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Sep 1

One Policy, Many Embodiments: Unified Camera-Centric Action Geometry Pre-training for Heterogeneous Embodied Manipulation

Scaling generalist vision-language-action (VLA) policies is severely bottlenecked by the inherent heterogeneity of embodied data, which spans diverse robot morphologies, camera configurations, and low-level action spaces. Existing paradigms typically address this mismatch through explicit action retargeting, human-to-robot video synthesis, or dataset-specific adaptation branches, fundamentally hindering the joint learning of a unified policy. We introduce UCAG-P, a camera-centric unified action formulation that structurally aligns heterogeneous embodied datasets into a shared geometric action space. Rather than treating robot-specific commands as the shared policy target, UCAG-P represents manipulation through camera-observable anchor motion in image and camera-frame coordinates, treating robot arms, humanoids, and human hands as different embodiments of a common action schema. A geometry-conditioned action translator combines predicted motion with target-embodiment kinematics to produce executable controls. The resulting decoupled architecture allows a shared VLA policy to learn transferable manipulation geometry while retaining embodiment-specific controllability. UCAG-P is trained on 4.03K hours of robot and simulation data and 2.34K hours of human demonstrations. A single checkpoint reaches 98.3% on LIBERO, 88.7% and 89.2% on RoboTwin Easy and Hard, 82.0% zero-shot on LIBERO-Plus, and 62.0% on RoboCasa GR-1, without benchmark-specific fine-tuning.

  • 23 authors
·
Aug 25

Geometric Action Model for Robot Policy Learning

Generalist robot policies must follow user instructions while reasoning about how objects, cameras, and robot actions interact in the 3D physical world. Recent vision-language-action models (VLAs) and video world-action models (WAMs) inherit strong semantic or temporal priors from large-scale foundation models, but they still operate primarily on 2D image frames or 2D-derived latent spaces, leaving implicit the 3D geometry required for contact-rich manipulation. We propose the Geometric Action Model (GAM), a language-conditioned manipulation policy that directly repurposes a pretrained geometric foundation model (GFM) as a shared substrate for perception, temporal prediction, and action decoding. GAM splits the GFM at an intermediate layer: the shallow layers serve as an observation encoder, and a causal future predictor inserted at the split layer forecasts future latent tokens conditioned on language, proprioception, and action history. The predicted future tokens are then routed through the remaining GFM blocks for feature propagation and decoding, allowing a single backbone to produce both future geometry and actions. This design equips the GFM with language-conditioned temporal world modeling through minimal architectural modification while preserving its rich geometric priors. Across a broad suite of simulation and real-robot manipulation benchmarks, GAM is more accurate, more robust, faster, and lighter than current foundation-model-scale baselines.

ETHZurich ETH Zürich
·
Jun 14 3

GeoWAM: Visual Geometry World Action Models for Autonomous Driving

World action models (WAMs) have recently gained increasing attention as a framework for jointly modeling scene evolution and ego actions in autonomous driving. Most existing WAMs learn scene dynamics in pixel space by combining a video-generation backbone for future-observation prediction with an action head for ego-trajectory prediction. Pixels, however, provide only an indirect representation of these dynamics: they entangle geometry and motion with appearance, texture, and illumination, forcing the model to infer three-dimensional transformations from two-dimensional observations. We argue that geometry, represented by point clouds, offers a more natural state space for driving because it explicitly captures spatial structure and the rigid and non-rigid transformations that govern scene evolution while directly aligning with the space in which driving actions are executed. Building on this insight, we introduce GeoWAM, a visual geometry world action model for autonomous driving. Rather than predicting future images, GeoWAM is pretrained to forecast future scene geometry, yielding representations that jointly encode spatial structure and temporal evolution. A geometry-conditioned action head then leverages these learned geometric dynamics to predict future ego trajectories. Extensive open-loop and closed-loop evaluations show that visual geometry world modeling yields substantially stronger driving policies than image-based alternatives, establishing future-geometry prediction as an effective pretraining objective for autonomous driving.

  • 13 authors
·
Aug 24

SG-WAM: Self-Guided World Modeling in Geometry-Aware Policy Space

World Action Models (WAMs) couple action generation with prediction of future states. Their effectiveness depends on whether future dynamics are modeled in a space that is both aligned with action generation and sufficiently geometry-aware to capture where and how actions change the scene. Existing WAMs typically satisfy only part of this requirement, relying on either perceptually heavy observation-space targets or auxiliary latent spaces that are not jointly structured for action relevance and geometry. We propose SG-WAM, a self-guided framework that learns geometry-aware action-conditioned dynamics directly in the policy-derived representation space. SG-WAM introduces learnable dynamics tokens and a Self-Guided World Predictor that forecasts their future latent states conditioned on intervening robot actions. Prediction targets are generated by an exponential moving average copy of the same policy backbone, providing stable supervision within the representation family used by the action expert. Geometric supervision further structures the policy image-token representations, providing spatially grounded context for the dynamics tokens and yielding a future-alignment space that is both action-relevant and geometry-aware. Latent future prediction, geometric grounding, and flow-matching action generation are jointly optimized end-to-end in a unified framework. Built on a 0.9B model without large-scale embodied pretraining, SG-WAM achieves 98.5% average success on LIBERO and 73% on LIBERO-Plus, while outperforming strong baselines in both in-distribution and out-of-distribution real-world evaluations.

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

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

  • 3 authors
·
Oct 7, 2024

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

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

  • 14 authors
·
May 20

PAGER: Bridging the Semantic-Execution Gap in Point-Precise Geometric GUI Control

Large vision-language models have significantly advanced GUI agents, enabling executable interaction across web, mobile, and desktop interfaces. Yet these gains largely rely on a forgiving region-tolerant paradigm, where many nearby pixels inside the same component remain valid. Precise geometric construction breaks this assumption: actions must land on points in continuous canvas space rather than tolerant regions. Because geometric primitives carry ontological dependencies, a local coordinate error can induce cascading topological failures that distort downstream objects and invalidate the final construction. We identify this regime as precision-sensitive GUI tasks, requiring point-level accuracy, geometry-aware verification, and robustness to dependency-driven error propagation. To benchmark it, we introduce PAGE Bench, with 4,906 problems and over 224K process-supervised, pixel-level GUI actions. We further propose PAGER, a topology-aware agent that decomposes construction into dependency-structured planning and pixel-level execution. Pixel-grounded supervised tuning establishes executable action grammar, while precision-aligned reinforcement learning mitigates rollout-induced exposure bias through state-conditioned geometric feedback. Experiments reveal a pronounced Semantic-Execution Gap: general multimodal models can exceed 88% action type accuracy yet remain below 6% task success. PAGER closes this gap, delivering 4.1x higher task success than the strongest evaluated general baseline and raising step success rate from below 9% for GUI-specialized agents to over 62%, establishing a new state of the art for point-precise GUI control.

opendatalab OpenDataLab
·
May 14 1

GeoManip: Geometric Constraints as General Interfaces for Robot Manipulation

We present GeoManip, a framework to enable generalist robots to leverage essential conditions derived from object and part relationships, as geometric constraints, for robot manipulation. For example, cutting the carrot requires adhering to a geometric constraint: the blade of the knife should be perpendicular to the carrot's direction. By interpreting these constraints through symbolic language representations and translating them into low-level actions, GeoManip bridges the gap between natural language and robotic execution, enabling greater generalizability across diverse even unseen tasks, objects, and scenarios. Unlike vision-language-action models that require extensive training, operates training-free by utilizing large foundational models: a constraint generation module that predicts stage-specific geometric constraints and a geometry parser that identifies object parts involved in these constraints. A solver then optimizes trajectories to satisfy inferred constraints from task descriptions and the scene. Furthermore, GeoManip learns in-context and provides five appealing human-robot interaction features: on-the-fly policy adaptation, learning from human demonstrations, learning from failure cases, long-horizon action planning, and efficient data collection for imitation learning. Extensive evaluations on both simulations and real-world scenarios demonstrate GeoManip's state-of-the-art performance, with superior out-of-distribution generalization while avoiding costly model training.

  • 7 authors
·
Jan 16, 2025

GEAR-VLA: Learning Geometry-Aware Action Representations for Generalizable Robotic Manipulation

Vision-Language-Action (VLA) models achieve strong benchmark performance but still struggle in real-world deployment with unseen objects, background shifts, and different robot embodiments. We argue that this stems from the lack of a unified geometry-aware manipulation representation, leaving existing VLAs vulnerable to low-level trajectory supervision, misaligned 3D features, and embodiment differences. To address this, we propose GEAR-VLA, a VLA framework for learning unified geometry-aware action representations for generalizable robotic manipulation. GEAR-VLA adopts coarse-to-fine action learning, where multi-source embodied pretraining equips the VLM with embodied reasoning and discrete action understanding before latent action tokens connect action semantics to a gradient-decoupled DiT continuous action expert. It further performs semantic-aligned 3D integration by aligning a trainable 3D spatial backbone with the VLA representation while freezing the original VLM-aligned visual pathway. To share this representation across robots, GEAR-VLA uses embodiment canonicalization, where embodiment-aware states and embodiment-invariant actions confine robot differences to the low-level interface. Extensive simulation and real-world experiments demonstrate strong generalization: GEAR-VLA achieves state-of-the-art performance on LIBERO, zero-shot LIBERO-Plus, and RoboTwin 2.0, reaches 85.9% success on AgileX and 81.0% on the pretraining-unseen LDT-01 embodiment, and obtains 90.1% success on a 6,360-trial universal grasping benchmark with 212 unseen objects. Code and models will be released at https://github.com/babynabeauty/GEAR-VLA.

