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Oct 27

The One RING: a Robotic Indoor Navigation Generalist

Modern robots vary significantly in shape, size, and sensor configurations used to perceive and interact with their environments. However, most navigation policies are embodiment-specific--a policy trained on one robot typically fails to generalize to another, even with minor changes in body size or camera viewpoint. As custom hardware becomes increasingly common, there is a growing need for a single policy that generalizes across embodiments, eliminating the need to retrain for each specific robot. In this paper, we introduce RING (Robotic Indoor Navigation Generalist), an embodiment-agnostic policy that turns any mobile robot into an effective indoor semantic navigator. Trained entirely in simulation, RING leverages large-scale randomization over robot embodiments to enable robust generalization to many real-world platforms. To support this, we augment the AI2-THOR simulator to instantiate robots with controllable configurations, varying in body size, rotation pivot point, and camera parameters. On the visual object-goal navigation task, RING achieves strong cross-embodiment (XE) generalization--72.1% average success rate across five simulated embodiments (a 16.7% absolute improvement on the Chores-S benchmark) and 78.9% across four real-world platforms, including Stretch RE-1, LoCoBot, and Unitree Go1--matching or even surpassing embodiment-specific policies. We further deploy RING on the RB-Y1 wheeled humanoid in a real-world kitchen environment, showcasing its out-of-the-box potential for mobile manipulation platforms. (Project website: https://one-ring-policy.allen.ai)

  • 14 authors
·
Dec 18, 2024

Systematically Exploring the Capabilities of GPT-6 Astra as Embodied Policies

GPT-6 Astra exhibits a remarkable ability to generate numerical robot actions, extending its role beyond high-level planning. To assess Astra's capabilities as general-purpose embodied policies, we conduct comprehensive evaluations across six domains, examining direct control, cooperation with learned policies, and feedback-driven adaptation. In gripper manipulation, Astra can correct task targets and prepare contact conditions for subsequent policy execution; hybrid control with π0.5 achieves 48% success on the evaluated RoboDojo subset. In dexterous manipulation, hybrid control achieves 50% success in ten experience-guided DexJoCo trials, while direct in-hand control struggles to coordinate finger contacts. In mobile manipulation, hybrid control reaches 38.7% success on the evaluated RoboCasa365. In navigation, Astra leads our local comparisons, reaching 92% success on RxR instruction following and 82% on HM3D object search, although search incurs substantial detours. In locomotion, dense motion-reference generation remains unreliable: none of five sequential attempts on a single obstacle course reaches the goal, despite improvements in stability and forward progress. In humanoid loco-manipulation, Astra exceeds baseline methods on 13 of 30 HumanoidBench tasks with pretrained whole-body controllers. These findings reveal a gap between useful task decisions and reliable physical control. Inference latency further constrains practical control: across 50 RoboDojo instances per condition, policy-assisted and direct control consume 624.8 million and 1.132 billion tokens. A 30-second locomotion run requires 250 model calls averaging 39.86 seconds each, with physics paused during inference.

Galbot Galbot
·
Sep 28 3

SOUS VIDE: Cooking Visual Drone Navigation Policies in a Gaussian Splatting Vacuum

We propose a new simulator, training approach, and policy architecture, collectively called SOUS VIDE, for end-to-end visual drone navigation. Our trained policies exhibit zero-shot sim-to-real transfer with robust real-world performance using only onboard perception and computation. Our simulator, called FiGS, couples a computationally simple drone dynamics model with a high visual fidelity Gaussian Splatting scene reconstruction. FiGS can quickly simulate drone flights producing photorealistic images at up to 130 fps. We use FiGS to collect 100k-300k image/state-action pairs from an expert MPC with privileged state and dynamics information, randomized over dynamics parameters and spatial disturbances. We then distill this expert MPC into an end-to-end visuomotor policy with a lightweight neural architecture, called SV-Net. SV-Net processes color image, optical flow and IMU data streams into low-level thrust and body rate commands at 20 Hz onboard a drone. Crucially, SV-Net includes a learned module for low-level control that adapts at runtime to variations in drone dynamics. In a campaign of 105 hardware experiments, we show SOUS VIDE policies to be robust to 30% mass variations, 40 m/s wind gusts, 60% changes in ambient brightness, shifting or removing objects from the scene, and people moving aggressively through the drone's visual field. Code, data, and experiment videos can be found on our project page: https://stanfordmsl.github.io/SousVide/.

  • 5 authors
·
Dec 20, 2024

OpenFMNav: Towards Open-Set Zero-Shot Object Navigation via Vision-Language Foundation Models

Object navigation (ObjectNav) requires an agent to navigate through unseen environments to find queried objects. Many previous methods attempted to solve this task by relying on supervised or reinforcement learning, where they are trained on limited household datasets with close-set objects. However, two key challenges are unsolved: understanding free-form natural language instructions that demand open-set objects, and generalizing to new environments in a zero-shot manner. Aiming to solve the two challenges, in this paper, we propose OpenFMNav, an Open-set Foundation Model based framework for zero-shot object Navigation. We first unleash the reasoning abilities of large language models (LLMs) to extract proposed objects from natural language instructions that meet the user's demand. We then leverage the generalizability of large vision language models (VLMs) to actively discover and detect candidate objects from the scene, building a Versatile Semantic Score Map (VSSM). Then, by conducting common sense reasoning on VSSM, our method can perform effective language-guided exploration and exploitation of the scene and finally reach the goal. By leveraging the reasoning and generalizing abilities of foundation models, our method can understand free-form human instructions and perform effective open-set zero-shot navigation in diverse environments. Extensive experiments on the HM3D ObjectNav benchmark show that our method surpasses all the strong baselines on all metrics, proving our method's effectiveness. Furthermore, we perform real robot demonstrations to validate our method's open-set-ness and generalizability to real-world environments.

  • 3 authors
·
Feb 16, 2024

NavA^3: Understanding Any Instruction, Navigating Anywhere, Finding Anything

Embodied navigation is a fundamental capability of embodied intelligence, enabling robots to move and interact within physical environments. However, existing navigation tasks primarily focus on predefined object navigation or instruction following, which significantly differs from human needs in real-world scenarios involving complex, open-ended scenes. To bridge this gap, we introduce a challenging long-horizon navigation task that requires understanding high-level human instructions and performing spatial-aware object navigation in real-world environments. Existing embodied navigation methods struggle with such tasks due to their limitations in comprehending high-level human instructions and localizing objects with an open vocabulary. In this paper, we propose NavA^3, a hierarchical framework divided into two stages: global and local policies. In the global policy, we leverage the reasoning capabilities of Reasoning-VLM to parse high-level human instructions and integrate them with global 3D scene views. This allows us to reason and navigate to regions most likely to contain the goal object. In the local policy, we have collected a dataset of 1.0 million samples of spatial-aware object affordances to train the NaviAfford model (PointingVLM), which provides robust open-vocabulary object localization and spatial awareness for precise goal identification and navigation in complex environments. Extensive experiments demonstrate that NavA^3 achieves SOTA results in navigation performance and can successfully complete longhorizon navigation tasks across different robot embodiments in real-world settings, paving the way for universal embodied navigation. The dataset and code will be made available. Project website: https://NavigationA3.github.io/.

  • 9 authors
·
Aug 6, 2025

NoMaD: Goal Masked Diffusion Policies for Navigation and Exploration

Robotic learning for navigation in unfamiliar environments needs to provide policies for both task-oriented navigation (i.e., reaching a goal that the robot has located), and task-agnostic exploration (i.e., searching for a goal in a novel setting). Typically, these roles are handled by separate models, for example by using subgoal proposals, planning, or separate navigation strategies. In this paper, we describe how we can train a single unified diffusion policy to handle both goal-directed navigation and goal-agnostic exploration, with the latter providing the ability to search novel environments, and the former providing the ability to reach a user-specified goal once it has been located. We show that this unified policy results in better overall performance when navigating to visually indicated goals in novel environments, as compared to approaches that use subgoal proposals from generative models, or prior methods based on latent variable models. We instantiate our method by using a large-scale Transformer-based policy trained on data from multiple ground robots, with a diffusion model decoder to flexibly handle both goal-conditioned and goal-agnostic navigation. Our experiments, conducted on a real-world mobile robot platform, show effective navigation in unseen environments in comparison with five alternative methods, and demonstrate significant improvements in performance and lower collision rates, despite utilizing smaller models than state-of-the-art approaches. For more videos, code, and pre-trained model checkpoints, see https://general-navigation-models.github.io/nomad/

  • 4 authors
·
Oct 10, 2023

MOON: Learning When to Forget and How to Move On in Vision-and-Language Navigation

Recent vision-and-language navigation (VLN) policies act on their visual history, and an incorrect action can take them off the instructed route. Paired interventions on four VLN policies show that clearing the history doubles pooled success at the onset of a deviation but lowers it on route, while later in a deviation, removing only the off-route frames helps much less. After a deviation, the retained history keeps the policy from turning where a turn is needed, which we call behavioral inertia. We propose MOON, a framework that equips a frozen VLN policy with two lightweight modules, adding less than 1% of its parameters. A deviation judge decides when to forget, raising an alarm that clears the history when it predicts that the agent is off route. A recovery policy, trained with GRPO from alarm states, learns how to move on, turning more of the successes found only by sampling into a single greedy rollout. Experiments on R2R-CE and RxR-CE show that MOON reaches the highest R2R-CE success rate among the compared methods and raises the success rate of its frozen base by 5.2 and 6.0 points, and an ablation with a random trigger indicates that this gain depends on when the history is cleared. Without retraining, MOON also improves zero-shot object-goal navigation on HM3D-OVON. Together, these results suggest that deviation recovery depends on knowing when to forget, not only how to act. Code is available at https://github.com/AutoLab-SAI-SJTU/MOON.

