Contact-rich policies often fail because distinct physical states look alike yet require different actions. Cameras may not reveal whether a connector is aligned or fully seated, while many normal-only tactile sensors can miss the tangential interactions perpendicular to the grasping direction that distinguish these states. We ask whether a learning policy needs calibrated shear measurements, or only a repeatable observation that separates shear-dependent contact states. We introduce TacGooseBumps (TacGB), a passive domed film that mechanically encodes tangential loading as pattern changes in an existing sensor's pressure map. Tangential loading tilts each dome and redistributes pressure across its footprint; an end-to-end policy consumes the resulting maps without added electronics, force reconstruction, or taxel-level dome alignment. Across four imitation-learning tasks and two data-collection pipelines, TacGB improves goal attainment, efficiency, and contact quality: insertion success increases by up to 36 percentage points, and successful insertions are completed faster, while fragile-object placement becomes gentler and drawing becomes more continuous and straight. Signal, stage-wise, failure-mode, and trajectory analyses link these gains to contact regimes in which task-relevant tangential interactions are poorly resolved by vision and normal pressure alone. Together, these results show that shear need not be measured metrically to benefit robot learning; it can instead be mechanically encoded without changing the underlying tactile sensor or the policy's pressure-map input format.
https://arxiv.org/abs/2609.34006
We present a planning and control approach to reactively use hand contacts to stabilize a humanoid in low stability scenarios, where only using feet contacts may result in a fall. Candidate contacts are sampled within the robot's reachable workspace, and a preview is computed by rolling out the centroidal dynamics through pre-impact, impact and post-impact phases. Sampled points are scored based on the Center of Pressure (CoP) control authority at the post-impact phase. Central to our approach is a learned model of the robot's CoP region during post-impact, which enables rapid evaluation of candidate contact points compared to traditional optimization-based methods. The presented planner has two stages: the first selects an optimal bracing region and the second computes an optimal bracing point within the region. Our simulation results demonstrate an average increase in impulse resilience of 89% over recovery without hand contacts and 17% over a naive planning strategy (closest reachable region). We validate our framework on hardware, performing push tests while standing and walking. The standing trials show an average 43% reduction in stabilization time compared to naive hand placement and the walking trials demonstrate a 18% reduction compared to baseline recovery (without hand contacts).
https://arxiv.org/abs/2610.00823
Share the light, not the map. We study next-best-view selection for a team of robots, each of which builds its own 3D Gaussian Splatting map and keeps it private. A robot picks the view with the largest expected information gain (EIG) about the splats along its own path. This gain depends on the other maps. Their splats occlude its own and shine behind them, so the gain has to be evaluated against the pooled map. No robot has this map. We show that the coupling passes through only two ray quantities, the transmittance in front of a splat and the radiance behind it, and that both are sums over the hits of the ray. Hence, they decompose across the robots, and each robot sums them over depth bins in its own map, along the rays of a candidate view, and sends the sums with their pose derivatives. The robot planning the view turns them into its EIG and gradient on SO(3). Transmittance and Radiance Aggregates, communicated for the EIG, give the protocol its name: TRACE. No robot shares its splats, and the message size does not grow with a map. We prove that the reconstruction is exact unless a depth bin behind a splat mixes hits of two robots, and we bound the error otherwise. Over 100 next-best-view decisions in Habitat-Sim, TRACE picks a heading within 15 degrees of the centralized one in 83.3% of the cases, and its views reach 97.9% of the centralized EIG.
https://arxiv.org/abs/2610.00822
Simulation can expand scarce real demonstrations for co-training, yet how world fidelity and similarity to human behavior affect policy performance remains unclear. We distinguish world grounding, which aligns simulation with the real system, and behavior grounding, which aligns simulated trajectories with human motion. We build a real2sim2real pipeline that varies these axes independently to generate data for co-training. On a dynamic dexterous pick-and-sort task, fully grounded co-training raises success from 52% to 86%; averaged across configurations, world grounding improves success by 18 percentage points and behavior grounding by 10. Deployed policies behave like a mixture of real-derived and simulation-derived policies, imitating real demonstrations in covered states and relying on simulated behavior elsewhere, which we examine through latent-space analysis. Together, these results suggest complementary roles: world grounding lets policies use simulated experience beyond real-data coverage, while behavior grounding matters mainly when world grounding is imperfect. Grounded simulation remains beneficial when co-training foundation models.
