Complex tasks for underwater robots remain limited by the capabilities of their controllers. Learning a better one for a soft, underactuated robotic fish trades simulator cost against fidelity. We show that an intentionally low-fidelity simulator is enough: a stateless, quasi-steady fluid model with no wake and no added-mass history suffices to learn a \emph{general}, closed-loop controller that transfers to hardware without tuning. Our platform is a soft, single-motor, tendon-driven fish whose policy observes only what the hardware can measure. A staged pipeline grounds the simulator in two independent identifications, fixing the tail dynamics and a stateless fluid model; the policy then acts through a band-limited rhythmic trajectory generator rather than commanding the tail directly. Deployed unchanged in an outdoor pool, a single policy performs closed-loop target reaching, disturbance rejection, and out-of-distribution target acquisition and tracking. The transfer rests on the constraint rather than the fidelity: the generator cannot leave the band over which the fluid was identified. This raises the question of how much of the physics can reside in the controller rather than in the simulator.
https://arxiv.org/abs/2609.36993
Existing VLA pruning strategies primarily select individual visual tokens according to task-level semantic relevance, while overlooking the spatial information required for robotic manipulation. To examine this limitation, we construct a simple Stride baseline that uniformly samples tokens along the flattened one-dimensional visual sequence, representing a purely geometric pruning strategy. Surprisingly, Stride outperforms semantic pruning and random pruning at certain pruning ratios, but collapses when the token budget is only slightly reduced. We characterize this phenomenon through the spatial coverage radius, defined as the largest spatial blind spot induced by the retained token set after pruning. Our analysis reveals a strong correlation between the spatial structure of retained tokens and task success, suggesting that reliable VLA pruning requires preserving not only task-relevant tokens but also the spatial scaffold of the scene. Motivated by this diagnosis, we propose GeoScaffold, a training-free visual token pruning method that partitions each image into spatial regions, allocates inter-region token budgets using task-relevance weights, and selects intra-region scaffold tokens via farthest point sampling to reduce the local coverage radius. On pi 0.5 and LIBERO, GeoScaffold retains only 20% of visual tokens while preserving a 93.2% average success rate, and achieves a 1.78 times prefill speedup over the unpruned baseline.
https://arxiv.org/abs/2609.36967
Constructing action targets from measured robot motion is an established approach in imitation learning. Under interaction constraints, however, command-state discrepancy may reflect control demands that motion alone does not capture. We investigate when this information matters and how to exploit it. Across three real-robot tasks, task and phase analyses reveal larger supervision gaps under constrained interaction, while selective command retention provides evidence of locally useful command information. Building on these findings, we propose Command-State Discrepancy Weighting (CSDW), which accounts for robot response times and combines subsequent progress, persistent unmet demand, and demand changes into continuous weights for command supervision. The method requires no task-phase annotations or changes to policy architecture or inference. CSDW improves over uniform command supervision on constrained tasks, while methods perform similarly in the less constrained task. Project page: this https URL.
https://arxiv.org/abs/2609.33145
Training robot manipulation policies relies on costly robot demonstrations, making large-scale data collection impractical. Meanwhile, to improve policy generalization, existing approaches seek greater diversity in visual observations by varying object placements, viewpoints, and robot configurations during data collection. However, under a limited demonstration budget, this strategy forces the policy to model diverse visual observations, providing insufficient supervision to learn reliable observation-action correspondences under similar local conditions. Our study reveals that policies trained under this strategy achieve lower task success rates than those trained within a compact, visually and kinematically stable region. We refer to these stable regions as comfortable manipulation regions. To exploit this finding, we propose ComManip, a learning paradigm that specializes manipulation policies to comfortable manipulation regions. During inference, ComManip repositions the mobile base until the detected target center enters the familiar image-space range estimated from comfortable-region demonstrations. It then executes the same manipulation policy, enabling effective manipulation across diverse target locations. We conduct extensive experiments across multiple manipulation tasks, demonstration budgets, and policy families including ACT, $\pi_{0.5}$, RDT, OpenVLA-OFT, and SmolVLA. The results demonstrate that ComManip improves task success by roughly 20 percentage points or more across different policy architectures in large workspaces under limited demonstration budgets, suggesting that specializing manipulation policies to comfortable regions provides a more data-efficient learning paradigm for manipulation.
