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Nov 6

Giving Robots a Hand: Learning Generalizable Manipulation with Eye-in-Hand Human Video Demonstrations

Eye-in-hand cameras have shown promise in enabling greater sample efficiency and generalization in vision-based robotic manipulation. However, for robotic imitation, it is still expensive to have a human teleoperator collect large amounts of expert demonstrations with a real robot. Videos of humans performing tasks, on the other hand, are much cheaper to collect since they eliminate the need for expertise in robotic teleoperation and can be quickly captured in a wide range of scenarios. Therefore, human video demonstrations are a promising data source for learning generalizable robotic manipulation policies at scale. In this work, we augment narrow robotic imitation datasets with broad unlabeled human video demonstrations to greatly enhance the generalization of eye-in-hand visuomotor policies. Although a clear visual domain gap exists between human and robot data, our framework does not need to employ any explicit domain adaptation method, as we leverage the partial observability of eye-in-hand cameras as well as a simple fixed image masking scheme. On a suite of eight real-world tasks involving both 3-DoF and 6-DoF robot arm control, our method improves the success rates of eye-in-hand manipulation policies by 58% (absolute) on average, enabling robots to generalize to both new environment configurations and new tasks that are unseen in the robot demonstration data. See video results at https://giving-robots-a-hand.github.io/ .

  • 3 authors
·
Jul 12, 2023

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

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

  • 6 authors
·
Jan 23, 2025

CUA-Suite: Massive Human-annotated Video Demonstrations for Computer-Use Agents

Computer-use agents (CUAs) hold great promise for automating complex desktop workflows, yet progress toward general-purpose agents is bottlenecked by the scarcity of continuous, high-quality human demonstration videos. Recent work emphasizes that continuous video, not sparse screenshots, is the critical missing ingredient for scaling these agents. However, the largest existing open dataset, ScaleCUA, contains only 2 million screenshots, equating to less than 20 hours of video. To address this bottleneck, we introduce CUA-Suite, a large-scale ecosystem of expert video demonstrations and dense annotations for professional desktop computer-use agents. At its core is VideoCUA, which provides approximately 10,000 human-demonstrated tasks across 87 diverse applications with continuous 30 fps screen recordings, kinematic cursor traces, and multi-layerfed reasoning annotations, totaling approximately 55 hours and 6 million frames of expert video. Unlike sparse datasets that capture only final click coordinates, these continuous video streams preserve the full temporal dynamics of human interaction, forming a superset of information that can be losslessly transformed into the formats required by existing agent frameworks. CUA-Suite further provides two complementary resources: UI-Vision, a rigorous benchmark for evaluating grounding and planning capabilities in CUAs, and GroundCUA, a large-scale grounding dataset with 56K annotated screenshots and over 3.6 million UI element annotations. Preliminary evaluation reveals that current foundation action models struggle substantially with professional desktop applications (~60% task failure rate). Beyond evaluation, CUA-Suite's rich multimodal corpus supports emerging research directions including generalist screen parsing, continuous spatial control, video-based reward modeling, and visual world models. All data and models are publicly released.

ServiceNow ServiceNow
·
Mar 25 5

See Once, Then Act: Vision-Language-Action Model with Task Learning from One-Shot Video Demonstrations

Developing robust and general-purpose manipulation policies represents a fundamental objective in robotics research. While Vision-Language-Action (VLA) models have demonstrated promising capabilities for end-to-end robot control, existing approaches still exhibit limited generalization to tasks beyond their training distributions. In contrast, humans possess remarkable proficiency in acquiring novel skills by simply observing others performing them once. Inspired by this capability, we propose ViVLA, a generalist robotic manipulation policy that achieves efficient task learning from a single expert demonstration video at test time. Our approach jointly processes an expert demonstration video alongside the robot's visual observations to predict both the demonstrated action sequences and subsequent robot actions, effectively distilling fine-grained manipulation knowledge from expert behavior and transferring it seamlessly to the agent. To enhance the performance of ViVLA, we develop a scalable expert-agent pair data generation pipeline capable of synthesizing paired trajectories from easily accessible human videos, further augmented by curated pairs from publicly available datasets. This pipeline produces a total of 892,911 expert-agent samples for training ViVLA. Experimental results demonstrate that our ViVLA is able to acquire novel manipulation skills from only a single expert demonstration video at test time. Our approach achieves over 30% improvement on unseen LIBERO tasks and maintains above 35% gains with cross-embodiment videos. Real-world experiments demonstrate effective learning from human videos, yielding more than 38% improvement on unseen tasks.

  • 13 authors
·
Dec 8, 2025

SkillMimic: Learning Reusable Basketball Skills from Demonstrations

Mastering basketball skills such as diverse layups and dribbling involves complex interactions with the ball and requires real-time adjustments. Traditional reinforcement learning methods for interaction skills rely on labor-intensive, manually designed rewards that do not generalize well across different skills. Inspired by how humans learn from demonstrations, we propose SkillMimic, a data-driven approach that mimics both human and ball motions to learn a wide variety of basketball skills. SkillMimic employs a unified configuration to learn diverse skills from human-ball motion datasets, with skill diversity and generalization improving as the dataset grows. This approach allows training a single policy to learn multiple skills, enabling smooth skill switching even if these switches are not present in the reference dataset. The skills acquired by SkillMimic can be easily reused by a high-level controller to accomplish complex basketball tasks. To evaluate our approach, we introduce two basketball datasets: one estimated through monocular RGB videos and the other using advanced motion capture equipment, collectively containing about 35 minutes of diverse basketball skills. Experiments show that our method can effectively learn various basketball skills included in the dataset with a unified configuration, including various styles of dribbling, layups, and shooting. Furthermore, by training a high-level controller to reuse the acquired skills, we can achieve complex basketball tasks such as layup scoring, which involves dribbling toward the basket, timing the dribble and layup to score, retrieving the rebound, and repeating the process. The project page and video demonstrations are available at https://ingrid789.github.io/SkillMimic/

  • 13 authors
·
Aug 12, 2024

TASTE-Rob: Advancing Video Generation of Task-Oriented Hand-Object Interaction for Generalizable Robotic Manipulation

We address key limitations in existing datasets and models for task-oriented hand-object interaction video generation, a critical approach of generating video demonstrations for robotic imitation learning. Current datasets, such as Ego4D, often suffer from inconsistent view perspectives and misaligned interactions, leading to reduced video quality and limiting their applicability for precise imitation learning tasks. Towards this end, we introduce TASTE-Rob -- a pioneering large-scale dataset of 100,856 ego-centric hand-object interaction videos. Each video is meticulously aligned with language instructions and recorded from a consistent camera viewpoint to ensure interaction clarity. By fine-tuning a Video Diffusion Model (VDM) on TASTE-Rob, we achieve realistic object interactions, though we observed occasional inconsistencies in hand grasping postures. To enhance realism, we introduce a three-stage pose-refinement pipeline that improves hand posture accuracy in generated videos. Our curated dataset, coupled with the specialized pose-refinement framework, provides notable performance gains in generating high-quality, task-oriented hand-object interaction videos, resulting in achieving superior generalizable robotic manipulation. The TASTE-Rob dataset is publicly available to foster further advancements in the field, TASTE-Rob dataset and source code will be made publicly available on our website https://taste-rob.github.io.

  • 6 authors
·
Jun 5, 2025

X-Diffusion: Training Diffusion Policies on Cross-Embodiment Human Demonstrations

Human videos are a scalable source of training data for robot learning. However, humans and robots significantly differ in embodiment, making many human actions infeasible for direct execution on a robot. Still, these demonstrations convey rich object-interaction cues and task intent. Our goal is to learn from this coarse guidance without transferring embodiment-specific, infeasible execution strategies. Recent advances in generative modeling tackle a related problem of learning from low-quality data. In particular, Ambient Diffusion is a recent method for diffusion modeling that incorporates low-quality data only at high-noise timesteps of the forward diffusion process. Our key insight is to view human actions as noisy counterparts of robot actions. As noise increases along the forward diffusion process, embodiment-specific differences fade away while task-relevant guidance is preserved. Based on these observations, we present X-Diffusion, a cross-embodiment learning framework based on Ambient Diffusion that selectively trains diffusion policies on noised human actions. This enables effective use of easy-to-collect human videos without sacrificing robot feasibility. Across five real-world manipulation tasks, we show that X-Diffusion improves average success rates by 16% over naive co-training and manual data filtering. The project website is available at https://portal-cornell.github.io/X-Diffusion/.

  • 8 authors
·
Nov 6, 2025

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

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

  • 2 authors
·
Nov 6, 2025

Collision Avoidance and Navigation for a Quadrotor Swarm Using End-to-end Deep Reinforcement Learning

End-to-end deep reinforcement learning (DRL) for quadrotor control promises many benefits -- easy deployment, task generalization and real-time execution capability. Prior end-to-end DRL-based methods have showcased the ability to deploy learned controllers onto single quadrotors or quadrotor teams maneuvering in simple, obstacle-free environments. However, the addition of obstacles increases the number of possible interactions exponentially, thereby increasing the difficulty of training RL policies. In this work, we propose an end-to-end DRL approach to control quadrotor swarms in environments with obstacles. We provide our agents a curriculum and a replay buffer of the clipped collision episodes to improve performance in obstacle-rich environments. We implement an attention mechanism to attend to the neighbor robots and obstacle interactions - the first successful demonstration of this mechanism on policies for swarm behavior deployed on severely compute-constrained hardware. Our work is the first work that demonstrates the possibility of learning neighbor-avoiding and obstacle-avoiding control policies trained with end-to-end DRL that transfers zero-shot to real quadrotors. Our approach scales to 32 robots with 80% obstacle density in simulation and 8 robots with 20% obstacle density in physical deployment. Video demonstrations are available on the project website at: https://sites.google.com/view/obst-avoid-swarm-rl.