  • 14 authors
·
Jun 9

GeoSketch: A Neural-Symbolic Approach to Geometric Multimodal Reasoning with Auxiliary Line Construction and Affine Transformation

Geometric Problem Solving (GPS) poses a unique challenge for Multimodal Large Language Models (MLLMs), requiring not only the joint interpretation of text and diagrams but also iterative visuospatial reasoning. While existing approaches process diagrams as static images, they lack the capacity for dynamic manipulation - a core aspect of human geometric reasoning involving auxiliary line construction and affine transformations. We present GeoSketch, a neural-symbolic framework that recasts geometric reasoning as an interactive perception-reasoning-action loop. GeoSketch integrates: (1) a Perception module that abstracts diagrams into structured logic forms, (2) a Symbolic Reasoning module that applies geometric theorems to decide the next deductive step, and (3) a Sketch Action module that executes operations such as drawing auxiliary lines or applying transformations, thereby updating the diagram in a closed loop. To train this agent, we develop a two-stage pipeline: supervised fine-tuning on 2,000 symbolic-curated trajectories followed by reinforcement learning with dense, symbolic rewards to enhance robustness and strategic exploration. To evaluate this paradigm, we introduce the GeoSketch Benchmark, a high-quality set of 390 geometry problems requiring auxiliary construction or affine transformations. Experiments on strong MLLM baselines demonstrate that GeoSketch significantly improves stepwise reasoning accuracy and problem-solving success over static perception methods. By unifying hierarchical decision-making, executable visual actions, and symbolic verification, GeoSketch advances multimodal reasoning from static interpretation to dynamic, verifiable interaction, establishing a new foundation for solving complex visuospatial problems.

  • 8 authors
·
Sep 26, 2025

WNM-3D: A World Navigation Model with 3D Scene Conditioning for Closed-Loop VLN

Recent vision-language navigation (VLN) systems increasingly adapt pretrained vision-language models (VLMs) into vision-language-action (VLA) policies that map egocentric observations and language instructions directly to navigation actions. Although semantically capable, such action-centric training does not explicitly model how the agent's visual observations should evolve under its predicted motion. Generative world-action models (WAMs) jointly predict future observations and actions, yet existing WAMs for continuous VLN do not condition joint future-view and action generation on geometry-aware representations inferred from the observed history. We present WNM-3D, a generative World Navigation Model with 3D scene conditioning for continuous VLN. To consolidate past observations into persistent scene context, a frozen feed-forward geometry encoder extracts geometry-aware representations from the monocular egocentric RGB history, and a trainable 3D Scene-to-Token Adapter converts them into a fixed-length prefix in the token space of the world-action Diffusion Transformer. Through block-causal attention, this prefix conditions every future video-action block, providing a shared geometric context for both future-view and action generation. We train WNM-3D through supervised world-action fine-tuning on A*-generated demonstrations, DAgger-style adaptation on policy-visited states, and DanceGRPO-based closed-loop policy optimization. Experiments on GN-Bench show that WNM-3D outperforms strong VLM-based navigation policies and its 2D-conditioned counterpart in closed-loop navigation. On a fixed near-goal evaluation set, WNM-3D also achieves higher flow-action consistency and lower visual-motion error.

  • 10 authors
·
Aug 6

ACWM-Phys: Investigating Generalized Physical Interaction in Action-Conditioned Video World Models

Action-conditioned world models (ACWMs) have shown strong promise for video prediction and decision-making. However, existing benchmarks are largely restricted to egocentric navigation or narrow, task-specific robotics datasets, offering only limited coverage of the rich physical interactions required for generalized world understanding. We introduce ACWM-Phys, a new benchmark for evaluating action-conditioned prediction under diverse physical dynamics in a clean, controllable simulation environment with a carefully designed action space. ACWM-Phys contains training and evaluation data spanning rigid-body dynamics, kinematics, deformable-object interactions, and particle dynamics. To evaluate both interpolation and generalization, we design in-distribution and out-of-distribution protocols with controlled shifts in interaction patterns or scene configurations. By building the benchmark in a fully controllable simulator, ACWM-Phys enables precise data collection, reproducible evaluation, and systematic analysis of model capabilities for physically grounded world modeling. Through systematic experiments on ACWM-DiT, we find that OoD generalization depends not only on the physical regime but also on effective task complexity: models generalize well on visually simple, low-dimensional interactions with clear geometric structure, but suffer larger drops on deformable contacts, high-dimensional control, and complex articulated motion. This suggests that the model still relies heavily on visual appearance patterns instead of fully learning the underlying physics. Ablations show that cross-attention improves high-dimensional action conditioning, causal VAEs outperform frame-wise encoders, and larger action spaces are harder to model but can improve generalization by providing richer control signals. These findings guide the design of physically grounded world models.

  • 7 authors
·
May 8

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

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

  • 6 authors
·
Jun 21

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

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

  • 10 authors
·
Oct 4, 2025

GeoRef: Referring Expressions in Geometry via Task Formulation, Synthetic Supervision, and Reinforced MLLM-based Solutions

AI-driven geometric problem solving is a complex vision-language task that requires accurate diagram interpretation, mathematical reasoning, and robust cross-modal grounding. A foundational yet underexplored capability for this task is the ability to identify and interpret geometric elements based on natural language queries. To address this, we introduce the task of Referring Expression Comprehension (REC) for geometric problems, which evaluates whether models can localize points, shapes, and spatial relations in diagrams in response to textual prompts. We present GeoRef, a benchmark dataset constructed from existing geometric problem corpora, featuring diverse, high-quality annotations and queries. Due to the lack of annotated data for this task, we generate a large-scale synthetic training dataset using a structured geometric formal language, enabling broad coverage of geometric concepts and facilitating model adaptation. We explore two fine-tuning approaches: Supervised Fine-Tuning (SFT) and Group Relative Policy Optimization (GRPO). Our results show that GRPO significantly outperforms SFT by better aligning model behavior with task-specific rewards. Furthermore, we propose a verify-and-regenerate mechanism that detects incorrect predictions and re-infers answers using contextual reasoning history, further boosting accuracy. Notably, even state-of-the-art Multimodal Large Language Models (MLLMs) struggle with this task, underscoring the necessity of explicitly evaluating and strengthening geometric grounding as a prerequisite for robust geometric problem solving. Moreover, models trained on GeoRef demonstrate measurable improvements on downstream geometric reasoning tasks, highlighting the broader value of REC as a foundation for multimodal mathematical understanding.

  • 9 authors
·
Sep 25, 2025

GeoX: Geometric Problem Solving Through Unified Formalized Vision-Language Pre-training

Despite their proficiency in general tasks, Multi-modal Large Language Models (MLLMs) struggle with automatic Geometry Problem Solving (GPS), which demands understanding diagrams, interpreting symbols, and performing complex reasoning. This limitation arises from their pre-training on natural images and texts, along with the lack of automated verification in the problem-solving process. Besides, current geometric specialists are limited by their task-specific designs, making them less effective for broader geometric problems. To this end, we present GeoX, a multi-modal large model focusing on geometric understanding and reasoning tasks. Given the significant differences between geometric diagram-symbol and natural image-text, we introduce unimodal pre-training to develop a diagram encoder and symbol decoder, enhancing the understanding of geometric images and corpora. Furthermore, we introduce geometry-language alignment, an effective pre-training paradigm that bridges the modality gap between unimodal geometric experts. We propose a Generator-And-Sampler Transformer (GS-Former) to generate discriminative queries and eliminate uninformative representations from unevenly distributed geometric signals. Finally, GeoX benefits from visual instruction tuning, empowering it to take geometric images and questions as input and generate verifiable solutions. Experiments show that GeoX outperforms both generalists and geometric specialists on publicly recognized benchmarks, such as GeoQA, UniGeo, Geometry3K, and PGPS9k.

  • 15 authors
·
Dec 16, 2024 2

Make Geometry Matter for Spatial Reasoning

Empowered by large-scale training, vision-language models (VLMs) achieve strong image and video understanding, yet their ability to perform spatial reasoning in both static scenes and dynamic videos remains limited. Recent advances try to handle this limitation by injecting geometry tokens from pretrained 3D foundation models into VLMs. Nevertheless, we observe that naive token fusion followed by standard fine-tuning in this line of work often leaves such geometric cues underutilized for spatial reasoning, as VLMs tend to rely heavily on 2D visual cues. In this paper, we propose GeoSR, a framework designed to make geometry matter by encouraging VLMs to actively reason with geometry tokens. GeoSR introduces two key components: (1) Geometry-Unleashing Masking, which strategically masks portions of 2D vision tokens during training to weaken non-geometric shortcuts and force the model to consult geometry tokens for spatial reasoning; and (2) Geometry-Guided Fusion, a gated routing mechanism that adaptively amplifies geometry token contributions in regions where geometric evidence is critical. Together, these designs unleash the potential of geometry tokens for spatial reasoning tasks. Extensive experiments on both static and dynamic spatial reasoning benchmarks demonstrate that GeoSR consistently outperforms prior methods and establishes new state-of-the-art performance by effectively leveraging geometric information. The project page is available at https://suhzhang.github.io/GeoSR/.

Pre-Trained Video Generative Models as World Simulators

Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images), limiting their ability to model interactive and dynamic scenarios. In this paper, we propose Dynamic World Simulation (DWS), a novel approach to transform pre-trained video generative models into controllable world simulators capable of executing specified action trajectories. To achieve precise alignment between conditioned actions and generated visual changes, we introduce a lightweight, universal action-conditioned module that seamlessly integrates into any existing model. Instead of focusing on complex visual details, we demonstrate that consistent dynamic transition modeling is the key to building powerful world simulators. Building upon this insight, we further introduce a motion-reinforced loss that enhances action controllability by compelling the model to capture dynamic changes more effectively. Experiments demonstrate that DWS can be versatilely applied to both diffusion and autoregressive transformer models, achieving significant improvements in generating action-controllable, dynamically consistent videos across games and robotics domains. Moreover, to facilitate the applications of the learned world simulator in downstream tasks such as model-based reinforcement learning, we propose prioritized imagination to improve sample efficiency, demonstrating competitive performance compared with state-of-the-art methods.

