An always-on robot faces an endless stream that never resets: instructions arrive and lapse, the scene changes, and its own past actions reshape what it must reason about. Today's action models are built for the opposite: a fixed instruction, no mid-task intervention, single-step reasoning. In an open-ended world a robot must watch a live stream for far-future cues, recall its own far-past actions, and act on them under dual-arm concurrency. We present ARMS (Always-on Robot in Multi-modal Streams), a deliberately simple streaming policy: a single pretrained $\pi$0.5 backbone augmented by three lightweight modules that turn live perception, embodied states, and the robot's own past actions into context the backbone reads before it acts. The modules update this context asynchronously, so watching and recalling never block acting and the two arms act at once. Rather than inventing new mechanisms, ARMS integrates these learned context providers with an agent-causal self-history that logs which arm did what, and when. To supervise them without extra annotation, we build ARMS Dataset, whose staged construction script itself labels every module from real dual-arm teleoperation. Trained on it, ARMS reaches 45% on the combined task against 28% for the strongest of our four main baselines, and ablations confirm the memory module, the embodied-state head, and asynchronous concurrency are each necessary.
https://arxiv.org/abs/2609.28429
Personalizing exoskeleton assistance across operating conditions is constrained by the time and physical effort required to collect user feedback. We examined whether a user's preference landscape varies smoothly across operating conditions and when this continuity supports learning from limited feedback. We propose Context-Continuous Preference Learning (CCPL), a Gaussian-process preference model that shares observations across nearby contexts while retaining context-specific utility estimates. We evaluated CCPL through simulations and retrospective analyses of ankle and elbow exoskeleton preference data from nine healthy adults. In simulations, CCPL improved reconstruction and preference-based Bayesian optimization relative to independent learning when preferences varied smoothly, but showed negative transfer when continuity was weak. In both human studies, full-data reference landscapes estimated separately for each participant and context tended to be more similar between nearby operating conditions. With five exposures per context, CCPL increased mean reconstruction correlation with these references from 0.644 to 0.720 for ankle assistance and from 0.476 to 0.526 for elbow assistance relative to independent learning. The five-exposure budget was approximately 37% lower for ankle and 17% lower for elbow than the estimated independent-learning budgets needed to match these correlations. CCPL also improved held-out response prediction relative to independent learning, while benefits over pooled learning varied. These findings support context continuity as a basis for sharing preference observations under limited feedback, although benefits for online personalization in humans remain to be established.
https://arxiv.org/abs/2609.28427
This paper addresses the control problem for robotic systems, including non-holonomic and underactuated platforms operating under unknown dynamics and strict actuator limits to satisfy complex high-level specifications. We denote these high-level specifications using Signal Temporal Logic (STL) and propose a novel time-aware Reinforcement Learning (RL) framework that leverages the geometric properties of Spatiotemporal Tubes (STTs). While traditional analytical STT controllers often struggle to enforce input constraints, and existing RL approaches rely on memory-intensive state history, our method natively overcomes both limitations. By mapping the logical and temporal complexities of the full class of STL into time-varying geometric boundaries, we directly constrain the multidimensional system state without relying on scalar robustness metrics. Augmenting the state space with time, we train a time-aware Soft Actor-Critic (SAC) agent using a continuous, geometry-aware reward function that eliminates the need to explicitly evaluate complex logical semantics during execution. The proposed framework offers a history-free, computationally efficient approach to learn continuous control policies that ensure robust satisfaction of specifications while strictly adhering to system input constraints.
https://arxiv.org/abs/2609.28396
World models are useful for robotic manipulation because robots can predict how actions change the states of objects before executing them. We present PointCast, a point-set world model that spans rigid, articulated, and deformable object manipulation. Its state is a set of 3D points on the object and the end-effector, mesh-free and topology-agnostic. Each point keeps its identity and is supervised on its own trajectory, which teaches the model where every point goes rather than only the shape the points form. Its backbone is a diffusion transformer that denoises a short window of future point positions, conditioned on the points' recent history and the commanded end-effector motion. The backbone's attention alternates between local and global, and cross-attention to the end-effector carries the coupling. This one architecture at 19.8M parameters and one training recipe cover four regimes, rigid objects, cloth, rope, and multi-joint cabinets, with a separate checkpoint trained for each. Trained on randomized simulation and scored against four baselines on the same metric, it is best on three of four regimes and second on rigid. Trained on a real-world robot teleoperation dataset, it has the lowest mean error in four of its six categories, is second in the other two, and improves on the dataset's own model in all six; zero-shot, its simulation checkpoints are best on two of four captures. Frozen inside sampling-based model-predictive control at one network evaluation per window, it plans four simulated tasks over 64 episodes, competitive with or outperforming every baseline on each. Project website at this https URL.
