/abs/2610.07692
Unlike conventional teleoperation, wearable interfaces allow operators to collect dexterous demonstrations through their own hand motions while directly interacting with task objects. This direct interaction reduces dependence on the target robot during collection, but it also makes the collection hardware part of the physical process that generates each demonstration. Interface geometry can influence both how a task is performed and what tactile observations are recorded for learning. We study two versions of a DexUMI-family exoskeleton that share the same robot command definition, mapping procedure, and tactile module type but differ in hand-side geometry. The revised interface reduces reported physical demand, improves selected device ratings, enables tactile access in a precision grasp that is mechanically blocked by the baseline, and produces task-dependent changes in recorded contact. Lid twisting primarily exhibits a change in contact location, whereas egg carton opening primarily exhibits a change in contact occurrence. We then train matched policies using either a binary aggregate input or a spatial-plus-force input. On lid twisting and egg carton opening, policies trained on revised-interface demonstrations achieve higher success than those trained on baseline demonstrations, with a significant pooled interface effect. Across these and two additional tasks, USB insertion and soldering tool pick and place, the spatial-plus-force input likewise outperforms binary aggregation. These results show that wearable collection hardware is part of the data-generation process for robot learning. Such interfaces should therefore be evaluated not only through operator experience, but also through the tactile interactions they make recordable and the policy performance their demonstrations support.
https://arxiv.org/abs/2610.08870
Controlling a hybrid system to a target set under parameter uncertainty can require informative actions that temporarily drive the system state away from the specified set. We propose a belief-informed dual-control algorithm that combines belief-space receding-horizon selection with an expected-decrease constraint on a nonnegative target-set progress function. To accommodate exploratory deviations, a scalar controller state bounds the constraint's cumulative slack. Our algorithm's two-step lookahead selection uses predicted observations to update the parameter belief before evaluating the subsequent action's admissibility. Under distance-comparison bounds, correct conditional prediction, and recursive feasibility, we prove almost-sure target-set convergence at decision times and bound both the sum of expected progress-function values and the expected neighborhood-entry time. Upper confidence bounds extend these convergence guarantees to bounded model samples with summable error probabilities. In planar regulation with an unknown control direction, we verify recursive feasibility: the proposed two-step selection reduces the Euclidean state norm below 0.01 within 11 decisions for either sign, whereas a myopic one-step selection loses admissibility immediately after zero input. In a simulated bimanual assembly task, our algorithm's one-step implementation uses clearance feedback to complete the assembly under nominal friction, yielding a 96.4% lower infinity-norm relative-position error than the reference-tracking baseline at the method's completion time. At lower friction, its posterior conditioning successfully detects an empty admissible set, whereas a fixed-prior alternative admits an action that violates the conditional decrease constraint. Project page: this https URL.
https://arxiv.org/abs/2610.07674
Reusing a capability across heterogeneous robots still requires substantial human adaptation and verification: transferring a skill often means re-engineering interfaces, retuning parameters, and re-validating safety. We introduce Silicon Language, a robot-native knowledge exchange framework that treats the robot as the active subject of its own capability evolution. In this framework, a robot that wants a capability encodes its own experience into knowledge packets, publishes them, retrieves peer packets, translates them for its own sensors and actuators, and reviews them through independent local trial. A receiver-side usability evaluation procedure lets each robot decide for itself whether an external packet is useful, and progressive blending with automatic rollback is designed to reduce the risk of negative transfer when adopting it. The system combines three infrastructure layers (edge agent, Silicon Transfer Protocol (STP), and knowledge hub) with a capability stack inspired by the human scholarly system. We report a 30-day proof-of-concept deployment at an above-ground simulated-mine laboratory in Yulin, with following trials on an outdoor sand road and an indoor factory floor. Two heterogeneous robots encoded and translated three capabilities across embodiments through operator-assisted file copies mediated by the Silicon Language translation layer; source-side trials of the dust-locked following behavior were recorded on Taurus. Project records indicate that per-capability adaptation time dropped from days to hours; we present these figures as descriptive deployment records rather than controlled measurements. The deployment provides initial evidence for cross-embodiment knowledge exchange; fleet-level autonomous evolution and controlled with/without-packet comparisons remain future work.
https://arxiv.org/abs/2610.07650
Large language model (LLM)-based robot task planning is promising for open-ended instruction following, but degrades on long-horizon tasks in large environments. When spatial information is conveyed to the LLM through text, the model can fail to capture spatial context, and token cost grows with environment size. Generating action sequences directly with an LLM also makes it difficult to satisfy the current world state and action preconditions. We address this with an ontology-grounded scene representation that aligns objects, spaces, relations, and states in a shared symbolic vocabulary for spatial reasoning and task planning, and with OntoPlan, an agentic framework that interprets instructions, selectively retrieves task-relevant information, formalizes goals and constraints, and produces executable plans. Across 150 general tasks spanning five indoor environments and three scene scales, OntoPlan achieves 0.89 average task success, compared with 0.27 for the strongest baseline, while using 18.1k total tokens per task on average, about 5.6$\times$ fewer than the most efficient baseline. These advantages persist as scene scale increases, whereas prior methods degrade more sharply in success and remain far more costly in tokens. OntoPlan also responds appropriately to ambiguous or infeasible instructions by asking follow-up questions or reporting insufficient information rather than committing to invalid plans. Code available at this https URL.
https://arxiv.org/abs/2610.07649
Co-design methods optimize a robot's body and controller jointly and judge the result by one number, the task reward of the fully optimized pair. That number cannot separate morphologies whose competence depends on the controller to very different degrees. We evaluate a morphology by restricting its controller instead, recording the task competence it retains under an explicitly declared, low-complexity controller family, environment, task and search budget. On three EvoGym locomotion tasks, task reward explains only $39\%$, $33\%$ and $10\%$ of the variance in this quantity, and geometric descriptors do not predict it under run-grouped cross-validation. The measurement is reliable across optimizer restarts (ICC$(2,k) = 0.956$--$0.986$) but depends on the declared family: phasing the drive by actuator index instead of position ranks the same morphologies at Spearman $0.50$--$0.63$ and reverses reward-matched pairs. As a second search objective the axis improved competence at matched task reward in $3$ of $5$ paired runs, short of a pre-registered bar of $4$. Used after an ordinary reward-only search instead, to choose within its top task-reward band, it selected a different body in all $8$ runs offering a choice, at a cost of at most $0.10$ reward units, and in $6$ of $8$ that body also scored higher under a held-out family. Restricted-control competence is therefore a reportable property of a co-designed morphology, interpretable only with the controller family that defines it.
https://arxiv.org/abs/2610.07629