
Recently, 2D vision-language-action (VLA) models have made significant strides in multi-task manipulation. However, these models struggle to reason about 3D spatial relationships from 2D image inputs. Although an increasing number of 3D imitation learning approaches explicitly integrate 3D information, they face challenges such as the lack of generalized 3D pretrained models due to the limited availability of large-scale 3D datasets. Meanwhile, existing policies typically focus on the perception-to-action learning paradigm, lacking an explicit understanding of the spatial and temporal relationships between the robot and its environment. To address this, we propose 3DS-VLA, which enhances pretrained 2D vision-language models (VLMs) with comprehensive 3D awareness, enabling the prediction of robust end-effector poses. Specifically, we enable the 2D vision encoder of the VLMs to encode both 2D images and 3D spatial observation by introducing a 2D-to-3D positional alignment mechanism. This allows 3DS-VLA to leverage the large-scale pre-trained knowledge of the VLM for effective reasoning in complex 3D robotic environments. Furthermore, to better understand the spatiotemporal relationship between 3D observations and robot behavior, we guide the model to learn the introduced sequential 3D spatial constraints, which describe the relationship between affordance-relevant objects and robotic actions. Experiments in simulation and real world demonstrate that 3DS-VLA outperforms previous state-of-the-art policies and showcase its generalizable capabilities across multi-task, multi-embodiment, and diverse environmental settings.
Modeling the nuanced, multimodal nature of human driving remains a core challenge for autonomous systems, as existing methods often fail to capture the diversity of plausible behaviors in complex real-world scenarios. In this work, we introduce a novel end-to-end planner and benchmark for modeling realistic multimodality in autonomous driving decisions. We propose a Gaussian Mixture Model (GMM)-based diffusion model designed to explicitly capture human-like, multimodal driving decisions in diverse contexts. Our model achieves state-of-the-art performance on current benchmarks, but reveals weaknesses in standard evaluation practices which rely on single ground-truth trajectories or coarse closed-loop metrics while also penalizing diverse yet plausible alternatives. To address this limitation, we further develop a human-in-the-loop simulation benchmark that enables finer-grained evaluations and measures multimodal realism in challenging driving settings. Our code, models, and benchmark data will be released to promote more accurate and human-aligned autonomous driving models.
Learning generalizable robot manipulation policies, especially for complex multi-fingered humanoids, remains a significant challenge. Existing approaches primarily rely on extensive data collection and imitation learning, which are expensive, labor-intensive, and difficult to scale. Sim-to-real reinforcement learning (RL) offers a promising alternative, but has mostly succeeded in simpler state-based or single-hand setups. How to effectively extend this to vision-based, contact-rich bimanual manipulation tasks remains an open question. In this paper, we introduce a practical sim-to-real RL recipe that trains a humanoid robot to perform three challenging dexterous manipulation tasks: grasp-and-reach, box lift and bimanual handover. Our method features an automated real-to-sim tuning module, a generalized reward formulation based on contact and object goals, a divide-and-conquer policy distillation framework, and a hybrid object representation strategy with modality-specific augmentation. We demonstrate high success rates on unseen objects and robust, adaptive policy behaviors - highlighting that vision-based dexterous manipulation via sim-to-real RL is not only viable, but also scalable and broadly applicable to real-world humanoid manipulation tasks.
Generalizable object fetching in cluttered scenes remains a fundamental and application-critical challenge in embodied AI. Closely packed objects cause inevitable occlusions, making safe action generation particularly difficult. Under such partial observability, effective policies must not only generalize across diverse objects and layouts but also reason about occlusion to avoid collisions. However, collecting large-scale real-world data for this task remains prohibitively expensive, leaving this problem largely unsolved. In this paper, we introduce FetchBot, a sim-to-real framework for this challenge. We first curate a large-scale synthetic dataset featuring 1M diverse scenes and 500k representative demonstrations. Based on this dataset, FetchBot employs a depth-conditioned method for action generation, which leverages structural cues to enable robust obstacle-aware action planning. However, depth is perfect in simulation but noisy in real-world environments. To address this sim-to-real gap, FetchBot predicts depth from RGB inputs using a foundation model and integrates local occupancy prediction as a pre-training task, providing a generalizable latent representation for sim-toreal transfer. Extensive experiments in simulation and real-world environments demonstrate FetchBot's strong zero-shot sim-to-real transfer, effective clutter handling, and adaptability to novel scenarios. In cluttered environments, it achieves an average real-world success rate of 89.95%, significantly outperforming prior methods. Moreover, FetchBot demonstrates excellent robustness in challenging cases, such as fetching transparent, reflective, and irregular objects, highlighting its practical value. Project website: https://pku-epic.github.io/FetchBot/.
