This paper presents a dual-quadrotor hook- suspended transport system for cooperative aerial manipulation of a payload that is not rigidly attached to a fixed point along the cable. Two quadrotors are connected by a single inextensible cable that passes through a frictionless hook mounted on the payload, allowing the cable to slide between its two segments. This introduces a cable-distribution variable that couples the quadrotor motion, cable geometry, and payload dynamics. A feasible reference-generation framework is formulated using the desired payload pose, cable distribution, and system shape while satisfying the cable-length constraint and elliptical workspace. The quadrotors track the geometrically generated trajectories while maintaining positive cable tension and respecting actuator limits. The payload pose is estimated from the system geometry, and its measured position is used only to validate the desired trajectory. The approach is evaluated through experimental demonstrations.
https://arxiv.org/abs/2610.13665
Automating biological laboratories requires robots to perform dexterous tool interactions under realistic visual conditions while handling dynamic experimental phenomena, presenting significant challenges for robotic manipulation. To enable systematic evaluation under these conditions, we introduce AutoBio+, a simulation benchmark and framework for dexterous manipulation in realistic biological laboratory environments. AutoBio+ comprises 14 tasks across 4 robot embodiments, spanning functional tool use, precision manipulation, language-conditioned visual grounding, and instrument operation. We introduce controllable dynamic experimental phenomena, including flames, vapor, and bubbles, to capture the evolving visual conditions of laboratory procedures. To further enhance environmental realism, we develop a hybrid rendering pipeline that integrates interactive simulated foreground objects with Gaussian-splatting backgrounds reconstructed from 6 real laboratory scenes. For efficient large-scale data generation and evaluation, we further build a parallel simulation framework on top of mjlab, proposing Parallel Finite-State Machine (PFSM) and integrating batched rendering with decoupled trajectory replay for demonstration generation and model-independent closed-loop policy evaluation. Our evaluation reveals substantial variation in policy performance across tasks, exposing distinct strengths and weaknesses of current manipulation policies. Real-world experiments further demonstrate a reduced sim-to-real gap, supporting the validity of AutoBio+ for realistic manipulation evaluation. Supplementary materials are available at this https URL.
https://arxiv.org/abs/2610.13643
Vision-language-action (VLA) policies issue sparse targets whose arrival at the robot controller is delayed and irregular, so a reasonable predicted action can still produce abrupt motion near people. Remedies are evaluated on different streams, delays and metrics. JitterVLA replays identical commands and arrival traces through alternative controllers, isolating the controller's effect. We apply it to synthetic reaches, hand trajectories from 20 people, three open VLA pipelines (838 episodes) and a physical UR3. Interpolation lowered modeled p99 jerk for every source, by 83% (615 to 106 m/s^3) on human motion with 200 ms delay, at a 2.0 cm tracking cost, and the effect replicated on 598 new episodes; jerk-limited generation lowered jerk further at a larger cost. Entropy-discontinuity associations had opposite, replicated signs in two pipelines, and entropy gating helped in one but not the other. On the UR3, interpolation lowered accelerometer-derived jerk by 3.0-14.0% in all six exploratory pairs, while a position-derived metric did not resolve the contrast. JitterVLA supports screening before human-centred studies; code and data will be released.
https://arxiv.org/abs/2610.13628
Humanoid tennis requires reactive whole-body coordination under rapidly changing ball dynamics, yet collecting task-specific motion-capture demonstrations that cover diverse approach states, contact locations, and timing conditions is costly. Inspired by how humans acquire new skills by combining reusable motor experience with task-specific demonstrations, we present ATHLETE, a framework for learning reactive humanoid tennis from generic locomotion data and ordinary tennis videos. ATHLETE combines LAFAN1 locomotion with video-derived striking motions and uses Trajectory-Guided Motion Matching (TGMM) to construct diverse task-conditioned whole-body references. These references are transformed into a reactive policy through physics-based teacher--student learning with online DAgger distillation, followed by PPO fine-tuning for the tennis task. The resulting policy responds directly to robot and ball observations without requiring reference-motion inputs at deployment. On a real humanoid robot, ATHLETE achieves forehand and backhand hit rates of $90.00\%$ and $86.67\%$, respectively, and enables multi-shot rallies with human players. These results demonstrate that ATHLETE can learn dynamic humanoid tennis skills from reusable locomotion data and video demonstrations. Result videos and code can be found at this https URL.