  • 6 authors
·
Sep 23, 2023

GravMAD: Grounded Spatial Value Maps Guided Action Diffusion for Generalized 3D Manipulation

Robots' ability to follow language instructions and execute diverse 3D tasks is vital in robot learning. Traditional imitation learning-based methods perform well on seen tasks but struggle with novel, unseen ones due to variability. Recent approaches leverage large foundation models to assist in understanding novel tasks, thereby mitigating this issue. However, these methods lack a task-specific learning process, which is essential for an accurate understanding of 3D environments, often leading to execution failures. In this paper, we introduce GravMAD, a sub-goal-driven, language-conditioned action diffusion framework that combines the strengths of imitation learning and foundation models. Our approach breaks tasks into sub-goals based on language instructions, allowing auxiliary guidance during both training and inference. During training, we introduce Sub-goal Keypose Discovery to identify key sub-goals from demonstrations. Inference differs from training, as there are no demonstrations available, so we use pre-trained foundation models to bridge the gap and identify sub-goals for the current task. In both phases, GravMaps are generated from sub-goals, providing flexible 3D spatial guidance compared to fixed 3D positions. Empirical evaluations on RLBench show that GravMAD significantly outperforms state-of-the-art methods, with a 28.63% improvement on novel tasks and a 13.36% gain on tasks encountered during training. These results demonstrate GravMAD's strong multi-task learning and generalization in 3D manipulation. Video demonstrations are available at: https://gravmad.github.io.

  • 7 authors
·
Sep 30, 2024

SafeDriveVLA: Navigation-Conditioned World Model Dreaming for Conflict-Aware End-to-End Autonomous Driving

Vision-Language-Action (VLA) models are gaining attention in autonomous driving, inheriting commonsense priors from large language models (LLMs) and widening the navigation interface from a fixed command set to free-form natural-language instructions. However, this open-ended interface exposes a new vulnerability surface: an inattentive driver may issue instructions that are unsafe given the current scene, and a malicious user may issue dangerous ones on purpose. We present the first benchmark suite that evaluates navigation following and conflict awareness together, along with adversarial robustness. Existing VLAs fall short on both: SimLingo completes no language-instructed lane change in closed loop, and all models degrade sharply under conflicting signals. We propose SafeDriveVLA, the first driving VLA that (1) explicitly predicts a three-level navigation-compliance mode to decouple conflict reasoning from action generation, and (2) uses navigation-conditioned world model dreaming to inform this prediction. Unlike prior world models that roll out expert or planned actions, ours dreams of strictly following the navigation signal, showing when following is safe. SafeDriveVLA reaches 88.16 Driving Score (DS) and 68.64% Success Rate (SR) on Bench2Drive, lifts closed-loop language following by 49.3% and reduces collisions under unsafe instructions from 60 to 38 compared to the best SimLingo variant. Video demonstrations are available on our project page.

Splat-MOVER: Multi-Stage, Open-Vocabulary Robotic Manipulation via Editable Gaussian Splatting

We present Splat-MOVER, a modular robotics stack for open-vocabulary robotic manipulation, which leverages the editability of Gaussian Splatting (GSplat) scene representations to enable multi-stage manipulation tasks. Splat-MOVER consists of: (i) ASK-Splat, a GSplat representation that distills semantic and grasp affordance features into the 3D scene. ASK-Splat enables geometric, semantic, and affordance understanding of 3D scenes, which is critical in many robotics tasks; (ii) SEE-Splat, a real-time scene-editing module using 3D semantic masking and infilling to visualize the motions of objects that result from robot interactions in the real-world. SEE-Splat creates a "digital twin" of the evolving environment throughout the manipulation task; and (iii) Grasp-Splat, a grasp generation module that uses ASK-Splat and SEE-Splat to propose affordance-aligned candidate grasps for open-world objects. ASK-Splat is trained in real-time from RGB images in a brief scanning phase prior to operation, while SEE-Splat and Grasp-Splat run in real-time during operation. We demonstrate the superior performance of Splat-MOVER in hardware experiments on a Kinova robot compared to two recent baselines in four single-stage, open-vocabulary manipulation tasks and in four multi-stage manipulation tasks, using the edited scene to reflect changes due to prior manipulation stages, which is not possible with existing baselines. Video demonstrations and the code for the project are available at https://splatmover.github.io.

  • 8 authors
·
Sep 25, 2024

MULTISCRIPT: Multimodal Script Learning for Supporting Open Domain Everyday Tasks

Automatically generating scripts (i.e. sequences of key steps described in text) from video demonstrations and reasoning about the subsequent steps are crucial to the modern AI virtual assistants to guide humans to complete everyday tasks, especially unfamiliar ones. However, current methods for generative script learning rely heavily on well-structured preceding steps described in text and/or images or are limited to a certain domain, resulting in a disparity with real-world user scenarios. To address these limitations, we present a new benchmark challenge -- MultiScript, with two new tasks on task-oriented multimodal script learning: (1) multimodal script generation, and (2) subsequent step prediction. For both tasks, the input consists of a target task name and a video illustrating what has been done to complete the target task, and the expected output is (1) a sequence of structured step descriptions in text based on the demonstration video, and (2) a single text description for the subsequent step, respectively. Built from WikiHow, MultiScript covers multimodal scripts in videos and text descriptions for over 6,655 human everyday tasks across 19 diverse domains. To establish baseline performance on MultiScript, we propose two knowledge-guided multimodal generative frameworks that incorporate the task-related knowledge prompted from large language models such as Vicuna. Experimental results show that our proposed approaches significantly improve over the competitive baselines.

  • 5 authors
·
Oct 7, 2023

In-Context Robot Learning with VLM Agents

Enabling robots to adapt to unfamiliar environments as readily as humans remains a moonshot goal of embodied AI. No finite collection of demonstrations can cover every task and situation a robot will encounter, making the ability to learn from context at deployment essential for generalization. Such in-context learning (ICL), however, remains largely beyond the reach of existing robotic policies. The broad agentic capabilities of commercial vision-language models (VLMs), such as GPT-6 Astra, raise a compelling question: can these models learn from demonstrations, examples, and interaction feedback, then translate that information into executable and verifiable robot behavior from a new initial state without gradient updates or persistent changes to task-specific parameters? We introduce GPT-Policy, a general-agent framework for in-context robot learning. GPT-Policy integrates a context compiler that preserves task-relevant visual transitions, a VLM that proposes robot-tool actions, and a constrained controller that verifies and executes each action and reports its outcome. We evaluate its reliability and limitations through task success and efficiency metrics, matched comparisons across models, and controlled context ablations. In real-robot trials, human video demonstrations improve task completion even without robot action labels, while aligned action references yield further gains on contact-sensitive tasks. These findings position GPT-Policy as a step toward robot adaptation through in-context learning, providing an empirical foundation for translating the general-purpose capabilities of VLMs into physical behavior and clarifying the challenges that must be overcome for reliable deployment.

  • 15 authors
·
Sep 15 4

Thin-Shell Object Manipulations With Differentiable Physics Simulations

In this work, we aim to teach robots to manipulate various thin-shell materials. Prior works studying thin-shell object manipulation mostly rely on heuristic policies or learn policies from real-world video demonstrations, and only focus on limited material types and tasks (e.g., cloth unfolding). However, these approaches face significant challenges when extended to a wider variety of thin-shell materials and a diverse range of tasks. While virtual simulations are shown to be effective in diverse robot skill learning and evaluation, prior thin-shell simulation environments only support a subset of thin-shell materials, which also limits their supported range of tasks. We introduce ThinShellLab - a fully differentiable simulation platform tailored for robotic interactions with diverse thin-shell materials possessing varying material properties, enabling flexible thin-shell manipulation skill learning and evaluation. Our experiments suggest that manipulating thin-shell objects presents several unique challenges: 1) thin-shell manipulation relies heavily on frictional forces due to the objects' co-dimensional nature, 2) the materials being manipulated are highly sensitive to minimal variations in interaction actions, and 3) the constant and frequent alteration in contact pairs makes trajectory optimization methods susceptible to local optima, and neither standard reinforcement learning algorithms nor trajectory optimization methods (either gradient-based or gradient-free) are able to solve the tasks alone. To overcome these challenges, we present an optimization scheme that couples sampling-based trajectory optimization and gradient-based optimization, boosting both learning efficiency and converged performance across various proposed tasks. In addition, the differentiable nature of our platform facilitates a smooth sim-to-real transition.

  • 7 authors
·
Mar 30, 2024

ST-WebAgentBench: A Benchmark for Evaluating Safety and Trustworthiness in Web Agents

Recent advancements in Web agents have introduced novel architectures and benchmarks showcasing progress in autonomous web navigation and interaction. However, most existing benchmarks prioritize effectiveness and accuracy, overlooking factors like safety and trustworthiness which are essential for deploying web agents in enterprise settings. We present STWebAgentBench, a benchmark designed to evaluate web agents safety and trustworthiness across six critical dimensions, essential for reliability in enterprise applications. This benchmark is grounded in a detailed framework that defines safe and trustworthy (ST) agent behavior. Our work extends WebArena with safety templates and evaluation functions to assess safety policy compliance rigorously. We introduce the Completion Under Policy to measure task success while adhering to policies, alongside the Risk Ratio, which quantifies policy violations across dimensions, providing actionable insights to address safety gaps. Our evaluation reveals that current SOTA agents struggle with policy adherence and cannot yet be relied upon for critical business applications. We open-source this benchmark and invite the community to contribute, with the goal of fostering a new generation of safer, more trustworthy AI agents. All code, data, environment reproduction resources, and video demonstrations are available at https://sites.google.com/view/st-webagentbench/home.