Robots must integrate multiple sensory modalities to act effectively in the real world. Yet, learning such multimodal policies at scale remains challenging. Simulation offers a viable solution, but while vision has benefited from high-fidelity simulators, other modalities (e.g. sound) can be notoriously difficult to simulate. As a result, sim-to-real transfer has succeeded primarily in vision-based tasks, with multimodal transfer still largely unrealized. In this work, we tackle these challenges by introducing MULTIGEN, a framework that integrates large-scale generative models into traditional physics simulators, enabling multisensory simulation. We showcase our framework on the dynamic task of robot pouring, which inherently relies on multimodal feedback. By synthesizing realistic audio conditioned on simulation video, our method enables training on rich audiovisual trajectories-without any real robot data. We demonstrate effective zero-shot transfer to real-world pouring with novel containers and liquids, highlighting the potential of generative modeling to both simulate hard-to-model modalities and close the multimodal sim-to-real gap. Code, models and data available at: https://multigen-audio.github.io
We introduce Lucid-XR, a generative data engine for creating diverse and realistic-looking multi-modal data to train real-world robotic systems. At the core of Lucid-XR is vuer, a web-based physics simulation environment that runs directly on the XR headset, enabling internet-scale access to immersive, latency-free virtual interactions without requiring specialized equipment. The complete system integrates on-device physics simulation with human-to-robot pose retargeting. Data collected is further amplified by a physics-guided video generation pipeline steerable via natural language specifications. We demonstrate zero-shot transfer of robot visual policies to unseen, cluttered, and badly lit evaluation environments, after training entirely on Lucid-XR's synthetic data. We include examples across dexterous manipulation tasks that involve soft materials, loosely bound particles, and rigid body contact. Project website: https://lucidxr.github.io
Previous humanoid robot research works treat the robot as a bipedal mobile manipulation platform, where only the feet and hands contact the environment. However, we humans use all body parts to interact with the world, e.g., we sit in chairs, get up from the ground, or roll on the floor. Contacting the environment using body parts other than feet and hands brings significant challenges in both model-predictive control and reinforcement learning-based methods: an unpredictable contact sequence makes it almost impossible for model-predictive control to plan ahead in real time; the success of sim-to-real reinforcement learning for humanoids heavily depends on the acceleration of the rigid-body physical simulator and the simplification of collision detection. On the other hand, lacking extreme torso movement of humanoid data makes all other components non-trivial to design, such as dataset distribution, motion commands, and task rewards. To address these challenges, we propose a general humanoid motion framework that takes discrete motion commands and controls the robot's motor actions in real time. Using a GPU-accelerated simulator, we train a humanoid whole-body control policy that follows the high-level motion command in the real world in real time, even with stochastic contacts and extremely large robot base rotation and not-so-feasible motion commands.
In unstructured environments, robotic manipulation tasks involving objects with constrained motion trajectories-such as door opening-often experience discrepancies between the robot's vision-guided end-effector trajectory and the object's constrained motion path. Such discrepancies generate unintended harmful forces, which, if exacerbated, may lead to task failure and potential damage to the manipulated objects or the robot itself. To address this issue, this paper introduces a novel diffusion framework, termed SafeDiff. Unlike conventional methods that sequentially fuse visual and tactile data to predict future robot states, our approach generates a prospective state sequence based on the current robot state and visual context observations, using real-time force feedback as a calibration signal. This implicitly adjusts the robot's state within the state space, enhancing operational success rates and significantly reducing harmful forces during manipulation. Additionally, we develop a large-scale simulation dataset named SafeDoorManip50k, offering extensive multimodal data to train and evaluate the proposed method. Extensive experiments show that our visual-tactile model substantially mitigates the risk of harmful forces in the door opening task, across both simulated and real-world settings. Project page is available at this URL.
