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Jul 17

SCIZOR: A Self-Supervised Approach to Data Curation for Large-Scale Imitation Learning

Imitation learning advances robot capabilities by enabling the acquisition of diverse behaviors from human demonstrations. However, large-scale datasets used for policy training often introduce substantial variability in quality, which can negatively impact performance. As a result, automatically curating datasets by filtering low-quality samples to improve quality becomes essential. Existing robotic curation approaches rely on costly manual annotations and perform curation at a coarse granularity, such as the dataset or trajectory level, failing to account for the quality of individual state-action pairs. To address this, we introduce SCIZOR, a self-supervised data curation framework that filters out low-quality state-action pairs to improve the performance of imitation learning policies. SCIZOR targets two complementary sources of low-quality data: suboptimal data, which hinders learning with undesirable actions, and redundant data, which dilutes training with repetitive patterns. SCIZOR leverages a self-supervised task progress predictor for suboptimal data to remove samples lacking task progression, and a deduplication module operating on joint state-action representation for samples with redundant patterns. Empirically, we show that SCIZOR enables imitation learning policies to achieve higher performance with less data, yielding an average improvement of 15.4% across multiple benchmarks. More information is available at: https://ut-austin-rpl.github.io/SCIZOR/

  • 7 authors
·
Sep 8, 2025

Adaptive Regularization of Representation Rank as an Implicit Constraint of Bellman Equation

Representation rank is an important concept for understanding the role of Neural Networks (NNs) in Deep Reinforcement learning (DRL), which measures the expressive capacity of value networks. Existing studies focus on unboundedly maximizing this rank; nevertheless, that approach would introduce overly complex models in the learning, thus undermining performance. Hence, fine-tuning representation rank presents a challenging and crucial optimization problem. To address this issue, we find a guiding principle for adaptive control of the representation rank. We employ the Bellman equation as a theoretical foundation and derive an upper bound on the cosine similarity of consecutive state-action pairs representations of value networks. We then leverage this upper bound to propose a novel regularizer, namely BEllman Equation-based automatic rank Regularizer (BEER). This regularizer adaptively regularizes the representation rank, thus improving the DRL agent's performance. We first validate the effectiveness of automatic control of rank on illustrative experiments. Then, we scale up BEER to complex continuous control tasks by combining it with the deterministic policy gradient method. Among 12 challenging DeepMind control tasks, BEER outperforms the baselines by a large margin. Besides, BEER demonstrates significant advantages in Q-value approximation. Our code is available at https://github.com/sweetice/BEER-ICLR2024.

  • 4 authors
·
Apr 19, 2024

TACO: Temporal Latent Action-Driven Contrastive Loss for Visual Reinforcement Learning

Despite recent progress in reinforcement learning (RL) from raw pixel data, sample inefficiency continues to present a substantial obstacle. Prior works have attempted to address this challenge by creating self-supervised auxiliary tasks, aiming to enrich the agent's learned representations with control-relevant information for future state prediction. However, these objectives are often insufficient to learn representations that can represent the optimal policy or value function, and they often consider tasks with small, abstract discrete action spaces and thus overlook the importance of action representation learning in continuous control. In this paper, we introduce TACO: Temporal Action-driven Contrastive Learning, a simple yet powerful temporal contrastive learning approach that facilitates the concurrent acquisition of latent state and action representations for agents. TACO simultaneously learns a state and an action representation by optimizing the mutual information between representations of current states paired with action sequences and representations of the corresponding future states. Theoretically, TACO can be shown to learn state and action representations that encompass sufficient information for control, thereby improving sample efficiency. For online RL, TACO achieves 40% performance boost after one million environment interaction steps on average across nine challenging visual continuous control tasks from Deepmind Control Suite. In addition, we show that TACO can also serve as a plug-and-play module adding to existing offline visual RL methods to establish the new state-of-the-art performance for offline visual RL across offline datasets with varying quality.

  • 8 authors
·
Jun 22, 2023

Learning Long-Range Action Representation by Two-Stream Mamba Pyramid Network for Figure Skating Assessment

Technical Element Score (TES) and Program Component Score (PCS) evaluations in figure skating demand precise assessment of athletic actions and artistic interpretation, respectively. Existing methods face three major challenges. Firstly, video and audio cues are regarded as common features for both TES and PCS predictions in previous works without considering the prior evaluation criterion of figure skating. Secondly, action elements in competitions are separated in time, TES should be derived from each element's score, but existing methods try to give an overall TES prediction without evaluating each action element. Thirdly, lengthy competition videos make it difficult and inefficient to handle long-range contexts. To address these challenges, we propose a two-stream Mamba pyramid network that aligns with actual judging criteria to predict TES and PCS by separating visual-feature based TES evaluation stream from audio-visual-feature based PCS evaluation stream. In the PCS evaluation stream, we introduce a multi-level fusion mechanism to guarantee that video-based features remain unaffected when assessing TES, and enhance PCS estimation by fusing visual and auditory cues across each contextual level of the pyramid. In the TES evaluation stream, the multi-scale Mamba pyramid and TES head we proposed effectively address the challenges of localizing and evaluating action elements with various temporal scales and give score predictions. With Mamba's superior ability to capture long-range dependencies and its linear computational complexity, our method is ideal for handling lengthy figure skating videos. Comprehensive experimentation demonstrates that our framework attains state-of-the-art performance on the FineFS benchmark. Our source code is available at https://github.com/ycwfs/Figure-Skating-Action-Quality-Assessment.

  • 3 authors
·
Aug 22, 2025

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

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

  • 14 authors
·
Jun 9

Robots Pre-train Robots: Manipulation-Centric Robotic Representation from Large-Scale Robot Dataset

The pre-training of visual representations has enhanced the efficiency of robot learning. Due to the lack of large-scale in-domain robotic datasets, prior works utilize in-the-wild human videos to pre-train robotic visual representation. Despite their promising results, representations from human videos are inevitably subject to distribution shifts and lack the dynamics information crucial for task completion. We first evaluate various pre-trained representations in terms of their correlation to the downstream robotic manipulation tasks (i.e., manipulation centricity). Interestingly, we find that the "manipulation centricity" is a strong indicator of success rates when applied to downstream tasks. Drawing from these findings, we propose Manipulation Centric Representation (MCR), a foundation representation learning framework capturing both visual features and the dynamics information such as actions and proprioceptions of manipulation tasks to improve manipulation centricity. Specifically, we pre-train a visual encoder on the DROID robotic dataset and leverage motion-relevant data such as robot proprioceptive states and actions. We introduce a novel contrastive loss that aligns visual observations with the robot's proprioceptive state-action dynamics, combined with a behavior cloning (BC)-like actor loss to predict actions during pre-training, along with a time contrastive loss. Empirical results across 4 simulation domains with 20 tasks verify that MCR outperforms the strongest baseline method by 14.8%. Moreover, MCR boosts the performance of data-efficient learning with a UR5e arm on 3 real-world tasks by 76.9%. Project website: https://robots-pretrain-robots.github.io/.

  • 6 authors
·
Oct 29, 2024 2

X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning

Human team tactics emerge from each player's individual perspective and their ability to anticipate, interpret, and adapt to teammates' intentions. While advances in video understanding have improved the modeling of team interactions in sports, most existing work relies on third-person broadcast views and overlooks the synchronous, egocentric nature of multi-agent learning. We introduce X-Ego-CS, a benchmark dataset consisting of 124 hours of gameplay footage from 45 professional-level matches of the popular e-sports game Counter-Strike 2, designed to facilitate research on multi-agent decision-making in complex 3D environments. X-Ego-CS provides cross-egocentric video streams that synchronously capture all players' first-person perspectives along with state-action trajectories. Building on this resource, we propose Cross-Ego Contrastive Learning (CECL), which aligns teammates' egocentric visual streams to foster team-level tactical situational awareness from an individual's perspective. We evaluate CECL on a teammate-opponent location prediction task, demonstrating its effectiveness in enhancing an agent's ability to infer both teammate and opponent positions from a single first-person view using state-of-the-art video encoders. Together, X-Ego-CS and CECL establish a foundation for cross-egocentric multi-agent benchmarking in esports. More broadly, our work positions gameplay understanding as a testbed for multi-agent modeling and tactical learning, with implications for spatiotemporal reasoning and human-AI teaming in both virtual and real-world domains. Code and dataset are available at https://github.com/HATS-ICT/x-ego.

