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Oct 16

CoorDex: Coordinating Body and Hand Priors for Continuous Dexterous Humanoid Loco-Manipulation

Humanoid loco-manipulation is often simplified into a stop-and-go process: walking to an object, stopping to manipulate it, and then resuming locomotion. It also commonly relies on low degree-of-freedom (DoF) end effectors that behave like an open-close grasp primitive. We introduce CoorDex, a learning pipeline that converts high-dimensional body and dexterous hand control into coordinated latent residual control, enabling high-DoF dexterous loco-manipulation on the move. Starting from simulated whole-body and hand demonstrations, CoorDex trains privileged motion tracking teachers for the humanoid body and dexterous hand, distills them into proprioception-conditioned latent priors, and uses the frozen priors as the action space for downstream residual reinforcement learning. A coordinated latent residual policy composes these priors through shared task context and separate body-hand residual heads, preserving natural whole-body motion while improving finger-level contact reliability. CoorDex enables a Unitree G1 humanoid with a 20-DoF WUJI hand to execute dexterous manipulation while in motion, including non-stop bottle grasping and carrying, fridge door opening on the move, and cube pick-and-turn. Ablations on the walk-grasp-carry task show that joint-space PPO, joint-space hand control, and monolithic latent prediction all fail under the same reward budget, while the latent-prior interface and coordinated residual structure make high-dimensional contact-rich loco-manipulation trainable. Project Page: https://skevinci.github.io/coordex/

  • 6 authors
·
Jun 21

Benchmarking Open-Ended Multi-Agent Coordination in Language Agents

As language models are increasingly deployed as autonomous agents, they must coordinate with others over long horizons in open-ended interactive tasks. Yet existing evaluations rarely test these demands together, instead emphasising single-agent tasks, short interactions, or highly structured multi-agent settings. We introduce alem, a JAX-based benchmark for open-ended multi-agent coordination built on Craftax-like dynamics. Alem embeds procedurally generated coordination tasks, soft specialisation, communication, and controllable coordination difficulty into a long-horizon survival world with exploration, crafting, trading, and combat. We evaluate 13 modern LLMs zero-shot within homogeneous teams, with trained MARL agents as reference points. Current LLM agents remain far from solving alem, averaging only ~6% normalised return, but their failures are not uniform. On the hardest coordination setting, zero-shot Gemini-3.1-Pro-High approaches MARL agents trained for one billion steps, while GPT-5.4-High achieves strong base-task reward but much lower coordination reward. This contrast shows that individual task competence does not imply coordination competence. Ablations show that communication is the largest contributor to coordination, while memory and reasoning help when used to maintain multi-step plans. Overall, our results identify coordination as a distinct bottleneck for frontier LLM agents, separate from single-agent capabilities. Alem makes this bottleneck measurable and provides a controlled testbed for developing agents that communicate, allocate roles, and execute shared plans. Code is available at https://github.com/alem-world/alem-env.

alem-world Alem
·
Jun 5 1

Context-Aware Bayesian Network Actor-Critic Methods for Cooperative Multi-Agent Reinforcement Learning

Executing actions in a correlated manner is a common strategy for human coordination that often leads to better cooperation, which is also potentially beneficial for cooperative multi-agent reinforcement learning (MARL). However, the recent success of MARL relies heavily on the convenient paradigm of purely decentralized execution, where there is no action correlation among agents for scalability considerations. In this work, we introduce a Bayesian network to inaugurate correlations between agents' action selections in their joint policy. Theoretically, we establish a theoretical justification for why action dependencies are beneficial by deriving the multi-agent policy gradient formula under such a Bayesian network joint policy and proving its global convergence to Nash equilibria under tabular softmax policy parameterization in cooperative Markov games. Further, by equipping existing MARL algorithms with a recent method of differentiable directed acyclic graphs (DAGs), we develop practical algorithms to learn the context-aware Bayesian network policies in scenarios with partial observability and various difficulty. We also dynamically decrease the sparsity of the learned DAG throughout the training process, which leads to weakly or even purely independent policies for decentralized execution. Empirical results on a range of MARL benchmarks show the benefits of our approach.

  • 2 authors
·
Jun 2, 2023

CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects

Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.

  • 4 authors
·
May 27, 2025 2

CoFlow: Coordinated Few-Step Flow for Offline Multi-Agent Decision Making

Generative models have emerged as a major paradigm for offline multi-agent reinforcement learning (MARL), but existing approaches require many iterative sampling steps. Recent few-step accelerations either distill a joint teacher into independent students or apply averaged velocities independently per agent, suggesting that few-step inference requires sacrificing inter-agent coordination. We show this trade-off is not necessary: single-pass multi-agent generation can preserve coordination when the velocity field is natively joint-coupled. We propose Coordinated few-step Flow (CoFlow), an architecture that combines Coordinated Velocity Attention (CVA) with Adaptive Coordination Gating. A finite-difference consistency surrogate further replaces memory-prohibitive Jacobian-vector product backpropagation through the averaged velocity field with two stop-gradient forward passes. Across 60 configurations spanning MPE, MA-MuJoCo, and SMAC, CoFlow matches or surpasses Gaussian / value-based, transformer, diffusion, and prior flow baselines on episodic return. Three independent coordination probes confirm that the gains flow through inter-agent coordination rather than per-agent capacity. A denoising-step sweep shows that single-pass inference suffices on every configuration. CoFlow reaches state-of-the-art coordination quality in 1-3 denoising steps under both centralized and decentralized execution. Project page: https://github.com/Guowei-Zou/coflow.

  • 5 authors
·
May 1

AgensFlow: A Coordination-Policy Substrate for Multi-Agent Systems

Multi-agent systems built on large language models (LLMs) require many coordination choices that are difficult to fix a priori: which skill protocol to invoke, which agent role should perform a subtask, which model to bind to each role, how roles should interact, when to use retrieval or verification, and when to omit a step entirely. These choices interact with task regime and operational constraints, so static pipelines and one-off model comparisons provide only a limited view of the design space. This paper introduces AgensFlow, an open-source framework that treats multi-agent coordination as an online policy-learning problem under partial observability. The framework makes coordination decisions observable and learnable from repeated trajectories, rather than treating skill, role, model, topology, and evaluation choices as fixed pipeline design. AgensFlow is evaluated on two corpora: distributed-systems incident tasks and security-advisory tasks. The evaluation shows three main results: learned routing reaches a higher-quality operating point than a fixed pipeline baseline on coordination-heavy classes; skip:X isolates topology compression as a meaningful part of the substrate; and warm-started policy graphs can reduce exploration cost while preserving plateau quality. Overall, the results support that learned, auditable routing can improve coordination-heavy multi-agent workflows over static wiring.

