Most current grasp synthesis systems are trained offline and remain fixed during deployment. While this works well when deployment conditions resemble the training data, performance can degrade when robots encounter conditions they have not seen before, such as unfamiliar objects. In this work, we present a continual-learning framework for single-view 6-DoF grasp synthesis for a parallel-jaw gripper in cluttered scenes. Rather than finetuning a large parametric model, our method adapts through memory in a learned embedding space: grasp outcomes update future grasp scores, while optional user demonstrations are recalled and transferred to new scenes as additional candidate grasps. We evaluate our method in simulation and in extensive real-world experiments comprising over 1500 grasp trials. We show that our method matches the performance of existing 6-DoF grasping baselines even before adaptation, improves online on unseen objects from categories absent or underrepresented during training, and supports long-horizon continual learning with limited forgetting. In real-world experiments, our method reaches over 90\% success rates on several challenging object categories after only 50 online grasp attempts. Videos and code at this https URL.
https://arxiv.org/abs/2610.01301
Dynamic Movement Primitives (DMPs) provide a compact and stable formulation for trajectory representation and generalization in robot skill learning. However, their predefined basis layout limits the allocation of approximation capacity according to stage-dependent precision requirements. To address this issue, this article proposes Stage-Criticality-Guided Dynamic Movement Primitives (SC-DMPs) with adaptive basis allocation for precision-critical skill learning. Operator-robot interaction stiffness and a trajectory-consistency cue derived from cross-demonstration task-space variability are integrated to construct a stage-criticality index. Guided by this index, basis centers are redistributed in normalized time through inverse cumulative criticality and mapped to the canonical phase domain, while their bandwidths are refined to adjust local approximation support. This enables denser and more flexible representation at high-criticality stages while retaining sparser allocation elsewhere. Experiments on handwriting trajectories and three real-robot tasks show that the inferred criticality is concentrated in geometrically demanding and task-constrained regions. Comparisons with DMPs, ProMPs, ProDMP, GP-MP, and KMP demonstrate improved trajectory reproduction, endpoint generalization, and task-critical accuracy while retaining a compact model and the stable structure of classical DMPs.
https://arxiv.org/abs/2610.01288
Autonomous colonoscopic navigation can reduce operator burden and the risk of loop formation or tissue trauma, but remains challenging due to deformable anatomy, weak-texture and specular endoscopic visuals, and contact-rich viscoelastic interactions. Existing methods either rely on geometry-driven pipelines, which are efficient and interpretable yet brittle due to manually engineered features and switching logic, or adopt learning-based policies, whose inferred depth/geometry can become temporally inconsistent or overly smooth under weak texture and specular highlights while simulation-trained variants (e.g., deep reinforcement learning) may further suffer from a sim-to-real gap. We propose ColoACT, an autonomous navigation system that integrates an RGB-D-E based Action Chunking Transformer policy (ColoACT policy) for a compact self-propelled Bevel-Gear-Based Endoscopic Robot (BGER). The ColoACT policy augments RGB with estimated relative depth and a gradient-based pseudo-elevation map to enhance fold-ridge saliency and other high-frequency geometric cues, and enables smooth continuous control of the BGER by predicting overlapping action chunks and fusing them via temporal ensembling. In different \textit{ex-vivo} porcine colons (approximately 60 cm), our system achieves success rates of 85.4\% and 72.5\% in straight and curved segments, respectively, and achieves 70\% success in 90-degree turns and 60\% in double-bend sequences, with feasibility further demonstrated in challenging triple-bend segments. The project page is available at: this https URL.
https://arxiv.org/abs/2610.01258
Latent world models plan by scoring candidate action sequences with distances in latent space. However, task success is judged by physical quantities, which we call the success-criterion quantities. In all four latent world models we examine, the end-effector position is encoded in the latent state with an error larger than the success criterion allows. Such a latent state cannot separate successful candidates from failing ones. We propose an auxiliary loss that uses success-criterion quantities as training targets, whereas existing latent world models take them only as inputs. During training, a linear head on the encoder and predictor outputs regresses the success-criterion quantities, and the regression error is added to the training loss. The head is discarded after training, so the model, its cost, and its inputs at test time are unchanged. This loss alone improves the success rate on PushT and cube by 3.5% and 3.4% (absolute), respectively, and both improvements are statistically significant. A success criterion thus specifies what a world model must retain in its latent state, and we show that it can serve directly as a training target.