  • 9 authors
·
Oct 23

A^2Nav: Action-Aware Zero-Shot Robot Navigation by Exploiting Vision-and-Language Ability of Foundation Models

We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method (A^2Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show A^2Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.

  • 8 authors
·
Aug 15, 2023

MM-Nav: Multi-View VLA Model for Robust Visual Navigation via Multi-Expert Learning

Visual navigation policy is widely regarded as a promising direction, as it mimics humans by using egocentric visual observations for navigation. However, optical information of visual observations is difficult to be explicitly modeled like LiDAR point clouds or depth maps, which subsequently requires intelligent models and large-scale data. To this end, we propose to leverage the intelligence of the Vision-Language-Action (VLA) model to learn diverse navigation capabilities from synthetic expert data in a teacher-student manner. Specifically, we implement the VLA model, MM-Nav, as a multi-view VLA (with 360 observations) based on pretrained large language models and visual foundation models. For large-scale navigation data, we collect expert data from three reinforcement learning (RL) experts trained with privileged depth information in three challenging tailor-made environments for different navigation capabilities: reaching, squeezing, and avoiding. We iteratively train our VLA model using data collected online from RL experts, where the training ratio is dynamically balanced based on performance on individual capabilities. Through extensive experiments in synthetic environments, we demonstrate that our model achieves strong generalization capability. Moreover, we find that our student VLA model outperforms the RL teachers, demonstrating the synergistic effect of integrating multiple capabilities. Extensive real-world experiments further confirm the effectiveness of our method.

  • 8 authors
·
Jun 28

Personalized Instance-based Navigation Toward User-Specific Objects in Realistic Environments

In the last years, the research interest in visual navigation towards objects in indoor environments has grown significantly. This growth can be attributed to the recent availability of large navigation datasets in photo-realistic simulated environments, like Gibson and Matterport3D. However, the navigation tasks supported by these datasets are often restricted to the objects present in the environment at acquisition time. Also, they fail to account for the realistic scenario in which the target object is a user-specific instance that can be easily confused with similar objects and may be found in multiple locations within the environment. To address these limitations, we propose a new task denominated Personalized Instance-based Navigation (PIN), in which an embodied agent is tasked with locating and reaching a specific personal object by distinguishing it among multiple instances of the same category. The task is accompanied by PInNED, a dedicated new dataset composed of photo-realistic scenes augmented with additional 3D objects. In each episode, the target object is presented to the agent using two modalities: a set of visual reference images on a neutral background and manually annotated textual descriptions. Through comprehensive evaluations and analyses, we showcase the challenges of the PIN task as well as the performance and shortcomings of currently available methods designed for object-driven navigation, considering modular and end-to-end agents.

  • 5 authors
·
Feb 18, 2025

VTM-Nav: Hierarchical Visual-Topological Memory for Cross-Episode Object-Goal Navigation

Object-goal navigation requires an embodied agent to locate and reach an instance of a specified object category in an indoor environment. Recent training-free approaches leverage vision-language models (VLMs) for open-vocabulary semantic reasoning, but are typically evaluated under an episodic protocol that resets all scene-specific state after each episode. We introduce Cross-Episode Object-Goal Navigation, in which an agent repeatedly operates in the same scene, retains only self-acquired experience, and keeps its model parameters fixed. To support experience reuse, we present \method, a training-free VLM navigation framework with a persistent hierarchical Visual-Topological Memory (VTM). The VTM organizes scene knowledge at room and object levels and retrieves relevant experience through coarse-to-fine matching, providing memory as soft guidance only when it agrees with current observations. A conservative execution guard further mitigates oscillations, blocked motions, and premature stopping. Under a controlled same-scene protocol, we evaluate on three benchmarks, HM3D v0.1, HM3D v0.2, and MP3D, and compare it with a strengthened WMNav baseline augmented with cross-episode textual memory, while keeping the VLM backbone and action pipeline identical. achieves the best performance across all three benchmarks, demonstrating the effectiveness and robustness of structured visual-topological experience reuse across datasets.

  • 7 authors
·
Jul 15

Mobility VLA: Multimodal Instruction Navigation with Long-Context VLMs and Topological Graphs

An elusive goal in navigation research is to build an intelligent agent that can understand multimodal instructions including natural language and image, and perform useful navigation. To achieve this, we study a widely useful category of navigation tasks we call Multimodal Instruction Navigation with demonstration Tours (MINT), in which the environment prior is provided through a previously recorded demonstration video. Recent advances in Vision Language Models (VLMs) have shown a promising path in achieving this goal as it demonstrates capabilities in perceiving and reasoning about multimodal inputs. However, VLMs are typically trained to predict textual output and it is an open research question about how to best utilize them in navigation. To solve MINT, we present Mobility VLA, a hierarchical Vision-Language-Action (VLA) navigation policy that combines the environment understanding and common sense reasoning power of long-context VLMs and a robust low-level navigation policy based on topological graphs. The high-level policy consists of a long-context VLM that takes the demonstration tour video and the multimodal user instruction as input to find the goal frame in the tour video. Next, a low-level policy uses the goal frame and an offline constructed topological graph to generate robot actions at every timestep. We evaluated Mobility VLA in a 836m^2 real world environment and show that Mobility VLA has a high end-to-end success rates on previously unsolved multimodal instructions such as "Where should I return this?" while holding a plastic bin.

  • 22 authors
·
Jul 10, 2024 2

Meta-Explore: Exploratory Hierarchical Vision-and-Language Navigation Using Scene Object Spectrum Grounding

The main challenge in vision-and-language navigation (VLN) is how to understand natural-language instructions in an unseen environment. The main limitation of conventional VLN algorithms is that if an action is mistaken, the agent fails to follow the instructions or explores unnecessary regions, leading the agent to an irrecoverable path. To tackle this problem, we propose Meta-Explore, a hierarchical navigation method deploying an exploitation policy to correct misled recent actions. We show that an exploitation policy, which moves the agent toward a well-chosen local goal among unvisited but observable states, outperforms a method which moves the agent to a previously visited state. We also highlight the demand for imagining regretful explorations with semantically meaningful clues. The key to our approach is understanding the object placements around the agent in spectral-domain. Specifically, we present a novel visual representation, called scene object spectrum (SOS), which performs category-wise 2D Fourier transform of detected objects. Combining exploitation policy and SOS features, the agent can correct its path by choosing a promising local goal. We evaluate our method in three VLN benchmarks: R2R, SOON, and REVERIE. Meta-Explore outperforms other baselines and shows significant generalization performance. In addition, local goal search using the proposed spectral-domain SOS features significantly improves the success rate by 17.1% and SPL by 20.6% for the SOON benchmark.

  • 5 authors
·
Mar 7, 2023

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

  • 5 authors
·
May 21, 2023

How Benchmark Graph Construction Shapes Multi-Hop KG Navigation: A Controlled Audit of PathQuestion and PathQuestion-Large

Multi-hop knowledge-graph question answering (KGQA) benchmarks are often treated as fixed language-and-reasoning tasks, but for navigation-based methods, difficulty also depends on the graph in which those tasks are instantiated. This makes graph construction a consequential but often entangled part of the navigation task. To isolate this effect, we audit PathQuestion (PQ) and PathQuestion-Large (PQL) as graph-navigation benchmarks under a controlled intervention: we hold questions, topic entities, released answers, released path annotations, and family-level splits fixed while replacing each released task-filtered graph with the larger source KG distributed with the benchmark. Source restoration expands the effective navigation search space and graph-consistent answer and path multiplicity while sharply reducing unguided reachability to released answers. We evaluate whether these structural changes persist across navigation policies using structural references, frozen small-language-model navigation policies, and trained MINERVA policies. Across both frozen and trained policies, restoration substantially reduces released-answer accuracy and trajectory fidelity, while graph-consistent evaluation recovers only part of the loss. These results show that benchmark graph construction is part of the navigation task specification rather than merely an implementation detail and can materially shape measured behavior even when the released QA task is held fixed.