https://arxiv.org/abs/2610.00821
A robot may lose sight of an object it must later retrieve, need to recall what a person demonstrated earlier, or track which steps of a task it has already completed. Current vision-language-action (VLA) policies often fail once the information needed for action disappears from the current observation, making memory critical for long-horizon robot behavior. Existing approaches typically provide longer histories or learn implicit memory from observation-action trajectories. But action supervision tells a policy how to act, not what to remember: it does not specify which past facts should persist or how they should change as new evidence arrives. We therefore separate maintaining an evidence-grounded account of the past from learning how to act on it. This insight motivates Explicit Concept Memory (ECoMEM), which represents task-relevant history with a reusable library of grounded concepts. An evidence-based Writer selects and updates these records, while a learned Reader turns them into memory tokens that directly condition the VLA. Across 16 RoboMME tasks, ECoMEM leads the evaluated robot policies on 15 tasks. On two new real-robot tasks, the same memory library either transfers directly or requires only one new concept, achieving 86.1% success versus 8.6% for a no-memory VLA. These results show that explicit concepts provide a reusable and extensible memory interface for robot control. Project website: this https URL
https://arxiv.org/abs/2610.00801
Teleoperated demonstrations are a primary source of data for robot manipulation, and teleoperated interventions are a primary mechanism for correcting policies at deployment. Yet most teleoperation systems close the loop through vision alone and are built around parallel-jaw grippers, limiting both what the robot can execute and what the operator can express through it. This is most damaging in shared autonomy, where the operator sees the scene only through occluded cameras and must take over a dexterous hand mid-task, often with an object already grasped. We present DITTO-X, a hand-agnostic dexterous teleoperation interface that renders joint-level force and fingertip contact events from sensing already on the robot hand, and drives three commercial dexterous hands (Sharpa, Wuji, and Inspire) without per-hand redesign. Because the exoskeleton is actuated, DITTO-X also supports reverse teleoperation, in which the robot back-drives the operator's fingers into its own configuration before control is transferred, so the human enters the loop already matched to the state they inherit. Our results show that DITTO-X improves demonstration quality and throughput over a commercial hand-tracking glove, both in regular data collection and in human intervention during policy deployment for contact-rich manipulation tasks. More information can be found from our website: this https URL.
https://arxiv.org/abs/2610.00781
Simulated evaluation is increasingly used alongside real-world evaluation of robot policies because it is cheaper and easier to repeat; however, its value depends on how closely its outcomes track the real robot's. We test whether our reconstruction pipeline, combining metrically scaled object geometry, authored physical parameters and scene reconstruction, reduces disagreement between simulated and real robot scores relative to a default open-source recipe. We constructed two simulated versions of one bimanual robot cell: an authored reconstruction, using object geometry at estimated metric scale, projected textures, authored physics and our own scene splat; and a baseline, referred to as the default reconstruction, using the open-source recipe of a generative single-image mesh, engine-default physics and a Gaussian-splat scene. Both reconstructions use the same object photographs and scene video. Two policies ran five tasks each, giving ten task-policy pairs, which we call cells; each cell was run twenty times in each reconstruction with all other settings held fixed. Both reconstructions were scored against the same real trials, graded by a third-party evaluator. Pearson correlation between the ten simulated and real cell means is r = 0.90 for the authored reconstruction and 0.51 for the default. Mean score error is 6.97 percentage points for the authored reconstruction and 17.54 for the default, a reduction of 10.56 percentage points. These results show that improving the quality of the environment reconstruction through higher visual fidelity, authored physics and metric scale makes the simulation more faithful to the real world and narrows the sim-to-real gap. We release the harness, the per-trial scores, every reported run's configuration, and the assets and scenes of both reconstructions.
https://arxiv.org/abs/2610.00731
This paper explores a reward-based policy to achieve zero-shot transfer between source and target environments with completely different observation spaces. While humans can demonstrate impressive adaptation capabilities, deep neural network policies often struggle to adapt to a new environment and require a considerable amount of samples for successful transfer. Instead, we propose a novel reward-based policy only conditioned on rewards and actions, enabling zero-shot adaptation to new environments with completely different observations. We discuss the challenges and feasibility of a reward-based policy and then propose a practical algorithm for training. We demonstrate that a reward policy can be trained within three different environments, Pointmass, Cartpole, and 2D Car Racing, and transferred to completely different observations, such as different color palettes or 3D rendering, or Stretch robot navigation in Habitat-Sim, in a zero-shot manner. We also demonstrate that a reward-based policy can further guide the training of an observation-based policy in the target environment.