https://arxiv.org/abs/2610.01224
Simulation-to-robot transfer can fail when velocity commands produce motion and feedback that differ from those modeled during policy training. We present execution-interface dynamics adaptation (EIDA), which fits these responses from target-platform execution data without reconstructing actuator dynamics. A model of body-frame pose increments updates simulator geometry, while a separate model predicts the velocity feedback observed by the policy; a short history of velocity feedback is included in the policy input. The fitted models are used within a lightweight GPU-parallel simulator. On the full Jackal and Go2 validation sets, the fitted models reduced position and yaw prediction errors relative to the simulator's predefined motion model. Across 100 benchmark navigation environments evaluated in a separate physics-based simulator, EIDA achieved the highest success rate and navigation score among the compared learned policies, both with and without global guidance. Feedback ablations further supported the need to match policy-facing velocity estimates. On a physical Unitree Go2, EIDA reached the goal without collision in all 20 static-scene trials, compared with 4 of 20 for the baseline. These results show that execution-interface adaptation can improve navigation transfer without detailed actuator simulation.
https://arxiv.org/abs/2610.01219
Multiple UAVs can cooperatively transport heavy payloads while controlling their position and orientation. Trajectory-based methods offer high agility while satisfying system constraints, but can produce uneven force distributions when the tension-to-wrench allocation is redundant or ill-conditioned, particularly under geometric mismatch and low-level tracking errors. We propose a hybrid planning-and-control framework to address this problem. A global planner generates payload trajectories and cable-force references by exploring the allocation null space under a prescribed internal-force setting. These references augment the cost of a centralized local planner, promoting feasible force distributions while generating trajectories for all UAVs. An admittance filter then compares the planned forces with onboard cable-tension estimates and adjusts the kinematic references to improve force tracking in degenerate or near-degenerate configurations. Simulations and experiments involving four to ten UAVs demonstrate more balanced tension distributions during both hovering and demanding agile maneuvers, without compromising agility or payload-tracking performance.
https://arxiv.org/abs/2610.01185
Manipulation failures can leave scenes in states from which a task policy cannot recover. Learning corrective behaviors requires scalable failure exploration and physical grounding. We present Recova, an agent-guided framework that jointly develops task execution and recovery in a reconstructed digital twin, then verifies and refines both through real-world experience. In the twin, the agent diagnoses failures, tests corrective programs, and collects successful task and recovery rollouts for separate policies. During deployment, it monitors progress, invokes a learned or programmatic recovery, verifies scene restoration, and resumes execution. When no suitable recovery is available, a human demonstration resolves the failure and enters the learning loop, allowing the system to expand its recovery capabilities. Physical rollouts and human demonstrations are routed to the corresponding policy for DAgger training. Across six LIBERO-Pro settings and four MolmoSpaces categories, Recova achieves 78.8% and 64.9% mean success, compared with 71.7% and 38.0% for the strongest baselines. With parallel collection across four real-robot workstations, DAgger fine-tuning raises mean success from 23.8% to 77.5%, and recovery skills further raise it to 87.5%. Over four collection rounds on one task, observed human intervention falls from 87.5% to 0%. Together, these results show how agent-guided recovery turns failures into reusable capabilities, improving robustness while progressively reducing human intervention. Project page: this https URL
https://arxiv.org/abs/2610.01178
With the increasing use of robot-free demonstration interfaces that provide state trajectories without action labels, imitation from observation has become a promising approach for learning robot behaviors from human demonstrations. However, due to differences in embodiment and dynamics between humans and robots, demonstrated human motions may not be feasible for the robot, potentially degrading policy performance. In this study, we propose Experience-Based Feasibility-Aware Generative Adversarial Imitation from Observation (EF-GAIfO), which estimates the feasibility of state-only demonstrations from the robot's own experience rather than relying on explicit dynamics models or large prior exploration datasets. A key feature of EF-GAIfO is that the notion of feasibility evolves with policy learning: as the policy improves and the robot experiences a broader range of state transitions, the feasible region is progressively expanded, allowing additional demonstrations to be incorporated into learning. This enables feasibility-aware imitation that adapts to the current stage of policy learning, rather than relying on a pre-designed feasibility criterion. We validate the effectiveness of EF-GAIfO on a locomotion task in simulation and on a real quadruped robot performing a object-reaching-and-grasping task.