  • 5 authors
·
Oct 18

VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation

Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.

  • 6 authors
·
Nov 18, 2024

ObjectReact: Learning Object-Relative Control for Visual Navigation

Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to estimating control from a given pair of current observation and subgoal image. However, image-level representations of the world have limitations because images are strictly tied to the agent's pose and embodiment. In contrast, objects, being a property of the map, offer an embodiment- and trajectory-invariant world representation. In this work, we present a new paradigm of learning "object-relative" control that exhibits several desirable characteristics: a) new routes can be traversed without strictly requiring to imitate prior experience, b) the control prediction problem can be decoupled from solving the image matching problem, and c) high invariance can be achieved in cross-embodiment deployment for variations across both training-testing and mapping-execution settings. We propose a topometric map representation in the form of a "relative" 3D scene graph, which is used to obtain more informative object-level global path planning costs. We train a local controller, dubbed "ObjectReact", conditioned directly on a high-level "WayObject Costmap" representation that eliminates the need for an explicit RGB input. We demonstrate the advantages of learning object-relative control over its image-relative counterpart across sensor height variations and multiple navigation tasks that challenge the underlying spatial understanding capability, e.g., navigating a map trajectory in the reverse direction. We further show that our sim-only policy is able to generalize well to real-world indoor environments. Code and supplementary material are accessible via project page: https://object-react.github.io/

  • 8 authors
·
Sep 11, 2025 1

ImagineNav: Prompting Vision-Language Models as Embodied Navigator through Scene Imagination

Visual navigation is an essential skill for home-assistance robots, providing the object-searching ability to accomplish long-horizon daily tasks. Many recent approaches use Large Language Models (LLMs) for commonsense inference to improve exploration efficiency. However, the planning process of LLMs is limited within texts and it is difficult to represent the spatial occupancy and geometry layout only by texts. Both are important for making rational navigation decisions. In this work, we seek to unleash the spatial perception and planning ability of Vision-Language Models (VLMs), and explore whether the VLM, with only on-board camera captured RGB/RGB-D stream inputs, can efficiently finish the visual navigation tasks in a mapless manner. We achieve this by developing the imagination-powered navigation framework ImagineNav, which imagines the future observation images at valuable robot views and translates the complex navigation planning process into a rather simple best-view image selection problem for VLM. To generate appropriate candidate robot views for imagination, we introduce the Where2Imagine module, which is distilled to align with human navigation habits. Finally, to reach the VLM preferred views, an off-the-shelf point-goal navigation policy is utilized. Empirical experiments on the challenging open-vocabulary object navigation benchmarks demonstrates the superiority of our proposed system.

  • 4 authors
·
Oct 13, 2024

Steering Your Generalists: Improving Robotic Foundation Models via Value Guidance

Large, general-purpose robotic policies trained on diverse demonstration datasets have been shown to be remarkably effective both for controlling a variety of robots in a range of different scenes, and for acquiring broad repertoires of manipulation skills. However, the data that such policies are trained on is generally of mixed quality -- not only are human-collected demonstrations unlikely to perform the task perfectly, but the larger the dataset is, the harder it is to curate only the highest quality examples. It also remains unclear how optimal data from one embodiment is for training on another embodiment. In this paper, we present a general and broadly applicable approach that enhances the performance of such generalist robot policies at deployment time by re-ranking their actions according to a value function learned via offline RL. This approach, which we call Value-Guided Policy Steering (V-GPS), is compatible with a wide range of different generalist policies, without needing to fine-tune or even access the weights of the policy. We show that the same value function can improve the performance of five different state-of-the-art policies with different architectures, even though they were trained on distinct datasets, attaining consistent performance improvement on multiple robotic platforms across a total of 12 tasks. Code and videos can be found at: https://nakamotoo.github.io/V-GPS

  • 4 authors
·
Oct 17, 2024 1

Prioritized Semantic Learning for Zero-shot Instance Navigation

We study zero-shot instance navigation, in which the agent navigates to a specific object without using object annotations for training. Previous object navigation approaches apply the image-goal navigation (ImageNav) task (go to the location of an image) for pretraining, and transfer the agent to achieve object goals using a vision-language model. However, these approaches lead to issues of semantic neglect, where the model fails to learn meaningful semantic alignments. In this paper, we propose a Prioritized Semantic Learning (PSL) method to improve the semantic understanding ability of navigation agents. Specifically, a semantic-enhanced PSL agent is proposed and a prioritized semantic training strategy is introduced to select goal images that exhibit clear semantic supervision and relax the reward function from strict exact view matching. At inference time, a semantic expansion inference scheme is designed to preserve the same granularity level of the goal semantic as training. Furthermore, for the popular HM3D environment, we present an Instance Navigation (InstanceNav) task that requires going to a specific object instance with detailed descriptions, as opposed to the Object Navigation (ObjectNav) task where the goal is defined merely by the object category. Our PSL agent outperforms the previous state-of-the-art by 66% on zero-shot ObjectNav in terms of success rate and is also superior on the new InstanceNav task. Code will be released at https://github.com/XinyuSun/PSL-InstanceNav.

  • 5 authors
·
Mar 18, 2024

MG-Nav: Dual-Scale Visual Navigation via Sparse Spatial Memory

We present MG-Nav (Memory-Guided Navigation), a dual-scale framework for zero-shot visual navigation that unifies global memory-guided planning with local geometry-enhanced control. At its core is the Sparse Spatial Memory Graph (SMG), a compact, region-centric memory where each node aggregates multi-view keyframe and object semantics, capturing both appearance and spatial structure while preserving viewpoint diversity. At the global level, the agent is localized on SMG and a goal-conditioned node path is planned via an image-to-instance hybrid retrieval, producing a sequence of reachable waypoints for long-horizon guidance. At the local level, a navigation foundation policy executes these waypoints in point-goal mode with obstacle-aware control, and switches to image-goal mode when navigating from the final node towards the visual target. To further enhance viewpoint alignment and goal recognition, we introduce VGGT-adapter, a lightweight geometric module built on the pre-trained VGGT model, which aligns observation and goal features in a shared 3D-aware space. MG-Nav operates global planning and local control at different frequencies, using periodic re-localization to correct errors. Experiments on HM3D Instance-Image-Goal and MP3D Image-Goal benchmarks demonstrate that MG-Nav achieves state-of-the-art zero-shot performance and remains robust under dynamic rearrangements and unseen scene conditions.

TheHKU Hong Kong University
·
Nov 27, 2025 2

X-NavDP: Generalizing Navigation Diffusion Policy to Novel Behavior and Embodiments with Group Q-score Reweighted Matching

Pretraining navigation diffusion policies rely on large-scale expert demonstrations. These data are typically generated by a fully-informed oracle planner suited to a single nominal robot. This limits the policy's generalization to diverse embodiments and challenging scenarios (e.g., escaping dead ends or detouring long obstacles) that demand diverse local reactive behaviors with only onboard local observations. Post-training the policy with reinforcement learning (RL) offers a principled remedy. However, previous RL for diffusion approaches lead to only marginal improvements. This is because the intractable likelihood of diffusion policies renders policy gradients unstable in addition to inefficient policy exploration. To address these challenges, we propose a data-efficient diffusion RL post-training framework - GQRM (Group Q-score Reweighted Matching). Our framework introduces two complementary designs: (i) a self-bootstrapped exploration strategy with behavior perturbation that preserves the pretrained policy prior, and (ii) a group Q-score normalization mechanism that computes per-trajectory values on each state for efficient reweighted score matching. By conducting distributed online RL training across heterogeneous embodiments, the resulting fine-tuned policy, X-NavDP, achieves state-of-the-art cross-embodiment visual navigation performance, improving the overall success rate from 61.20% to 84.28% in simulation and 10% to 65% in real-world hard cases. The code and model are publicly available at https://yty-sky.github.io/x-navdp-project-page.