  • 1 authors
·
May 25 2

OpenHA: A Series of Open-Source Hierarchical Agentic Models in Minecraft

The choice of action spaces is a critical yet unresolved challenge in developing capable, end-to-end trainable agents. This paper first presents a large-scale, systematic comparison of prominent abstracted action spaces and tokenizers for Vision-Language-Action (VLA) or hierarchical agent models in the open-ended Minecraft. Our analysis reveals that no single action space is universally optimal; instead, the most effective abstraction is highly task-dependent, creating a dilemma for building generalist agents. To resolve this, we introduce Chain of Action (CoA), a novel framework that unifies high-level planning and low-level control within a single, monolithic VLA model. CoA treats an abstracted action not as a command for a separate policy, but as an intermediate reasoning step--akin to a chain of thought--that guides the generation of the final, executable action. Furthermore, we demonstrate that an All-in-One agent trained on a diverse mixture of action spaces using the CoA paradigm learns a more robust and generalizable policy. This unified agent achieves a new state-of-the-art, improving the overall task success rate over strong, specialized baselines. To foster reproducible research, we release the OpenHA (Open Hierarchical Agents) suite, which includes our comprehensive benchmark of over 800 distinct tasks, curated datasets, source code, and all pretrained model checkpoints at https://github.com/CraftJarvis/OpenHA

  • 7 authors
·
Sep 12, 2025 1

Revisiting Open-Loop Execution in Robotics: Toward Reactive, Higher-Performing Policies

Action chunking --- the practice of predicting a sequence of actions and executing a prefix open-loop --- has emerged as a key enabler of recent progress in imitation learning for robotic manipulation. However, executing long open-loop prefixes reduces reactivity, limiting policies' ability to correct for errors. Further, the mechanisms underlying these performance benefits remain poorly understood: prior works cite mitigating compounding errors, absorbing inference latency, or smoothing motions, but provide limited controlled evidence or guidance for preserving reactivity. In this work, we argue that long open-loop execution primarily helps short-context policies imitate "non-Markovian demonstrations". Across four simulation and two real-world tasks, we show that expert non-Markovianity strongly shapes the relationship between task success and open-loop execution horizon. Further, we investigate the impact of compounding errors --- the prevailing explanation for long open-loop execution in prior work --- and find that while they matter, expert non-Markovianity has a much stronger impact in our experimental setting. Finally, we show that when policies are provided with a sufficiently long context, open-loop execution is no longer beneficial and the most reactive, closed-loop policies perform best. While imitation learning has seen great success using long open-loop execution, our findings motivate long-context, reactive policies as a more principled and performant paradigm.

  • 6 authors
·
Aug 16

Decentralized Master-Mind: Joint Action Refinement through Iterative Intent Denoising in Multi-Agent Pathfinding

Decentralized multi-agent path finding (MAPF) with communication requires agents to reach individual goals without collisions under partial observability. Learnable policies trained on expert data provide an effective approach to this problem. However, when several coordinated joint actions are valid in the same context, independently sampling from per-agent distributions can recombine locally valid choices into incompatible joint actions. This failure can arise from the final sampling mechanism even when the per-agent action distributions are learned correctly. DMM (Decentralized Master-Mind) addresses this by replacing one-shot action sampling with discrete, iterative refinement of action intents across communication rounds, inspired by denoising in diffusion models. Agents initialize random action intents and refine them through local communication, coupling their choices before commitment. DMM is pretrained with imitation learning on expert MAPF solutions and further optimized with MICPO, a critic-free group-relative reinforcement-learning method designed for multi-agent, multi-round action refinement. DMM generally achieves higher success rates and lower solution costs than the evaluated learnable baselines. On 1,600 MovingAI tasks, DMM fine-tuned with MICPO solves 1,598, the highest coverage among the evaluated methods, while achieving solution costs close to those of the strongest baselines. DMM also scales to over one million simultaneously acting agents in obstacle-rich environments. These results show that round-level intent refinement can improve joint-action coordination while preserving decentralized execution.

  • 6 authors
·
Sep 24 2

Multi-Agent Teams Hold Experts Back

Multi-agent LLM systems are increasingly deployed as autonomous collaborators, where agents interact freely rather than execute fixed, pre-specified workflows. In such settings, effective coordination cannot be fully designed in advance and must instead emerge through interaction. However, most prior work enforces coordination through fixed roles, workflows, or aggregation rules, leaving open the question of how well self-organizing teams perform when coordination is unconstrained. Drawing on organizational psychology, we study whether self-organizing LLM teams achieve strong synergy, where team performance matches or exceeds the best individual member. Across human-inspired and frontier ML benchmarks, we find that -- unlike human teams -- LLM teams consistently fail to match their expert agent's performance, even when explicitly told who the expert is, incurring performance losses of up to 37.6%. Decomposing this failure, we show that expert leveraging, rather than identification, is the primary bottleneck. Conversational analysis reveals a tendency toward integrative compromise -- averaging expert and non-expert views rather than appropriately weighting expertise -- which increases with team size and correlates negatively with performance. Interestingly, this consensus-seeking behavior improves robustness to adversarial agents, suggesting a trade-off between alignment and effective expertise utilization. Our findings reveal a significant gap in the ability of self-organizing multi-agent teams to harness the collective expertise of their members.