  • 3 authors
·
Oct 21, 2025

Echo-Memory: A Controlled Study of Memory in Action World Models

We present Echo-Memory, a controlled study of memory mechanisms in action-conditioned world models. These models generate multi-segment videos from a first frame, text prompt, and camera-action sequence, but their central failure is often memory rather than local image synthesis: after the camera leaves and returns, the scene or salient object may silently change. Existing memory designs are hard to compare because gains are entangled with backbone, training, retrieval, and evaluation differences. Echo-Memory fixes the action-to-video interface and varies only how history is stored and read by the generator. Under a shared video diffusion backbone, optimizer, camera-action representation, sampler, and evaluation pipeline, we compare raw context, compression-based memory, spatial summaries with different read-out paths, and state-space recurrence. This matched matrix separates four otherwise conflated axes: capacity, compression, read-out, and recurrence. We also evaluate memory through a three-branch protocol: replay quality, in-domain loop revisit, and open-domain return probes. The branches routinely disagree, showing that replay fidelity is not a sufficient proxy for remembering a world. Three findings follow. Raw context is a strong capacity baseline and improves open-domain return far more than it improves replay metrics. Compactness is not a free substitute for capacity: aggressive spatial and hybrid-compression memories lose the salient evidence needed for return. Finally, block-wise state-space recurrence is the strongest open-domain return mechanism in our matrix, showing that the structure of implicit memory matters as much as the decision to use it. These results provide a compact protocol for studying memory in action world models beyond isolated replay metrics.

  • 16 authors
·
Jun 7 2

PRTS: A Primitive Reasoning and Tasking System via Contrastive Representations

Vision-Language-Action (VLA) models advance robotic control via strong visual-linguistic priors. However, existing VLAs predominantly frame pretraining as supervised behavior cloning, overlooking the fundamental nature of robot learning as a goal-reaching process that requires understanding temporal task progress. We present PRTS (Primitive Reasoning and Tasking System), a VLA foundation model that reformulates pretraining through Goal-Conditioned Reinforcement Learning. By treating language instructions as goals and employing contrastive reinforcement learning, PRTS learns a unified embedding space where the inner product of state-action and goal embeddings approximates the log-discounted goal occupancy, the probability of reaching the language-specified goal from the current state-action, quantitatively assessing physical feasibility beyond static semantic matching. PRTS draws this dense goal-reachability supervision directly from offline trajectories without reward annotations, and folds it into the VLM backbone via a role-aware causal mask, incurring negligible overhead over vanilla behavior cloning. This paradigm endows the high-level reasoning system with intrinsic goal reachability awareness, bridging semantic reasoning and temporal task progress, and further benefits goal-conditioned action prediction. Pretrained on 167B tokens of diverse manipulation and embodied-reasoning data, PRTS reaches state-of-the-art performance on LIBERO, LIBERO-Pro, LIBERO-Plus, SimplerEnv, and a real-world suite of 14 complex tasks, with particularly substantial gains on long-horizon, contact-rich, and zero-shot novel-instruction settings, confirming that injecting goal-reachability awareness significantly improves both execution success and long-horizon planning of general-purpose robotic foundation policies.

  • 14 authors
·
Apr 29

RepWAM: World Action Modeling with Representation Visual-Action Tokenizers

This work presents RepWAM, a representation-centric world action model (WAM) built on representation visual-action tokenizers. Existing WAMs typically inherit reconstruction-oriented video tokenizers from pretrained video generation models. Although these tokenizers preserve visual fidelity, pixel reconstruction alone provides limited guidance for learning instruction-following dynamics that connect future prediction with robot control. To address this, we explore a semantic visual-action latent space for representation-centric world action modeling. Specifically, we train a representation visual-action tokenizer that maps visual inputs into aligned visual and latent action tokens. We then pretrain our WAM to jointly model future visual states and the latent actions that connect them under language instructions, followed by adaptation to real robot trajectories for closed-loop manipulation. Experiments on real-world manipulation tasks and simulation benchmarks show that RepWAM delivers strong performance across diverse manipulation settings, while ablations highlight the value of semantic visual-action tokenization over reconstruction-oriented alternatives. These results establish representation visual-action tokenization as a promising foundation for world action models and a step toward generalist robot policies. Code and weights will be available at https://github.com/wdrink/RepWAM.

DataEnvGym: Data Generation Agents in Teacher Environments with Student Feedback

The process of creating training data to teach models is currently driven by humans, who manually analyze model weaknesses and plan how to create data that improves a student model. Recent approaches using LLMs as annotators reduce human effort, but still require humans to interpret feedback from evaluations and control the LLM to produce data the student needs. Automating this labor-intensive process by creating autonomous data generation agents - or teachers - is desirable, but requires environments that can simulate the feedback-driven, iterative, closed loop of data creation. To enable rapid and scalable testing for such agents and their modules, we introduce DataEnvGym, a testbed of teacher environments for data generation agents. DataEnvGym frames data generation as a sequential decision-making task, involving an agent consisting of a data generation policy (which generates a plan for creating training data) and a data generation engine (which transforms the plan into data), inside an environment that provides student feedback. The agent's goal is to improve student performance. Students are iteratively trained and evaluated on generated data, with their feedback (in the form of errors or weak skills) being reported to the agent after each iteration. DataEnvGym includes multiple teacher environment instantiations across 3 levels of structure in the state representation and action space. More structured environments are based on inferred skills and offer more interpretability and curriculum control. We support 3 diverse tasks (math, code, and VQA) and test multiple students and teachers. Example agents in our teaching environments can iteratively improve students across tasks and settings. Moreover, we show that environments teach different skill levels and test variants of key modules, pointing to future work in improving data generation agents, engines, and feedback mechanisms.

  • 4 authors
·
Oct 8, 2024

Situated Language Learning via Interactive Narratives

This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.

  • 2 authors
·
Mar 17, 2021

Forecasting Action through Contact Representations from First Person Video

Human actions involving hand manipulations are structured according to the making and breaking of hand-object contact, and human visual understanding of action is reliant on anticipation of contact as is demonstrated by pioneering work in cognitive science. Taking inspiration from this, we introduce representations and models centered on contact, which we then use in action prediction and anticipation. We annotate a subset of the EPIC Kitchens dataset to include time-to-contact between hands and objects, as well as segmentations of hands and objects. Using these annotations we train the Anticipation Module, a module producing Contact Anticipation Maps and Next Active Object Segmentations - novel low-level representations providing temporal and spatial characteristics of anticipated near future action. On top of the Anticipation Module we apply Egocentric Object Manipulation Graphs (Ego-OMG), a framework for action anticipation and prediction. Ego-OMG models longer term temporal semantic relations through the use of a graph modeling transitions between contact delineated action states. Use of the Anticipation Module within Ego-OMG produces state-of-the-art results, achieving 1st and 2nd place on the unseen and seen test sets, respectively, of the EPIC Kitchens Action Anticipation Challenge, and achieving state-of-the-art results on the tasks of action anticipation and action prediction over EPIC Kitchens. We perform ablation studies over characteristics of the Anticipation Module to evaluate their utility.