  • 8 authors
·
Jul 29

GraspXL: Generating Grasping Motions for Diverse Objects at Scale

Human hands possess the dexterity to interact with diverse objects such as grasping specific parts of the objects and/or approaching them from desired directions. More importantly, humans can grasp objects of any shape without object-specific skills. Recent works synthesize grasping motions following single objectives such as a desired approach heading direction or a grasping area. Moreover, they usually rely on expensive 3D hand-object data during training and inference, which limits their capability to synthesize grasping motions for unseen objects at scale. In this paper, we unify the generation of hand-object grasping motions across multiple motion objectives, diverse object shapes and dexterous hand morphologies in a policy learning framework GraspXL. The objectives are composed of the graspable area, heading direction during approach, wrist rotation, and hand position. Without requiring any 3D hand-object interaction data, our policy trained with 58 objects can robustly synthesize diverse grasping motions for more than 500k unseen objects with a success rate of 82.2%. At the same time, the policy adheres to objectives, which enables the generation of diverse grasps per object. Moreover, we show that our framework can be deployed to different dexterous hands and work with reconstructed or generated objects. We quantitatively and qualitatively evaluate our method to show the efficacy of our approach. Our model, code, and the large-scale generated motions are available at https://eth-ait.github.io/graspxl/.

  • 5 authors
·
Mar 28, 2024 1

OmniVLA: An Omni-Modal Vision-Language-Action Model for Robot Navigation

Humans can flexibly interpret and compose different goal specifications, such as language instructions, spatial coordinates, or visual references, when navigating to a destination. In contrast, most existing robotic navigation policies are trained on a single modality, limiting their adaptability to real-world scenarios where different forms of goal specification are natural and complementary. In this work, we present a training framework for robotic foundation models that enables omni-modal goal conditioning for vision-based navigation. Our approach leverages a high-capacity vision-language-action (VLA) backbone and trains with three primary goal modalities: 2D poses, egocentric images, and natural language, as well as their combinations, through a randomized modality fusion strategy. This design not only expands the pool of usable datasets but also encourages the policy to develop richer geometric, semantic, and visual representations. The resulting model, OmniVLA, achieves strong generalization to unseen environments, robustness to scarce modalities, and the ability to follow novel natural language instructions. We demonstrate that OmniVLA outperforms specialist baselines across modalities and offers a flexible foundation for fine-tuning to new modalities and tasks. We believe OmniVLA provides a step toward broadly generalizable and flexible navigation policies, and a scalable path for building omni-modal robotic foundation models. We present videos showcasing OmniVLA performance and will release its checkpoints and training code on our project page.

  • 4 authors
·
Sep 22, 2025

Bench-NPIN: Benchmarking Non-prehensile Interactive Navigation

Mobile robots are increasingly deployed in unstructured environments where obstacles and objects are movable. Navigation in such environments is known as interactive navigation, where task completion requires not only avoiding obstacles but also strategic interactions with movable objects. Non-prehensile interactive navigation focuses on non-grasping interaction strategies, such as pushing, rather than relying on prehensile manipulation. Despite a growing body of research in this field, most solutions are evaluated using case-specific setups, limiting reproducibility and cross-comparison. In this paper, we present Bench-NPIN, the first comprehensive benchmark for non-prehensile interactive navigation. Bench-NPIN includes multiple components: 1) a comprehensive range of simulated environments for non-prehensile interactive navigation tasks, including navigating a maze with movable obstacles, autonomous ship navigation in icy waters, box delivery, and area clearing, each with varying levels of complexity; 2) a set of evaluation metrics that capture unique aspects of interactive navigation, such as efficiency, interaction effort, and partial task completion; and 3) demonstrations using Bench-NPIN to evaluate example implementations of established baselines across environments. Bench-NPIN is an open-source Python library with a modular design. The code, documentation, and trained models can be found at https://github.com/IvanIZ/BenchNPIN.

  • 5 authors
·
May 17, 2025

Sim-to-Real Transfer for Mobile Robots with Reinforcement Learning: from NVIDIA Isaac Sim to Gazebo and Real ROS 2 Robots

Unprecedented agility and dexterous manipulation have been demonstrated with controllers based on deep reinforcement learning (RL), with a significant impact on legged and humanoid robots. Modern tooling and simulation platforms, such as NVIDIA Isaac Sim, have been enabling such advances. This article focuses on demonstrating the applications of Isaac in local planning and obstacle avoidance as one of the most fundamental ways in which a mobile robot interacts with its environments. Although there is extensive research on proprioception-based RL policies, the article highlights less standardized and reproducible approaches to exteroception. At the same time, the article aims to provide a base framework for end-to-end local navigation policies and how a custom robot can be trained in such simulation environment. We benchmark end-to-end policies with the state-of-the-art Nav2, navigation stack in Robot Operating System (ROS). We also cover the sim-to-real transfer process by demonstrating zero-shot transferability of policies trained in the Isaac simulator to real-world robots. This is further evidenced by the tests with different simulated robots, which show the generalization of the learned policy. Finally, the benchmarks demonstrate comparable performance to Nav2, opening the door to quick deployment of state-of-the-art end-to-end local planners for custom robot platforms, but importantly furthering the possibilities by expanding the state and action spaces or task definitions for more complex missions. Overall, with this article we introduce the most important steps, and aspects to consider, in deploying RL policies for local path planning and obstacle avoidance with Isaac Sim training, Gazebo testing, and ROS 2 for real-time inference in real robots. The code is available at https://github.com/sahars93/RL-Navigation.

  • 5 authors
·
Jan 6, 2025

NavDP: Learning Sim-to-Real Navigation Diffusion Policy with Privileged Information Guidance

Learning navigation in dynamic open-world environments is an important yet challenging skill for robots. Most previous methods rely on precise localization and mapping or learn from expensive real-world demonstrations. In this paper, we propose the Navigation Diffusion Policy (NavDP), an end-to-end framework trained solely in simulation and can zero-shot transfer to different embodiments in diverse real-world environments. The key ingredient of NavDP's network is the combination of diffusion-based trajectory generation and a critic function for trajectory selection, which are conditioned on only local observation tokens encoded from a shared policy transformer. Given the privileged information of the global environment in simulation, we scale up the demonstrations of good quality to train the diffusion policy and formulate the critic value function targets with contrastive negative samples. Our demonstration generation approach achieves about 2,500 trajectories/GPU per day, 20times more efficient than real-world data collection, and results in a large-scale navigation dataset with 363.2km trajectories across 1244 scenes. Trained with this simulation dataset, NavDP achieves state-of-the-art performance and consistently outstanding generalization capability on quadruped, wheeled, and humanoid robots in diverse indoor and outdoor environments. In addition, we present a preliminary attempt at using Gaussian Splatting to make in-domain real-to-sim fine-tuning to further bridge the sim-to-real gap. Experiments show that adding such real-to-sim data can improve the success rate by 30\% without hurting its generalization capability.

  • 9 authors
·
May 13, 2025 2

VEGA: Learning Navigation VLAs from In-the-Wild Egocentric Video with Geometric Trajectory Supervision

We introduce VEGA, an approach for training navigation VisionLanguage-Action (VLA) models from unlabeled egocentric navigation videos. Internet-scale egocentric videos provide a scalable source of navigation-relevant visual observations, capturing cluttered scenes, close-range obstacles, and natural human motion through real-world spaces. However, these videos are not directly usable for policy learning because they do not provide obstacle-aware trajectories conditioned on explicit navigation goals in the robot's coordinate frame. VEGA addresses this gap by reconstructing local scene geometry from monocular video, sampling navigation goals (represented as text, image, or spatial waypoints) and generating obstacle-aware trajectories using the constructed geometry. The resulting trajectory distribution is then used to train a flow-matching VLA navigation policy. By using geometry exclusively during training, VEGA distills obstacle-aware planning directly into a vision-based policy. Furthermore, we introduce VEGA-Bench, a benchmark containing 250k scenes and approximately 5 million navigation goals paired with scene geometry, designed to evaluate goal progress, collision avoidance, and obstacle clearance of VLAs. Our evaluation shows that VEGA achieves competitive goal progress while reducing collisions by 33.0% and improving obstacle clearance by 17.9% over the strongest baseline on VEGABench, while improving success by at least 150.0%, reducing collisions by at least 66.7%, and improving obstacle clearance by at least 60.0% in real-world trials. Ultimately, we demonstrate that video-derived geometric supervision provides a scalable and effective signal for training obstacle-aware navigation VLAs. The code and benchmark will be released at the time of publication.