https://arxiv.org/abs/2610.00729
Controlling an agent with vision requires being able to separate useful information from irrelevant background information. JEPA-style latent world models seem like a natural approach for this, as they do not perform pixel-level reconstruction; however, they are still sensitive to these distractor signals and experience latent collapse. In this work, we introduce Controllability Factorized JEPA (CF-JEPA), a JEPA-style world model which splits the latent space into controllable and uncontrollable subspaces. This factorization allows us to capture all the distractor information into the uncontrollable region, while we use the control-relevant latent information for our task. With this, we show comparable performance across 2D and 3D control tasks under nominal conditions and improved performance under distracted conditions, where CF-JEPA is the only model that does not experience latent collapse. We also validate our model under distracted conditions for a simulated robot task, highlighting the practical application of such a scheme.
https://arxiv.org/abs/2610.00727
We present a teleoperation system that enables a single operator to perform construction tasks on a Unitree G1 humanoid, combining extended reality (XR) based upper body control with pedal-based locomotion to enable simultaneous manipulation and locomotion. Motivated by persistent labor shortages, hazardous working conditions, and challenges in humanoid autonomy, we investigate teleoperation as a practical near-term approach for reducing physical strain on workers while generating high quality demonstration data. We evaluate the system on two representative construction tasks drawn from O*NET occupational database, and report task success and completion time relative to a manual baseline. The system achieved 100% success on tool transport and 80% success on surface painting, with teleoperation requiring substantially more time compared to manual execution.
https://arxiv.org/abs/2610.00718
World action models improve robotic manipulation by conditioning actions on predicted futures, yet existing tactile variants largely inherit video-generation pipelines that reconstruct future tactile observations through iterative denoising. Such prediction can become unreliable under deployment drift: small changes in contact position or force may substantially alter tactile pixels even when the underlying contact evolution remains predictable. We introduce TacDyn-WAM, a heterogeneous visuo-tactile world action model that predicts implicit tactile dynamics rather than reconstructing future tactile observations. It learns TacRep, a dynamics-aware tactile target space trained through masked spatio-temporal prediction on tactile clips and regularized by relational structure distillation. A visual expert and an Implicit Tactile Dynamics Expert predict future visual and tactile representations in separate target spaces while interacting through joint attention; the tactile expert predicts future representations and their changes at multiple horizons in a single forward pass, and a read-only tactile memory supplies the current tactile state. On UniVTAC, TacDyn-WAM achieves an average success rate of 81.5% using only the provided demonstrations, reaching state-of-the-art-level performance and remaining competitive with models pretrained on large-scale visuo-tactile trajectories. Ablations confirm the benefits of both tactile pathways and TacRep over pixel-reconstruction and static alternatives. On five real-robot tasks, TacDyn-WAM reaches 71.0% average success, and modest-scale pretraining raises it to 85.0%, further validating our method.
https://arxiv.org/abs/2610.00638
A common approach to world-model simulation for vision-language-action (VLA) systems is to predict future RGB observations and then re-encode them into policy inputs, introducing an indirect interface between simulation and downstream policy execution. We instead investigate whether world dynamics can be modeled in a compact, policy-oriented state derived from VLM visual tokens. A key challenge is that raw VLM visual tokens are high-dimensional, making efficient and accurate autoregressive dynamics modeling challenging. To address this, we introduce Token-World, an action-conditioned world model that compresses VLM features into a compact token state, learns future dynamics in this reduced space, and maps predicted states back to the original policy-facing representation for downstream use. Across manipulation benchmarks, Token-World improves open-loop feature fidelity and policy-action consistency over recent world-model simulators, with slower degradation over long rollout horizons. In closed-loop evaluation, its simulated policy performance correlates more strongly with reference policy performance than Ctrl-World ($r=0.794$ vs.\ $0.583$), while requiring lower simulation latency. Ablations further show that compact-representation design and dimensionality substantially affect future-state prediction. Code will be available at this https URL.