Imitation-based policy training for long-horizon manipulation tasks involving multi-step object interactions is often susceptible to compounding action errors. Contemporary methods discover semantic subgoals embedded within the overall task, decomposing the overall task into tractable shorter-horizon goal-conditioned policy learning. However, policy deployment requires iteratively estimating which subgoal is being pursued and when it is achieved. We observe the brittleness of conventional heuristic-based approaches (ad hoc threshold based), particularly for long-horizon imitation, since pursuing an incorrect subgoal can lead the robot policy to experience out of distribution states. In this work, we introduce two policy architectures for modeling subgoal transitions within a policy learning loop for long-horizon tasks. The first model autoregressively predicts the likelihood of the next subgoal transition, while the second uses cross-attention (via a transformer-based architecture) and implicitly models smooth and continuous transitions. We evaluate our models on 25 simulated tasks on Franka Kitchen, 6 real-world table-top tasks and 18 simulated tasks on a new corpus (Franka-Long Horizon Tasks (LHT)) focused on tasks with rich object interactions over long episode lengths. Experimental results show significant improvements in learning efficacy, task success rates and generalization to out-of-distribution settings-extending horizon lengths for imitating manipulation tasks from long to long(er). Project webpage: https://shivam89jain.github.io/lhi/
Robotic agents operating in dynamic, partially observable environments often benefit from teammate assistance. For robots using online POMDP planning, evaluating assistance actions requires computationally intensive policy evaluations, limiting real-time decision-making capabilities. We formulate Value of Assistance (VOA) for POMDP agents and develop efficient heuristics that approximate VOA without requiring complete evaluations. Our empirical results on both a standard POMDP benchmark and a multi-robot manipulation task demonstrate that our suggested heuristics enable real-time computation while maintaining sufficient accuracy for effective helping action selection.
Mobile manipulation is the fundamental challenge for robotics in assisting humans with diverse tasks and environments in everyday life. Conventional mobile manipulation approaches often struggle to generalize across different tasks and environments due to the lack of large-scale training. However, recent advances in manipulation foundation models demonstrate impressive generalization capability on a wide range of fixed-base manipulation tasks, which are still limited to a fixed setting. Therefore, we devise a plug-in module named MoTo, which can be combined with any off-the-shelf manipulation foundation model to empower them with mobile manipulation ability. Specifically, we propose an interaction-aware navigation policy to generate robot docking points for generalized mobile manipulation. To enable zero-shot ability, we propose an interaction keypoints framework via vision-language models (VLM) under multi-view consistency for both target object and robotic arm following instructions, where fixed-base manipulation foundation models can be employed. We further propose motion planning objectives for the mobile base and robot arm, which minimize the distance between the two keypoints and maintain the physical feasibility of trajectories. In this way, MoTo guides the robot to move to the docking points where fixed-base manipulation can be successfully performed, and leverages VLM generation and trajectory optimization to achieve mobile manipulation in a zero-shot manner, without any requirement on mobile manipulation expert data. Extensive experimental results on OVMM and real-world demonstrate that MoTo achieves success rates of 2.68% and 16.67% higher than the state-of-the-art mobile manipulation methods, respectively, without requiring additional training data.
Ensuring the robustness of robotic systems is crucial for their deployment in safety-critical domains. Failure discovery, or falsification, is a widely used approach for evaluating robustness, with recent advancements focusing on improving sample efficiency and generalization through probabilistic sampling techniques and learning-theoretic approaches. However, existing methods rely on explicitly defined analytical cost functions to characterize failures, often overlooking the underlying causes and diversity of discovered failure scenarios. In this work, we propose a novel failure discovery framework that integrates contextual reasoning in the falsification process, specifically tailored for high evaluation-cost applications. Our method incorporates expert-in-the-loop feedback to construct a probabilistic surrogate model of failures using Bayesian inference. This model is iteratively refined and leveraged to guide an active learning strategy that prioritizes the discovery of diverse failure cases. We empirically validate our approach across a range of tasks for high-cost contextual falsification in robotic manipulation and autonomous driving. The project website is at https://mit-realm.github.io/contextualfailures-website/.