  • 6 authors
·
Oct 9, 2024

RynnWorld-Latent: A Cross-Embodiment World Model Conditioned on Universal Latent Actions

Learning controllable world dynamics from heterogeneous interaction videos is challenging because robot embodiments use incompatible action spaces, while human videos lack native control labels. We present RynnWorld-Latent, a cross-embodiment video world model that uses the 3D-grounded latent actions introduced by RynnLAM as a shared conditioning interface. This representation enables joint pretraining on human interaction videos, robot demonstrations, and simulation rollouts without requiring a common native action space. Built on a pretrained video transformer, RynnWorld-Latent combines global action tokens with an identity-initialized local pathway that aligns actions with future video latents. We pretrain on 23 datasets comprising approximately 553.5M frames and adapt the model to target robots through post-training. The framework supports two data-generation routes: digital teleoperation uses target robot commands to generate action-video demonstrations, while latent-action synthesis transfers source motion to an edited initial frame and pairs the resulting rollout with retargeted pseudo robot actions. Experiments show improved video prediction metrics on public benchmarks and two real-robot platforms, alongside qualitative action following when different action sequences share the same initial observation. Synthetic mid-training improves policy success rates on LIBERO and LIBERO-Plus, and both generation routes improve real-world policy success rates over real-demonstration-only training in the evaluated settings. These results support universal latent actions as a scalable interface for learning controllable visual dynamics across heterogeneous embodiments.

Alibaba-DAMO-Academy DAMO Academy
·
Oct 26 2

RoboTTT: Context Scaling for Robot Policies

Recent robot foundation models operate with single-step or short-history visuomotor context. We introduce Test-Time-Training Robot Policies (RoboTTT), a robot model and training recipe that scale visuomotor context to 8K timesteps, three orders of magnitude beyond state-of-the-art policies, without growing inference latency. At this context length, we unlock new robot capabilities: one-shot in-context imitation from human video demonstrations, on-the-fly policy improvement, robustness to perturbations, and stronger performance on multi-stage, long-horizon tasks. We also observe, for the first time, steady gains in closed-loop performance as pretraining context length scales. At its core, RoboTTT integrates Test-Time Training into robot foundation models such as Vision-Language-Action policies, yielding a sequence model whose recurrent state consists of fast weights, parameters updated by gradient descent during both training and inference, compressing histories into weight space and retrieving contextual information for long-context conditioning. To scale training context length, the recipe combines sequence action forcing with truncated backpropagation through time. On challenging real-robot manipulation tasks, RoboTTT improves overall performance by 87% over the single-step context baseline and fully completes a five-minute, ten-stage assembly task, which no baseline ever does. RoboTTT trained with 8K-timestep context outperforms the same model pretrained with 1K timesteps by 62%, suggesting context length as a new scaling axis for robot foundation models. Videos are available at https://research.nvidia.com/labs/gear/robottt/

nvidia NVIDIA
·
Jul 15 1

WebArena: A Realistic Web Environment for Building Autonomous Agents

With generative AI advances, the exciting potential for autonomous agents to manage daily tasks via natural language commands has emerged. However, cur rent agents are primarily created and tested in simplified synthetic environments, substantially limiting real-world scenario representation. In this paper, we build an environment for agent command and control that is highly realistic and reproducible. Specifically, we focus on agents that perform tasks on websites, and we create an environment with fully functional websites from four common domains: e-commerce, social forum discussions, collaborative software development, and content management. Our environment is enriched with tools (e.g., a map) and external knowledge bases (e.g., user manuals) to encourage human-like task-solving. Building upon our environment, we release a set of benchmark tasks focusing on evaluating the functional correctness of task completions. The tasks in our benchmark are diverse, long-horizon, and are designed to emulate tasks that humans routinely perform on the internet. We design and implement several autonomous agents, integrating recent techniques such as reasoning before acting. The results demonstrate that solving complex tasks is challenging: our best GPT-4-based agent only achieves an end-to-end task success rate of 10.59%. These results highlight the need for further development of robust agents, that current state-of-the-art LMs are far from perfect performance in these real-life tasks, and that WebArena can be used to measure such progress. Our code, data, environment reproduction resources, and video demonstrations are publicly available at https://webarena.dev/.

  • 11 authors
·
Jul 25, 2023 4

RobotArena $\infty$: Scalable Robot Benchmarking via Real-to-Sim Translation

The pursuit of robot generalists - instructable agents capable of performing diverse tasks across diverse environments - demands rigorous and scalable evaluation. Yet real-world testing of robot policies remains fundamentally constrained: it is labor-intensive, slow, unsafe at scale, and difficult to reproduce. Existing simulation benchmarks are similarly limited, as they train and test policies within the same synthetic domains and cannot assess models trained from real-world demonstrations or alternative simulation environments. As policies expand in scope and complexity, these barriers only intensify, since defining "success" in robotics often hinges on nuanced human judgments of execution quality. In this paper, we introduce a new benchmarking framework that overcomes these challenges by shifting VLA evaluation into large-scale simulated environments augmented with online human feedback. Leveraging advances in vision-language models, 2D-to-3D generative modeling, and differentiable rendering, our approach automatically converts video demonstrations from widely used robot datasets into simulated counterparts. Within these digital twins, we assess VLA policies using both automated VLM-guided scoring and scalable human preference judgments collected from crowdworkers, transforming human involvement from tedious scene setup, resetting, and safety supervision into lightweight preference comparisons. To measure robustness, we systematically perturb simulated environments along multiple axes, such as textures and object placements, stress-testing policy generalization under controlled variation. The result is a continuously evolving, reproducible, and scalable benchmark for real-world trained robot manipulation policies, addressing a critical missing capability in today's robotics landscape.

  • 9 authors
·
Oct 27, 2025 1

WorldScape Policy 2.0: Empowering Steerable World Action Modeling with Reasoning-Augmented Memory

World Action Models (WAMs) offer a promising paradigm for robotic manipulation by jointly modeling visual state transitions and robot actions. However, existing WAMs are constrained by limited temporal context, coarse episode-level language supervision, and predominantly text-only conditioning, which hinder task-progress tracking and fine-grained language-video-action grounding while limiting visual-context reasoning and cross-embodiment transfer. In this paper, we introduce WorldScape Policy 2.0, a controllable WAM with reasoning-augmented long short-term memory. Its causal short-term visual memory supplies recent observations as DiT prefill to preserve local interaction dynamics, while its long short-term event memory organizes historical VLM outputs into global-history, local-active, and event-boundary representations for progress-aware retrieval. The retrieved history augments perception and autoregressively generated planning tokens, yielding an implicit subgoal condition for autonomous planning; semantic forcing further transfers event-level instruction semantics into this latent planning pathway. To establish fine-grained multimodal controllability, we construct ManipEvent-5M, an event-grounded embodied pretraining dataset containing nearly 5 million event segments with aligned action trajectories, episode-level task instructions, segment-level subtask captions, goal images, and video demonstrations. These designs provide a unified interface for autonomous planning from high-level instructions and controllable execution from fine-grained text, goal-image, or video-context prompts. Experiments in both simulation and real-world platforms demonstrate superior capabilities in long-horizon autonomous planning, fine-grained instruction following and in-context adaptation.

  • 16 authors
·
Jul 20

VINCIE-NExT: Unlocking Video Editing from Images via In-Context Modeling

Building a capable video editor remains significantly harder than a video generator: editing requires (source, instruction, edited) triplets that are prohibitively expensive to annotate and difficult to synthesize at scale, whereas image editing has already reached maturity with millions of such pairs readily available. In this work, we introduce VINCIE-NExT, a unified framework that transfers editing capability from images to videos through in-context visual demonstrations, alleviating the need for large-scale paired video editing data. VINCIE-NExT decomposes video editing into a structured chain of composable sub-tasks (Video -> Image -> Image -> Video), routing editing intent through the image domain and enabling scalable joint training from heterogeneous image and video corpora under a unified diffusion objective. An image editing pair, synthesized by the model or supplied by the user, is prepended as an in-context visual demonstration that serves as a spatial appearance blueprint for every output frame. To ground appearance edits across the interleaved context, we introduce a novel position encoding that links image demonstrations and video frames in a shared spatial coordinate system, enabling pixel-faithful propagation of appearance changes to every output frame. Chain-of-Editing further provides principled test-time scaling: by executing the sub-task chain as progressive diffusion stages, editing quality can be improved by investing additional compute without retraining. Comprehensive experiments on OpenVE-Bench demonstrate the state-of-the-art performance across diverse editing categories, with ablations confirming the effectiveness of each component.

  • 10 authors
·
Oct 7

Quantifying Bias in Text-to-Image Generative Models

Bias in text-to-image (T2I) models can propagate unfair social representations and may be used to aggressively market ideas or push controversial agendas. Existing T2I model bias evaluation methods only focus on social biases. We look beyond that and instead propose an evaluation methodology to quantify general biases in T2I generative models, without any preconceived notions. We assess four state-of-the-art T2I models and compare their baseline bias characteristics to their respective variants (two for each), where certain biases have been intentionally induced. We propose three evaluation metrics to assess model biases including: (i) Distribution bias, (ii) Jaccard hallucination and (iii) Generative miss-rate. We conduct two evaluation studies, modelling biases under general, and task-oriented conditions, using a marketing scenario as the domain for the latter. We also quantify social biases to compare our findings to related works. Finally, our methodology is transferred to evaluate captioned-image datasets and measure their bias. Our approach is objective, domain-agnostic and consistently measures different forms of T2I model biases. We have developed a web application and practical implementation of what has been proposed in this work, which is at https://huggingface.co/spaces/JVice/try-before-you-bias. A video series with demonstrations is available at https://www.youtube.com/channel/UCk-0xyUyT0MSd_hkp4jQt1Q

  • 4 authors
·
Dec 20, 2023

PhysV2A: Reachability-Gated and Semantic-Mask-Constrained Feasibility Completion for Video-to-Robot Manipulation

Video-based manipulation provides object-centric motion priors from human demonstrations, generated videos, or RGB-D observations, but such priors are typically embodiment-agnostic and cannot be directly executed by a specific robot. This paper presents PhysV2A, a reachability-gated and semantic-mask-constrained feasibility-completion framework for converting video-derived 6D object motion into robot-executable manipulation trajectories. The key idea is to treat grasp feasibility as trajectory-conditioned rather than local: each RGB-D-generated 6-DoF grasp candidate is rigidly coupled with the recovered object motion to form a grasp-conditioned TCP trajectory hypothesis. PhysV2A then performs hierarchical reachability-gated selection, where infeasible grasp--trajectory pairs are rejected by robot-centric kinematic checks and surviving candidates are ranked by downstream execution suitability. For the selected reachable trajectory, a VLM-assisted and rule-validated S-Mask identifies task-critical and relaxable Cartesian components, enabling semantic-mask-constrained manipulability refinement through redundancy-first optimization and bounded Cartesian relaxation. Real-robot experiments on four tabletop manipulation tasks show that PhysV2A improves task success over representative video-prior and IK-only baselines, reduces kinematic-feasibility failures, and produces better-conditioned trajectories with bounded semantic deviations.