https://arxiv.org/abs/2610.00575
Continual imitation learning evaluates whether a robot can learn new knowledge without forgetting previously learned skills. However, retaining task performance does not ensure the behavior remains grounded in language because policies may rely on scene cues, object associations, or memorized task structure. We introduce a benchmark protocol to study how language-guided behavior changes as robotic policies learn successive tasks. We construct meaning-preserving and meaning-changing instruction variants for the Goal, Spatial, Object, and Long suites of LIBERO. Policy experiments focus on LIBERO-Goal, evaluating Original and Paraphrase instructions after each continual-learning stage. We compare representative continual imitation learning methods under their original assumptions while separating task competence from language sensitivity. The proposed diagnostics complement standard learning and forgetting metrics by measuring semantic robustness, goal adaptation, and language sensitivity. Results show that strong continual-learning performance does not always translate to reliable language grounding, and our diagnostics help determine whether retained skills remain correctly guided by their instructions. Additional materials are available at this https URL
https://arxiv.org/abs/2610.00542
This paper addresses the control of multi-input strict-feedback nonlinear systems subject to a joint capacity constraint, in which the admissible input set is a coupled subset of the individual actuator limits. Unlike existing constraint-handling methods that enforce actuator bounds channel by channel and may unnecessarily suppress admissible control directions, we develop an Anisotropic Joint-Admissibility-Preserving Input Realization (AJ-APIR) framework that explicitly exploits the geometry of the joint constraint. The proposed realization constructs a state-dependent gain matrix whose spectral decomposition separates the commanded input into normal and tangential directions relative to the constraint boundary. The normal component is attenuated as the boundary is approached, while the tangential component is preserved, which allows the admissible control effort to be redistributed without loss of tracking authority. Integrated with a backstepping controller, the AJ-APIR framework guarantees forward invariance of the joint admissible set for all time. We establish exponential convergence of the tracking error to zero together with uniform boundedness of all closed-loop signals, and characterize the resulting command-demand behavior under the joint constraint. Simulation results for a representative second-order, two-input nonlinear system subject to a power-budget constraint demonstrate the efficacy of the proposed method to enforce the joint input constraint.
https://arxiv.org/abs/2610.00533
Vision-language-action (VLA) models often struggle to generalize to skill combinations absent from their fine-tuning demonstrations, even when every constituent skill has been demonstrated. We focus on a vision shortcut as one failure mode: during fine-tuning, visual observations can serve as a proxy for the instruction, so a policy may execute a demonstrated combination associated with similar observations rather than the instructed combination. This motivates training with counterfactual pairs formed by holding a demonstration observation fixed while changing the instruction to specify an undemonstrated combination. These pairs, however, lack corresponding demonstrated action targets. Crucially, the currently required skill has already been demonstrated, but actions from those executions cannot serve as direct targets because the same skill can require different actions across observations. We propose CRAFT, which transfers supervision from demonstrated executions of the required skill to counterfactual pairs using skill representations that can be reused across executions of the same skill. Across three VLA models and two simulation benchmarks, CRAFT improves success on undemonstrated combinations while maintaining high success on demonstrated ones; it also improves compositional generalization on a real robot. Project website: this https URL
https://arxiv.org/abs/2610.00524
Autonomously constructing physically realizable 3D structures remains a significant challenge due to combinatorial action spaces, interchangeable components, equifinal assembly sequences, and strict stability requirements during construction. State-of-the-art methods fine-tune large language models for text-based generative construction. However, these approaches do not allow for Multimodal (text, image, sketch) conditioning, overlook the practical role of scaffolding for stabilizing intermediate structures, and suffer from slow inference speeds. Therefore, we formulate construction as a probabilistic next-block generation task with multiple potential assembly actions and multiple potential task conditioning modalities. Concurrently, we explicitly consider the utility of scaffolding by introducing an auxiliary scaffold block token. We present Scaffold Multimodal Monte Carlo (ScaffoldM3C), a multimodal, lightweight, auto-regressive model for stable block-based construction, that proposes a set of next-step candidate blocks. Leveraging these candidates, we utilize Sequential Monte Carlo (SMC) to maintain a population of possible assembly sequences, allowing us to consider multiple, potentially different, assembly directions simultaneously. We train our multimodal architecture by extending the StableText2Brick dataset to contain image conditioning prompts and scaffold-stabilized build sequences. ScaffoldM3C is 4x smaller than competing baselines, yielding a 5x to 20x speedup during inference, while achieving comparable construction quality to state-of-the-art methods and higher overall stability. We demonstrate the effectiveness of our approach through simulations and real-world robot assembly demonstrations.
https://arxiv.org/abs/2610.00487
Autonomous exploration demands that robots continuously evaluate candidate viewpoints based on their expected information gain and execution cost. Sampling-based planners estimate this gain by volumetric raycasting and, due to its computational cost, evaluate candidates under an assumption of mutual independence, ignoring the overlap between viewpoints along the same path. This work presents a GPU-accelerated method for computing path-dependent marginal information gain, where instead of storing and merging the observed unknown voxels along each candidate path, previous observations are represented using depth buffers. Candidate rays are projected into the depth buffers of their ancestors to identify observation overlap and exclude regions expected to be observed. The planning tree is evaluated in depth order to maintain the dependency between viewpoints and their optimized yaws, while candidate nodes and rays at each level are processed in parallel on the GPU. The proposed method stays within 5-10% of the exact marginal gain computed using voxel hash maps, with speed-ups of up to 118x on a desktop GPU and 28x on an NVIDIA Jetson Orin NX. The method was integrated into two sampling-based exploration planners and evaluated in three simulation environments, where marginal gain reduced the time to 95% coverage in five of the six evaluated planner-environment combinations. Real-world experiments also showed a 30% reduction in the time to 95% coverage, as well as earlier exploration termination times.
