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Showing 2521 of 8417 articles
arXiv:2503.23300v2 Announce Type: replace-cross Abstract: Understanding and predicting human visuomotor coordination is crucial for applications in robotics, human-computer interaction, and assistive technologies. This work introduces a forecasting-based task for visuomotor modeling, where the goal is to predict head pose, gaze, and upper-body motion from egocentric visual and kinematic observations. We propose a \textit{Visuomotor Coordination Representation} (VCR) that learns structured temporal dependencies across these multimodal signals. We extend a diffusion-based motion modeling framework that integrates egocentric vision and kinematic sequences, enabling temporally coherent and accurate visuomotor predictions. Our approach is evaluated on the large-scale EgoExo4D dataset, demonstrating strong generalization across diverse real-world activities. Our results highlight the importance of multimodal integration in understanding visuomotor coordination, contributing to research in vi
arXiv:2606.04708v2 Announce Type: replace Abstract: Universal Manipulation Interface (UMI) enables scalable real-world robot data collection without hardware-specific teleoperation, yet leveraging UMI data to train large-scale Vision-Language-Action (VLA) models remains fundamentally challenging. We identify two critical mismatches: wrist-mounted fisheye views, with severe radial distortion and local gripper-centric perspectives, are out-of-distribution for pretrained VLMs; and human-collected trajectories frequently violate kinematic limits, incur collisions, or exceed controller bandwidth, teaching VLA policies physically infeasible actions. To address the challenges, we present VISTA, a framework that bridges this dual gap through three synergistic components. (i)~UMI-VQA, the first large-scale VQA dataset tailored to wrist-mounted fisheye observations, aligns VLM representations to the distorted visual regime via auxiliary vision-language supervision. (ii)~A systematic physical-val
arXiv:2606.04463v2 Announce Type: replace Abstract: We present OSCAR, a precise action-conditioned video world model that generalizes across different robot embodiments and enables robot policy evaluation. Existing video world models face three main challenges for real-world robot evaluation: limited scenario diversity in current robot training datasets, imprecise action following, and poor generalization across embodiments for broad adoption. We tackle these challenges from two perspectives. At its core is a large-scale standardized data pipeline that curates, filters, and deduplicates broad robotics and egocentric human datasets, yielding a clean joint-training dataset that spans diverse tasks, scenarios, actions, and robot embodiments. To condition the video model, we adopt 2D kinematic skeleton rendering as a unified conditioning representation that generalizes across different robot arms or even human hands. We finetune the Cosmos-Predict2.5-2B model on a single GH200 GPU. Our mod
arXiv:2606.03963v2 Announce Type: replace Abstract: Deep reinforcement learning has shown strong potential for enabling autonomous robots to learn complex navigational tasks. However, its practical use still depends heavily on human designed reward functions and repeated manual fine tuning, which is time consuming and does not guarantee high success in the desired task. This paper presents AgenticRL, agent guided reinforcement learning framework that increases autonomy in reward design, policy refinement, and real world deployment for unmanned aerial vehicles (UAV) navigation tasks. AgenticRL uses a multimodal generative pre-trained tansformer (GPT) agent to interpret task information and visual scene observations, generate task specific reward functions, train policies using Proximal Policy Optimization (PPO) algorithm, and then act as a critic by evaluating the trained policy through diagnosis packets to generate feedback. Based on this feedback, the agent identifies failure modes an
arXiv:2606.03787v3 Announce Type: replace Abstract: Robots solving generalist tasks need to be able to ground instructions in their past experience, since humans may refer to notable past events when giving a task (e.g., ``Take me to where the chemical spill happened yesterday''). Since memory limits make storing all past events infeasible, long-term robot memory must be selective, ideally retaining only those episodes with high utility for future tasks. However, future tasks are not typically given a priori for generalist robots. To select generically useful memories, we propose Bayesian surprise as a gating mechanism for memory formation. We present an approach to compute surprise in a semantically rich deployment-agnostic latent space provided by V-JEPA-2. Using our gated episodic memory to augment 4D scene graph-based spatial memory, we show a consistent improvement over state-of-the-art benchmarks in robot question answering, outperforming prior robot memory methods by $\geq12\%$
arXiv:2605.09989v2 Announce Type: replace Abstract: Recent advances in robot imitation learning have produced powerful visuomotor policies that manipulate diverse objects from visual inputs. However, monocular observations lack depth information, which is critical for precise manipulation in cluttered or geometrically complex scenes. Explicit depth maps and point clouds are often noisy and fragile in real-world manipulation. We introduce StereoPolicy, a visuomotor policy learning framework that directly leverages synchronized stereo image pairs to improve geometric reasoning without constructing explicit 3D representations. StereoPolicy processes each image with pretrained 2D vision encoders and fuses left-right features through a cross-attention-based Stereo Transformer, capturing spatial correspondence and disparity cues implicitly. The framework integrates with diffusion-based and pretrained vision-language-action (VLA) policies, delivering consistent improvements over RGB, RGB-D, p
arXiv:2605.02192v2 Announce Type: replace Abstract: Should a single collision necessarily terminate an entire navigation episode? In most deep reinforcement learning (DRL) frameworks for robot navigation, this remains the standard practice: every collision immediately triggers a global environment reset and is penalized as a complete task failure. While a collision during deployment naturally indicates task failure, applying the same treatment during training prevents the agent from exploring challenging obstacle configurations, which slows learning progress in the early training phase. In this work, we challenge this convention and propose a Multi-Collision reset Budget (MCB) framework that decouples local collision termination from global environment resets, allowing the agent to retry difficult configurations within the same episode. Simulation experiments show that MCB improves early-stage learning efficiency by reaching target success-rate levels with fewer interactions, with smal