https://arxiv.org/abs/2609.28393
Humanoid control, leveraging human demonstrations, has achieved diverse, agile, and natural locomotion behaviors through reinforcement learning (RL). While this paradigm has yielded remarkable performance in physical humanoid control, how to eliminate specific motions from learned policies remains insufficiently explored. Addressing this issue is motivated by pressing safety and privacy concerns: the removal of malicious, poisoned, or suboptimal motions, as well as copyright-protected motions subject to the right to be forgotten under regulations such as the GDPR, is of critical importance. To this end, we propose {ForgetMimic}, the first motion-level unlearning method designed specifically for physical-world humanoid control. The core idea of ForgetMimic is as follows: given a policy $\pi_\theta$ trained on $N$ motions, our method degrades performance on a target subset of $K$ motions while preserving the effectiveness of the remaining $N-K$ motions. Furthermore, we identify and resolve two key training mechanisms in robot control that lead to unlearning failure. We conduct extensive experiments on the Unitree G1 and H2 humanoid robots across 12 motions, including Dance, Fight, Flip, and others. Experimental results demonstrate that ForgetMimic effectively eliminates memory of designated motions while maintaining the normal operation of all other motions.
https://arxiv.org/abs/2609.28378
Optimization problems (OPs) are key to solving many challenging research problems in robotics. However, reproducibility still remains a major issue. In this paper, we present Amplify, a lightweight nonlinear programming library aimed at reproducible results of robotic-related trajectory optimization problems. The minimalistic requirements for the 537-line library (80 characters per line) are an Internet connection, familiarity with the AMPL modeling language, and a text editor. Our primary contribution is the formulation of a library where trajectory optimization algorithms are represented directly within the optimization model. Specifically, we implement the algorithms used to compute the dynamics, trajectories, and reference motions as constraints of the OP in a declarative programming paradigm. We outline how our formulation of objectives, decisions variables, and constraints can be implemented in other transcription libraries that want to be lightweight and reproducible. We also compare the Amplify framework with 3 other libraries across examples of benchmark optimization problems across several fields, including bipedal locomotion and grasp planning.
https://arxiv.org/abs/2609.28377
Control barrier functions (CBF) are a popular safety filter to ensure safety for nonlinear dynamical systems. However, when the system is subject to uncertainties and disturbances, this requires the use of robust variants of CBFs, which can be difficult to construct and can be overly conservative, especially for high-dimensional systems under input constraints. In this work, we propose a new approach to solve these challenges by introducing Least-Effort Adversarial Potentials (LEAP), a certificate that quantifies the robustness of a given state against disturbances in terms of the effort required by the disturbance to cause failure. We show that LEAP is a CBF for the undisturbed system, but can also be used to construct a safety filter that is robust to disturbances whose cumulative effort is bounded. We propose a method for constructing LEAPs with on-policy deep reinforcement learning. Next, we demonstrate LEAPs in simulation on a variety of multi-agent systems with disturbances and uncertainties. Finally, hardware experiments on a quadruped and quadrotors validate that LEAPs are well suited to tackle the disturbances and uncertainties from real-world robotic systems.
https://arxiv.org/abs/2609.28364
Pretrained generative Diffusion Transformers (DiTs) capture rich pixel-level visual and language-conditioned structure through large-scale image and video generation training. A growing line of robot policies builds on this generative prior, but how it should be transferred to control remains unclear, and existing approaches commonly instantiate this transfer through future visual prediction. We ask a more basic question: what a pretrained generative DiT actually contributes to action learning, and how this prior should be adapted for control. We introduce NowWAM, a future-target-free co-training formulation that denoises the current observation and predicts robot actions from the same visual stream, directly coupling the native generative objective to the action-facing representation across the denoising trajectory. Under matched controlled settings, past and future visual targets perform comparably, while restricting training to the clean endpoint substantially reduces robustness, suggesting that a separate future target is not essential for generative adaptation, while the denoising trajectory remains an effective interface for control. On LIBERO-Plus, NowWAM reaches 87.7% with FLUX2-Klein, improving over the future-target co-training baseline by 6.1 points while halving training visual tokens (784 to 392) and reducing step time from 2.85 s to 1.63 s, a 1.8x speedup. With the pure text-to-image Z-Image backbone, NowWAM further reaches 87.8%, showing that strong control adaptation is not tied to video generation or image-editing backbones.
