Manipulation has long been a challenging task for robots, while humans can effortlessly perform complex interactions with objects, such as hanging a cup on the mug rack. A key reason is the lack of a large and uniform dataset for teaching robots manipulation skills. Current robot datasets often record robot action in different action spaces within a simple scene. This hinders the robot to learn a unified and robust action representation for different robots within diverse scenes. Observing how humans understand a manipulation task, we find that understanding how the objects should move in the 3D space is a critical clue for guiding actions. This clue is embodiment-agnostic and suitable for both humans and different robots. Motivated by this, we aim to learn a 3D flow world model from both human and robot manipulation data. This model predicts the future movement of the interacting objects in 3D space, guiding action planning for manipulation. Specifically, we synthesize a large-scale 3D optical flow dataset, named ManiFlow-110k, through a moving object auto-detect pipeline. A video diffusion-based world model then learns manipulation physics from these data, generating 3D optical flow trajectories conditioned on language instructions. With the generated 3D object optical flow, we propose a flow-guided rendering mechanism, which renders the predicted final state and leverages GPT-4o to assess whether the predicted flow aligns with the task description. This equips the robot with a closed-loop planning ability. Finally, we consider the predicted 3D optical flow as constraints for an optimization policy to determine a chunk of robot actions for manipulation. Extensive experiments demonstrate strong generalization across diverse robotic manipulation tasks and reliable cross-embodiment adaptation without hardware-specific training.
This paper presents an effective approach for learning novel 4D embodied world models, TesserAct, which predict the dynamic evolution of 3D scenes over time in response to an embodied agent's actions, providing both spatial and temporal consistency. We propose to learn a 4D world model by training on RGB-DN (RGB, Depth, and Normal) videos. This not only surpasses traditional 2D models by incorporating detailed shape, configuration, and temporal changes into their predictions, but also allows us to effectively learn accurate inverse dynamic models for an embodied agent. Specifically, we first extend existing robotic manipulation video datasets with depth and normal information leveraging off-the-shelf models. Next, we fine-tune a video generation model on this annotated dataset, which jointly predicts RGB-DN (RGB, Depth, and Normal) for each frame. We then present an algorithm to directly convert generated RGB, Depth, and Normal videos into a high-quality 4D scene of the world. Our method ensures temporal and spatial coherence in 4D scene predictions from embodied scenarios, enables novel view synthesis for embodied environments, and facilitates policy learning that significantly outperforms those derived from prior video-based world models.
Spatial reasoning in 3D space is central to human cognition and indispensable for embodied tasks such as navigation and manipulation. However, state-of-the-art vision–language models (VLMs) struggle frequently with tasks as simple as anticipating how a scene will look after an egocentric motion: they perceive 2D images but lack an internal model of 3D dynamics. We therefore propose SpatialNavigator, a test-time scaling framework that grants a VLM with this missing capability by coupling it to a controllable world model based on video diffusion. The VLM iteratively sketches a concise camera trajectory, while the world model synthesizes the corresponding view at each step. The VLM then reasons over this multi-view evidence gathered during the interactive exploration. Without any fine-tuning, our SpatialNavigator achieves an average 7.7\% performance boost on the representative spatial reasoning benchmark SAT, showing that pairing VLMs with world models for test-time scaling offers a simple, plug-and-play route to robust 3D reasoning. Meanwhile, our method also improves upon the test-time inference VLMs trained through reinforcement learning, which demonstrates the potential of our method that utilizes world models for test-time scaling.