  • 7 authors
·
Feb 8

CaPo: Cooperative Plan Optimization for Efficient Embodied Multi-Agent Cooperation

In this work, we address the cooperation problem among large language model (LLM) based embodied agents, where agents must cooperate to achieve a common goal. Previous methods often execute actions extemporaneously and incoherently, without long-term strategic and cooperative planning, leading to redundant steps, failures, and even serious repercussions in complex tasks like search-and-rescue missions where discussion and cooperative plan are crucial. To solve this issue, we propose Cooperative Plan Optimization (CaPo) to enhance the cooperation efficiency of LLM-based embodied agents. Inspired by human cooperation schemes, CaPo improves cooperation efficiency with two phases: 1) meta-plan generation, and 2) progress-adaptive meta-plan and execution. In the first phase, all agents analyze the task, discuss, and cooperatively create a meta-plan that decomposes the task into subtasks with detailed steps, ensuring a long-term strategic and coherent plan for efficient coordination. In the second phase, agents execute tasks according to the meta-plan and dynamically adjust it based on their latest progress (e.g., discovering a target object) through multi-turn discussions. This progress-based adaptation eliminates redundant actions, improving the overall cooperation efficiency of agents. Experimental results on the ThreeDworld Multi-Agent Transport and Communicative Watch-And-Help tasks demonstrate that CaPo achieves much higher task completion rate and efficiency compared with state-of-the-arts.The code is released at https://github.com/jliu4ai/CaPo.

  • 7 authors
·
Nov 7, 2024

HRIBench: Benchmarking Interaction-Centric Human-Robot Collaboration

Current vision-language-action (VLA) benchmarks primarily evaluate isolated manipulation skills while leaving human-robot interaction structure largely unmodeled. However, real-world collaboration fundamentally requires coordination under shared agency, including intent understanding, temporal synchronization, protocol adherence, and safe interaction in dynamic environments. To address this gap, we introduce HRIBench, a diagnostic benchmark for intent-aware human-robot collaboration based on executable interaction scenarios. HRIBench represents collaborative tasks as structured scenario scripts that explicitly model agent roles, temporal dependencies, coordination constraints, and human behavior distributions. Building on this abstraction, HRIBench defines three representative interaction roles: Instructor, Collaborator, and Intruder, covering intent communication, joint coordination, and robustness under human intervention. The benchmark contains 13 role-conditioned tasks with over 650 evaluation episodes generated from diverse interaction trajectories and scene variations. Beyond binary task success, HRIBench introduces interpretable interaction-centric metrics spanning synchronization, responsiveness, protocol compliance, and safety. We evaluate adapted policies based on GR00T, pi0.5, and ACT under a unified protocol. Results show that current foundation robot policies struggle substantially in collaborative settings despite strong manipulation ability, revealing major limitations in temporal coordination and intent-aware behavior. Fine-tuning on HRIBench consistently improves collaborative performance. In a real-world adaptation study, simulation data generated by HRIBench improves GR00T N1.5's physical-task success rate from 0.10 to 0.43, demonstrating the benchmark's value for advancing interaction-centric robot learning.

  • 6 authors
·
Jul 4

MA-VLA: Multi-Arm Vision-Language-Action Model for Collaboration and Compositional Generalization

Multi-arm collaboration is becoming a core capability in embodied manipulation. Recent vision-language-action (VLA) models integrate perception, language, and control, but most represent language as a single global instruction and do not provide an explicit mechanism for assigning and composing arm-specific behaviors. This design limits transfer to collaboration patterns that differ from those observed during training. We present MA-VLA, a unified framework for multi-arm collaboration via atomic action assignment. MA-VLA decomposes cooperative behavior into mid-level atomic prompts and allocates them to individual arms, enabling explicit subgoal specification and compositional reuse across tasks. To reduce reliance on fixed execution roles, we introduce Arm Shuffle, a training-time permutation of the observation, state, and assigned atomic prompts for each arm. This permutation enforces role-agnostic instruction following and supports recomposition into unseen coordination patterns, which we term multi-arm compositional generalization. We also construct a benchmark in which test-time collaboration patterns are absent in training set. Across simulation and real-world evaluations, prior state-of-the-art VLAs largely fail under these unseen collaborations, while MA-VLA consistently succeeds. These results indicate that structured, per-arm atomic action assignment offers a practical route to scalable generalization in multi-arm embodied systems. Code, models, and data are available at https://github.com/zhangzaibin/future-robots

One to rule them all: natural language to bind communication, perception and action

In recent years, research in the area of human-robot interaction has focused on developing robots capable of understanding complex human instructions and performing tasks in dynamic and diverse environments. These systems have a wide range of applications, from personal assistance to industrial robotics, emphasizing the importance of robots interacting flexibly, naturally and safely with humans. This paper presents an advanced architecture for robotic action planning that integrates communication, perception, and planning with Large Language Models (LLMs). Our system is designed to translate commands expressed in natural language into executable robot actions, incorporating environmental information and dynamically updating plans based on real-time feedback. The Planner Module is the core of the system where LLMs embedded in a modified ReAct framework are employed to interpret and carry out user commands. By leveraging their extensive pre-trained knowledge, LLMs can effectively process user requests without the need to introduce new knowledge on the changing environment. The modified ReAct framework further enhances the execution space by providing real-time environmental perception and the outcomes of physical actions. By combining robust and dynamic semantic map representations as graphs with control components and failure explanations, this architecture enhances a robot adaptability, task execution, and seamless collaboration with human users in shared and dynamic environments. Through the integration of continuous feedback loops with the environment the system can dynamically adjusts the plan to accommodate unexpected changes, optimizing the robot ability to perform tasks. Using a dataset of previous experience is possible to provide detailed feedback about the failure. Updating the LLMs context of the next iteration with suggestion on how to overcame the issue.

  • 3 authors
·
Nov 22, 2024 2

Residual Denoising Enables Sample-Efficient Multi-Agent Coordination on Demand

Pretrained robot policies offer strong manipulation skills but are typically limited to single-agent settings, where a robot acts in isolation. In this work, we study how to adapt pretrained single-agent diffusion policies to multi-agent settings using minimal collaborative data, co-optimizing for two key objectives: high coordination performance and single-agent skill retention. To this end, we introduce ALTER, an adaptation method for coordination on demand: the adapted policy coordinates with other robots when deployed in a team while remaining capable of acting independently when operating alone. Execution is decentralized: each robot acts only on its own visual observations, without explicit inter-agent communication. Our method trains a coordination head that predicts a residual denoiser to transform single-agent behavior into coordinated multi-agent behavior when necessary while also preserving single-agent capabilities. To preserve single-agent capabilities, we augment a small number of collaborative demonstrations with self-distilled data generated by the base policy during training of the residual denoiser. In simulation, ALTER achieves higher coordination success over our baselines while retaining much higher source-skill retention. In our hardware experiments, we find similar trends where ALTER better co-optimizes for coordination success and single-agent skill retention than the baselines.