https://arxiv.org/abs/2610.01171
Autonomous robots on one-shot missions run over horizons far longer than the trajectories seen during training, under a fixed onboard compute budget. We present FRANK, a 507K-parameter recurrent architecture that combines tau-gated recurrent modules, content-addressable memory, and a feedforward reflex pathway. We evaluate it against recurrent, state-space, and reduced modular baselines at matched parameter count on four algorithmic sequence tasks, trained at length 5-20 and evaluated out to two million tokens. At 100,000x the maximum training length, 6 of 10 FRANK seeds retain exactly 100.0% accuracy, while none of the 50 baseline configurations does, five architectures at ten seeds each with none left incomplete (Fisher exact, two-sided p = 4.2E-6. Targeted lesions across the four tasks yield four distinct component-reliance profiles, consistent with task-dependent allocation across the recurrent, memory, and reflex pathways. Separately, a FRANK policy trained in simulation drives a physical ground vehicle to commanded waypoints through obstacles without teleoperation.
https://arxiv.org/abs/2610.01105
Coordinated multi-humanoid loco-manipulation is promising yet challenging due to high-dimensional whole-body control, decentralized decision making, and scalability. While recent reinforcement learning methods have improved single-humanoid whole-body control, extending them to the multi-humanoid setting remains nontrivial and often requires substantial reward engineering or task-specific design. We propose MASkillBlender, a general multi-agent reinforcement learning framework to achieve decentralized multi-humanoid whole-body coordination. By learning a shared decentralized high-level policy over reusable pre-trained single-humanoid skills, MASkillBlender enables coordinated behaviors using only task-level rewards, without requiring task-specific motion references. To improve learning efficiency, we further introduce a permutation-based data augmentation strategy for homogeneous multi-humanoid systems, and theoretically show that the permuted samples preserve the policy-gradient direction of the original samples under the homogeneous Markov game formulation. We evaluate MASkillBlender on multiple multi-humanoid coordination tasks across two humanoid embodiments. Simulation results demonstrate that the proposed framework consistently achieves strong task performance and enables coordinated behaviors across different tasks and humanoid embodiments.
https://arxiv.org/abs/2610.01102
Vision-language-action (VLA) policies have demonstrated impressive capabilities in generalizable robotic manipulation, but their deployment in the real world remains challenging due to potential collisions involving different parts of the robot, manipulated objects, and the surrounding environment. Existing inference-time VLA safety frameworks typically rely on simplified end-effector-centered representations that do not explicitly model the full articulated robot and attached-object geometry. In this paper, we present WBAG, a safety framework that models the robot's whole-body and grasp-dependent attached geometry. WBAG constructs a grasp-conditioned safe set that adapts the protected geometry as objects are grasped, then converts this evolving geometry into differentiable CBF constraints that minimally modify the VLA's native six-dimensional operational-space action for collision avoidance across robot, scene, and attached geometry. On the SafeLIBERO benchmark, a variant of LIBERO augmented with obstacles for safety evaluation, WBAG achieves the best overall safety and safe task success among the evaluated methods under a scene-level safety evaluator that monitors all eligible non-task objects, reaching 97.38\% aggregate Scene Safety and 59.38\% Safe Success.
https://arxiv.org/abs/2610.01083
Robotic manipulation of labware is difficult when transparent or reflective objects must be identified and localized. Coded planar fiducials are a practical retrofit: easy to print, they leave the marked face flat and graspable. Yet a single planar tag is least reliable in near-frontal views, where perspective cues fade. Non-planar geometries restore those cues but intrude on the flat face that a parallel-jaw gripper must contact. Our idea is to tilt multiple tags within one compact footprint, so that each tag is seen at a non-frontal angle even when the marker faces the camera. We propose the quARtet marker, a 3D-printable fiducial embodying this idea: all detected corners of its four tilted AprilTags enter one Perspective-n-Point solve, and a shared configuration defines the fabricated geometry and the detector model. Because tilting consumes flat area, its three layouts trade pose-estimation consistency against graspability. In robot-referenced, same-setup fixed-camera experiments, all three layouts reduced the mean frontal orientation error from 2.18 degree for a single planar tag to 0.24-0.47 degree and the root-mean-square position error from 1.50 to 0.17-0.20 mm. A robot-mounted-camera pose-hold test confirmed this separation under closed-loop visual feedback. In swing-down trials under identical conditions, the two layouts with flat contact strips retained the object with about 2 mm of in-grasp slip, whereas the layout without flat strips slipped by roughly 100 mm. For the tested conditions, the results support a rule: the layout without flat strips when pose-estimation consistency dominates, a layout with flat strips when the marked face must remain graspable.