Video Generation Models (VGMs) have become powerful backbones for Vision-Language-Action (VLA) models, leveraging large-scale pretraining for robust dynamics modeling. However, current methods underutilize their distribution modeling capabilities for predicting future states. Two challenges hinder progress: integrating generative processes into feature learning is both technically and conceptually underdeveloped, and naive frame-by-frame video diffusion is computationally inefficient for real-time robotics. To address these, we propose Manipulate in Dream (MinD), a dual-system world model for real-time, risk-aware planning. MinD uses two asynchronous diffusion processes: a low-frequency visual generator (LoDiff) that predicts future scenes and a high-frequency diffusion policy (HiDiff) that outputs actions. Our key insight is that robotic policies do not require fully denoised frames but can rely on low-resolution latents generated in a single denoising step. To connect early predictions to actions, we introduce DiffMatcher, a video-action alignment module with a novel co-training strategy that synchronizes the two diffusion models. MinD achieves a 63
This paper presents an effective approach for learning novel 4D embodied world models, which predict the dynamic evolution of 3D scenes over time in response to an embodied agent's actions, providing both spatial and temporal consistency. We propose to learn a 4D world model by training on RGB-DN (RGB, Depth, and Normal) videos. This not only surpasses traditional 2D models by incorporating detailed shape, configuration, and temporal changes into their predictions, but also allows us to effectively learn accurate inverse dynamic models for an embodied agent. Specifically, we first extend existing robotic manipulation video datasets with depth and normal information leveraging off-the-shelf models. Next, we fine-tune a video generation model on this annotated dataset, which jointly predicts RGB-DN (RGB, Depth, and Normal) for each frame. We then present an algorithm to directly convert generated RGB, Depth, and Normal videos into a high-quality 4D scene of the world. Our method ensures temporal and spatial coherence in 4D scene predictions from embodied scenarios, enables novel view synthesis for embodied environments, and facilitates policy learning that significantly outperforms those derived from prior video-based world models.
Humans develop an understanding of intuitive physics through active interaction with the world. This approach is in stark contrast to current video models, such as Sora, which rely on passive observation and therefore struggle with grasping physical causality. This observation leads to our central hypothesis: authentic physical intuition of the world model must be grounded in extensive, causally rich interactions with the real world. To test this hypothesis, we present WoW, a 14-billion-parameter generative world model trained on 2 million robot interaction trajectories. Our findings reveal that the model's understanding of physics is a probabilistic distribution of plausible outcomes, leading to stochastic instabilities and physical hallucinations. Furthermore, we demonstrate that this emergent capability can be actively constrained toward physical realism by SOPHIA, where vision-language model agents evaluate the DiT-generated output and guide its refinement by iteratively evolving the language instructions. In addition, a co-trained Inverse Dynamics Model translates these refined plans into executable robotic actions, thus closing the imagination-to-action loop. We establish WoWBench, a new benchmark focused on physical consistency and causal reasoning in video, where WoW achieves state-of-the-art performance in both human and autonomous evaluation, demonstrating strong ability in physical causality, collision dynamics, and object permanence. Our work provides systematic evidence that large-scale, real-world interaction is a cornerstone for developing physical intuition in AI. Models, data, and benchmarks will be open-sourced.
In multiagent systems, learning optimal behavior policies for individual agents remains a challenging yet crucial task. While recent research has made strides in this area, the issue of when agents should maintain consistent behaviors with one another is still not adequately addressed. This article proposes a novel approach to enable agents to autonomously decide whether their behaviors should align with those of their peers by leveraging intrinsic rewards to optimize their policies. We define behavior consistency as the divergence between the actions taken by two agents given the same observations. To encourage agents to be aware of each other’s behaviors, we propose dynamic consistency-based intrinsic reward (DCIR), which guides agents in determining when to synchronize their behaviors. In addition, we introduce a dynamic scaling network (DSN) that provides learnable scaling factors at each time step, enabling agents to dynamically decide the extent of rewarding consistent behavior. Our method is evaluated on environments including Multiagent Particle, Google Research Football, and StarCraft II Micromanagement. Experimental results demonstrate its effectiveness in learning optimal policies.