https://arxiv.org/abs/2610.13572
Anticipation of vessel trajectories is an essential task when navigating at sea. This applies to both human navigators and autonomous surface vessels. Trajectory forecasting enables sub-routines such as collision avoidance to assess the situation and react accordingly in time. This paper investigates Transformer and Performer models for trajectory prediction of surface vessels in confined waters. Using widely available position data from the Automatic Identification System (AIS), candidate models are trained and evaluated. Historical information on how other vessels have moved in the local area surrounding each agent is conveyed using positional heat maps. The heat maps are generated using Kernel Density Estimation (KDE) and encoded with a Convolutional Neural Network (CNN) before entering the Transformer models. The models are trained with quantile loss to efficiently obtain a model-aware prediction interval, as this is crucial for timely collision avoidance. The proposed model architectures are shown to greatly outperform previous work while the inclusion of local heat maps enables the prediction of vessel movement that is not otherwise indicated from the previous positions.
https://arxiv.org/abs/2610.13557
Reinforcement Learning (RL) substantially improves planning performance in autonomous-driving Vision-Language-Action (VLA) models. However, existing RL methods rely on scalar trajectory rewards that measure overall quality but fail to identify specific planning errors or provide actionable correction signals. In long-tail scenarios, errors in scene understanding, behavior selection, and trajectory execution are compressed into a single score. We observe that Reflective Guidance turns trajectory evaluation into explicit diagnoses and corrective instructions, substantially improving planning accuracy. Yet such guidance requires an initial prediction and its evaluation results, making it unavailable for direct single-pass inference. We propose Reflect-VLA, which treats Reflective Guidance as training-time privileged information and internalizes its planning benefits through Dual-Path On-Policy Self-Distillation (Dual-OPSD). Unlike scalar-reward optimization, Dual-OPSD uses the driving score only to route student-generated trajectories. It distills dense token-level corrective distributions from the teacher for risky trajectories while applying self-imitation to preserve reliable ones. To provide reliable corrective distributions on student rollouts, the teacher is progressively constructed through Driving-Knowledge Pretraining, Planning-and-Refinement SFT, and Self-Refinement Rejection Sampling. At inference time, Reflect-VLA generates trajectories in a single pass without explicit guidance or iterative refinement. Experiments on NAVSIM v1/v2 and Bench2Drive demonstrate competitive planning performance while reducing training time by over 90% compared with RL.
https://arxiv.org/abs/2610.13453
End-to-end planning in complex scenes must model diverse driving intentions and select the most appropriate trajectory using scene context and future risks. However, multi-query regression may collapse to one mode, while anchor-based and generative planners share a scaling bottleneck: small candidate sets limit maneuver coverage or discovery of high-quality trajectories, whereas large sets increase generation and scoring costs. We propose ManeuverFlow to generate trajectories for distinct intentions in one step and evaluate and refine them using current and future evidence. The model selects relevant maneuver modes, draws corresponding noise from the Gaussian mixture prior, and maps it to intention-specific trajectories through a maneuver-routed mixture-of-experts MeanFlow field. Current features and future features predicted by the world model are aggregated along each candidate path into trajectory-specific evidence for PDM-factor prediction. Using the same evidence, the refiner predicts local Frenet residuals for selected candidates; refined and retained candidates are then jointly re-scored for selection. With a lightweight TransFuser-style ResNet-34 backbone, ManeuverFlow achieves 90.6 PDMS and 90.1 EPDMS on NAVSIM v1/v2 navtest, respectively. On WorldEngine's recent 3DGS closed-loop benchmark, it attains the highest listed PDMS$^\ast$ scores of 75.19 and 74.58 under logged and IDM-controlled traffic, respectively. Code: this https URL.
https://arxiv.org/abs/2610.13409
Reliable real-time failure detection is critical for deploying learned robotic policies, yet defining failures explicitly is infeasible in open-world settings. This motivates failure detection from nominal demonstrations alone. Existing methods, however, struggle to balance robustness to benign variations with the ability to capture semantic and interaction-level errors. We introduce Robot-WATCHDOG, a self-supervised framework that models manipulation scenes as object-centric spatio-temporal graphs. Building on this representation, we investigate two complementary failure scores: Trajectory Projection and Correlation (TPC), a non-parametric measure of geometric deviation and relational consistency, and GnnT, a Graph Attention Network with a Transformer that predicts future object states. We evaluate both on a public benchmark and on a new dataset of semantically complex manipulation tasks, across six tasks and ten random seeds. Both scores outperform image-based failure detectors, particularly on semantic and interaction-level failures. TPC provides the strongest performance in AUPR and MCC on both dataset averages, with low variance across seeds. Qualitative results are made available at this https URL.