https://arxiv.org/abs/2609.36928
Augmented dexterity has the potential to reduce the fatigue experienced by surgeons during repetitive surgical tasks. In this paper, we propose the first AGentic RObotics framework for SUrgical VIscoelastic DEbridement (AGRO-SUVIDE), the repeated removal of small fragments attached to a viscoelastic substrate. Leveraging the self-improving and coding capability of agents, AGRO-SUVIDE adopts a modular framework. Specifically, the demonstration analysis module automatically identifies recurring skills from a single expert demonstration, using both visual and kinematic information. The construction module then builds each skill, either as a procedural model-based skill the agent codes against a scaffolded library or as a model-free policy-based skill. At runtime, the monitoring module composes the skills into a loop-style graph sized to the number of fragments it observes, then verifies pre- and post-conditions of each skill to decide whether to advance or retry. We evaluate AGRO-SUVIDE through 340 physical trials on the da Vinci Research Kit (dVRK). AGRO-SUVIDE achieves an average single-fragment removal success rate of 85%, completing consecutive three-fragment removal at 60% and at 95% with one human intervention. It further generalizes to unseen five-fragment scenarios with an average success rate of 80% for single-fragment removal. Project page: this https URL
https://arxiv.org/abs/2609.34823
To advance the development of embodied intelligence, Open-Environment Active 3D Mapping has attracted increasing attention, aiming to perform a long-horizon and shortest trajectory exploration for reconstructing unseen scenarios. Since only limited information about unseen environments is available, methods built on the closed-set assumption, i.e., assuming that the test environments are similar to those seen during training, cannot generalize satisfactorily. In existing active mapping methods, long-horizon exploration is often guided by predicting a coarse long-range goal and then converting it into an executable path. However, this stage is usually formulated as single-point prediction. Under partial observability, the same local observation may correspond to multiple plausible exploration directions, making such deterministic prediction prone to brittle decisions and degraded performance in unseen scenarios. Our experiments further verify that this is a key factor underlying their weak generalization. To address this issue, we reformulate long-horizon target prediction as conditional multimodal anchor generation using Conditional Flow this http URL of predicting a single goal, our method learns a conditional distribution over coarse exploration anchors from the current mapping state. These anchors are first converted into executable candidate paths through obstacle-aware planning. We then apply exploration-mode clustering to compress geometrically similar trajectories and reduce candidate redundancy. Finally, a hierarchical selection module selects the most promising mode and reranks paths within it to produce the final executable trajectory. Experiments show that our method improves generalization and reconstruction efficiency in open environments.
https://arxiv.org/abs/2609.36889
LiDAR return intensity provides complementary surface-response cues for robotic perception and state estimation, yet many simulation pipelines omit it or reproduce it using reconstruction methods that require real intensity supervision and per-scene optimization. These requirements increase data-collection and fitting costs and limit reuse across simulated scenes. We present NIDAR, a feed-forward framework that synthesizes dense intensity-like observations from RGB appearance and simulator geometry. NIDAR combines pretrained pseudo-NIR translation, hierarchical intrinsic decomposition, geometry-aware modulation, and source-domain distribution calibration to transfer reflectance-related image cues to simulated point clouds. Its learned components are trained offline using Waymo data; their weights and calibration remain fixed during evaluation on Waymo and nuScenes. Deployment therefore requires neither target-scene intensity labels nor target-scene gradient-based fitting. The reported comparisons show competitive pixel-wise accuracy and favorable structural and perceptual fidelity against the evaluated reconstruction baselines. A controlled pseudo-NIR-versus-RGB diagnostic further shows that the pseudo-NIR prior is most beneficial when used through the paper-aligned reflectance-and-remapping route, rather than as a simple direct intensity regressor. We further integrate NIDAR with Unreal Engine 5, Isaac Sim, and a generative LiDAR pipeline. Two intensity-aware SLAM systems evaluated in two simulated indoor scenes suggest potential downstream utility, but do not constitute real-robot validation. NIDAR therefore offers a scalable intensity-synthesis interface for the evaluated settings; cross-wavelength, camera-configuration, embedded, and real-sensor validation remain future work.