  • 4 authors
·
Jul 9

TAPESTRY: A Single Backbone for Video Generation and Robot Control

Pretrained video generation models encode rich priors about physical interactions, but leveraging them for robot control typically requires either resource-intensive video generation at test time or action heads trained from scratch that do not fully utilize the pretrained backbone. We introduce Tokenizing Actions as Video Patches in a Shared Transformer Policy (TAPESTRY), a world action model that repurposes a pretrained video diffusion transformer into a robotic policy without requiring video generation at inference. Our key idea is to treat robot actions as single-patch tokens in the video model's latent space. A lightweight linear projection maps each action timestep to the patch dimensions of the pretrained VAE, and the resulting tokens are processed by the same patchifying layers and transformer backbone used for video. The shared backbone is optimized through three diffusion objectives sampled per minibatch element: Video diffusion uses VAE latents from robot and human videos to establish dynamics priors. Joint video+action diffusion trains on robot demonstrations using a coupled diffusion timestep and an asymmetric attention mask. Action-only diffusion denoises actions conditioned on clean image latents. At test time, the model generates a compact action token sequence in a single DDIM step from pure noise, producing smooth action chunks at 84 ms per action chunk on consumer hardware and avoiding the cost of full video generation. Across simulation benchmarks and real-robot experiments, TAPESTRY achieves strong performance with substantially lower inference cost than comparable joint video--action policies. More information can be found at https://tapestry-wam.github.io.

  • 7 authors
·
Oct 26

Large Video Planner Enables Generalizable Robot Control

General-purpose robots require decision-making models that generalize across diverse tasks and environments. Recent works build robot foundation models by extending multimodal large language models (MLLMs) with action outputs, creating vision-language-action (VLA) systems. These efforts are motivated by the intuition that MLLMs' large-scale language and image pretraining can be effectively transferred to the action output modality. In this work, we explore an alternative paradigm of using large-scale video pretraining as a primary modality for building robot foundation models. Unlike static images and language, videos capture spatio-temporal sequences of states and actions in the physical world that are naturally aligned with robotic behavior. We curate an internet-scale video dataset of human activities and task demonstrations, and train, for the first time at a foundation-model scale, an open video model for generative robotics planning. The model produces zero-shot video plans for novel scenes and tasks, which we post-process to extract executable robot actions. We evaluate task-level generalization through third-party selected tasks in the wild and real-robot experiments, demonstrating successful physical execution. Together, these results show robust instruction following, strong generalization, and real-world feasibility. We release both the model and dataset to support open, reproducible video-based robot learning. Our website is available at https://www.boyuan.space/large-video-planner/.

  • 12 authors
·
Dec 17, 2025

Open-World Skill Discovery from Unsegmented Demonstrations

Learning skills in open-world environments is essential for developing agents capable of handling a variety of tasks by combining basic skills. Online demonstration videos are typically long but unsegmented, making them difficult to segment and label with skill identifiers. Unlike existing methods that rely on sequence sampling or human labeling, we have developed a self-supervised learning-based approach to segment these long videos into a series of semantic-aware and skill-consistent segments. Drawing inspiration from human cognitive event segmentation theory, we introduce Skill Boundary Detection (SBD), an annotation-free temporal video segmentation algorithm. SBD detects skill boundaries in a video by leveraging prediction errors from a pretrained unconditional action-prediction model. This approach is based on the assumption that a significant increase in prediction error indicates a shift in the skill being executed. We evaluated our method in Minecraft, a rich open-world simulator with extensive gameplay videos available online. Our SBD-generated segments improved the average performance of conditioned policies by 63.7% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.

  • 5 authors
·
Mar 11, 2025 3

Vidar: Embodied Video Diffusion Model for Generalist Bimanual Manipulation

Bimanual robotic manipulation, which involves the coordinated control of two robotic arms, is foundational for solving challenging tasks. Despite recent progress in general-purpose manipulation, data scarcity and embodiment heterogeneity remain serious obstacles to further scaling up in bimanual settings. In this paper, we introduce Video Diffusion for Action Reasoning (Vidar), a two-stage framework that leverages large-scale, diffusion-based video pre-training and a novel masked inverse dynamics model for action prediction. We pre-train the video diffusion model on 750K multi-view videos from three real-world bimanual robot platforms, utilizing a unified observation space that encodes robot, camera, task, and scene contexts. Our masked inverse dynamics model learns masks to extract action-relevant information from generated trajectories without requiring pixel-level labels, and the masks can effectively generalize to unseen backgrounds. Our experiments demonstrate that with only 20 minutes of human demonstrations on an unseen robot platform (only 1% of typical data requirements), Vidar generalizes to unseen tasks and backgrounds with strong semantic understanding, surpassing state-of-the-art methods. Our findings highlight the potential of video foundation models, coupled with masked action prediction, to enable scalable and generalizable robotic manipulation in diverse real-world settings.

  • 8 authors
·
Jul 17, 2025

WorldGuide: Goal-Directed Video World Model for Procedural Task Execution

Video generators and video-based world models can synthesize plausible visual trajectories, but long-horizon procedural tasks require generation to adapt to what has actually been produced. A model must determine the next action from its generated state, execute that action, and recognize when the task is complete. Open-loop generation cannot adapt to execution outcomes, while existing closed-loop systems often rely on pretrained executors or indirect verification. This leaves a gap between deciding an action and successfully realizing it. We formulate procedural video generation as closed-loop task execution in visual world space and introduce WorldGuide. Given only an initial image and a task goal, WorldGuide predicts an atomic action, generates its corresponding video clip, and uses the generated result to select the next action or terminate. The Planner and Executor are trained on the same step-level procedural demonstrations: the Planner learns to predict the next atomic action or task completion from visual progress, while the Executor is directly trained to realize the predicted actions. Hierarchical visual memory maintains state across long-horizon execution with bounded history token cost. Due to the lack of step-level action-video supervision for joint planner-executor training, we introduce WorldGuide Bench: approximately 59K step-annotated videos across 245 tasks and 27 procedural categories. WorldGuide achieves a 33.33\% Task Success on WorldGuide-Bench, compared with 29.90\% for the strong recent video model MiniMax-H3, even though MiniMax-H3 receives reference action plans, and achieves 47.69\% on VideoCraft-Bench compared with 32.73\% for MiniMax-H3 under goal-only conditioning. These results demonstrate the importance of coupling planning with learned execution for goal-directed procedural video generation.

LabInstruct: Benchmarking Situated Instructional Video Generation for Lab Procedures

Self-driving laboratories (SDLs) aim to automate the full experimental loop, from scientific decision-making to physical execution. Ideally, AI-generated plans could be carried out directly by robotic systems, but reliable automation remains difficult in complex, open-world laboratory environments, where experiments often involve fine-grained manipulation, long-horizon procedures, and substantial variation across tasks and setups. Humans therefore remain an important execution interface between AI-generated plans and physical experiments, creating a need for clear and effective human-facing experimental guidance. Because laboratory procedures are inherently visual, spatial, and dynamic, video is particularly well suited to communicating apparatus configurations, manipulation actions, temporal dependencies, and state changes. Recent advances in video generation now make it possible to synthesize experimental demonstrations directly from an initial workspace image and a natural-language instruction. However, whether such models can reliably communicate real laboratory procedures has not been systematically studied. We introduce LabInstruct, a benchmark for situated instructional video generation in real laboratories. LabInstruct contains 204 tasks across 5 scientific disciplines, with real reference executions and structured annotations of objects, actions, contacts, and state transitions. Evaluating 8 frontier image-to-video models, we find that visually plausible generations frequently remain procedurally incorrect, revealing a substantial gap between visual realism and the reliability required for experimental instruction.

  • 8 authors
·
Sep 28 2

PrimeSim: A Generalist World Model Simulator from Large-Scale Cross-Embodiment Demonstrations

A robot world model that serves as a simulator must do more than generate plausible videos: it must faithfully follow commanded actions, maintain consistency across camera views, and sustain coherent long-horizon rollouts. We present PrimeSim, an action-conditioned, multiview world model simulator that addresses these challenges through progressive midtraining and posttraining. Starting from a pretrained video generator, we midtrain on 30,110 hours of robot demonstrations spanning 22 platforms. To improve action following, we introduce a unified cross-embodiment action representation and frame-aligned dual-path conditioning to strengthen action-frame correspondence. To maintain multiview consistency, we develop view-aware interleaved attention with explicit camera identities, enabling cross-view information exchange while preserving view-specific representations. We further introduce a fast-video, slow-memory posttraining framework that transforms the bidirectional video generator into an efficient autoregressive simulator. By combining fast causal generation, self-rollout training, and hierarchical temporal memory, PrimeSim mitigates error accumulation from self-generated histories and supports coherent long-horizon simulation. PrimeSim runs at 10.1 FPS, remains stable over long-horizon rollouts on rigid and deformable manipulation tasks, and transfers to held-out platforms within 100 to 200 gradient steps where the pretrained backbone does not. Against five open-source action-conditioned world models it leads four of the five WorldSimProbe suites and posts the best overall EWMBench score, while fine-grained local calibration still trails the field; its rollouts are faithful enough to support GRPO-based policy optimization. We release the model weights, inference code, and training code.