Pointing gestures provide a natural and efficient way to communicate spatial information in human-machine interaction, yet their potential for 3D object referral remains largely underexplored. To fill this gap, we introduce the task of pointing-based 3D segmentation. In this task, given an image of a person pointing at an object and the 3D point cloud of the environment, the goal is to predict the 3D segmentation mask of the referred object. To enable the standardized evaluation of this task, we introduce POINTR3D, a curated dataset of 65,000 frames captured with three cameras across four indoor scenes, featuring diverse pointing scenarios. Each frame is annotated with the information of the active hand, the corresponding object ID, and the 3D segmentation mask of the object. To showcase the application of the proposed dataset, we further introduce Pointing3D, a transformer-based architecture that predicts the pointing direction from RGB images and uses this prediction as a prompt to segment the referred object in the 3D point cloud. Experimental results show that Pointing3D outperforms other strong baselines we introduce and lays the groundwork for future research. The dataset, source code, and evaluation tools will be made publicly available to support further research in this area, enabling a natural human-machine interaction.
Real-world manipulation datasets for robotic arms remain scarce due to the high costs, rigid hardware dependencies, and complex setup procedures associated with existing data collection methods. We introduce FastUMI, a redesigned Universal Manipulation Interface (UMI) that addresses these challenges, enabling low-cost, scalable, and rapid deployment across heterogeneous platforms. FastUMI achieves this through: (i) hardware decoupling via extensive mechanical reengineering, which removes dependence on specialized robotic components while preserving a consistent visual perspective; (ii) replacement of complex visual-inertial odometry with a commercial off-the-shelf tracker, simplifying the software stack without compromising pose estimation accuracy; and (iii) the provision of an integrated ecosystem that streamlines data acquisition, automates quality control, and ensures compatibility with both standard and enhanced imitation-learning pipelines. To facilitate further research, we release an open-access dataset comprising over 15,000 real-world demonstrations spanning 24 tasks-constituting one of the most extensive UMI-like resources to date. Empirical evaluations show that FastUMI supports rapid deployment, reduces operational overhead, and delivers robust performance across diverse manipulation scenarios, advancing scalable data-driven robotic learning.
Imitation Learning can train robots to perform complex and diverse manipulation tasks, but learned policies are brittle with observations outside of the training distribution. 3D scene representations that incorporate observations from calibrated RGBD cameras have been proposed as a way to mitigate this, but in our evaluations with unseen embodiments and camera viewpoints they show only modest improvement. To address those challenges, we propose Adapt3R, a general-purpose 3D observation encoder which synthesizes data from calibrated RGBD cameras into a vector that can be used as conditioning for arbitrary IL algorithms. The key idea is to use a pretrained 2D backbone to extract semantic information, using 3D only as a medium to localize this information with respect to the end-effector. We show across 93 simulated and 6 real tasks that when trained end-to-end with a variety of IL algorithms, Adapt3R maintains these algorithms' learning capacity while enabling zero-shot transfer to novel embodiments and camera poses. For more results, visit https://pairlab.github.io/Adapt3R.
Image-based behaviour cloning leverages demonstrations captured from ubiquitous RGB cameras. However, it remains constrained by the cost of collecting diverse demos, especially for generalizing across workspace variations. We propose MirrorDuo, a reflection-based formulation that operates on image, proprioception, and full 6-DoF end-effector action tuples, generating a mirrored counterpart for each original demonstration, effectively achieving "collect one, get one for free". It can be applied as a data augmentation strategy for existing learning pipelines, such as standard behaviour cloning or diffusion policy, or as a structural prior for reflection-equivariant policy networks. By leveraging the overlap between the original and mirrored domains, MirrorDuo achieves significantly improved performance under the same data budget when demonstrations are evenly distributed across both sides of the workspace. When demonstrations are confined to one side, MirrorDuo enables efficient skill transfer to the mirrored workspace with as few as zero or five demos in the target arrangement.