World models aim to learn action-controlled future prediction and have proven essential for the development of intelligent agents. However, most existing world models rely heavily on substantial action-labeled data and costly training, making it challenging to adapt to novel environments with heterogeneous actions through limited interactions. This limitation can hinder their applicability across broader domains. To overcome this limitation, we propose AdaWorld, an innovative world model learning approach that enables efficient adaptation. The key idea is to incorporate action information during the pretraining of world models. This is achieved by extracting latent actions from videos in a self-supervised manner, capturing the most critical transitions between frames. We then develop an autoregressive world model that conditions on these latent actions. This learning paradigm enables highly adaptable world models, facilitating efficient transfer and learning of new actions even with limited interactions and finetuning. Our comprehensive experiments across multiple environments demonstrate that AdaWorld achieves superior performance in both simulation quality and visual planning.
Text-to-video models have demonstrated substantial potential in robotic decision-making, enabling the imagination of realistic plans of future actions as well as accurate environment simulation. However, one major issue in such models is generalization -- models are limited to synthesizing videos subject to language instructions similar to those seen at training time. This is heavily limiting in decision-making, where we seek a powerful world model to synthesize plans of unseen combinations of objects and actions in order to solve previously unseen tasks in new environments. To resolve this issue, we introduce RoboDreamer, an innovative approach for learning a compositional world model by factorizing the video generation. We leverage the natural compositionality of language to parse instructions into a set of lower-level primitives, which we condition a set of models on to generate videos. We illustrate how this factorization naturally enables compositional generalization, by allowing us to formulate a new natural language instruction as a combination of previously seen components. We further show how such a factorization enables us to add additional multimodal goals, allowing us to specify a video we wish to generate given both natural language instructions and a goal image. Our approach can successfully synthesize video plans on unseen goals in the RT-X, enables successful robot execution in simulation, and substantially outperforms monolithic baseline approaches to video generation.
Decentralized learning has shown great promise for cooperative multi-agent reinforcement learning (MARL). However, non-stationarity remains a significant challenge in fully decentralized learning. In the paper, we tackle the non-stationarity problem in the simplest and fundamental way and propose multi-agent alternate Q-learning (MA2QL), where agents take turns updating their Q-functions by Q-learning. MA2QL is a minimalist approach to fully decentralized cooperative MARL but is theoretically grounded. We prove that when each agent guarantees ε-convergence at each turn, their joint policy converges to a Nash equilibrium. In practice, MA2QL only requires minimal changes to independent Q-learning (IQL). We empirically evaluate MA2QL on a variety of cooperative multi-agent tasks. Results show MA2QL consistently outperforms IQL, which verifies the effectiveness of MA2QL, despite such minimal changes.
Diffusion models have risen as a promising approach to data-driven planning, and have demonstrated impressive robotic control, reinforcement learning, and video planning performance. Given an effective planner, an important question to consider is replanning -- when given plans should be regenerated due to both action execution error and external environment changes. Direct plan execution, without replanning, is problematic as errors from individual actions rapidly accumulate and environments are partially observable and stochastic. Simultaneously, replanning at each timestep incurs a substantial computational cost, and may prevent successful task execution, as different generated plans prevent consistent progress to any particular goal. In this paper, we explore how we may effectively replan with diffusion models. We propose a principled approach to determine when to replan, based on the diffusion model's estimated likelihood of existing generated plans. We further present an approach to replan existing trajectories to ensure that new plans follow the same goal state as the original trajectory, which may efficiently bootstrap off previously generated plans. We illustrate how a combination of our proposed additions significantly improves the performance of diffusion planners leading to 38\% gains over past diffusion planning approaches on Maze2D, and further enables the handling of stochastic and long-horizon robotic control tasks. Videos can be found on the anonymous website: \url{https://vis-www.cs.umass.edu/replandiffuser/}.