  • 13 authors
·
Nov 2 2

Real2Edit2Real: Generating Robotic Demonstrations via a 3D Control Interface

Recent progress in robot learning has been driven by large-scale datasets and powerful visuomotor policy architectures, yet policy robustness remains limited by the substantial cost of collecting diverse demonstrations, particularly for spatial generalization in manipulation tasks. To reduce repetitive data collection, we present Real2Edit2Real, a framework that generates new demonstrations by bridging 3D editability with 2D visual data through a 3D control interface. Our approach first reconstructs scene geometry from multi-view RGB observations with a metric-scale 3D reconstruction model. Based on the reconstructed geometry, we perform depth-reliable 3D editing on point clouds to generate new manipulation trajectories while geometrically correcting the robot poses to recover physically consistent depth, which serves as a reliable condition for synthesizing new demonstrations. Finally, we propose a multi-conditional video generation model guided by depth as the primary control signal, together with action, edge, and ray maps, to synthesize spatially augmented multi-view manipulation videos. Experiments on four real-world manipulation tasks demonstrate that policies trained on data generated from only 1-5 source demonstrations can match or outperform those trained on 50 real-world demonstrations, improving data efficiency by up to 10-50x. Moreover, experimental results on height and texture editing demonstrate the framework's flexibility and extensibility, indicating its potential to serve as a unified data generation framework.

  • 8 authors
·
Dec 22, 2025 2

VIOLA: Towards Video In-Context Learning with Minimal Annotations

Generalizing Multimodal Large Language Models (MLLMs) to novel video domains is essential for real-world deployment but remains challenging due to the scarcity of labeled data. While In-Context Learning (ICL) offers a training-free adaptation path, standard methods rely on large annotated pools, which are often impractical in specialized environments like industrial or surgical settings since they require the experts' annotations. To bridge this gap, we introduce VIOLA (Video In-cOntext Learning with minimal Annotation), a label-efficient framework that synergizes minimal expert supervision with abundant unlabeled data. First, to maximize the efficiency of a strict annotation budget, we propose density-uncertainty-weighted sampling. Unlike standard diversity or uncertainty strategies that risk selecting visual outliers, our method leverages density estimation to identify samples that are simultaneously diverse, representative, and informative. Second, to utilize the remaining unlabeled data without noise propagation, we construct a hybrid pool and introduce confidence-aware retrieval and confidence-aware prompting. These mechanisms explicitly model label reliability, retrieving demonstrations based on a composite score of similarity and confidence while enabling the MLLM to adaptively distinguish between verified ground truths and noisy pseudo-labels. Extensive experiments across nine diverse benchmarks using four MLLMs demonstrate that our framework significantly outperforms various baselines in low-resource settings, achieving robust adaptation with minimal annotation costs.

  • 3 authors
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Jan 21 2

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

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

VideoWeaver: Multimodal Multi-View Video-to-Video Transfer for Embodied Agents

Recent progress in video-to-video (V2V) translation has enabled realistic resimulation of embodied AI demonstrations, a capability that allows pretrained robot policies to be transferable to new environments without additional data collection. However, prior works can only operate on a single view at a time, while embodied AI tasks are commonly captured from multiple synchronized cameras to support policy learning. Naively applying single-view models independently to each camera leads to inconsistent appearance across views, and standard transformer architectures do not scale to multi-view settings due to the quadratic cost of cross-view attention. We present VideoWeaver, the first multimodal multi-view V2V translation framework. VideoWeaver is initially trained as a single-view flow-based V2V model. To achieve an extension to the multi-view regime, we propose to ground all views in a shared 4D latent space derived from a feed-forward spatial foundation model, namely, Pi3. This encourages view-consistent appearance even under wide baselines and dynamic camera motion. To scale beyond a fixed number of cameras, we train views at distinct diffusion timesteps, enabling the model to learn both joint and conditional view distributions. This in turn allows autoregressive synthesis of new viewpoints conditioned on existing ones. Experiments show superior or similar performance to the state-of-the-art on the single-view translation benchmarks and, for the first time, physically and stylistically consistent multi-view translations, including challenging egocentric and heterogeneous-camera setups central to world randomization for robot learning.

  • 7 authors
·
Mar 25

GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors

Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84\% real-world success on diverse object pick-up and 90\% success on stair-climbing.

nvidia NVIDIA
·
Jun 2 1

H2R-Bench: Benchmarking Human-to-Robot Manipulation Video Generation in World Models

Large-scale manipulation data is essential for robot learning, yet collecting robot demonstrations remains expensive and difficult to scale. Meanwhile, abundant egocentric human manipulation videos provide rich behavioral experiences, but transferring them across embodiments remains challenging due to differences between human hands and robotic end-effectors. Recent advances in video world models offer a promising pathway to synthesize robot-centric manipulation videos from human observations, while their cross-embodiment transfer capability remains largely unexplored. Therefore, we introduce H2R-Bench, a benchmark for evaluating cross-embodiment human-to-robot manipulation video generation, where models transform egocentric human demonstrations into robot manipulation videos under specified embodiments. Each benchmark instance contains a human demonstration video, target embodiment constraints, and source-grounded annotations covering task goals, action events, functional contacts, and object responses. H2R-Bench evaluates generated videos through five dimensions, including goal-state completion, action-event completion, functional contact transfer, embodiment correctness, and general video quality. We benchmark eleven state-of-the-art video generation models across six manipulation families and two robot embodiments. Our evaluation reveals that current video world models remain limited in human-to-robot manipulation transfer: even leading models often fail in embodiment consistency, functional interaction, and task execution. H2R-Bench provides a systematic diagnostic framework for evaluating whether video world models can bridge the human-to-robot embodiment gap and convert human manipulation observations into robot-centric training resources.

EVO-WAM: Evolving World Action Models through Video-Action Verification

Improving robot policies on new tasks without collecting additional expert demonstrations remains a central challenge in robot learning. World action models (WAMs) use broad video priors to jointly predict future videos and actions, offering a potential source of supervision for adapting to new tasks. However, generated videos may fail to depict task completion, and even visually successful videos may be paired with inconsistent actions that lead to execution failure. We propose EVO-WAM, a framework that adapts WAMs to unseen tasks by learning from their own generated video-action trajectories, without executing candidate actions in an external environment. First, we augment WAM training with state prediction and anchored multi-frame context to enable complete autoregressive rollouts without external execution feedback. Second, we identify reliable training experience by selecting task-completing prefixes with a vision-language model and verifying their video-action consistency with an inverse dynamics model. Third, we iteratively train the WAM on verified prefixes and generate new rollouts with the updated model. On seven unseen RoboTwin 2.0 tasks, EVO-WAM increases average success rates from 26.9% to 68.0% for Cosmos3 and from 28.5% to 46.4% for DreamZero, reaching approximately 2.5times and 1.6times their initial success rates. On three unseen long-horizon composite tasks in the real world, it improves Cosmos3's average success rate from 20.0% to 76.7%, a gain of 56.7 percentage points. Project Page: https://evo-wam.github.io/.

RoboTryOn: Synthesizing Dexterous Robot Demonstrations from Human Videos via Virtual Try-On

Robot foundation models have shown remarkable performance in robot control, yet adapting them to a new task still relies heavily on teleoperated demonstrations. Egocentric human videos offer a scalable substitute, but overlaying rendered robots on human videos or retargeting human poses into robot actions leaves significant visual or action gaps for high-DoF robot embodiments. To address this limitation, we propose RoboTryOn, which treats human-to-robot translation as virtual try-on: try-on keeps the person and swaps the garment, RoboTryOn keeps the demonstrated motion and swaps the human for the robot. Specifically, RoboTryOn converts a human video into a video of the target robot specified by a reference image, while preserving the original task, objects, and background. To maintain visual consistency, we translate selected keyframes autoregressively and use them to guide video synthesis with motion conditioned on the human hand skeleton. Additionally, we use an inverse dynamics model (IDM) that incorporates depth features to infer action labels from synthesized videos for policy learning. Our experiments across multiple humanoid embodiments show that policies trained with our synthetic data improve the average success rate on novel tasks, including challenging bimanual manipulation, from 2% to 60%, without any real robot demonstration of those tasks. Moreover, training with our synthetic data matches the performance of policies trained solely on teleoperated demonstrations at approximately a third of the collection cost, demonstrating the cost efficiency of our approach.

kaist-ai KAIST AI
·
Nov 2 2

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

RoboPearls: Editable Video Simulation for Robot Manipulation

The development of generalist robot manipulation policies has seen significant progress, driven by large-scale demonstration data across diverse environments. However, the high cost and inefficiency of collecting real-world demonstrations hinder the scalability of data acquisition. While existing simulation platforms enable controlled environments for robotic learning, the challenge of bridging the sim-to-real gap remains. To address these challenges, we propose RoboPearls, an editable video simulation framework for robotic manipulation. Built on 3D Gaussian Splatting (3DGS), RoboPearls enables the construction of photo-realistic, view-consistent simulations from demonstration videos, and supports a wide range of simulation operators, including various object manipulations, powered by advanced modules like Incremental Semantic Distillation (ISD) and 3D regularized NNFM Loss (3D-NNFM). Moreover, by incorporating large language models (LLMs), RoboPearls automates the simulation production process in a user-friendly manner through flexible command interpretation and execution. Furthermore, RoboPearls employs a vision-language model (VLM) to analyze robotic learning issues to close the simulation loop for performance enhancement. To demonstrate the effectiveness of RoboPearls, we conduct extensive experiments on multiple datasets and scenes, including RLBench, COLOSSEUM, Ego4D, Open X-Embodiment, and a real-world robot, which demonstrate our satisfactory simulation performance.