https://arxiv.org/abs/2609.28339
Model Predictive Path Integral (MPPI) control relies on stochastic trajectory sampling, and its performance under limited rollout budgets depends strongly on the structure of the proposal distribution. Standard implementations commonly perturb control sequences with Gaussian noise, despite growing evidence that temporally correlated and structured sampling can improve finite-budget control. We introduce Spike-MPPI, a motoneuron-inspired proposal that generates temporally structured perturbations through a simplified model of motoneuron dynamics. The proposal is evaluated within a common MPPI framework on torque-actuated and antagonistically actuated MuJoCo Ant models against standard Gaussian sampling and spectrum-matched Gaussian controls. Results show that structured sampling substantially improves executed-control smoothness, while its effect on task performance depends on rollout condition and robot actuation. Spectrum matching reproduces a substantial part of the observed behavior, while the full Spike proposal retains additional effects beyond second-order spectral structure. These results support treating proposal design as a combination of second-order spectral structure and higher-order statistical organization.
https://arxiv.org/abs/2609.28325
Turn-taking prediction is especially relevant for social robots that act as mediators in human-human interaction, where the expected action is often not to speak, but to orient, wait, avoid interruption, or prepare a balanced intervention. This paper presents Multimodal Voice Activity Projection (MM-VAP) as a human state-aware perception layer for future robot mediation behavior. The model estimates the future evolution of the conversational floor from synchronized audio-visual evidence and derives turn-taking events such as Hold, Shift, Shift prediction, Backchannel prediction, and overlap-related states. The approach uses VA-related pretrained audio-visual encoders, LoRA adaptation, inter-speaker attention, and zero-shot event inference from future voice activity projections. Experiments on NoXi, NoXi+J, and Haru EDR support the feasibility of this formulation, especially for floor management events that can be connected to gaze preparation, active listening, and conservative intervention. Finally, the paper defines the expected robot output interface and discusses the main deployment constraints, including real-time inference, preprocessing latency, multimodal synchronization, and input-quality monitoring.
https://arxiv.org/abs/2609.28317
Human teleoperators spend substantial time demonstrating behaviors that robots can already perform autonomously, limiting the scalability of data collection for robot foundation models. Task and motion planning (TAMP) can automate many of these behaviors, but a fixed planning domain may not support every stage of a long-horizon manipulation task. We present TANDEM (Tamp with As-Needed Demonstrations for Efficient Model fine-tuning), a system that combines TAMP with selective human teleoperation to collect demonstrations for tasks beyond the planner's capabilities. Our key idea is to represent human assistance as an on-demand planning capability. Given a language instruction and visual observation, TANDEM uses pretrained vision-language models to extend the planning domain with missing predicates and human-executed magic operators. This allows the planner to interleave autonomous and human-executed stages without task-specific intervention points. After each human stage, TANDEM re-perceives the scene and checks whether the intended effects hold before resuming autonomous planning. To support fine-tuning vision-language-action (VLA) models, TANDEM also uses example pretraining trajectories to align planner-generated motions with the target model's pretraining distribution. We evaluate TANDEM on five long-horizon manipulation tasks beyond the TAMP domain's capabilities. On a representative long-horizon task, TANDEM collects 2.9x as many demonstrations as full-task teleoperation at the same human intervention time. Fine-tuning a pretrained \pi_{0.5}-DROID model on 20 TANDEM demonstrations per task increases average task success from 0% to 60% across the five tasks.
https://arxiv.org/abs/2609.28314
Contact-implicit trajectory optimization formulates contact-rich manipulation as a single constrained program; however, that single program run collapses onto one local optimum out of many equally valid contact modes, grasps, or push directions. As a consequence, the resulting manipulation strategy is reluctant to change and sensitive to initialization. In order to promote robust manipulation, this paper investigates how contact-implicit solvers can discover diverse contact-rich strategies. Our approach derives a variation of Consensus Alternating Direction Method of Multipliers (ADMM) combined with Stein variational inference methods to output a set of distinct contact-rich solutions. We find that applying the Stein repulsive force to ADMM's split variable (rather than its primal form) allows for effective coverage over the set of feasible contact strategies without prematurely stalling the solver. We demonstrate the effectiveness of our approach on a variety of contact-rich manipulation tasks, including pushing, grasping, and multi-robot handover. Last, we find the proposed solver is simpler in form and capable of discovering unique contact modes when compared with existing solvers. Videos and code with examples are found in this https URL.