  • 5 authors
·
Feb 10, 2025

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

WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation

Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.

adobe Adobe
·
Mar 17 2

Scalable Policy Evaluation with Video World Models

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

  • 7 authors
·
Nov 14, 2025

LAWM-3D: Learning 3D-Aware Latent Actions from Human Videos for Generalizable Robot World Models

World models enable agents to perform forward rollout and planning without real-world interaction. However, their application in open-world embodied intelligence remains limited by the high cost of action annotations and the heterogeneity of action spaces across platforms. Recently, latent action models (LAMs) have alleviated this bottleneck by learning action representations directly from unlabeled human videos in a self-supervised manner. Nevertheless, most existing LAMs rely on single-view inputs and operate primarily in 2D pixel space, raising a fundamental question: can simply incorporating multi-view videos into LAM training endow the learned latent actions with 3D-aware perception? Our study shows that the answer is negative. The primary reasons lie in future-frame appearance leakage as well as inter-camera appearance discrepancies and viewpoint variations. To address these issues, we propose LAWM-3D, which introduces three tightly coupled key designs: (1) a multi-view invariant unified action tokenization scheme for learning 3D-aware latent actions; (2) a geometric alignment constraint that anchors intermediate encoder features to a pretrained 3D foundation model, thereby explicitly providing cross-view geometric correspondences; and (3) a non-injective RGB-D joint reconstruction objective that prevents shortcut learning from future-frame appearance information, forcing the LAM to focus supervision on motion cues with geometric significance. Importantly, these components are not simply stacked but are tightly coupled through a unified motivation. Built upon a two-stage paradigm of large-scale human video pretraining followed by robot fine-tuning, extensive experiments demonstrate that the proposed 3D-aware latent actions significantly improve world model performance, achieving SOTA results in generation quality, physical consistency, and generalization ability.

  • 8 authors
·
Aug 5

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

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

  • 6 authors
·
Jul 15

GST-VLA: Structured Gaussian Spatial Tokens for 3D Depth-Aware Vision-Language-Action Models

VLA models encode visual observations as 2D patch tokens with no intrinsic geometric structure. We introduce GST-VLA with two contributions. First, the Gaussian Spatial Tokenizer (GST) converts frozen dense depth and frozen semantic patch features into N_g{=}128 anisotropic 3D Gaussian primitives, each parameterized by a metric residual mean μin R^3, log-scale covariance log σin R^3, and learned opacity αin (0,1). The covariance eigenstructure encodes local surface orientation, and opacity provides per-primitive geometric confidence, both inaccessible from scalar depth. Spatial attention pooling with learned queries concentrates the fixed token budget on geometrically salient regions rather than distributing uniformly. Second, 3D Depth-Aware Chain-of-Thought (DA-CoT) reasoning supervises four structured intermediate spatial thoughts, covering 3D object grounding, grasp affordance contact geometry, pairwise metric distances, and coarse SE(3) waypoints, as explicit generation targets in the training loss. A cross-attention sublayer at every VLM transformer block provides direct access to the raw 256-primitive Gaussian field during DA-CoT generation. A 300M-parameter flow-matching action expert with mixture-of-experts feedforward sublayers decodes 7-DoF delta action chunks via conditional ODE integration, conditioned on both VLM hidden states and DA-CoT outputs through dual cross-attention. Trained with composite L_flow + L_CoT + L_depth across three progressive stages, GST-VLA achieves 96.4% on LIBERO (+2.0%), and 80.2% on SimplerEnv (+5.4%). Ablations isolate the contribution of each GST component, each DA-CoT thought, and each training stage, confirming independent and synergistic gains concentrated on precision demanding tasks.

  • 3 authors
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Mar 9

CAC-VLA: Context-Gated Action Conditioning for Vision-Language-Action Models

Vision-Language-Action (VLA) models have become a promising paradigm for generalist robot manipulation, where visual-language representations are used to condition continuous action generation. However, these representations are not explicitly optimized for action conditioning, leaving the action expert to bridge the gap between multimodal understanding and precise motor control. Recent action-reasoning methods introduce additional modules to generate explicit action plans or action-space reasoning signals, demonstrating the benefit of action-level guidance but often requiring separate action-generation frameworks. We propose CAC-VLA, a Context-Gated Action Conditioning framework that learns a lightweight latent-action interface directly within the VLM. Instead of generating executable trajectories, CAC-VLA trains the VLM to predict coarse-to-fine latent actions, which are structured representations encoded from future action segments, and adaptively leverages them to condition the action expert via a context gate. This enables VLM-native action conditioning while calibrating the influence of latent-action guidance on expert action generation. Experiments on LIBERO and LIBERO-Plus demonstrate the effectiveness of CAC-VLA, achieving 98.3% average success rate on LIBERO and 89.5% LIBERO-Plus, suggesting that context-gated latent-action conditioning is an effective interface for continuous expert control.

  • 8 authors
·
Jul 5

MolmoMotion: Forecasting Point Trajectories in 3D with Language Instruction

Motion forecasting is central to visual intelligence: agents must anticipate how objects will move in order to plan actions, reason about physical interactions, and synthesize realistic futures. We argue that 3D points in world coordinates provide a general representation that is class-agnostic, view-stable, compact, and directly useful for downstream tasks. We formalize the task of goal-conditioned 3D point motion forecasting: given a short visual history, a set of 3D query points on an object of interest, and a language description of the intended goal, the model predicts the future 3D trajectory of each point. We introduce a full stack to study this task at scale: (1) MolmoMotion-1M is a large corpus of action-described, object-grounded 3D point trajectories annotated from 1.16M unconstrained videos; (2) PointMotionBench is a human-verified benchmark spanning 111 object categories and 61 motion types; and (3) MolmoMotion is a general motion forecasting model that supports both autoregressive coordinate prediction and flow-matching-based trajectory generation. MolmoMotion accurately predicts diverse motion patterns with different language instructions, and significantly outperforms existing motion prediction baselines on PointMotionBench. Finally, we show that the learned 3D motion prior transfers well to downstream applications: it improves training efficiency and generalization for robot manipulation, and its predicted trajectories provide effective motion guidance for generative models to synthesize videos with more realistic object motion.

allenai Ai2
·
Jun 16 1

SpatialVLA: Exploring Spatial Representations for Visual-Language-Action Model

In this paper, we claim that spatial understanding is the keypoint in robot manipulation, and propose SpatialVLA to explore effective spatial representations for the robot foundation model. Specifically, we introduce Ego3D Position Encoding to inject 3D information into the input observations of the visual-language-action model, and propose Adaptive Action Grids to represent spatial robot movement actions with adaptive discretized action grids, facilitating learning generalizable and transferrable spatial action knowledge for cross-robot control. SpatialVLA is first pre-trained on top of a vision-language model with 1.1 Million real-world robot episodes, to learn a generalist manipulation policy across multiple robot environments and tasks. After pre-training, SpatialVLA is directly applied to perform numerous tasks in a zero-shot manner. The superior results in both simulation and real-world robots demonstrate its advantage of inferring complex robot motion trajectories and its strong in-domain multi-task generalization ability. We further show the proposed Adaptive Action Grids offer a new and effective way to fine-tune the pre-trained SpatialVLA model for new simulation and real-world setups, where the pre-learned action grids are re-discretized to capture robot-specific spatial action movements of new setups. The superior results from extensive evaluations demonstrate the exceptional in-distribution generalization and out-of-distribution adaptation capability, highlighting the crucial benefit of the proposed spatial-aware representations for generalist robot policy learning. All the details and codes will be open-sourced.

  • 11 authors
·
Jan 27, 2025 1

PosA-VLA: Enhancing Action Generation via Pose-Conditioned Anchor Attention

The Vision-Language-Action (VLA) models have demonstrated remarkable performance on embodied tasks and shown promising potential for real-world applications. However, current VLAs still struggle to produce consistent and precise target-oriented actions, as they often generate redundant or unstable motions along trajectories, limiting their applicability in time-sensitive scenarios.In this work, we attribute these redundant actions to the spatially uniform perception field of existing VLAs, which causes them to be distracted by target-irrelevant objects, especially in complex environments.To address this issue, we propose an efficient PosA-VLA framework that anchors visual attention via pose-conditioned supervision, consistently guiding the model's perception toward task-relevant regions. The pose-conditioned anchor attention mechanism enables the model to better align instruction semantics with actionable visual cues, thereby improving action generation precision and efficiency. Moreover, our framework adopts a lightweight architecture and requires no auxiliary perception modules (e.g., segmentation or grounding networks), ensuring efficient inference. Extensive experiments verify that our method executes embodied tasks with precise and time-efficient behavior across diverse robotic manipulation benchmarks and shows robust generalization in a variety of challenging environments.

  • 11 authors
·
Dec 3, 2025

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

Mem-World: Memory-Augmented Action-Conditioned World Models for Persistent Robot Manipulation

Action-conditioned world models have emerged as a promising paradigm for robot learning, offering a scalable alternative to costly real-world experimentation by generating action-consistent video rollouts. However, persistent world modeling remains challenging in manipulation: frequent end-effector occlusions and rapid wrist-camera motion make the current observation insufficient for predicting future views, causing models to forget or hallucinate scene details seen in earlier frames. Existing memory retrieval strategies often fail to identify informative history in dynamic manipulation scenarios. To address this limitation, we propose Mem-World, a memory-augmented multi-view action-conditioned world model. At its core, we present W-VMem, a 4D wrist-view-centered surfel-indexed memory that anchors historical observations to temporally evolving surface elements. By explicitly modeling when and where scene elements are observed, W-VMem enables geometry-aware retrieval of relevant history frames conditioned on future actions. During generation, relevant history frames are selected via surfel-based rendering and scoring, providing informative and non-redundant context for prediction. Extensive experiments show that Mem-World generates persistent rollouts in complex manipulation scenarios, enables more reliable policy evaluation than Ctrl-World, improving the Pearson correlation with real-world performance by 14.5\%, and supports effective policy improvement through synthetic data generation, increasing success rates from 58\% to 72\% on long-horizon tasks.

  • 10 authors
·
Jun 17

Geometrically-Constrained Agent for Spatial Reasoning

Vision Language Models (VLMs) exhibit a fundamental semantic-to-geometric gap in spatial reasoning: they excel at qualitative semantic inference but their reasoning operates within a lossy semantic space, misaligned with high-fidelity geometry. Current paradigms fail to bridge this gap. Training-based methods suffer from an ``oracle paradox,'' learning flawed spatial logic from imperfect oracles. Tool-integrated methods constrain the final computation but critically leave the VLM's planning process unconstrained, resulting in geometrically flawed plans. In this work, we propose Geometrically-Constrained Agent (GCA), a training-free agentic paradigm that resolves this gap by introducing a formal task constraint. Specifically, we strategically decouples the VLM's role into two stages. First, acting as a semantic analyst, the VLM translates the user's ambiguous query into the formal, verifiable task constraint, which defines the reference frame and objective. Second, acting as a task solver, the VLM generates and executes tool calls strictly within the deterministic bounds defined by the constraint. This geometrically-constrained reasoning strategy successfully resolve the semantic-to-geometric gap, yielding a robust and verifiable reasoning pathway for spatial reasoning. Comprehensive experiments demonstrate that GCA achieves SOTA performance on multiple spatial reasoning benchmarks, surpassing existing training-based and tool-integrated methods by ~27%. Please see our homepage at https://gca-spatial-reasoning.github.io.