  • 12 authors
·
Jun 27, 2025

Robots Acquire Manipulation Skills in Seconds from a Single Human Video

The ability to acquire skills rapidly and effortlessly while retaining those already mastered is essential for robots. However, current methods still rely on a cumbersome training-time loop that is costly and slow, while eroding skills already mastered. In this paper, we introduce HOST (Human-to-robot One-Shot Skill AcquisiTion), a framework that enables a robot to acquire skills in seconds from a single human video while retaining previously mastered skills. HOST resolves skill acquisition through a cascade of self-grounded prediction. It first estimates the robot's progress within the demonstrated task, then translates the upcoming progression into the robot's own future observations, and finally derives actions from these predicted observations. This cascade is trained on targets coupled to the video demonstration, obtained by mapping the robot trajectory and the video demonstration onto a shared task progress manifold, then redefining each target to align with the future progression of the video. HOST thereby enables the robot to actively follow the demonstrated procedure and adapt it to the robot's embodiment. HOST acquires novel skills at inference time from a single human video in an average of 29 seconds and achieves a 62% average success rate. It exceeds the zero-shot baseline by 45% while retaining previously mastered skills. HOST even exceeds the baseline fine-tuned on 50 robot demonstrations per task while requiring 50 times fewer demonstrations and acquiring each skill 507 times faster. Additional information about HOST is available on the project website.

  • 12 authors
·
Jul 21

GameBoyWorlds: A Testbed for Self-Improvement in Embodied Video Games

Powered by expert guidance, agents can operate in interactive environments; however, it is unclear whether they can learn autonomously from their own experience. To evaluate such self-improvement methods, we introduce GameBoyWorlds, a testbed for agentic self-improvement in video games. GameBoyWorlds-Execution evaluates task execution on a collection of 5 distinct game series. Agents are allowed access to dedicated training games but are provided no demonstrations, documentation, or rewards. Agents must ground themselves in the environment through self-directed exploration and by inferring actionable knowledge from their own experience. At test time, agents must complete short-horizon tasks that evaluate their ability to navigate, interact, and engage with game-specific mechanics in unseen games. Out-of-the-box frontier models complete fewer than 50% of the 500 tasks due to failures in multimodal grounding, establishing that self-improvement methods have room to push performance. We demonstrate that contemporary approaches to self-improvement are lacking, with world modelling and autonomous skill discovery failing, and a novel strategy that uses curiosity-based exploration to write guides achieving only partial success. GameBoyWorlds-Playthrough tests end-to-end game completion in two fan-made Pokémon games. We show that while frontier models have been pre-exposed to official releases such as Pokémon Red, they lack essential information on the games in our testbed. Instead of relying on their parametric knowledge to succeed, agents must learn from their own experience and autonomously improve over the course of the playthrough. We show that a sophisticated agentic pipeline with multimodal memory and hierarchical subgoals fails to reach even the first major milestone in both games, establishing GameBoyWorlds as an ambitious target for self-improving agents.

  • 13 authors
·
Sep 24

ViPRA: Video Prediction for Robot Actions

Can we turn a video prediction model into a robot policy? Videos, including those of humans or teleoperated robots, capture rich physical interactions. However, most of them lack labeled actions, which limits their use in robot learning. We present Video Prediction for Robot Actions (ViPRA), a simple pretraining-finetuning framework that learns continuous robot control from these actionless videos. Instead of directly predicting actions, we train a video-language model to predict both future visual observations and motion-centric latent actions, which serve as intermediate representations of scene dynamics. We train these latent actions using perceptual losses and optical flow consistency to ensure they reflect physically grounded behavior. For downstream control, we introduce a chunked flow matching decoder that maps latent actions to robot-specific continuous action sequences, using only 100 to 200 teleoperated demonstrations. This approach avoids expensive action annotation, supports generalization across embodiments, and enables smooth, high-frequency continuous control upto 22 Hz via chunked action decoding. Unlike prior latent action works that treat pretraining as autoregressive policy learning, explicitly models both what changes and how. Our method outperforms strong baselines, with a 16% gain on the SIMPLER benchmark and a 13% improvement across real world manipulation tasks. We will release models and code at https://vipra-project.github.io

  • 5 authors
·
Nov 10, 2025

Force Prompting: Video Generation Models Can Learn and Generalize Physics-based Control Signals

Recent advances in video generation models have sparked interest in world models capable of simulating realistic environments. While navigation has been well-explored, physically meaningful interactions that mimic real-world forces remain largely understudied. In this work, we investigate using physical forces as a control signal for video generation and propose force prompts which enable users to interact with images through both localized point forces, such as poking a plant, and global wind force fields, such as wind blowing on fabric. We demonstrate that these force prompts can enable videos to respond realistically to physical control signals by leveraging the visual and motion prior in the original pretrained model, without using any 3D asset or physics simulator at inference. The primary challenge of force prompting is the difficulty in obtaining high quality paired force-video training data, both in the real world due to the difficulty of obtaining force signals, and in synthetic data due to limitations in the visual quality and domain diversity of physics simulators. Our key finding is that video generation models can generalize remarkably well when adapted to follow physical force conditioning from videos synthesized by Blender, even with limited demonstrations of few objects. Our method can generate videos which simulate forces across diverse geometries, settings, and materials. We also try to understand the source of this generalization and perform ablations that reveal two key elements: visual diversity and the use of specific text keywords during training. Our approach is trained on only around 15k training examples for a single day on four A100 GPUs, and outperforms existing methods on force adherence and physics realism, bringing world models closer to real-world physics interactions. We release all datasets, code, weights, and interactive video demos at our project page.

  • 7 authors
·
May 25, 2025 2

Beyond End-to-End Video Models: An LLM-Based Multi-Agent System for Educational Video Generation

Although recent end-to-end video generation models demonstrate impressive performance in visually oriented content creation, they remain limited in scenarios that require strict logical rigor and precise knowledge representation, such as instructional and educational media. To address this problem, we propose LAVES, a hierarchical LLM-based multi-agent system for generating high-quality instructional videos from educational problems. The LAVES formulates educational video generation as a multi-objective task that simultaneously demands correct step-by-step reasoning, pedagogically coherent narration, semantically faithful visual demonstrations, and precise audio--visual alignment. To address the limitations of prior approaches--including low procedural fidelity, high production cost, and limited controllability--LAVES decomposes the generation workflow into specialized agents coordinated by a central Orchestrating Agent with explicit quality gates and iterative critique mechanisms. Specifically, the Orchestrating Agent supervises a Solution Agent for rigorous problem solving, an Illustration Agent that produces executable visualization codes, and a Narration Agent for learner-oriented instructional scripts. In addition, all outputs from the working agents are subject to semantic critique, rule-based constraints, and tool-based compilation checks. Rather than directly synthesizing pixels, the system constructs a structured executable video script that is deterministically compiled into synchronized visuals and narration using template-driven assembly rules, enabling fully automated end-to-end production without manual editing. In large-scale deployments, LAVES achieves a throughput exceeding one million videos per day, delivering over a 95% reduction in cost compared to current industry-standard approaches while maintaining a high acceptance rate.

  • 6 authors
·
Feb 11

SOLE-R1: Video-Language Reasoning as the Sole Reward for On-Robot Reinforcement Learning

Vision-language models (VLMs) have shown impressive capabilities across diverse tasks, motivating efforts to leverage these models to supervise robot learning. However, when used as evaluators in reinforcement learning (RL), today's strongest models often fail under partial observability and distribution shift, enabling policies to exploit perceptual errors rather than solve the task. To address this limitation, we introduce SOLE-R1 (Self-Observing LEarner), a video-language reasoning model explicitly designed to serve as the sole reward signal for online RL. Given only raw video observations and a natural-language goal, SOLE-R1 performs per-timestep spatiotemporal chain-of-thought (CoT) reasoning and produces dense estimates of task progress that can be used directly as rewards. To train SOLE-R1, we develop a large-scale video trajectory and reasoning synthesis pipeline that generates temporally grounded CoT traces aligned with continuous progress supervision. This data is combined with foundational spatial and multi-frame temporal reasoning, and used to train the model with a hybrid framework that couples supervised fine-tuning with RL from verifiable rewards. Across four different simulation environments and a real-robot setting, SOLE-R1 enables zero-shot online RL from random initialization: robots learn previously unseen manipulation tasks without ground-truth rewards, success indicators, demonstrations, or task-specific tuning. SOLE-R1 succeeds on 24 unseen tasks and substantially outperforms strong vision-language rewarders, including GPT-5 and Gemini-3-Pro, while exhibiting markedly greater robustness to reward hacking.

  • 6 authors
·
Mar 29

SLVMBench: Skill Learning from Video Memory

We introduce Skill Learning from Video Memory (SLVMBench), the first benchmark that jointly evaluates whether video large language models (video-LLMs) can learn skills from long video memory and apply them to real-time tasks. SLVMBench presents models with 2-3 hour video streams that contain a tutorial video embedded in a stream of arbitrary irrelevant videos, resembling real-world human learning practices. Video-LLMs are asked to apply the acquired skill to answer real-time questions about an ongoing video. Unlike long-video understanding benchmarks that emphasize passive comprehension and skill-learning benchmarks that rely on short, immediate demonstrations, SLVMBench tests the full pipeline of memorizing and extracting procedural knowledge, as well as transferring it to real-time tasks. Moreover, rigorous human annotations feature sub-second-level temporal calibration, manually engineered questions eliminating common-sense guessing, and collated tutorials to ensure coverage of the required skills. Evaluations on state-of-the-art proprietary and open-source video LLMs show that video-LLMs struggle substantially with learning and applying skill knowledge from videos. Moreover, performance degrades markedly when the skill knowledge is placed within a long video memory. These results reveal a key limitation of existing video LLMs and position SLVMBench as the first benchmark for studying real-time skill acquisition and application from long-context video memory.

