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Aug 18

Rethinking Adversarial Policies: A Generalized Attack Formulation and Provable Defense in RL

Most existing works focus on direct perturbations to the victim's state/action or the underlying transition dynamics to demonstrate the vulnerability of reinforcement learning agents to adversarial attacks. However, such direct manipulations may not be always realizable. In this paper, we consider a multi-agent setting where a well-trained victim agent nu is exploited by an attacker controlling another agent alpha with an adversarial policy. Previous models do not account for the possibility that the attacker may only have partial control over alpha or that the attack may produce easily detectable "abnormal" behaviors. Furthermore, there is a lack of provably efficient defenses against these adversarial policies. To address these limitations, we introduce a generalized attack framework that has the flexibility to model to what extent the adversary is able to control the agent, and allows the attacker to regulate the state distribution shift and produce stealthier adversarial policies. Moreover, we offer a provably efficient defense with polynomial convergence to the most robust victim policy through adversarial training with timescale separation. This stands in sharp contrast to supervised learning, where adversarial training typically provides only empirical defenses. Using the Robosumo competition experiments, we show that our generalized attack formulation results in much stealthier adversarial policies when maintaining the same winning rate as baselines. Additionally, our adversarial training approach yields stable learning dynamics and less exploitable victim policies.

  • 4 authors
·
May 26, 2023

AdInject: Real-World Black-Box Attacks on Web Agents via Advertising Delivery

Vision-Language Model (VLM) based Web Agents represent a significant step towards automating complex tasks by simulating human-like interaction with websites. However, their deployment in uncontrolled web environments introduces significant security vulnerabilities. Existing research on adversarial environmental injection attacks often relies on unrealistic assumptions, such as direct HTML manipulation, knowledge of user intent, or access to agent model parameters, limiting their practical applicability. In this paper, we propose AdInject, a novel and real-world black-box attack method that leverages the internet advertising delivery to inject malicious content into the Web Agent's environment. AdInject operates under a significantly more realistic threat model than prior work, assuming a black-box agent, static malicious content constraints, and no specific knowledge of user intent. AdInject includes strategies for designing malicious ad content aimed at misleading agents into clicking, and a VLM-based ad content optimization technique that infers potential user intents from the target website's context and integrates these intents into the ad content to make it appear more relevant or critical to the agent's task, thus enhancing attack effectiveness. Experimental evaluations demonstrate the effectiveness of AdInject, attack success rates exceeding 60% in most scenarios and approaching 100% in certain cases. This strongly demonstrates that prevalent advertising delivery constitutes a potent and real-world vector for environment injection attacks against Web Agents. This work highlights a critical vulnerability in Web Agent security arising from real-world environment manipulation channels, underscoring the urgent need for developing robust defense mechanisms against such threats. Our code is available at https://github.com/NicerWang/AdInject.

  • 8 authors
·
May 27, 2025 2

Reinforcing Spatial Reasoning in Vision-Language Models with Interwoven Thinking and Visual Drawing

As textual reasoning with large language models (LLMs) has advanced significantly, there has been growing interest in enhancing the multimodal reasoning capabilities of large vision-language models (LVLMs). However, existing methods primarily approach multimodal reasoning in a straightforward, text-centric manner, where both reasoning and answer derivation are conducted purely through text, with the only difference being the presence of multimodal input. As a result, these methods often encounter fundamental limitations in spatial reasoning tasks that demand precise geometric understanding and continuous spatial tracking-capabilities that humans achieve through mental visualization and manipulation. To address the limitations, we propose drawing to reason in space, a novel paradigm that enables LVLMs to reason through elementary drawing operations in the visual space. By equipping models with basic drawing operations, including annotating bounding boxes and drawing auxiliary lines, we empower them to express and analyze spatial relationships through direct visual manipulation, meanwhile avoiding the performance ceiling imposed by specialized perception tools in previous tool-integrated reasoning approaches. To cultivate this capability, we develop a three-stage training framework: cold-start training with synthetic data to establish basic drawing abilities, reflective rejection sampling to enhance self-reflection behaviors, and reinforcement learning to directly optimize for target rewards. Extensive experiments demonstrate that our model, named VILASR, consistently outperforms existing methods across diverse spatial reasoning benchmarks, involving maze navigation, static spatial reasoning, video-based reasoning, and multi-view-based reasoning tasks, with an average improvement of 18.4%.

  • 8 authors
·
Jun 11, 2025

EraseLoRA: MLLM-Driven Foreground Exclusion and Background Subtype Aggregation for Dataset-Free Object Removal

Object removal differs from common inpainting, since it must prevent the masked target from reappearing and reconstruct the occluded background with structural and contextual fidelity, rather than merely filling a hole plausibly. Recent dataset-free approaches that redirect self-attention inside the mask fail in two ways: non-target foregrounds are often misinterpreted as background, which regenerates unwanted objects, and direct attention manipulation disrupts fine details and hinders coherent integration of background cues. We propose EraseLoRA, a novel dataset-free framework that replaces attention surgery with background-aware reasoning and test-time adaptation. First, Background-aware Foreground Exclusion (BFE), uses a multimodal large-language models to separate target foreground, non-target foregrounds, and clean background from a single image-mask pair without paired supervision, producing reliable background cues while excluding distractors. Second, Background-aware Reconstruction with Subtype Aggregation (BRSA), performs test-time optimization that treats inferred background subtypes as complementary pieces and enforces their consistent integration through reconstruction and alignment objectives, preserving local detail and global structure without explicit attention intervention. We validate EraseLoRA as a plug-in to pretrained diffusion models and across benchmarks for object removal, demonstrating consistent improvements over dataset-free baselines and competitive results against dataset-driven methods. The code will be made available upon publication.

  • 5 authors
·
Dec 24, 2025

TACTIC: Tactile and Vision Conditioned Contact-Centric Control for Whole-Arm Manipulation

Whole-arm manipulation involves direct contact with the environment while the robot completes a task by distributing contact across multiple links as contacts form, slide, and break. This setting breaks common implicit assumptions in many learning-based manipulation pipelines: arm configuration tightly couples motion and contact forces, contact state is partially observed under occlusion, and purely learned rollouts can become physically inconsistent under distribution shift because many multi-link contact configurations are sparsely represented in the data. To address this, we propose TACTIC (Tactile and Vision Conditioned Contact-Centric Control), a receding-horizon controller for whole-arm manipulation. TACTIC uses a contact-centric hybrid predictive model that combines RGB-D, distributed tactile sensing, and a compact 2D proximity representation. The model couples a learned, action-conditioned latent dynamics model with analytical kinematics through contact Jacobians, enabling rollouts of future contact configurations and interaction forces. TACTIC integrates these rollouts into a sampling-based MPC planner with contact-aware action sampling: contact Jacobian-based projections steer sampled action sequences toward force-modulating directions, and objectives defined over predicted proximity and interaction forces trade task progress against whole-arm force regulation. We evaluate TACTIC in simulation against state-of-the-art model-based and model-free methods, and perform ablations that isolate the contribution of each design choice. TACTIC consistently outperforms other methods. We further demonstrate real-world performance on a robot with distributed tactile sensing across three whole-arm manipulation tasks that require multi-contact trajectories: turning over and repositioning a manikin, and goal-reaching in a 3D dynamic maze. Website: https://emprise.cs.cornell.edu/tactic

  • 10 authors
·
Jul 12

3D Gaussian Editing with A Single Image

The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.