  • 5 authors
·
Sep 28

AssemblyHands-X: Modeling 3D Hand-Body Coordination for Understanding Bimanual Human Activities

Bimanual human activities inherently involve coordinated movements of both hands and body. However, the impact of this coordination in activity understanding has not been systematically evaluated due to the lack of suitable datasets. Such evaluation demands kinematic-level annotations (e.g., 3D pose) for the hands and body, yet existing 3D activity datasets typically annotate either hand or body pose. Another line of work employs marker-based motion capture to provide full-body pose, but the physical markers introduce visual artifacts, thereby limiting models' generalization to natural, markerless videos. To address these limitations, we present AssemblyHands-X, the first markerless 3D hand-body benchmark for bimanual activities, designed to study the effect of hand-body coordination for action recognition. We begin by constructing a pipeline for 3D pose annotation from synchronized multi-view videos. Our approach combines multi-view triangulation with SMPL-X mesh fitting, yielding reliable 3D registration of hands and upper body. We then validate different input representations (e.g., video, hand pose, body pose, or hand-body pose) across recent action recognition models based on graph convolution or spatio-temporal attention. Our extensive experiments show that pose-based action inference is more efficient and accurate than video baselines. Moreover, joint modeling of hand and body cues improves action recognition over using hands or upper body alone, highlighting the importance of modeling interdependent hand-body dynamics for a holistic understanding of bimanual activities.

  • 5 authors
·
Sep 27, 2025

DPBench: Structural Determinants of Multi-Agent LLM Coordination Under Simultaneous Resource Contention

We present DPBench, a benchmark for evaluating coordination in multi-agent systems built from large language models. Existing benchmarks measure task-level success under a fixed protocol; the structural conditions under which coordination succeeds or fails at all have not been characterised. DPBench adapts the Dining Philosophers problem into a controlled testbed where the action protocol, the communication structure, and the group size each vary independently. We evaluate six agents: GPT-5.2, Claude Opus 4.5, Grok 4.1, Gemini 2.5 Flash, Llama 4 Maverick, and a uniform-random baseline. Under simultaneous action at N=5 with the default prompt, deadlock ranges from 25.0% (95% Wilson CI [11.2, 46.9]) for GPT-5.2 to 90.0% [74.4, 96.5] for Gemini 2.5 Flash; sequential action is solved by four of the six. Holding the model fixed at Gemini 2.5 Flash, three protocol variables drive deadlock from 90% to within CI of zero: three rounds of pre-commitment communication (0.0% vs. single-round 86.7%), a prompt encoding a classical concurrency primitive (0.0% for resource-ordering and symmetry-breaking, against 100% for the minimal prompt), or doubling the group from N=5 to N=10 (90.0% to 10.0%). Single-round messaging and memory of past timesteps do not change the rate at the sample size we ran. Whether the same model coordinates or deadlocks is determined by the protocol, not by the model's capability.

  • 2 authors
·
Jun 2

EigenDEXplore: Structured Exploration for Dexterous Manipulation with Human Priors

Dexterous manipulation poses a challenging high-dimensional optimization problem, as useful behaviors require coordinated motion across many hand joints. In reinforcement learning (RL) and sampling-based trajectory optimization, exploration commonly relies on independent robot joint perturbations, making coordinated behaviors difficult to discover. Prior work reduces this search space for grasp learning using low-dimensional spaces of coordinated joint motions learned from human hand data, but this restricts the expressivity required for general manipulation. Some combine learned and joint-space actions to restore expressivity, but this increases dimensionality and introduces redundancy. We study these effects across diverse manipulation settings, varying action dimensionality, exploration strategy, and the source of human data. Our experiments suggest that human-motion priors are most effective when used to structure exploration rather than change the action representation. Motivated by this finding, we propose EigenDEXplore, which induces correlated exploration by adding perturbations along human-derived eigenvectors to independent joint-space noise, leaving the action space unchanged. Across multiple dexterous hands, EigenDEXplore consistently outperforms joint-space and learned action-space baselines in grasping, in-hand reorientation, and contact-rich manipulation. These gains span unstructured and reference-guided RL, trajectory optimization, and sim-to-real deployment, and are largest in settings with less reward shaping and curriculum design.

  • 7 authors
·
Oct 5

Beyond Individual Intelligence: Surveying Collaboration, Failure Attribution, and Self-Evolution in LLM-based Multi-Agent Systems

LLM-based autonomous agents have demonstrated strong capabilities in reasoning, planning, and tool use, yet remain limited when tasks require sustained coordination across roles, tools, and environments. Multi-agent systems address this through structured collaboration among specialized agents, but tighter coordination also amplifies a less explored risk: errors can propagate across agents and interaction rounds, producing failures that are difficult to diagnose and rarely translate into structural self-improvement. Existing surveys cover individual agent capabilities, multi-agent collaboration, or agent self-evolution separately, leaving the causal dependencies among them unexamined. This survey provides a unified review organized around four causally linked stages, which we term the LIFE progression: Lay the capability foundation, Integrate agents through collaboration, Find faults through attribution, and Evolve through autonomous self-improvement. For each stage, we provide systematic taxonomies and formally characterize the dependencies between adjacent stages, revealing how each stage both depends on and constrains the next. Beyond synthesizing existing work, we identify open challenges at stage boundaries and propose a cross-stage research agenda for closed-loop multi-agent systems capable of continuously diagnosing failures, reorganizing structures, and refining agent behaviors, extending current coordination frameworks toward more self-organizing forms of collective intelligence. By bridging these previously fragmented research threads, this survey aims to offer both a systematic reference and a conceptual roadmap toward autonomous, self-improving multi-agent intelligence.