https://arxiv.org/abs/2610.01072
Unmanned aerial vehicles (UAVs) searching for ground targets from a high altitude face a unique challenge, particularly when the target is already within the field of view but effectively unobservable because of its small apparent scale. Standard object detectors often underperform in such scenarios because of resolution downscaling and limited context. In contrast, active object search frameworks address this challenge by directing the agent to a suitable pose to gather richer visual information. However, flight regulations in urban airspace often restrict such physical movements for UAVs. As an alternative active sensing approach, the UAV can leverage the pan-tilt-zoom (PTZ) mechanism of the onboard camera to dynamically adjust its field of view and sequentially gather enhanced visual information from specific regions of interest. Once the candidate locations of the target are identified, it can deploy more expensive object detection schemes, such as an ensemble of multiple models, to get better reasoning at a fixed scale. In this work, we formulate the sequential exploration with PTZ operation as a partially observable Markov decision process (POMDP), in which the agent maintains a belief state over the target's true location. To solve the POMDP, we deploy partially observable Monte Carlo planning (POMCP), where we condition the sensing reliability on target object scale and deploy selective ensemble detection as an additional reasoning step. We validate our methodology with experiments in a photorealistic simulator under different environmental conditions and vehicle states, showing detection of ground targets at variable scales with significantly fewer steps and minimal dependence on sensor resolution compared to baseline methods.
https://arxiv.org/abs/2610.01067
In this paper, we explore the impulsive dynamics common to single-joint, two-link models of walking and brachiating gaits with respect to slope and switching time. In particular, we investigate how the stability of a gait and bifurcations encountered within a family of gaits change under time-based and state-based switching of the impulsive dynamics.
https://arxiv.org/abs/2610.01004
Learning-based driving planners are usually trained and evaluated in open loop against logged trajectories. In closed loop, a trajectory with small displacement error can still stall the vehicle, steer it into a conflict with surrounding agents, or be executed with abrupt braking. We introduce Closed-Loop Refinement and Execution (CLRE), a hierarchical receding-horizon control framework designed to mitigate these failure modes while leaving the upstream planner frozen and adding no new learned model. The upper layer treats the nominal trajectory as a reference and solves a finite-horizon optimal control problem that trades route progress against interaction with predicted agents. Solving it from several initializations gives a candidate set, and a prediction-conditioned oriented-bounding-box (OBB) feasibility test retains only candidates whose minimum predicted OBB clearance over the horizon meets a threshold. The lower layer executes the lowest-cost survivor, or a route-centerline backup when none remains, through the tracking controller supplied with the planner, augmented by a range-based speed bound and a saturated proportional braking law. In closed-loop simulation on 126 Bench2Drive routes with VAD as the upstream planner, CLRE raises the driving score from 43.41 to 56.42 and route completion from 57.27 to 72.23, and reduces collision events from 70 to 53.
https://arxiv.org/abs/2610.00992
With the global population rapidly aging, maintaining independence in Activities of Daily Living (ADLs), particularly bathing or showering, has become a critical challenge. Older adults who sit while showering currently have limited options, often relying on rigid overhead showerheads or flexible hand-held hoses that require continuous gripping and precarious user maneuvers, increasing the risk of falls. To address this need, this paper introduces a highly articulated, pseudo-static balanced continuum mechanism designed specifically for accessible bathing assistance. The proposed mechanism features a modular continuum architecture composed of friction-locked ball-and-socket joints (loc-line), seamlessly integrated with a retractable spring-loaded reel for effective gravity compensation. This hybrid design achieves an intuitive "Push-and-Stay" interaction logic, maintaining an approximate static equilibrium with ergonomically low actuation force, without any external electronic power, while significantly minimizing the force needed for repositioning. Theoretically, we established a recursive forward kinematics framework to construct the geometric model of the structure, coupled with a comprehensive static equilibrium analysis to evaluate the system's holding capacity across its 51-DOF structure. Numerical simulations utilizing Monte Carlo methods validate the system's morphological adaptability and stability at various extreme positions within a standard bath space. Physical experiments further validate the prototype's real-world performance, confirming its intrinsic static stability against gravity and ensuring that the actuation force remains well within the ergonomic capabilities of older adults. Ultimately, this research provides a low-cost, intrinsically safe showerhead design that reduces physical strain, restoring dignity and autonomy in personal hygiene.
