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Aug 11

Failing Forward: Adaptive Failure-Informed Learning for Vision-Language-Action Models

Vision-language-action (VLA) models provide a promising paradigm for scalable robotic manipulation, yet their reliance on success-only behavioral cloning leaves them brittle; lacking corrective training signals, minor execution errors rapidly compound into unrecoverable, out-of-distribution failures. To address this limitation, we propose Adaptive Failure-Informed Learning (AFIL), an end-to-end framework that leverages failure trajectories as adaptive negative guidance for diffusion- and flow-based VLA policies. AFIL uses a pretrained VLA to generate failure rollouts online, avoiding the need for handcrafted failure-mode design or human-in-the-loop recovery. It then jointly trains Dual Action Generators (DAGs) for successful and failed behaviors while sharing a common vision-language backbone, enabling efficient failure-aware policy learning with limited parameter overhead. During sampling, the failure generator adaptively steers action generation away from failure-prone regions and toward more reliable success modes, with guidance strength determined by the per-diffusion-step distance between success and failure distributions. Experiments across in-domain and out-of-domain robotic manipulation tasks, covering both short- and long-horizon settings, show that AFIL consistently improves task success rates and robustness over existing VLA baselines, demonstrating its effectiveness, efficiency, and generality.

  • 9 authors
·
May 11

DualVLA: Building a Generalizable Embodied Agent via Partial Decoupling of Reasoning and Action

To build a generalizable Vision-Language-Action (VLA) model with strong reasoning ability, a common strategy is to first train a specialist VLA on robot demonstrations to acquire reliable manipulation skills, and then incorporate mixed annotated robot data together with multimodal data to restore broader reasoning capabilities. However, we observe that the resulting reasoning VLA often suffers from degraded action performance compared to the specialist model before fine-tuning, a phenomenon we refer to as action degeneration. To address this issue, we propose DualVLA, which enhances action performance through carefully designed post-training while still preserving reasoning capability. We first introduce a dual-layer data pruning method that removes redundant embodied reasoning, preventing it from adversely influencing action learning. To further strengthen action generation, we design a dual-teacher adaptive distillation strategy that assigns different supervision signals to different data domains while maintaining reasoning ability. To fill the evaluation gap for generalist VLAs, we also propose VLA Score, which decouples VLA capability into reasoning, intention, action, and alignment dimensions for a more fine-grained assessment. Experiments show that DualVLA achieves an average success rate of 61.0 in SimplerEnv and an average score of 65.4 across eight competitive multimodal benchmarks, demonstrating a stronger balance between precise action execution and multimodal understanding. Project Website: https://costaliya.github.io/DualVLA/.

  • 10 authors
·
Nov 27, 2025 2

in2IN: Leveraging individual Information to Generate Human INteractions

Generating human-human motion interactions conditioned on textual descriptions is a very useful application in many areas such as robotics, gaming, animation, and the metaverse. Alongside this utility also comes a great difficulty in modeling the highly dimensional inter-personal dynamics. In addition, properly capturing the intra-personal diversity of interactions has a lot of challenges. Current methods generate interactions with limited diversity of intra-person dynamics due to the limitations of the available datasets and conditioning strategies. For this, we introduce in2IN, a novel diffusion model for human-human motion generation which is conditioned not only on the textual description of the overall interaction but also on the individual descriptions of the actions performed by each person involved in the interaction. To train this model, we use a large language model to extend the InterHuman dataset with individual descriptions. As a result, in2IN achieves state-of-the-art performance in the InterHuman dataset. Furthermore, in order to increase the intra-personal diversity on the existing interaction datasets, we propose DualMDM, a model composition technique that combines the motions generated with in2IN and the motions generated by a single-person motion prior pre-trained on HumanML3D. As a result, DualMDM generates motions with higher individual diversity and improves control over the intra-person dynamics while maintaining inter-personal coherence.

  • 5 authors
·
Apr 15, 2024

VAG: Dual-Stream Video-Action Generation for Embodied Data Synthesis

Recent advances in robot foundation models trained on large-scale human teleoperation data have enabled robots to perform increasingly complex real-world tasks. However, scaling these systems remains difficult because collecting task-specific demonstrations is expensive and labor-intensive. Synthetic data, especially generated videos, offer a promising direction, but existing World Models (WMs) are not directly suitable for policy learning since they do not provide paired action trajectories. World-Action (WA) models partially address this by predicting actions with visual outputs, yet often lack strong video-action alignment, while two-stage pipelines that generate video first and then infer actions introduce inefficiency and error accumulation. To address these limitations, we propose VAG, a unified flow-matching-based dual-stream framework that jointly generates video and action under visual and language conditioning. By synchronizing denoising in both branches and using an adaptive 3D pooling mechanism to transfer compact global video context to the action branch, VAG improves cross-modal consistency during generation. Across both simulated and real-world settings, VAG produces aligned video-action pairs with competitive prediction quality, supports executable trajectory replay, and provides useful synthetic pretraining data that improves downstream policy generalization, indicating its potential as a practical world-action model for embodied data synthesis.

  • 13 authors
·
Apr 9

Dual RL: Unification and New Methods for Reinforcement and Imitation Learning

The goal of reinforcement learning (RL) is to find a policy that maximizes the expected cumulative return. It has been shown that this objective can be represented as an optimization problem of state-action visitation distribution under linear constraints. The dual problem of this formulation, which we refer to as dual RL, is unconstrained and easier to optimize. In this work, we first cast several state-of-the-art offline RL and offline imitation learning (IL) algorithms as instances of dual RL approaches with shared structures. Such unification allows us to identify the root cause of the shortcomings of prior methods. For offline IL, our analysis shows that prior methods are based on a restrictive coverage assumption that greatly limits their performance in practice. To fix this limitation, we propose a new discriminator-free method ReCOIL that learns to imitate from arbitrary off-policy data to obtain near-expert performance. For offline RL, our analysis frames a recent offline RL method XQL in the dual framework, and we further propose a new method f-DVL that provides alternative choices to the Gumbel regression loss that fixes the known training instability issue of XQL. The performance improvements by both of our proposed methods, ReCOIL and f-DVL, in IL and RL are validated on an extensive suite of simulated robot locomotion and manipulation tasks. Project code and details can be found at this https://hari-sikchi.github.io/dual-rl.

  • 4 authors
·
Feb 16, 2023

DiT4DiT: Jointly Modeling Video Dynamics and Actions for Generalizable Robot Control

Vision-Language-Action (VLA) models have emerged as a promising paradigm for robot learning, but their representations are still largely inherited from static image-text pretraining, leaving physical dynamics to be learned from comparatively limited action data. Generative video models, by contrast, encode rich spatiotemporal structure and implicit physics, making them a compelling foundation for robotic manipulation. But their potentials are not fully explored in the literature. To bridge the gap, we introduce DiT4DiT, an end-to-end Video-Action Model that couples a video Diffusion Transformer with an action Diffusion Transformer in a unified cascaded framework. Instead of relying on reconstructed future frames, DiT4DiT extracts intermediate denoising features from the video generation process and uses them as temporally grounded conditions for action prediction. We further propose a dual flow-matching objective with decoupled timesteps and noise scales for video prediction, hidden-state extraction, and action inference, enabling coherent joint training of both modules. Across simulation and real-world benchmarks, DiT4DiT achieves state-of-the-art results, reaching average success rates of 98.6% on LIBERO and 50.8% on RoboCasa GR1 while using substantially less training data. On the Unitree G1 robot, it also delivers superior real-world performance and strong zero-shot generalization. Importantly, DiT4DiT improves sample efficiency by over 10x and speeds up convergence by up to 7x, demonstrating that video generation can serve as an effective scaling proxy for robot policy learning. We release code and models at https://dit4dit.github.io/.

  • 7 authors
·
Mar 21

iFlyBot-VLA Technical Report

We introduce iFlyBot-VLA, a large-scale Vision-Language-Action (VLA) model trained under a novel framework. The main contributions are listed as follows: (1) a latent action model thoroughly trained on large-scale human and robotic manipulation videos; (2) a dual-level action representation framework that jointly supervises both the Vision-Language Model (VLM) and the action expert during training; (3) a mixed training strategy that combines robot trajectory data with general QA and spatial QA datasets, effectively enhancing the 3D perceptual and reasoning capabilities of the VLM backbone. Specifically, the VLM is trained to predict two complementary forms of actions: latent actions, derived from our latent action model pretrained on cross-embodiment manipulation data, which capture implicit high-level intentions; and structured discrete action tokens, obtained through frequency-domain transformations of continuous control signals, which encode explicit low-level dynamics. This dual supervision aligns the representation spaces of language, vision, and action, enabling the VLM to directly contribute to action generation. Experimental results on the LIBERO Franka benchmark demonstrate the superiority of our frame-work, while real-world evaluations further show that iFlyBot-VLA achieves competitive success rates across diverse and challenging manipulation tasks. Furthermore, we plan to open-source a portion of our self-constructed dataset to support future research in the community

  • 6 authors
·
Nov 1, 2025 1

Learning Disentangled Identifiers for Action-Customized Text-to-Image Generation

This study focuses on a novel task in text-to-image (T2I) generation, namely action customization. The objective of this task is to learn the co-existing action from limited data and generalize it to unseen humans or even animals. Experimental results show that existing subject-driven customization methods fail to learn the representative characteristics of actions and struggle in decoupling actions from context features, including appearance. To overcome the preference for low-level features and the entanglement of high-level features, we propose an inversion-based method Action-Disentangled Identifier (ADI) to learn action-specific identifiers from the exemplar images. ADI first expands the semantic conditioning space by introducing layer-wise identifier tokens, thereby increasing the representational richness while distributing the inversion across different features. Then, to block the inversion of action-agnostic features, ADI extracts the gradient invariance from the constructed sample triples and masks the updates of irrelevant channels. To comprehensively evaluate the task, we present an ActionBench that includes a variety of actions, each accompanied by meticulously selected samples. Both quantitative and qualitative results show that our ADI outperforms existing baselines in action-customized T2I generation. Our project page is at https://adi-t2i.github.io/ADI.

  • 7 authors
·
Nov 27, 2023 2

Video2Act: A Dual-System Video Diffusion Policy with Robotic Spatio-Motional Modeling

Robust perception and dynamics modeling are fundamental to real-world robotic policy learning. Recent methods employ video diffusion models (VDMs) to enhance robotic policies, improving their understanding and modeling of the physical world. However, existing approaches overlook the coherent and physically consistent motion representations inherently encoded across frames in VDMs. To this end, we propose Video2Act, a framework that efficiently guides robotic action learning by explicitly integrating spatial and motion-aware representations. Building on the inherent representations of VDMs, we extract foreground boundaries and inter-frame motion variations while filtering out background noise and task-irrelevant biases. These refined representations are then used as additional conditioning inputs to a diffusion transformer (DiT) action head, enabling it to reason about what to manipulate and how to move. To mitigate inference inefficiency, we propose an asynchronous dual-system design, where the VDM functions as the slow System 2 and the DiT head as the fast System 1, working collaboratively to generate adaptive actions. By providing motion-aware conditions to System 1, Video2Act maintains stable manipulation even with low-frequency updates from the VDM. For evaluation, Video2Act surpasses previous state-of-the-art VLA methods by 7.7% in simulation and 21.7% in real-world tasks in terms of average success rate, further exhibiting strong generalization capabilities.