DC-Motion: Decoupling Structure and Details via Discrete-Continuous Tokens for Human Motion Generation

Text-to-motion generation requires modeling both global action structure and fine-grained motion dynamics from natural language. Existing approaches typically rely on either continuous diffusion models or vector-quantized discrete representations. Diffusion models generate smooth motions but lack explicit compositional structure for temporal planning, while discrete token-based methods improve controllability but compress motion into finite codebooks, losing fine-grained dynamics. We argue that this limitation stems from a representation mismatch: action semantics such as intent, phase transitions, and temporal layout are inherently discrete and compositional, whereas joint trajectories and motion dynamics are continuous and locally correlated. To address this, we propose DC-Motion, a discrete-continuous factorized framework for human motion generation. DC-Motion decomposes motion into discrete structural tokens capturing global action layout and continuous residual latents modeling fine-grained dynamics. A text-conditioned structure generator predicts discrete tokens via iterative masked modeling, and a diffusion-based residual generator produces continuous motion conditioned on the structure. Experiments on HumanML3D and KIT-ML demonstrate that DC-Motion achieves strong performance in both FID and R-Precision, outperforming representative diffusion-based and discrete-token baselines.

  • 5 authors
·
Jul 5

Action Chunking Proximal Policy Optimization with Feedback Correction

Action chunking provides temporal abstraction in reinforcement learning by selecting short action sequences instead of individual actions, but many existing approaches face two limitations in high-dimensional robotic control. First, many rely on value functions over action chunks, which can be difficult to learn as action dimensionality and chunk length grow. Second, executing chunks open-loop removes within-chunk feedback, limiting reactivity in contact-rich tasks. We present Action Chunking PPO (ACPPO), a PPO extension that uses a chunked actor while retaining a standard state-value critic, thereby avoiding chunked Q-functions. We further propose ACPPO-Corr, which augments the chunk planner with a stepwise feedback corrector that adjusts planned actions online within each chunk. Across 25 simulated robotics tasks from IsaacGym and Bi-DexHands, spanning locomotion, arm manipulation, and dexterous hand-object interaction, ACPPO-Corr achieves the strongest aggregate performance among evaluated methods and performs best on both decision-frequency-sensitive and decision-frequency-neutral task subsets. Ablations show that moderate chunk lengths work best and that corrector regularization is important for balancing chunk-level planning with local feedback. These results suggest that action chunking can be effective in online PPO when chunk-level planning is paired with closed-loop correction. The code is available at: https://github.com/hshhahn/ACPPO.

  • 2 authors
·
Sep 27

SuperSuit: An Isomorphic Bimodal Interface for Scalable Mobile Manipulation

High-quality, long-horizon demonstrations are essential for embodied AI, yet acquiring such data for tightly coupled wheeled mobile manipulators remains a fundamental bottleneck. Unlike fixed-base systems, mobile manipulators require continuous coordination between SE(2) locomotion and precise manipulation, exposing limitations in existing teleoperation and wearable interfaces. We present SuperSuit, a bimodal data acquisition framework that supports both robot-in-the-loop teleoperation and active demonstration under a shared kinematic interface. Both modalities produce structurally identical joint-space trajectories, enabling direct data mixing without modifying downstream policies. For locomotion, SuperSuit maps natural human stepping to continuous planar base velocities, eliminating discrete command switches. For manipulation, it employs a strictly isomorphic wearable arm in both modes, while policy training is formulated in a shift-invariant delta-joint representation to mitigate calibration offsets and structural compliance without inverse kinematics. Real-world experiments on long-horizon mobile manipulation tasks show 2.6times higher demonstration throughput in active mode compared to a teleoperation baseline, comparable policy performance when substituting teleoperation data with active demonstrations at fixed dataset size, and monotonic performance improvement as active data volume increases. These results indicate that consistent kinematic representations across collection modalities enable scalable data acquisition for long-horizon mobile manipulation.

  • 6 authors
·
Mar 5 1

Why Does Action Chunking Improve Behavioral Cloning Performance in Robotic Control?

Action chunking---predicting and executing multiple actions instead of a single action---has proven to be a critical component for learning effective robotic control policies. However, our precise understanding of why action chunking improves performance has remained limited. In this work we seek to close this gap. Through rigorous experimental evaluations in both simulated and real-world settings, we show that existing hypotheses for the success of action chunking---temporal consistency, horizon reduction, and representation learning---fail to explain the success of action chunking. Instead, we find that action chunking benefits from greater non-Markovian expressivity and reduced compounding error compared to Markovian policies, but, in many settings of interest, these effects can be fully captured by delayed policies, which at each step predict a single action based on the observation k steps in the past. We then show that there exists an additional benefit of action chunking that we refer to as implicit ensembling. In particular, by learning a diversity of temporal relationships (that is, a_t | o_t, a_t | o_{t-1}, ldots), action-chunked policies exhibit behavior matching that of a model ensemble, increasing their robustness and generalization ability over policies that only learn a single temporal relationship. Building on these insights, we show that in simulated and real-world robotic control settings, we can match the performance of action chunking without action chunking---by deploying an action chunking policy as an ensemble of policies with randomized delays. Furthermore, we propose a policy class that amplifies the benefits of action chunking by explicitly instantiating an ensemble, and which we show significantly improves over the performance of action chunking in many domains.

  • 6 authors
·
Aug 2

Symphony-Coord: Emergent Coordination in Decentralized Agent Systems

Multi-agent large language model systems can tackle complex multi-step tasks by decomposing work and coordinating specialized behaviors. However, current coordination mechanisms typically rely on statically assigned roles and centralized controllers. As agent pools and task distributions evolve, these design choices lead to inefficient routing, poor adaptability, and fragile fault recovery capabilities. We introduce Symphony-Coord, a decentralized multi-agent framework that transforms agent selection into an online multi-armed bandit problem, enabling roles to emerge organically through interaction. The framework employs a two-stage dynamic beacon protocol: (i) a lightweight candidate screening mechanism to limit communication and computational overhead; (ii) an adaptive LinUCB selector that routes subtasks based on context features derived from task requirements and agent states, continuously optimized through delayed end-to-end feedback. Under standard linear realizability assumptions, we provide sublinear regret bounds, indicating the system converges toward near-optimal allocation schemes. Validation through simulation experiments and real-world large language model benchmarks demonstrates that Symphony-Coord not only enhances task routing efficiency but also exhibits robust self-healing capabilities in scenarios involving distribution shifts and agent failures, achieving a scalable coordination mechanism without predefined roles.

