We introduce Latent Particle World Model (LPWM), a self-supervised object-centric world model scaled to real-world multi-object datasets and applicable in decision-making. LPWM autonomously discovers keypoints, bounding boxes, and object masks directly from video data, enabling it to learn rich scene decompositions without supervision. Our architecture is trained end-to-end purely from videos and supports flexible conditioning on actions, language, and image goals. LPWM models stochastic particle dynamics via a novel latent action module and achieves state-of-the-art results on diverse real-world and synthetic datasets. Beyond stochastic video modeling, LPWM is readily applicable to decision-making, including goal-conditioned imitation learning, as we demonstrate in the paper. Code, and pre-trained models will be made publicly available. Video rollouts are available: https://sites.google.com/view/lpwm
A survey of golf courses in southern and coastal Alabama has revealed a new record of Larra bicolor in Alabama. Larra bicolor males and females were collected or observed on four of the eight golf courses sampled.
The ability to reason, adapt, and creatively solve problems under unexpected challenges is essential for robots operating in real-world environments. However, current robotic benchmarks primarily emphasize skill-level execution and provide limited insight into such cognitive reasoning capabilities. We introduce RoboWits, a bi-manual robotic benchmark designed to systematically evaluate cognitive reasoning, creative tool use, and robustness to unexpected conditions. To enable scalable construction of high-quality reasoning-centric unexpected scenarios, we propose an automated task generation pipeline formulated as a multi-agent cooperative framework, comprising agents for seed task generation and verification, metric generation, scene generation, and task mutation. Using the pipeline, we curated 30 diverse seed tasks and 208 tasks with mutations and graded difficulty across geometry, material, and assembly-based reasoning. We benchmark popular robot policies, pre-trained VLAs, and oracle-state planners. Our results reveal a significant performance gap: while pre-trained VLAs exhibit preliminary success on seed tasks after single-task fine-tuning, they struggle to perform on mutated tasks, implying their brittleness in manipulation tasks requiring reasoning, strategy adaptation, and robustness to deceptive or constrained environments. Project page is available at https://umass-embodied-agi.github.io/RoboWits.
Large-scale dexterous grasp datasets encode rich priors over hand-object interaction, but their use has largely been confined to grasp generation and pick-and-place manipulation. We study whether such data can instead support functional dexterity in articulated tool use, where a robot must acquire a tool, maintain contact, and operate its functional moving parts. We adapt a hierarchical imitation learning framework that combines high-level hand sub-goal prediction with a low-level goal-conditioned controller. We construct a 355k-trajectory grasp-pretraining dataset from large-scale dexterous grasp annotations and use it to pretrain the low-level controller. The controller is then fine-tuned on downstream task demonstrations. To evaluate this setting, we introduce DexCraft, a simulation benchmark with six articulated tool-use tasks requiring coordinated finger motion. Across simulation and real-world experiments, our approach outperforms end-to-end diffusion policy baselines and hierarchical policies trained from scratch. In the real world, it improves full-task success by 33.3 percentage points over DP3. These results show that grasp datasets can serve not only as resources for grasp synthesis, but also as scalable pretraining data for contact-rich dexterous manipulation. Videos are shown on https://yingyuan0414.github.io/grasp2dexterity/ .
We introduce 3D-DLP, a self-supervised object-centric representation learning model that decomposes scene-level RGB-D or voxel observations into a set of 3D latent particles. Building on the Deep Latent Particles (DLP) framework, each particle encodes disentangled attributes, including 3D keypoint position, bounding box dimensions, and appearance features, and represents a distinct entity in the scene. The model learns interpretable per-particle segmentation maps through an end-to-end self-supervised reconstruction objective. We demonstrate on both simulated and real-world datasets that the learned latent space is interpretable and controllable: by manipulating particle positions and decoding, we can generate novel scene configurations. Furthermore, we show that leveraging these compact 3D latent particles for downstream robotic manipulation improves performance over baselines that either lack explicit 3D information or rely on memory-intensive dense 3D inputs without object-centric structure. Open-source code will be made publicly available. Video results are available on the project website: https://sites.google.com/view/3d-dlp/home
We present GHOST, a framework for learning visuomotor manipulation policies that generalize beyond the training distribution. GHOST factorizes control into (i) a high-level policy that predicts the next sub-goal as a distribution over 3D end-effector poses from multi-view RGB-D observations, and (ii) a low-level goal-conditioned controller that executes embodiment-specific actions. To condition image-based policies on 3D goals, we introduce a simple spatial interface that projects predicted goals into the image plane and represents them as end-effector heatmaps. Across a suite of manipulation tasks, this hierarchical factorization consistently improves performance and robustness compared to a flat Diffusion Policy. Further, we show that this hierarchical interface also makes it easy to incorporate human demonstrations without relying on (noisy) action retargeting. As sub-goals are largely embodiment-agnostic, we train the high-level policy on human video to specify how learned skills should be applied and composed, while keeping the low-level policy trained purely on robot data. This hierarchy enables adaptation to novel objects and task variations using a small number of human demonstrations.