  • 6 authors
·
Aug 14, 2024 3

Robotic Visual Instruction

Recently, natural language has been the primary medium for human-robot interaction. However, its inherent lack of spatial precision introduces challenges for robotic task definition such as ambiguity and verbosity. Moreover, in some public settings where quiet is required, such as libraries or hospitals, verbal communication with robots is inappropriate. To address these limitations, we introduce the Robotic Visual Instruction (RoVI), a novel paradigm to guide robotic tasks through an object-centric, hand-drawn symbolic representation. RoVI effectively encodes spatial-temporal information into human-interpretable visual instructions through 2D sketches, utilizing arrows, circles, colors, and numbers to direct 3D robotic manipulation. To enable robots to understand RoVI better and generate precise actions based on RoVI, we present Visual Instruction Embodied Workflow (VIEW), a pipeline formulated for RoVI-conditioned policies. This approach leverages Vision-Language Models (VLMs) to interpret RoVI inputs, decode spatial and temporal constraints from 2D pixel space via keypoint extraction, and then transform them into executable 3D action sequences. We additionally curate a specialized dataset of 15K instances to fine-tune small VLMs for edge deployment,enabling them to effectively learn RoVI capabilities. Our approach is rigorously validated across 11 novel tasks in both real and simulated environments, demonstrating significant generalization capability. Notably, VIEW achieves an 87.5% success rate in real-world scenarios involving unseen tasks that feature multi-step actions, with disturbances, and trajectory-following requirements. Project website: https://robotic-visual-instruction.github.io/

  • 7 authors
·
May 1, 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.

Lift3D-VLA: Lifting VLA Models to 3D Geometry and Dynamics-Aware Manipulation

Recently, Vision-Language-Action (VLA) models have demonstrated strong generalization across diverse tasks. However, effective robotic manipulation in physical environments fundamentally requires geometric understanding and spatial reasoning. While some VLA approaches attempt to incorporate 3D information, they are constrained by limited data availability and geometric information loss in current 3D encoding pipelines, and fail to jointly capture 3D geometry and temporally structured actions in dynamic environments. To address these limitations, we introduce Lift3D-VLA, a unified VLA framework that equips models with explicit 3D point cloud reasoning and enables temporally coherent action generation. First, building upon our previous work Lift3D, an enhanced 2D model-lifting strategy is proposed to geometrically align 3D points with pretrained 2D positional embeddings. This design enables direct point-cloud encoding within the VLA vision encoder while minimizing spatial information loss. Based on explicit 3D inputs, we propose Geometry-Centric Masked Autoencoding (GC-MAE), a dual-objective self-supervised framework that reconstructs the current point cloud while predicting its future geometric evolution. This formulation allows the 2D vision encoder to internalize both 3D structure and physical dynamics. To fully exploit 3D representations, we further design layer-wise temporal action modeling, which leverages multiple layers of the LLM to collaboratively predict action chunks, enabling temporally consistent predictions. Across 22 simulated tasks and 8 real-world manipulation tasks, Lift3D-VLA achieves 10.8% and 11.1% higher mean success rates on MetaWorld and RLBench than the best-performing prior VLA methods, and outperforms the strongest real-world baseline by 4 percentage points, while exhibiting stronger generalization to out-of-distribution perturbations.

  • 11 authors
·
Jul 6

PRISM: Programmatic Reasoning with Image Sequence Manipulation for LVLM Jailbreaking

The increasing sophistication of large vision-language models (LVLMs) has been accompanied by advances in safety alignment mechanisms designed to prevent harmful content generation. However, these defenses remain vulnerable to sophisticated adversarial attacks. Existing jailbreak methods typically rely on direct and semantically explicit prompts, overlooking subtle vulnerabilities in how LVLMs compose information over multiple reasoning steps. In this paper, we propose a novel and effective jailbreak framework inspired by Return-Oriented Programming (ROP) techniques from software security. Our approach decomposes a harmful instruction into a sequence of individually benign visual gadgets. A carefully engineered textual prompt directs the sequence of inputs, prompting the model to integrate the benign visual gadgets through its reasoning process to produce a coherent and harmful output. This makes the malicious intent emergent and difficult to detect from any single component. We validate our method through extensive experiments on established benchmarks including SafeBench and MM-SafetyBench, targeting popular LVLMs. Results show that our approach consistently and substantially outperforms existing baselines on state-of-the-art models, achieving near-perfect attack success rates (over 0.90 on SafeBench) and improving ASR by up to 0.39. Our findings reveal a critical and underexplored vulnerability that exploits the compositional reasoning abilities of LVLMs, highlighting the urgent need for defenses that secure the entire reasoning process.

  • 10 authors
·
Jul 29, 2025

HapticVLA: Contact-Rich Manipulation via Vision-Language-Action Model without Inference-Time Tactile Sensing

Tactile sensing is a crucial capability for Vision-Language-Action (VLA) architectures, as it enables dexterous and safe manipulation in contact-rich tasks. However, reliance on dedicated tactile hardware increases cost and reduces reproducibility across robotic platforms. We argue that tactile-aware manipulation can be learned offline and deployed without direct haptic feedback at inference. To this end, we present HapticVLA, which proceeds in two tightly coupled stages: Safety-Aware Reward-Weighted Flow Matching (SA-RWFM) and Tactile Distillation (TD). SA-RWFM trains a flow-matching action expert that incorporates precomputed, safety-aware tactile rewards penalizing excessive grasping force and suboptimal grasping trajectories. TD further transfers this tactile-aware capability into a conventional VLA: we distill a compact tactile token from the SA-RWFM teacher and train a student VLA to predict that token from vision and state modalities, enabling tactile-aware action generation at inference without requiring on-board tactile sensors. This design preserves contact-rich tactile-aware reasoning within VLA while removing the need for on-board tactile sensors during deployment. On real-world experiments, HapticVLA achieves a mean success rate of 86.7%, consistently outperforming baseline VLAs - including versions provided with direct tactile feedback during inference.

  • 10 authors
·
Mar 15

UniManip: General-Purpose Zero-Shot Robotic Manipulation with Agentic Operational Graph

Achieving general-purpose robotic manipulation requires robots to seamlessly bridge high-level semantic intent with low-level physical interaction in unstructured environments. However, existing approaches falter in zero-shot generalization: end-to-end Vision-Language-Action (VLA) models often lack the precision required for long-horizon tasks, while traditional hierarchical planners suffer from semantic rigidity when facing open-world variations. To address this, we present UniManip, a framework grounded in a Bi-level Agentic Operational Graph (AOG) that unifies semantic reasoning and physical grounding. By coupling a high-level Agentic Layer for task orchestration with a low-level Scene Layer for dynamic state representation, the system continuously aligns abstract planning with geometric constraints, enabling robust zero-shot execution. Unlike static pipelines, UniManip operates as a dynamic agentic loop: it actively instantiates object-centric scene graphs from unstructured perception, parameterizes these representations into collision-free trajectories via a safety-aware local planner, and exploits structured memory to autonomously diagnose and recover from execution failures. Extensive experiments validate the system's robust zero-shot capability on unseen objects and tasks, demonstrating a 22.5% and 25.0% higher success rate compared to state-of-the-art VLA and hierarchical baselines, respectively. Notably, the system enables direct zero-shot transfer from fixed-base setups to mobile manipulation without fine-tuning or reconfiguration. Our open-source project page can be found at https://henryhcliu.github.io/unimanip.