  • 7 authors
·
Jan 31

Let the Mind Conceive, Let the Hand Achieve: Following Multimodal Instructions for Long-Horizon Robotic Manipulation

A robot following a multi-step instruction needs to act on the right objects in the right order, even as the scene changes. It must also maintain awareness of task progress and determine when to advance. To address these challenges, we introduce Orchestra, an agent harness that separates task planning and execution management from action generation. Orchestra decomposes a complete multimodal instruction into ordered subtasks, tracks completed steps, and updates the locations of relevant objects and destinations during execution. It maintains a shared context containing the active subtask, spatial grounding, and recent observations. An action policy uses this context to generate actions, while a separately trained progress evaluator estimates when to advance to the next subtask. To evaluate whether robots trained on atomic instructions and short trajectories can execute longer subtask sequences, we introduce a benchmark named RMBench-Compose. Orchestra achieves a mean success rate of 68.22% across nine RMBench tasks, outperforming Mem-0 by 26.22 percentage points. On RMBench-Compose, it achieves an Average Success Length (ASL) of 7.35 subtasks, 2.46 times that of HarnessVLA. Across four real-world multi-step tasks, it improves mean ASL by 25.0% over Orchestra using the base π_{0.5} policy. These results show that Orchestra helps robots carry out longer sequences of subtasks while preserving the requested subtask order and acting on the specified objects. Our code and project page are available at https://youpengwen.github.io/Orchestra.

Bidirectional Decoding: Improving Action Chunking via Guided Test-Time Sampling

Predicting and executing a sequence of actions without intermediate replanning, known as action chunking, is increasingly used in robot learning from human demonstrations. Yet, its effects on the learned policy remain inconsistent: some studies find it crucial for achieving strong results, while others observe decreased performance. In this paper, we first dissect how action chunking impacts the divergence between a learner and a demonstrator. We find that action chunking allows the learner to better capture the temporal dependencies in demonstrations but at the cost of reduced reactivity to unexpected states. To address this tradeoff, we propose Bidirectional Decoding (BID), a test-time inference algorithm that bridges action chunking with closed-loop adaptation. At each timestep, BID samples multiple candidate predictions and searches for the optimal one based on two criteria: (i) backward coherence, which favors samples that align with previous decisions; (ii) forward contrast, which seeks samples of high likelihood for future plans. By coupling decisions within and across action chunks, BID promotes both long-term consistency and short-term reactivity. Experimental results show that our method boosts the performance of two state-of-the-art generative policies across seven simulation benchmarks and two real-world tasks. Code and videos are available at https://bid-robot.github.io.

  • 6 authors
·
Apr 24, 2025

UniPath: Adaptive Coordination of Understanding and Generation for Unified Multimodal Reasoning

Unified multimodal models (UMMs) aim to integrate understanding and generation within a single architecture. However, it remains underexplored how to effectively coordinate these two capabilities for more effective and efficient reasoning. Existing coordination approaches either perform coupling during training, without explicit inference-time coordination, or impose a fixed coordination pattern for all inputs. In this work, we show that multimodal tasks exhibit substantial coordination-path diversity: different inputs favor different coordination paths. This suggests that exploiting such diversity is key to improving performance. We propose UniPath, a framework for adaptively modeling and exploiting coordination-path diversity. Instead of enforcing a single coordination pattern, we represent task solving as the selection and execution of a path, ranging from direct answering to textual inference, visual-thought construction, and hypothesis-based exploration. We construct role-aligned trajectories to train a path-conditioned executor and introduce a lightweight planner mechanism to enable input-dependent path selection. Experiments show that leveraging coordination-path diversity improves performance over fixed coordination strategies while providing interpretable intermediate behaviors. The code is available at:https://github.com/AIFrontierLab/TorchUMM/tree/main/src/umm/post_training/unipath.

Learning Object Manipulation from Scratch via Contrastive Interaction

Contrastive Reinforcement Learning (CRL) has seen recent success in a wide variety of goal-conditioned robotics tasks by learning structured representations of the dynamics. However, despite its success in locomotion and simpler control domains, CRL often struggles in interaction-rich manipulation. We argue that a key source of this difficulty is object-centric interaction, such as contact or grasping, that induces distinct changes in the underlying dynamic modes. In this work, we formulate manipulation dynamics as a piecewise-smooth Markov process and show that interaction-induced mode changes create piecewise nonlinear reachability structures that are difficult for standard CRL energy functions to represent and plan over. Based on this analysis, we introduce Interaction-weighted Resampling (IWR). IWR performs interaction-aware resampling around phases before, during, and after interactions, encouraging the learned representation to preserve the mode boundaries that determine future reachability to capture multi-modal and piecewise nonlinear reachability. Across interaction-centric environments, including 2D dynamic control, robotic manipulation, and robot air hockey, IWR improves both sample efficiency and overall performance over prior CRL methods, with 19.8% average improvement in simulation. Finally, using a sim-to-real pipeline with policies trained by IWR, we demonstrate the first real-world goal-conditioned robot air hockey agent capable of hitting goals, improving success from 25% to 60%. Project Page: IWR-arxiv.github.io.

  • 4 authors
·
Jun 9

Learning to Move Like Professional Counter-Strike Players

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

  • 12 authors
·
Aug 25, 2024 3

ShowUI-π: Flow-based Generative Models as GUI Dexterous Hands

Building intelligent agents capable of dexterous manipulation is essential for achieving human-like automation in both robotics and digital environments. However, existing GUI agents rely on discrete click predictions (x,y), which prohibits free-form, closed-loop trajectories (e.g. dragging a progress bar) that require continuous, on-the-fly perception and adjustment. In this work, we develop ShowUI-π, the first flow-based generative model as GUI dexterous hand, featuring the following designs: (i) Unified Discrete-Continuous Actions, integrating discrete clicks and continuous drags within a shared model, enabling flexible adaptation across diverse interaction modes; (ii) Flow-based Action Generation for drag modeling, which predicts incremental cursor adjustments from continuous visual observations via a lightweight action expert, ensuring smooth and stable trajectories; (iii) Drag Training data and Benchmark, where we manually collect and synthesize 20K drag trajectories across five domains (e.g. PowerPoint, Adobe Premiere Pro), and introduce ScreenDrag, a benchmark with comprehensive online and offline evaluation protocols for assessing GUI agents' drag capabilities. Our experiments show that proprietary GUI agents still struggle on ScreenDrag (e.g. Operator scores 13.27, and the best Gemini-2.5-CUA reaches 22.18). In contrast, ShowUI-π achieves 26.98 with only 450M parameters, underscoring both the difficulty of the task and the effectiveness of our approach. We hope this work advances GUI agents toward human-like dexterous control in digital world. The code is available at https://github.com/showlab/showui-pi.

