Vision-language Models (VLMs) excel at 2D grounding, spatial reasoning and agentic tool-based planning in static scenes. However, consider asking a home robot "Is my medication still in the cabinet?" The answer may be physically hidden behind a row of containers that must first be moved aside. Answering such questions in real-world cluttered environments requires reasoning in dynamic scenes: distractors must be manipulated to reveal occluded objects, and each action changes the scene the model must reason over. We formalize this setting as Manipulation-Grounded Visual Question Answering (MG-VQA) and introduce PROBE, a framework for benchmarking and finetuning VLM agents on such tasks. We first develop PROBE-Sim, a high-fidelity tabletop simulator with everyday objects and a robot manipulator equipped with grasping and pushing tools. PROBE-Sim is used to create PROBE-Bench: an evaluation suite of 150 tasks across 6 question types on cluttered tabletop scenes, where a VLM perceives, picks up or pushes objects before answering. We observe consistent trend across all frontier VLMs: agentic tool-based methods outperform their perception-only baselines (8.0
Compositional generalization is essential for robot to follow diverse instructions. However, pretrained policies are known to take shortcuts, deferring to salient cues rather than grounding language. We introduce a diagnostic framework that localizes this failure to individual instruction factors, e.g., reusable semantic components such as color, verb, object, size, and spatial attribute. Our framework formalizes instruction factor bias, the tendency of fine-tuned policies to over-rely on dominant factors as shortcuts, and quantifies it through two metrics: Factor Dominance Rate (FDR), capturing pairwise bias between factors, and Factor Dominance Hierarchy (FDH), aggregating these into a global ranking. Evaluation on six foundation policies reveals broadly consistent ordering, i.e., color ≥ object ≥ spatial ≥ verb ≥ size, with color dominant, and verb and size most under-grounded. We further show the diagnosis is actionable: a bias-aware data collection strategy that reallocates a fixed budget toward under-grounded factors outperforms baselines in simulation and on a real robot using half the demonstrations, thereby enabling more sample-efficient and generalizable policy learning.
Robots operating in open-world environments must seamlessly integrate localization, spatial reasoning, navigation, and long-horizon planning. While specialist models excel at individual tasks, deploying a multi-model stack is computationally expensive and prone to cascading errors. We present Vesta, a unified embodied generalist that consolidates these capabilities into a single foundation model. Our approach combines a diverse and massive curated corpus designed to induce spatial grounding and a simple multimodal memory harness that enables reasoning over extended time horizons. Across diverse benchmarks, Vesta on average beats individual SOTA baselines by >20% and beats an ensemble of per-category-best baselines by >10% – thus demonstrating that a generalist model can match or exceed specialists. On real-world robotic tasks requiring memory and reasoning, Vesta improves task success by >35%. Our work thus demonstrates that a single generalist is a feasible, scalable, and arguably preferable alternative to combining specialists.
Multi-agent systems communicate mostly through text, paying a lossy and expensive decode and re-encode cost. KV-cache communication is a promising alternative, yet most prior work is homogeneous, using duplicate copies of the same model, and avoids the central challenge of cross-model latent alignment; existing heterogeneous methods are also restrictive, typically assuming shared input and using transferred caches mainly for steering. We study a more fundamental question: can heterogeneous agents be aligned well enough to perform real "mind reading" and transfer both what one agent sees and how it thinks? Our information-structure analysis reveals a duality: context-aware transfer is driven by sparse reasoning signals, while context-unaware transfer, where the receiver sees no input, requires dense contextual knowledge preservation. Motivated by this, we propose dense alignment for heterogeneous KV-cache communication via a lightweight cross-model cache transformation and two-phase training: reconstruction followed by generation. Across all six directions of Qwen3-4B, 8B, 14B and six in-domain and out-of-domain benchmarks, our method outperforms prior heterogeneous baselines, matches or exceeds text communication in context-aware settings at roughly 2 to 3 times lower compute, and remains effective in context-unaware transfer where prior methods collapse.