  • 7 authors
·
Feb 13

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

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

  • 1 authors
·
Jun 10

From Human Videos to Robot Manipulation: A Survey on Scalable Vision-Language-Action Learning with Human-Centric Data

Recent progress in generalizable embodied control has been driven by large-scale pretraining of Vision-Language-Action (VLA) models. However, most existing approaches rely on large collections of robot demonstrations, which are costly to obtain and tightly coupled to specific embodiments. Human videos, by contrast, are abundant and capture rich interactions, providing diverse semantic and physical cues for real-world manipulation. Yet, embodiment differences and the frequent absence of task-aligned annotations make their direct use in VLA models challenging. This survey provides a unified view of how human videos are transformed into effective knowledge for VLA models. We categorize existing approaches into four classes based on the action-related information they derive: (i) latent action representations that encode inter-frame changes; (ii) predictive world models that forecast future frames; (iii) explicit 2D supervision that extracts image-plane cues; and (iv) explicit 3D reconstruction that recovers geometry or motion. Beyond this taxonomy, we highlight three key open challenges in this area: structuring unstructured videos into training-ready episodes, grounding video-derived supervision into robot-executable actions under embodiment and viewpoint heterogeneity, and designing evaluation protocols that better predict real-world deployment performance and transfer efficiency, thereby informing future research directions. A curated list of papers and resources is available at https://github.com/AaronFengZY/HumanCentricToVLA-Survey.

  • 15 authors
·
May 17

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

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

  • 6 authors
·
Jan 23, 2025

SuperSuit: An Isomorphic Bimodal Interface for Scalable Mobile Manipulation

High-quality, long-horizon demonstrations are essential for embodied AI, yet acquiring such data for tightly coupled wheeled mobile manipulators remains a fundamental bottleneck. Unlike fixed-base systems, mobile manipulators require continuous coordination between SE(2) locomotion and precise manipulation, exposing limitations in existing teleoperation and wearable interfaces. We present SuperSuit, a bimodal data acquisition framework that supports both robot-in-the-loop teleoperation and active demonstration under a shared kinematic interface. Both modalities produce structurally identical joint-space trajectories, enabling direct data mixing without modifying downstream policies. For locomotion, SuperSuit maps natural human stepping to continuous planar base velocities, eliminating discrete command switches. For manipulation, it employs a strictly isomorphic wearable arm in both modes, while policy training is formulated in a shift-invariant delta-joint representation to mitigate calibration offsets and structural compliance without inverse kinematics. Real-world experiments on long-horizon mobile manipulation tasks show 2.6times higher demonstration throughput in active mode compared to a teleoperation baseline, comparable policy performance when substituting teleoperation data with active demonstrations at fixed dataset size, and monotonic performance improvement as active data volume increases. These results indicate that consistent kinematic representations across collection modalities enable scalable data acquisition for long-horizon mobile manipulation.

  • 6 authors
·
Mar 5 1

MolmoB0T: Large-Scale Simulation Enables Zero-Shot Manipulation

A prevailing view in robot learning is that simulation alone is not enough; effective sim-to-real transfer is widely believed to require at least some real-world data collection or task-specific fine-tuning to bridge the gap between simulated and physical environments. We challenge that assumption. With sufficiently large-scale and diverse simulated synthetic training data, we show that zero-shot transfer to the real world is not only possible, but effective for both static and mobile manipulation. We introduce MolmoBot-Engine, a fully open-source pipeline for procedural data generation across robots, tasks, and diverse simulated environments in MolmoSpaces. With it, we release MolmoBot-Data, a dataset of 1.8 million expert trajectories for articulated object manipulation and pick-and-place tasks. We train three policy classes: MolmoBot, a Molmo2-based multi-frame vision-language model with a flow-matching action head; MolmoBot-Pi0, which replicates the π_0 architecture to enable direct comparison; and MolmoBot-SPOC, a lightweight policy suitable for edge deployment and amenable to RL fine-tuning. We evaluate on two robotic platforms: the Franka FR3 for tabletop manipulation tasks and the Rainbow Robotics RB-Y1 mobile manipulator for door opening, drawer manipulation, cabinet interaction, and mobile pick-and-place. Without any real-world fine-tuning, our policies achieve zero-shot transfer to unseen objects and environments. On tabletop pick-and-place, MolmoBot achieves a success rate of 79.2% in real world evaluations across 4 settings, outperforming π_{0.5} at 39.2%. Our results demonstrate that procedural environment generation combined with diverse articulated assets can produce robust manipulation policies that generalize broadly to the real world. Technical Blog: https://allenai.org/blog/molmobot-robot-manipulation

allenai Ai2
·
Mar 17 2

World4RL: Diffusion World Models for Policy Refinement with Reinforcement Learning for Robotic Manipulation

Robotic manipulation policies are commonly initialized through imitation learning, but their performance is limited by the scarcity and narrow coverage of expert data. Reinforcement learning can refine polices to alleviate this limitation, yet real-robot training is costly and unsafe, while training in simulators suffers from the sim-to-real gap. Recent advances in generative models have demonstrated remarkable capabilities in real-world simulation, with diffusion models in particular excelling at generation. This raises the question of how diffusion model-based world models can be combined to enhance pre-trained policies in robotic manipulation. In this work, we propose World4RL, a framework that employs diffusion-based world models as high-fidelity simulators to refine pre-trained policies entirely in imagined environments for robotic manipulation. Unlike prior works that primarily employ world models for planning, our framework enables direct end-to-end policy optimization. World4RL is designed around two principles: pre-training a diffusion world model that captures diverse dynamics on multi-task datasets and refining policies entirely within a frozen world model to avoid online real-world interactions. We further design a two-hot action encoding scheme tailored for robotic manipulation and adopt diffusion backbones to improve modeling fidelity. Extensive simulation and real-world experiments demonstrate that World4RL provides high-fidelity environment modeling and enables consistent policy refinement, yielding significantly higher success rates compared to imitation learning and other baselines. More visualization results are available at https://world4rl.github.io/.

  • 9 authors
·
Sep 23, 2025

Deformation-Recovery Diffusion Model (DRDM): Instance Deformation for Image Manipulation and Synthesis

In medical imaging, the diffusion models have shown great potential in synthetic image generation tasks. However, these models often struggle with the interpretable connections between the generated and existing images and could create illusions. To address these challenges, our research proposes a novel diffusion-based generative model based on deformation diffusion and recovery. This model, named Deformation-Recovery Diffusion Model (DRDM), diverges from traditional score/intensity and latent feature-based approaches, emphasizing morphological changes through deformation fields rather than direct image synthesis. This is achieved by introducing a topological-preserving deformation field generation method, which randomly samples and integrates a set of multi-scale Deformation Vector Fields (DVF). DRDM is trained to learn to recover unreasonable deformation components, thereby restoring each randomly deformed image to a realistic distribution. These innovations facilitate the generation of diverse and anatomically plausible deformations, enhancing data augmentation and synthesis for further analysis in downstream tasks, such as few-shot learning and image registration. Experimental results in cardiac MRI and pulmonary CT show DRDM is capable of creating diverse, large (over 10\% image size deformation scale), and high-quality (negative rate of the Jacobian matrix's determinant is lower than 1\%) deformation fields. The further experimental results in downstream tasks, 2D image segmentation and 3D image registration, indicate significant improvements resulting from DRDM, showcasing the potential of our model to advance image manipulation and synthesis in medical imaging and beyond. Project page: https://jianqingzheng.github.io/def_diff_rec/