  • 10 authors
·
Dec 2, 2025

SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation

Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.

  • 4 authors
·
Apr 20, 2023

UltraCUA: A Foundation Model for Computer Use Agents with Hybrid Action

Multimodal agents for computer use rely exclusively on primitive actions (click, type, scroll) that require accurate visual grounding and lengthy execution chains, leading to cascading failures and performance bottlenecks. While other agents leverage rich programmatic interfaces (APIs, MCP servers, tools), computer-use agents (CUAs) remain isolated from these capabilities. We present UltraCUA, a foundation model that bridges this gap through hybrid action -- seamlessly integrating GUI primitives with high-level programmatic tool calls. To achieve this, our approach comprises four key components: (1) an automated pipeline that scales programmatic tools from software documentation, open-source repositories, and code generation; (2) a synthetic data engine producing over 17,000 verifiable tasks spanning real-world computer-use scenarios; (3) a large-scale high-quality hybrid action trajectory collection with both low-level GUI actions and high-level programmatic tool calls; and (4) a two-stage training pipeline combining supervised fine-tuning with online reinforcement learning, enabling strategic alternation between low-level and high-level actions. Experiments with our 7B and 32B models demonstrate substantial improvements over state-of-the-art agents. On OSWorld, UltraCUA models achieve an average 22% relative improvement over base models, while being 11% faster in terms of steps. Out-of-domain evaluation on WindowsAgentArena shows our model reaches 21.7% success rate, outperforming baselines trained on Windows data. The hybrid action mechanism proves critical, reducing error propagation while maintaining execution efficiency.

apple Apple
·
Oct 20, 2025 3

Asynchronous Fast-Slow Vision-Language-Action Policies for Whole-Body Robotic Manipulation

Most Vision-Language-Action (VLA) systems integrate a Vision-Language Model (VLM) for semantic reasoning with an action expert generating continuous action signals, yet both typically run at a single unified frequency. As a result, policy performance is constrained by the low inference speed of large VLMs. This mandatory synchronous execution severely limits control stability and real-time performance in whole-body robotic manipulation, which involves more joints, larger motion spaces, and dynamically changing views. We introduce a truly asynchronous Fast-Slow VLA framework (DuoCore-FS), organizing the system into a fast pathway for high-frequency action generation and a slow pathway for rich VLM reasoning. The system is characterized by two key features. First, a latent representation buffer bridges the slow and fast systems. It stores instruction semantics and action-reasoning representation aligned with the scene-instruction context, providing high-level guidance to the fast pathway. Second, a whole-body action tokenizer provides a compact, unified representation of whole-body actions. Importantly, the VLM and action expert are still jointly trained end-to-end, preserving unified policy learning while enabling asynchronous execution. DuoCore-FS supports a 3B-parameter VLM while achieving 30 Hz whole-body action-chunk generation, approximately three times as fast as prior VLA models with comparable model sizes. Real-world whole-body manipulation experiments demonstrate improved task success rates and significantly enhanced responsiveness compared to synchronous Fast-Slow VLA baselines. The implementation of DuoCore-FS, including training, inference, and deployment, is provided to commercial users by Astribot as part of the Astribot robotic platform.

  • 9 authors
·
Dec 23, 2025

PoAct: Policy and Action Dual-Control Agent for Generalized Applications

Based on their superior comprehension and reasoning capabilities, Large Language Model (LLM) driven agent frameworks have achieved significant success in numerous complex reasoning tasks. ReAct-like agents can solve various intricate problems step-by-step through progressive planning and tool calls, iteratively optimizing new steps based on environmental feedback. However, as the planning capabilities of LLMs improve, the actions invoked by tool calls in ReAct-like frameworks often misalign with complex planning and challenging data organization. Code Action addresses these issues while also introducing the challenges of a more complex action space and more difficult action organization. To leverage Code Action and tackle the challenges of its complexity, this paper proposes Policy and Action Dual-Control Agent (PoAct) for generalized applications. The aim is to achieve higher-quality code actions and more accurate reasoning paths by dynamically switching reasoning policies and modifying the action space. Experimental results on the Agent Benchmark for both legal and generic scenarios demonstrate the superior reasoning capabilities and reduced token consumption of our approach in complex tasks. On the LegalAgentBench, our method shows a 20 percent improvement over the baseline while requiring fewer tokens. We conducted experiments and analyses on the GPT-4o and GLM-4 series models, demonstrating the significant potential and scalability of our approach to solve complex problems.

  • 9 authors
·
Jan 12, 2025

Action-to-Action Flow Matching

Diffusion-based policies have recently achieved remarkable success in robotics by formulating action prediction as a conditional denoising process. However, the standard practice of sampling from random Gaussian noise often requires multiple iterative steps to produce clean actions, leading to high inference latency that incurs a major bottleneck for real-time control. In this paper, we challenge the necessity of uninformed noise sampling and propose Action-to-Action flow matching (A2A), a novel policy paradigm that shifts from random sampling to initialization informed by the previous proprioceptive action. Unlike existing methods that treat proprioceptive action feedback as static conditions, A2A leverages historical proprioceptive sequences, embedding them into a high-dimensional latent space as the starting point for action generation. This design bypasses costly iterative denoising while effectively capturing the robot's physical dynamics and temporal continuity. Extensive experiments demonstrate that A2A exhibits high training efficiency, fast inference speed, and improved generalization. Notably, A2A enables high-quality action generation in as few as a single inference step, and exhibits superior robustness to visual perturbations and enhanced generalization to unseen configurations. Lastly, we also extend A2A to video generation, demonstrating its broader versatility in temporal modeling. Project site: https://lorenzo-0-0.github.io/A2A_Flow_Matching.

  • 8 authors
·
May 6

Polyphony: Diffusion-based Dual-Hand Action Segmentation with Alternating Vision Transformer and Semantic Conditioning

Dual-hand action segmentation, densely predicting actions for both hands from untrimmed videos, is essential for understanding complex bimanual activities. However, it poses several unique challenges: complex inter-hand dependencies, visual asymmetry between hands, representation conflicts where the dominant hand monopolizes gradients, and semantic ambiguity in fine-grained actions. We propose Polyphony, a three-stage method to address these challenges through: (1) an Alternating Dual-Hand Vision Transformer that alternates training between left- and right-hand mini-batches to ensure balanced gradient contributions from both hands while sharing a spatio-temporal encoder; (2) Semantic Feature Conditioning that aligns visual features with structured, compositional action descriptions to enhance discrimination of semantically similar actions; and (3) Diffusion-Based Segmentation with cross-hand feature fusion for inter-hand coordination and adaptive loss weighting for balancing performance. Polyphony achieves state-of-the-art on both dual-hand datasets (HA-ViD, ATTACH) with improvements up to 16.8 points, and on the single-stream Breakfast dataset (82.5%), outperforming the prior best method that uses a 12x larger backbone. Notably, our unified model with a single shared backbone surpasses baselines requiring separate per-hand models. Code is at https://github.com/x-labs-xyz/Polyphony-Dual-hand-Action-Segmentation.

  • 5 authors
·
May 28

Better LLM Reasoning via Dual-Play

Large Language Models (LLMs) have achieved remarkable progress through Reinforcement Learning with Verifiable Rewards (RLVR), yet still rely heavily on external supervision (e.g., curated labels). Adversarial learning, particularly through self-play, offers a promising alternative that enables models to iteratively learn from themselves - thus reducing reliance on external supervision. Dual-play extends adversarial learning by assigning specialized roles to two models and training them against each other, fostering sustained competition and mutual evolution. Despite its promise, adapting dual-play training to LLMs remains limited, largely due to their susceptibility to reward hacking and training instability. In this paper, we introduce PasoDoble, a novel LLM dual-play framework. PasoDoble adversarially trains two models initialized from the same base model: a Proposer, which generates challenging questions with ground-truth answers, and a Solver, which attempts to solve them. We enrich the Proposer with knowledge from a pre-training dataset to ensure the questions' quality and diversity. To avoid reward hacking, the Proposer is rewarded for producing only valid questions that push the Solver's limit, while the Solver is rewarded for solving them correctly, and both are updated jointly. To further enhance training stability, we introduce an optional offline paradigm that decouples Proposer and Solver updates, alternately updating each for several steps while holding the other fixed. Notably, PasoDoble operates without supervision during training. Experimental results show that PasoDoble can improve the reasoning performance of LLMs. Our project page is available at https://hcy123902.github.io/PasoDoble.

  • 4 authors
·
Nov 14, 2025

Action QFormer: Structured Representation Shaping under Action Supervision in Vision-Language-Action Models

Action supervision in vision-language-action (VLA) models is often treated as a downstream objective for learning action prediction. In this paper, we study it instead as a force that shapes inherited multimodal representations. We show that this shaping has a dual effect: it is necessary for forming action-compatible representations, but when action supervision is applied too directly to the inherited multimodal pathway, it can also destabilize representations that support language-side processing and object grounding. To address this tension, we introduce Action QFormer, a query-based action-facing interface that uses instruction-conditioned queries to reorganize inherited multimodal information into action-facing representations before downstream action generation. In zero-shot sim-to-real navigation, Action QFormer improves average closed-loop task success from 18.8% to 56.3%, raises fixed-instruction action-generation correctness from 22.5% to 75.5%, and nearly eliminates out-of-distribution instruction generations. Further analyses show that Action QFormer changes how action supervision shapes inherited multimodal representations, reducing broad upstream rewriting while preserving targeted and sometimes constructive action-supervised adaptation. These results suggest that improving VLA performance requires not only stronger pretrained backbones, but also better ways of selecting and organizing inherited multimodal information while controlling how it is shaped under action supervision.

  • 6 authors
·
Jul 15

Dual-Stream Diffusion for World-Model Augmented Vision-Language-Action Model

Recently, augmenting Vision-Language-Action models (VLAs) with world modeling has shown promise in improving robotic policy learning. However, it remains challenging to jointly predict next-state observations and action sequences because of the inherent difference between the two modalities. To address this, we propose DUal-STream diffusion (DUST), a world-model augmented VLA framework that handles the modality conflict and enhances the performance of VLAs across diverse tasks. Specifically, we propose a multimodal diffusion transformer architecture that explicitly maintains separate modality streams while still enabling cross-modal knowledge sharing. In addition, we introduce independent noise perturbations for each modality and a decoupled flow-matching loss. This design enables the model to learn the joint distribution in a bidirectional manner while avoiding the need for a unified latent space. Based on the decoupling of modalities during training, we also introduce a joint sampling method that supports test-time scaling, where action and vision tokens evolve asynchronously at different rates. Through experiments on simulated benchmarks such as RoboCasa and GR-1, DUST achieves up to 6% gains over baseline methods, while our test-time scaling approach provides an additional 2-5% boost. On real-world tasks with the Franka Research 3, DUST improves success rates by 13%, confirming its effectiveness beyond simulation. Furthermore, pre-training on action-free videos from BridgeV2 yields significant transfer gains on RoboCasa, underscoring DUST's potential for large-scale VLA pretraining.