Video generative models show emerging reasoning behaviors. It is essential to ensure that generated events remain causally consistent across frames for reliable deployment, a property we define as reasoning coherence. To bridge the gap in literature for missing reasoning coherence evaluation, we propose MME-CoF-Pro, a comprehensive video reasoning benchmark to assess reasoning coherence in video models. Specifically, MME-CoF-Pro contains 303 samples across 16 categories, ranging from visual logical to scientific reasoning. It introduces Reasoning Score as evaluation metric for assessing process-level necessary intermediate reasoning steps, and includes three evaluation settings, (a) no hint (b) text hint and (c) visual hint, enabling a controlled investigation into the underlying mechanisms of reasoning hint guidance. Evaluation results in 7 open and closed-source video models reveals insights including: (1) Video generative models exhibit weak reasoning coherence, decoupled from generation quality. (2) Text hints boost apparent correctness but often cause inconsistency and hallucinated reasoning (3) Visual hints benefit structured perceptual tasks but struggle with fine-grained perception. Website: https://video-reasoning-coherence.github.io/
The pursuit of general-purpose robotics has yielded impressive foundation models, yet simulation-based benchmarking remains a bottleneck due to rapid performance saturation and a lack of true generalization testing. Existing benchmarks often exhibit significant domain overlap between training and evaluation, trivializing success rates and obscuring insights into robustness. We introduce RoboLab, a simulation benchmarking framework designed to address these challenges. Concretely, our framework is designed to answer two questions: (1) to what extent can we understand the performance of a real-world policy by analyzing its behavior in simulation, and (2) which factor most strongly affect policy behavior. First, RoboLab enables human-authored and LLM-enabled generation of scenes and tasks in a robot- and policy-agnostic manner within a high-fidelity simulation environment. We introduce an accompanying RoboLab-120 benchmark, consisting of 120 tasks categorized into three competency axes: visual, procedural, relational, across three difficulty levels. Second, we introduce a systematic analysis of real-world policies that quantify both their performance and the sensitivity of their behavior to controlled perturbations, exposing significant performance gap in current state-of-the-art models. By providing granular metrics and a scalable toolset, RoboLab offers a scalable framework for evaluating the true generalization capabilities of task-generalist robotic policies. Project website: https://research.nvidia.com/labs/srl/projects/robolab/.
Vision–Language Models (VLMs) have achieved impressive performance on spatial reasoning benchmarks, yet these evaluations mask critical weaknesses in understanding object interactions. Current benchmarks test high-level relationships ("left of," "behind", etc.) but ignore fine-grained spatial understanding needed for real-world applications: precise 3D localization, physical compatibility between objects, object affordances and multi-step spatial planning. In this work, we present BOP-ASK, a novel large-scale dataset for object-interaction reasoning for both training and benchmarking. Our data generation pipeline leverages 6D object poses from the Benchmark for Object Pose Estimation (BOP) datasets from which we derive fine-grained annotations such as grasp poses, referred object poses, path planning trajectories, relative spatial and depth relationships, and object-to-object relationships. BOP-ASK comprises over 150k images and 33M question–answer pairs spanning six tasks (four novel), providing a rich resource for training and evaluating VLMs. We evaluate proprietary and open-sourced VLMs, and conduct human evaluations on BOP-ASK-core, a contributed test benchmark. We also release BOP-ASK-lab, an out-of-distribution benchmark with images not sourced from BOP, enabling testing of generalization. Our experiments demonstrate that models trained on BOP-ASK outperform baselines and exhibit emergent capabilities such as precise object and grasp pose estimation, trajectory planning, and fine-grained object-centric spatial reasoning in cluttered environments. We will publicly release our datasets and dataset generation pipeline.
Vision-language models (VLMs) achieve strong performance on spatial reasoning benchmarks, yet it remains unclear whether this reflects structured 3D understanding or reliance on statistical shortcuts in natural images. We introduce a representation-level analysis framework that constructs minimal contrastive pairs to measure how spatial axes are organized and disentangled within VLM embeddings. Our analysis across multiple model families reveals a consistent vertical-distance entanglement: models conflate vertical image position with distance, mirroring the perspective bias of natural photographs. This bias produces a significant accuracy gap between perspective-consistent and counter-heuristic examples, and intensifies under data scaling even as overall benchmark accuracy improves. We further show that models with similar benchmark scores can exhibit different internal representations, and that these differences predict accuracy and robustness across diverse spatial reasoning benchmarks. To isolate this bias from evaluation-set skew, we introduce SpatialTunnel, a synthetic benchmark designed to expose spatial shortcut biases by removing common correlations present in natural images. Experiments confirm that the entanglement is model-intrinsic, and that models with well-separated spatial axes exhibit greater robustness, suggesting that well-structured spatial representations lead to more reliable spatial reasoning across diverse benchmarks. Code and benchmark are available on the project page: https://cheolhong0916.github.io/whyfarlooksup.github.io/.