  • 8 authors
·
Jul 9, 2024

SUGAR: A Scalable Human-Video-Driven Generalizable Humanoid Loco-Manipulation Learning Framework

Building humanoid robots capable of generalizable whole-body loco-manipulation in the real world remains a fundamental challenge. Existing methods either rely on laborious task-specific reward engineering, rigidly replay reference motions that fail to generalize, or depend on costly teleoperation that limits scalability. While human videos capture diverse human behaviors, motion priors inferred from them are inherently imperfect, suffering from occlusion, contact artifacts, and retargeting errors that render them unsuitable for direct policy learning. To address this, we present SUGAR, a scalable data-driven framework that converts diverse human videos into deployable humanoid loco-manipulation skills, without any task-specific reward engineering or reference-motion conditioning at inference. SUGAR proceeds in three stages. First, a fully automated pipeline extracts kinematic interaction priors including human-object motion trajectories and contact labels from unstructured human videos. Second, a privileged physics-based refiner uses a unified mimic reward and progressive state pool to transform imperfect priors into physically feasible, high-fidelity skills. Third, refined skills are distilled into a hierarchical autonomous policy consisting of a command generator and a command tracker. We evaluate SUGAR on six representative loco-manipulation tasks in simulation and real-world humanoid hardware. Our method substantially outperforms reference-tracking baselines, and performance scales clearly with the amount of human video data. It also achieves zero-shot real-world transfer with reliable closed-loop execution, autonomous failure recovery, and stable long-horizon performance under external perturbations. Project Page: https://tianshuwu.github.io/sugar-humanoid/

  • 8 authors
·
May 18

Semantic-Contact Fields for Category-Level Generalizable Tactile Tool Manipulation

Generalizing tool manipulation requires both semantic planning and precise physical control. Modern generalist robot policies, such as Vision-Language-Action (VLA) models, often lack the physical grounding required for contact-rich tool manipulation. Conversely, existing contact-aware policies that leverage tactile or haptic sensing are typically instance-specific and fail to generalize across diverse tool geometries. Bridging this gap requires learning representations that are both semantically transferable and physically grounded, yet a fundamental barrier remains: diverse real-world tactile data are prohibitive to collect at scale, while direct zero-shot sim-to-real transfer is challenging due to the complex nonlinear deformation of soft tactile sensors. To address this, we propose Semantic-Contact Fields (SCFields), a unified 3D representation that fuses visual semantics with dense extrinsic contact estimates, including contact probability and force. SCFields is learned through a two-stage Sim-to-Real Contact Learning Pipeline: we first pre-train on large-scale simulation to learn geometry-aware contact priors, then fine-tune on a small set of real data pseudo-labeled via geometric heuristics and force optimization to align real tactile signals. The resulting force-aware representation serves as the dense observation input to a diffusion policy, enabling physical generalization to unseen tool instances. Experiments on scraping, crayon drawing, and peeling demonstrate robust category-level generalization, significantly outperforming vision-only and raw-tactile baselines. Project page: https://kevinskwk.github.io/SCFields/.

  • 5 authors
·
May 2

ConLA: Contrastive Latent Action Learning from Human Videos for Robotic Manipulation

Vision-Language-Action (VLA) models achieve preliminary generalization through pretraining on large scale robot teleoperation datasets. However, acquiring datasets that comprehensively cover diverse tasks and environments is extremely costly and difficult to scale. In contrast, human demonstration videos offer a rich and scalable source of diverse scenes and manipulation behaviors, yet their lack of explicit action supervision hinders direct utilization. Prior work leverages VQ-VAE based frameworks to learn latent actions from human videos in an unsupervised manner. Nevertheless, since the training objective primarily focuses on reconstructing visual appearances rather than capturing inter-frame dynamics, the learned representations tend to rely on spurious visual cues, leading to shortcut learning and entangled latent representations that hinder transferability. To address this, we propose ConLA, an unsupervised pretraining framework for learning robotic policies from human videos. ConLA introduces a contrastive disentanglement mechanism that leverages action category priors and temporal cues to isolate motion dynamics from visual content, effectively mitigating shortcut learning. Extensive experiments show that ConLA achieves strong performance across diverse benchmarks. Notably, by pretraining solely on human videos, our method for the first time surpasses the performance obtained with real robot trajectory pretraining, highlighting its ability to extract pure and semantically consistent latent action representations for scalable robot learning.

  • 8 authors
·
Jan 31

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

  • 4 authors
·
Dec 3, 2024

Beyond Action Residuals: Real-World Robot Policy Steering via Bottleneck Latent Reinforcement Learning

Pretrained imitation policies have become a strong foundation for robot manipulation, but they often require online improvement to overcome execution errors, limited dataset coverage, and deployment mismatch. A central question is therefore how reinforcement learning (RL) should adapt policies after offline pretraining. Existing lightweight methods commonly apply residual corrections directly in action space, but this often leads to noisy and poorly structured exploration. In this work, we propose Z-Perturbation Reinforcement Learning (ZPRL), an approach that steers pretrained policies through a compact bottleneck latent rather than through policy weights or output actions. During offline training, we augment the policy with a plug-and-play variational information bottleneck (VIB) module to extract a task-relevant latent interface from observation embeddings. During online finetuning, the base policy is frozen and RL learns only a residual perturbation on this latent, whose decoded representation conditions the frozen action generator. We instantiate ZPRL on flow-matching policies and evaluate it on eight simulation tasks and four real-world tasks. Across diverse manipulation settings, ZPRL improves both sample efficiency and final performance over strong post-training baselines. In the real world, ZPRL improves the average success rate on four tasks by 33.7% over imitation base policies while producing smoother exploration behaviors than an action residual counterpart. These results suggest that a compact, task-aligned bottleneck latent provides an effective interface for online RL adaptation. More videos can be found at https://manutdmoon.github.io/ZPRL/.

  • 5 authors
·
May 18

RIGID: Recurrent GAN Inversion and Editing of Real Face Videos

GAN inversion is indispensable for applying the powerful editability of GAN to real images. However, existing methods invert video frames individually often leading to undesired inconsistent results over time. In this paper, we propose a unified recurrent framework, named Recurrent vIdeo GAN Inversion and eDiting (RIGID), to explicitly and simultaneously enforce temporally coherent GAN inversion and facial editing of real videos. Our approach models the temporal relations between current and previous frames from three aspects. To enable a faithful real video reconstruction, we first maximize the inversion fidelity and consistency by learning a temporal compensated latent code. Second, we observe incoherent noises lie in the high-frequency domain that can be disentangled from the latent space. Third, to remove the inconsistency after attribute manipulation, we propose an in-between frame composition constraint such that the arbitrary frame must be a direct composite of its neighboring frames. Our unified framework learns the inherent coherence between input frames in an end-to-end manner, and therefore it is agnostic to a specific attribute and can be applied to arbitrary editing of the same video without re-training. Extensive experiments demonstrate that RIGID outperforms state-of-the-art methods qualitatively and quantitatively in both inversion and editing tasks. The deliverables can be found in https://cnnlstm.github.io/RIGID

  • 4 authors
·
Aug 11, 2023

HPR3D: Hierarchical Proxy Representation for High-Fidelity 3D Reconstruction and Controllable Editing

Current 3D representations like meshes, voxels, point clouds, and NeRF-based neural implicit fields exhibit significant limitations: they are often task-specific, lacking universal applicability across reconstruction, generation, editing, and driving. While meshes offer high precision, their dense vertex data complicates editing; NeRFs deliver excellent rendering but suffer from structural ambiguity, hindering animation and manipulation; all representations inherently struggle with the trade-off between data complexity and fidelity. To overcome these issues, we introduce a novel 3D Hierarchical Proxy Node representation. Its core innovation lies in representing an object's shape and texture via a sparse set of hierarchically organized (tree-structured) proxy nodes distributed on its surface and interior. Each node stores local shape and texture information (implicitly encoded by a small MLP) within its neighborhood. Querying any 3D coordinate's properties involves efficient neural interpolation and lightweight decoding from relevant nearby and parent nodes. This framework yields a highly compact representation where nodes align with local semantics, enabling direct drag-and-edit manipulation, and offers scalable quality-complexity control. Extensive experiments across 3D reconstruction and editing demonstrate our method's expressive efficiency, high-fidelity rendering quality, and superior editability.