Mastering deformable object manipulation often necessitates the use of anthropomorphic, high-degree-of-freedom robot hands capable of precise, contact-rich control. However, current trajectory optimisation methods often struggle in these settings due to the large search space and the sparse task information available from shape-matching cost functions, particularly when contact is absent. In this work, we propose D-Cubed, a novel trajectory optimisation method using a latent diffusion model (LDM) trained from a task-agnostic play dataset to solve dexterous deformable object manipulation tasks. D-Cubed learns a skill-latent space that encodes short-horizon actions from a play dataset using a VAE and trains a LDM to compose the skill latents into a skill trajectory, representing a long-horizon action trajectory. To optimise a trajectory for a target task, we introduce a novel gradient-free guided sampling method that employs the Cross-Entropy method within the reverse diffusion process. In particular, D-Cubed samples a small number of noisy skill trajectories using the LDM for exploration and evaluates the trajectories in simulation. Then D-Cubed selects the trajectory with the lowest cost for the subsequent reverse process. This effectively explores promising solution areas and optimises the sampled trajectories towards a target task throughout the reverse diffusion process. Through empirical evaluation on a published benchmark of dexterous deformable object manipulation tasks, we demonstrate that D-Cubed outperforms traditional trajectory optimisation and competitive baseline approaches by a significant margin. Videos can be found at: https://applied-ai-lab.github.io/D-cubed.
Large vision and language models are being increasingly deployed on real robots, leading to an immediate need for ensuring robot safety under AI-control. In this paper, we develop the ASIMOV Benchmark - a collection of large-scale semantic safety datasets grounded in real-world visual scenes and human injury reports from hospitals (500k situations, 3M instructions). We propose a scalable recipe for data generation leveraging text and image generation techniques to synthesize safety-relevant scenarios. As a second contribution, we develop a framework to automatically generate robot constitutions from real-world data to steer a robot's behavior using Constitutional AI mechanisms. We report a top alignment rate of 84.3% on the ASIMOV Benchmark using generated constitutions, outperforming no-constitution baselines and human-written constitutions. We argue that human interpretability and modifiability of constitutions inferred from data make them an ideal medium for behavior governance of AI-controlled robots. Data is available at asimov-benchmark.github.io
Imitation learning has unlocked the potential for robots to exhibit highly dexterous behaviours. However, it still struggles with long-horizon, multi-object tasks due to poor sample efficiency and limited generalisation. Existing methods require a substantial number of demonstrations to cover possible task variations, making them costly and often impractical for real-world deployment. We address this challenge by introducing oriented affordance frames, a structured representation for state and action spaces that improves spatial and intracategory generalisation and enables policies to be learned efficiently from only 10 demonstrations. More importantly we show how this abstraction allows for compositional generalisation of independently trained sub-policies to solve long-horizon, multi-object tasks. To seamlessly transition between sub-policies, we introduce the notion of self-progress prediction, which we directly derive from the duration of the training demonstrations. We validate our method across three real-world tasks, each requiring multi-step, multi-object interactions. Despite the small dataset, our policies generalise robustly to unseen object appearances, geometries, and spatial arrangements, achieving high success rates without reliance on exhaustive training data. Video demonstration can be found on our project page: https://affordance-policy.github.io/.
Differentiable simulators promise to improve sample efficiency in robot learning by providing analytic gradients of the system dynamics. Yet, their application to contact-rich tasks like locomotion is complicated by the inherently non-smooth nature of contact, impeding effective gradient-based optimization. Existing works thus often rely on soft contact models that provide smooth gradients but lack physical accuracy, constraining results to simulation. To address this limitation, we propose a differentiable contact model designed to provide informative gradients while maintaining high physical fidelity. We demonstrate the efficacy of our approach by training a quadrupedal locomotion policy within our differentiable simulator leveraging analytic gradients and successfully transferring the learned policy zero-shot to the real world. To the best of our knowledge, this represents the first successful sim-to-real transfer of a legged locomotion policy learned entirely within a differentiable simulator, establishing the feasibility of using differentiable simulation for real-world locomotion control.