We propose TacFiLM, a lightweight modality-fusion approach that integrates visual-tactile signals into vision-language-action (VLA) models. While recent advances in VLA models have introduced robot policies that are both generalizable and semantically grounded, these models mainly rely on vision-based perception. Vision alone, however, cannot capture the complex interaction dynamics that occur during contact-rich manipulation, including contact forces, surface friction, compliance, and shear. While recent attempts to integrate tactile signals into VLA models often increase complexity through token concatenation or large-scale pretraining, the heavy computational demands of behavioural models necessitate more lightweight fusion strategies. To address these challenges, TacFiLM outlines a post-training finetuning approach that conditions intermediate visual features on pretrained tactile representations using feature-wise linear modulation (FiLM). Experimental results on insertion tasks demonstrate consistent improvements in success rate, direct insertion performance, completion time, and force stability across both in-distribution and out-of-distribution tasks. Together, these results support our method as an effective approach to integrating tactile signals into VLA models, improving contact-rich manipulation behaviours.
Modern vehicle platforms are equipped with a rich sensor suite, including LiDAR, calibrated multi-camera rigs, and accurate ego-motion, that in principle offers strong signal for re-rendering a driving scene from novel viewpoints. A growing line of recent work leverages video diffusion models for this task, using their generative priors to synthesize plausible novel views from sparse vehicle observations. In practice, however, existing methods exploit only a fragment of this signal, and their quality tends to degrade as the target trajectory departs from the recorded driving path. We argue that this is fundamentally a multi-sensor fusion problem: sparse LiDAR reprojections supply accurate but incomplete metric geometry, surround-view reference imagery supplies dense appearance but no metric depth, and camera poses tie the two together across views. We introduce StreetNVS, a video diffusion framework that jointly conditions on all three signals through a Reference-Enhanced Camera Attention module based on a relative ray-level positional encoding. We develop a two-stage curriculum training strategy that gradually exposes the model to increasingly sparse LiDAR. On the Waymo Open Dataset, StreetNVS substantially outperforms state-of-the-art baselines under sparse LiDAR conditioning, matches methods that rely on 10-100 times denser point clouds. We further show capabilities of synthesizing coherent videos along extreme out-of-trajectory paths such as elevation, lane-shift, pullback, and rotation. Our website: https://streetnvs.github.io
Creating 3D graphics content for immersive and interactive worlds remains labor-intensive, limiting our ability to create large-scale synthetic data for training foundation models. Recent methods aim to alleviate this, but they often focus on a single aspect (e.g., layout) and do not improve generation quality by simply scaling computational resources. We recast 3D environment generation as a sequential decision-making problem, using Vision-Language Models (VLMs) as policies that output actions to jointly craft a 3D environment's layout, materials, lighting, and assets. Our framework, 3D-Generalist, trains VLMs to generate more prompt-aligned 3D environments via self-improvement fine-tuning. We demonstrate the effectiveness of 3D-Generalist and our training strategy in generating simulation-ready 3D environments. We also demonstrate its quality and scalability for synthetic data generation by pretraining a vision foundation model on the generated data. After fine-tuning on downstream tasks, we show that it surpasses models pre-trained on meticulously human-crafted synthetic data and approaches results achieved when training with orders of magnitude larger real data.