  • 5 authors
·
Jan 31, 2021

AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction

Recent advancements in image and video synthesis have opened up new promise in generative games. One particularly intriguing application is transforming characters from anime films into interactive, playable entities. This allows players to immerse themselves in the dynamic anime world as their favorite characters for life simulation through language instructions. Such games are defined as infinite game since they eliminate predetermined boundaries and fixed gameplay rules, where players can interact with the game world through open-ended language and experience ever-evolving storylines and environments. Recently, a pioneering approach for infinite anime life simulation employs large language models (LLMs) to translate multi-turn text dialogues into language instructions for image generation. However, it neglects historical visual context, leading to inconsistent gameplay. Furthermore, it only generates static images, failing to incorporate the dynamics necessary for an engaging gaming experience. In this work, we propose AnimeGamer, which is built upon Multimodal Large Language Models (MLLMs) to generate each game state, including dynamic animation shots that depict character movements and updates to character states, as illustrated in Figure 1. We introduce novel action-aware multimodal representations to represent animation shots, which can be decoded into high-quality video clips using a video diffusion model. By taking historical animation shot representations as context and predicting subsequent representations, AnimeGamer can generate games with contextual consistency and satisfactory dynamics. Extensive evaluations using both automated metrics and human evaluations demonstrate that AnimeGamer outperforms existing methods in various aspects of the gaming experience. Codes and checkpoints are available at https://github.com/TencentARC/AnimeGamer.

  • 5 authors
·
Apr 1, 2025 2

A Survey on Vision-Language-Action Models: An Action Tokenization Perspective

The remarkable advancements of vision and language foundation models in multimodal understanding, reasoning, and generation has sparked growing efforts to extend such intelligence to the physical world, fueling the flourishing of vision-language-action (VLA) models. Despite seemingly diverse approaches, we observe that current VLA models can be unified under a single framework: vision and language inputs are processed by a series of VLA modules, producing a chain of action tokens that progressively encode more grounded and actionable information, ultimately generating executable actions. We further determine that the primary design choice distinguishing VLA models lies in how action tokens are formulated, which can be categorized into language description, code, affordance, trajectory, goal state, latent representation, raw action, and reasoning. However, there remains a lack of comprehensive understanding regarding action tokens, significantly impeding effective VLA development and obscuring future directions. Therefore, this survey aims to categorize and interpret existing VLA research through the lens of action tokenization, distill the strengths and limitations of each token type, and identify areas for improvement. Through this systematic review and analysis, we offer a synthesized outlook on the broader evolution of VLA models, highlight underexplored yet promising directions, and contribute guidance for future research, hoping to bring the field closer to general-purpose intelligence.

  • 14 authors
·
Jul 2, 2025 1

Representation-Centric Survey of Skeletal Action Recognition and the ANUBIS Benchmark

3D skeleton-based human action recognition has emerged as a powerful alternative to traditional RGB and depth-based approaches, offering robustness to environmental variations, computational efficiency, and enhanced privacy. Despite remarkable progress, current research remains fragmented across diverse input representations and lacks evaluation under scenarios that reflect modern real-world challenges. This paper presents a representation-centric survey of skeleton-based action recognition, systematically categorizing state-of-the-art methods by their input feature types: joint coordinates, bone vectors, motion flows, and extended representations, and analyzing how these choices influence spatial-temporal modeling strategies. Building on the insights from this review, we introduce ANUBIS, a large-scale, challenging skeleton action dataset designed to address critical gaps in existing benchmarks. ANUBIS incorporates multi-view recordings with back-view perspectives, complex multi-person interactions, fine-grained and violent actions, and contemporary social behaviors. We benchmark a diverse set of state-of-the-art models on ANUBIS and conduct an in-depth analysis of how different feature types affect recognition performance across 102 action categories. Our results show strong action-feature dependencies, highlight the limitations of na\"ive multi-representational fusion, and point toward the need for task-aware, semantically aligned integration strategies. This work offers both a comprehensive foundation and a practical benchmarking resource, aiming to guide the next generation of robust, generalizable skeleton-based action recognition systems for complex real-world scenarios. The dataset website, benchmarking framework, and download link are available at https://yliu1082.github.io/ANUBIS/{https://yliu1082.github.io/ANUBIS/

  • 11 authors
·
May 4, 2022

Balanced Representation Learning for Long-tailed Skeleton-based Action Recognition

Skeleton-based action recognition has recently made significant progress. However, data imbalance is still a great challenge in real-world scenarios. The performance of current action recognition algorithms declines sharply when training data suffers from heavy class imbalance. The imbalanced data actually degrades the representations learned by these methods and becomes the bottleneck for action recognition. How to learn unbiased representations from imbalanced action data is the key to long-tailed action recognition. In this paper, we propose a novel balanced representation learning method to address the long-tailed problem in action recognition. Firstly, a spatial-temporal action exploration strategy is presented to expand the sample space effectively, generating more valuable samples in a rebalanced manner. Secondly, we design a detached action-aware learning schedule to further mitigate the bias in the representation space. The schedule detaches the representation learning of tail classes from training and proposes an action-aware loss to impose more effective constraints. Additionally, a skip-modal representation is proposed to provide complementary structural information. The proposed method is validated on four skeleton datasets, NTU RGB+D 60, NTU RGB+D 120, NW-UCLA, and Kinetics. It not only achieves consistently large improvement compared to the state-of-the-art (SOTA) methods, but also demonstrates a superior generalization capacity through extensive experiments. Our code is available at https://github.com/firework8/BRL.

  • 7 authors
·
Aug 27, 2023

Look Before Acting: Enhancing Vision Foundation Representations for Vision-Language-Action Models

Vision-Language-Action (VLA) models have recently emerged as a promising paradigm for robotic manipulation, in which reliable action prediction critically depends on accurately interpreting and integrating visual observations conditioned on language instructions. Although recent works have sought to enhance the visual capabilities of VLA models, most approaches treat the LLM backbone as a black box, providing limited insight into how visual information is grounded into action generation. Therefore, we perform a systematic analysis of multiple VLA models across different action-generation paradigms and observe that sensitivity to visual tokens progressively decreases in deeper layers during action generation. Motivated by this observation, we propose DeepVision-VLA, built on a Vision-Language Mixture-of-Transformers (VL-MoT) framework. This framework enables shared attention between the vision foundation model and the VLA backbone, injecting multi-level visual features from the vision expert into deeper layers of the VLA backbone to enhance visual representations for precise and complex manipulation. In addition, we introduce Action-Guided Visual Pruning (AGVP), which leverages shallow-layer attention to prune irrelevant visual tokens while preserving task-relevant ones, reinforcing critical visual cues for manipulation with minimal computational overhead. DeepVision-VLA outperforms prior state-of-the-art methods by 9.0\% and 7.5\% on simulated and real-world tasks, respectively, providing new insights for the design of visually enhanced VLA models.