  • 9 authors
·
Nov 27, 2025 2

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

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

  • 7 authors
·
Nov 22, 2025

Causally Debiased Latent Action Model for Embodied Action Conditioned World Models

Action-conditioned world models (ACWMs) aim to simulate future observations conditioned on embodied actions, offering a promising foundation for robot planning, policy evaluation, and data augmentation. However, learning controllable ACWMs requires large-scale action-labeled data, which remains costly to collect in the real world. Latent action models (LAMs) mitigate this bottleneck by inferring latent actions from unlabeled videos, but existing LAMs are typically trained with reconstruction-only objectives and therefore entangle action-relevant dynamics with action-irrelevant visual factors such as backgrounds and untouched objects. In this work, we identify this action-irrelevant bias as a key obstacle to controllable ACWMs and introduce evaluation metrics to measure latent-action bias, action following, and robustness. We propose CD-LAM, a causally debiased framework for LAM-based ACWMs. CD-LAM introduces three efficient fine-tuning objectives: embodiment-centric reconstruction, action-centric contrastive learning, and latent space calibration, which together encourage embodiment-focused, action-aware, and calibrated non-collapsed latent action representations. Experiments on 2B and 14B ACWM backbones show that CD-LAM substantially improves latent-action controllability, downstream robot-action following, visual fidelity, and adaptation efficiency, requiring only 6k fine-tuning steps and more than 12times fewer robot-action adaptation updates than the baseline.

  • 12 authors
·
Jul 9

FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios

Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure, such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at https://shiyi-zh0408.github.io/projectpages/FlexiAct/

  • 5 authors
·
May 6, 2025 1

Afford-VLA: Action-Aligned Visual Planning via Internalized Affordance

Vision-language-action (VLA) models have shown strong potential for generalist robot manipulation, yet they remain limited by insufficient spatial reasoning, particularly in determining where to interact in complex visual scenes. While recent efforts introduce various forms of visual planning to address this issue, existing approaches either rely on global geometric cues, symbolic intermediate representations, or externally generated visual signals, which are often weakly coupled with downstream action prediction. In this work, we revisit visual planning in VLA systems and argue that effective planning should be local, visually grounded, internally generated, and directly aligned with action. Based on this insight, we propose Afford-VLA, a unified framework that internalizes task-conditioned affordance as an explicit visual planning interface within VLA models. Concretely, we introduce learnable <AFF> tokens to query task-relevant interaction regions, decode affordance masks from multimodal features, and convert them into compact embeddings that directly condition action generation. This design enables affordance to be both generated and utilized within the VLA, forming a tightly coupled perception-action pathway. To further support this integration, we adopt a training strategy that allows the affordance pathway to be jointly optimized with action prediction, improving its effectiveness for downstream control. We evaluate our method on multiple simulation benchmarks, including LIBERO, LIBERO-Plus, and SimplerEnv, achieving consistent state-of-the-art performance, along with strong real-world results. These findings demonstrate that internalizing affordance as action-aligned visual planning provides a powerful paradigm for improving VLA systems.

  • 10 authors
·
May 21

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

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

  • 13 authors
·
Apr 9

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

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

  • 8 authors
·
May 12

Enhancing Geometric Perception in VLMs via Translator-Guided Reinforcement Learning

Vision-language models (VLMs) often struggle with geometric reasoning due to their limited perception of fundamental diagram elements. To tackle this challenge, we introduce GeoPerceive, a benchmark comprising diagram instances paired with domain-specific language (DSL) representations, along with an efficient automatic data generation pipeline. This design enables the isolated evaluation of geometric perception independently from reasoning. To exploit the data provided by GeoPerceive for enhancing the geometric perception capabilities of VLMs, we propose GeoDPO, a translator-guided reinforcement learning (RL) framework. GeoDPO employs an NL-to-DSL translator, which is trained on synthetic pairs generated by the data engine of GeoPerceive, to bridge natural language and DSL. This translator facilitates the computation of fine-grained, DSL-level scores, which serve as reward signals in reinforcement learning. We assess GeoDPO on both in-domain and out-of-domain datasets, spanning tasks in geometric perception as well as downstream reasoning. Experimental results demonstrate that, while supervised fine-tuning (SFT) offers only marginal improvements and may even impair performance in out-of-domain scenarios, GeoDPO achieves substantial gains: +26.5% on in-domain data, +8.0% on out-of-domain data, and +39.0% on downstream reasoning tasks. These findings underscore the superior performance and generalization ability of GeoDPO over SFT. All codes are released at https://github.com/Longin-Yu/GeoPerceive to ensure reproducibility.

  • 5 authors
·
Feb 26

GUI-Actor: Coordinate-Free Visual Grounding for GUI Agents

One of the principal challenges in building VLM-powered GUI agents is visual grounding, i.e., localizing the appropriate screen region for action execution based on both the visual content and the textual plans. Most existing work formulates this as a text-based coordinate generation task. However, these approaches suffer from several limitations: weak spatial-semantic alignment, inability to handle ambiguous supervision targets, and a mismatch between the dense nature of screen coordinates and the coarse, patch-level granularity of visual features extracted by models like Vision Transformers. In this paper, we propose GUI-Actor, a VLM-based method for coordinate-free GUI grounding. At its core, GUI-Actor introduces an attention-based action head that learns to align a dedicated <ACTOR> token with all relevant visual patch tokens, enabling the model to propose one or more action regions in a single forward pass. In line with this, we further design a grounding verifier to evaluate and select the most plausible action region from the candidates proposed for action execution. Extensive experiments show that GUI-Actor outperforms prior state-of-the-art methods on multiple GUI action grounding benchmarks, with improved generalization to unseen screen resolutions and layouts. Notably, GUI-Actor-7B even surpasses UI-TARS-72B (38.1) on ScreenSpot-Pro, achieving scores of 40.7 with Qwen2-VL and 44.6 with Qwen2.5-VL as backbones. Furthermore, by incorporating the verifier, we find that fine-tuning only the newly introduced action head (~100M parameters for 7B model) while keeping the VLM backbone frozen is sufficient to achieve performance comparable to previous state-of-the-art models, highlighting that GUI-Actor can endow the underlying VLM with effective grounding capabilities without compromising its general-purpose strengths.

  • 18 authors
·
Jun 3, 2025 3

ABot-M0: VLA Foundation Model for Robotic Manipulation with Action Manifold Learning

Building general-purpose embodied agents across diverse hardware remains a central challenge in robotics, often framed as the ''one-brain, many-forms'' paradigm. Progress is hindered by fragmented data, inconsistent representations, and misaligned training objectives. We present ABot-M0, a framework that builds a systematic data curation pipeline while jointly optimizing model architecture and training strategies, enabling end-to-end transformation of heterogeneous raw data into unified, efficient representations. From six public datasets, we clean, standardize, and balance samples to construct UniACT-dataset, a large-scale dataset with over 6 million trajectories and 9,500 hours of data, covering diverse robot morphologies and task scenarios. Unified pre-training improves knowledge transfer and generalization across platforms and tasks, supporting general-purpose embodied intelligence. To improve action prediction efficiency and stability, we propose the Action Manifold Hypothesis: effective robot actions lie not in the full high-dimensional space but on a low-dimensional, smooth manifold governed by physical laws and task constraints. Based on this, we introduce Action Manifold Learning (AML), which uses a DiT backbone to predict clean, continuous action sequences directly. This shifts learning from denoising to projection onto feasible manifolds, improving decoding speed and policy stability. ABot-M0 supports modular perception via a dual-stream mechanism that integrates VLM semantics with geometric priors and multi-view inputs from plug-and-play 3D modules such as VGGT and Qwen-Image-Edit, enhancing spatial understanding without modifying the backbone and mitigating standard VLM limitations in 3D reasoning. Experiments show components operate independently with additive benefits. We will release all code and pipelines for reproducibility and future research.

CAT: Curvature-Adaptive Transformers for Geometry-Aware Learning

Transformers achieve strong performance across diverse domains but implicitly assume Euclidean geometry in their attention mechanisms, limiting their effectiveness on data with non-Euclidean structure. While recent extensions to hyperbolic and spherical spaces show promise for hierarchical and cyclical patterns, respectively, they require committing to a single geometry a priori, reducing flexibility when data exhibits mixed geometric properties. We introduce the Curvature-Adaptive Transformer (CAT), a novel architecture that dynamically learns per-token routing across three geometric attention branches through a lightweight, differentiable gating mechanism. Unlike fixed-geometry approaches, CAT enables adaptive geometric specialization, routing tokens to the appropriate curvature based on their local relational structure. The routing network provides interpretable curvature preferences while each branch employs geometry-specific operations optimized for its respective manifold. On knowledge graph completion benchmarks (FB15k-237, WN18RR), CAT achieves approximately 10% improvements in MRR and Hits@10 over fixed-geometry baselines with minimal overhead (5% parameter increase, comparable inference time). These results demonstrate that learned geometric adaptation outperforms any single fixed geometry for complex relational reasoning, establishing CAT as a scalable and interpretable foundation for mixture-of-geometry architectures across language, vision, and multimodal domains.

  • 3 authors
·
Oct 1, 2025

PRISM: Streaming Human Motion Generation with Per-Joint Latent Decomposition

Text-to-motion generation has advanced rapidly, yet two challenges persist. First, existing motion autoencoders compress each frame into a single monolithic latent vector, entangling trajectory and per-joint rotations in an unstructured representation that downstream generators struggle to model faithfully. Second, text-to-motion, pose-conditioned generation, and long-horizon sequential synthesis typically require separate models or task-specific mechanisms, with autoregressive approaches suffering from severe error accumulation over extended rollouts. We present PRISM, addressing each challenge with a dedicated contribution. (1) A joint-factorized motion latent space: each body joint occupies its own token, forming a structured 2D grid (time joints) compressed by a causal VAE with forward-kinematics supervision. This simple change to the latent space -- without modifying the generator -- substantially improves generation quality, revealing that latent space design has been an underestimated bottleneck. (2) Noise-free condition injection: each latent token carries its own timestep embedding, allowing conditioning frames to be injected as clean tokens (timestep0) while the remaining tokens are denoised. This unifies text-to-motion and pose-conditioned generation in a single model, and directly enables autoregressive segment chaining for streaming synthesis. Self-forcing training further suppresses drift in long rollouts. With these two components, we train a single motion generation foundation model that seamlessly handles text-to-motion, pose-conditioned generation, autoregressive sequential generation, and narrative motion composition, achieving state-of-the-art on HumanML3D, MotionHub, BABEL, and a 50-scenario user study.

