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Actualités & Recherche

Affichage de 556 sur 13498 articles

Ground Sample Distance Constrained k-Coverage Viewpoint Planning via Set Multi-Cover Formulation

arXiv

arXiv:2610.36450v1 Announce Type: new Abstract: Drone-based 3D reconstruction and inspection require viewpoints that satisfy image-quality constraints while observing each surface region multiple times, which overlap-based planning heuristics do not guarantee. We study ground sample distance (GSD)-constrained $k$-coverage viewpoint selection for structures represented by surface voxels. Candidate viewpoints are generated along outward surface directions, screened with distance, viewing-angle, field-of-view, and occlusion tests, and augmented for voxels with insufficient visibility. Selection is then posed as set multi-cover with per-voxel coverage demands. We propose a dynamically weighted greedy heuristic that prioritizes remaining coverage deficits and scarce viewing alternatives, and compare it with sequential overlap-based pruning and an integer linear programming (ILP) formulation on the same candidate pools. Across two structures, four voxel resolutions, and three coverage requir

planning

HIDRA: Hierarchical Dual-Routing Attention for Replay-Free Lifelong Imitation Learning

arXiv

arXiv:2610.36374v1 Announce Type: new Abstract: Robotic agents operating in real-world environments must adapt continuously from a stream of multimodal demonstrations, often under constraints that preclude storing or revisiting past data. In this replay-free, single-pass lifelong imitation learning setting, sequential updates can progressively distort the representation space, making expert-based approaches particularly sensitive to routing interference, causing expert selection to degrade over time. We propose HIDRA, a structured routing framework that mitigates this issue through a hierarchical dual-attention mechanism, which decouples instruction-level expert retrieval from context-dependent refinement. To further stabilize routing under representation drift, HIDRA introduces a key-level geometric regularization that enforces both alignment within tasks and separation across tasks. The resulting approach enables reliable expert selection while supporting an expandable set of experts

imitation-learning

SG^2SLAM: Spatial Geometry-Informed 3D Gaussian Splatting SLAM for Monocular Outdoor Navigation

arXiv

arXiv:2610.36312v1 Announce Type: new Abstract: Monocular outdoor navigation requires robust camera motion estimation and a dense, navigable map, where 3D Gaussian Splatting SLAM serves this task through an explicit differentiable parameterization and closed-form projection. However, typically, the geometry is recovered by associating 2D pixels with 3D points, so a modular SLAM system absorbs tracking error into the map, leading to cascading degradation. To address these gaps, we present SG^2SLAM, which couples streaming spatial geometry with a ray-conditioned 3DGS kernel. Streaming spatial geometry replaces the per- frame cross-dimensional correspondence with a chunk-level metric prior that supervises tracking and mapping from one source. A ray-conditioned kernel extends each primitive with a viewing-direction subspace that senses the monocular camera viewpoints. The joint optimization over spatial geometry and poses ensures a globally consistent map and trajectory outcome. Experiment

navigationslam

Learning Multi-Phase Robot Loco-Manipulation via Phase-Conditioned Policy Optimization

arXiv

arXiv:2610.36270v1 Announce Type: new Abstract: Complex whole-body loco-manipulation requires executing diverse maneuvers, such as crouching, grasping, and locomotion, within a single long-horizon task. While performing simple pick-and-place behaviors is well-established, scaling to complex, long-horizon tasks remains difficult. Currently, this challenge is addressed by relying on human motion data and correspondingly humanoid platforms, which limits platform independence and introduces substantial data processing overhead. Instead, we extend proximal policy optimization (PPO) to train a single policy for multi-phase tasks across diverse robotic hardware, leveraging prior task structure to shape behavior. Our method adapts PPO using a phase-conditioned critic, phase-gated reward functions, and a multi-phase reset curriculum to guide exploration. To support varied hardware, we employ a decoupled hierarchical control architecture that separates lower-level balancing dynamics from high-le

humanoidlocomotionmanipulationgraspingcontrol

cuArms: GPU-Accelerated Conflict-Based Planning for Multi-Arm Manipulation

arXiv

arXiv:2610.36250v1 Announce Type: new Abstract: Multi-arm manipulation has the potential to dramatically improve the throughput, efficiency, and dexterity of many manipulation tasks. Recent work coordinates multiple robot arms in a shared workcell by allocating and scheduling tasks for greater parallelism, jointly planning multi-arm motions, or directly learning multi-arm policies. So far, these approaches are either too slow, rely on domain-specific assumptions, or scale poorly with the number of robots and task horizon. Thus, we introduce cuArms, a conflict-based planner co-designed with GPU parallelism that efficiently decomposes the search space using reusable multi-modal roadmaps for individual robots and resolves conflicts and deadlocks through a lazy search. To jointly optimize task assignment, schedules, motions, and manipulation skills, we integrate a high-level scheduler that proposes candidate skeletons for cuArms to ground into coordinated manipulation plans. Experimental r