  • 4 authors
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Jul 12

Exo2EgoPose: Leveraging Exocentric Demonstrations for Vision-Language guided Egocentric 3D Hand Pose Forecasting

Perceiving multimodal cues and forecasting fine-grained actions from an egocentric (Ego) perspective is vital for applications like robot manipulation. However, previous studies either rely mainly on under-informed visual inputs to predict coarse human motions or follow the VRM/VLA paradigm, which suffers from insufficient robot data and the gap between human and robot embodiments. We observe that 3D hand pose naturally serves as a unified representation to bridge human-robot actions. Hence, we investigate an under-explored Vision-Language guided Egocentric 3D Hand Pose Forecasting (VL-EHPF) task, which aims to predict future Ego 3D hand poses from visual observations, a language instruction, and pose states. To overcome the limited field-of-view and highly dynamic motions in the Ego view, we propose a framework dubbed Exo2EgoPose, which innovatively leverages holistic and stable exocentric (Exo) demonstrations as guidance to compensate for partial and dynamic Ego-view cues. Specifically, we introduce a Dual-level Exocentric Reconstruction Module (DERM), which incorporates the paired Exo videos as supervision to reconstruct their video-level and chunked frame-level representations, thereby modeling spatial contexts and temporal dynamics. Then, the Global-to-Local Modulation Module (GLMM) utilizes the reconstructed hierarchical Exo representations for progressive feature refinement via attention mechanisms and adaptive modulation, enabling comprehensive Exo guidance for accurate Ego hand pose forecasting. Extensive experiments on AssemblyHands, Ego-Exo4D, and our newly constructed EgoMe-pose benchmarks show the superiority of our method, which outperforms state-of-the-art methods by a large margin. Moreover, it demonstrates an effective human-to-robot transfer capability and yields improvements on the CALVIN dataset. Code will be released.

  • 5 authors
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Jul 16

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

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

AlayaLab Alaya Lab
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Jul 29 3

Unified World Models: Coupling Video and Action Diffusion for Pretraining on Large Robotic Datasets

Imitation learning has emerged as a promising approach towards building generalist robots. However, scaling imitation learning for large robot foundation models remains challenging due to its reliance on high-quality expert demonstrations. Meanwhile, large amounts of video data depicting a wide range of environments and diverse behaviors are readily available. This data provides a rich source of information about real-world dynamics and agent-environment interactions. Leveraging this data directly for imitation learning, however, has proven difficult due to the lack of action annotation required for most contemporary methods. In this work, we present Unified World Models (UWM), a framework that allows for leveraging both video and action data for policy learning. Specifically, a UWM integrates an action diffusion process and a video diffusion process within a unified transformer architecture, where independent diffusion timesteps govern each modality. We show that by simply controlling each diffusion timestep, UWM can flexibly represent a policy, a forward dynamics, an inverse dynamics, and a video generator. Through simulated and real-world experiments, we show that: (1) UWM enables effective pretraining on large-scale multitask robot datasets with both dynamics and action predictions, resulting in more generalizable and robust policies than imitation learning, (2) UWM naturally facilitates learning from action-free video data through independent control of modality-specific diffusion timesteps, further improving the performance of finetuned policies. Our results suggest that UWM offers a promising step toward harnessing large, heterogeneous datasets for scalable robot learning, and provides a simple unification between the often disparate paradigms of imitation learning and world modeling. Videos and code are available at https://weirdlabuw.github.io/uwm/.

  • 6 authors
·
Apr 3, 2025 2

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

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

  • 6 authors
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Jul 26

Cosmos Policy: Fine-Tuning Video Models for Visuomotor Control and Planning

Recent video generation models demonstrate remarkable ability to capture complex physical interactions and scene evolution over time. To leverage their spatiotemporal priors, robotics works have adapted video models for policy learning but introduce complexity by requiring multiple stages of post-training and new architectural components for action generation. In this work, we introduce Cosmos Policy, a simple approach for adapting a large pretrained video model (Cosmos-Predict2) into an effective robot policy through a single stage of post-training on the robot demonstration data collected on the target platform, with no architectural modifications. Cosmos Policy learns to directly generate robot actions encoded as latent frames within the video model's latent diffusion process, harnessing the model's pretrained priors and core learning algorithm to capture complex action distributions. Additionally, Cosmos Policy generates future state images and values (expected cumulative rewards), which are similarly encoded as latent frames, enabling test-time planning of action trajectories with higher likelihood of success. In our evaluations, Cosmos Policy achieves state-of-the-art performance on the LIBERO and RoboCasa simulation benchmarks (98.5% and 67.1% average success rates, respectively) and the highest average score in challenging real-world bimanual manipulation tasks, outperforming strong diffusion policies trained from scratch, video model-based policies, and state-of-the-art vision-language-action models fine-tuned on the same robot demonstrations. Furthermore, given policy rollout data, Cosmos Policy can learn from experience to refine its world model and value function and leverage model-based planning to achieve even higher success rates in challenging tasks. We release code, models, and training data at https://research.nvidia.com/labs/dir/cosmos-policy/

nvidia NVIDIA
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Jan 22 2

VURF: A General-purpose Reasoning and Self-refinement Framework for Video Understanding

Recent studies have demonstrated the effectiveness of Large Language Models (LLMs) as reasoning modules that can deconstruct complex tasks into more manageable sub-tasks, particularly when applied to visual reasoning tasks for images. In contrast, this paper introduces a Video Understanding and Reasoning Framework (VURF) based on the reasoning power of LLMs. Ours is a novel approach to extend the utility of LLMs in the context of video tasks, leveraging their capacity to generalize from minimal input and output demonstrations within a contextual framework. By presenting LLMs with pairs of instructions and their corresponding high-level programs, we harness their contextual learning capabilities to generate executable visual programs for video understanding. To enhance program's accuracy and robustness, we implement two important strategies. Firstly, we employ a feedback-generation approach, powered by GPT-3.5, to rectify errors in programs utilizing unsupported functions. Secondly, taking motivation from recent works on self refinement of LLM outputs, we introduce an iterative procedure for improving the quality of the in-context examples by aligning the initial outputs to the outputs that would have been generated had the LLM not been bound by the structure of the in-context examples. Our results on several video-specific tasks, including visual QA, video anticipation, pose estimation and multi-video QA illustrate the efficacy of these enhancements in improving the performance of visual programming approaches for video tasks. Our Codes and data will be publicly released.

  • 5 authors
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Mar 21, 2024

OmniShow: Unifying Multimodal Conditions for Human-Object Interaction Video Generation

In this work, we study Human-Object Interaction Video Generation (HOIVG), which aims to synthesize high-quality human-object interaction videos conditioned on text, reference images, audio, and pose. This task holds significant practical value for automating content creation in real-world applications, such as e-commerce demonstrations, short video production, and interactive entertainment. However, existing approaches fail to accommodate all these requisite conditions. We present OmniShow, an end-to-end framework tailored for this practical yet challenging task, capable of harmonizing multimodal conditions and delivering industry-grade performance. To overcome the trade-off between controllability and quality, we introduce Unified Channel-wise Conditioning for efficient image and pose injection, and Gated Local-Context Attention to ensure precise audio-visual synchronization. To effectively address data scarcity, we develop a Decoupled-Then-Joint Training strategy that leverages a multi-stage training process with model merging to efficiently harness heterogeneous sub-task datasets. Furthermore, to fill the evaluation gap in this field, we establish HOIVG-Bench, a dedicated and comprehensive benchmark for HOIVG. Extensive experiments demonstrate that OmniShow achieves overall state-of-the-art performance across various multimodal conditioning settings, setting a solid standard for the emerging HOIVG task.

ByteDance ByteDance
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Apr 12 2

Self-Adapting Improvement Loops for Robotic Learning

Video generative models trained on expert demonstrations have been utilized as performant text-conditioned visual planners for solving robotic tasks. However, generalization to unseen tasks remains a challenge. Whereas improved generalization may be facilitated by leveraging learned prior knowledge from additional pre-collected offline data sources, such as web-scale video datasets, in the era of experience we aim to design agents that can continuously improve in an online manner from self-collected behaviors. In this work we thus propose the Self-Adapting Improvement Loop (SAIL), where an in-domain video model iteratively updates itself on self-produced trajectories, collected through adaptation with an internet-scale pretrained video model, and steadily improves its performance for a specified task of interest. We apply SAIL to a diverse suite of MetaWorld tasks, as well as two manipulation tasks on a real robot arm, and find that performance improvements continuously emerge over multiple iterations for novel tasks initially unseen during original in-domain video model training. Furthermore, we discover that SAIL is surprisingly robust regarding if and how the self-collected experience is filtered, and the quality of the initial in-domain demonstrations. Through adaptation with summarized internet-scale data, and learning through online experience, we thus demonstrate a way to iteratively bootstrap a high-performance video model for solving novel robotic tasks through self-improvement.