  • 5 authors
·
Jun 15

SpaceVLN: A Zero-Shot Vision-and-Language Navigation Agent with Online Spatial Cognitive Memory and Reasoning

Vision-and-Language Navigation in continuous environments requires agents to understand the spatial structure of previously unseen environments in order to follow language instructions. Although foundation models have opened a promising path toward zero-shot navigation without task-specific policy training, many navigators still rely on local visual cues and linear history-based reasoning, overlooking the spatial nature of navigation across explored regions, traversed paths, landmarks, and their spatial relations. In this paper, we propose SpaceVLN, a navigation agent built around Spatial Cognitive Memory and Task-Guided Spatial Reasoning. Specifically, SpaceVLN introduces an efficient stagewise closed-loop framework where planning and execution are organized around verifiable space--landmark stages. During navigation, the agent progressively abstracts explored regions into Spatial Waypoints and dynamically maintains subtask-grounded landmark evidence, forming a hierarchical Spatial Cognitive Memory for progress localization and spatial-relation understanding. Built on this memory, Spatial-CoT integrates task-progress reasoning with spatial perception, analysis, and prediction, enabling Task-Guided Spatial Reasoning for embodied navigation. The unified stage interface enables SpaceVLN to address both Vision-and-Language Navigation and Object-Goal Navigation under a unified zero-shot setting, without task-specific policy training. Across R2R-CE, RxR-CE, GN-Bench, and HM3D-OVON, SpaceVLN achieves state-of-the-art zero-shot performance, and real-robot deployment further validates its applicability. These results highlight Spatial Cognitive Memory and Task-Guided Spatial Reasoning as a practical foundation for stronger embodied navigation agents.

  • 8 authors
·
Jun 7

Open-World Object Manipulation using Pre-trained Vision-Language Models

For robots to follow instructions from people, they must be able to connect the rich semantic information in human vocabulary, e.g. "can you get me the pink stuffed whale?" to their sensory observations and actions. This brings up a notably difficult challenge for robots: while robot learning approaches allow robots to learn many different behaviors from first-hand experience, it is impractical for robots to have first-hand experiences that span all of this semantic information. We would like a robot's policy to be able to perceive and pick up the pink stuffed whale, even if it has never seen any data interacting with a stuffed whale before. Fortunately, static data on the internet has vast semantic information, and this information is captured in pre-trained vision-language models. In this paper, we study whether we can interface robot policies with these pre-trained models, with the aim of allowing robots to complete instructions involving object categories that the robot has never seen first-hand. We develop a simple approach, which we call Manipulation of Open-World Objects (MOO), which leverages a pre-trained vision-language model to extract object-identifying information from the language command and image, and conditions the robot policy on the current image, the instruction, and the extracted object information. In a variety of experiments on a real mobile manipulator, we find that MOO generalizes zero-shot to a wide range of novel object categories and environments. In addition, we show how MOO generalizes to other, non-language-based input modalities to specify the object of interest such as finger pointing, and how it can be further extended to enable open-world navigation and manipulation. The project's website and evaluation videos can be found at https://robot-moo.github.io/

  • 11 authors
·
Mar 1, 2023

DRL-VO: Learning to Navigate Through Crowded Dynamic Scenes Using Velocity Obstacles

This paper proposes a novel learning-based control policy with strong generalizability to new environments that enables a mobile robot to navigate autonomously through spaces filled with both static obstacles and dense crowds of pedestrians. The policy uses a unique combination of input data to generate the desired steering angle and forward velocity: a short history of lidar data, kinematic data about nearby pedestrians, and a sub-goal point. The policy is trained in a reinforcement learning setting using a reward function that contains a novel term based on velocity obstacles to guide the robot to actively avoid pedestrians and move towards the goal. Through a series of 3D simulated experiments with up to 55 pedestrians, this control policy is able to achieve a better balance between collision avoidance and speed (i.e., higher success rate and faster average speed) than state-of-the-art model-based and learning-based policies, and it also generalizes better to different crowd sizes and unseen environments. An extensive series of hardware experiments demonstrate the ability of this policy to directly work in different real-world environments with different crowd sizes with zero retraining. Furthermore, a series of simulated and hardware experiments show that the control policy also works in highly constrained static environments on a different robot platform without any additional training. Lastly, several important lessons that can be applied to other robot learning systems are summarized. Multimedia demonstrations are available at https://www.youtube.com/watch?v=KneELRT8GzU&list=PLouWbAcP4zIvPgaARrV223lf2eiSR-eSS.

OVRL-V2: A simple state-of-art baseline for ImageNav and ObjectNav

We present a single neural network architecture composed of task-agnostic components (ViTs, convolutions, and LSTMs) that achieves state-of-art results on both the ImageNav ("go to location in <this picture>") and ObjectNav ("find a chair") tasks without any task-specific modules like object detection, segmentation, mapping, or planning modules. Such general-purpose methods offer advantages of simplicity in design, positive scaling with available compute, and versatile applicability to multiple tasks. Our work builds upon the recent success of self-supervised learning (SSL) for pre-training vision transformers (ViT). However, while the training recipes for convolutional networks are mature and robust, the recipes for ViTs are contingent and brittle, and in the case of ViTs for visual navigation, yet to be fully discovered. Specifically, we find that vanilla ViTs do not outperform ResNets on visual navigation. We propose the use of a compression layer operating over ViT patch representations to preserve spatial information along with policy training improvements. These improvements allow us to demonstrate positive scaling laws for the first time in visual navigation tasks. Consequently, our model advances state-of-the-art performance on ImageNav from 54.2% to 82.0% success and performs competitively against concurrent state-of-art on ObjectNav with success rate of 64.0% vs. 65.0%. Overall, this work does not present a fundamentally new approach, but rather recommendations for training a general-purpose architecture that achieves state-of-art performance today and could serve as a strong baseline for future methods.

  • 8 authors
·
Mar 14, 2023

REGNav: Room Expert Guided Image-Goal Navigation

Image-goal navigation aims to steer an agent towards the goal location specified by an image. Most prior methods tackle this task by learning a navigation policy, which extracts visual features of goal and observation images, compares their similarity and predicts actions. However, if the agent is in a different room from the goal image, it's extremely challenging to identify their similarity and infer the likely goal location, which may result in the agent wandering around. Intuitively, when humans carry out this task, they may roughly compare the current observation with the goal image, having an approximate concept of whether they are in the same room before executing the actions. Inspired by this intuition, we try to imitate human behaviour and propose a Room Expert Guided Image-Goal Navigation model (REGNav) to equip the agent with the ability to analyze whether goal and observation images are taken in the same room. Specifically, we first pre-train a room expert with an unsupervised learning technique on the self-collected unlabelled room images. The expert can extract the hidden room style information of goal and observation images and predict their relationship about whether they belong to the same room. In addition, two different fusion approaches are explored to efficiently guide the agent navigation with the room relation knowledge. Extensive experiments show that our REGNav surpasses prior state-of-the-art works on three popular benchmarks.

  • 4 authors
·
Feb 15, 2025

ABot-N1: Toward a General Visual Language Navigation Foundation Model

Visual Language Navigation foundation models aim to unify deep reasoning for grounded spatial decisions with broad versatility for diverse embodied tasks. Current approaches typically achieve this integration via monolithic policies that map observations directly to actions, yet they often suffer from coordinate drift and poor handling of long-tail semantics. Furthermore, these black-box mappings lack interpretability, hindering the simultaneous achievement of generality, robustness, and transparency. We present ABot-N1, a step toward a general Visual Language Navigation foundation model, that addresses these challenges by decoupling cognition from control via a slow-fast architecture guided by dual visual-language signals. More specifically, a slow vision-language reasoner performs explicit Chain-of-Thought reasoning while producing a pixel goal. This compact set of image-space anchor points serves as a universal interface for diverse tasks, including point-goal, object-goal, poi-goal, instruction-following, and person-following. Subsequently, a fast action expert leverages both the textual cues and the pixel guidance to generate continuous waypoints at the native control frequency. By bridging high-level intents and low-level control through pixel-grounded anchors paired with explicit linguistic traces, our approach ensures robust, generalizable, and interpretable navigation across simulation and real-world benchmarks. ABot-N1 establishes new state-of-the-art records, delivering massive gains specifically in urban-scale navigation: boosting POI arrival by 35.0% (to 77.3%) and achieving 95.4%/92.9% SR in complex indoor and outdoor scenes. It also maintains superior robustness across object-reaching, person-following, and instruction-following tasks. New Point-Goal/POI-Goal benchmarks are released as open source to advance the field of urban-scale navigation.