  • 7 authors
·
Jul 16, 2025

iAgent: LLM Agent as a Shield between User and Recommender Systems

Traditional recommender systems usually take the user-platform paradigm, where users are directly exposed under the control of the platform's recommendation algorithms. However, the defect of recommendation algorithms may put users in very vulnerable positions under this paradigm. First, many sophisticated models are often designed with commercial objectives in mind, focusing on the platform's benefits, which may hinder their ability to protect and capture users' true interests. Second, these models are typically optimized using data from all users, which may overlook individual user's preferences. Due to these shortcomings, users may experience several disadvantages under the traditional user-platform direct exposure paradigm, such as lack of control over the recommender system, potential manipulation by the platform, echo chamber effects, or lack of personalization for less active users due to the dominance of active users during collaborative learning. Therefore, there is an urgent need to develop a new paradigm to protect user interests and alleviate these issues. Recently, some researchers have introduced LLM agents to simulate user behaviors, these approaches primarily aim to optimize platform-side performance, leaving core issues in recommender systems unresolved. To address these limitations, we propose a new user-agent-platform paradigm, where agent serves as the protective shield between user and recommender system that enables indirect exposure.

  • 9 authors
·
Feb 20, 2025

Scenes as Objects, Not Primitives: Instance-Structured 3D Tokenization from Unposed Views

A 3D scene is understood through its objects, not the primitives that compose them. Yet feed-forward reconstruction methods output dense, unstructured sets of points or Gaussians, leaving object-level structure to be recovered after the fact. We propose a feed-forward framework that decomposes a scene into instance-structured 3D token groups directly from unposed multi-view images -- compact object-centric units from which reconstruction, segmentation, and manipulation all follow. Each token group pairs an instance token capturing entity-level identity with anchor tokens that encode local geometry and appearance, which are decoded into a set of 3D Gaussians. This two-level factorization decouples object identity from local appearance, making object instances a native interface of the representation rather than a derived product. The token groups are learned through differentiable rendering with joint reconstruction and segmentation supervision, requiring no 3D annotations. Our feed-forward model surpasses per-scene optimization baselines in class-agnostic instance segmentation while remaining competitive in novel view synthesis. Beyond these metrics, the same token groups directly unlock instance-level scene editing -- removing, translating, or inserting objects by operating on their groups -- as well as efficient open-vocabulary 3D instance retrieval, where retrieval complexity scales with the number of instances rather than primitives.

  • 6 authors
·
Jun 27 2

DreamSalon: A Staged Diffusion Framework for Preserving Identity-Context in Editable Face Generation

While large-scale pre-trained text-to-image models can synthesize diverse and high-quality human-centered images, novel challenges arise with a nuanced task of "identity fine editing": precisely modifying specific features of a subject while maintaining its inherent identity and context. Existing personalization methods either require time-consuming optimization or learning additional encoders, adept in "identity re-contextualization". However, they often struggle with detailed and sensitive tasks like human face editing. To address these challenges, we introduce DreamSalon, a noise-guided, staged-editing framework, uniquely focusing on detailed image manipulations and identity-context preservation. By discerning editing and boosting stages via the frequency and gradient of predicted noises, DreamSalon first performs detailed manipulations on specific features in the editing stage, guided by high-frequency information, and then employs stochastic denoising in the boosting stage to improve image quality. For more precise editing, DreamSalon semantically mixes source and target textual prompts, guided by differences in their embedding covariances, to direct the model's focus on specific manipulation areas. Our experiments demonstrate DreamSalon's ability to efficiently and faithfully edit fine details on human faces, outperforming existing methods both qualitatively and quantitatively.

  • 9 authors
·
Mar 28, 2024

SecureCAI: Injection-Resilient LLM Assistants for Cybersecurity Operations

Large Language Models have emerged as transformative tools for Security Operations Centers, enabling automated log analysis, phishing triage, and malware explanation; however, deployment in adversarial cybersecurity environments exposes critical vulnerabilities to prompt injection attacks where malicious instructions embedded in security artifacts manipulate model behavior. This paper introduces SecureCAI, a novel defense framework extending Constitutional AI principles with security-aware guardrails, adaptive constitution evolution, and Direct Preference Optimization for unlearning unsafe response patterns, addressing the unique challenges of high-stakes security contexts where traditional safety mechanisms prove insufficient against sophisticated adversarial manipulation. Experimental evaluation demonstrates that SecureCAI reduces attack success rates by 94.7% compared to baseline models while maintaining 95.1% accuracy on benign security analysis tasks, with the framework incorporating continuous red-teaming feedback loops enabling dynamic adaptation to emerging attack strategies and achieving constitution adherence scores exceeding 0.92 under sustained adversarial pressure, thereby establishing a foundation for trustworthy integration of language model capabilities into operational cybersecurity workflows and addressing a critical gap in current approaches to AI safety within adversarial domains.

  • 4 authors
·
Jan 11

DirectDrag: High-Fidelity, Mask-Free, Prompt-Free Drag-based Image Editing via Readout-Guided Feature Alignment

Drag-based image editing using generative models provides intuitive control over image structures. However, existing methods rely heavily on manually provided masks and textual prompts to preserve semantic fidelity and motion precision. Removing these constraints creates a fundamental trade-off: visual artifacts without masks and poor spatial control without prompts. To address these limitations, we propose DirectDrag, a novel mask- and prompt-free editing framework. DirectDrag enables precise and efficient manipulation with minimal user input while maintaining high image fidelity and accurate point alignment. DirectDrag introduces two key innovations. First, we design an Auto Soft Mask Generation module that intelligently infers editable regions from point displacement, automatically localizing deformation along movement paths while preserving contextual integrity through the generative model's inherent capacity. Second, we develop a Readout-Guided Feature Alignment mechanism that leverages intermediate diffusion activations to maintain structural consistency during point-based edits, substantially improving visual fidelity. Despite operating without manual mask or prompt, DirectDrag achieves superior image quality compared to existing methods while maintaining competitive drag accuracy. Extensive experiments on DragBench and real-world scenarios demonstrate the effectiveness and practicality of DirectDrag for high-quality, interactive image manipulation. Project Page: https://frakw.github.io/DirectDrag/. Code is available at: https://github.com/frakw/DirectDrag.