https://arxiv.org/abs/2609.36878
Flow-matching policies can represent complex robot behaviors but remain susceptible to local errors under distribution shift at deployment. Many reinforcement learning approaches to policy improvement require reward signals that are difficult to specify or obtain in real-world manipulation. We present PreferenceFlow, a framework for improving a pretrained flow policy at test time without environment rewards or updates to the base policy. Human intervention chunks are paired with robot chunks generated from the same initial conditioning state to train a preference model. During infer- ence, we adopt the QGF sampling update, replacing its value gradient with the preference gradient evaluated at an estimated clean action. A gradient-cap loss penalizes excessive gradients on intervention pairs, while a zero-gradient loss discourages guidance near actions from expert demonstrations. On four real-world precision insertion tasks with a Franka robot, Pref- erenceFlow achieves a mean success rate of 90.5%, compared with 69% for the frozen policy. Ablations support the roles of gradient regularization and correctly ordered preference labels in the evaluated settings. These results demonstrate the utility of human interventions as local preference supervision for guiding frozen generative robot policies.
https://arxiv.org/abs/2609.36872
Video demonstrations offer a scalable alternative to costly robot data for learning manipulation, yet existing reconstruction-based approaches often rely on constrained camera viewpoints or human-to-robot retargeting, while the reconstructed trajectories are difficult to adapt to new objects configurations without distorting the trajectory shape. Another key limitation is that the resulting policies often lack precise object-level 3D geometry awareness, limiting object grounding and object shape awareness critical for precise manipulation. To bridge these gaps, we propose VidAct, an efficient video-to-robot framework that learns object-centric, 3D-aware manipulation policies from a single monocular video per task and enables zero-shot real-world deployment. VidAct consists of three key components. First, VidAct reconstructs object meshes and motion from arbitrary demo videos and canonicalizes the motion in the static object frame, avoiding embodiment-specific retargeting and accommodating diverse camera viewpoints. Second, VidAct employ residual trajectory transfer for adapting the reconstructed motion to novel object configurations while preserving its motion shape. Finally, as the key policy-learning component, VidAct predicts simulation-provided privileged complete-object point clouds at each frame as an auxiliary task while retaining RGB-only deployment, providing dense object-centric supervision over both object pose and 3D geometry. Experiments on human, robot, generated, and internet videos demonstrate broad video applicability and zero-shot deployment. Per-frame complete-object 3D supervision improves policy generalization and sim-to-real success, while residual trajectory transfer enables reliable trajectory adaptation with better shape preservation.
https://arxiv.org/abs/2609.36870
Contact-rich manipulation requires robots to sequence precise contacts, maintain stable grasps, and apply directed forces. Reinforcement learning (RL) can acquire such behaviors automatically, but its performance hinges on reward design: sparse rewards reduce the learning efficiency, while dense rewards are hard to specify. Visual reward learning addresses this by inferring rewards from action-free demonstrations. Because it conditions only on visual observations, it fails to capture rewards beyond visual goals. We propose Tactile Reward Learning (TaRL), a framework that learns rewards from tactile demonstrations. TaRL takes a sequence of tactile deformation maps as input, and regresses task-completion progress from both successful and failed demonstrations. Because TaRL captures local robot-object interaction, it provides informative feedback to learn firm grasps and correctly directed forces; meanwhile, it is robust to changes in scene layout such as object position. We evaluate TaRL on four manipulation tasks in simulation and two in the real world. Used as a shaping reward, it substantially improves both sample efficiency and final success rate, raising success on Nut threading from 34% to 56% in simulation and on cube pickup from 37% to 97% in the real world. Combining tactile with visual rewards improves performance further. TaRL also generalizes across object instances: trained on box placement and directly deployed to can placement, it significantly improves policy learning on the new task. Project page is available at this https URL.