https://arxiv.org/abs/2609.40297
Robot navigation in dynamic, human-centered environments requires socially-compliant decisions grounded in robust scene understanding. Recent Vision-Language Models (VLMs) exhibit promising capabilities such as object recognition, common-sense reasoning, and contextual understanding, capabilities that align with the nuanced requirements of social robot navigation. However, it remains unclear whether VLMs can accurately understand complex social navigation scenes (e.g., inferring the spatial-temporal relations among agents and human intentions), which is essential for safe and socially compliant robot navigation. While some recent works have explored the use of VLMs in social robot navigation, no existing work systematically evaluates their ability to meet these necessary conditions. In this paper, we introduce the Social Navigation Scene Understanding Benchmark (SocialNav-SUB), a Visual Question Answering (VQA) dataset and benchmark designed to evaluate VLMs for scene understanding in real-world social robot navigation scenarios. SocialNav-SUB provides a unified framework for evaluating VLMs against human and rule-based baselines across VQA tasks requiring spatial, spatiotemporal, and social reasoning in social robot navigation. Through experiments with state-of-the-art VLMs, we find that while the best-performing VLM achieves an encouraging probability of agreeing with human answers, it still underperforms simpler rule-based approach and human consensus baselines, indicating critical gaps in social scene understanding of current VLMs. Our benchmark sets the stage for further research on foundation models for social robot navigation, offering a framework to explore how VLMs can be tailored to meet real-world social robot navigation needs. An overview of this paper along with the code and data can be found at this https URL.
https://arxiv.org/abs/2609.40245
Humanoid whole-body manipulation has advanced rapidly, enabling policies to coordinate locomotion, posture, bimanual interaction, and dexterous hand movements. Meanwhile, egocentric human videos provide diverse examples of everyday interactions across objects and scenes, offering scalable supervision without robot operation. However, existing supervision from these videos provides limited coverage of whole-body movement and coordination with hand-object interaction, while obtaining such supervision through humanoid teleoperation is also costly and difficult to scale. We therefore explore how human experience can support scalable learning of humanoid loco-manipulation. To support this study, we introduce HumanVerse-500, a 500-hour dataset of diverse human loco-manipulation behaviors in open-world environments, collected with a lightweight wearable system that synchronizes egocentric video with body and hand motion. Building on this dataset, we develop $\lambda_0$, a whole-body humanoid vision-language-action policy, through three-stage training that first learns interaction from diverse egocentric datasets, then coordinates body and hand motion using HumanVerse-500, and finally adapts the policy to downstream tasks and robot embodiments. Across these stages, $\lambda_0$ learns a shared representation space for human experience transfer, while domain-specific interfaces handle differences between human and robot states and actions. We evaluate $\lambda_0$ on SIMPLE and 4 real-world loco-manipulation tasks, achieving state-of-the-art performance, and further analyze its scaling behavior, generalization, and training-stage contributions to understand how human data support downstream whole-body humanoid control. We will release our code, models, and data to support further research.
https://arxiv.org/abs/2610.00438
Extending single Unmanned Aerial Vehicles (UAVs) exploration methods to multi-UAV teams can improve coverage speed and robustness, but introduces challenges such as consistent mapping, safe navigation, and deployment strategy. In this work, we present a centralized multi-UAV exploration framework that enables the use of existing single-UAV sampling-based planners in a multi-UAV setting. The proposed architecture allows multiple UAVs to collaboratively explore unknown environments using a shared global Truncated Signed Distance Field (TSDF) map and centralized planning. Building on the voxblox library, we adapt its mapping pipeline to support real-time fusion of depth measurements from multiple UAVs into a common TSDF representation. In addition, inter-UAV collision avoidance and robot self-filtering mechanisms are integrated into the system to ensure safe navigation and prevent reconstruction of other UAVs as static obstacles. The framework is evaluated in simulation using four sampling-based exploration planners - RH-NBVP, KRH-NBVP, AEP, and KAEP - whose core sampling logic is preserved, with only system-level adaptations for multi-UAV operation. Experiments are conducted across multiple environments and under two deployment configurations: Joint Start (JS), where UAVs are initialized in close proximity, and Separated Start (SS), where UAVs are initialized in distinct locations. Results show that SS deployments consistently achieve faster exploration and improved coverage across all planners, highlighting the importance of the deployment strategy in multi-UAV exploration performance.
https://arxiv.org/abs/2609.40208