  • 6 authors
·
Mar 9

Towards Predictive, Aligned, and Scalable Robot Learning

Learning, at its core, extends beyond memorization to the ability to reason and solve novel problems by navigating a space of possibilities. We introduce Lumo-2, a latent world-action model that generates actions by reasoning over world dynamics in latent space. The learned latent world dynamics capture physically grounded visual transitions, naturally encoding future possibilities and providing a unified substrate for cross-modal alignment. This formulation enables predictive reasoning akin to world modelling while remaining lightweight and focused on physical dynamics relevant to control. Central to our approach is the hypothesis that action generation quality is governed by the geometry of the latent space. We observe that standard reconstruction-based action tokenization objectives induce representations biased toward low-level signal fidelity, leading to misalignment between reconstruction quality and downstream control performance. To address this limitation, we propose a multi-stage modality pre-alignment strategy in which action representations are progressively aligned with latent world dynamics, vision, and language. This process enforces cross-modal consistency, promotes abstraction, and induces a structured latent space for predictive reasoning. We provide a systematic empirical study of latent world modelling and modality alignment, analyzing their roles in scaling laws and out-of-distribution generalization. Results show that Lumo-2 consistently outperforms strong vision-language-action (VLA) and world-action model (WAM) baselines, with gains on challenging real-world tasks requiring temporal reasoning, physical understanding, or high control complexity, including long-horizon and dexterous manipulation. These findings suggest that structured multimodal alignment and predictive reasoning are fundamental principles for advancing embodied intelligence.

  • 9 authors
·
Jul 12

Robust Dreamer: Deviation-Aware Latent Gaussian Memory for Action-Controlled AR Video Generation

Frame-wise action-controlled image-to-video generation is a promising paradigm for interactive world simulation, where each control signal should elicit an immediate visual response. However, maintaining visual fidelity and 3D consistency over long autoregressive rollouts remains challenging. Existing 3D-aware methods often suffer from catastrophic drift due to two impediments: information loss from Latent--RGB Cycling, where generated latents are repeatedly decoded to RGB and re-encoded for future conditioning, and the training--inference gap induced by the error-free hypothesis, where clean training memory fails to match prediction-corrupted inference memory. To address these challenges, we present Robust Dreamer, a memory-augmented framework built around how to design 3D memory and how to use it robustly. First, we introduce Latent Gaussian Memory, which anchors diffusion latents inherited from the generation process to Gaussian primitives and recalls them via latent-space Gaussian splatting. This provides dense, geometry-aware, view-aligned conditioning while avoiding accumulated degradation from repeated VAE conversion. Second, we propose Deviation Learning with Dynamic Deviation Archive, which synthesizes rollout-induced latent deviations through a one-step approximation, stores them by autoregressive stage and denoising timestamp, and injects them into historical memory during training. This exposes the generator to realistic corrupted memory states and teaches internal correction before inference. Experiments on ScanNet, DL3DV, and OmniWorldGame demonstrate state-of-the-art long-horizon performance.

  • 8 authors
·
May 28

Bridging Formal Language with Chain-of-Thought Reasoning to Geometry Problem Solving

Large vision language models exhibit notable limitations on Geometry Problem Solving (GPS) because of their unreliable diagram interpretation and pure natural-language reasoning. A recent line of work mitigates this by using symbolic solvers: the model directly generates a formal program that a geometry solver can execute. However, this direct program generation lacks intermediate reasoning, making the decision process opaque and prone to errors. In this work, we explore a new approach that integrates Chain-of-Thought (CoT) with formal language. The model interleaves natural language reasoning with incremental emission of solver-executable code, producing a hybrid reasoning trace in which critical derivations are expressed in formal language. To teach this behavior at scale, we combine (1) supervised fine-tuning on an 11K newly developed synthetic dataset with interleaved natural language reasoning and automatic formalization, and (2) solver-in-the-loop reinforcement learning that jointly optimizes both the CoT narrative and the resulting program through outcome-based rewards. Built on Qwen2.5-VL-7B, our new model, named GF-Reasoner, achieves up to 15% accuracy improvements on standard GPS benchmarks, surpassing both 7B-scale peers and the much larger model Qwen2.5-VL-72B. By exploiting high-order geometric knowledge and offloading symbolic computation to the solver, the generated reasoning traces are noticeably shorter and cleaner. Furthermore, we present a comprehensive analysis of method design choices (e.g., reasoning paradigms, data synthesis, training epochs, etc.), providing actionable insights for future research.

  • 6 authors
·
Aug 12, 2025

METIS: Multi-Source Egocentric Training for Integrated Dexterous Vision-Language-Action Model

Building a generalist robot that can perceive, reason, and act across diverse tasks remains an open challenge, especially for dexterous manipulation. A major bottleneck lies in the scarcity of large-scale, action-annotated data for dexterous skills, as teleoperation is difficult and costly. Human data, with its vast scale and diverse manipulation behaviors, provides rich priors for learning robotic actions. While prior works have explored leveraging human demonstrations, they are often constrained by limited scenarios and a large visual gap between human and robots. To eliminate these limitations, we propose METIS, a vision-language-action (VLA) model for dexterous manipulation pretrained on multi-source egocentric datasets. We first construct EgoAtlas, which integrates large-scale human and robotic data from multiple sources, all unified under a consistent action space. We further extract motion-aware dynamics, a compact and discretized motion representation, which provides efficient and expressive supervision for VLA training. Built upon them, METIS integrates reasoning and acting into a unified framework, enabling effective deployment to downstream dexterous manipulation tasks. Our method demonstrates exceptional dexterous manipulation capabilities, achieving highest average success rate in six real-world tasks. Experimental results also highlight the superior generalization and robustness to out-of-distribution scenarios. These findings emphasize METIS as a promising step toward a generalist model for dexterous manipulation.

  • 8 authors
·
Nov 21, 2025

ACoT-VLA: Action Chain-of-Thought for Vision-Language-Action Models

Vision-Language-Action (VLA) models have emerged as essential generalist robot policies for diverse manipulation tasks, conventionally relying on directly translating multimodal inputs into actions via Vision-Language Model (VLM) embeddings. Recent advancements have introduced explicit intermediary reasoning, such as sub-task prediction (language) or goal image synthesis (vision), to guide action generation. However, these intermediate reasoning are often indirect and inherently limited in their capacity to convey the full, granular information required for precise action execution. Instead, we posit that the most effective form of reasoning is one that deliberates directly in the action space. We introduce Action Chain-of-Thought (ACoT), a paradigm where the reasoning process itself is formulated as a structured sequence of coarse action intents that guide the final policy. In this paper, we propose ACoT-VLA, a novel architecture that materializes the ACoT paradigm. Specifically, we introduce two complementary components: an Explicit Action Reasoner (EAR) and Implicit Action Reasoner (IAR). The former proposes coarse reference trajectories as explicit action-level reasoning steps, while the latter extracts latent action priors from internal representations of multimodal input, co-forming an ACoT that conditions the downstream action head to enable grounded policy learning. Extensive experiments in real-world and simulation environments demonstrate the superiority of our proposed method, which achieves 98.5%, 84.1%, and 47.4% on LIBERO, LIBERO-Plus and VLABench, respectively.

agibot-world AgiBot World
·
Jan 16 3

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

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

  • 15 authors
·
Oct 10, 2025

GeoMotionGPT: Geometry-Aligned Motion Understanding with Large Language Models

Discrete motion tokenization has recently enabled Large Language Models (LLMs) to serve as versatile backbones for motion understanding and motion-language reasoning. However, existing pipelines typically decouple motion quantization from semantic embedding learning, linking them solely via token IDs. This approach fails to effectively align the intrinsic geometry of the motion space with the embedding space, thereby hindering the LLM's capacity for nuanced motion reasoning. We argue that alignment is most effective when both modalities share a unified geometric basis. Therefore, instead of forcing the LLM to reconstruct the complex geometry among motion tokens from scratch, we present a novel framework that explicitly enforces orthogonality on both the motion codebook and the LLM embedding space, ensuring that their relational structures naturally mirror each other. Specifically, we employ a decoder-only quantizer with Gumbel-Softmax for differentiable training and balanced codebook usage. To bridge the modalities, we use a sparse projection that maps motion codes into the LLM embedding space while preserving orthogonality. Finally, a two-stage orthonormal regularization schedule enforces soft constraints during tokenizer training and LLM fine-tuning to maintain geometric alignment without hindering semantic adaptation. Extensive experiments on HumanML3D demonstrate that our framework achieves a 20% performance improvement over current state-of-the-art methods, validating that a unified geometric basis effectively empowers the LLM for nuanced motion reasoning.

X-Tokenizer: A Multimodal Action Tokenizer for Vision-Language-Action Pretraining

Modern Vision-Language-Action (VLA) models must bridge pretrained vision-language reasoning and precise continuous robot control. Existing action tokenizers discretize actions primarily for reconstruction, producing codes that preserve motion geometry but provide only weak semantic supervision to the backbone. We therefore formulate action tokenization not as mere compression, but as semantic interface learning between multimodal reasoning and executable control. To this end, we introduce X-Tokenizer, a lightweight encoder-Semantic Residual Quantization (SRQ)-decoder architecture that provides a shared action interface across diverse robotic arm embodiments. Its key component, SRQ, imposes an asymmetric structure on residual vector quantization: the first level is trained with Masked Action Modeling (MAM) to form a discrete action language that captures coarse motion intent, while deeper levels remain reconstruction-oriented residuals that preserve fine-grained details. To further align action tokens with multimodal semantics, X-Tokenizer is pretrained with contrastive alignment to the representation space of a pretrained foundation model and with next-frame vision-language feature prediction. Pretrained on 2.4M trajectories (2.0B action frames), a single frozen X-Tokenizer plugs into a mixed discrete-continuous VLA as a representation-shaping supervision signal. X-Tokenizer achieves top real-world aggregate and strong RoboTwin 2.0 simulation results. Outperforming FAST in multimodal grounding (+13.5%) and long-horizon tasks (+8.25), it shows that action tokenizers serve as semantic interfaces for VLA pretraining beyond mere action compression.