  • 5 authors
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Jun 7, 2025 2

Human-as-Humanoid: Enabling Zero-Shot Humanoid Learning from Ego-Exo Human Videos with Human-Aligned Embodiments

Vision-language-action (VLA) models across robot embodiments require high-quality observation--action supervision to learn deployable action distributions, yet scaling such robot data remains difficult, especially for high-DoF humanoids. Teleoperation provides controller-aligned supervision, while human egocentric videos capture diverse bimanual manipulation but do not directly provide executable robot actions. We introduce Human-as-Humanoid, a human-to-humanoid supervision framework that enables near-real-time human-centric action generation, making human demonstrations usable for high-DoF humanoid VLA training by jointly aligning the robot embodiment, the sensing setup, and the action-label interface. Built on PrimeU, a human-aligned 60-DoF upper-body humanoid, Human-as-Humanoid uses synchronized ego-exo videos to pair deployment-aligned egocentric observations with exocentric motion recovery, retargets the recovered human motion through staged Inverse Kinematics (IK) into controller-aligned 60-DoF action chunks, and trains the VLA model with Forward Kinematics (FK)-aware supervision to preserve wrist and fingertip task-space geometry. This converts large-scale human demonstrations from visual observations into executable observation--action supervision for the target humanoid. Experiments validate the conversion chain at the motion-recovery, robot-action-space, and real-robot deployment levels. Human-as-Humanoid yields a 4.8--7.2x raw demonstration-throughput gain over humanoid teleoperation in our data-collection analysis, and on several downstream tasks, policies post-trained only with the converted human labels generalize to real-robot deployment without target-task robot demonstrations. The official project website is available at https://zgc-embodyai.github.io/Human-as-Humanoid.

  • 17 authors
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Jun 29

ForceWAM: Decoupling Future and Response Learning from Demo and Play Data for Contact-Rich Manipulation

Expert demonstrations show how to complete contact-rich tasks, but provide limited coverage of how interaction forces respond to different actions. Task-agnostic play provides broader experience of contact dynamics without specifying task goals. To fully leverage these two types of data, we introduce ForceWAM, a force world action model that decouples knowledge of task-compatible interaction outcomes from knowledge of how local actions change contact. A world model learns from successful demonstrations to jointly predict future video and six-axis force/torque trajectories. Together, these futures describe the expected evolution of motion and contact during the task. A separate inverse dynamics model (IDM) learns from both task and play, mapping current observations and recorded visual-wrench futures to their associated robot actions. Play data thus provide knowledge of force responses for goal-directed execution. At deployment, the IDM reactively translates generated futures into actions, reusing them with fresh wrench feedback between world-model updates. Across real-robot force-regulated sliding, box flipping with and without disturbances, and ring placement, ForceWAM achieves 85-95% mean success, surpassing world-modeling and reactive baselines. Our experiments further show that adding task-agnostic play data improves success by 15-45 percentage points, demonstrating its value for learning contact-rich execution. Project page and code are available at https://force-wam.github.io/.

  • 19 authors
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Oct 12

The Imitator Game: Benchmarking Robot Imitative Ability Beyond Action Prediction

Humans imitate at the level of intent: given a demonstration, we infer its goal and carry it out with whatever tools, objects, and layouts are at hand. Current robot policies instead learn observation-to-action mappings from visual inputs and language instructions, without explicitly inferring the demonstrated task. Learning from human video thus remains largely trajectory-level: models can replay motions in near-identical scenes, but still struggle to imitate what the demonstrator intends rather than merely what they do. We introduce The Imitator Game, a four-level benchmark (L0-L3) that progressively widens the gap between the human demonstration and the robot's own scene, isolating where trajectory replay ceases to suffice and task understanding becomes necessary. We pair it with IG-10K, the largest environment-aligned paired human-robot dataset to date and the only one instantiated across all four levels in both real and simulated settings (20,000+ paired episodes, 50+ tasks, 6 domains), and Imitator Arena, an open platform for blind A/B human evaluation. Across nine state-of-the-art models, performance is stable from L0 to L2 but collapses at L3, identifying functional substitution - achieving the same intent through a different object affordance - as the decisive barrier to intent-level imitation. Human-video-conditioned models outperform caption-conditioned ones, yet every model falls below 13% zero-shot success on unseen tasks; fine-tuning IG-10K-pretrained models with only 10 paired human-robot demonstrations yields large gains that grow with pretraining scale. The project website and access to Imitator Arena are available at https://imitator-game.github.io.

  • 12 authors
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Aug 22

CARD: Contact-Anchored Retargeting for Dexterous Manipulation

Humans are dexterous, but traditional data collection paradigms such as teleoperation, kinesthetic teaching, and wearable exoskeletons force humans to act through the robot embodiment, bottlenecking their dexterity. Retargeting can avoid this. However, existing methods purely translate kinematics and ignore the real-world contact dynamics essential for task success. We present CARD: Contact-Anchored Retargeting for Dexterous Manipulation, a simulator and object-free framework that retargets human demonstrations to robot actions by explicitly preserving contact force targets. CARD unifies human data sources including video, motion capture, and tactile gloves via a shared hand--contact representation and generates explicit contact force targets in addition to kinematics. To maintain these contact targets during hardware open-loop replay, CARD also introduces a tactile tracking controller. For video which does not contain an explicit tactile source, we present Vid-HACO, our video-to-contact model that sets a new state of the art. Across our video, glove, motion-capture data and the GRAB dataset, CARD maintains contact on 43--78% of contact frames, while kinematic and object-aware retargeting methods maintain contact on <10% and 22.5% of the frames respectively. Further, integrating our formulation into physics-based retargeting improves strict task success from 12\% to 32\% on GRAB dataset. Finally, we show that our tactile tracker is critical to reproduce demonstrated forces during hardware replay. These results establish that contact preservation via CARD is a scalable interface for transferring human dexterity to robots.

  • 10 authors
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Oct 26

Controlling Personality Style in Dialogue with Zero-Shot Prompt-Based Learning

Prompt-based or in-context learning has achieved high zero-shot performance on many natural language generation (NLG) tasks. Here we explore the performance of prompt-based learning for simultaneously controlling the personality and the semantic accuracy of an NLG for task-oriented dialogue. We experiment with prompt-based learning on the PERSONAGE restaurant recommendation corpus to generate semantically and stylistically-controlled text for 5 different Big-5 personality types: agreeable, disagreeable, conscientious, unconscientious, and extravert. We test two different classes of discrete prompts to generate utterances for a particular personality style: (1) prompts that demonstrate generating directly from a meaning representation that includes a personality specification; and (2) prompts that rely on first converting the meaning representation to a textual pseudo-reference, and then using the pseudo-reference in a textual style transfer (TST) prompt. In each case, we show that we can vastly improve performance by over-generating outputs and ranking them, testing several ranking functions based on automatic metrics for semantic accuracy, personality-match, and fluency. We also test whether NLG personality demonstrations from the restaurant domain can be used with meaning representations for the video game domain to generate personality stylized utterances about video games. Our findings show that the TST prompts produces the highest semantic accuracy (78.46% for restaurants and 87.6% for video games) and personality accuracy (100% for restaurants and 97% for video games). Our results on transferring personality style to video game utterances are surprisingly good. To our knowledge, there is no previous work testing the application of prompt-based learning to simultaneously controlling both style and semantic accuracy in NLG.

  • 6 authors
·
Feb 7, 2023

OpenWAM: An Open Framework for Composable World-Action Models

World-action models (WAMs) couple future prediction with robot control, yet existing systems often vary the video backbone, interaction structure, supervision, and inference procedure simultaneously, making their design choices difficult to compare. We introduce OPENWAM, an open world-action modeling framework built around a common causal robot-video foundation and configurable video-action interaction. Starting from Wan2.2-5B, we perform causal robot-video pretraining on over 10,000 hours of video, then integrate an action expert through a shared Mixture-of-Transformers architecture that supports joint, video-then-action, action-then-video, and decoupled generation. OPENWAM achieves high success rates on four LIBERO suites and real-world bimanual tasks; robot-video training with causal adaptation improves VTA success on LIBERO-Long from 68.4% to 97.8%. The same configurable architecture naturally extends to inverse and forward dynamics, allowing us to study how counterfactual transitions improve independently trained dynamics models beyond demonstrations alone. When only the video predictor is adapted to a new task, a frozen local-context inverse dynamics model trained on counterfactual data and demonstrations achieves 84.0% mean success across four held-out LIBERO-90 tasks, compared with 47.0% for a full-context inverse model and 21.5% for a local-context model trained only on demonstrations. For forward dynamics, counterfactual supervision reduces RGB prediction error by 34.5% and raises outcome identification from 21.1% to 71.3% among 16 same-state outcomes. OPENWAM provides a common testbed for comparing WAM interaction designs and for studying dynamics learning from video data beyond successful demonstrations.

  • 10 authors
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Oct 5

$λ_0$: Scaling Open-World Egocentric Human Data for Humanoid Loco-Manipulation

Humanoid loco-manipulation requires coordinated whole-body interaction with the physical world, yet collecting robot demonstrations at scale remains costly. Human demonstrations offer a scalable alternative, but existing egocentric human supervision often omits locomotion and posture, while embodiment differences and controller dynamics hinder accurate end-effector execution. We introduce HumanVerse, a 500-hour dataset of open-world human loco-manipulation pairing egocentric video with synchronized body and hand motion. Our human-to-humanoid pipeline aligns camera viewpoints and arm appearance, and refines motion references and controller inputs offline to reduce end-effector errors while preserving whole-body coordination. We validate the pipeline through zero-shot transfer to Unitree G1 on representative whole-body manipulation and long-range loco-manipulation tasks, without target-task robot demonstrations. Building on this pipeline, we develop λ_0, a humanoid foundation model for whole-body loco-manipulation, with robot-aligned human demonstrations providing supervision for mid-training. Increasing whole-body human data consistently improves downstream task progress. λ_0 achieves 90.0% success on SIMPLE and 62.5% across real-world loco-manipulation tasks. We expect this study to guide scalable whole-body human data collection toward humanoid foundation models for richer interaction with the physical world. Homepage: https://lambdahumanoid.github.io/