Spatial Forcing: Implicit Spatial Representation Alignment for Vision-language-action Model

Vision-language-action (VLA) models have recently shown strong potential in enabling robots to follow language instructions and execute precise actions. However, most VLAs are built upon vision-language models pretrained solely on 2D data, which lack accurate spatial awareness and hinder their ability to operate in the 3D physical world. Existing solutions attempt to incorporate explicit 3D sensor inputs such as depth maps or point clouds, but these approaches face challenges due to sensor noise, hardware heterogeneity, and incomplete depth coverage in existing datasets. Alternative methods that estimate 3D cues from 2D images also suffer from the limited performance of depth estimators.We propose Spatial Forcing (SF), a simple yet effective alignment strategy that implicitly forces VLA models to develop spatial comprehension capabilities without relying on explicit 3D inputs or depth estimators. SF aligns intermediate visual embeddings of VLAs with geometric representations produced by pretrained 3D foundation models. By enforcing alignment at intermediate layers, SF guides VLAs to encode richer spatial representations that enhance action precision.Extensive experiments in simulation and real-world environments demonstrate that SF achieves state-of-the-art results, surpassing both 2D- and 3D-based VLAs. SF further accelerates training by up to 3.8x and improves data efficiency across diverse robotic tasks. Project page is at https://spatial-forcing.github.io/

HKUSTGZ HKUSTGZ
·
Oct 14, 2025 4

StaMo: Unsupervised Learning of Generalizable Robot Motion from Compact State Representation

A fundamental challenge in embodied intelligence is developing expressive and compact state representations for efficient world modeling and decision making. However, existing methods often fail to achieve this balance, yielding representations that are either overly redundant or lacking in task-critical information. We propose an unsupervised approach that learns a highly compressed two-token state representation using a lightweight encoder and a pre-trained Diffusion Transformer (DiT) decoder, capitalizing on its strong generative prior. Our representation is efficient, interpretable, and integrates seamlessly into existing VLA-based models, improving performance by 14.3% on LIBERO and 30% in real-world task success with minimal inference overhead. More importantly, we find that the difference between these tokens, obtained via latent interpolation, naturally serves as a highly effective latent action, which can be further decoded into executable robot actions. This emergent capability reveals that our representation captures structured dynamics without explicit supervision. We name our method StaMo for its ability to learn generalizable robotic Motion from compact State representation, which is encoded from static images, challenging the prevalent dependence to learning latent action on complex architectures and video data. The resulting latent actions also enhance policy co-training, outperforming prior methods by 10.4% with improved interpretability. Moreover, our approach scales effectively across diverse data sources, including real-world robot data, simulation, and human egocentric video.

ZhejiangUniversity Zhejiang University
·
Oct 6, 2025 3

State-Change Learning for Prediction of Future Events in Endoscopic Videos

Surgical future prediction, driven by real-time AI analysis of surgical video, is critical for operating room safety and efficiency. It provides actionable insights into upcoming events, their timing, and risks-enabling better resource allocation, timely instrument readiness, and early warnings for complications (e.g., bleeding, bile duct injury). Despite this need, current surgical AI research focuses on understanding what is happening rather than predicting future events. Existing methods target specific tasks in isolation, lacking unified approaches that span both short-term (action triplets, events) and long-term horizons (remaining surgery duration, phase transitions). These methods rely on coarse-grained supervision while fine-grained surgical action triplets and steps remain underexplored. Furthermore, methods based only on future feature prediction struggle to generalize across different surgical contexts and procedures. We address these limits by reframing surgical future prediction as state-change learning. Rather than forecasting raw observations, our approach classifies state transitions between current and future timesteps. We introduce SurgFUTR, implementing this through a teacher-student architecture. Video clips are compressed into state representations via Sinkhorn-Knopp clustering; the teacher network learns from both current and future clips, while the student network predicts future states from current videos alone, guided by our Action Dynamics (ActDyn) module. We establish SFPBench with five prediction tasks spanning short-term (triplets, events) and long-term (remaining surgery duration, phase and step transitions) horizons. Experiments across four datasets and three procedures show consistent improvements. Cross-procedure transfer validates generalizability.

  • 4 authors
·
Oct 14, 2025

UNIEGO: Proxies as Mediators for Unified Egocentric Video Representation Learning

Egocentric video understanding is inherently limited by the narrow perspective of wearable cameras: a single viewpoint, a single modality, a single model cannot capture the full richness of human action. We argue that a truly expressive egocentric representation must subsume complementary knowledge across viewpoints, modalities, and foundation model representations, yet remain deployable from egocentric video alone. To this end, we introduce a hierarchical multi-teacher distillation framework that produces UNIEGO, a unified egocentric encoder trained with nine teachers spanning ego-exo viewpoints, RGB, depth, and skeleton modalities, and four foundation models. Rather than distilling directly from heterogeneous teachers whose incompatible architectures and feature geometries induce conflicting gradients, our framework interposes a layer of representation-specific Proxy models that translate diverse teacher knowledge into a homogeneous egocentric space. A second distillation stage, Selective Proxy Distillation (SPD), then adaptively selects, for each training sample, the subset of proxies that are both correct and confident, distilling exclusively from reliable supervision and suppressing erroneous signals. SPD is further stabilized by initializing UNIEGO as a learned convex combination of proxy parameters, placing the unified model in a well-conditioned region of the loss landscape before distillation begins. UNIEGO achieves state-of-the-art performance across three egocentric video understanding tasks - action recognition, video retrieval, and action segmentation on three challenging ego-exo benchmarks, outperforming naive multi-teacher distillation baselines and demonstrating that structured, proxy-mediated knowledge transfer yields richer and more discriminative egocentric representations.

  • 5 authors
·
Jun 17

LAC: Latent Action Composition for Skeleton-based Action Segmentation

Skeleton-based action segmentation requires recognizing composable actions in untrimmed videos. Current approaches decouple this problem by first extracting local visual features from skeleton sequences and then processing them by a temporal model to classify frame-wise actions. However, their performances remain limited as the visual features cannot sufficiently express composable actions. In this context, we propose Latent Action Composition (LAC), a novel self-supervised framework aiming at learning from synthesized composable motions for skeleton-based action segmentation. LAC is composed of a novel generation module towards synthesizing new sequences. Specifically, we design a linear latent space in the generator to represent primitive motion. New composed motions can be synthesized by simply performing arithmetic operations on latent representations of multiple input skeleton sequences. LAC leverages such synthesized sequences, which have large diversity and complexity, for learning visual representations of skeletons in both sequence and frame spaces via contrastive learning. The resulting visual encoder has a high expressive power and can be effectively transferred onto action segmentation tasks by end-to-end fine-tuning without the need for additional temporal models. We conduct a study focusing on transfer-learning and we show that representations learned from pre-trained LAC outperform the state-of-the-art by a large margin on TSU, Charades, PKU-MMD datasets.

  • 7 authors
·
Aug 28, 2023

Statler: State-Maintaining Language Models for Embodied Reasoning

Large language models (LLMs) provide a promising tool that enable robots to perform complex robot reasoning tasks. However, the limited context window of contemporary LLMs makes reasoning over long time horizons difficult. Embodied tasks such as those that one might expect a household robot to perform typically require that the planner consider information acquired a long time ago (e.g., properties of the many objects that the robot previously encountered in the environment). Attempts to capture the world state using an LLM's implicit internal representation is complicated by the paucity of task- and environment-relevant information available in a robot's action history, while methods that rely on the ability to convey information via the prompt to the LLM are subject to its limited context window. In this paper, we propose Statler, a framework that endows LLMs with an explicit representation of the world state as a form of ``memory'' that is maintained over time. Integral to Statler is its use of two instances of general LLMs -- a world-model reader and a world-model writer -- that interface with and maintain the world state. By providing access to this world state ``memory'', Statler improves the ability of existing LLMs to reason over longer time horizons without the constraint of context length. We evaluate the effectiveness of our approach on three simulated table-top manipulation domains and a real robot domain, and show that it improves the state-of-the-art in LLM-based robot reasoning. Project website: https://statler-lm.github.io/

  • 10 authors
·
Jun 30, 2023

A Behavioural and Representational Evaluation of Goal-Directedness in Language Model Agents

Understanding an agent's goals helps explain and predict its behaviour, yet there is no established methodology for reliably attributing goals to agentic systems. We propose a framework for evaluating goal-directedness that integrates behavioural evaluation with interpretability-based analyses of models' internal representations. As a case study, we examine an LLM agent navigating a 2D grid world toward a goal state. Behaviourally, we evaluate the agent against an optimal policy across varying grid sizes, obstacle densities, and goal structures, finding that performance scales with task difficulty while remaining robust to difficulty-preserving transformations and complex goal structures. We then use probing methods to decode the agent's internal representations of the environment state and its multi-step action plans. We find that the LLM agent non-linearly encodes a coarse spatial map of the environment, preserving approximate task-relevant cues about its position and the goal location; that its actions are broadly consistent with these internal representations; and that reasoning reorganises them, shifting from broader environment structural cues toward information supporting immediate action selection. Our findings support the view that introspective examination is required beyond behavioural evaluations to characterise how agents represent and pursue their objectives.