Recent advances in robotic manipulation have highlighted the effectiveness of learning from demonstration. However, while end-to-end policies excel in expressivity and flexibility, they struggle both in generalizing to novel object geometries and in attaining a high degree of precision. An alternative, object-centric approach frames the task as predicting the placement pose of the target object, providing a modular decomposition of the problem. Building on this goal-prediction paradigm, we propose a hierarchical, disentangled point diffusion framework that achieves state-of-the-art performance in placement precision, multi-modal coverage, and generalization to variations in object geometries and scene configurations. Specifically, we model global scene-level placements through a novel feed-forward Dense Gaussian Mixture Model (GMM) that yields a spatially dense prior over global placements; we then model the local object-level configuration through a novel disentangled point cloud diffusion module that separately diffuses the object geometry and the placement frame, enabling precise local geometric reasoning. Interestingly, we demonstrate that our point cloud diffusion achieves substantially higher accuracy compared to prior approaches based on SE(3) diffusion, even in the context of rigid object placement. We validate our approach across a suite of challenging tasks in simulation and in the real-world on high-precision industrial insertion tasks. Furthermore, we present results on a cloth-hanging task in simulation, indicating that our method can further relax assumptions on object rigidity. Visualizations and supplementary materials can be found on our project website: https://3dgp-icra2026.github.io/.
We introduce a novel History-Aware VErifier (HAVE) to disambiguate uncertain scenarios online by leveraging past interactions. Robots frequently encounter visually ambiguous objects whose manipulation outcomes remain uncertain until physically interacted with. While generative models alone could theoretically adapt to such ambiguity, in practice they obtain suboptimal performance in ambiguous cases, even when conditioned on action history. To address this, we propose explicitly decoupling action generation from verification: we use an unconditional diffusion-based generator to propose multiple candidate actions and employ our history-aware verifier to select the most promising action by reasoning about past interactions. Through theoretical analysis, we demonstrate that employing a verifier significantly improves expected action quality. Empirical evaluations and analysis across multiple simulated and real-world environments including articulated objects, multi-modal doors, and uneven object pick-up confirm the effectiveness of our method and improvements over baselines. Our project website is available at: https://liy1shu.github.io/HAVE_CoRL25/
Standard evaluation protocols in robotic manipulation typically assess policy performance over curated, in-distribution test sets, offering limited insight into how systems fail under plausible variation. We introduce Geometric Red-Teaming (GRT), a red-teaming framework that probes robustness through object-centric geometric perturbations, automatically generating CrashShapes-structurally valid, user-constrained mesh deformations that trigger catastrophic failures in pre-trained manipulation policies. The method integrates a Jacobian field-based deformation model with a gradient-free, simulator-in-the-loop optimization strategy. Across insertion, articulation, and grasping tasks, GRT consistently discovers deformations that collapse policy performance, revealing brittle failure modes missed by static benchmarks. By combining task-level policy rollouts with constraint-aware shape exploration, we aim to build a general purpose framework for structured, object-centric robustness evaluation in robotic manipulation. We additionally show that fine-tuning on individual CrashShapes, a process we refer to as blue-teaming, improves task success by up to 60 percentage points on those shapes, while preserving performance on the original object, demonstrating the utility of red-teamed geometries for targeted policy refinement. Finally, we validate both red-teaming and blue-teaming results with a real robotic arm, observing that simulated CrashShapes reduce task success from 90% to as low as 22.5%, and that blue-teaming recovers performance to up to 90% on the corresponding real-world geometry-closely matching simulation outcomes. Videos and code can be found on our project website: https://georedteam.github.io/.
Offline reinforcement learning can enable policy learning from pre-collected, sub-optimal datasets without online interactions. This makes it ideal for real-world robots and safety-critical scenarios, where collecting online data or expert demonstrations is slow, costly, and risky. However, most existing offline RL works assume the dataset is already labeled with the task rewards, a process that often requires significant human effort, especially when ground-truth states are hard to ascertain (e.g., in the real-world). In this paper, we build on prior work, specifically RL-VLM-F, and propose a novel system that automatically generates reward labels for offline datasets using preference feedback from a vision-language model and a text description of the task. Our method then learns a policy using offline RL with the reward-labeled dataset. We demonstrate the system's applicability to a complex real-world robot-assisted dressing task, where we first learn a reward function using a vision-language model on a sub-optimal offline dataset, and then we use the learned reward to employ Implicit Q learning to develop an effective dressing policy. Our method also performs well in simulation tasks involving the manipulation of rigid and deformable objects, and significantly outperforms baselines such as behavior cloning and inverse RL. In summary, we propose a new system that enables automatic reward labeling and policy learning from unlabeled, sub-optimal offline datasets. Videos can be found on our project website(1).