Pre-trained Text-to-Image Diffusion Models Are Versatile Representation Learners for Control

Embodied AI agents require a fine-grained understanding of the physical world mediated through visual and language inputs. Such capabilities are difficult to learn solely from task-specific data. This has led to the emergence of pre-trained vision-language models as a tool for transferring representations learned from internet-scale data to downstream tasks and new domains. However, commonly used contrastively trained representations such as in CLIP have been shown to fail at enabling embodied agents to gain a sufficiently fine-grained scene understanding -- a capability vital for control. To address this shortcoming, we consider representations from pre-trained text-to-image diffusion models, which are explicitly optimized to generate images from text prompts and as such, contain text-conditioned representations that reflect highly fine-grained visuo-spatial information. Using pre-trained text-to-image diffusion models, we construct Stable Control Representations which allow learning downstream control policies that generalize to complex, open-ended environments. We show that policies learned using Stable Control Representations are competitive with state-of-the-art representation learning approaches across a broad range of simulated control settings, encompassing challenging manipulation and navigation tasks. Most notably, we show that Stable Control Representations enable learning policies that exhibit state-of-the-art performance on OVMM, a difficult open-vocabulary navigation benchmark.

  • 7 authors
·
May 9, 2024

CogDDN: A Cognitive Demand-Driven Navigation with Decision Optimization and Dual-Process Thinking

Mobile robots are increasingly required to navigate and interact within unknown and unstructured environments to meet human demands. Demand-driven navigation (DDN) enables robots to identify and locate objects based on implicit human intent, even when object locations are unknown. However, traditional data-driven DDN methods rely on pre-collected data for model training and decision-making, limiting their generalization capability in unseen scenarios. In this paper, we propose CogDDN, a VLM-based framework that emulates the human cognitive and learning mechanisms by integrating fast and slow thinking systems and selectively identifying key objects essential to fulfilling user demands. CogDDN identifies appropriate target objects by semantically aligning detected objects with the given instructions. Furthermore, it incorporates a dual-process decision-making module, comprising a Heuristic Process for rapid, efficient decisions and an Analytic Process that analyzes past errors, accumulates them in a knowledge base, and continuously improves performance. Chain of Thought (CoT) reasoning strengthens the decision-making process. Extensive closed-loop evaluations on the AI2Thor simulator with the ProcThor dataset show that CogDDN outperforms single-view camera-only methods by 15%, demonstrating significant improvements in navigation accuracy and adaptability. The project page is available at https://yuehaohuang.github.io/CogDDN/.

  • 10 authors
·
Jul 15, 2025

Embodied Navigation Foundation Model

Navigation is a fundamental capability in embodied AI, representing the intelligence required to perceive and interact within physical environments following language instructions. Despite significant progress in large Vision-Language Models (VLMs), which exhibit remarkable zero-shot performance on general vision-language tasks, their generalization ability in embodied navigation remains largely confined to narrow task settings and embodiment-specific architectures. In this work, we introduce a cross-embodiment and cross-task Navigation Foundation Model (NavFoM), trained on eight million navigation samples that encompass quadrupeds, drones, wheeled robots, and vehicles, and spanning diverse tasks such as vision-and-language navigation, object searching, target tracking, and autonomous driving. NavFoM employs a unified architecture that processes multimodal navigation inputs from varying camera configurations and navigation horizons. To accommodate diverse camera setups and temporal horizons, NavFoM incorporates identifier tokens that embed camera view information of embodiments and the temporal context of tasks. Furthermore, to meet the demands of real-world deployment, NavFoM controls all observation tokens using a dynamically adjusted sampling strategy under a limited token length budget. Extensive evaluations on public benchmarks demonstrate that our model achieves state-of-the-art or highly competitive performance across multiple navigation tasks and embodiments without requiring task-specific fine-tuning. Additional real-world experiments further confirm the strong generalization capability and practical applicability of our approach.

  • 17 authors
·
Sep 15, 2025

Revisiting Articulated Parts Perception in Robot Manipulation

We are surrounded by various objects with movable, articulated parts, e.g., box, handle, door. An accurate and generalizable perception of articulated parts is essential to enhance robotic manipulation capabilities. Building on this need, recent efforts in articulated parts perception have followed two main directions: One line of work uses pose-based representation, which requires high manual cost; in parallel, affordance-based methods extract future object motion from point tracking without additional manual efforts, but suffer from low-quality data. In this paper, we propose a new representation of articulated parts, Geometric Primary Structure (GPS), an abstraction of the part geometry structure to balance scalability and quality. For efficient and scalable data collection, GPS is integrated with a portable Virtual Reality (VR) device and requires only one minute to annotate one object sequence. This direct human annotation provides higher quality than the estimated affordance. With this efficient VR-GPS system, we collect 41K frames for 234 objects across six part classes, and train a generalizable GPS model with a single RGB-D object image as input. For object manipulation, we deploy a heuristic policy based on GPS prediction. Without any in-domain fine-tuning, our method achieves an 73% success rate, covering 270 initial states for 9 objects. Our code, data and reusable tool are available at https://enlighten0707.github.io/gps.

SACSoN: Scalable Autonomous Control for Social Navigation

Machine learning provides a powerful tool for building socially compliant robotic systems that go beyond simple predictive models of human behavior. By observing and understanding human interactions from past experiences, learning can enable effective social navigation behaviors directly from data. In this paper, our goal is to develop methods for training policies for socially unobtrusive navigation, such that robots can navigate among humans in ways that don't disturb human behavior. We introduce a definition for such behavior based on the counterfactual perturbation of the human: if the robot had not intruded into the space, would the human have acted in the same way? By minimizing this counterfactual perturbation, we can induce robots to behave in ways that do not alter the natural behavior of humans in the shared space. Instantiating this principle requires training policies to minimize their effect on human behavior, and this in turn requires data that allows us to model the behavior of humans in the presence of robots. Therefore, our approach is based on two key contributions. First, we collect a large dataset where an indoor mobile robot interacts with human bystanders. Second, we utilize this dataset to train policies that minimize counterfactual perturbation. We provide supplementary videos and make publicly available the largest-of-its-kind visual navigation dataset on our project page.

  • 4 authors
·
Jun 2, 2023

VLFM: Vision-Language Frontier Maps for Zero-Shot Semantic Navigation

Understanding how humans leverage semantic knowledge to navigate unfamiliar environments and decide where to explore next is pivotal for developing robots capable of human-like search behaviors. We introduce a zero-shot navigation approach, Vision-Language Frontier Maps (VLFM), which is inspired by human reasoning and designed to navigate towards unseen semantic objects in novel environments. VLFM builds occupancy maps from depth observations to identify frontiers, and leverages RGB observations and a pre-trained vision-language model to generate a language-grounded value map. VLFM then uses this map to identify the most promising frontier to explore for finding an instance of a given target object category. We evaluate VLFM in photo-realistic environments from the Gibson, Habitat-Matterport 3D (HM3D), and Matterport 3D (MP3D) datasets within the Habitat simulator. Remarkably, VLFM achieves state-of-the-art results on all three datasets as measured by success weighted by path length (SPL) for the Object Goal Navigation task. Furthermore, we show that VLFM's zero-shot nature enables it to be readily deployed on real-world robots such as the Boston Dynamics Spot mobile manipulation platform. We deploy VLFM on Spot and demonstrate its capability to efficiently navigate to target objects within an office building in the real world, without any prior knowledge of the environment. The accomplishments of VLFM underscore the promising potential of vision-language models in advancing the field of semantic navigation. Videos of real-world deployment can be viewed at naoki.io/vlfm.

  • 5 authors
·
Dec 5, 2023

VL-LN Bench: Towards Long-horizon Goal-oriented Navigation with Active Dialogs

In most existing embodied navigation tasks, instructions are well-defined and unambiguous, such as instruction following and object searching. Under this idealized setting, agents are required solely to produce effective navigation outputs conditioned on vision and language inputs. However, real-world navigation instructions are often vague and ambiguous, requiring the agent to resolve uncertainty and infer user intent through active dialog. To address this gap, we propose Interactive Instance Object Navigation (IION), a task that requires agents not only to generate navigation actions but also to produce language outputs via active dialog, thereby aligning more closely with practical settings. IION extends Instance Object Navigation (ION) by allowing agents to freely consult an oracle in natural language while navigating. Building on this task, we present the Vision Language-Language Navigation (VL-LN) benchmark, which provides a large-scale, automatically generated dataset and a comprehensive evaluation protocol for training and assessing dialog-enabled navigation models. VL-LN comprises over 41k long-horizon dialog-augmented trajectories for training and an automatic evaluation protocol with an oracle capable of responding to agent queries. Using this benchmark, we train a navigation model equipped with dialog capabilities and show that it achieves significant improvements over the baselines. Extensive experiments and analyses further demonstrate the effectiveness and reliability of VL-LN for advancing research on dialog-enabled embodied navigation. Code and dataset: https://0309hws.github.io/VL-LN.github.io/

  • 9 authors
·
Dec 26, 2025 3

A Deep Learning Approach to Grasping the Invisible

We study an emerging problem named "grasping the invisible" in robotic manipulation, in which a robot is tasked to grasp an initially invisible target object via a sequence of pushing and grasping actions. In this problem, pushes are needed to search for the target and rearrange cluttered objects around it to enable effective grasps. We propose to solve the problem by formulating a deep learning approach in a critic-policy format. The target-oriented motion critic, which maps both visual observations and target information to the expected future rewards of pushing and grasping motion primitives, is learned via deep Q-learning. We divide the problem into two subtasks, and two policies are proposed to tackle each of them, by combining the critic predictions and relevant domain knowledge. A Bayesian-based policy accounting for past action experience performs pushing to search for the target; once the target is found, a classifier-based policy coordinates target-oriented pushing and grasping to grasp the target in clutter. The motion critic and the classifier are trained in a self-supervised manner through robot-environment interactions. Our system achieves a 93% and 87% task success rate on each of the two subtasks in simulation and an 85% task success rate in real robot experiments on the whole problem, which outperforms several baselines by large margins. Supplementary material is available at https://sites.google.com/umn.edu/grasping-invisible.