showlab Show Lab
·
Dec 31, 2025 2

CoAct-1: Computer-using Agents with Coding as Actions

Autonomous agents that operate computers via Graphical User Interfaces (GUIs) often struggle with efficiency and reliability on complex, long-horizon tasks. While augmenting these agents with planners can improve task decomposition, they remain constrained by the inherent limitations of performing all actions through GUI manipulation, leading to brittleness and inefficiency. In this work, we introduce a more robust and flexible paradigm: enabling agents to use coding as a enhanced action. We present CoAct-1, a novel multi-agent system that synergistically combines GUI-based control with direct programmatic execution. CoAct-1 features an Orchestrator that dynamically delegates subtasks to either a conventional GUI Operator or a specialized Programmer agent, which can write and execute Python or Bash scripts. This hybrid approach allows the agent to bypass inefficient GUI action sequences for tasks like file management and data processing, while still leveraging visual interaction when necessary. We evaluate our system on the challenging OSWorld benchmark, where CoAct-1 achieves a new state-of-the-art success rate of 60.76%, significantly outperforming prior methods. Furthermore, our approach dramatically improves efficiency, reducing the average number of steps required to complete a task to just 10.15, compared to 15 for leading GUI agents. Our results demonstrate that integrating coding as a core action provides a more powerful, efficient, and scalable path toward generalized computer automation.

  • 12 authors
·
Aug 5, 2025 3

End-to-End Dexterous Arm-Hand VLA Policies via Shared Autonomy: VR Teleoperation Augmented by Autonomous Hand VLA Policy for Efficient Data Collection

Achieving human-like dexterous manipulation remains a major challenge for general-purpose robots. While Vision-Language-Action (VLA) models show potential in learning skills from demonstrations, their scalability is limited by scarce high-quality training data. Existing data collection methods face inherent constraints: manual teleoperation overloads human operators, while automated planning often produces unnatural motions. We propose a Shared Autonomy framework that divides control between macro and micro motions. A human operator guides the robot's arm pose through intuitive VR teleoperation, while an autonomous DexGrasp-VLA policy handles fine-grained hand control using real-time tactile and visual feedback. This division significantly reduces cognitive load and enables efficient collection of high-quality coordinated arm-hand demonstrations. Using this data, we train an end-to-end VLA policy enhanced with our novel Arm-Hand Feature Enhancement module, which captures both distinct and shared representations of macro and micro movements for more natural coordination. Our Corrective Teleoperation system enables continuous policy improvement through human-in-the-loop failure recovery. Experiments demonstrate that our framework generates high-quality data with minimal manpower and achieves a 90% success rate across diverse objects, including unseen instances. Comprehensive evaluations validate the system's effectiveness in developing dexterous manipulation capabilities.

  • 6 authors
·
Oct 31, 2025

APT: Action Expert Pretraining Improves Instruction Generalization of Vision-Language-Action Policies

Vision-Language-Action (VLA) models that couple pretrained Vision-Language Models (VLMs) with continuous action experts have achieved strong manipulation performance, yet generalization to out-of-distribution (OOD) language instructions remains poor. A known challenge is the structural imbalance in VLA data, where language is far less diverse than visual and action content, making policies prone to visual shortcuts. While discrete-action methods mitigate this through vision-language co-training, continuous action experts lack such protection: they start from random initialization and learn entirely from imbalanced data, producing noisy gradients that corrupt the VLM and fail to exploit its language capability. We address this from a Bayesian perspective, factorizing the policy into a language-agnostic Vision-Action (VA) prior and a language-conditioned VLA likelihood, and propose APT, a two-stage training method emphasizing Action expert PreTraining. In Stage 1, the action expert is pretrained as a VA prior on vision-action pairs from a frozen VLM, bypassing the language imbalance. In Stage 2, language tokens are injected through a gated fusion mechanism that integrates VLM features while preserving the learned visuomotor prior. APT applies to mainstream VLA architectures, including the π and GR00T-style architectures. Comprehensive experiments validate that APT achieves consistent gains on unseen instructions and compositional tasks. Project Page: https://xukechun.github.io/papers/APT/

Persistent-Transient Duality: A Multi-mechanism Approach for Modeling Human-Object Interaction

Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.

  • 4 authors
·
Jul 24, 2023

UltraCUA: A Foundation Model for Computer Use Agents with Hybrid Action

Multimodal agents for computer use rely exclusively on primitive actions (click, type, scroll) that require accurate visual grounding and lengthy execution chains, leading to cascading failures and performance bottlenecks. While other agents leverage rich programmatic interfaces (APIs, MCP servers, tools), computer-use agents (CUAs) remain isolated from these capabilities. We present UltraCUA, a foundation model that bridges this gap through hybrid action -- seamlessly integrating GUI primitives with high-level programmatic tool calls. To achieve this, our approach comprises four key components: (1) an automated pipeline that scales programmatic tools from software documentation, open-source repositories, and code generation; (2) a synthetic data engine producing over 17,000 verifiable tasks spanning real-world computer-use scenarios; (3) a large-scale high-quality hybrid action trajectory collection with both low-level GUI actions and high-level programmatic tool calls; and (4) a two-stage training pipeline combining supervised fine-tuning with online reinforcement learning, enabling strategic alternation between low-level and high-level actions. Experiments with our 7B and 32B models demonstrate substantial improvements over state-of-the-art agents. On OSWorld, UltraCUA models achieve an average 22% relative improvement over base models, while being 11% faster in terms of steps. Out-of-domain evaluation on WindowsAgentArena shows our model reaches 21.7% success rate, outperforming baselines trained on Windows data. The hybrid action mechanism proves critical, reducing error propagation while maintaining execution efficiency.

apple Apple
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Oct 20, 2025 3

4D-VLA: Spatiotemporal Vision-Language-Action Pretraining with Cross-Scene Calibration

Leveraging diverse robotic data for pretraining remains a critical challenge. Existing methods typically model the dataset's action distribution using simple observations as inputs. However, these inputs are often incomplete, resulting in a dispersed conditional action distribution-an issue we refer to as coordinate system chaos and state chaos. This inconsistency significantly hampers pretraining efficiency. To address this, we propose 4D-VLA, a novel approach that effectively integrates 4D information into the input to mitigate these sources of chaos. Our model introduces depth and temporal information into visual features with sequential RGB-D inputs, aligning the coordinate systems of the robot and the scene. This alignment endows the model with strong spatiotemporal reasoning capabilities while minimizing training overhead. Additionally, we introduce memory bank sampling, a frame sampling strategy designed to extract informative frames from historical images, further improving effectiveness and efficiency. Experimental results demonstrate that our pretraining method and architectural components substantially enhance model performance. In both simulated and real-world experiments, our model achieves a significant increase in success rate over OpenVLA. To further assess spatial perception and generalization to novel views, we introduce MV-Bench, a multi-view simulation benchmark. Our model consistently outperforms existing methods, demonstrating stronger spatial understanding and adaptability.