manipulationplanning

Program-Level Adversarial Co-Adaptive Self-Play for Robotic Security

arXiv

arXiv:2610.36143v1 Announce Type: new Abstract: Coding agents can adapt robotic software by revising executable programs, but successful responses to an evolving opponent may not remain effective. We present a framework for program-level adversarial co-adaptive self-play in which coding agents generate attacks and defenses from tested opponent code and mission feedback, without model fine-tuning. Environment-specific interfaces support external programs for autonomous driving and SDK-level defenses for humanoid locomotion. Two eight-generation case studies reveal concrete software responses: a driving defender introduces direct-actuation recovery, while a humanoid defender revises incoming-state validation. These responses provide local task recovery but do not establish sustained robustness. The framework makes such adaptation and limitations observable through executable artifacts and task-level evidence.

humanoidlocomotionautonomous

Rollback: Experience Backtracking in World Models for Policy Improvement

arXiv

arXiv:2610.36068v1 Announce Type: new Abstract: Action-conditioned world models offer a scalable alternative to costly real-world interaction for improving robot policies. However, existing world-model-based methods largely treat world models as forward-only surrogates of the physical environment, leaving untapped a capability no physical environment affords: rewinding to past decision points to explore counterfactual futures. We introduce Rollback, a policy improvement paradigm that turns world models from passive simulators into counterfactual engines: it rolls back to critical decision points, branches into alternative actions, and contrasts their outcomes to attribute success to individual decisions. This concentrates imagination where it matters most and distills counterfactual outcomes into fine-grained, action-level supervision without a separately learned value model. We build a scalable training system that unifies distributed world-model search with asynchronous real-robot ex

E0.5: From Reconstructive to Future-Predictive 3D Foundations for Robotic World-Action Modeling

arXiv

arXiv:2610.36011v1 Announce Type: new Abstract: World-action models (WAMs) offer a promising framework for embodied intelligence, yet mainstream approaches remain centered on video foundation models or vision-language models. Even when geometric features extracted by 3D models such as VGGT are incorporated, they are typically passed into a video model or VLM that serves as the primary backbone, leaving 3D geometry as an auxiliary input or prediction target rather than the native foundation for world modeling. We present E0.5, a geometry-native world-action model built directly on 3D foundation models. E0.5 introduces two key innovations. First, it adopts a 3D foundation model as the primary backbone, making 3D geometry the native representation for both world modeling and action prediction. Second, it explicitly predicts future 3D states together with actions, enabling the model to capture geometric world dynamics beyond action-only modeling or future video prediction. Experiments on R

GeoHAT: Geometry-Adaptive Hybrid Action Transformer for Mobile Manipulation

arXiv

arXiv:2606.13394v2 Announce Type: replace Abstract: Whole-body mobile manipulation requires coordinating mobile base and manipulator under shifting viewpoints, posing challenges in geometric perception and action generation. Current policies either rely on 2D features or sparse 3D representations that lack dense spatial structure, and typically encode arm and base within one action vector that ignores their distinct control demands. Moreover, existing dense fusion strategies risk corrupting pretrained representations under noisy depth while incurring heavy computational overhead. We present GeoHAT, an end-to-end diffusion-based framework built on a simple principle: geometry should be injected only where reliable and attended to only where needed. GeoHAT employs a lightweight Fourier spatial encoder that maps dense per-pixel 3D coordinates into geometric tokens without an additional 3D vision backbone. These tokens are then selectively injected into vision foundation model features thr

manipulationcontrolperception

PRISM: PRior-guided Imagination Sampling in world Models

arXiv

arXiv:2606.07974v2 Announce Type: replace Abstract: Latent world models learn representations that enable them to predict how actions change the environment - a capability we call physical intuition. We find that these same representations also support action intuition: a lightweight head can learn a goal-conditioned action prior directly from the frozen encoder's features. We introduce PRISM to investigate how action intuition can be extracted from frozen world-model representations and used to guide goal-conditioned planning. The prior's mean and predicted uncertainty guide the search for useful actions, while the world model evaluates their consequences against the goal. Experiments on four simulated control tasks and two real-robot platforms show that a lightweight action head improves planning performance, and that the same fusion interface accepts a diffusion prior over the same frozen features without modification. These results demonstrate the potential of reusing world-model r

planningcontrol

Haptic Sorter: A Unified Planning Framework for Online Shape Estimation and Real-Time Pose Inference