  • 3 authors
·
Sep 10, 2019

SuperNav: An Agentic Navigation System for Any Task in Any Scene

General-purpose service robots need navigation systems that can handle diverse human requests in unfamiliar environments, combining task generality with scene generality. Some existing methods fine-tune multimodal large language models (MLLMs) to predict navigation actions, making their behavior dependent on the coverage of navigation training data and potentially limiting generalization to new requests and environments. Our key insight is to let the MLLM focus on interpreting requests, understanding scenes, and making decisions while preserving its general-purpose capabilities and delegating motion execution to navigation tools. To realize this idea, we introduce SuperNav, which equips a pretrained MLLM with a specialized agent harness without navigation-specific fine-tuning of the MLLM. Our harness supports these decisions with Navigation Skills, agent-oriented Tools for physical interaction, and task-progress and context management. A unified visual-point interface connects decision-making to motion by allowing the model to specify destinations directly in images and revise its decisions from execution feedback. Together, these components support sustained navigation across different task requirements and environments. SuperNav outperforms four evaluated baselines on instance-level, multi-object, and demand-driven tasks. Category-level evaluation on HM3D and deployment on a real quadruped robot further demonstrate its applicability across environments. Project Page: https://zju3dv.github.io/SuperNav/

zju3dv zju3dv
·
Oct 7 2

Sight Over Site: Perception-Aware Reinforcement Learning for Efficient Robotic Inspection

Autonomous inspection is a central problem in robotics, with applications ranging from industrial monitoring to search-and-rescue. Traditionally, inspection has often been reduced to navigation tasks, where the objective is to reach a predefined location while avoiding obstacles. However, this formulation captures only part of the real inspection problem. In real-world environments, the inspection targets may become visible well before their exact coordinates are reached, making further movement both redundant and inefficient. What matters more for inspection is not simply arriving at the target's position, but positioning the robot at a viewpoint from which the target becomes observable. In this work, we revisit inspection from a perception-aware perspective. We propose an end-to-end reinforcement learning framework that explicitly incorporates target visibility as the primary objective, enabling the robot to find the shortest trajectory that guarantees visual contact with the target without relying on a map. The learned policy leverages both perceptual and proprioceptive sensing and is trained entirely in simulation, before being deployed to a real-world robot. We further develop an algorithm to compute ground-truth shortest inspection paths, which provides a reference for evaluation. Through extensive experiments, we show that our method outperforms existing classical and learning-based navigation approaches, yielding more efficient inspection trajectories in both simulated and real-world settings. The project is avialable at https://sight-over-site.github.io/

  • 7 authors
·
Sep 22, 2025

Blind Precise Assembly: Proprioceptive Sim-to-Real Peg-in-Hole for Diverse Parts

Every robot already carries high-resolution contact sensors: its own joints. Legged robots and humanoids exploit them to walk, run, and track whole-body motions without vision, but there the contacts are large and forceful. Is joint sensing also enough for precise, contact-rich assembly, where the robot must find a millimeter-scale opening, mesh gear teeth, or catch a thread through light contact? We study this question by training blind assembly policies that observe only a short history of joint positions, velocities, and their own actions, without visual, force, torque, or tactile sensing. The poses of both the fixture and the part are unknown to the policy, and the grasp is randomized substantially. The policy must therefore assemble the parts through contact, sensed exclusively through its own proprioception. Trained with reinforcement learning entirely in simulation over randomized parts, grasps, and contacts, such policies learn peg insertion, gear meshing, and nut threading. The peg insertion policy transfers zero-shot to the real world and inserts pegs of different shapes and sizes in 73% of trials. Controlled comparisons with matched visual policies in simulation show that blind policies generalize far better to unseen part shapes and sizes, though they can be slower. Training such policies needs thousands of different assemblies, each simulated with its clearance intact, so we also release an open-source generator that builds them procedurally from exact convex pieces for MuJoCo; it is more accurate and faster than convex decomposition or MuJoCo's signed-distance collision. Videos and interactive simulations are at https://younghyopark.me/blind-proprioceptive-assembly/.

  • 4 authors
·
Oct 15

The Path Matters: Evaluating Small Language Models Beyond Answer Accuracy in KGQA

Small language models (SLMs) are increasingly paired with knowledge graphs (KGs), yet end-to-end KG question answering conflates graph access, search, navigation, reasoning, and answer generation. This coupling makes it difficult both to determine whether an SLM can faithfully execute the reasoning path implied by a question and to attribute failures to navigation rather than to other stages of the pipeline. We isolate this capability by employing the THESEUS navigation and traceability framework and using frozen, off-the-shelf SLMs as local action policies. At each hop, the environment exposes the legal outgoing graph actions, and the model selects one executable graph action and decides whether to stop, without task-specific parameter updates, model-controlled beam search, or free-form answer generation. This controlled setting allows us to evaluate terminal-answer accuracy with Hits@1 together with path fidelity, using Path Edit Distance (PED) as the primary trajectory metric. Across the Kinship and MQuAKE-ST KGQAs, similarly sized local models differ substantially in answer accuracy and path fidelity, with the two metrics sometimes favoring different models. This model-dependent behavior also extends to prompting, as a single demonstrated trajectory can improve or degrade navigation depending on the model. These results motivate evaluating SLM graph reasoning beyond endpoint accuracy alone.

RoboPrompt: Intuitive Robot Policy Steering with Sparse Human Input

End-to-end robot policies trained through imitation learning remain constrained by limited data diversity, making reliable zero-shot deployment in real-world settings challenging. Shared-autonomy methods enable human correction through teleoperation, but specialized hardware and operator training hinder deployment at scale. Other approaches incorporate human guidance as additional policy inputs, often requiring architectural changes and dedicated training for steerability, which limits their applicability across policies. We present RoboPrompt, a general-purpose, lightweight robot policy steering system that enables users to guide policy behavior through intuitive, sparse inputs, including drawn traces, target points, and coarse directional instructions. RoboPrompt decouples human-intention translation from the underlying policy: a reusable module converts human guidance into action drafts, which are refined through the diffusion or flow-matching dynamics of the base policy. By controlling action generation in noise space, RoboPrompt balances human intent with the policy prior without modifying the base policy architecture or fine-tuning it for steerability. Experiments demonstrate effective steering across Diffusion Policy, π_{0.5}, and FastWAM. We further use steered rollouts for online policy improvement through DAgger. After 2-3 rounds of iteration, average success rates increase by 15.5\% for π_{0.5} across three tasks and by 21.3\% across three policies(Diffusion Policy, π_{0.5}, FastWAM) on the Insert Bread task, while average human intervention counts decrease by 44.0\% (2.86 to 1.60) and 81.9\% (2.60 to 0.47), respectively.

  • 8 authors
·
Oct 6

InstructNav: Zero-shot System for Generic Instruction Navigation in Unexplored Environment

Enabling robots to navigate following diverse language instructions in unexplored environments is an attractive goal for human-robot interaction. However, this goal is challenging because different navigation tasks require different strategies. The scarcity of instruction navigation data hinders training an instruction navigation model with varied strategies. Therefore, previous methods are all constrained to one specific type of navigation instruction. In this work, we propose InstructNav, a generic instruction navigation system. InstructNav makes the first endeavor to handle various instruction navigation tasks without any navigation training or pre-built maps. To reach this goal, we introduce Dynamic Chain-of-Navigation (DCoN) to unify the planning process for different types of navigation instructions. Furthermore, we propose Multi-sourced Value Maps to model key elements in instruction navigation so that linguistic DCoN planning can be converted into robot actionable trajectories. With InstructNav, we complete the R2R-CE task in a zero-shot way for the first time and outperform many task-training methods. Besides, InstructNav also surpasses the previous SOTA method by 10.48% on the zero-shot Habitat ObjNav and by 86.34% on demand-driven navigation DDN. Real robot experiments on diverse indoor scenes further demonstrate our method's robustness in coping with the environment and instruction variations.