  • 5 authors
·
Oct 31, 2025 1

MotionDuet: Dual-Conditioned 3D Human Motion Generation with Video-Regularized Text Learning

3D Human motion generation is pivotal across film, animation, gaming, and embodied intelligence. Traditional 3D motion synthesis relies on costly motion capture, while recent work shows that 2D videos provide rich, temporally coherent observations of human behavior. Existing approaches, however, either map high-level text descriptions to motion or rely solely on video conditioning, leaving a gap between generated dynamics and real-world motion statistics. We introduce MotionDuet, a multimodal framework that aligns motion generation with the distribution of video-derived representations. In this dual-conditioning paradigm, video cues extracted from a pretrained model (e.g., VideoMAE) ground low-level motion dynamics, while textual prompts provide semantic intent. To bridge the distribution gap across modalities, we propose Dual-stream Unified Encoding and Transformation (DUET) and a Distribution-Aware Structural Harmonization (DASH) loss. DUET fuses video-informed cues into the motion latent space via unified encoding and dynamic attention, while DASH aligns motion trajectories with both distributional and structural statistics of video features. An auto-guidance mechanism further balances textual and visual signals by leveraging a weakened copy of the model, enhancing controllability without sacrificing diversity. Extensive experiments demonstrate that MotionDuet generates realistic and controllable human motions, surpassing strong state-of-the-art baselines.

  • 7 authors
·
Nov 22, 2025

SPIRAL: Self-Evolving Action-Conditioned Video Generation via Reflective Planning Agents

Long-horizon action-conditioned video generation aims to synthesize temporally coherent videos that follow complex action instructions over extended horizons, requiring procedural ordering, persistent action execution, and scene consistency beyond conventional TI2V's short-term fidelity. Existing single-shot video generation models typically operate in an open-loop manner, leading to incomplete action execution, hallucinated motions, and temporal drift. To address this, we propose SPIRAL, a closed-loop framework that performs sequential planning and iterative reflection for action-conditioned long-horizon video generation. Specifically, SPIRAL instantiates a think-act-reflect process: a PlanAgent decomposes high-level goals into sub-actions, which condition a VideoGenerator to synthesize each segment alongside a memory context, while a CriticAgent evaluates intermediate video segments to provide corrective feedback for iterative refinement. This closed-loop design further supports self-evolution by utilizing PlanAgent-proposed actions and CriticAgent-derived rewards for GRPO-based post-training to enhance the video generator's long-horizon consistency. Moreover, we introduce ActVideoGen-Dataset for task-specific training, and establish ActVideoGen-Bench as a dedicated evaluation suite for measuring action quality and temporal coherence. Experiments across multiple TI2V backbones alongside the self-evolving strategy show consistent gains on ActVideoGen-Bench and VBench, demonstrating the effectiveness of SPIRAL.

  • 14 authors
·
May 20

Robotic VLA Benefits from Joint Learning with Motion Image Diffusion

Vision-Language-Action (VLA) models have achieved remarkable progress in robotic manipulation by mapping multimodal observations and instructions directly to actions. However, they typically mimic expert trajectories without predictive motion reasoning, which limits their ability to reason about what actions to take. To address this limitation, we propose joint learning with motion image diffusion, a novel strategy that enhances VLA models with motion reasoning capabilities. Our method extends the VLA architecture with a dual-head design: while the action head predicts action chunks as in vanilla VLAs, an additional motion head, implemented as a Diffusion Transformer (DiT), predicts optical-flow-based motion images that capture future dynamics. The two heads are trained jointly, enabling the shared VLM backbone to learn representations that couple robot control with motion knowledge. This joint learning builds temporally coherent and physically grounded representations without modifying the inference pathway of standard VLAs, thereby maintaining test-time latency. Experiments in both simulation and real-world environments demonstrate that joint learning with motion image diffusion improves the success rate of pi-series VLAs to 97.5% on the LIBERO benchmark and 58.0% on the RoboTwin benchmark, yielding a 23% improvement in real-world performance and validating its effectiveness in enhancing the motion reasoning capability of large-scale VLAs.

  • 13 authors
·
Dec 19, 2025

Generation Navigator: A State-Aware Agentic Framework for Image Generation

Despite rapid advances in text-to-image generation, faithfully realizing user intent remains challenging, often requiring manual multi-turn trial and error. To automate this process, existing systems rely on either simple prompt rewriting or closed-loop agents driven by hand-crafted rules, rather than learning to adapt actions to the evolving generation process. In this paper, we reformulate image generation as a state-conditioned action-making problem and propose Generation Navigator, a multi-turn T2I agent that learns to dynamically steer the generation trajectory and output the next action. However, training this agent via reinforcement learning introduces a critical credit assignment challenge: naively rewarding a trajectory based solely on a single state assigns equal credit to all actions in the rollout, ignores the quality dynamics across turns, and fails to distinguish actions that improve the trajectory from those that degrade it or waste turns without progress. We resolve this with PRE-GRPO (Peak-Retention-Efficiency Group Relative Policy Optimization), a trajectory-level reinforcement learning objective that explicitly rewards discovering a high-quality image (Peak), avoiding subsequent quality degradation across turns (Retention), and minimizing unnecessary turns (Efficiency). Experiments show substantial improvements across benchmarks, reaching a WISE score of 0.90 and 79.06% reasoning accuracy on T2I-ReasonBench.

  • 5 authors
·
May 17

Towards a Generalizable Bimanual Foundation Policy via Flow-based Video Prediction

Learning a generalizable bimanual manipulation policy is extremely challenging for embodied agents due to the large action space and the need for coordinated arm movements. Existing approaches rely on Vision-Language-Action (VLA) models to acquire bimanual policies. However, transferring knowledge from single-arm datasets or pre-trained VLA models often fails to generalize effectively, primarily due to the scarcity of bimanual data and the fundamental differences between single-arm and bimanual manipulation. In this paper, we propose a novel bimanual foundation policy by fine-tuning the leading text-to-video models to predict robot trajectories and training a lightweight diffusion policy for action generation. Given the lack of embodied knowledge in text-to-video models, we introduce a two-stage paradigm that fine-tunes independent text-to-flow and flow-to-video models derived from a pre-trained text-to-video model. Specifically, optical flow serves as an intermediate variable, providing a concise representation of subtle movements between images. The text-to-flow model predicts optical flow to concretize the intent of language instructions, and the flow-to-video model leverages this flow for fine-grained video prediction. Our method mitigates the ambiguity of language in single-stage text-to-video prediction and significantly reduces the robot-data requirement by avoiding direct use of low-level actions. In experiments, we collect high-quality manipulation data for real dual-arm robot, and the results of simulation and real-world experiments demonstrate the effectiveness of our method.

  • 7 authors
·
May 29, 2025

DragMesh: Interactive 3D Generation Made Easy

While generative models have excelled at creating static 3D content, the pursuit of systems that understand how objects move and respond to interactions remains a fundamental challenge. Current methods for articulated motion lie at a crossroads: they are either physically consistent but too slow for real-time use, or generative but violate basic kinematic constraints. We present DragMesh, a robust framework for real-time interactive 3D articulation built around a lightweight motion generation core. Our core contribution is a novel decoupled kinematic reasoning and motion generation framework. First, we infer the latent joint parameters by decoupling semantic intent reasoning (which determines the joint type) from geometric regression (which determines the axis and origin using our Kinematics Prediction Network (KPP-Net)). Second, to leverage the compact, continuous, and singularity-free properties of dual quaternions for representing rigid body motion, we develop a novel Dual Quaternion VAE (DQ-VAE). This DQ-VAE receives these predicted priors, along with the original user drag, to generate a complete, plausible motion trajectory. To ensure strict adherence to kinematics, we inject the joint priors at every layer of the DQ-VAE's non-autoregressive Transformer decoder using FiLM (Feature-wise Linear Modulation) conditioning. This persistent, multi-scale guidance is complemented by a numerically-stable cross-product loss to guarantee axis alignment. This decoupled design allows DragMesh to achieve real-time performance and enables plausible, generative articulation on novel objects without retraining, offering a practical step toward generative 3D intelligence. Code: https://github.com/AIGeeksGroup/DragMesh. Website: https://aigeeksgroup.github.io/DragMesh.

PekingUniversity Peking University
·
Dec 6, 2025 2

MoReact: Generating Reactive Motion from Textual Descriptions

Modeling and generating human reactions poses a significant challenge with broad applications for computer vision and human-computer interaction. Existing methods either treat multiple individuals as a single entity, directly generating interactions, or rely solely on one person's motion to generate the other's reaction, failing to integrate the rich semantic information that underpins human interactions. Yet, these methods often fall short in adaptive responsiveness, i.e., the ability to accurately respond to diverse and dynamic interaction scenarios. Recognizing this gap, our work introduces an approach tailored to address the limitations of existing models by focusing on text-driven human reaction generation. Our model specifically generates realistic motion sequences for individuals that responding to the other's actions based on a descriptive text of the interaction scenario. The goal is to produce motion sequences that not only complement the opponent's movements but also semantically fit the described interactions. To achieve this, we present MoReact, a diffusion-based method designed to disentangle the generation of global trajectories and local motions sequentially. This approach stems from the observation that generating global trajectories first is crucial for guiding local motion, ensuring better alignment with given action and text. Furthermore, we introduce a novel interaction loss to enhance the realism of generated close interactions. Our experiments, utilizing data adapted from a two-person motion dataset, demonstrate the efficacy of our approach for this novel task, which is capable of producing realistic, diverse, and controllable reactions that not only closely match the movements of the counterpart but also adhere to the textual guidance. Please find our webpage at https://xiyan-xu.github.io/MoReactWebPage.