https://arxiv.org/abs/2610.00936
The cross-entropy method (CEM) uses world-model scores to select action sequences and fit the distribution sampled in its next iteration. A scoring error can therefore change both the present decision and the candidates considered later. We evaluate these two roles separately. Four types of predictive model generate CEM traces, and every model rescores every saved candidate pool. Executing the same candidates in the environment provides a reference elite set and proposal update. Across twelve independently trained task-seed units on Walker and Cheetah, the pre-specified proposal distance falls from the first to the final CEM iteration in every unit. Proposal widths contract and fitted means separate relative to the remaining search width. Pairwise ranking agreement stays near chance on Walker and declines on Cheetah; elite-set agreement does not improve. This comparison shows greater variation between scorers than between pool sources on Cheetah; Walker has variation in both and in their pairings. We use the original six units to select Random nonlinear for a one-update intervention, without inspecting intervention outcomes. Replacing its first model-ranked update with an environment-ranked update lowers final realised selected-sequence cost in those six units and in six further units held out from the selection.
https://arxiv.org/abs/2610.00921
Vision-Language-Action (VLA) models provide strong behavioral priors for robotic manipulation, yet efficiently adapting them to downstream tasks remains challenging. Recent work addresses this challenge by adapting frozen VLAs through online reinforcement learning (RL), whose sample efficiency depends on the quality of the state representation used by the actor and critic. Existing methods construct such representations either with VLA-independent visual encoders or through fixed compression of internal VLA representations. Neither design explicitly extracts the task-specific action-relevant VLA features most useful for downstream action refinement and action-value estimation, therefore limiting sample efficiency. To address this limitation, we introduce eRLT, which constructs an effective state representation by routing task-specific action-relevant information across both tokens and layers of the frozen VLA. Specifically, learned routing tokens dynamically aggregate visual-language features at multiple depths, while a lightweight layer router combines these summaries into a fixed-dimensional RL token. The routing module is initialized using expert demonstrations to capture features predictive of expert actions and then refined using critic feedback from online interactions for action-value estimation. Across seven LIBERO and RoboTwin tasks, eRLT improves mean normalized learning-curve AUC by up to 23.7% over representative baselines. Real-robot experiments on USB connector insertion and motherboard ribbon-cable insertion further show AUC improvements of 108.9% and 46.7%, respectively, over the strongest baseline.
https://arxiv.org/abs/2610.00913
We propose a human-factor-aware method of allocating robot supervision tasks to multiple human operators. In scenarios where multiple operators occasionally teleoperate multiple robots to help the robots overcome difficulties, the allocation of the supervisory control tasks to humans needs to consider the real-time cognitive states of individual operators. However, most existing methods assume fixed supervisory capacity per operator and overlook fluctuations in the human factors such as workload and fatigue. As a result, workload distribution can be unbalanced where some operators become overloaded while the others remain underused. Our method dynamically regulates supervisory capacity and allocates tasks in a way that maintains balanced mental workload, prevents overload, and improves overall team performance. The allocation method uses a greedy strategy that minimizes estimated operator workloads with task prioritization. Robots are assigned to operators by reflecting their current supervisory capacity where the required effort depends on the types of tasks. In the user study, the analysis across predefined time intervals shows that the proposed method consistently achieves higher performance and lower behavioral signs of fatigue compared to a baseline method that does not consider human factors. These results highlight adaptive capacity adjustment as an effective preventive mechanism for sustaining operator performance in long-duration, high-demand settings.
https://arxiv.org/abs/2610.00897
Frontier vision-language models (VLMs) combine scene estimation, interaction grounding, and executable actions. Understanding how these abilities support complete robotic tasks is central to evaluating their readiness as robot generalists. We introduce Embodied Agent Arena to examine where local competence supports, or falls short of, complete task success across Geometry, Spatial Reasoning, Affordance, Task Planning, and Manipulation. The arena contains 1,000 cases drawn from 32 established sources and GeoProbe, our new benchmark for geometric estimation on Blender renders and real-scene images. A minimal harness preserves source observations and operations while separating metric precision, functional grounding, and native goal completion. We evaluate seven VLMs, analyze Astra's task-specific advantages, and compare richer-observation execution protocols and multi-round review. Across the arena, Astra's advantage is strongest in precise estimation and usable-contact localization; completing coordinated, goal-directed actions remains the key gap to robot generalism.
https://arxiv.org/abs/2610.00854