  • 9 authors
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Feb 9

Learning Navigational Visual Representations with Semantic Map Supervision

Being able to perceive the semantics and the spatial structure of the environment is essential for visual navigation of a household robot. However, most existing works only employ visual backbones pre-trained either with independent images for classification or with self-supervised learning methods to adapt to the indoor navigation domain, neglecting the spatial relationships that are essential to the learning of navigation. Inspired by the behavior that humans naturally build semantically and spatially meaningful cognitive maps in their brains during navigation, in this paper, we propose a novel navigational-specific visual representation learning method by contrasting the agent's egocentric views and semantic maps (Ego^2-Map). We apply the visual transformer as the backbone encoder and train the model with data collected from the large-scale Habitat-Matterport3D environments. Ego^2-Map learning transfers the compact and rich information from a map, such as objects, structure and transition, to the agent's egocentric representations for navigation. Experiments show that agents using our learned representations on object-goal navigation outperform recent visual pre-training methods. Moreover, our representations significantly improve vision-and-language navigation in continuous environments for both high-level and low-level action spaces, achieving new state-of-the-art results of 47% SR and 41% SPL on the test server.

  • 7 authors
·
Jul 23, 2023

LoLA: Long Horizon Latent Action Learning for General Robot Manipulation

The capability of performing long-horizon, language-guided robotic manipulation tasks critically relies on leveraging historical information and generating coherent action sequences. However, such capabilities are often overlooked by existing Vision-Language-Action (VLA) models. To solve this challenge, we propose LoLA (Long Horizon Latent Action Learning), a framework designed for robot manipulation that integrates long-term multi-view observations and robot proprioception to enable multi-step reasoning and action generation. We first employ Vision-Language Models to encode rich contextual features from historical sequences and multi-view observations. We further introduces a key module, State-Aware Latent Re-representation, which transforms visual inputs and language commands into actionable robot motion space. Unlike existing VLA approaches that merely concatenate robot proprioception (e.g., joint angles) with VL embeddings, this module leverages such robot states to explicitly ground VL representations in physical scale through a learnable "embodiment-anchored" latent space. We trained LoLA on diverse robotic pre-training datasets and conducted extensive evaluations on simulation benchmarks (SIMPLER and LIBERO), as well as two real-world tasks on Franka and Bi-Manual Aloha robots. Results show that LoLA significantly outperforms prior state-of-the-art methods (e.g., pi0), particularly in long-horizon manipulation tasks.

  • 8 authors
·
Dec 23, 2025

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

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

adobe Adobe
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Mar 17 2

RoboUniView: Visual-Language Model with Unified View Representation for Robotic Manipulation

Utilizing Vision-Language Models (VLMs) for robotic manipulation represents a novel paradigm, aiming to enhance the model's ability to generalize to new objects and instructions. However, due to variations in camera specifications and mounting positions, existing methods exhibit significant performance disparities across different robotic platforms. To address this challenge, we propose RoboUniView in this paper, an innovative approach that decouples visual feature extraction from action learning. We first learn a unified view representation from multi-perspective views by pre-training on readily accessible data, and then derive actions from this unified view representation to control robotic manipulation. This unified view representation more accurately mirrors the physical world and is not constrained by the robotic platform's camera parameters. Thanks to this methodology, we achieve state-of-the-art performance on the demanding CALVIN benchmark, enhancing the success rate in the D to D setting from 93.0% to 96.2%, and in the ABC to D setting from 92.2% to 94.2%. Moreover, our model exhibits outstanding adaptability and flexibility: it maintains high performance under unseen camera parameters, can utilize multiple datasets with varying camera parameters, and is capable of joint cross-task learning across datasets. Code is provided for re-implementation. https://github.com/liufanfanlff/RoboUniview

  • 6 authors
·
Sep 11, 2024

Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning

Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.

  • 5 authors
·
Jan 12, 2025

Ego-Only: Egocentric Action Detection without Exocentric Transferring

We present Ego-Only, the first approach that enables state-of-the-art action detection on egocentric (first-person) videos without any form of exocentric (third-person) transferring. Despite the content and appearance gap separating the two domains, large-scale exocentric transferring has been the default choice for egocentric action detection. This is because prior works found that egocentric models are difficult to train from scratch and that transferring from exocentric representations leads to improved accuracy. However, in this paper, we revisit this common belief. Motivated by the large gap separating the two domains, we propose a strategy that enables effective training of egocentric models without exocentric transferring. Our Ego-Only approach is simple. It trains the video representation with a masked autoencoder finetuned for temporal segmentation. The learned features are then fed to an off-the-shelf temporal action localization method to detect actions. We find that this renders exocentric transferring unnecessary by showing remarkably strong results achieved by this simple Ego-Only approach on three established egocentric video datasets: Ego4D, EPIC-Kitchens-100, and Charades-Ego. On both action detection and action recognition, Ego-Only outperforms previous best exocentric transferring methods that use orders of magnitude more labels. Ego-Only sets new state-of-the-art results on these datasets and benchmarks without exocentric data.

  • 3 authors
·
Jan 3, 2023

Learning Goal-Conditioned Representations for Language Reward Models

Techniques that learn improved representations via offline data or self-supervised objectives have shown impressive results in traditional reinforcement learning (RL). Nevertheless, it is unclear how improved representation learning can benefit reinforcement learning from human feedback (RLHF) on language models (LMs). In this work, we propose training reward models (RMs) in a contrastive, goal-conditioned fashion by increasing the representation similarity of future states along sampled preferred trajectories and decreasing the similarity along randomly sampled dispreferred trajectories. This objective significantly improves RM performance by up to 0.09 AUROC across challenging benchmarks, such as MATH and GSM8k. These findings extend to general alignment as well -- on the Helpful-Harmless dataset, we observe 2.3% increase in accuracy. Beyond improving reward model performance, we show this way of training RM representations enables improved steerability because it allows us to evaluate the likelihood of an action achieving a particular goal-state (e.g., whether a solution is correct or helpful). Leveraging this insight, we find that we can filter up to 55% of generated tokens during majority voting by discarding trajectories likely to end up in an "incorrect" state, which leads to significant cost savings. We additionally find that these representations can perform fine-grained control by conditioning on desired future goal-states. For example, we show that steering a Llama 3 model towards helpful generations with our approach improves helpfulness by 9.6% over a supervised-fine-tuning trained baseline. Similarly, steering the model towards complex generations improves complexity by 21.6% over the baseline. Overall, we find that training RMs in this contrastive, goal-conditioned fashion significantly improves performance and enables model steerability.

  • 7 authors
·
Jul 18, 2024

SurgLaVi: Large-Scale Hierarchical Dataset for Surgical Vision-Language Representation Learning

Vision-language pre-training (VLP) offers unique advantages for surgery by aligning language with surgical videos, enabling workflow understanding and transfer across tasks without relying on expert-labeled datasets. However, progress in surgical VLP remains constrained by the limited scale, procedural diversity, semantic quality, and hierarchical structure of existing datasets. In this work, we present SurgLaVi, the largest and most diverse surgical vision-language dataset to date, comprising nearly 240k clip-caption pairs from more than 200 procedures, and comprising hierarchical levels at phase-, step-, and task-level. At the core of SurgLaVi lies a fully automated pipeline that systematically generates fine-grained transcriptions of surgical videos and segments them into coherent procedural units. To ensure high-quality annotations, it applies dual-modality filtering to remove irrelevant and noisy samples. Within this framework, the resulting captions are enriched with contextual detail, producing annotations that are both semantically rich and easy to interpret. To ensure accessibility, we release SurgLaVi-eta, an open-source derivative of 113k clip-caption pairs constructed entirely from public data, which is over four times larger than existing surgical VLP datasets. To demonstrate the value of SurgLaVi datasets, we introduce SurgCLIP, a CLIP-style video-text contrastive framework with dual encoders, as a representative base model. SurgCLIP achieves consistent improvements across phase, step, action, and tool recognition, surpassing prior state-of-the-art methods, often by large margins. These results validate that large-scale, semantically rich, and hierarchically structured datasets directly translate into stronger and more generalizable representations, establishing SurgLaVi as a key resource for developing surgical foundation models.