  • 5 authors
·
Dec 3, 2025

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

  • 5 authors
·
Jun 6, 2024

Ctrl&Shift: High-Quality Geometry-Aware Object Manipulation in Visual Generation

Object-level manipulation, relocating or reorienting objects in images or videos while preserving scene realism, is central to film post-production, AR, and creative editing. Yet existing methods struggle to jointly achieve three core goals: background preservation, geometric consistency under viewpoint shifts, and user-controllable transformations. Geometry-based approaches offer precise control but require explicit 3D reconstruction and generalize poorly; diffusion-based methods generalize better but lack fine-grained geometric control. We present Ctrl&Shift, an end-to-end diffusion framework to achieve geometry-consistent object manipulation without explicit 3D representations. Our key insight is to decompose manipulation into two stages, object removal and reference-guided inpainting under explicit camera pose control, and encode both within a unified diffusion process. To enable precise, disentangled control, we design a multi-task, multi-stage training strategy that separates background, identity, and pose signals across tasks. To improve generalization, we introduce a scalable real-world dataset construction pipeline that generates paired image and video samples with estimated relative camera poses. Extensive experiments demonstrate that Ctrl&Shift achieves state-of-the-art results in fidelity, viewpoint consistency, and controllability. To our knowledge, this is the first framework to unify fine-grained geometric control and real-world generalization for object manipulation, without relying on any explicit 3D modeling.

  • 8 authors
·
Feb 11

Manipulate-Anything: Automating Real-World Robots using Vision-Language Models

Large-scale endeavors like and widespread community efforts such as Open-X-Embodiment have contributed to growing the scale of robot demonstration data. However, there is still an opportunity to improve the quality, quantity, and diversity of robot demonstration data. Although vision-language models have been shown to automatically generate demonstration data, their utility has been limited to environments with privileged state information, they require hand-designed skills, and are limited to interactions with few object instances. We propose Manipulate-Anything, a scalable automated generation method for real-world robotic manipulation. Unlike prior work, our method can operate in real-world environments without any privileged state information, hand-designed skills, and can manipulate any static object. We evaluate our method using two setups. First, Manipulate-Anything successfully generates trajectories for all 7 real-world and 14 simulation tasks, significantly outperforming existing methods like VoxPoser. Second, Manipulate-Anything's demonstrations can train more robust behavior cloning policies than training with human demonstrations, or from data generated by VoxPoser, Scaling-up, and Code-As-Policies. We believe Manipulate-Anything can be a scalable method for both generating data for robotics and solving novel tasks in a zero-shot setting. Project page: https://robot-ma.github.io/.

  • 7 authors
·
Jun 27, 2024

Direct-a-Video: Customized Video Generation with User-Directed Camera Movement and Object Motion

Recent text-to-video diffusion models have achieved impressive progress. In practice, users often desire the ability to control object motion and camera movement independently for customized video creation. However, current methods lack the focus on separately controlling object motion and camera movement in a decoupled manner, which limits the controllability and flexibility of text-to-video models. In this paper, we introduce Direct-a-Video, a system that allows users to independently specify motions for one or multiple objects and/or camera movements, as if directing a video. We propose a simple yet effective strategy for the decoupled control of object motion and camera movement. Object motion is controlled through spatial cross-attention modulation using the model's inherent priors, requiring no additional optimization. For camera movement, we introduce new temporal cross-attention layers to interpret quantitative camera movement parameters. We further employ an augmentation-based approach to train these layers in a self-supervised manner on a small-scale dataset, eliminating the need for explicit motion annotation. Both components operate independently, allowing individual or combined control, and can generalize to open-domain scenarios. Extensive experiments demonstrate the superiority and effectiveness of our method. Project page: https://direct-a-video.github.io/.

  • 8 authors
·
Feb 5, 2024 1

Investigating the Impact of Direct Punishment on the Emergence of Cooperation in Multi-Agent Reinforcement Learning Systems

Solving the problem of cooperation is fundamentally important for the creation and maintenance of functional societies. Problems of cooperation are omnipresent within human society, with examples ranging from navigating busy road junctions to negotiating treaties. As the use of AI becomes more pervasive throughout society, the need for socially intelligent agents capable of navigating these complex cooperative dilemmas is becoming increasingly evident. Direct punishment is a ubiquitous social mechanism that has been shown to foster the emergence of cooperation in both humans and non-humans. In the natural world, direct punishment is often strongly coupled with partner selection and reputation and used in conjunction with third-party punishment. The interactions between these mechanisms could potentially enhance the emergence of cooperation within populations. However, no previous work has evaluated the learning dynamics and outcomes emerging from Multi-Agent Reinforcement Learning (MARL) populations that combine these mechanisms. This paper addresses this gap. It presents a comprehensive analysis and evaluation of the behaviors and learning dynamics associated with direct punishment, third-party punishment, partner selection, and reputation. Finally, we discuss the implications of using these mechanisms on the design of cooperative AI systems.

  • 2 authors
·
Jan 19, 2023

Learning Synergies between Pushing and Grasping with Self-supervised Deep Reinforcement Learning

Skilled robotic manipulation benefits from complex synergies between non-prehensile (e.g. pushing) and prehensile (e.g. grasping) actions: pushing can help rearrange cluttered objects to make space for arms and fingers; likewise, grasping can help displace objects to make pushing movements more precise and collision-free. In this work, we demonstrate that it is possible to discover and learn these synergies from scratch through model-free deep reinforcement learning. Our method involves training two fully convolutional networks that map from visual observations to actions: one infers the utility of pushes for a dense pixel-wise sampling of end effector orientations and locations, while the other does the same for grasping. Both networks are trained jointly in a Q-learning framework and are entirely self-supervised by trial and error, where rewards are provided from successful grasps. In this way, our policy learns pushing motions that enable future grasps, while learning grasps that can leverage past pushes. During picking experiments in both simulation and real-world scenarios, we find that our system quickly learns complex behaviors amid challenging cases of clutter, and achieves better grasping success rates and picking efficiencies than baseline alternatives after only a few hours of training. We further demonstrate that our method is capable of generalizing to novel objects. Qualitative results (videos), code, pre-trained models, and simulation environments are available at http://vpg.cs.princeton.edu

  • 6 authors
·
Mar 27, 2018

DexHandDiff: Interaction-aware Diffusion Planning for Adaptive Dexterous Manipulation

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

  • 9 authors
·
Nov 27, 2024

Manipulate-to-Navigate: Reinforcement Learning with Visual Affordances and Manipulability Priors

Mobile manipulation in dynamic environments is challenging due to movable obstacles blocking the robot's path. Traditional methods, which treat navigation and manipulation as separate tasks, often fail in such 'manipulate-to-navigate' scenarios, as obstacles must be removed before navigation. In these cases, active interaction with the environment is required to clear obstacles while ensuring sufficient space for movement. To address the manipulate-to-navigate problem, we propose a reinforcement learning-based approach for learning manipulation actions that facilitate subsequent navigation. Our method combines manipulability priors to focus the robot on high manipulability body positions with affordance maps for selecting high-quality manipulation actions. By focusing on feasible and meaningful actions, our approach reduces unnecessary exploration and allows the robot to learn manipulation strategies more effectively. We present two new manipulate-to-navigate simulation tasks called Reach and Door with the Boston Dynamics Spot robot. The first task tests whether the robot can select a good hand position in the target area such that the robot base can move effectively forward while keeping the end effector position fixed. The second task requires the robot to move a door aside in order to clear the navigation path. Both of these tasks need first manipulation and then navigating the base forward. Results show that our method allows a robot to effectively interact with and traverse dynamic environments. Finally, we transfer the learned policy to a real Boston Dynamics Spot robot, which successfully performs the Reach task.