https://arxiv.org/abs/2609.28299
While Vision-and-Language Navigation (VLN) has demonstrated remarkable success, the prevailing single-turn paradigm exposes a fundamental vulnerability: agents operate in a strictly open-loop manner. In practice, factors such as perceptual aliasing, sensor noise, and odometry drift can cause minor deviations to accumulate over time, often leading to catastrophic mission failures with no built-in mechanism for error recovery. To address this, we introduce \textit{Talk2Escape}, a proactive and model-agnostic dialogue intervention framework that reframes navigation as a closed-loop interactive process. At its core, a lightweight vision-language module continuously monitors agent kinematics. Upon detecting localized looping or severe trajectory divergence, it translates raw egocentric observations into concise, grounded queries to solicit targeted corrective feedback from either an algorithmic oracle or a human-in-the-loop. Extensive evaluations in high-fidelity simulators, including R2R-CE, RxR-CE, and VLNVerse, demonstrate that \textit{Talk2Escape} exhibits consistent improvements across diverse base agents. Empirically, \textit{Talk2Escape} achieves a 66.0\% Success Rate on R2R-CE, outperforming the current supervised and zero-shot state-of-the-art methods. We further validate its sim-to-real transfer on a Unitree Go2 quadruped, proving that proactive dialogue drastically improves navigation robustness in physical environments.
https://arxiv.org/abs/2609.28296
Interlocking brick assembly provides a representative testbed for evaluating real-world robotic manipulation capabilities, where diverse structural designs, complex inter-step dependencies, intricate mechanical interactions and tight insertion tolerances pose substantial challenges. We present BrickCraft-Duo, a modular framework for long-horizon dual-arm collaborative assembly of interlocking bricks through data-efficient skill learning and composition. BrickCraft-Duo learns reusable single- and dual-arm assembly skills from diverse demonstrations, with bilateral symmetry alignment facilitating skill sharing across symmetric arms and assembly--support role assignments. Guided by stability-aware assembly reasoning, BrickCraft-Duo composes heterogeneous skills to achieve autonomous long-horizon execution, and further integrates human-in-the-loop correction for targeted skill refinement. The resulting system achieves long-horizon success rates of at least 60% and step-level completion rates of at least 95% across five real-world assembly tasks involving partially supported configurations, with horizons of up to nine steps. Project website: this https URL.
https://arxiv.org/abs/2609.28281
Unmanned aerial vehicles (UAVs) operating in GNSS-denied urban environments require alternative methods for position estimation. Existing approaches based on satellite image retrieval or learned descriptors are sensitive to appearance variation and degrade rapidly as the search area grows. We present a vision-based localization system that matches building patterns observed from a downward-facing UAV camera against a reference building footprint database. Our approach detects buildings in aerial imagery, accumulates observations across frames into a unified map, and matches local building arrangements against reference footprints using a novel geometry-driven descriptor that augments local triangle structure with per-building shape features. By encoding spatial relationships between nearby buildings rather than visual appearance, the system is robust to appearance variations and remains discriminative over large search areas. Evaluations on seven flights across four municipalities in a large metropolitan area demonstrate 100% Recall@1 at search areas of approximately 113 km$^2$ and 254 km$^2$, and 71.4% Recall@1 when expanded to approximately 452 km$^2$, encompassing up to 277,000 buildings. In contrast, baseline methods degrade rapidly and achieve 0% Recall@1 at 254 km$^2$ and 452 km$^2$.
https://arxiv.org/abs/2609.28225
GPU robotics lacks the reusable numerical infrastructure of mature CPU stacks, instead relying on compiler frameworks that introduce overhead or repeatedly reimplementing numerical libraries. To address this, we introduce GLASS (GPU Linear Algebra Simple Subroutines), a header-only CUDA C++ library that provides thread-, warp-, block-, and NVIDIA-backed implementations of robotics-scale linear algebra and geometric computations under one composable device API. GLASS treats implementation choice, execution scope, and launch packing as architecture-specific placement decisions determined by offline measurement and resolved statically at compile time. This is critical as the best and worst placements differ by a median of 4.9x (max 81x), with 145 of 396 recommended placements changing between a Jetson AGX Orin and an RTX 5090, and 162 of 396 versus an AGX Xavier. These stakes are highest at the edge as GLASS's advantage over the best of PyTorch and JAX is as much as 73x on the Orin versus 12x on the RTX 5090. GLASS is released open source with independent numerical oracles and source-bound local-GPU test attestation. Finally, integrating GLASS with published robotics systems both exposed a pre-existing numerical bug and improved embedded runtimes by up to 1.5x.