The ability to identify important objects in a complex and dynamic driving environment is essential for autonomous driving agents to make safe and efficient driving decisions. It also helps assistive driving systems decide when to alert drivers. We tackle object importance estimation in a data-driven fashion and introduce HOIST - Human-annotated Object Importance in Simulated Traffic. HOIST contains driving scenarios with human-annotated importance labels for vehicles and pedestrians. We additionally propose a novel approach that relies on counterfactual reasoning to estimate an object's importance. We generate counterfactual scenarios by modifying the motion of objects and ascribe importance based on how the modifications affect the ego vehicle's driving. Our approach outperforms strong baselines for the task of object importance estimation on HOIST. We also perform ablation studies to justify our design choices and show the significance of the different components of our proposed approach.
Robot-assisted dressing has the potential to significantly improve the lives of individuals with mobility impairments. To ensure an effective and comfortable dressing experience, the robot must be able to handle challenging deformable garments, apply appropriate forces, and adapt to limb movements throughout the dressing process. Prior work often makes simplifying assumptions-such as static human limbs during dressing-which limits real-world applicability. In this work, we develop a robot-assisted dressing system capable of handling partial observations with visual occlusions, as well as robustly adapting to arm motions during the dressing process. Given a policy trained in simulation with partial observations, we propose a method to fine-tune it in the real world using a small amount of data and multi-modal feedback from vision and force sensing, to further improve the policy's adaptability to arm motions and enhance safety. We evaluate our method in simulation with simplified articulated human meshes and in a real world human study with 12 participants across 264 dressing trials. Our policy successfully dresses two long-sleeve everyday garments onto the participants while being adaptive to various kinds of arm motions, and greatly outperforms prior baselines in terms of task completion and user feedback. Video are available at https://dressing-motion.github.io/.
The realm of textiles spans clothing, households, healthcare, sports, and industrial applications. The deformable nature of these objects poses unique challenges that prior work on rigid objects cannot fully address. The increasing interest within the community in textile perception and manipulation has led to new methods that aim to address challenges in modeling, perception, and control, resulting in significant progress. However, this progress is often tailored to one specific textile or a subcategory of these textiles. To understand what restricts these methods and hinders current approaches from generalizing to a broader range of real-world textiles, this review provides an overview of the field, focusing specifically on how and to what extent textile variations are addressed in modeling, perception, benchmarking, and manipulation of textiles. We finally conclude by identifying key open problems and outlining grand challenges that will drive future advancements in the field.
AIMS:Plant growth-promoting rhizobacteria (PGPR) are ubiquitous among soil bacteria and aid in many growth-related functions for plants. Recent biotechnological advancements involving PGPRs have led to a growing desire to explore and uncover combinatorial or dual use PGPRs. Our study aimed to discover novel insecticidal phenotypes amongst PGPR libraries. METHODS AND RESULTS:We screened, through survivorship bioassays, 502 endophytic PGPRs for insecticidal activity against Drosophila melanogaster (fruit flies). Initial bioassay screens were followed by higher (n) testing and subsequent insecticidal assays against 4 key pest species including D. suzukii, Spodoptera frugiperda, Aphis gossypii, and Lyguslineolaris. Of the 502 endophytic PGPRs screened, 39 strains showed statistically significant mortality against insects with three strains killing four pest species and seven killing three pest species. The key insecticidal strains primarily consisted of Serratia marcescens and Bacillus velezensis. CONCLUSIONS:In total, ∼8% of strains tested showed insecticidal phenotypes. The fast screening methodology was successful in uncovering dual use PGPRs. Some bacteria were broad spectrum insect killers and others were more specific to a particular pest.