  • 4 authors
·
Sep 28, 2025

From Generated Human Videos to Physically Plausible Robot Trajectories

Video generation models are rapidly improving in their ability to synthesize human actions in novel contexts, holding the potential to serve as high-level planners for contextual robot control. To realize this potential, a key research question remains open: how can a humanoid execute the human actions from generated videos in a zero-shot manner? This challenge arises because generated videos are often noisy and exhibit morphological distortions that make direct imitation difficult compared to real video. To address this, we introduce a two-stage pipeline. First, we lift video pixels into a 4D human representation and then retarget to the humanoid morphology. Second, we propose GenMimic-a physics-aware reinforcement learning policy conditioned on 3D keypoints, and trained with symmetry regularization and keypoint-weighted tracking rewards. As a result, GenMimic can mimic human actions from noisy, generated videos. We curate GenMimicBench, a synthetic human-motion dataset generated using two video generation models across a spectrum of actions and contexts, establishing a benchmark for assessing zero-shot generalization and policy robustness. Extensive experiments demonstrate improvements over strong baselines in simulation and confirm coherent, physically stable motion tracking on a Unitree G1 humanoid robot without fine-tuning. This work offers a promising path to realizing the potential of video generation models as high-level policies for robot control.

  • 8 authors
·
Dec 4, 2025

Scalable Policy Evaluation with Video World Models

Training generalist policies for robotic manipulation has shown great promise, as they enable language-conditioned, multi-task behaviors across diverse scenarios. However, evaluating these policies remains difficult because real-world testing is expensive, time-consuming, and labor-intensive. It also requires frequent environment resets and carries safety risks when deploying unproven policies on physical robots. Manually creating and populating simulation environments with assets for robotic manipulation has not addressed these issues, primarily due to the significant engineering effort required and the substantial sim-to-real gap, both in terms of physics and rendering. In this paper, we explore the use of action-conditional video generation models as a scalable way to learn world models for policy evaluation. We demonstrate how to incorporate action conditioning into existing pre-trained video generation models. This allows leveraging internet-scale in-the-wild online videos during the pre-training stage and alleviates the need for a large dataset of paired video-action data, which is expensive to collect for robotic manipulation. Our paper examines the effect of dataset diversity, pre-trained weights, and common failure cases for the proposed evaluation pipeline. Our experiments demonstrate that across various metrics, including policy ranking and the correlation between actual policy values and predicted policy values, these models offer a promising approach for evaluating policies without requiring real-world interactions.

  • 7 authors
·
Nov 14, 2025

Pre-VLA: Preemptive Runtime Verification for Reliable Vision-Language-Action and World-Model Rollouts

While large vision-language-action (VLA) models and generative world models (WM) have advanced long-horizon embodied intelligence, their practical deployment remains challenged by uncertainty in learning-based action generation. Low-quality actions may cause physical failures during execution or lead to misleading world-model rollouts with redundant rendering costs. To address this issue, we propose Pre-VLA, a unified runtime verification architecture that performs preemptive action validity assessment before physical execution or world-model imagination. Pre-VLA leverages an efficient multimodal backbone with modality-aware pooling and a lightweight dual-branch head to predict both safety confidence and critic-derived advantage scores for candidate action chunks. To handle severe class imbalance and unstable boundary decisions, we train Pre-VLA with a multi-task objective combining Focal classification, advantage regression, and soft-threshold calibration. During deployment, a dual-mode preemptive resampling scheduler filters low-quality actions and triggers adaptive resampling under a limited computation budget. Experiments on the LIBERO benchmark show that Pre-VLA improves the average closed-loop success rate across four suites from 30.79\% to 37.62\% over RynnVLA-002, reduces task execution steps, achieves 183.9 ms average forward verification time per action chunk, and mitigates error accumulation in world-model rollouts.

  • 9 authors
·
May 20

Training Vision-Language-Action Models with Dense Embodied Chain-of-Thought Supervision

Cross-embodiment transfer in vision-language-action (VLA) models remains challenging because low-level state and action spaces differ fundamentally across robot platforms. We observe that the high-level cognitive process underlying manipulation, including scene perception, object identification, task planning, and sub-task decomposition, is largely shared across embodiments. Based on this observation, we present ZR-0, a 2.6 billion parameter end-to-end VLA model that uses dense Embodied Chain-of-Thought (ECoT) supervision to align cross-embodiment representations within the vision-language model (VLM). ZR-0 adopts a dual-stream architecture: a pre-trained VLM (System 2) generates structured ECoT reasoning during training, while a Diffusion Transformer-based action expert (System 1) produces continuous action chunks via flow matching. The two components are coupled through cross-attention, with an attention mask that restricts the action expert to input prompt features only, enabling ECoT generation to be entirely skipped at inference without any performance loss. ZR-0 is pre-trained on ProcCorpus-60M, a large-scale dataset comprising approximately 60 million frames (approximately 1,000 hours) from over 400K trajectories, with dense ECoT annotations covering 96.8% of all frames. We evaluate ZR-0 on three simulation benchmarks spanning single-arm (LIBERO), bimanual (RoboTwin 2.0), and humanoid (RoboCasa GR-1 Tabletop) embodiments, as well as real-world experiments on the xArm platform, demonstrating strong performance across all settings. Code and model checkpoints are available at https://github.com/RUCKBReasoning/ZR-0.

  • 12 authors
·
Jun 30

Critic Architecture Matters: Dual vs. Unified Critics for Humanoid Loco-Manipulation

Multi-objective reinforcement learning for humanoid robots must coordinate locomotion and manipulation within a single policy. A natural design choice is whether to use a single (unified) critic that estimates the combined value of all objectives, or separate (dual) critics with disjoint reward signals. We present a controlled comparison on the Unitree G1 humanoid (23 active DoF) in NVIDIA Isaac Lab, training loco-manipulation policies through a sequential curriculum spanning 13 levels from stationary reaching to walking with variable-orientation targets. In standardized evaluation, dual-critic policies reach targets 3.5times faster (6.5 vs. 22.6 simulation steps), achieve 2times higher throughput (14.3 vs. 7.0 validated reaches per 1,000 steps), and attain higher validated reach rates (65.2% vs. 53.8%) compared to the unified-critic policy. Notably, additional anti-gaming reward mechanisms provide no further improvement beyond the architectural change alone (60.9% vs. 65.2%). These results have direct implications for the emerging paradigm of RL fine-tuning of imitation-learned policies: when refining a pre-trained manipulation policy with RL, a unified critic risks suppressing the learned behavior through competing locomotion gradients. These findings demonstrate that critic architecture is a primary - and often overlooked - design choice in multi-objective humanoid RL, with greater impact than reward engineering on reaching efficiency.

  • 1 authors
·
Jun 10

OpenHA: A Series of Open-Source Hierarchical Agentic Models in Minecraft

The choice of action spaces is a critical yet unresolved challenge in developing capable, end-to-end trainable agents. This paper first presents a large-scale, systematic comparison of prominent abstracted action spaces and tokenizers for Vision-Language-Action (VLA) or hierarchical agent models in the open-ended Minecraft. Our analysis reveals that no single action space is universally optimal; instead, the most effective abstraction is highly task-dependent, creating a dilemma for building generalist agents. To resolve this, we introduce Chain of Action (CoA), a novel framework that unifies high-level planning and low-level control within a single, monolithic VLA model. CoA treats an abstracted action not as a command for a separate policy, but as an intermediate reasoning step--akin to a chain of thought--that guides the generation of the final, executable action. Furthermore, we demonstrate that an All-in-One agent trained on a diverse mixture of action spaces using the CoA paradigm learns a more robust and generalizable policy. This unified agent achieves a new state-of-the-art, improving the overall task success rate over strong, specialized baselines. To foster reproducible research, we release the OpenHA (Open Hierarchical Agents) suite, which includes our comprehensive benchmark of over 800 distinct tasks, curated datasets, source code, and all pretrained model checkpoints at https://github.com/CraftJarvis/OpenHA

  • 7 authors
·
Sep 12, 2025 1

ShadowDancer: Teaching Video World Models Any Action by Learning Unified Dynamics Representations from a Video and Its Shadow

We present ShadowDancer, a novel approach to any-action, frame-level control of interactive video world models. The obstacle is representational: existing interfaces either encode an action loosely, leaving how it unfolds for the model to improvise, or encode it exactly through structured signals that serve one family and are hard to acquire, so precise control across diverse dynamics remains impractical. Demonstration videos are the natural remedy, specifying any dynamics frame by frame; yet a video shows its dynamics only through one particular appearance, a single shadow of the underlying dynamics, so actions learned from demonstrations transfer poorly to new scenes. ShadowDancer addresses this with two key innovations: (1) shadow pairs, video pairs that replay the same dynamics under independently resampled appearance, constructed at scale by our Shadow Library, so that a dynamics family becomes controllable exactly when such pairs can be constructed for it; and (2) cross-shadow prediction, which learns actions by predicting one shadow from the other, so that whatever the pairing resamples is discarded by construction and whatever it preserves becomes the action, yielding a unified dynamics representation that drives a block-causal world model. Any demonstrated clip thus becomes a reusable action asset, replayed in new environments without action labels, motion estimators, or fine-tuning. Experiments demonstrate improved action transfer and long action rollout over strong latent-action and interactive world model baselines across diverse dynamics families, with an average blinded win rate of 86% in rollout comparisons. We show video results at https://ShadowDancer-1.github.io

AlayaLab Alaya Lab
·
Jul 29 3

Taming Hallucinations: Boosting MLLMs' Video Understanding via Counterfactual Video Generation

Multimodal Large Language Models (MLLMs) have made remarkable progress in video understanding. However, they suffer from a critical vulnerability: an over-reliance on language priors, which can lead to visual ungrounded hallucinations, especially when processing counterfactual videos that defy common sense. This limitation, stemming from the intrinsic data imbalance between text and video, is challenging to address due to the substantial cost of collecting and annotating counterfactual data. To address this, we introduce DualityForge, a novel counterfactual data synthesis framework that employs controllable, diffusion-based video editing to transform real-world videos into counterfactual scenarios. By embedding structured contextual information into the video editing and QA generation processes, the framework automatically produces high-quality QA pairs together with original-edited video pairs for contrastive training. Based on this, we build DualityVidQA, a large-scale video dataset designed to reduce MLLM hallucinations. In addition, to fully exploit the contrastive nature of our paired data, we propose Duality-Normalized Advantage Training (DNA-Train), a two-stage SFT-RL training regime where the RL phase applies pair-wise ell_1 advantage normalization, thereby enabling a more stable and efficient policy optimization. Experiments on DualityVidQA-Test demonstrate that our method substantially reduces model hallucinations on counterfactual videos, yielding a relative improvement of 24.0% over the Qwen2.5-VL-7B baseline. Moreover, our approach achieves significant gains across both hallucination and general-purpose benchmarks, indicating strong generalization capability. We will open-source our dataset and code.