  • 5 authors
·
Jun 6, 2024

Embodied Instruction Following in Unknown Environments

Enabling embodied agents to complete complex human instructions from natural language is crucial to autonomous systems in household services. Conventional methods can only accomplish human instructions in the known environment where all interactive objects are provided to the embodied agent, and directly deploying the existing approaches for the unknown environment usually generates infeasible plans that manipulate non-existing objects. On the contrary, we propose an embodied instruction following (EIF) method for complex tasks in the unknown environment, where the agent efficiently explores the unknown environment to generate feasible plans with existing objects to accomplish abstract instructions. Specifically, we build a hierarchical embodied instruction following framework including the high-level task planner and the low-level exploration controller with multimodal large language models. We then construct a semantic representation map of the scene with dynamic region attention to demonstrate the known visual clues, where the goal of task planning and scene exploration is aligned for human instruction. For the task planner, we generate the feasible step-by-step plans for human goal accomplishment according to the task completion process and the known visual clues. For the exploration controller, the optimal navigation or object interaction policy is predicted based on the generated step-wise plans and the known visual clues. The experimental results demonstrate that our method can achieve 45.09% success rate in 204 complex human instructions such as making breakfast and tidying rooms in large house-level scenes. Code and supplementary are available at https://gary3410.github.io/eif_unknown.

  • 8 authors
·
Jun 17, 2024

Talk2Move: Reinforcement Learning for Text-Instructed Object-Level Geometric Transformation in Scenes

We introduce Talk2Move, a reinforcement learning (RL) based diffusion framework for text-instructed spatial transformation of objects within scenes. Spatially manipulating objects in a scene through natural language poses a challenge for multimodal generation systems. While existing text-based manipulation methods can adjust appearance or style, they struggle to perform object-level geometric transformations-such as translating, rotating, or resizing objects-due to scarce paired supervision and pixel-level optimization limits. Talk2Move employs Group Relative Policy Optimization (GRPO) to explore geometric actions through diverse rollouts generated from input images and lightweight textual variations, removing the need for costly paired data. A spatial reward guided model aligns geometric transformations with linguistic description, while off-policy step evaluation and active step sampling improve learning efficiency by focusing on informative transformation stages. Furthermore, we design object-centric spatial rewards that evaluate displacement, rotation, and scaling behaviors directly, enabling interpretable and coherent transformations. Experiments on curated benchmarks demonstrate that Talk2Move achieves precise, consistent, and semantically faithful object transformations, outperforming existing text-guided editing approaches in both spatial accuracy and scene coherence.

  • 9 authors
·
Jan 5 5

Data-Centric Recursive Self-Improvement for Navigation via Policy-Synchronized Language-Action Dual Bootstrapping

Vision-language navigation requires agents to follow natural-language instructions to reach target locations, making high-quality language supervision essential. Since human annotation is costly, prior work has explored scalable data synthesis methods. However, existing methods typically either use separate models for navigation and instruction generation or couple the two tasks through task-specific components; most also annotate the full trajectory corpus with a fixed model before updating, which can cause generated supervision to lag behind the evolving policy. Therefore, we introduce RSI-Nav, a data-centric recursive self-improvement framework for navigation via policy-synchronized language-action dual bootstrapping, which unifies vision-language-to-action instruction following and vision-action-to-language instruction generation within a shared model. Specifically, after supervised fine-tuning establishes fundamental capabilities, RSI-Nav progressively processes unlabeled trajectories in small shards. The current model generates instructions for these trajectories, executes them to evaluate goal completion and path efficiency, retains qualified samples, and immediately updates itself before processing the next shard. This shard-wise update keeps newly generated supervision aligned with the evolving policy. We also incorporate spatial understanding data, since stronger spatial reasoning benefits navigation. Extensive experiments show that RSI-Nav reaches 68.6% SR on R2R-CE and 72.4% SR on RxR-CE, while providing stronger instruction-generation utility and modestly improved spatial understanding after recursive evolution.

OpenGVLab OpenGVLab
·
Oct 10 2

Retrieve, Don't Retrain: Extending Vision Language Action Models to New Tasks at Test Time

Extending a vision-language-action (VLA) policy to a new task typically requires task-specific teleoperated demonstrations and per-task fine-tuning, making adaptation costly in both data collection and compute. In this paper, we show that this target-side per-task adaptation cost can be replaced by retrieval. Our retrieval-augmented policy is trained once on paired demonstrations from the target embodiment (query) and a cheaper embodiment (pool, e.g., human-hand video), then frozen. New tasks are added at deployment by appending pool-side demonstrations to a retrieval pool. The frozen policy conditions on retrieved trajectories at every control step, so new tasks are absorbed by indexing data rather than updating parameters. Fine-tuning is needed only to take on a new, unseen embodiment, not for each new task. We show that retrieval improves policies beyond a specific backbone, including standard VLA policies, but its effect is especially pronounced in Cosmos Policy, a video-generation-based world-action model (WAM). In this setting, retrieval supplies coarse task progression, while the WAM's future-image objective provides an additional visual consistency signal that strengthens the retrieval-conditioned actions. On PushT, we study how retrieval provides a reusable high-level motion prior for cross-embodiment generalization to unseen goal angles, while on RoboTwin 2.0 our method outperforms cross-embodiment baselines on unseen tasks, and we additionally demonstrate the method on a real robot.

naver-ai NAVER AI Lab
·
Jun 13 1

CoINS: Counterfactual Interactive Navigation via Skill-Aware VLM

Recent Vision-Language Models (VLMs) have demonstrated significant potential in robotic planning. However, they typically function as semantic reasoners, lacking an intrinsic understanding of the specific robot's physical capabilities. This limitation is particularly critical in interactive navigation, where robots must actively modify cluttered environments to create traversable paths. Existing VLM-based navigators are predominantly confined to passive obstacle avoidance, failing to reason about when and how to interact with objects to clear blocked paths. To bridge this gap, we propose Counterfactual Interactive Navigation via Skill-aware VLM (CoINS), a hierarchical framework that integrates skill-aware reasoning and robust low-level execution. Specifically, we fine-tune a VLM, named InterNav-VLM, which incorporates skill affordance and concrete constraint parameters into the input context and grounds them into a metric-scale environmental representation. By internalizing the logic of counterfactual reasoning through fine-tuning on the proposed InterNav dataset, the model learns to implicitly evaluate the causal effects of object removal on navigation connectivity, thereby determining interaction necessity and target selection. To execute the generated high-level plans, we develop a comprehensive skill library through reinforcement learning, specifically introducing traversability-oriented strategies to manipulate diverse objects for path clearance. A systematic benchmark in Isaac Sim is proposed to evaluate both the reasoning and execution aspects of interactive navigation. Extensive simulations and real-world experiments demonstrate that CoINS significantly outperforms representative baselines, achieving a 17\% higher overall success rate and over 80\% improvement in complex long-horizon scenarios compared to the best-performing baseline

  • 12 authors
·
Jan 7

DriveDreamer-Policy: A Geometry-Grounded World-Action Model for Unified Generation and Planning

Recently, world-action models (WAM) have emerged to bridge vision-language-action (VLA) models and world models, unifying their reasoning and instruction-following capabilities and spatio-temporal world modeling. However, existing WAM approaches often focus on modeling 2D appearance or latent representations, with limited geometric grounding-an essential element for embodied systems operating in the physical world. We present DriveDreamer-Policy, a unified driving world-action model that integrates depth generation, future video generation, and motion planning within a single modular architecture. The model employs a large language model to process language instructions, multi-view images, and actions, followed by three lightweight generators that produce depth, future video, and actions. By learning a geometry-aware world representation and using it to guide both future prediction and planning within a unified framework, the proposed model produces more coherent imagined futures and more informed driving actions, while maintaining modularity and controllable latency. Experiments on the Navsim v1 and v2 benchmarks demonstrate that DriveDreamer-Policy achieves strong performance on both closed-loop planning and world generation tasks. In particular, our model reaches 89.2 PDMS on Navsim v1 and 88.7 EPDMS on Navsim v2, outperforming existing world-model-based approaches while producing higher-quality future video and depth predictions. Ablation studies further show that explicit depth learning provides complementary benefits to video imagination and improves planning robustness.