Sim2Real transfer, particularly for manipulation policies relying on RGB images, remains a critical challenge in robotics due to the significant domain shift between syn-thetic and real-world visual data. In this paper, we propose SplatSim, a novel framework that leverages Gaussian Splatting as the primary rendering primitive to reduce the Sim2Real gap for RGB-based manipulation policies. By replacing traditional mesh representations with Gaussian Splats in simulators, SplatSim produces highly photorealistic synthetic data while maintaining the scalability and cost-efficiency of simulation. We demonstrate the effectiveness of our framework by training manipulation policies within SplatSim and deploying them in the real world in a zero-shot manner, achieving an average success rate of 86.25%, compared to 97.5% for policies trained on real-world data. Videos can be found on our project page: https://splatsim.github.io
This paper presents ArticuBot, in which a single learned policy enables a robotics system to open diverse categories of unseen articulated objects in the real world. This task has long been challenging for robotics due to the large variations in the geometry, size, and articulation types of such objects. Our system, Articubot, consists of three parts: generating a large number of demonstrations in physics-based simulation, distilling all generated demonstrations into a point cloud-based neural policy via imitation learning, and performing zero-shot sim2real transfer to real robotics systems. Utilizing sampling-based grasping and motion planning, our demonstration generalization pipeline is fast and effective, generating a total of 42.3k demonstrations over 322 training articulated objects. For policy learning, we propose a novel hierarchical policy representation, in which the high-level policy learns the sub-goal for the end-effector, and the low-level policy learns how to move the end-effector conditioned on the predicted goal. We demonstrate that this hierarchical approach achieves much better object-level generalization compared to the non-hierarchical version. We further propose a novel weighted displacement model for the high-level policy that grounds the prediction into the existing 3D structure of the scene, outperforming alternative policy representations. We show that our learned policy can zero-shot transfer to three different real robot settings: a fixed table-top Franka arm across two different labs, and an X-Arm on a mobile base, opening multiple unseen articulated objects across two labs, real lounges, and kitchens. Videos and code can be found on our project website: https://articubot.github.io/.
Long-horizon planning for robot manipulation is a challenging problem that requires reasoning about the effects of a sequence of actions on a physical 3D scene. While traditional task planning methods are shown to be effective for long-horizon manipulation, they require discretizing the continuous state and action space into symbolic descriptions of objects, object relationships, and actions. Instead, we propose a hybrid learning-and-planning approach that leverages learned models as domain-specific priors to guide search in high-dimensional continuous action spaces. We introduce SPOT: Search over Point cloud Object Transformations, which plans by searching for a sequence of transformations from an initial scene point cloud to a goal-satisfying point cloud. SPOT samples candidate actions from learned suggesters that operate on partially observed point clouds, eliminating the need to discretize actions or object relationships. We evaluate SPOT on multi-object rearrangement tasks, reporting task planning success and task execution success in both simulation and real-world environments. Our experiments show that SPOT generates successful plans and outperforms a policy-learning approach. We also perform ablations that highlight the importance of search-based planning.
Many robot manipulation tasks can be framed as geometric reasoning tasks, where an agent must be able to precisely manipulate an object into a position that satisfies the task from a set of initial conditions. Often, task success is defined based on the relationship between two objects - for instance, hanging a mug on a rack. In such cases, the solution should be equivariant to the initial position of the objects as well as the agent, and invariant to the pose of the camera. This poses a challenge for learning systems which attempt to solve this task by learning directly from high-dimensional demonstrations: the agent must learn to be both equivariant as well as precise, which can be challenging without any inductive biases about the problem. In this work, we propose a method for precise relative pose prediction which is provably SE(3)-equivariant, can be learned from only a few demonstrations, and can generalize across variations in a class of objects. We accomplish this by factoring the problem into learning an SE(3) invariant task-specific representation of the scene and then interpreting this representation with novel geometric reasoning layers which are provably SE(3) equivariant. We demonstrate that our method can yield substantially more precise placement predictions in simulated placement tasks than previous methods trained with the same amount of data, and can accurately represent relative placement relationships data collected from real-world demonstrations. Supplementary information and videos can be found at https://sites.google.com/view/reldist-iclr-2023.
We present RoboGen, a generative robotic agent that automatically learns diverse robotic skills at scale via generative simulation. RoboGen leverages the latest advancements in foundation and generative models. Instead of directly using or adapting these models to produce policies or low-level actions, we advocate for a generative scheme, which uses these models to automatically generate diversified tasks, scenes, and training supervisions, thereby scaling up robotic skill learning with minimal human supervision. Our approach equips a robotic agent with a self-guided propose-generate-learn cycle: the agent first proposes interesting tasks and skills to develop, and then generates corresponding simulation environments by populating pertinent objects and assets with proper spatial configurations. Afterwards, the agent decomposes the proposed high-level task into sub-tasks, selects the optimal learning approach (reinforcement learning, motion planning, or trajectory optimization), generates required training supervision, and then learns policies to acquire the proposed skill. Our work attempts to extract the extensive and versatile knowledge embedded in large-scale models and transfer them to the field of robotics. Our fully generative pipeline can be queried repeatedly, producing an endless stream of skill demonstrations associated with diverse tasks and environments.
Relative placement tasks are an important category of tasks in which one object needs to be placed in a desired pose relative to another object. Previous work has shown success in learning relative placement tasks from just a small number of demonstrations when using relational reasoning networks with geometric inductive biases. However, such methods cannot flexibly represent multimodal tasks, like a mug hanging on any of n racks. We propose a method that incorporates additional properties that enable learning multimodal relative placement solutions, while retaining the provably translation-invariant and relational properties of prior work. We show that our method is able to learn precise relative placement tasks with only 10-20 multimodal demonstrations with no human annotations across a diverse set of objects within a category.