https://arxiv.org/abs/2610.13403
Artificial intelligence is beginning to automate scientific discovery, yet physical robot-policy research still relies on scientists and engineers to interpret experimental failures and decide how controllers should be revised. We present EndoRSI (Endoscopic Recursive Self-Improvement), a human-governed, self-improving robotic research system in which the embedded EndoForge coding agent iteratively develops and refines endoscopic robot policies using evidence from physical experiments. Physical execution remains isolated within a safety-constrained runtime under human authorisation. In motorised endoscopy, validation evidence first caused the agent to reject an initial action representation, while subsequent physical experiments falsified an offline-supported insertion strategy by revealing hazardous closed-loop behaviour absent from the source data. Failed physical rollouts were then incorporated into policy revision; insertion success subsequently increased from 2/21 in the first generation to 17/21 in the fourth. The frozen final policy retained competence across visual and hardware shifts and was the best performing autonomous policy across six independent ex-vivo porcine specimens. These results show that physical robot interaction can serve as experimental evidence for agent-driven robot policy research.
https://arxiv.org/abs/2610.13376
Translating language into humanoid motion requires coordinating body parts, determining motion duration, and producing references suitable for robot execution. We introduce PartiGen, a part-aware latent diffusion framework that incorporates anatomical structure into a shared whole-body motion representation. Part-specific attention processes anatomically masked frame features, and its outputs are fused to combine local limb information with whole-body context. Conditioned on text and motion history, the model generates motion primitives autoregressively. Forward-kinematics supervision encourages kinematic consistency, while a learned end-of-sequence predictor selects a frame-level endpoint after generation. On HumanML3D retargeted to the Unitree G1, PartiGen achieves a segment-level FID of 3.165, a 16.8% reduction over TextOp, and improves R@1 by 1.4 percentage points. In the duration study with 16-frame primitives, endpoint prediction reduces mean absolute duration error from 12.471 to 3.080 frames compared with a fixed-length cutoff. We further evaluate robot execution using a pretrained, frozen GRIT tracker: 409 of 500 generated references (81.8%) pass the posture-based stability screen in MuJoCo. Following simulation screening and manual selection, 26 of 27 attempted motions are judged successful on the real G1.
https://arxiv.org/abs/2610.13373
Post-training quantization has been shown to preserve VLA performance under standard evaluation conditions, but whether it preserves the full-precision model's robustness and generalization remains underexplored. In this study, we systematically study the robustness and generalization of post-quantized VLA policies under environmental disturbances. Empirical results show that quantized policies can become fragile to subtle environmental variations despite retaining comparable in-distribution performance. We further observe that action discrepancies are concentrated in a small subset of rollout states, while teacher guidance has opposite effects depending on discrepancy: it improves generalization at high-discrepancy states but can degrade it at low-discrepancy states. These findings reveal that effective post-quantization recovery requires selectively intervening on vulnerable states rather than globally distilling the student. We therefore propose Policy-Induced Vulnerability-Oriented Tuning (PIVOT-Q), a vulnerability-aware On-Policy Distillation (OPD) framework that selectively corrects vulnerable states encountered during quantized-student rollouts using the frozen full-precision policy as a teacher. PIVOT-Q identifies vulnerable states using discounted accumulated discrepancies over a short horizon, applies phase-balanced sparse supervision, and uses a Behavioral Anchor to prevent unnecessary changes. Experiments under seven LIBERO-Plus environmental variations demonstrate consistent recovery across multiple VLA backbones and quantization methods. Notably, PIVOT-Q consistently outperforms full-state distillation across all settings while using only 7.4% of its state-level distillation budget. Our code is available at this https URL.
https://arxiv.org/abs/2610.05745
Existing real-world reinforcement learning methods improve robot policies by combining human corrections with autonomous rollouts. However, accumulated experience varies in its value for policy improvement, and even successful trajectories can contain inefficient or redundant behavior, motivating more selective experience reuse. To this end, we propose Evo-RL, an iterative reinforcement learning method that combines human interventions with advantage-guided experience selection. Evo-RL uses human corrections and experience with positive estimated advantages from successful trajectories to iteratively refine the policy. To support learning from these different experience sources, we introduce RW-RL-Dataset, which spans over 1,000 hours across four robot embodiments. On a real-world high-precision manipulation task, Evo-RL improves attempt success rate over RECAP by 30.46\%. Our code, model checkpoints, and dataset are publicly available.