https://arxiv.org/abs/2609.36785
When transferring manipulability across systems with different sizes and kinematic structures, matching absolute ellipsoid scale may be unnecessary when the goal is to reproduce orientation and semi-axis length ratios. Full-matrix tracking, however, penalizes both shape and absolute-scale differences, even when only shape matching is required. We therefore propose a scale-invariant manipulability shape-tracking method that treats matrices differing only by a positive scalar factor as equivalent and uses their unit-determinant representatives. We derive the differential of the unit-determinant shape representative and an orthonormal coordinate representation of the tangent tracking residual under the affine-invariant Riemannian metric (AIRM). The resulting scale-invariant objective is integrated with position and end-effector direction tasks in a constrained joint-velocity quadratic program. Simulations with four heterogeneous robots evaluate robot-to-robot and human-to-robot transfer. On three followers, the proposed method achieves endpoint shape distances of 9.30 x 10^-5 without scale tuning. With robot-specific target scales tuned during motion, the Full method retains endpoint axis-ratio errors of 0.19-0.31 on KR500 and UR20. For human reaching with concurrent tasks, the proposed method yields dual force shapes elongated along X like the human target on all four robots, with endpoint position errors of 2.4-5.6% of reference arm length versus up to 75% for the Full method tracking the original human ellipsoid.
https://arxiv.org/abs/2609.36784
Vision-language-action (VLA) models struggle to reuse recurring interactions in unseen tasks. Our diagnostic study reveals that reliable task completion does not imply consistent execution of constituent atomic actions across task contexts. We present LexiconVLA, a retrievable atomic-action lexicon for cross-task reuse. Global and detail codebooks capture shared interaction structure and fine-grained execution variation, respectively, preserving both reusable patterns and execution details. Visual-Atomic Action Alignment couples trajectory reconstruction from visual state changes with visual outcome prediction from action codes, grounding the lexicon in motion and its effects. We learn these codebooks with trajectory reconstruction and visual alignment on our AtomAction Dataset of 57,803 segments from 69 tasks. A planner and scene-aware adapter translate new goals into code-conditioned subtasks for a shared policy, without skill-specific experts or deployment-time parameter updates. Across five policy backbones on 26 RLBench tasks, LexiconVLA largely maintains performance on 18 seen tasks while improving success on 8 tasks held out from policy training. With BridgeVLA, unseen-task success rises from 16.67% to 34.17% (+17.50 percentage points), and overall success reaches 71.08%, the highest among methods with reported results. Real-robot experiments demonstrate stepwise execution and failure recovery.
https://arxiv.org/abs/2609.36774
Rate-limited multi-agent teams raise three questions the emergent-communication literature has answered only empirically: what an optimal message should encode, what compression costs over a horizon, and when a learned protocol is unique enough for a teammate to read. We answer them for rate-limited Dec-POMDPs, then measure how far reinforcement learning falls short of the optimum. Our theorems fix what is achievable independently of any learner, so a gap between an engineered and a learned sender at the same bit budget is an optimization fact, not an information-theoretic one. We instantiate this on three MuJoCo arenas spanning zero, partial and rigid physical coupling, charging every condition exactly 2 bits per decision, and create the discriminating regime by closing a physical side channel within one arena, holding bodies, task and reward fixed. Communication value is governed by coupling: under rigid coupling through a shared object, no channel beats silence (+0.001 +/- 0.001, p = 0.982, n = 25), since proprioception already carries that information; without coupling, every condition solves the task; under partial coupling, the engineered 2-bit sender reaches an interquartile mean of 1.000 but the learned one reaches 0.482, indistinguishable from silence (p = 0.400, n = 25). With a shared alphabet, bandwidth cannot explain the gap. Warm-starting from an engineered receiver localizes the failure: the same channel reaches 0.857 versus 0.562 cold-started (p < 0.001), so it is neither representational nor one of maintenance; reinforcement learning fails to discover the protocol. Cross-play shows learned protocols are individually meaningful but mutually unintelligible: self-play 0.980 collapses to 0.144 across seeds, and our best constructed alignment leaves at least 77% of that gap. All headline results use 25 seeds per arena and seven published baselines at matched rate.