arXiv

arXiv:2605.31352v2 Announce Type: replace Abstract: Robotics manipulation usually assumes that the shape and pose of the object are known to the robot prior to motion planning. However, precise geometric information is not always available in practice, and pose inference suffers from sensor uncertainties and view occlusion. In this work, we propose a unified model-based geometric framework integrating robotic haptic perception, modeling, and manipulation planning. Our novelties involve: \textit{i)} Introducing Bayesian Optimization (BO) to guide the haptic exploration for object shape inference, where superellipses are used to approximate geometric boundary; \textit{ii)} Adaptive formulation of manipulation potential encoding object geometry for quasi-static robot-object interaction; \textit{iii)} Proposing an online Ordinary Differential Equation (ODE) for real-time pose inference based on model prediction and tactile feedback. We deploy our system on a 2D robotic sorting task, and va

manipulationplanningperception

LLM-Guided Future Hypotheses for Horizon-Aware Exploration in Multi-Step Robot Manipulation

arXiv

arXiv:2605.29864v2 Announce Type: replace Abstract: Multi-step robot manipulation requires acting under uncertainty about how the scene will evolve, making exploration and policy adaptation challenging. We study whether short-horizon, task-consistent future videos can provide useful structured priors for control and reinforcement-learning fine-tuning. We formalize this idea through Future-Experience Conditioning (FEC), a simple interface that conditions closed-loop policies on a latent representation of a short future video. In our simulation setup, future clips are generated in three stages, an LLM reasoner operating over a task ontology initialized from the current scene state, a robot-free digital-twin rollout of the intended object motion, and a mask-free video diffusion model that synthesizes a robot-consistent future clip without requiring segmentation at inference. We instantiate this future-conditioning interface primarily with BC and BC+RL, and compare against a future-conditi

manipulationcontrol

RoboEvolve: Co-Evolving Planner-Simulator for Robotic Manipulation with Limited Data

arXiv

arXiv:2605.13775v2 Announce Type: replace Abstract: The scalability of robotic manipulation is fundamentally bottlenecked by the scarcity of task-aligned physical interaction data. While vision-language models (VLMs) and video generation models (VGMs) hold promise for autonomous data synthesis, they suffer from semantic-spatial misalignment and physical hallucinations, respectively. To bridge this gap, we introduce RoboEvolve, a novel framework that couples a VLM planner and a VGM simulator into a mutually reinforcing co-evolutionary loop. Bootstrapped for self-evolution with unlabeled seed images, RoboEvolve leverages a cognitive-inspired dual-phase mechanism: (i) daytime exploration fosters physically grounded behavioral discovery through a semantic-controlled multi-granular reward, and (ii) nighttime consolidation mines "near-miss" failures to stabilize policy optimization. Guided by an autonomous progressive curriculum, the system naturally scales from simple atomic actions to comp

manipulationautonomouscontrol

BEACON: Cross-Domain Co-Training of Generative Robot Policies via Best-Effort Adaptation

arXiv

arXiv:2605.08571v3 Announce Type: replace Abstract: We introduce BEACON--Best-Effort Adaptation for Cross-Domain Co-Training--a theory-guided framework for training generative robot policies with abundant source demonstrations and limited target demonstrations. BEACON casts cross-domain co-training as a discrepancy-aware importance-reweighting problem, jointly learning a diffusion-based visuomotor policy and per-sample source weights through an objective inspired by the Best-Effort Adaptation (BEA) bound. To make this approach practical for high-dimensional sequence policies, we develop scalable instance-level discrepancy proxies, stochastic alternating updates for policy and weights, and a multi-source extension that balances heterogeneous source domains. Across sim-to-sim, sim-to-real, and multi-source manipulation settings, BEACON improves robustness and data efficiency over target-only, fixed-ratio co-training, and feature-alignment baselines. Without an explicit alignment objectiv

manipulation

A Semantic Autonomy Framework for VLM-Integrated Indoor Mobile Robots: Hybrid Deterministic Reasoning and Cross-Robot Adaptive Memory

arXiv

arXiv:2605.02525v2 Announce Type: replace Abstract: Semantic indoor navigation requires robots to connect human instructions with spatial destinations, execute missions and retain useful operational experience. This paper presents the Semantic Autonomy Stack (SAS), a six-layer integration framework, and develops its semantic-reasoning, mission-interface and operational-memory layers over a previously validated ROS 2/Nav2 foundation. A deterministic-first cascade combines the route graph, semantic objects, robot state and stored instruction-destination associations, escalating unresolved or guarded cases to a pretrained Vision-Language Model (VLM). Recurrent model-mediated associations can pass a frequency-and-consistency gate and be compiled for deterministic M3 reuse; this gate measures sampled-output stability rather than semantic truth. The frozen v4.8-review implementation was evaluated on two physical robot configurations in one indoor environment, with onboard navigation and perc

navigation

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