https://arxiv.org/abs/2609.28179
Humanoid soccer contact skills require more than producing high-impact foot-ball contacts: the robot must close the loop over perception, approach, alignment, impact, and recovery while its own motion induces substantial viewpoint changes, frequent loss of the ball from view, and uncertain contact outcomes. In this work, we ask a compact yet stricter question: can a humanoid learn soccer contact skills using only a head-mounted depth image, proprioceptive history, and an optional low-dimensional task command, and directly output 25-DoF joint PD targets without extra runtime perception or planning modules? To this end, we propose DAVIS, a depth-only end-to-end framework for humanoid soccer skills that learns visibility-aware auxiliary geometry during training, and combines GT-to-prediction annealing, task curricula, and AMP-style motion priors to smoothly bridge privileged supervision and real deployment. Built on this framework, we instantiate representative soccer contact skills, including goal-directed shooting and directional dribbling, through task-specific definitions of objects, commands, rewards, and curricula, and validate them through simulation, Noetix E1 real-robot experiments, and ablations.
https://arxiv.org/abs/2609.28175
Robots in a LiDAR-equipped swarm mutually interfere when their optical ranging codes collide. Existing mitigations either assign codes statically -- requiring $L=N$ distinguishable codes for $N$ robots -- or react to detected interference without a scalable, coordinated assignment rule beneath them; prior work explicitly identifies the code-assignment scaling problem as unsolved. We propose a decentralized protocol in which robots dynamically reassign spatial reuse codes based on a live, beacon-maintained interference-neighborhood graph, and prove that the number of codes required grows as $O(\log N/\log\log N)$ under constant robot density -- an unbounded improvement over the $\Theta(N)$ growth of static assignment. We validate this result under conditions substantially beyond the idealized proof -- robot mobility, imperfect beacon-based detection, and reactive reassignment -- via Monte Carlo simulation (30 seeds per condition, 95% confidence intervals): the advantage over static assignment widens from roughly $2\times$ at 15 robots to $12\times$ at 120. Against a structurally faithful, fairly constructed model of an existing coordination-free approach, our protocol achieves both substantially greater code-reuse efficiency and 30--40% lower collision risk under an identical, constrained code budget, demonstrating that coordination -- not merely reactivity -- is what closes the scaling gap.
https://arxiv.org/abs/2609.28172
Advantage-guided reinforcement learning provides a practical way to post-train vision-language-action (VLA) policies using limited robot data. However, its performance depends on several coupled choices, including how critic-derived advantages are constructed, calibrated, and used for policy training. Existing recipes often combine these choices into a single end-to-end procedure, making their individual effects difficult to identify. In this work, we dissect advantage-guided VLA post-training through a controlled empirical study that separates these design choices while accounting for their distinct estimands. We develop stage-specific offline evaluation methods to screen alternative choices efficiently, without requiring extensive real-robot policy evaluations for every possible combination. The staged evaluation identifies a modular recipe that combines temporal-difference advantage construction, group-wise calibration, and continuous advantage weighting. Across four real-world bimanual tasks, the resulting recipe improves mean task progress and success over the SFT initialization by 0.42 and 0.63, respectively. Moreover, the proposed evaluation diagnostics show an overall alignment with downstream real-world performance, supporting their use for interpreting empirical outcomes and selecting advantage-guided post-training designs in practice.
https://arxiv.org/abs/2609.28161
Synthesizing realistic articulated hand-object interactions is a fundamental problem in virtual reality, embodied intelligence, and digital human applications. Existing methods for dexterous grasp synthesis typically regress or denoise poses in a joint space that couples global rigid motion with local articulation, which often yields unstable samples and physically implausible contacts. We introduce DEAL-Grasp, built upon the Decoupled Alignment (DEAL) representation, which reformulates grasp synthesis as alignment-space generation: the interaction state comprises task-space geometric anchors and articulation parameters, from which the rigid transform is recovered via closed-form Procrustes alignment while preserving local articulation. On this mixed state, we model grasp generation using heterogeneous-state flow matching with component-wise vector fields, incorporating time-adaptive physical regularization during training. At inference, grasps are synthesized solely by integrating the learned vector field, without test-time optimization or auxiliary physical guidance. Across MultiDex and zero-shot RealDex benchmarks, DEAL-Grasp attains high force-perturbation success rates alongside minimal penetration and high diversity of generated grasps, while substantially reducing native inference latency compared to optimization-heavy baselines. The project page is available at this https URL.
https://arxiv.org/abs/2609.28131