Open-vocabulary long-horizon manipulation requires robots to reason over flexible instructions and complex multi-object scenes while adaptively planning, executing, monitoring, and recovering from failures. We address these demands with a closed agent loop in which a VLM orchestrates heterogeneous robot capabilities as interruptible tools. Unlike in virtual AI agents, the timing of decisions, actions and tool calls is important in a physical world that does not pause for reasoning. We refer to this setting as Physical Orchestration, and propose VoLoAgent, a VLM that plans, monitors, and recovers by treating a VLA/WAM as an interruptible tool it steers mid-rollout alongside vision models and action primitives. To evaluate these long-horizon capabilities, we introduce RoboVoLo, a high-fidelity benchmark for open-vocabulary long-horizon manipulation across common sense, memory/state tracking, complex references, and world knowledge, with both task-level success and failure-mode diagnostics. Experiments show VoLoAgent substantially outperforms single VLA/VLM or tool-based systems, with validation on real-robot experiments. Project page: https://chicychen.github.io/VoLo/
Vision Language Models (VLMs) demonstrate strong qualitative visual understanding, but struggle with metrically precise spatial reasoning required for embodied applications. The agentic paradigm promises that VLMs can use a wide variety of tools that could augment these capabilities, such as depth estimators, segmentation models, and pose estimators. Yet it remains an open challenge how to realize this vision without solely relying on handcrafted prompting strategies or enforcing fixed, predefined tool pipelines that limit VLMs' ability to discover optimal tool-use patterns. Reinforcement Learning could overcome this gap, but has so far been limited to reasoning with a single visual tool due to the large search space in multi-tool reasoning. We introduce Double Interactive Reinforcement Learning (DIRL), a two-phase training framework where VLMs learn to coordinate multiple tools through interactive exploration and feedback. In the teaching phase, we combine demonstrations from a single tool specialist trained via interactive RL with traces from a frontier model using all tools. In the exploration phase, the model further refines multi-tool coordination through continued RL. Our model, SpaceTools, with tool-augmented spatial reasoning ability, achieves state-of-the-art performance on spatial understanding benchmarks (RoboSpatial-Home, BLINK, Internal Benchmark) and demonstrates reliable real-world manipulation using a 7-DOF robot as a tool. DIRL provides substantial improvements over the vanilla SFT (+12% on RoboSpatial) and RL (+16% on RoboSpatial) baselines.
We present the evaluation methodology, datasets and results of the BOP Challenge 2024, the sixth in a series of public competitions organized to capture the state of the art in 6D object pose estimation and related tasks. In 2024, our goal was to transition BOP from lab-like setups to real-world scenarios. First, we introduced new model-free tasks, where no 3D object models are available and methods need to onboard objects just from provided reference videos. Second, we defined a new, more practical 6D object detection task where identities of objects visible in a test image are not provided as input. Third, we introduced new BOP-H3 datasets recorded with high-resolution sensors and AR/VR headsets, closely resembling real-world scenarios. BOP-H3 include 3D models and onboarding videos to support both model-based and model-free tasks. Participants competed on seven challenge tracks, each defined by a task, object onboarding setup, and dataset group. Notably, the best 2024 method for model-based 6D localization of unseen objects (FreeZeV2.1) achieves 22 accuracy on BOP-Classic-Core than the best 2023 method (GenFlow), and is only 4 significantly slower (24.9 vs 2.7s per image). A more practical 2024 method for this task is Co-op which takes only 0.8s per image and is 25X faster and 13 more accurate than GenFlow. Methods have a similar ranking on 6D detection as on 6D localization but higher run time. On model-based 2D detection of unseen objects, the best 2024 method (MUSE) achieves 21 to the best 2023 method (CNOS). However, the 2D detection accuracy for unseen objects is still noticealy (-53 (GDet2023). The online evaluation system stays open and is available at http://bop.felk.cvut.cz/
Comprehensive, unbiased, and comparable evaluation of modern generalist policies is uniquely challenging: existing approaches for robot benchmarking typically rely on heavy standardization, either by specifying fixed evaluation tasks and environments, or by hosting centralized ”robot challenges”, and do not readily scale to evaluating generalist policies across a broad range of tasks and environments. In this work, we propose RoboArena, a new approach for scalable evaluation of generalist robot policies in the real world. Instead of standardizing evaluations around fixed tasks, environments, or locations, we propose to crowd-source evaluations across a distributed network of evaluators. Importantly, evaluators can freely choose the tasks and environments they evaluate on, enabling easy scaling of diversity, but they are required to perform double-blind evaluations over pairs of policies. Then, by aggregating preference feedback from pairwise comparisons across diverse tasks and environments, we can derive a ranking of policies. We instantiate our approach across a network of evaluators at seven academic institutions using the DROID robot platform. Through more than 600 pairwise real-robot evaluation episodes across seven generalist policies, we demonstrate that our crowd-sourced approach can more accurately rank the performance of existing generalist policies than conventional, centralized evaluation approaches, while being more scalable, resilient, and trustworthy. We open our evaluation network to the community and hope that it can enable more accessible comparisons of generalist robot policies.