https://arxiv.org/abs/2609.34373
Autonomous robot navigation relies on simultaneous localization and mapping (SLAM) to estimate motion and maintain an accurate pose within an environment. However, in axially uniform corridors such as long tunnels and pipelines, LiDAR odometry is fundamentally limited by unconstrained drift along the feature-weak travel direction. This structural degeneracy cannot be resolved by local scan matching alone. To address this challenge, we propose the Degeneracy-orthogonal Contour Offset Descriptor (DeCOD), a structure-aligned geometric descriptor for cross-sectional landmarks. Cross-sectional boundaries, such as pipe joints and structural rings, provide metric constraints along this degenerate axis, but distinguishing individual landmarks requires capturing subtle surface variations across nearly identical profiles. The descriptor parameterizes signed normal deviation from estimated boundary contours, and matching explicitly resolves heading ambiguity and decouples first-order contour errors by distortion estimation. Matched landmarks yield geometric factors that enforce agreement in cross-section position and corridor axis alignment during pose-graph optimization, correcting longitudinal drift while leaving rotation about the common axis unconstrained. On a public benchmark and in field experiments, DeCOD achieves robust landmark retrieval over standard 3D descriptors and successfully stabilizes trajectories across different odometry frontends, reliably constraining longitudinal drift under geometric degeneracy.
https://arxiv.org/abs/2609.36753
Coding agents are beginning to move beyond purely digital tasks to tackle physical-world challenges, particularly in robotics. Existing robotics benchmarks, however, primarily focus on the performance of individual artifacts, such as policies or controllers, offering limited coverage of coding agents' broader engineering capabilities. Real-world robotics extends beyond control: agents must build, integrate, diagnose, and improve heterogeneous artifacts under resource constraints and reason from multimodal feedback. To evaluate these broader capabilities, we introduce RLE-Bench, a benchmark of robot-learning tasks spanning four representative robotics development workflows: interactive control, policy learning, perception and estimation, and mechanical design. We use diverse task-specific metrics to evaluate the artifacts submitted by the coding agents, from the success rate the agents achieved to the policy agents trained, the harness agent built, and the mechanical structures the agent designed. We aggregate these metrics into an overall RLE Index and report workflow-specific capability profiles, enabling systematic comparison of coding agents' capabilities across multiple capability dimensions. Beyond performance ranks, we also conduct in-depth case studies examining agent behavior on representative tasks, highlighting both current capabilities and limitations, and pointing to the opportunities robotics tasks have to offer for future agent training.