  • 5 authors
·
Sep 9, 2025

Online Skill Learning for Web Agents via State-Grounded Dynamic Retrieval

Language agents increasingly rely on reusable skills to improve multi-step web automation across related tasks. A growing line of work studies online skill learning, where agents continually induce skills from previous task trajectories and reuse them in future tasks on the fly. However, existing methods mainly reuse skills at the task-level: a fixed set of skills is retrieved based on the initial task instruction and then held fixed throughout execution. This static strategy is misaligned with web execution, where the appropriate next action depends not only on the task goal but also on the current webpage state, which often transitions into situations that the initial skills fail to cover. To address this gap, we propose State-Grounded Dynamic Retrieval (SGDR), an online skill learning method that enables stepwise skill reuse for web agents. SGDR consists of three components: a sliding-window extraction process that turns completed trajectories into reusable sub-procedures invokable at intermediate execution states, a dual text-code representation that connects skill retrieval with executable action, and a state-grounded dynamic retrieval mechanism that matches skills to both the task goal and the current webpage state. Experiments on WebArena across five domains show that SGDR consistently outperforms strong baselines, achieving average success rates of 37.5% with GPT-4.1 and 24.3% with Qwen3-4B, corresponding to relative gains of 10.6% and 10.0% over the strongest baseline, respectively. The code is available at https://github.com/plusnli/skill-dynamic-retrieval.

Physically Viable World Models: A Case for Query-Conditioned Embodied AI

World models for embodied AI must be physically viable: constructed to answer intervention queries by representing the physical structure governing action outcomes, rather than merely predicting future observations. Existing observation-predictive world models can produce visually plausible but physically wrong rollouts. This failure is structural; distinct physical systems can look identical yet diverge under intervention. We expose this problem with controlled benchmarks that fix the visible scene while varying latent physics. We show that such models may recommend infeasible actions, mispredict interaction outcomes, or certify unsafe behavior. We argue that embodied AI requires world models that identify the simplest physical abstraction sufficient to answer an intervention query. Such a model comprises modular components, including environment representation, latent state and parameter estimation, action specification, interventional dynamics, and query-level response. An autonomous orchestrator should identify the relevant abstraction and compose compatible learned and structured components per query. When closed-form physics is unavailable, uncertain, or costly, the transition model may be analytic, simulated, learned, or hybrid, but it must preserve the structure that determines interventional outcomes. This decomposition makes the model interpretable, its components verifiable, and its outputs auditable against the query. It also provides a design principle for new world models and a feasibility test for existing ones: the right abstraction is not the most detailed model of the world, but the simplest model that preserves the distinctions relevant to the query. We demonstrate this approach on queries that existing systems fail to answer correctly, and outline how an orchestrator can dynamically assemble and adapt physically viable models for planning, control, and verification.

  • 9 authors
·
May 27

FASTopoWM: Fast-Slow Lane Segment Topology Reasoning with Latent World Models

Lane segment topology reasoning provides comprehensive bird's-eye view (BEV) road scene understanding, which can serve as a key perception module in planning-oriented end-to-end autonomous driving systems. Existing lane topology reasoning methods often fall short in effectively leveraging temporal information to enhance detection and reasoning performance. Recently, stream-based temporal propagation method has demonstrated promising results by incorporating temporal cues at both the query and BEV levels. However, it remains limited by over-reliance on historical queries, vulnerability to pose estimation failures, and insufficient temporal propagation. To overcome these limitations, we propose FASTopoWM, a novel fast-slow lane segment topology reasoning framework augmented with latent world models. To reduce the impact of pose estimation failures, this unified framework enables parallel supervision of both historical and newly initialized queries, facilitating mutual reinforcement between the fast and slow systems. Furthermore, we introduce latent query and BEV world models conditioned on the action latent to propagate the state representations from past observations to the current timestep. This design substantially improves the performance of temporal perception within the slow pipeline. Extensive experiments on the OpenLane-V2 benchmark demonstrate that FASTopoWM outperforms state-of-the-art methods in both lane segment detection (37.4% v.s. 33.6% on mAP) and centerline perception (46.3% v.s. 41.5% on OLS).

  • 10 authors
·
Jul 31, 2025

MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World

Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.

  • 6 authors
·
Jan 16, 2024

Towards Predictive, Aligned, and Scalable Robot Learning

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

  • 9 authors
·
Jul 12

MAPLE: A Mobile Agent with Persistent Finite State Machines for Structured Task Reasoning

Mobile GUI agents aim to autonomously complete user-instructed tasks across mobile apps. Recent advances in Multimodal Large Language Models (MLLMs) enable these agents to interpret UI screens, identify actionable elements, and perform interactions such as tapping or typing. However, existing agents remain reactive: they reason only over the current screen and lack a structured model of app navigation flow, limiting their ability to understand context, detect unexpected outcomes, and recover from errors. We present MAPLE, a state-aware multi-agent framework that abstracts app interactions as a Finite State Machine (FSM). We computationally model each UI screen as a discrete state and user actions as transitions, allowing the FSM to provide a structured representation of the app execution. MAPLE consists of specialized agents responsible for four phases of task execution: planning, execution, verification, error recovery, and knowledge retention. These agents collaborate to dynamically construct FSMs in real time based on perception data extracted from the UI screen, allowing the GUI agents to track navigation progress and flow, validate action outcomes through pre- and post-conditions of the states, and recover from errors by rolling back to previously stable states. Our evaluation results on two challenging cross-app benchmarks, Mobile-Eval-E and SPA-Bench, show that MAPLE outperforms the state-of-the-art baseline, improving task success rate by up to 12%, recovery success by 13.8%, and action accuracy by 6.5%. Our results highlight the importance of structured state modeling in guiding mobile GUI agents during task execution. Moreover, our FSM representation can be integrated into future GUI agent architectures as a lightweight, model-agnostic memory layer to support structured planning, execution verification, and error recovery.

  • 6 authors
·
May 29, 2025

Agent-BRACE: Decoupling Beliefs from Actions in Long-Horizon Tasks via Verbalized State Uncertainty

Large language models (LLMs) are increasingly deployed on long-horizon tasks in partially observable environments, where they must act while inferring and tracking a complex environment state over many steps. This leads to two challenges: partial observability requires maintaining uncertainty over unobserved world attributes, and long interaction history causes context to grow without bound, diluting task-relevant information. A principled solution to both challenges is a belief state: a posterior distribution over environment states given past observations and actions, which compactly encodes history for decision making regardless of episode length. In LLM agents, however, the open-ended nature of text makes it unclear how to represent such a distribution. Therefore, we introduce Agent-BRACE: Agent Belief state Representation via Abstraction and Confidence Estimation, a method that decouples an LLM agent into a belief state model and a policy model, jointly optimized via reinforcement learning. The belief state model produces a structured approximation of the belief distribution: a set of atomic natural language claims about the environment, each annotated with an ordinal verbalized certainty label ranging from certain to unknown. The policy model conditions on this compact, structured approximate belief rather than the full history, learning to select actions under explicit uncertainty. Across long-horizon, partially observable embodied language environments, Agent-BRACE achieves an average absolute improvement of +14.5% (Qwen2.5-3B-Instruct) and +5.3% (Qwen3-4B-Instruct), outperforming strong RL baselines while maintaining a near-constant context window independent of episode length. Further analysis shows that the learned belief becomes increasingly calibrated over the course of an episode as evidence accumulates.