https://arxiv.org/abs/2610.13345
Expressive humanoid interaction requires speech, facial animation, and body gestures to form a coherent response. However, many full-body humanoid robots produce speech and gestures without a visually expressive face, while talking-face animation and robot gesture generation are typically developed separately. We present Talk, Render, Act (TRABot), an agent-based framework comprising specialized agents for motion-atom construction, dialogue generation, motion planning, and facial animation. First, to produce natural and semantically meaningful gestures, we construct Robot-Ready Semantic Motion Atoms by segmenting long-form, G1-retargeted BEAT2 motion into units with natural gesture boundaries, human-verified communicative functions, and feasible trajectories. Second, to preserve semantic order and coordinate body motion with the spoken response, we introduce a Semantic-Conditioned Compositional Planner. Given an ordered semantic function sequence and an estimated response duration, the planner selects approved atoms to realize the longest feasible action sequence while accounting for transitions and neutral recovery. Finally, we deploy a Streaming Face-Speech-Body Integration system on a physical G1 humanoid, combining streaming dialogue audio, audio-driven facial animation, and semantically planned body motion in a unified real-time interaction loop. Quantitative and qualitative experiments demonstrate that TRAbot achieves the best overall performance among all compared conditions in terms of naturalness, expressiveness, and multimodal coherence.
https://arxiv.org/abs/2610.06153
Fast whole-body motion planning enables continuous replanning for humanoid robots in dynamic environments while satisfying collision avoidance and kinematic constraints. However, constrained motion planning incurs substantial computational cost due to repeated constraint projection in addition to collision checking and nearest-neighbor search. Recently, GPU-based massively parallel planners have been proposed to reduce computational cost. Nevertheless, these planners still steer in the ambient configuration space, so projecting candidates that deviate from the manifold remains a significant source of overhead, particularly in highly constrained, high-dimensional problems. In this work, we introduce PATACON, a GPU-parallel bidirectional planner that explores tangent space to exploit the local manifold geometry induced by known constraint functions. Experiments on dual-arm closed-chain and humanoid whole-body constrained planning tasks show that PATACON outperforms the prior work as configuration-space dimension and constraint codimension grow, achieving up to an 11.25 times speedup. These results suggest that GPU-parallel tangent-space exploration brings constrained whole-body motion planning closer to real-time performance.
https://arxiv.org/abs/2610.13195
Autonomous landing of unmanned aerial vehicle (UAV) on unmanned surface vehicle (USV) is difficult in high sea states. Existing hierarchical landing methods often infer future USV motion only implicitly from short observation histories, which limits their ability to adapt to severe and rapidly changing sea conditions. This paper presents a prediction-informed hierarchical control framework. A pretrained model is developed to explicitly predict the USV attitude during high-level landing decisions. The prediction helps identify suitable landing windows and choose the right touchdown time, while a conventional low-level flight controller maintains UAV stability and tracks motion commands. To evaluate the framework under realistic disturbances, a real-sim validation setup is constructed in which USV-motion data collected in real sea conditions are transferred to a MuJoCo USV. The experiments demonstrate the feasibility of using explicit attitude prediction to improve landing-window selection and support timing-aware UAV landing planning in rapidly varying marine environments.
https://arxiv.org/abs/2610.13190
Scaling robot manipulation policies requires large amounts of diverse, action-labeled data, yet collecting such data in the real world remains expensive and difficult to scale. Existing methods either depend on human teleoperation, rely on simulation with limited visual realism, or use human videos that lack embodiment-specific annotations. In this paper, we introduce Grounded-Dreamer, a framework for synthesizing physically grounded robot manipulation data with video world models while avoiding human teleoperation demonstrations. Grounded-Dreamer combines the visual realism of generative video models with simulator physics engines. Starting from a small set of real images depicting robot task initial states, our method automatically reconstructs task-relevant objects and camera geometry, aligns them in simulation, and collects physically valid trajectories. These trajectories are used to post-train both a video world model and an inverse dynamics model, enabling the generation of visually realistic robot manipulation videos and corresponding robot actions from real images. To filter physically implausible rollouts, Grounded-Dreamer replays generated trajectories in the reconstructed simulation and retains only those that successfully complete the tasks. The real-world robot policies are trained solely on the grounded synthetic trajectories without any human demonstrations. Empirical results in real-world tasks demonstrate that Grounded-Dreamer can synthesize physically grounded data and substantially facilitate policy learning without requiring human teleoperation effort.