  • 13 authors
·
Jun 6

Internalizing Geometric Law: Learning from Solver Residuals for Precision-Critical Generation

Large Language Models frequently hallucinate in precision-critical domains such as technical diagramming and mechanical design, where outputs must satisfy strict geometric constraints. We study open-ended geometric synthesis from natural language: translating free-form descriptions into precise constructions whose entities must simultaneously satisfy dozens of interacting constraints. To make this tractable, we release PyGeoX, a programmable geometric DSL that compiles declarative constraints into a differentiable loss, and PyGeoX-Bench, a stratified suite of 300 problems with per-constraint verifiable rewards. Using PyGeoX as a verifier, we identify a failure mode we call Outlier Gradient Masking: under global-norm rewards (any scheme that aggregates residuals through a single norm, for example, exp(-MSE)), a single outlier constraint can nullify the learning signal across all others. To address this, we propose Saturating Additive Rewards (SAR), which decompose the reward into bounded per-constraint terms, preserving partial progress and ensuring consistent gradients even under severe violations. Against MSE-based rewards, the natural baseline for geometry solvers, SAR improves the hard-tier solving rate by 2.3times, and the resulting 8B model is competitive with much larger frontier systems on this benchmark. We release the engine, benchmark, and data at https://github.com/Huawei-AI4Math/PyGeoX.

  • 4 authors
·
Jun 7

TrajBooster: Boosting Humanoid Whole-Body Manipulation via Trajectory-Centric Learning

Recent Vision-Language-Action models show potential to generalize across embodiments but struggle to quickly align with a new robot's action space when high-quality demonstrations are scarce, especially for bipedal humanoids. We present TrajBooster, a cross-embodiment framework that leverages abundant wheeled-humanoid data to boost bipedal VLA. Our key idea is to use end-effector trajectories as a morphology-agnostic interface. TrajBooster (i) extracts 6D dual-arm end-effector trajectories from real-world wheeled humanoids, (ii) retargets them in simulation to Unitree G1 with a whole-body controller trained via a heuristic-enhanced harmonized online DAgger to lift low-dimensional trajectory references into feasible high-dimensional whole-body actions, and (iii) forms heterogeneous triplets that couple source vision/language with target humanoid-compatible actions to post-pre-train a VLA, followed by only 10 minutes of teleoperation data collection on the target humanoid domain. Deployed on Unitree G1, our policy achieves beyond-tabletop household tasks, enabling squatting, cross-height manipulation, and coordinated whole-body motion with markedly improved robustness and generalization. Results show that TrajBooster allows existing wheeled-humanoid data to efficiently strengthen bipedal humanoid VLA performance, reducing reliance on costly same-embodiment data while enhancing action space understanding and zero-shot skill transfer capabilities. For more details, For more details, please refer to our https://jiachengliu3.github.io/TrajBooster/.

  • 11 authors
·
Sep 15, 2025

LessMimic: Long-Horizon Humanoid Interaction with Unified Distance Field Representations

Humanoid robots that autonomously interact with physical environments over extended horizons represent a central goal of embodied intelligence. Existing approaches rely on reference motions or task-specific rewards, tightly coupling policies to particular object geometries and precluding multi-skill generalization within a single framework. A unified interaction representation enabling reference-free inference, geometric generalization, and long-horizon skill composition within one policy remains an open challenge. Here we show that Distance Field (DF) provides such a representation: LessMimic conditions a single whole-body policy on DF-derived geometric cues--surface distances, gradients, and velocity decompositions--removing the need for motion references, with interaction latents encoded via a Variational Auto-Encoder (VAE) and post-trained using Adversarial Interaction Priors (AIP) under Reinforcement Learning (RL). Through DAgger-style distillation that aligns DF latents with egocentric depth features, LessMimic further transfers seamlessly to vision-only deployment without motion capture (MoCap) infrastructure. A single LessMimic policy achieves 80--100% success across object scales from 0.4x to 1.6x on PickUp and SitStand where baselines degrade sharply, attains 62.1% success on 5 task instances trajectories, and remains viable up to 40 sequentially composed tasks. By grounding interaction in local geometry rather than demonstrations, LessMimic offers a scalable path toward humanoid robots that generalize, compose skills, and recover from failures in unstructured environments.

  • 6 authors
·
Feb 24

Programmable Motion Generation for Open-Set Motion Control Tasks

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

  • 5 authors
·
May 29, 2024

EmboAlign: Aligning Video Generation with Compositional Constraints for Zero-Shot Manipulation

Video generative models (VGMs) pretrained on large-scale internet data can produce temporally coherent rollout videos that capture rich object dynamics, offering a compelling foundation for zero-shot robotic manipulation. However, VGMs often produce physically implausible rollouts, and converting their pixel-space motion into robot actions through geometric retargeting further introduces cumulative errors from imperfect depth estimation and keypoint tracking. To address these challenges, we present , a data-free framework that aligns VGM outputs with compositional constraints generated by vision-language models (VLMs) at inference time. The key insight is that VLMs offer a capability complementary to VGMs: structured spatial reasoning that can identify the physical constraints critical to the success and safety of manipulation execution. Given a language instruction, uses a VLM to automatically extract a set of compositional constraints capturing task-specific requirements, which are then applied at two stages: (1) constraint-guided rollout selection, which scores and filters a batch of VGM rollouts to retain the most physically plausible candidate, and (2) constraint-based trajectory optimization, which uses the selected rollout as initialization and refines the robot trajectory under the same constraint set to correct retargeting errors. We evaluate on six real-robot manipulation tasks requiring precise, constraint-sensitive execution, improving the overall success rate by 43.3\% points over the strongest baseline without any task-specific training data.

EMMA: Generalizing Real-World Robot Manipulation via Generative Visual Transfer

Vision-language-action (VLA) models increasingly rely on diverse training data to achieve robust generalization. However, collecting large-scale real-world robot manipulation data across varied object appearances and environmental conditions remains prohibitively time-consuming and expensive. To overcome this bottleneck, we propose Embodied Manipulation Media Adaptation (EMMA), a VLA policy enhancement framework that integrates a generative data engine with an effective training pipeline. We introduce DreamTransfer, a diffusion Transformer-based framework for generating multi-view consistent, geometrically grounded embodied manipulation videos. DreamTransfer enables text-controlled visual editing of robot videos, transforming foreground, background, and lighting conditions without compromising 3D structure or geometrical plausibility. Furthermore, we explore hybrid training with real and generated data, and introduce AdaMix, a hard-sample-aware training strategy that dynamically reweights training batches to focus optimization on perceptually or kinematically challenging samples. Extensive experiments show that videos generated by DreamTransfer significantly outperform prior video generation methods in multi-view consistency, geometric fidelity, and text-conditioning accuracy. Crucially, VLAs trained with generated data enable robots to generalize to unseen object categories and novel visual domains using only demonstrations from a single appearance. In real-world robotic manipulation tasks with zero-shot visual domains, our approach achieves over a 200% relative performance gain compared to training on real data alone, and further improves by 13% with AdaMix, demonstrating its effectiveness in boosting policy generalization.

  • 13 authors
·
Sep 26, 2025

OSCAR: Omni-Embodiment Skeleton-Conditioned World Action Model for Robotics

We present OSCAR, a precise action-conditioned video world model that generalizes across different robot embodiments and enables robot policy evaluation. Existing video world models face three main challenges for real-world robot evaluation: limited scenario diversity in current robot training datasets, imprecise action following, and poor generalization across embodiments for broad adoption. We tackle these challenges from two perspectives. At its core is a large-scale standardized data pipeline that curates, filters, and deduplicates broad robotics and egocentric human datasets, yielding a clean joint-training dataset that spans diverse tasks, scenarios, actions, and robot embodiments. To condition the video model, we adopt 2D kinematic skeleton rendering as a unified conditioning representation that generalizes across different robot arms or even human hands. We finetune the Cosmos-Predict2.5-2B model on a single GH200 GPU. Our model achieves significant improvement on action following, appearance quality, and motion consistency, compared to existing baselines, which either have a much larger model size or require more GPUs. We further deploy OSCAR to evaluate robot policies from RoboArena. Extensive experiments demonstrate the significant correlation between our virtual policy evaluation in OSCAR and real-world evaluation, paving the way for the future where robot policies can be purely evaluated in virtual generated worlds.

  • 2 authors
·
Jun 2

MagicWorld: Interactive Geometry-driven Video World Exploration

Recent interactive video world model methods generate scene evolution conditioned on user instructions. Although they achieve impressive results, two key limitations remain. First, they fail to fully exploit the correspondence between instruction-driven scene motion and the underlying 3D geometry, which results in structural instability under viewpoint changes. Second, they easily forget historical information during multi-step interaction, resulting in error accumulation and progressive drift in scene semantics and structure. To address these issues, we propose MagicWorld, an interactive video world model that integrates 3D geometric priors and historical retrieval. MagicWorld starts from a single scene image, employs user actions to drive dynamic scene evolution, and autoregressively synthesizes continuous scenes. We introduce the Action-Guided 3D Geometry Module (AG3D), which constructs a point cloud from the first frame of each interaction and the corresponding action, providing explicit geometric constraints for viewpoint transitions and thereby improving structural consistency. We further propose History Cache Retrieval (HCR) mechanism, which retrieves relevant historical frames during generation and injects them as conditioning signals, helping the model utilize past scene information and mitigate error accumulation. Experimental results demonstrate that MagicWorld achieves notable improvements in scene stability and continuity across interaction iterations.