We introduce GRS (Generating Robotic Simulation tasks), a system addressing real-to-sim for robotic simulations. GRS creates digital twin simulations from single RGB-D observations with solvable tasks for virtual agent training. Using vision-language models (VLMs), our pipeline operates in three stages: 1) scene comprehension with SAM2 for segmentation and object description, 2) matching objects with simulation-ready assets, and 3) generating appropriate tasks. We ensure simulation-task alignment through generated test suites and introduce a router that iteratively refines both simulation and test code. Experiments demonstrate our system's effectiveness in object correspondence and task environment generation through our novel router mechanism.
Current vision-based robotics simulation benchmarks have significantly advanced robotic manipulation research. However, robotics is fundamentally a real-world problem, and evaluation for real-world applications has lagged behind in evaluating generalist policies. In this paper, we discuss challenges and desiderata in designing benchmarks for generalist robotic manipulation policies for the goal of sim-to-real policy transfer. We propose 1) utilizing high visual-fidelity simulation for improved sim-to-real transfer, 2) evaluating policies by systematically increasing task complexity and scenario perturbation to assess robustness, and 3) quantifying performance alignment between real-world performance and its simulation counterparts.
Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design iteration framework that closes this gap by pairing a reinforcement learning (RL) agent, which playtests the game, with a large multimodal model (LMM), which revises the game based on what the agent does. In each loop the RL player completes several episodes, producing (i) numerical play metrics and/or (ii) a compact image strip summarising recent video frames. The LMM designer receives a gameplay goal and the current game configuration, analyses the play traces, and edits the configuration to steer future behaviour toward the goal. We demonstrate results that LMMs can reason over behavioral traces supplied by RL agents to iteratively refine game mechanics, pointing toward practical, scalable tools for AI-assisted game design.
Despite large-scale pretraining endowing models with language and vision reasoning capabilities, improving their spatial reasoning capability remains challenging due to the lack of data grounded in the 3D world. While it is possible for humans to manually create immersive and interactive worlds through 3D graphics, as seen in applications such as VR, gaming, and robotics, this process remains highly labor-intensive. In this paper, we propose a scalable method for generating high-quality 3D environments that can serve as training data for foundation models. We recast 3D environment building as a sequential decision-making problem, employing Vision-Language-Models (VLMs) as policies that output actions to jointly craft a 3D environment's layout, materials, lighting, and assets. Our proposed framework, 3D-Generalist, trains VLMs to generate more prompt-aligned 3D environments via self-improvement fine-tuning. We demonstrate the effectiveness of 3D-Generalist and the proposed training strategy in generating simulation-ready 3D environments. Furthermore, we demonstrate its quality and scalability in synthetic data generation by pretraining a vision foundation model on the generated data. After fine-tuning the pre-trained model on downstream tasks, we show that it surpasses models pre-trained on meticulously human-crafted synthetic data and approaches results achieved with real data orders of magnitude larger.
Generating novel views of a natural scene, e.g., every-day scenes both indoors and outdoors, from a single view is an under-explored problem, even though it is an organic extension to the object-centric novel view synthesis. Existing diffusion-based approaches focus rather on small camera movements in real scenes or only consider unnatural object-centric scenes, limiting their potential applications in real-world settings. In this paper we move away from these constrained regimes and propose a 3D diffusion model trained with image-only losses on a large-scale dataset of real-world, multi-category, unaligned, and casually acquired videos of everyday scenes. We propose DT-NVS, a 3D-aware diffusion model for generalized novel view synthesis that exploits a transformer-based architecture backbone. We make significant contributions to transformer and self-attention architectures to translate images to 3d representations, and novel camera conditioning strategies to allow training on real-world unaligned datasets. In addition, we introduce a novel training paradigm swapping the role of reference frame between the conditioning image and the sampled noisy input. We evaluate our approach on the 3D task of generalized novel view synthesis from a single input image and show improvements over state-of-the-art 3D aware diffusion models and deterministic approaches, while generating diverse outputs.