  • 8 authors
·
May 11 1

Contrastive Conceptor Activation Steering (COAST): Unlocking Vision-Language-Action Models through Hidden States

Vision-Language-Action (VLA) models leverage powerful perceptual priors from web-scale Vision-Language Model (VLM) pre-training, yet they remain surprisingly brittle in practice, frequently failing at simple robotic tasks. To mitigate this, we propose Contrastive Conceptor Activation Steering (COAST). COAST builds on the notion of a "conceptor", a linear operator that soft-projects data into the principal components of a target distribution. COAST uses conceptors to identify success-critical subspaces for a target robotic task from a few examples of success and failure rollouts. At inference time, it steers VLA latents into these identified success subspaces to improve task outcomes. Across three architecturally distinct neural policies (flow-matching VLA, autoregressive VLA, and Diffusion Policy), COAST improves absolute mean simulation and real-robot task success rate by over 20 and 40% respectively. The activation subspace geometry reveals that failure modes share substantial structure across tasks while success representations remain largely task-specific. When tasks share similar failure modes, this structure enables previously fitted conceptors to improve performance on new tasks without refitting. Ultimately, our results suggest that current VLAs retain substantial task-relevant knowledge in their latent representations, and that the action expert's decoding bottleneck could be mitigated by steering its residual stream toward task-relevant subspaces. COAST provides a lightweight, training-free path to unlocking these latent capabilities by steering the model towards its own "success" distributions.

  • 4 authors
·
May 16

Probing the Latent World: Emergent Discrete Symbols and Physical Structure in Latent Representations

Video world models trained with Joint Embedding Predictive Architectures (JEPA) acquire rich spatiotemporal representations by predicting masked regions in latent space rather than reconstructing pixels. This removes the visual verification pathway of generative models, creating a structural interpretability gap: the encoder has learned physical structure inaccessible in any inspectable form. Existing probing methods either operate in continuous space without a structured intermediate layer, or attach generative components whose parameters confound attribution of behavior to the encoder. We propose the AI Mother Tongue (AIM) framework as a passive quantization probe: a lightweight, vocabulary-free probe that converts V-JEPA 2 continuous latent vectors into discrete symbol sequences without task-specific supervision or modifying the encoder. Because the encoder is kept completely frozen, any symbolic structure in the AIM codebook is attributable entirely to V-JEPA 2 pre-trained representations -- not to the probe. We evaluate through category-contrast experiments on Kinetics-mini along three physical dimensions: grasp angle, object geometry, and motion temporal structure. AIM symbol distributions differ significantly across all three experiments (chi^2 p < 10^{-4}; MI 0.036--0.117 bits, NMI 1.2--3.9% of the 3-bit maximum; JSD up to 0.342; codebook active ratio 62.5%). The experiments reveal that V-JEPA 2 latent space is markedly compact: diverse action categories share a common representational core, with semantic differences encoded as graded distributional variations rather than categorical boundaries. These results establish Stage 1 of a four-stage roadmap toward an action-conditioned symbolic world model, demonstrating that structured symbolic manifolds are discoverable properties of frozen JEPA latent spaces.

  • 1 authors
·
Mar 19

World Action Models: A Survey

World Action Models (WAMs) are embodied predictive-action models that make a forecast of the future available to action. Recent WAMs repurpose large video generation models, and a parallel line relies on language or vision-language backbones without a video-generation core. This rapid expansion has blurred the boundary among broad world models, video generation models, action-grounded video world models, Vision-Language-Action policies, and WAMs. This survey gives the field a common account. It first clarifies these boundaries, then organizes existing works through two complementary views. The first view asks what each method is required to generate, spanning rendered futures, latent futures, and video-generation-free action reasoning. The second view decomposes each method by predictive substrate, backbone, action coupling, and deployment regime. This anatomy supports a unified discussion of interactability, causality, persistence, physical plausibility, and generalization, followed by data, evaluation, and open challenges. Across these axes, a consistent design pattern emerges: WAMs are not simply video generators with action heads, but predictive-action methods whose design choices trade representational richness against compute, memory, latency, and action-label cost. The field is moving toward methods that generate less of the future while preserving what control requires. The survey homepage is available at https://world-action-models.github.io/.

Evo-1: Lightweight Vision-Language-Action Model with Preserved Semantic Alignment

Vision-Language-Action (VLA) models have emerged as a powerful framework that unifies perception, language, and control, enabling robots to perform diverse tasks through multimodal understanding. However, current VLA models typically contain massive parameters and rely heavily on large-scale robot data pretraining, leading to high computational costs during training, as well as limited deployability for real-time inference. Moreover, most training paradigms often degrade the perceptual representations of the vision-language backbone, resulting in overfitting and poor generalization to downstream tasks. In this work, we present Evo-1, a lightweight VLA model that reduces computation and improves deployment efficiency, while maintaining strong performance without pretraining on robot data. Evo-1 builds on a native multimodal Vision-Language model (VLM), incorporating a novel cross-modulated diffusion transformer along with an optimized integration module, together forming an effective architecture. We further introduce a two-stage training paradigm that progressively aligns action with perception, preserving the representations of the VLM. Notably, with only 0.77 billion parameters, Evo-1 achieves state-of-the-art results on the Meta-World and RoboTwin suite, surpassing the previous best models by 12.4% and 6.9%, respectively, and also attains a competitive result of 94.8% on LIBERO. In real-world evaluations, Evo-1 attains a 78% success rate with high inference frequency and low memory overhead, outperforming all baseline methods. We release code, data, and model weights to facilitate future research on lightweight and efficient VLA models.

  • 14 authors
·
Dec 4, 2025

Mixture of Frames Policy: Multi-Frame Action Denoising for Bimanual Mobile Manipulation

Robotic manipulation is inherently multi-frame: local actions may be simple in an end-effector frame, while transport, upright-object handling, and whole-body coordination are better represented in a base-aligned frame. However, modern diffusion-based visuomotor policies typically commit to a single predefined action frame, forcing one denoiser to model action distributions that are often unnecessarily complex in that frame. We propose Mixture of Frames Policy (MoF), a diffusion policy that performs synchronized action denoising across multiple coordinate frames. MoF maintains a single canonical diffusion state, re-expresses it in several task-relevant frames, applies frame-specialized denoisers, and fuses their noise predictions back in the canonical frame. To make this possible for intermediate noisy diffusion states, we introduce a column-based 6D rotation representation within an SE(3) action parameterization that supports exact, differentiable frame transformations without requiring noisy rotations to lie on the SO(3) manifold. Across nine simulated bimanual manipulation tasks, we show that the best action frame is task-dependent and that MoF improves over oracle frame selection and standard Mixture-of-Experts (MoE) baselines. We further evaluate MoF on two real-world bimanual mobile manipulation tasks, demonstrating that it outperforms all constituent single-frame baselines. Project homepage: https://mofpo.github.io

  • 6 authors
·
Jul 12

3D Diffuser Actor: Policy Diffusion with 3D Scene Representations

Diffusion policies are conditional diffusion models that learn robot action distributions conditioned on the robot and environment state. They have recently shown to outperform both deterministic and alternative action distribution learning formulations. 3D robot policies use 3D scene feature representations aggregated from a single or multiple camera views using sensed depth. They have shown to generalize better than their 2D counterparts across camera viewpoints. We unify these two lines of work and present 3D Diffuser Actor, a neural policy equipped with a novel 3D denoising transformer that fuses information from the 3D visual scene, a language instruction and proprioception to predict the noise in noised 3D robot pose trajectories. 3D Diffuser Actor sets a new state-of-the-art on RLBench with an absolute performance gain of 18.1% over the current SOTA on a multi-view setup and an absolute gain of 13.1% on a single-view setup. On the CALVIN benchmark, it improves over the current SOTA by a 9% relative increase. It also learns to control a robot manipulator in the real world from a handful of demonstrations. Through thorough comparisons with the current SOTA policies and ablations of our model, we show 3D Diffuser Actor's design choices dramatically outperform 2D representations, regression and classification objectives, absolute attentions, and holistic non-tokenized 3D scene embeddings.