  • 8 authors
·
Nov 24, 2025 3

G0.5: One Autoregressive Stream for Robot Reasoning and Action

The prevailing recipe for Vision-Language-Action (VLA) models couples a pretrained VLM with a separately trained flow-matching action expert. This makes the VLM a context encoder rather than a decision-maker. We introduce G0.5, a pretrained autoregressive VLA in which a single transformer decoder emits reasoning and action tokens under a single objective. Three components make this tractable at foundation-model scale: a learnable cross-embodiment action tokenizer that maps heterogeneous robot actions into a shared vocabulary; a native chain-of-thought stream interleaving task decomposition, object grounding, and action hints with action tokens; and a visual memory module that injects multi-second history through the vision encoder. Because reasoning and action share a single set of weights, the pretrained VLM's capabilities carry over to physical behavior: the model follows instructions closely, and prompts directly steer action granularity, task horizon, and out-of-distribution scene handling without further training. Pretrained on a large collection of robot datasets together with VQA samples, G0.5 surpasses state-of-the-art models across 7 independent regimes: real-world fine-tuning on R1lite and R1pro robots (76.7\% vs.\ 53.3\% for π_{0.5} and 24.4\% for GR00T-N1.7), the 2025 BEHAVIOR Challenge on 50 long-horizon household mobile manipulation tasks using a generalist policy (31.4\% vs.\ 26.3\% for π_{0.5} and 26.1\% for the challenge winner), DROID post-training followed by zero-shot transfer to an unseen environment and objects (82.5\%), a language-following Pick-and-Place benchmark, LIBERO (98.9\%), RoboTwin 2.0 (93.3\%), and SimplerEnv-Bridge (87.3\%).

  • 27 authors
·
Aug 11

TerraDiT-Ω: Unified Spatial Control for Satellite Image Synthesis with Any Geospatial Primitive

Generative models have achieved remarkable progress, yet applying them to satellite imagery remains challenging. Unlike natural imagery, satellite scenes are structured by spatially complex and semantically distinct geometries. Prior work addresses this complexity by adapting natural image frameworks using dense rasters or sparse prompts, trading off annotation cost and fidelity while breaking compatibility with vector primitives commonly used to represent geographic information. We introduce TerraDiT-Ω, a unified spatial control framework that generates satellite imagery directly from any native geospatial primitive. By jointly leveraging precise annotations (polygons, polylines) and coarser ones (bounding boxes, points), the model supports controllable layouts across varying annotation budgets, broadening applicability to design tasks such as urban planning while remaining naturally compatible with end-to-end GeoAI workflows. To effectively leverage these primitives during generation, we propose Geometry-Aware Local Attention, a conditioning mechanism that injects explicit geometric cues into the attention space. Across all conditioning formats, our approach consistently outperforms both dense-control and sparse-control baselines. Furthermore, this flexibility enables controllable synthetic data augmentation using a single generative model, improving downstream performance on land-cover segmentation, object detection, road graph extraction, and scene classification. Code, data, and weights are available at https://github.com/mvrl/TerraDiT.

INTACT: Isomorphic Intent-to-Action Learning for Search-Free World Models

Forward latent world models predict how actions change a scene, but recover actions for a desired change only through expensive test-time search. We introduce INTACT (INtent-To-ACTion), an end-to-end JEPA that turns action-labeled, reward-free trajectories into a deployable intent-to-action interface. Each transition supplies physical intent z_{t+1}-z_t, while a future goal supplies deployment intent sg(z_g)-z_t. The architecture is isomorphic between the local and goal motion-intent backbone-input graphs through an identical four-slot grammar and shared parameters, and between supported local and goal motion-intent families through action-law semantics induced by the same predictor rather than pointwise latent equality. INTACT also provides intact transfer from RGB evidence to action-effective latent intent coordinates and from intent families to their corresponding action-law families. Asymmetric endpoint gradients ground physical successors and fix future goals as anchors, joining representation learning and control without pointwise latent matching or globally linear dynamics. The resulting coordinates support a robust distributional action law: its conditional mean serves directly as a search-free policy, while sampling remains available for diversity or optional verification. On the four official LeWM tasks, one-epoch, zero-search models reach 85.78\%, 100.00\%, 97.67\%, and 97.89\% success. Optional local CEM centered on the Direct plan reaches 96.86\% macro success using 384 instead of 9,000 candidate sequences, reducing sampling by 23.44times while improving pure CEM by 16.00 points. One shared four-task encoder reaches 89.39\% E5 Direct macro and improves every task over jointly trained LeWM, while predicted--expert action-family kNN tracks Direct success at r=0.954. Direct inference takes 2.9--5.5 ms.

Think Before You Move: Latent Motion Reasoning for Text-to-Motion Generation

Current state-of-the-art paradigms predominantly treat Text-to-Motion (T2M) generation as a direct translation problem, mapping symbolic language directly to continuous poses. While effective for simple actions, this System 1 approach faces a fundamental theoretical bottleneck we identify as the Semantic-Kinematic Impedance Mismatch: the inherent difficulty of grounding semantically dense, discrete linguistic intent into kinematically dense, high-frequency motion data in a single shot. In this paper, we argue that the solution lies in an architectural shift towards Latent System 2 Reasoning. Drawing inspiration from Hierarchical Motor Control in cognitive science, we propose Latent Motion Reasoning (LMR) that reformulates generation as a two-stage Think-then-Act decision process. Central to LMR is a novel Dual-Granularity Tokenizer that disentangles motion into two distinct manifolds: a compressed, semantically rich Reasoning Latent for planning global topology, and a high-frequency Execution Latent for preserving physical fidelity. By forcing the model to autoregressively reason (plan the coarse trajectory) before it moves (instantiates the frames), we effectively bridge the ineffability gap between language and physics. We demonstrate LMR's versatility by implementing it for two representative baselines: T2M-GPT (discrete) and MotionStreamer (continuous). Extensive experiments show that LMR yields non-trivial improvements in both semantic alignment and physical plausibility, validating that the optimal substrate for motion planning is not natural language, but a learned, motion-aligned concept space. Codes and demos can be found in https://chenhaoqcdyq.github.io/LMR/{https://chenhaoqcdyq.github.io/LMR/}

  • 10 authors
·
Dec 30, 2025

Sat3DGen: Comprehensive Street-Level 3D Scene Generation from Single Satellite Image

Generating a street-level 3D scene from a single satellite image is a crucial yet challenging task. Current methods present a stark trade-off: geometry-colorization models achieve high geometric fidelity but are typically building-focused and lack semantic diversity. In contrast, proxy-based models use feed-forward image-to-3D frameworks to generate holistic scenes by jointly learning geometry and texture, a process that yields rich content but coarse and unstable geometry. We attribute these geometric failures to the extreme viewpoint gap and sparse, inconsistent supervision inherent in satellite-to-street data. We introduce Sat3DGen to address these fundamental challenges, which embodies a geometry-first methodology. This methodology enhances the feed-forward paradigm by integrating novel geometric constraints with a perspective-view training strategy, explicitly countering the primary sources of geometric error. This geometry-centric strategy yields a dramatic leap in both 3D accuracy and photorealism. For validation, we first constructed a new benchmark by pairing the VIGOR-OOD test set with high-resolution DSM data. On this benchmark, our method improves geometric RMSE from 6.76m to 5.20m. Crucially, this geometric leap also boosts photorealism, reducing the Fréchet Inception Distance (FID) from sim40 to 19 against the leading method, Sat2Density++, despite using no extra tailored image-quality modules. We demonstrate the versatility of our high-quality 3D assets through diverse downstream applications, including semantic-map-to-3D synthesis, multi-camera video generation, large-scale meshing, and unsupervised single-image Digital Surface Model (DSM) estimation. The code has been released on https://github.com/qianmingduowan/Sat3DGen.

DVGT-2: Vision-Geometry-Action Model for Autonomous Driving at Scale

End-to-end autonomous driving has evolved from the conventional paradigm based on sparse perception into vision-language-action (VLA) models, which focus on learning language descriptions as an auxiliary task to facilitate planning. In this paper, we propose an alternative Vision-Geometry-Action (VGA) paradigm that advocates dense 3D geometry as the critical cue for autonomous driving. As vehicles operate in a 3D world, we think dense 3D geometry provides the most comprehensive information for decision-making. However, most existing geometry reconstruction methods (e.g., DVGT) rely on computationally expensive batch processing of multi-frame inputs and cannot be applied to online planning. To address this, we introduce a streaming Driving Visual Geometry Transformer (DVGT-2), which processes inputs in an online manner and jointly outputs dense geometry and trajectory planning for the current frame. We employ temporal causal attention and cache historical features to support on-the-fly inference. To further enhance efficiency, we propose a sliding-window streaming strategy and use historical caches within a certain interval to avoid repetitive computations. Despite the faster speed, DVGT-2 achieves superior geometry reconstruction performance on various datasets. The same trained DVGT-2 can be directly applied to planning across diverse camera configurations without fine-tuning, including closed-loop NAVSIM and open-loop nuScenes benchmarks.

  • 9 authors
·
Apr 23

AIM: Intent-Aware Unified world action Modeling with Spatial Value Maps

Pretrained video generation models provide strong priors for robot control, but existing unified world action models still struggle to decode reliable actions without substantial robot-specific training. We attribute this limitation to a structural mismatch: while video models capture how scenes evolve, action generation requires explicit reasoning about where to interact and the underlying manipulation intent. We introduce AIM, an intent-aware unified world action model that bridges this gap via an explicit spatial interface. Instead of decoding actions directly from future visual representations, AIM predicts an aligned spatial value map that encodes task-relevant interaction structure, enabling a control-oriented abstraction of future dynamics. Built on a pretrained video generation model, AIM jointly models future observations and value maps within a shared mixture-of-transformers architecture. It employs intent-causal attention to route future information to the action branch exclusively through the value representation. We further propose a self-distillation reinforcement learning stage that freezes the video and value branches and optimizes only the action head using dense rewards derived from projected value-map responses together with sparse task-level signals. To support training and evaluation, we construct a simulation dataset of 30K manipulation trajectories with synchronized multi-view observations, actions, and value-map annotations. Experiments on RoboTwin 2.0 benchmark show that AIM achieves a 94.0% average success rate, significantly outperforming prior unified world action baselines. Notably, the improvement is more pronounced in long-horizon and contact-sensitive manipulation tasks, demonstrating the effectiveness of explicit spatial-intent modeling as a bridge between visual world modeling and robot control.