arXiv:2604.21017v3 Announce Type: replace Abstract: Autonomous medical robots hold promise to improve patient outcomes, reduce provider workload, democratize access to care, and enable superhuman precision. However, autonomous medical robotics has been limited by a fundamental data problem: existing medical robotic datasets are small, single-embodiment, and rarely shared openly, restricting the development of foundation models that the field needs to advance. We introduce Open-H-Embodiment, the largest open dataset of medical robotic video with synchronized kinematics to date, spanning more than 50 institutions and multiple robotic platforms including the CMR Versius, Intuitive Surgical's da Vinci, da Vinci Research Kit (dVRK), Rob Surgical BiTrack, Virtual Incision's MIRA, Moon Surgical Maestro, and a variety of custom systems, spanning surgical manipulation, robotic ultrasound, and endoscopy procedures. We demonstrate the research enabled by this dataset through two foundation models
arXiv:2604.12474v3 Announce Type: replace Abstract: In many robotic tasks, agents must traverse a sequence of spatial regions to complete a mission. Such problems are inherently mixed discrete-continuous: a high-level action sequence and a physically feasible continuous trajectory. The resulting trajectory and action sequence must also satisfy problem constraints such as deadlines, time windows, and velocity or acceleration limits. While hybrid temporal planners attempt to address this challenge, they typically model motion using linear (first-order) dynamics, which cannot guarantee that the resulting plan respects the robot's true physical constraints. Consequently, even when the high-level action sequence is fixed, producing a dynamically feasible trajectory becomes a bi-level optimization problem. We address this problem via reinforcement learning in continuous space. We define a Markov Decision Process that explicitly incorporates analytical second-order constraints and use it to r
arXiv:2604.03042v2 Announce Type: replace Abstract: Multi-agent autonomous exploration is essential for applications such as environmental monitoring, search and rescue, and industrial-scale surveillance. However, effective coordination under communication constraints remains a significant challenge. Frontier exploration algorithms analyze the boundary between the known and unknown regions to determine the next-best view that maximizes exploratory gain. This article proposes an enhancement to existing frontier-based exploration algorithms by introducing a probabilistic approach to frontier prioritization. By leveraging Dirichlet process Gaussian mixture model (DP-GMM) and a probabilistic formulation of information gain, the method improves the quality of frontier prioritization. The proposed enhancement, integrated into two state-of-the-art multi-agent exploration algorithms, consistently improves performance across environments of varying clutter, communication constraints, and team s
arXiv:2603.10971v3 Announce Type: replace Abstract: Reinforcement learning has achieved remarkable success in domains such as Atari games, navigation, and locomotion, where exploration can often be guided by novelty over states or dynamics. In contrast, dexterous manipulation requires rich physical hand--object interactions, but existing methods often suffer from unstable contact-based novelty signals, inefficient distance novelty signals, or reliance on task-specific priors. We propose ContactExplorer, a general exploration method for dexterous manipulation tasks. ContactExplorer represents contact as the intersection between object surface points and hand keypoints, encouraging dexterous hands to discover diverse and novel contact patterns, namely which fingers contact which object regions. It maintains a contact counter conditioned on discretized object states obtained via learned hash codes, capturing how frequently each finger interacts with different object regions. This counter
arXiv:2602.16705v3 Announce Type: replace Abstract: Visual loco-manipulation of arbitrary in-the-wild objects requires accurate end-effector (EE) control and a generalizable understanding of the scene from visual inputs (eg, RGB-D images). Existing imitation and sim2real methods jointly learn both these aspects via monolithic end-to-end learning and are thus hard to scale. In this work, we bring to bear the best tools for each of these problems -- large vision models for generalizable scene understanding and simulated training for accurate EE control -- leading to an overall modular loco-manipulation system that exhibits strong generalization. Our core technical innovation is HERO, an accurate residual-aware EE tracking policy made possible by combining classical robotics with machine learning. It uses a) inverse kinematics to convert residual end-effector targets into reference trajectories, b) a learned neural forward model for accurate forward kinematics, and c) goal adjustment and
arXiv:2602.12628v4 Announce Type: replace Abstract: Simulation offers a scalable and low-cost way to enrich vision-language-action (VLA) training, reducing reliance on expensive real-robot demonstrations. However, most sim-real co-training methods rely on supervised fine-tuning (SFT), which treats simulation as a static source of demonstrations and does not exploit large-scale closed-loop interaction. Consequently, real-world gains and generalization are often limited. In this paper, we propose an RL-based sim-real Co-training (RL-Co) framework that leverages interactive simulation while preserving real-world capabilities. Our method follows a generic two-stage design: we first warm-start the policy with SFT on a mixture of real and simulated demonstrations, then fine-tune it with reinforcement learning in simulation while adding an auxiliary supervised loss on real-world data to anchor the policy and mitigate catastrophic forgetting. We evaluate our framework on four real-world tablet
arXiv:2602.10106v2 Announce Type: replace Abstract: Human demonstrations offer rich environmental diversity and scale naturally, making them an appealing alternative to robot teleoperation. While this paradigm has advanced robot-arm manipulation, its potential for the more challenging, data-hungry problem of humanoid loco-manipulation remains largely unexplored. We present EgoHumanoid, the first framework to co-train a vision-language-action policy using abundant egocentric human demonstrations together with a limited amount of robot data, enabling humanoids to perform loco-manipulation across diverse real-world environments. To bridge the embodiment gap between humans and robots, including discrepancies in physical morphology and viewpoint, we introduce a systematic alignment pipeline spanning from hardware design to data processing. A portable system for scalable human data collection is developed, and we establish practical collection protocols to improve transferability. At the cor