https://arxiv.org/abs/2610.13164
Reactive collision avoidance in unknown, cluttered environments must perceive obstacles and correct motion within milliseconds. Existing methods rely on maps for high-rate collision queries, but their acceleration structures require pre- processing. That cost is amortized in long-horizon planning, where a map serves millions of queries; reactive planning, however, is a near-field, short-horizon problem with potentially only hundreds of queries per measurement, where building a map may not pay off. We propose a mapless, Graphics Processing Unit (GPU)-accelerated Euclidean Signed Distance Field (ESDF) query with negligible pre-processing that operates directly on posed depth images, with resolution set by pooling the image rather than by a voxel size. On an embedded GPU it is simultaneously more accurate and lower in total latency than every voxel-grid configuration we measured between 2 cm and 20 cm, at one to two orders of magnitude less memory at matched resolution. With our query integrated into a Model Predictive Controller (MPC), simulated runs in laser-scanned forests at up to 9 m/s collide in 0.4 % through dense branches, against 5.9 % with the best voxel grid and 5.5 % with the best mapless baseline at our resolution, whose failures we attribute to voxel resolution and total latency respectively. We deploy the system onboard at two forest sites and fly at commanded speeds of up to 4 m/s.
https://arxiv.org/abs/2610.13158
Collecting dexterous manipulation demonstrations for each robot hand requires repeated task-specific data acquisition. We ask whether one shared corpus of natural human demonstrations can instead serve as a reusable data interface for different dexterous hands, without collecting task demonstrations on each target robot. We present Human2Dex, a wrist-centric human demonstration interface that separates shared human observation and motion semantics from embodiment-specific execution. It aligns observations through local hand-appearance adaptation and a shared 21-point hand representation with consistent structural semantics across human and robot observations. It constructs executable supervision by retargeting fused human hand motion to each target hand, and introduces the Grasp-Pocket Interaction Representation (GPIR) to express tracked objects relative to a hand-centered Functional Grasp Pocket. The corpus is converted into separate training sets for Linker O6 and Wuji, while action labels, normalization, training, and diffusion-policy checkpoints remain hand-specific. Across six real-world tasks, Human2Dex achieves 109/120 (90.8%) successes on Linker O6 and 97/120 (80.8%) on Wuji. Across both hands, Human-Raw achieves 63/240 (26.3%) successes, whereas the complete Human2Dex configuration achieves 206/240 (85.8%). These results support the use of wrist-centric human demonstrations as a reusable interface across calibrated dexterous hands while retaining embodiment-specific policy learning. The project website is publicly available at this https URL.
https://arxiv.org/abs/2610.13119
We study when communication emerges between autonomous agents and what role an innate action selection architecture plays. Two e-puck robots, reconstructed in PyBullet from their Webots model and validated against it, must find a feeding zone that can only be detected when a robot passes over it. Each robot can emit a one-bit signal whose direction is detected by the receiver. Control is provided by a GRU recurrent network with a residual path, either operating alone or as a channel within an Embedded Action Selection Architecture (EASA). Fitness measures only the time the robots spend over the food. When the robots receive a compass pointing to the food, use of the signal disappears completely. Without a compass, in a small arena, three independent runs achieved similar performance using different strategies: a referential signal, a permanent beacon, or no use of the signal. As the arena expands, the strategy based on a referential signal generalizes best. In contrast, evolving directly in the large arena does not increase the frequency of communication, but it does separate the strategies, and the referential signal clearly outperforms solitary searching. Within EASA, innate reflexes constrain the network and reduce performance. As its priorities evolve, evolution consistently weakens those reflexes. The results suggest that communication emerges in proportion to the value of the information it transmits, and that an innate scaffolding designed for isolated agents can be an impediment in a social task.
https://arxiv.org/abs/2610.13118
Vision-language-action (VLA) models and world action models (WAMs) have advanced robotic policy learning by building on pretrained vision-language models (VLMs) and video generative models (VGMs), respectively. Yet VLAs learn without explicit supervision from future world states, while WAMs that condition actions on predicted futures incur extra inference cost and let visual prediction errors propagate into actions. We present Forward Dynamics Models (FDM), a family of robotic action models that couples action and future world-state prediction through an action-to-future paradigm. Future prediction is conditioned on action features, never the reverse: end-to-end training lets ground-truth future states supervise the policy through these features, while prediction errors cannot propagate into actions. At inference, FDM skips future generation entirely, avoiding its computational cost. The paradigm is backbone-agnostic, and we instantiate it with both VLM and VGM backbones. Experiments in simulation and on real robots demonstrate the effectiveness of FDM across both backbone families, achieving a state-of-the-art 99.4% average success rate on LIBERO and absolute gains of up to 13% over VLA and WAM methods on real-world tasks.
https://arxiv.org/abs/2610.13117