GD-ML AMAP-ML
·
Dec 30, 2025 6

NoiseGate: Learning Per-Latent Timestep Schedules as Information Gating in World Action Models

World Action Models (WAMs) are an emerging family of policies that tie robot action generation to future-observation modeling. In this work, we focus on the joint video--action modeling paradigm, where actions and imagined future observations are co-generated along a shared denoising or flow trajectory, so that perception, prediction, and control are coupled within one generative process. Existing WAMs typically realize this paradigm with a Mixture-of-Transformers (MoT), where video and action tokens interact through shared self-attention. This architecture can in principle assign a separate timestep t_f to each predicted latent frame, yet current systems collapse this degree of freedom onto a single shared scalar t. Under the noise-as-masking view of Diffusion Forcing, this shared schedule imposes the unjustified prior that every predicted latent is equally reliable for action generation. We instead view the per-latent schedule as a learnable information-gating policy: by changing a latent frame's noise level, the policy modulates the reliability of its Key/Value contribution to the action tokens. We propose NoiseGate, which combines independent per-latent timestep sampling during backbone training, a lightweight Gating Policy Network that emits per-latent time increments during denoising, and task-reward optimization that trains the schedule policy without hand-crafted shape priors. Built on a joint video--action MoT backbone, NoiseGate delivers consistent gains on diverse RoboTwin random-scene manipulation tasks.

  • 11 authors
·
May 7

Combo: Co-speech holistic 3D human motion generation and efficient customizable adaptation in harmony

In this paper, we propose a novel framework, Combo, for harmonious co-speech holistic 3D human motion generation and efficient customizable adaption. In particular, we identify that one fundamental challenge as the multiple-input-multiple-output (MIMO) nature of the generative model of interest. More concretely, on the input end, the model typically consumes both speech signals and character guidance (e.g., identity and emotion), which not only poses challenge on learning capacity but also hinders further adaptation to varying guidance; on the output end, holistic human motions mainly consist of facial expressions and body movements, which are inherently correlated but non-trivial to coordinate in current data-driven generation process. In response to the above challenge, we propose tailored designs to both ends. For the former, we propose to pre-train on data regarding a fixed identity with neutral emotion, and defer the incorporation of customizable conditions (identity and emotion) to fine-tuning stage, which is boosted by our novel X-Adapter for parameter-efficient fine-tuning. For the latter, we propose a simple yet effective transformer design, DU-Trans, which first divides into two branches to learn individual features of face expression and body movements, and then unites those to learn a joint bi-directional distribution and directly predicts combined coefficients. Evaluated on BEAT2 and SHOW datasets, Combo is highly effective in generating high-quality motions but also efficient in transferring identity and emotion. Project website: https://xc-csc101.github.io/combo/{Combo}.

  • 8 authors
·
Aug 18, 2024

Efficiently Training Deep-Learning Parametric Policies using Lagrangian Duality

Constrained Markov Decision Processes (CMDPs) are critical in many high-stakes applications, where decisions must optimize cumulative rewards while strictly adhering to complex nonlinear constraints. In domains such as power systems, finance, supply chains, and precision robotics, violating these constraints can result in significant financial or societal costs. Existing Reinforcement Learning (RL) methods often struggle with sample efficiency and effectiveness in finding feasible policies for highly and strictly constrained CMDPs, limiting their applicability in these environments. Stochastic dual dynamic programming is often used in practice on convex relaxations of the original problem, but they also encounter computational challenges and loss of optimality. This paper introduces a novel approach, Two-Stage Deep Decision Rules (TS-DDR), to efficiently train parametric actor policies using Lagrangian Duality. TS-DDR is a self-supervised learning algorithm that trains general decision rules (parametric policies) using stochastic gradient descent (SGD); its forward passes solve {\em deterministic} optimization problems to find feasible policies, and its backward passes leverage duality theory to train the parametric policy with closed-form gradients. TS-DDR inherits the flexibility and computational performance of deep learning methodologies to solve CMDP problems. Applied to the Long-Term Hydrothermal Dispatch (LTHD) problem using actual power system data from Bolivia, TS-DDR is shown to enhance solution quality and to reduce computation times by several orders of magnitude when compared to current state-of-the-art methods.

  • 4 authors
·
May 23, 2024

Unified Video Action Model

A unified video and action model holds significant promise for robotics, where videos provide rich scene information for action prediction, and actions provide dynamics information for video prediction. However, effectively combining video generation and action prediction remains challenging, and current video generation-based methods struggle to match the performance of direct policy learning in action accuracy and inference speed. To bridge this gap, we introduce the Unified Video Action model (UVA), which jointly optimizes video and action predictions to achieve both high accuracy and efficient action inference. The key lies in learning a joint video-action latent representation and decoupling video-action decoding. The joint latent representation bridges the visual and action domains, effectively modeling the relationship between video and action sequences. Meanwhile, the decoupled decoding, powered by two lightweight diffusion heads, enables high-speed action inference by bypassing video generation during inference. Such a unified framework further enables versatile functionality through masked input training. By selectively masking actions or videos, a single model can tackle diverse tasks beyond policy learning, such as forward and inverse dynamics modeling and video generation. Via an extensive set of experiments, we demonstrate that UVA can serve as a general-purpose solution for a wide range of robotics tasks, such as policy learning, forward/inverse dynamics and video observation prediction, without compromising performance compared to methods tailored for specific applications. Results are best viewed on https://unified-video-action-model.github.io/.

  • 4 authors
·
Feb 28, 2025 2

Streaming Diffusion Policy: Fast Policy Synthesis with Variable Noise Diffusion Models

Diffusion models have seen rapid adoption in robotic imitation learning, enabling autonomous execution of complex dexterous tasks. However, action synthesis is often slow, requiring many steps of iterative denoising, limiting the extent to which models can be used in tasks that require fast reactive policies. To sidestep this, recent works have explored how the distillation of the diffusion process can be used to accelerate policy synthesis. However, distillation is computationally expensive and can hurt both the accuracy and diversity of synthesized actions. We propose SDP (Streaming Diffusion Policy), an alternative method to accelerate policy synthesis, leveraging the insight that generating a partially denoised action trajectory is substantially faster than a full output action trajectory. At each observation, our approach outputs a partially denoised action trajectory with variable levels of noise corruption, where the immediate action to execute is noise-free, with subsequent actions having increasing levels of noise and uncertainty. The partially denoised action trajectory for a new observation can then be quickly generated by applying a few steps of denoising to the previously predicted noisy action trajectory (rolled over by one timestep). We illustrate the efficacy of this approach, dramatically speeding up policy synthesis while preserving performance across both simulated and real-world settings.

  • 3 authors
·
Jun 7, 2024 1

Generative Actor-Critic with Soft Bridge Policies

Expressive generative policies such as diffusion and flow models are appealing for MaxEnt online reinforcement learning because of their ability to model multimodal and highly non-Gaussian action distributions. However, training effective soft generative policies faces two obstacles that often arise together. First, marginal action densities are often unavailable, so existing methods typically rely on entropy bounds, heuristic proxies or approximations. Second, iterative shared-parameter samplers raise inference cost and require backpropagation through time over repeated network evaluations, increasing memory cost and destabilizing policy optimization. These obstacles motivate us to seek a generative policy that exposes a tractable MaxEnt objective while requiring only a single sampled actor forward pass for action generation. To this end, we propose soft generative actor-critic (SoftGAC), whose actor defines a stochastic bridge from a fixed base latent to a terminal action latent in pre-tanh space. This structured bridge allows us to lift the MaxEnt objective as an analytically tractable path-wise relative-entropy objective against a high-entropy reference process. In practical finite-step implementation, this relative entropy reduces exactly to sampled transition control energy and thus provides principled soft regularization. Moreover, we keep the single-pass actor lightweight by using small step-specific bridge transitions, each evaluated only once per sampled action, while maintaining a parameter budget comparable to strong actor baselines. Extensive experiments on challenging continuous-control benchmarks show that SoftGAC attains higher or competitive returns than strong generative policy baselines, including diffusion and flow-matching policies, while staying in the low-latency regime of one-pass actors and showing considerable improvements in the compute-return tradeoff.

  • 5 authors
·
May 8

KMM: Key Frame Mask Mamba for Extended Motion Generation

Human motion generation is a cut-edge area of research in generative computer vision, with promising applications in video creation, game development, and robotic manipulation. The recent Mamba architecture shows promising results in efficiently modeling long and complex sequences, yet two significant challenges remain: Firstly, directly applying Mamba to extended motion generation is ineffective, as the limited capacity of the implicit memory leads to memory decay. Secondly, Mamba struggles with multimodal fusion compared to Transformers, and lack alignment with textual queries, often confusing directions (left or right) or omitting parts of longer text queries. To address these challenges, our paper presents three key contributions: Firstly, we introduce KMM, a novel architecture featuring Key frame Masking Modeling, designed to enhance Mamba's focus on key actions in motion segments. This approach addresses the memory decay problem and represents a pioneering method in customizing strategic frame-level masking in SSMs. Additionally, we designed a contrastive learning paradigm for addressing the multimodal fusion problem in Mamba and improving the motion-text alignment. Finally, we conducted extensive experiments on the go-to dataset, BABEL, achieving state-of-the-art performance with a reduction of more than 57% in FID and 70% parameters compared to previous state-of-the-art methods. See project website: https://steve-zeyu-zhang.github.io/KMM

  • 8 authors
·
Nov 10, 2024 2

DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control

Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.

  • 3 authors
·
Oct 7, 2024

GigaWorld-Policy: An Efficient Action-Centered World--Action Model

World-Action Models (WAM) initialized from pre-trained video generation backbones have demonstrated remarkable potential for robot policy learning. However, existing approaches face two critical bottlenecks that hinder performance and deployment. First, jointly reasoning over future visual dynamics and corresponding actions incurs substantial inference overhead. Second, joint modeling often entangles visual and motion representations, making motion prediction accuracy heavily dependent on the quality of future video forecasts. To address these issues, we introduce GigaWorld-Policy, an action-centered WAM that learns 2D pixel-action dynamics while enabling efficient action decoding, with optional video generation. Specifically, we formulate policy training into two coupled components: the model predicts future action sequences conditioned on the current observation, and simultaneously generates future videos conditioned on the predicted actions and the same observation. The policy is supervised by both action prediction and video generation, providing richer learning signals and encouraging physically plausible actions through visual-dynamics constraints. With a causal design that prevents future-video tokens from influencing action tokens, explicit future-video generation is optional at inference time, allowing faster action prediction during deployment. To support this paradigm, we curate a diverse, large-scale robot dataset to pre-train an action-centered video generation model, which is then adapted as the backbone for robot policy learning. Experimental results on real-world robotic platforms show that GigaWorld-Policy runs 9x faster than the leading WAM baseline, Motus, while improving task success rates by 7%. Moreover, compared with pi-0.5, GigaWorld-Policy improves performance by 95% on RoboTwin 2.0.

open-gigaai GigaAI
·
Mar 17 2

DynaSaur: Large Language Agents Beyond Predefined Actions

Existing LLM agent systems typically select actions from a fixed and predefined set at every step. While this approach is effective in closed, narrowly-scoped environments, we argue that it presents two major challenges when deploying LLM agents in real-world scenarios: (1) selecting from a fixed set of actions significantly restricts the planning and acting capabilities of LLM agents, and (2) this approach requires substantial human effort to enumerate and implement all possible actions, which becomes impractical in complex environments with a vast number of potential actions. In this work, we propose an LLM agent framework that enables the dynamic creation and composition of actions in an online manner. In this framework, the agent interacts with the environment by generating and executing programs written in a general-purpose programming language at each step. Furthermore, generated actions are accumulated over time for future reuse. Our extensive experiments on the GAIA benchmark demonstrate that this framework offers significantly greater flexibility and outperforms previous methods. Notably, it allows an LLM agent to recover in scenarios where no relevant action exists in the predefined set or when existing actions fail due to unforeseen edge cases. At the time of writing, we hold the top position on the GAIA public leaderboard. Our code can be found in https://github.com/adobe-research/dynasaur{https://github.com/adobe-research/dynasaur}.