  • 3 authors
·
Jul 24, 2024

BadVLA: Towards Backdoor Attacks on Vision-Language-Action Models via Objective-Decoupled Optimization

Vision-Language-Action (VLA) models have advanced robotic control by enabling end-to-end decision-making directly from multimodal inputs. However, their tightly coupled architectures expose novel security vulnerabilities. Unlike traditional adversarial perturbations, backdoor attacks represent a stealthier, persistent, and practically significant threat-particularly under the emerging Training-as-a-Service paradigm-but remain largely unexplored in the context of VLA models. To address this gap, we propose BadVLA, a backdoor attack method based on Objective-Decoupled Optimization, which for the first time exposes the backdoor vulnerabilities of VLA models. Specifically, it consists of a two-stage process: (1) explicit feature-space separation to isolate trigger representations from benign inputs, and (2) conditional control deviations that activate only in the presence of the trigger, while preserving clean-task performance. Empirical results on multiple VLA benchmarks demonstrate that BadVLA consistently achieves near-100% attack success rates with minimal impact on clean task accuracy. Further analyses confirm its robustness against common input perturbations, task transfers, and model fine-tuning, underscoring critical security vulnerabilities in current VLA deployments. Our work offers the first systematic investigation of backdoor vulnerabilities in VLA models, highlighting an urgent need for secure and trustworthy embodied model design practices. We have released the project page at https://badvla-project.github.io/.

  • 6 authors
·
May 22, 2025 1

Deliberate Planning in Language Models with Symbolic Representation

Planning remains a core challenge for large language models (LLMs), particularly in domains that require coherent multi-step action sequences grounded in external constraints. We introduce SymPlanner, a novel framework that equips LLMs with structured planning capabilities by interfacing them with a symbolic environment that serves as an explicit world model. Rather than relying purely on natural language reasoning, SymPlanner grounds the planning process in a symbolic state space, where a policy model proposes actions and a symbolic environment deterministically executes and verifies their effects. To enhance exploration and improve robustness, we introduce Iterative Correction (IC), which refines previously proposed actions by leveraging feedback from the symbolic environment to eliminate invalid decisions and guide the model toward valid alternatives. Additionally, Contrastive Ranking (CR) enables fine-grained comparison of candidate plans by evaluating them jointly. Conceptually, SymPlanner operationalizes two cognitive faculties: (i) error monitoring and repair via externalized feedback (IC) and (ii) preference formation among alternatives via pairwise comparison (CR), advancing cognitively plausible, symbol-grounded planning aligned with the rich structure in intelligent systems. We evaluate SymPlanner on PlanBench, demonstrating that it produces more coherent, diverse, and verifiable plans than pure natural language baselines.

  • 4 authors
·
Oct 5, 2025

LaST$_{0}$: Latent Spatio-Temporal Chain-of-Thought for Robotic Vision-Language-Action Model

Vision-Language-Action (VLA) models have recently shown strong generalization, with some approaches seeking to explicitly generate linguistic reasoning traces or predict future observations prior to execution. However, explicit reasoning typically incurs non-negligible inference latency, which constrains the temporal resolution required for robotic manipulation. Moreover, such reasoning is confined to the linguistic space, imposing a representational bottleneck that struggles to faithfully capture ineffable physical attributes. To mitigate these limitations, we propose LaST_0, a framework that enables efficient reasoning before acting through a Latent Spatio-Temporal Chain-of-Thought (CoT), capturing fine-grained physical and robotic dynamics that are often difficult to verbalize. Specifically, we introduce a token-efficient latent CoT space that models future visual dynamics, 3D structural information, and robot proprioceptive states, and further extends these representations across time to enable temporally consistent implicit reasoning trajectories. Furthermore, LaST_0 adopts a dual-system architecture implemented via a Mixture-of-Transformers design, where a reasoning expert conducts low-frequency latent inference and an acting expert generates high-frequency actions conditioned on robotics-oriented latent representations. To facilitate coordination, LaST_0 is trained with heterogeneous operation frequencies, enabling adaptive switching during deployment. Across 10 real-world tasks spanning tabletop, mobile, and dexterous hand manipulation, LaST_0 improves mean success rates by 13%, 14% and 14% over prior SOTA VLA methods, respectively.

  • 14 authors
·
Jan 8

Learning Versatile Humanoid Manipulation with Touch Dreaming

Humanoid robots promise general-purpose assistance, yet real-world humanoid loco-manipulation remains challenging because it requires whole-body stability, dexterous hands, and contact-aware perception under frequent contact changes. In this work, we study dexterous, contact-rich humanoid loco-manipulation. We first develop an RL-based whole-body controller that provides stable lower-body and torso execution during complex manipulation. Built on this controller, we develop a whole-body humanoid data collection system that combines VR-based teleoperation with human-to-humanoid motion mapping, enabling efficient collection of real-world demonstrations. We then propose Humanoid Transformer with Touch Dreaming (HTD), a multimodal encoder--decoder Transformer that models touch as a core modality alongside multi-view vision and proprioception. HTD is trained in a single stage with behavioral cloning augmented by touch dreaming: in addition to predicting action chunks, the policy predicts future hand-joint forces and future tactile latents, encouraging the shared Transformer trunk to learn contact-aware representations for dexterous interaction. Across five contact-rich tasks, Insert-T, Book Organization, Towel Folding, Cat Litter Scooping, and Tea Serving, HTD achieves a 90.9% relative improvement in average success rate over the stronger baseline. Ablation results further show that latent-space tactile prediction is more effective than raw tactile prediction, yielding a 30% relative gain in success rate. These results demonstrate that combining robust whole-body execution, scalable humanoid data collection, and predictive touch-centered learning enables versatile, high-dexterity humanoid manipulation in the real world. Project webpage: humanoid-touch-dream.github.io.

ThinkJEPA: Empowering Latent World Models with Large Vision-Language Reasoning Model

Recent progress in latent world models (e.g., V-JEPA2) has shown promising capability in forecasting future world states from video observations. Nevertheless, dense prediction from a short observation window limits temporal context and can bias predictors toward local, low-level extrapolation, making it difficult to capture long-horizon semantics and reducing downstream utility. Vision--language models (VLMs), in contrast, provide strong semantic grounding and general knowledge by reasoning over uniformly sampled frames, but they are not ideal as standalone dense predictors due to compute-driven sparse sampling, a language-output bottleneck that compresses fine-grained interaction states into text-oriented representations, and a data-regime mismatch when adapting to small action-conditioned datasets. We propose a VLM-guided JEPA-style latent world modeling framework that combines dense-frame dynamics modeling with long-horizon semantic guidance via a dual-temporal pathway: a dense JEPA branch for fine-grained motion and interaction cues, and a uniformly sampled VLM thinker branch with a larger temporal stride for knowledge-rich guidance. To transfer the VLM's progressive reasoning signals effectively, we introduce a hierarchical pyramid representation extraction module that aggregates multi-layer VLM representations into guidance features compatible with latent prediction. Experiments on hand-manipulation trajectory prediction show that our method outperforms both a strong VLM-only baseline and a JEPA-predictor baseline, and yields more robust long-horizon rollout behavior.

  • 8 authors
·
Mar 23 2