  • 2 authors
·
Aug 18, 2025

DeVI: Physics-based Dexterous Human-Object Interaction via Synthetic Video Imitation

Recent advances in video generative models enable the synthesis of realistic human-object interaction videos across a wide range of scenarios and object categories, including complex dexterous manipulations that are difficult to capture with motion capture systems. While the rich interaction knowledge embedded in these synthetic videos holds strong potential for motion planning in dexterous robotic manipulation, their limited physical fidelity and purely 2D nature make them difficult to use directly as imitation targets in physics-based character control. We present DeVI (Dexterous Video Imitation), a novel framework that leverages text-conditioned synthetic videos to enable physically plausible dexterous agent control for interacting with unseen target objects. To overcome the imprecision of generative 2D cues, we introduce a hybrid tracking reward that integrates 3D human tracking with robust 2D object tracking. Unlike methods relying on high-quality 3D kinematic demonstrations, DeVI requires only the generated video, enabling zero-shot generalization across diverse objects and interaction types. Extensive experiments demonstrate that DeVI outperforms existing approaches that imitate 3D human-object interaction demonstrations, particularly in modeling dexterous hand-object interactions. We further validate the effectiveness of DeVI in multi-object scenes and text-driven action diversity, showcasing the advantage of using video as an HOI-aware motion planner.

Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial Reasoning

Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions. We introduce DirectLayout, a framework that directly generates numerical 3D layouts from text descriptions using generalizable spatial reasoning of large language models (LLMs). DirectLayout decomposes the generation into three stages: producing a Bird's-Eye View (BEV) layout, lifting it into 3D space, and refining object placements. To enable explicit spatial reasoning and help the model grasp basic principles of object placement, we employ Chain-of-Thought (CoT) Activation based on the 3D-Front dataset. Additionally, we design CoT-Grounded Generative Layout Reward to enhance generalization and spatial planning. During inference, DirectLayout addresses asset-layout mismatches via Iterative Asset-Layout Alignment through in-context learning. Extensive experiments demonstrate that DirectLayout achieves impressive semantic consistency, generalization and physical plausibility.

  • 5 authors
·
Jun 5, 2025

ImageBrush: Learning Visual In-Context Instructions for Exemplar-Based Image Manipulation

While language-guided image manipulation has made remarkable progress, the challenge of how to instruct the manipulation process faithfully reflecting human intentions persists. An accurate and comprehensive description of a manipulation task using natural language is laborious and sometimes even impossible, primarily due to the inherent uncertainty and ambiguity present in linguistic expressions. Is it feasible to accomplish image manipulation without resorting to external cross-modal language information? If this possibility exists, the inherent modality gap would be effortlessly eliminated. In this paper, we propose a novel manipulation methodology, dubbed ImageBrush, that learns visual instructions for more accurate image editing. Our key idea is to employ a pair of transformation images as visual instructions, which not only precisely captures human intention but also facilitates accessibility in real-world scenarios. Capturing visual instructions is particularly challenging because it involves extracting the underlying intentions solely from visual demonstrations and then applying this operation to a new image. To address this challenge, we formulate visual instruction learning as a diffusion-based inpainting problem, where the contextual information is fully exploited through an iterative process of generation. A visual prompting encoder is carefully devised to enhance the model's capacity in uncovering human intent behind the visual instructions. Extensive experiments show that our method generates engaging manipulation results conforming to the transformations entailed in demonstrations. Moreover, our model exhibits robust generalization capabilities on various downstream tasks such as pose transfer, image translation and video inpainting.

  • 8 authors
·
Aug 1, 2023

DexterityGen: Foundation Controller for Unprecedented Dexterity

Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.

  • 14 authors
·
Feb 6, 2025

Detecting and Grounding Multi-Modal Media Manipulation

Misinformation has become a pressing issue. Fake media, in both visual and textual forms, is widespread on the web. While various deepfake detection and text fake news detection methods have been proposed, they are only designed for single-modality forgery based on binary classification, let alone analyzing and reasoning subtle forgery traces across different modalities. In this paper, we highlight a new research problem for multi-modal fake media, namely Detecting and Grounding Multi-Modal Media Manipulation (DGM^4). DGM^4 aims to not only detect the authenticity of multi-modal media, but also ground the manipulated content (i.e., image bounding boxes and text tokens), which requires deeper reasoning of multi-modal media manipulation. To support a large-scale investigation, we construct the first DGM^4 dataset, where image-text pairs are manipulated by various approaches, with rich annotation of diverse manipulations. Moreover, we propose a novel HierArchical Multi-modal Manipulation rEasoning tRansformer (HAMMER) to fully capture the fine-grained interaction between different modalities. HAMMER performs 1) manipulation-aware contrastive learning between two uni-modal encoders as shallow manipulation reasoning, and 2) modality-aware cross-attention by multi-modal aggregator as deep manipulation reasoning. Dedicated manipulation detection and grounding heads are integrated from shallow to deep levels based on the interacted multi-modal information. Finally, we build an extensive benchmark and set up rigorous evaluation metrics for this new research problem. Comprehensive experiments demonstrate the superiority of our model; several valuable observations are also revealed to facilitate future research in multi-modal media manipulation.

  • 3 authors
·
Apr 5, 2023

Synatra: Turning Indirect Knowledge into Direct Demonstrations for Digital Agents at Scale

LLMs can now act as autonomous agents that interact with digital environments and complete specific objectives (e.g., arranging an online meeting). However, accuracy is still far from satisfactory, partly due to a lack of large-scale, direct demonstrations for digital tasks. Obtaining supervised data from humans is costly, and automatic data collection through exploration or reinforcement learning relies on complex environmental and content setup, resulting in datasets that lack comprehensive coverage of various scenarios. On the other hand, there is abundant knowledge that may indirectly assist task completion, such as online tutorials that were created for human consumption. In this work, we present Synatra, an approach that effectively transforms this indirect knowledge into direct supervision at scale. We define different types of indirect knowledge, and carefully study the available sources to obtain it, methods to encode the structure of direct demonstrations, and finally methods to transform indirect knowledge into direct demonstrations. We use 100k such synthetically-created demonstrations to finetune a 7B CodeLlama, and demonstrate that the resulting agent surpasses all comparably sized models on three web-based task benchmarks Mind2Web, MiniWoB++ and WebArena, as well as surpassing GPT-3.5 on WebArena and Mind2Web. In addition, while synthetic demonstrations prove to be only 3% the cost of human demonstrations (at $0.031 each), we show that the synthetic demonstrations can be more effective than an identical number of human demonstrations collected from limited domains.

  • 10 authors
·
Sep 23, 2024

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

  • 6 authors
·
Apr 25, 2024 1

ChatbotManip: A Dataset to Facilitate Evaluation and Oversight of Manipulative Chatbot Behaviour

This paper introduces ChatbotManip, a novel dataset for studying manipulation in Chatbots. It contains simulated generated conversations between a chatbot and a (simulated) user, where the chatbot is explicitly asked to showcase manipulation tactics, persuade the user towards some goal, or simply be helpful. We consider a diverse set of chatbot manipulation contexts, from consumer and personal advice to citizen advice and controversial proposition argumentation. Each conversation is annotated by human annotators for both general manipulation and specific manipulation tactics. Our research reveals three key findings. First, Large Language Models (LLMs) can be manipulative when explicitly instructed, with annotators identifying manipulation in approximately 84\% of such conversations. Second, even when only instructed to be ``persuasive'' without explicit manipulation prompts, LLMs frequently default to controversial manipulative strategies, particularly gaslighting and fear enhancement. Third, small fine-tuned open source models, such as BERT+BiLSTM have a performance comparable to zero-shot classification with larger models like Gemini 2.5 pro in detecting manipulation, but are not yet reliable for real-world oversight. Our work provides important insights for AI safety research and highlights the need of addressing manipulation risks as LLMs are increasingly deployed in consumer-facing applications.