  • 12 authors
·
Nov 3, 2024 3

Bridge Thinking and Acting: Unleashing Physical Potential of VLM with Generalizable Action Expert

Although Vision-Language Models (VLM) have demonstrated impressive planning and reasoning capabilities, translating these abilities into the physical world introduces significant challenges. Conventional Vision-Language-Action (VLA) models, which integrate reasoning and action into a monolithic architecture, generalize poorly because they are constrained by scarce, narrow-domain data. While recent dual-system approaches attempt to decouple "thinking" from "acting", they are often constrained by semantic ambiguities within the action module. This ambiguity makes large-scale, cross-task training infeasible. Consequently, these systems typically necessitate fine-tuning on newly collected data when deployed to novel environments, and the cooperation mechanism between the two systems remains ill-defined. To address these limitations, we introduce, for the first time, a framework centered around a generalizable action expert. Our approach utilizes sparse 3D trajectories as an intermediate representation, effectively bridging the high-level planning capabilities of the VLM with the low-level physical action module. During the planning phase, the VLM is only required to generate coarse 3D waypoints. These waypoints are then processed by our generalizable action expert, which refines them into dense, executable action sequences by sampling real-time point cloud observations of the environment. To promote training efficiency and robust generalization, we introduce a novel "Action Pre-training, Pointcloud Fine-tuning" paradigm. Our method combines the broad generalization capabilities of VLMs in visual understanding and planning with the fine-grained, action-level generalization of action expert.

  • 10 authors
·
Oct 4, 2025

DuoGen: Towards General Purpose Interleaved Multimodal Generation

Interleaved multimodal generation enables capabilities beyond unimodal generation models, such as step-by-step instructional guides, visual planning, and generating visual drafts for reasoning. However, the quality of existing interleaved generation models under general instructions remains limited by insufficient training data and base model capacity. We present DuoGen, a general-purpose interleaved generation framework that systematically addresses data curation, architecture design, and evaluation. On the data side, we build a large-scale, high-quality instruction-tuning dataset by combining multimodal conversations rewritten from curated raw websites, and diverse synthetic examples covering everyday scenarios. Architecturally, DuoGen leverages the strong visual understanding of a pretrained multimodal LLM and the visual generation capabilities of a diffusion transformer (DiT) pretrained on video generation, avoiding costly unimodal pretraining and enabling flexible base model selection. A two-stage decoupled strategy first instruction-tunes the MLLM, then aligns DiT with it using curated interleaved image-text sequences. Across public and newly proposed benchmarks, DuoGen outperforms prior open-source models in text quality, image fidelity, and image-context alignment, and also achieves state-of-the-art performance on text-to-image and image editing among unified generation models. Data and code will be released at https://research.nvidia.com/labs/dir/duogen/.

  • 16 authors
·
Jan 30

Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation

Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.

  • 11 authors
·
Dec 17, 2024

TEXEDO : Test Time Scaling for Controller-aware Language-conditioned Humanoid Motion Generation

Text-conditioned motion generation is a promising interface for programming humanoid robots, yet current generators are often trained on human motion datasets retargeted to robot morphologies. Although such data provides rich semantic and kinematic priors, it fails to capture the nuances of whole-body tracking controllers, including balance, contact dynamics, actuation limits, and controller-specific failure modes. As a result, generated motions can be semantically plausible but difficult or impossible for the robot to execute. We introduce TEXEDO, a test-time scaling framework for humanoid motion generation that improves motion quality without requiring a stronger underlying generator. Given a text prompt, TEXEDO samples multiple candidate motions from a pretrained text-conditioned generator and selects the best motion that is both executable and task-aligned. The reward model combines a dynamic feasibility verifier, distilled from whole-body tracking rollouts to predict physical executability, with a semantic alignment verifier that measures text-motion alignment in a learned co-embedding space. Our pipeline treats dynamic feasibility as a hard constraint and semantic alignment as the selection objective within the feasible set. Through large-scale simulation studies and real-world deployment on a Unitree G1 humanoid robot, we show that TEXEDO consistently improves both tracking fidelity and text alignment. These results demonstrate that grounded verification is an effective path toward deployable language-guided humanoid motion generation. Project website: https://jianuocao.github.io/TEXEDO/

  • 6 authors
·
Jun 21

Making Avatars Interact: Towards Text-Driven Human-Object Interaction for Controllable Talking Avatars

Generating talking avatars is a fundamental task in video generation. Although existing methods can generate full-body talking avatars with simple human motion, extending this task to grounded human-object interaction (GHOI) remains an open challenge, requiring the avatar to perform text-aligned interactions with surrounding objects. This challenge stems from the need for environmental perception and the control-quality dilemma in GHOI generation. To address this, we propose a novel dual-stream framework, InteractAvatar, which decouples perception and planning from video synthesis for grounded human-object interaction. Leveraging detection to enhance environmental perception, we introduce a Perception and Interaction Module (PIM) to generate text-aligned interaction motions. Additionally, an Audio-Interaction Aware Generation Module (AIM) is proposed to synthesize vivid talking avatars performing object interactions. With a specially designed motion-to-video aligner, PIM and AIM share a similar network structure and enable parallel co-generation of motions and plausible videos, effectively mitigating the control-quality dilemma. Finally, we establish a benchmark, GroundedInter, for evaluating GHOI video generation. Extensive experiments and comparisons demonstrate the effectiveness of our method in generating grounded human-object interactions for talking avatars. Project page: https://interactavatar.github.io

  • 14 authors
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Feb 1 3

RoboTwin: Dual-Arm Robot Benchmark with Generative Digital Twins

In the rapidly advancing field of robotics, dual-arm coordination and complex object manipulation are essential capabilities for developing advanced autonomous systems. However, the scarcity of diverse, high-quality demonstration data and real-world-aligned evaluation benchmarks severely limits such development. To address this, we introduce RoboTwin, a generative digital twin framework that uses 3D generative foundation models and large language models to produce diverse expert datasets and provide a real-world-aligned evaluation platform for dual-arm robotic tasks. Specifically, RoboTwin creates varied digital twins of objects from single 2D images, generating realistic and interactive scenarios. It also introduces a spatial relation-aware code generation framework that combines object annotations with large language models to break down tasks, determine spatial constraints, and generate precise robotic movement code. Our framework offers a comprehensive benchmark with both simulated and real-world data, enabling standardized evaluation and better alignment between simulated training and real-world performance. We validated our approach using the open-source COBOT Magic Robot platform. Policies pre-trained on RoboTwin-generated data and fine-tuned with limited real-world samples demonstrate significant potential for enhancing dual-arm robotic manipulation systems by improving success rates by over 70% for single-arm tasks and over 40% for dual-arm tasks compared to models trained solely on real-world data.

  • 14 authors
·
Apr 17, 2025

You Only Teach Once: Learn One-Shot Bimanual Robotic Manipulation from Video Demonstrations

Bimanual robotic manipulation is a long-standing challenge of embodied intelligence due to its characteristics of dual-arm spatial-temporal coordination and high-dimensional action spaces. Previous studies rely on pre-defined action taxonomies or direct teleoperation to alleviate or circumvent these issues, often making them lack simplicity, versatility and scalability. Differently, we believe that the most effective and efficient way for teaching bimanual manipulation is learning from human demonstrated videos, where rich features such as spatial-temporal positions, dynamic postures, interaction states and dexterous transitions are available almost for free. In this work, we propose the YOTO (You Only Teach Once), which can extract and then inject patterns of bimanual actions from as few as a single binocular observation of hand movements, and teach dual robot arms various complex tasks. Furthermore, based on keyframes-based motion trajectories, we devise a subtle solution for rapidly generating training demonstrations with diverse variations of manipulated objects and their locations. These data can then be used to learn a customized bimanual diffusion policy (BiDP) across diverse scenes. In experiments, YOTO achieves impressive performance in mimicking 5 intricate long-horizon bimanual tasks, possesses strong generalization under different visual and spatial conditions, and outperforms existing visuomotor imitation learning methods in accuracy and efficiency. Our project link is https://hnuzhy.github.io/projects/YOTO.

  • 6 authors
·
Jan 23, 2025

RotVLA: Rotational Latent Action for Vision-Language-Action Model

Latent Action Models (LAMs) have emerged as an effective paradigm for handling heterogeneous datasets during Vision-Language-Action (VLA) model pretraining, offering a unified action space across embodiments. However, existing LAMs often rely on discrete quantization encode and decode pipelines, which can lead to trivial frame reconstruction behavior, limited representational capacity, and a lack of physically meaningful structure. We introduce RotVLA, a VLA framework built on a continuous rotational latent action representation. Latent actions are modeled as elements of SO(n), providing continuity, compositionality, and structured geometry aligned with real-world action dynamics. A triplet frame learning framework further enforces meaningful temporal dynamics while avoiding degeneration. RotVLA consists of a VLM backbone and a flow-matching action head, pretrained on large-scale cross-embodiment robotic datasets and human videos with latent-action supervision. For downstream robot control, the flow-matching head is extended into a unified action expert that jointly denoises latent and robot actions. Here, latent actions serve as a latent planner, providing high-level guidance that conditions action generation. With only 1.7B parameters and 1700+ hours of pretraining data, RotVLA achieves 98.2% on LIBERO and 89.6% / 88.5% on RoboTwin2.0 under clean and randomized settings, respectively. It also demonstrates strong real-world performance on manipulation tasks, consistently outperforming existing VLA models.