  • 6 authors
·
Apr 12

Thinking with Images as Continuous Actions: Numerical Visual Chain-of-Thought

Recent multimodal large language models (MLLMs) increasingly rely on visual chain-of-thought to perform region-grounded reasoning over images. However, existing approaches ground regions via either textified coordinates-causing modality mismatch and semantic fragmentation or fixed-granularity patches that both limit precise region selection and often require non-trivial architectural changes. In this paper, we propose Numerical Visual Chain-of-Thought (NV-CoT), a framework that enables MLLMs to reason over images using continuous numerical coordinates. NV-CoT expands the MLLM action space from discrete vocabulary tokens to a continuous Euclidean space, allowing models to directly generate bounding-box coordinates as actions with only minimal architectural modification. The framework supports both supervised fine-tuning and reinforcement learning. In particular, we replace categorical token policies with a Gaussian (or Laplace) policy over coordinates and introduce stochasticity via reparameterized sampling, making NV-CoT fully compatible with GRPO-style policy optimization. Extensive experiments on three benchmarks against eight representative visual reasoning baselines demonstrate that NV-CoT significantly improves localization precision and final answer accuracy, while also accelerating training convergence, validating the effectiveness of continuous-action visual reasoning in MLLMs. The code is available in https://github.com/kesenzhao/NV-CoT.

  • 6 authors
·
Feb 26

GR-MG: Leveraging Partially Annotated Data via Multi-Modal Goal-Conditioned Policy

The robotics community has consistently aimed to achieve generalizable robot manipulation with flexible natural language instructions. One primary challenge is that obtaining robot trajectories fully annotated with both actions and texts is time-consuming and labor-intensive. However, partially-annotated data, such as human activity videos without action labels and robot trajectories without text labels, are much easier to collect. Can we leverage these data to enhance the generalization capabilities of robots? In this paper, we propose GR-MG, a novel method which supports conditioning on a text instruction and a goal image. During training, GR-MG samples goal images from trajectories and conditions on both the text and the goal image or solely on the image when text is not available. During inference, where only the text is provided, GR-MG generates the goal image via a diffusion-based image-editing model and conditions on both the text and the generated image. This approach enables GR-MG to leverage large amounts of partially-annotated data while still using languages to flexibly specify tasks. To generate accurate goal images, we propose a novel progress-guided goal image generation model which injects task progress information into the generation process. In simulation experiments, GR-MG improves the average number of tasks completed in a row of 5 from 3.35 to 4.04. In real-robot experiments, GR-MG is able to perform 58 different tasks and improves the success rate from 68.7\% to 78.1\% and 44.4\% to 60.6\% in simple and generalization settings, respectively. It also outperforms comparing baseline methods in few-shot learning of novel skills. Video demos, code, and checkpoints are available on the project page: https://gr-mg.github.io/.

  • 6 authors
·
Dec 22, 2024

DM0: An Embodied-Native Vision-Language-Action Model towards Physical AI

Moving beyond the traditional paradigm of adapting internet-pretrained models to physical tasks, we present DM0, an Embodied-Native Vision-Language-Action (VLA) framework designed for Physical AI. Unlike approaches that treat physical grounding as a fine-tuning afterthought, DM0 unifies embodied manipulation and navigation by learning from heterogeneous data sources from the onset. Our methodology follows a comprehensive three-stage pipeline: Pretraining, Mid-Training, and Post-Training. First, we conduct large-scale unified pretraining on the Vision-Language Model (VLM) using diverse corpora--seamlessly integrating web text, autonomous driving scenarios, and embodied interaction logs-to jointly acquire semantic knowledge and physical priors. Subsequently, we build a flow-matching action expert atop the VLM. To reconcile high-level reasoning with low-level control, DM0 employs a hybrid training strategy: for embodied data, gradients from the action expert are not backpropagated to the VLM to preserve generalized representations, while the VLM remains trainable on non-embodied data. Furthermore, we introduce an Embodied Spatial Scaffolding strategy to construct spatial Chain-of-Thought (CoT) reasoning, effectively constraining the action solution space. Experiments on the RoboChallenge benchmark demonstrate that DM0 achieves state-of-the-art performance in both Specialist and Generalist settings on Table30.

  • 49 authors
·
Feb 16

iMaC: Translating Actions into Motion and Contact Images for Embodied World Models

Embodied world models have emerged as a pivotal paradigm for visual robotic decision-making and interactive environment simulation. However, conventional embodied frameworks rely on low-dimensional structured action vectors (e.g., joint angles and end-effector poses), which suffer from limited expressive capacity, poor generalization across diverse embodiments, and unnatural dynamic modeling for complex physical interactions. To address these limitations, this paper proposesiMac (Image as Action Control), a novel unified control paradigm that treats raw visual images as native action representations for embodied world models. Departing from traditional explicit kinematic action encoding, iMac formulates continuous visual manipulation as image-based action tokens, which inherently encapsulate spatial motion intentions, interactive geometric constraints and subtle physical dynamics. We construct a dual-branch embodied architecture consisting of an image-action encoder and a dynamic world predictor: the encoder compresses target-driven visual images into compact action embeddings, while the predictor learns environment transition rules conditioned on image actions to achieve high-fidelity future state prediction and closed-loop embodied control. Extensive experiments are conducted on public embodied manipulation benchmarks and real-world robotic scenarios. The results demonstrate that iMac outperforms vector-based action control baselines in prediction accuracy, task success rate and cross-scene generalization ability. Moreover, our image-action design eliminates the reliance on manually defined action spaces, realizing flexible and universal control for heterogeneous embodied agents. This work provides an innovative visual-action perspective for embodied world models, offering a simple yet effective paradigm for scalable robotic perception and manipulation.

  • 11 authors
·
Jun 7 2

μ_0: A Scalable 3D Interaction-Trace World Model

World models that capture how actions induce physical change enable scalable robot learning without reliance on embodiment-specific action labels. Pixel-space video models provide broad visual priors but expend model capacity on dense appearance reconstruction, while direct action models require embodiment-specific labels that hinder scalability. We present μ_0, a scalable world model based on 3D traces. Rather than predicting dense pixels or directly modeling actions, μ_0 forecasts smooth 3D trajectories for salient interaction points such as objects, tools, hands, and contact regions, yielding a compact, embodiment-agnostic motion interface. To enable training from diverse video sources, our TraceExtract system automatically extracts 3D supervision by selecting keypoints, constructing globally aligned traces, and associating motion segments with hierarchical language captions. This TraceExtract supervision pretrains μ_0 by combining a pretrained vision-language backbone with a modular trace expert, which represents each query via B-spline control points and predicts future traces. Experiments show that μ_0 outperforms baselines in both 2D and 3D trace prediction, including trace prediction models and tokenized VLM methods. Because μ_0 is frozen and reusable, it can be paired with action experts for downstream robot embodiments. Despite action-free pretraining, the resulting trace-conditioned policies achieve performance competitive with VLA models pretrained with action supervision, such as π_0. These results establish 3D traces as a scalable and transferable representation for cross-embodiment manipulation.

Unpaired Multi-domain Attribute Translation of 3D Facial Shapes with a Square and Symmetric Geometric Map

While impressive progress has recently been made in image-oriented facial attribute translation, shape-oriented 3D facial attribute translation remains an unsolved issue. This is primarily limited by the lack of 3D generative models and ineffective usage of 3D facial data. We propose a learning framework for 3D facial attribute translation to relieve these limitations. Firstly, we customize a novel geometric map for 3D shape representation and embed it in an end-to-end generative adversarial network. The geometric map represents 3D shapes symmetrically on a square image grid, while preserving the neighboring relationship of 3D vertices in a local least-square sense. This enables effective learning for the latent representation of data with different attributes. Secondly, we employ a unified and unpaired learning framework for multi-domain attribute translation. It not only makes effective usage of data correlation from multiple domains, but also mitigates the constraint for hardly accessible paired data. Finally, we propose a hierarchical architecture for the discriminator to guarantee robust results against both global and local artifacts. We conduct extensive experiments to demonstrate the advantage of the proposed framework over the state-of-the-art in generating high-fidelity facial shapes. Given an input 3D facial shape, the proposed framework is able to synthesize novel shapes of different attributes, which covers some downstream applications, such as expression transfer, gender translation, and aging. Code at https://github.com/NaughtyZZ/3D_facial_shape_attribute_translation_ssgmap.

  • 6 authors
·
Aug 25, 2023

DiG-Flow: Discrepancy-Guided Flow Matching for Robust VLA Models

Vision-Language-Action (VLA) models trained with flow matching have demonstrated impressive capabilities on robotic manipulation tasks. However, their performance often degrades under distribution shift and on complex multi-step tasks, suggesting that the learned representations may not robustly capture task-relevant semantics. We introduce DiG-Flow, a principled framework that enhances VLA robustness through geometric regularization. Our key insight is that the distributional discrepancy between observation and action embeddings provides a meaningful geometric signal: lower transport cost indicates compatible representations, while higher cost suggests potential misalignment. DiG-Flow computes a discrepancy measure between empirical distributions of observation and action embeddings, maps it to a modulation weight via a monotone function, and applies residual updates to the observation embeddings before flow matching. Crucially, this intervention operates at the representation level without modifying the flow matching path or target vector field. We provide theoretical guarantees showing that discrepancy-guided training provably decreases the training objective, and that guided inference refinement converges with contraction. Empirically, DiG-Flow integrates into existing VLA architectures with negligible overhead and consistently improves performance, with particularly pronounced gains on complex multi-step tasks and under limited training data.

BeingBeyond BeingBeyond
·
Dec 1, 2025 2

MoGIC: Boosting Motion Generation via Intention Understanding and Visual Context

Existing text-driven motion generation methods often treat synthesis as a bidirectional mapping between language and motion, but remain limited in capturing the causal logic of action execution and the human intentions that drive behavior. The absence of visual grounding further restricts precision and personalization, as language alone cannot specify fine-grained spatiotemporal details. We propose MoGIC, a unified framework that integrates intention modeling and visual priors into multimodal motion synthesis. By jointly optimizing multimodal-conditioned motion generation and intention prediction, MoGIC uncovers latent human goals, leverages visual priors to enhance generation, and exhibits versatile multimodal generative capability. We further introduce a mixture-of-attention mechanism with adaptive scope to enable effective local alignment between conditional tokens and motion subsequences. To support this paradigm, we curate Mo440H, a 440-hour benchmark from 21 high-quality motion datasets. Experiments show that after finetuning, MoGIC reduces FID by 38.6\% on HumanML3D and 34.6\% on Mo440H, surpasses LLM-based methods in motion captioning with a lightweight text head, and further enables intention prediction and vision-conditioned generation, advancing controllable motion synthesis and intention understanding. The code is available at https://github.com/JunyuShi02/MoGIC

  • 7 authors
·
Oct 3, 2025