  • 4 authors
·
Jun 11, 2025

Direct Inversion: Boosting Diffusion-based Editing with 3 Lines of Code

Text-guided diffusion models have revolutionized image generation and editing, offering exceptional realism and diversity. Specifically, in the context of diffusion-based editing, where a source image is edited according to a target prompt, the process commences by acquiring a noisy latent vector corresponding to the source image via the diffusion model. This vector is subsequently fed into separate source and target diffusion branches for editing. The accuracy of this inversion process significantly impacts the final editing outcome, influencing both essential content preservation of the source image and edit fidelity according to the target prompt. Prior inversion techniques aimed at finding a unified solution in both the source and target diffusion branches. However, our theoretical and empirical analyses reveal that disentangling these branches leads to a distinct separation of responsibilities for preserving essential content and ensuring edit fidelity. Building on this insight, we introduce "Direct Inversion," a novel technique achieving optimal performance of both branches with just three lines of code. To assess image editing performance, we present PIE-Bench, an editing benchmark with 700 images showcasing diverse scenes and editing types, accompanied by versatile annotations and comprehensive evaluation metrics. Compared to state-of-the-art optimization-based inversion techniques, our solution not only yields superior performance across 8 editing methods but also achieves nearly an order of speed-up.

  • 5 authors
·
Oct 2, 2023

Weak-to-Strong Generalization via Direct On-Policy Distillation

Reinforcement learning with verifiable rewards (RLVR) is a powerful recipe for improving language-model reasoning, but it is expensive to repeat on every new strong model because the target model must generate many rollouts during training. As models scale, post-training itself becomes a bottleneck. We study a weak-to-strong alternative: run RL on a smaller model where rollouts are cheaper, then reuse what that RL run learned to improve a stronger target model. Directly distilling the post-RL weak teacher is not enough, because the teacher's final policy mixes useful RL gains with the limitations of the smaller model. We propose Direct On-Policy Distillation (Direct-OPD), which transfers the teacher's RL-induced policy shift instead. Direct-OPD compares the post-RL teacher with its own pre-RL reference and treats their log-ratio as a dense implicit reward for the student. In plain terms, the checkpoint pair tells us which actions RL made the weak model more or less likely to take, and Direct-OPD applies that signal on the stronger student's own on-policy states. This directly reuses the weak model's RL supervision signal without running sparse-reward RL on the target model. Empirically, Direct-OPD consistently leverages weaker teachers to improve stronger target models; notably, it boosts Qwen3-1.7B from 48.3% to 58.3% on AIME 2024 in just 4 hours on 8 A100 GPUs. It outperforms step-matched direct RL and enables the sequential composition of multiple policy shifts. Our results show that RL outcomes can be reused across model scales as implicit reward signals, not merely as final models to imitate.

ChatInject: Abusing Chat Templates for Prompt Injection in LLM Agents

The growing deployment of large language model (LLM) based agents that interact with external environments has created new attack surfaces for adversarial manipulation. One major threat is indirect prompt injection, where attackers embed malicious instructions in external environment output, causing agents to interpret and execute them as if they were legitimate prompts. While previous research has focused primarily on plain-text injection attacks, we find a significant yet underexplored vulnerability: LLMs' dependence on structured chat templates and their susceptibility to contextual manipulation through persuasive multi-turn dialogues. To this end, we introduce ChatInject, an attack that formats malicious payloads to mimic native chat templates, thereby exploiting the model's inherent instruction-following tendencies. Building on this foundation, we develop a persuasion-driven Multi-turn variant that primes the agent across conversational turns to accept and execute otherwise suspicious actions. Through comprehensive experiments across frontier LLMs, we demonstrate three critical findings: (1) ChatInject achieves significantly higher average attack success rates than traditional prompt injection methods, improving from 5.18% to 32.05% on AgentDojo and from 15.13% to 45.90% on InjecAgent, with multi-turn dialogues showing particularly strong performance at average 52.33% success rate on InjecAgent, (2) chat-template-based payloads demonstrate strong transferability across models and remain effective even against closed-source LLMs, despite their unknown template structures, and (3) existing prompt-based defenses are largely ineffective against this attack approach, especially against Multi-turn variants. These findings highlight vulnerabilities in current agent systems.

Chung-AngUniversity Chung-Ang University
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Sep 26, 2025 2

SimToolReal: An Object-Centric Policy for Zero-Shot Dexterous Tool Manipulation

The ability to manipulate tools significantly expands the set of tasks a robot can perform. Yet, tool manipulation represents a challenging class of dexterity, requiring grasping thin objects, in-hand object rotations, and forceful interactions. Since collecting teleoperation data for these behaviors is challenging, sim-to-real reinforcement learning (RL) is a promising alternative. However, prior approaches typically require substantial engineering effort to model objects and tune reward functions for each task. In this work, we propose SimToolReal, taking a step towards generalizing sim-to-real RL policies for tool manipulation. Instead of focusing on a single object and task, we procedurally generate a large variety of tool-like object primitives in simulation and train a single RL policy with the universal goal of manipulating each object to random goal poses. This approach enables SimToolReal to perform general dexterous tool manipulation at test-time without any object or task-specific training. We demonstrate that SimToolReal outperforms prior retargeting and fixed-grasp methods by 37% while matching the performance of specialist RL policies trained on specific target objects and tasks. Finally, we show that SimToolReal generalizes across a diverse set of everyday tools, achieving strong zero-shot performance over 120 real-world rollouts spanning 24 tasks, 12 object instances, and 6 tool categories.

CoStream: Composing Simple Behaviors for Generalizable Complex Manipulation

Long-horizon, contact-rich complex manipulation tasks, such as seating a GPU into a PCIe slot, demand both millimeter high precision and out-of-the-box generalization to new tasks. Existing paradigms struggle to satisfy both: classical pipelines use brittle, task-specific interfaces to achieve high-precision control but require costly pipeline redesigns to adapt to new tasks, whereas monolithic end-to-end policies provide better generalization but lack high precision on complex, out-of-distribution tasks unless retrained with new data. Both paradigms share an implicit assumption: once a manipulation capability is acquired, it must be deployed as a rigid pipeline or monolithic whole, rather than being freely decomposed and recomposed. In this paper, we show that complex manipulation capabilities can emerge naturally from the composition of simple, independent behaviors. Rather than deploying a monolithic policy or a rigid pipeline, we propose CoStream, a framework orchestrating foundation models and diverse sensing modalities into multiple composable core behaviors: a semantic behavior extracting spatial constraints via foundation models; a predictive behavior forecasting trajectories by tracking keypoints in imagined videos; and a reactive behavior providing high-frequency tactile and force corrections. On a shared SE(3) interface, these outputs compose by right-multiplication into a single pose command at each control step, executed by a compliant controller. We demonstrate CoStream on 8 real-world tasks spanning everyday manipulation and precision assembly, with the strongest gains in contact-rich assembly and object transfer, and show robust recovery from manual perturbations during execution. Website: https://costream-simple.github.io

  • 10 authors
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Jun 25