  • 8 authors
·
May 12

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

  • 5 authors
·
May 29, 2024

ToolCUA: Towards Optimal GUI-Tool Path Orchestration for Computer Use Agents

Computer Use Agents (CUAs) can act through both atomic GUI actions, such as click and type, and high-level tool calls, such as API-based file operations, but this hybrid action space often leaves them uncertain about when to continue with GUI actions or switch to tools, leading to suboptimal execution paths. This difficulty stems from the scarcity of high-quality interleaved GUI-Tool trajectories, the cost and brittleness of collecting real tool trajectories, and the lack of trajectory-level supervision for GUI-Tool path selection. In this paper, we propose ToolCUA, an end-to-end agent designed to learn optimal GUI-Tool path selection through a staged training paradigm. We first introduce an Interleaved GUI-Tool Trajectory Scaling Pipeline that repurposes abundant static GUI trajectories and synthesizes a grounded tool library, enabling diverse GUI-Tool trajectories without manual engineering or real tool-trajectory collection. We then perform Tool-Bootstrapped GUI RFT, combining warmup SFT with single-turn RL to improve decisions at critical GUI-Tool switching points. Finally, we optimize ToolCUA with Online Agentic RL in a high-fidelity GUI-Tool environment, guided by a Tool-Efficient Path Reward that encourages appropriate tool use and shorter execution paths. Experiments on OSWorld-MCP show that ToolCUA achieves 46.85% accuracy, a relative improvement of approximately 66% over the baseline, establishing a new state of the art among models of comparable scale. It also improves by 3.9% over GUI-only settings, demonstrating effective GUI-Tool orchestration. The results further suggest that training in a hybrid action space is a promising paradigm for real-world digital agents. Open-sourced here: https://x-plug.github.io/ToolCUA/

AlibabaTongyiLab TongyiLab
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May 11 1

MotionVLA: Vision-Language-Action Model for Humanoid Motion

Generating realistic humanoid motion from scene images and text involves both low-frequency pose semantics and high-frequency physical dynamics. However, many existing methods tokenize motion with a single shared codebook, forcing heterogeneous motion signals into the same quantization space. Our frequency-domain analysis of human motion data reveals a clear mismatch between single-codebook quantization and motion statistics: five DCT coefficients capture 93% of joint-position energy but only 37% of joint-velocity energy, which can bias quantization toward pose statistics and under-represent high-frequency velocity components. A second challenge lies in adapting a standard autoregressive model to effectively model high-frequency physical signals in motion sequences. Therefore, we propose DSFT, a dual-stream frequency tokenizer that separates motion into Base and physical streams and compresses them independently with DCT truncation and BPE. Furthermore, we present MotionVLA, a Qwen3.5-based model that arranges Base and physical tokens in a unified sequence, where Phys tokens are predicted after Base tokens. Experiments on HumanML3D and MBench show that, despite using a lightweight 2B backbone, MotionVLA reduces the Diversity gap to real data by over 50% on HumanML3D and improves Motion-Condition Consistency by 3.8% on MBench, supporting frequency-aware dual-stream decoupling as an effective formulation for autoregressive motion generation. Code: https://github.com/AIGeeksGroup/MotionVLA. Website: https://aigeeksgroup.github.io/MotionVLA.

VITA-VLA: Efficiently Teaching Vision-Language Models to Act via Action Expert Distillation

Vision-Language Action (VLA) models significantly advance robotic manipulation by leveraging the strong perception capabilities of pretrained vision-language models (VLMs). By integrating action modules into these pretrained models, VLA methods exhibit improved generalization. However, training them from scratch is costly. In this work, we propose a simple yet effective distillation-based framework that equips VLMs with action-execution capability by transferring knowledge from pretrained small action models. Our architecture retains the original VLM structure, adding only an action token and a state encoder to incorporate physical inputs. To distill action knowledge, we adopt a two-stage training strategy. First, we perform lightweight alignment by mapping VLM hidden states into the action space of the small action model, enabling effective reuse of its pretrained action decoder and avoiding expensive pretraining. Second, we selectively fine-tune the language model, state encoder, and action modules, enabling the system to integrate multimodal inputs with precise action generation. Specifically, the action token provides the VLM with a direct handle for predicting future actions, while the state encoder allows the model to incorporate robot dynamics not captured by vision alone. This design yields substantial efficiency gains over training large VLA models from scratch. Compared with previous state-of-the-art methods, our method achieves 97.3% average success rate on LIBERO (11.8% improvement) and 93.5% on LIBERO-LONG (24.5% improvement). In real-world experiments across five manipulation tasks, our method consistently outperforms the teacher model, achieving 82.0% success rate (17% improvement), which demonstrate that action distillation effectively enables VLMs to generate precise actions while substantially reducing training costs.

  • 15 authors
·
Oct 10, 2025

PARC: Physics-based Augmentation with Reinforcement Learning for Character Controllers

Humans excel in navigating diverse, complex environments with agile motor skills, exemplified by parkour practitioners performing dynamic maneuvers, such as climbing up walls and jumping across gaps. Reproducing these agile movements with simulated characters remains challenging, in part due to the scarcity of motion capture data for agile terrain traversal behaviors and the high cost of acquiring such data. In this work, we introduce PARC (Physics-based Augmentation with Reinforcement Learning for Character Controllers), a framework that leverages machine learning and physics-based simulation to iteratively augment motion datasets and expand the capabilities of terrain traversal controllers. PARC begins by training a motion generator on a small dataset consisting of core terrain traversal skills. The motion generator is then used to produce synthetic data for traversing new terrains. However, these generated motions often exhibit artifacts, such as incorrect contacts or discontinuities. To correct these artifacts, we train a physics-based tracking controller to imitate the motions in simulation. The corrected motions are then added to the dataset, which is used to continue training the motion generator in the next iteration. PARC's iterative process jointly expands the capabilities of the motion generator and tracker, creating agile and versatile models for interacting with complex environments. PARC provides an effective approach to develop controllers for agile terrain traversal, which bridges the gap between the scarcity of motion data and the need for versatile character controllers.

  • 4 authors
·
May 5, 2025

DexHandDiff: Interaction-aware Diffusion Planning for Adaptive Dexterous Manipulation

Dexterous manipulation with contact-rich interactions is crucial for advanced robotics. While recent diffusion-based planning approaches show promise for simple manipulation tasks, they often produce unrealistic ghost states (e.g., the object automatically moves without hand contact) or lack adaptability when handling complex sequential interactions. In this work, we introduce DexHandDiff, an interaction-aware diffusion planning framework for adaptive dexterous manipulation. DexHandDiff models joint state-action dynamics through a dual-phase diffusion process which consists of pre-interaction contact alignment and post-contact goal-directed control, enabling goal-adaptive generalizable dexterous manipulation. Additionally, we incorporate dynamics model-based dual guidance and leverage large language models for automated guidance function generation, enhancing generalizability for physical interactions and facilitating diverse goal adaptation through language cues. Experiments on physical interaction tasks such as door opening, pen and block re-orientation, object relocation, and hammer striking demonstrate DexHandDiff's effectiveness on goals outside training distributions, achieving over twice the average success rate (59.2% vs. 29.5%) compared to existing methods. Our framework achieves an average of 70.7% success rate on goal adaptive dexterous tasks, highlighting its robustness and flexibility in contact-rich manipulation.

  • 9 authors
·
Nov 27, 2024

EgoVid-5M: A Large-Scale Video-Action Dataset for Egocentric Video Generation

Video generation has emerged as a promising tool for world simulation, leveraging visual data to replicate real-world environments. Within this context, egocentric video generation, which centers on the human perspective, holds significant potential for enhancing applications in virtual reality, augmented reality, and gaming. However, the generation of egocentric videos presents substantial challenges due to the dynamic nature of egocentric viewpoints, the intricate diversity of actions, and the complex variety of scenes encountered. Existing datasets are inadequate for addressing these challenges effectively. To bridge this gap, we present EgoVid-5M, the first high-quality dataset specifically curated for egocentric video generation. EgoVid-5M encompasses 5 million egocentric video clips and is enriched with detailed action annotations, including fine-grained kinematic control and high-level textual descriptions. To ensure the integrity and usability of the dataset, we implement a sophisticated data cleaning pipeline designed to maintain frame consistency, action coherence, and motion smoothness under egocentric conditions. Furthermore, we introduce EgoDreamer, which is capable of generating egocentric videos driven simultaneously by action descriptions and kinematic control signals. The EgoVid-5M dataset, associated action annotations, and all data cleansing metadata will be released for the advancement of research in egocentric video generation.

  • 9 authors
·
Nov 13, 2024 3

Geometry Guided Self-Consistency for Physical AI

State-of-the-art physical AI models generate a chunk of actions per inference through diffusion or flow matching, iteratively refining an initial noise sample into an action trajectory. Because this inference process is inherently stochastic, committing to a single trajectory per round is brittle, and this brittleness compounds across the many sequential rounds that comprise a complete episode. We introduce KeyStone, an inference-time self-consistency method for diffusion-based action generation that draws K candidate action chunks in parallel from a shared model context, clusters them in continuous action space, and returns the medoid of the largest cluster -- no additional model required. Two properties make this practical. First, the compact nature of action trajectories makes diffusion inference memory-bandwidth bound, leaving spare compute capacity to run K chains in parallel with no additional wall-clock latency. Second, unlike token or pixel spaces where distance carries no semantic meaning and selection requires a learned judge, action chunks are geometrically structured such that Euclidean distance directly reflects physical similarity, making selection principled and judge-free. Across diverse vision-language-action models (VLAs) and world-action models (WAMs), KeyStone improves task success rates by up to 13.3\% over single-trajectory sampling with negligible latency overhead, while having on par accuracy with model-based selectors at no training cost. We open source KeyStone at https://github.com/dywsjtu/keystone.

  • 4 authors
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May 8

DeVA: Decoupled Video-Action Model with physical guidance for robot policy learning

Generalizable robot manipulation requires policies that can anticipate how visual scenes evolve while executing language instructions. While recent Vision-Language-Action models benefit from large-scale pretraining, their predominantly static pretraining objectives provide limited supervision for physical dynamics and temporal causality, leaving control-relevant knowledge to be learned from downstream robot demonstrations. Video generative models offer a promising foundation by encoding rich spatiotemporal priors through future predictions. However, existing Video-Action Models either couple video and action prediction in a shared backbone, making policy adaptation harder to optimize, or under-utilize video information when guiding the action branch. In this work, we introduce DeVA, a Decoupled Video-Action model with specialized video and action experts, multi-level feature transfer, and physically salient guidance. DeVA transfers representations from multiple video layers to the action expert, enabling rich information exchange while making policy learning more tractable. It further supervises intermediate video features and the action stream with physically salient guidance (affordance/depth). Experiments on both simulation benchmarks and real-world deployment demonstrate strong performance with limited data, faster convergence than a unified architecture, and clear performance gains from physical guidance.