https://arxiv.org/abs/2609.34210
Memory-dependent robotic manipulation requires policies to use information that is no longer available in the current observation. Retaining history alone is insufficient: memory must preserve information that supports future actions. One challenge is whether a memory-free foundation model can learn to retain and use historical information from action demonstrations alone, without external memory support. We introduce T$^2$Mem, a framework that develops this capability within a pretrained vision-language-action policy, without external reasoning models or memory-specific annotations. T$^2$Mem uses test-time training to encode observation history into compact fast weights through online self-supervised updates, avoiding repeated processing of the full history. An observation-grounded interface extracts vision-language information for memory formation and supplies retrieved context to the action expert. Action supervision shapes what the memory learns to retain and use, while alternating memory-policy learning gives each component a fixed counterpart during optimization. Across 16 RoboMME tasks, T$^2$Mem improves average success from 17.93% to 56.83% over the memory-free base policy and outperforms the recurrent-memory methods reported in the benchmark, while controlled profiling indicates at least 3x inference speedup over explicit methods. Project website: this https URL
https://arxiv.org/abs/2609.36720
Manipulating a Rubik's Cube with a single dexterous hand is a challenging test of sustained, contact-rich control: the hand must execute successive layer turns while keeping the cube secure. Each turn requires some fingers to support the cube while others push a moving layer, release contact, and reset for the next move. To learn this coordination, we introduce FINGR (Future-supervised Interaction Network with Geometric Representations), a policy that combines finger-relative geometry with future interaction prediction. A shared point encoder expresses the cube relative to each fingertip and aggregates its points without depending on cubie indexing. Learned future tokens share the observation encoder and receive supervision for contact-force changes, layer-turn progress, and finger joint displacement at multiple time scales. The resulting representation conditions a flow policy that directly generates finger actions. On a real dexterous hand, our policy achieves 99.0% success over 300 turn attempts, compared with 79.7% for the base flow policy. Integrated with grasping and table-assisted regrasping, the policy solves all ten scrambled $2\times2\times2$ cubes in a mean complete-system time of approximately 137 seconds. The project website is available at this https URL
https://arxiv.org/abs/2609.33973
We present a straightforward but effective method for repurposing existing contact-rich dexterous manipulation demonstrations. Starting from inputs of hand and object trajectories, our method outputs high-quality nonlinear trajectory warps that account for intermediate waypoints, environmental barriers, temporal shifts, and varied start/end configurations. Foundational to our method is the utilization of contact distributions, which we show allows us to reliably compute complex and high-dimensional dexterous hand trajectories following a simple object-centric warp specification pipeline. We evaluate our method across 12 variations sourced from 4 demonstrations in a publicly available dataset of human hand motion data, perform baseline comparisons, and demonstrate generalization of our approach to different manipulators. Results and code will be made available on publication.
https://arxiv.org/abs/2609.36676
Robot motion planning in everyday environments must satisfy hard geometric constraints while accounting for context-dependent semantic risk. We present a foundation-model-guided, topology-aware semantic risk field that extends manipulation safety beyond collision avoidance. For each manipulated-object/scene-object pair, a foundation model provides six directional risk weights and a pair-specific spatial decay scale. The method combines these priors with voxelized 3D scene geometry using topology-aware shielding and geodesic spatial decay. A GPU-parallel backend batches object-level distance and risk computations to construct a dense 3D field that serves as a modular cost for downstream motion planning. We evaluate the field's shielding behavior under full and partial barriers and compare its 3D workspace representation with a pixel-wise semantic-prior baseline. Across three household simulation scenarios, trajectories optimized with the proposed field have lower semantic exposure than collision-only trajectories under the same geometric constraints. We also evaluate the computational practicality and reliability of the supporting pipeline. Together, these results support the proposed field as a practical topology-aware semantic cost representation for manipulation planning beyond collision avoidance.
https://arxiv.org/abs/2609.36640
We propose NUDGE (Nudge Update via Differentiable GEometry), a training-free obstacle-avoidance procedure that can be incorporated in any robot policy based on diffusion or flow matching, including diffusion policies and vision-language-action models. Our work injects gradients from a signed distance field, a function returning each point's distance to the nearest obstacle, into the policy at inference time to steer it away from obstacles. It supports any common action parameterization, from absolute or relative joint poses to end-effector poses, through a differentiable joint-trajectory decoder. Experiments show that NUDGE preserves the policy's task distribution and runs reactively in real time.
https://arxiv.org/abs/2609.35231