Decentralized learning has shown great promise for cooperative multi-agent reinforcement learning (MARL). However, non-stationarity remains a significant challenge in fully decentralized learning. In the paper, we tackle the non-stationarity problem in the simplest and fundamental way and propose multi-agent alternate Q-learning (MA2QL), where agents take turns updating their Q-functions by Q-learning. MA2QL is a minimalist approach to fully decentralized cooperative MARL but is theoretically grounded. We prove that when each agent guarantees $\varepsilon$-convergence at each turn, their joint policy converges to a Nash equilibrium. In practice, MA2QL only requires minimal changes to independent Q-learning (IQL). We empirically evaluate MA2QL on a variety of cooperative multi-agent tasks. Results show MA2QL consistently outperforms IQL, which verifies the effectiveness of MA2QL, despite such minimal changes.
Learning optimal behavior policy for each agent in multi-agent systems is an essential yet difficult problem. Despite fruitful progress in multi-agent reinforcement learning, the challenge of addressing the dynamics of whether two agents should exhibit consistent behaviors is still under-explored. In this paper, we propose a new approach that enables agents to learn whether their behaviors should be consistent with that of other agents by utilizing intrinsic rewards to learn the optimal policy for each agent. We begin by defining behavior consistency as the divergence in output actions between two agents when provided with the same observation. Subsequently, we introduce dynamic consistency intrinsic reward (DCIR) to stimulate agents to be aware of others' behaviors and determine whether to be consistent with them. Lastly, we devise a dynamic scale network (DSN) that provides learnable scale factors for the agent at every time step to dynamically ascertain whether to award consistent behavior and the magnitude of rewards. We evaluate DCIR in multiple environments including Multi-agent Particle, Google Research Football and StarCraft II Micromanagement, demonstrating its efficacy.
We introduce a visually-guided task-and-motion planning benchmark, which we call the ThreeDWorld Trans-port Challenge. In this challenge, an embodied agent is spawned randomly in a simulated physical home environment and required to transport a small set of objects scattered around the house with containers. We build this benchmark challenge using the ThreeDWorld simulation: a virtual 3D environment where all objects respond to physics, and a robot agent can be controlled using a fully physics-driven navigation and interaction API. We evaluate several existing agents on this benchmark. Experimental results suggest that: 1) a pure RL model struggles on this challenge; 2) state-of-the-art hierarchical planning-based agents can transport some objects but are still far from solving this task. We anticipate that this benchmark will empower researchers to develop more intelligent physics-aware robot learning algorithms.
The way an object looks and sounds provide complementary reflections of its physical properties. In many settings cues from vision and audition arrive asynchronously but must be integrated, as when we hear an object dropped on the floor and then must find it. In this paper, we introduce a setting in which to study multi-modal object localization in 3D virtual environments. An object is dropped somewhere in a room. An embodied robot agent, equipped with camera and microphone, must determine what object has been dropped - and where - by combining audio and visual signals with knowledge of the underlying physics. To study this problem, we have generated a large-scale dataset - the Fallen Objects dataset - that includes 8000 instances of 30 physical object categories in 64 rooms. The dataset uses the ThreeDWorld Platform that can simulate physics-based impact sounds and complex physical interactions between objects in a photorealistic setting. As a first step toward addressing this challenge, we develop a set of embodied agent baselines, based on imitation learning, reinforcement learning, and modular planning, and perform an in-depth analysis of the challenge of this new task. This dataset is publicly available11Project page: http://fallen-object.csail.mit.edu.
Humans can decompose previous experiences into skills and reuse them to enable fast learning in the future. Inspired by this process, we propose a new model called Option-Controller Network (OCN), which is a bi-level recurrent policy network composed of a high-level controller and a pool of low-level options. The options are disconnected from any task-specific information to model task-agnostic skills. The controller use options to solve a given task, and it calls one option at a time and waits until the option return. With the isolation of information and the synchronous calling mechanism, we can impose a division of works between the controller and options in an end-to-end training regime. In experiments, we first perform behavior cloning from unstructured demonstrations coming from different tasks. We then freeze the learned options and learn a new controller with an RL algorithm to solve a new task. Extensive results on discrete and continuous environments show that OCN can jointly learn to decompose unstructured demonstrations into skills and model each skill with separate options. The learned options provide a good temporal abstraction, allowing OCN to quickly transfer to tasks with a novel combination of learned skills even with sparse reward, while previous methods either suffer from the delayed reward problem due to the lack of temporal abstraction or a complicated option controlling mechanism that increases the complexity of exploration.