  • 6 authors
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Jul 26

Auto-Formulating Dynamic Programming Problems with Large Language Models

Dynamic programming (DP) is a fundamental method in operations research, but formulating DP models has traditionally required expert knowledge of both the problem context and DP techniques. Large Language Models (LLMs) offer the potential to automate this process. However, DP problems pose unique challenges due to their inherently stochastic transitions and the limited availability of training data. These factors make it difficult to directly apply existing LLM-based models or frameworks developed for other optimization problems, such as linear or integer programming. We introduce DP-Bench, the first benchmark covering a wide range of textbook-level DP problems to enable systematic evaluation. We present Dynamic Programming Language Model (DPLM), a 7B-parameter specialized model that achieves performance comparable to state-of-the-art LLMs like OpenAI's o1 and DeepSeek-R1, and surpasses them on hard problems. Central to DPLM's effectiveness is DualReflect, our novel synthetic data generation pipeline, designed to scale up training data from a limited set of initial examples. DualReflect combines forward generation for diversity and backward generation for reliability. Our results reveal a key insight: backward generation is favored in low-data regimes for its strong correctness guarantees, while forward generation, though lacking such guarantees, becomes increasingly valuable at scale for introducing diverse formulations. This trade-off highlights the complementary strengths of both approaches and the importance of combining them.

  • 6 authors
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Mar 31

Adaptive Advantage-Guided Policy Regularization for Offline Reinforcement Learning

In offline reinforcement learning, the challenge of out-of-distribution (OOD) is pronounced. To address this, existing methods often constrain the learned policy through policy regularization. However, these methods often suffer from the issue of unnecessary conservativeness, hampering policy improvement. This occurs due to the indiscriminate use of all actions from the behavior policy that generates the offline dataset as constraints. The problem becomes particularly noticeable when the quality of the dataset is suboptimal. Thus, we propose Adaptive Advantage-guided Policy Regularization (A2PR), obtaining high-advantage actions from an augmented behavior policy combined with VAE to guide the learned policy. A2PR can select high-advantage actions that differ from those present in the dataset, while still effectively maintaining conservatism from OOD actions. This is achieved by harnessing the VAE capacity to generate samples matching the distribution of the data points. We theoretically prove that the improvement of the behavior policy is guaranteed. Besides, it effectively mitigates value overestimation with a bounded performance gap. Empirically, we conduct a series of experiments on the D4RL benchmark, where A2PR demonstrates state-of-the-art performance. Furthermore, experimental results on additional suboptimal mixed datasets reveal that A2PR exhibits superior performance. Code is available at https://github.com/ltlhuuu/A2PR.

  • 6 authors
·
May 30, 2024

FlexGen: Flexible Multi-View Generation from Text and Image Inputs

In this work, we introduce FlexGen, a flexible framework designed to generate controllable and consistent multi-view images, conditioned on a single-view image, or a text prompt, or both. FlexGen tackles the challenges of controllable multi-view synthesis through additional conditioning on 3D-aware text annotations. We utilize the strong reasoning capabilities of GPT-4V to generate 3D-aware text annotations. By analyzing four orthogonal views of an object arranged as tiled multi-view images, GPT-4V can produce text annotations that include 3D-aware information with spatial relationship. By integrating the control signal with proposed adaptive dual-control module, our model can generate multi-view images that correspond to the specified text. FlexGen supports multiple controllable capabilities, allowing users to modify text prompts to generate reasonable and corresponding unseen parts. Additionally, users can influence attributes such as appearance and material properties, including metallic and roughness. Extensive experiments demonstrate that our approach offers enhanced multiple controllability, marking a significant advancement over existing multi-view diffusion models. This work has substantial implications for fields requiring rapid and flexible 3D content creation, including game development, animation, and virtual reality. Project page: https://xxu068.github.io/flexgen.github.io/.

  • 8 authors
·
Oct 14, 2024

GenAgent: Scaling Text-to-Image Generation via Agentic Multimodal Reasoning

We introduce GenAgent, unifying visual understanding and generation through an agentic multimodal model. Unlike unified models that face expensive training costs and understanding-generation trade-offs, GenAgent decouples these capabilities through an agentic framework: understanding is handled by the multimodal model itself, while generation is achieved by treating image generation models as invokable tools. Crucially, unlike existing modular systems constrained by static pipelines, this design enables autonomous multi-turn interactions where the agent generates multimodal chains-of-thought encompassing reasoning, tool invocation, judgment, and reflection to iteratively refine outputs. We employ a two-stage training strategy: first, cold-start with supervised fine-tuning on high-quality tool invocation and reflection data to bootstrap agent behaviors; second, end-to-end agentic reinforcement learning combining pointwise rewards (final image quality) and pairwise rewards (reflection accuracy), with trajectory resampling for enhanced multi-turn exploration. GenAgent significantly boosts base generator(FLUX.1-dev) performance on GenEval++ (+23.6\%) and WISE (+14\%). Beyond performance gains, our framework demonstrates three key properties: 1) cross-tool generalization to generators with varying capabilities, 2) test-time scaling with consistent improvements across interaction rounds, and 3) task-adaptive reasoning that automatically adjusts to different tasks. Our code will be available at https://github.com/deep-kaixun/GenAgent{this url}.

  • 9 authors
·
Jan 26

ω-EVA: Envision, Verify, and Act with Latent Interactive World Models

Embodied policies typically map current observations directly to actions, leaving candidate-action consequences implicit. World models provide predictive supervision, representations, or external simulation, but rarely let a policy inspect the imagined consequence of its own proposal before acting. We introduce ω-EVA, a latent interactive world model that realizes an Envision--Verify--Act loop for embodied action generation. Its three-stage framework learns action-conditioned latent dynamics, trains a language-conditioned flow policy on dynamics-aware visual representations, and feeds the policy's proposal back through the world model. A tri-branch refiner jointly reasons over the current state, proposal-conditioned future, and proposed action to produce the final action chunk. Because consequence reasoning remains in latent feature space, ω-EVA avoids generating future videos at inference. Evaluations across diverse single-arm, bimanual, long-horizon, and perturbed simulation settings show that the complete interaction pipeline consistently improves the proposal policy, while latent diagnostics indicate meaningful action-conditioned future structure. With approximately 1.2B parameters and no additional robot-data pretraining, ω-EVA demonstrates a compact and competitive performance--scale--data trade-off, making the world model an active action-feedback module rather than a passive predictor.

  • 4 authors
·
Jun 23

Let Me Show You: Learning by Retrieving from Egocentric Video for Robotic Manipulation

Robots operating in complex and uncertain environments face considerable challenges. Advanced robotic systems often rely on extensive datasets to learn manipulation tasks. In contrast, when humans are faced with unfamiliar tasks, such as assembling a chair, a common approach is to learn by watching video demonstrations. In this paper, we propose a novel method for learning robot policies by Retrieving-from-Video (RfV), using analogies from human demonstrations to address manipulation tasks. Our system constructs a video bank comprising recordings of humans performing diverse daily tasks. To enrich the knowledge from these videos, we extract mid-level information, such as object affordance masks and hand motion trajectories, which serve as additional inputs to enhance the robot model's learning and generalization capabilities. We further feature a dual-component system: a video retriever that taps into an external video bank to fetch task-relevant video based on task specification, and a policy generator that integrates this retrieved knowledge into the learning cycle. This approach enables robots to craft adaptive responses to various scenarios and generalize to tasks beyond those in the training data. Through rigorous testing in multiple simulated and real-world settings, our system demonstrates a marked improvement in performance over conventional robotic systems, showcasing a significant breakthrough in the field of robotics.

  • 2 authors
·
Nov 6, 2025

Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players

World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.

nvidia NVIDIA
·
May 26 2

Masked Temporal Interpolation Diffusion for Procedure Planning in Instructional Videos

In this paper, we address the challenge of procedure planning in instructional videos, aiming to generate coherent and task-aligned action sequences from start and end visual observations. Previous work has mainly relied on text-level supervision to bridge the gap between observed states and unobserved actions, but it struggles with capturing intricate temporal relationships among actions. Building on these efforts, we propose the Masked Temporal Interpolation Diffusion (MTID) model that introduces a latent space temporal interpolation module within the diffusion model. This module leverages a learnable interpolation matrix to generate intermediate latent features, thereby augmenting visual supervision with richer mid-state details. By integrating this enriched supervision into the model, we enable end-to-end training tailored to task-specific requirements, significantly enhancing the model's capacity to predict temporally coherent action sequences. Additionally, we introduce an action-aware mask projection mechanism to restrict the action generation space, combined with a task-adaptive masked proximity loss to prioritize more accurate reasoning results close to the given start and end states over those in intermediate steps. Simultaneously, it filters out task-irrelevant action predictions, leading to contextually aware action sequences. Experimental results across three widely used benchmark datasets demonstrate that our MTID achieves promising action planning performance on most metrics. The code is available at https://github.com/WiserZhou/MTID.

  • 8 authors
·
Jul 4, 2025

CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning

Human motion driven control (HMDC) is an effective approach for generating natural and compelling robot motions while preserving high-level semantics. However, establishing the correspondence between humans and robots with different body structures is not straightforward due to the mismatches in kinematics and dynamics properties, which causes intrinsic ambiguity to the problem. Many previous algorithms approach this motion retargeting problem with unsupervised learning, which requires the prerequisite skill sets. However, it will be extremely costly to learn all the skills without understanding the given human motions, particularly for high-dimensional robots. In this work, we introduce CrossLoco, a guided unsupervised reinforcement learning framework that simultaneously learns robot skills and their correspondence to human motions. Our key innovation is to introduce a cycle-consistency-based reward term designed to maximize the mutual information between human motions and robot states. We demonstrate that the proposed framework can generate compelling robot motions by translating diverse human motions, such as running, hopping, and dancing. We quantitatively compare our CrossLoco against the manually engineered and unsupervised baseline algorithms along with the ablated versions of our framework and demonstrate that our method translates human motions with better accuracy, diversity, and user preference. We also showcase its utility in other applications, such as synthesizing robot movements from language input and enabling interactive robot control.

  • 5 authors
·
Sep 29, 2023

VITA-E: Natural Embodied Interaction with Concurrent Seeing, Hearing, Speaking, and Acting

Current Vision-Language-Action (VLA) models are often constrained by a rigid, static interaction paradigm, which lacks the ability to see, hear, speak, and act concurrently as well as handle real-time user interruptions dynamically. This hinders seamless embodied collaboration, resulting in an inflexible and unresponsive user experience. To address these limitations, we introduce VITA-E, a novel embodied interaction framework designed for both behavioral concurrency and nearly real-time interruption. The core of our approach is a dual-model architecture where two parallel VLA instances operate as an ``Active Model'' and a ``Standby Model'', allowing the embodied agent to observe its environment, listen to user speech, provide verbal responses, and execute actions, all concurrently and interruptibly, mimicking human-like multitasking capabilities. We further propose a ``model-as-controller'' paradigm, where we fine-tune the VLM to generate special tokens that serve as direct system-level commands, coupling the model's reasoning with the system's behavior. Experiments conducted on a physical humanoid platform demonstrate that VITA-E can reliably handle complex interactive scenarios. Our framework is compatible with various dual-system VLA models, achieving an extremely high success rate on emergency stops and speech interruptions while also successfully performing concurrent speech and action. This represents a significant step towards more natural and capable embodied assistants.

  • 18 authors
·
Oct 21, 2025 2