Online medical crowdfunding campaigns (OMCCs) help patients seek financial support. First impressions (FIs) of an OMCC, including perceived empathy, credibility, justice, impact, and attractiveness, could affect viewers’ donation decisions. Images play a crucial role in manifesting FIs, and it is beneficial for fundraisers to understand how viewers may judge their selected images for OMCCs beforehand. This work proposes a data-driven approach to assessing whether an OMCC image conveys appropriate FIs. We first crowdsource viewers’ perception of OMCC images. Statistical analysis confirms that agreement on all five dimensions of FIs exists, and these FIs positively correlate with donation intention. We compute image content, color, texture, and composition features, then analyze the correlation between these visual features and FIs. We further predict FIs based on these features, and the best model achieves an overall F1-score of 0.727. Finally, we discuss how our insights could benefit fundraisers and possible ethical concerns.
We introduce a visually-guided and physics-driven task-and-motion planning benchmark, which we call the ThreeDWorld Transport Challenge. In this challenge, an embodied agent equipped with two 9-DOF articulated arms is spawned randomly in a simulated physical home environment. The agent is required to find a small set of objects scattered around the house, pick them up, and transport them to a desired final location. We also position containers around the house that can be used as tools to assist with transporting objects efficiently. To complete the task, an embodied agent must plan a sequence of actions to change the state of a large number of objects in the face of realistic physical constraints. We build this benchmark challenge using the ThreeDWorld simulation: a virtual 3D environment where all objects respond to physics, and where can be controlled using fully physics-driven navigation and interaction API. We evaluate several existing agents on this benchmark. Experimental results suggest that: 1) a pure RL model struggles on this challenge; 2) hierarchical planning-based agents can transport some objects but still far from solving this task. We anticipate that this benchmark will empower researchers to develop more intelligent physics-driven robots for the physical world.
Many complex real-world tasks are composed of several levels of sub-tasks. Humans leverage these hierarchical structures to accelerate the learning process and achieve better generalization. In this work, we study the inductive bias and propose Ordered Memory Policy Network (OMPN) to discover subtask hierarchy by learning from demonstration. The discovered subtask hierarchy could be used to perform task decomposition, recovering the subtask boundaries in an unstruc-tured demonstration. Experiments on Craft and Dial demonstrate that our modelcan achieve higher task decomposition performance under both unsupervised and weakly supervised settings, comparing with strong baselines. OMPN can also bedirectly applied to partially observable environments and still achieve higher task decomposition performance. Our visualization further confirms that the subtask hierarchy can emerge in our model.
Simulated virtual environments serve as one of the main driving forces behind developing and evaluating skill learning algorithms. However, existing environments typically only simulate rigid body physics. Additionally, the simulation process usually does not provide gradients that might be useful for planning and control optimizations. We introduce a new differentiable physics benchmark called PasticineLab, which includes a diverse collection of soft body manipulation tasks. In each task, the agent uses manipulators to deform the plasticine into the desired configuration. The underlying physics engine supports differentiable elastic and plastic deformation using the DiffTaichi system, posing many under-explored challenges to robotic agents. We evaluate several existing reinforcement learning (RL) methods and gradient-based methods on this benchmark. Experimental results suggest that 1) RL-based approaches struggle to solve most of the tasks efficiently; 2) gradient-based approaches, by optimizing open-loop control sequences with the built-in differentiable physics engine, can rapidly find a solution within tens of iterations, but still fall short on multi-stage tasks that require long-term planning. We expect that PlasticineLab will encourage the development of novel algorithms that combine differentiable physics and RL for more complex physics-based skill learning tasks.