  • 11 authors
·
Jun 27, 2025

Transforming Monolithic Foundation Models into Embodied Multi-Agent Architectures for Human-Robot Collaboration

Foundation models have become central to unifying perception and planning in robotics, yet real-world deployment exposes a mismatch between their monolithic assumption that a single model can handle all cognitive functions and the distributed, dynamic nature of practical service workflows. Vision-language models offer strong semantic understanding but lack embodiment-aware action capabilities while relying on hand-crafted skills. Vision-Language-Action policies enable reactive manipulation but remain brittle across embodiments, weak in geometric grounding, and devoid of proactive collaboration mechanisms. These limitations indicate that scaling a single model alone cannot deliver reliable autonomy for service robots operating in human-populated settings. To address this gap, we present InteractGen, an LLM-powered multi-agent framework that decomposes robot intelligence into specialized agents for continuous perception, dependency-aware planning, decision and verification, failure reflection, and dynamic human delegation, treating foundation models as regulated components within a closed-loop collective. Deployed on a heterogeneous robot team and evaluated in a three-month open-use study, InteractGen improves task success, adaptability, and human-robot collaboration, providing evidence that multi-agent orchestration offers a more feasible path toward socially grounded service autonomy than further scaling standalone models.

  • 6 authors
·
Nov 30, 2025

Reshaping Action Error Distributions for Reliable Vision-Language-Action Models

In robotic manipulation, vision-language-action (VLA) models have emerged as a promising paradigm for learning generalizable and scalable robot policies. Most existing VLA frameworks rely on standard supervised objectives, typically cross-entropy for discrete actions and mean squared error (MSE) for continuous action regression, which impose strong pointwise constraints on individual predictions. In this work, we focus on continuous-action VLA models and move beyond conventional MSE-based regression by reshaping action error distributions during training. Drawing on information-theoretic principles, we introduce Minimum Error Entropy (MEE) into modern VLA architectures and propose a trajectory-level MEE objective, together with two weighted variants, combined with MSE for continuous-action VLA training. We evaluate our approaches across standard, few-shot, and noisy settings on multiple representative VLA architectures, using simulation benchmarks such as LIBERO and SimplerEnv as well as real-world robotic manipulation tasks. Experimental results demonstrate consistent improvements in success rates and robustness across these settings. Under imbalanced data regimes, the gains persist within a well-characterized operating range, while incurring negligible additional training cost and no impact on inference efficiency. We further provide theoretical analyses that explain why MEE-based supervision is effective and characterize its practical range. Project Page: https://cognition2actionlab.github.io/VLA-TMEE.github.io/

  • 11 authors
·
Feb 3

Agentic Robot: A Brain-Inspired Framework for Vision-Language-Action Models in Embodied Agents

Long-horizon robotic manipulation poses significant challenges for autonomous systems, requiring extended reasoning, precise execution, and robust error recovery across complex sequential tasks. Current approaches, whether based on static planning or end-to-end visuomotor policies, suffer from error accumulation and lack effective verification mechanisms during execution, limiting their reliability in real-world scenarios. We present Agentic Robot, a brain-inspired framework that addresses these limitations through Standardized Action Procedures (SAP)--a novel coordination protocol governing component interactions throughout manipulation tasks. Drawing inspiration from Standardized Operating Procedures (SOPs) in human organizations, SAP establishes structured workflows for planning, execution, and verification phases. Our architecture comprises three specialized components: (1) a large reasoning model that decomposes high-level instructions into semantically coherent subgoals, (2) a vision-language-action executor that generates continuous control commands from real-time visual inputs, and (3) a temporal verifier that enables autonomous progression and error recovery through introspective assessment. This SAP-driven closed-loop design supports dynamic self-verification without external supervision. On the LIBERO benchmark, Agentic Robot achieves state-of-the-art performance with an average success rate of 79.6\%, outperforming SpatialVLA by 6.1\% and OpenVLA by 7.4\% on long-horizon tasks. These results demonstrate that SAP-driven coordination between specialized components enhances both performance and interpretability in sequential manipulation, suggesting significant potential for reliable autonomous systems. Project Github: https://agentic-robot.github.io.

  • 11 authors
·
May 29, 2025

Driving Intents Amplify Planning-Oriented Reinforcement Learning

Continuous-action policies trained on a single demonstrated trajectory per scene suffer from mode collapse: samples cluster around the demonstrated maneuver and the policy cannot represent semantically distinct alternatives. Under preference-based evaluation, this caps best-of-N performance -- even oracle selection cannot recover what the sampling distribution does not contain. We introduce DIAL, a two-stage Driving-Intent-Amplified reinforcement Learning framework for preference-aligned continuous-action driving policies. In the first stage, DIAL conditions the flow-matching action head on a discrete intent label with classifier-free guidance (CFG), which expands the sampling distribution along distinct maneuver modes and breaks single-demonstration mode collapse. In the second stage, DIAL carries this expanded distribution into preference RL through multi-intent GRPO, which spans all intent classes within every preference group and prevents fine-tuning from re-collapsing around the currently preferred mode. Instantiated for end-to-end driving with eight rule-derived intents and evaluated on WOD-E2E: competitive Vision-to-Action (VA) and Vision-Language-Action (VLA) Supervised Finetuning (SFT) baselines plateau below the human-driven demonstration at best-of-128, with the strongest prior (RAP) capping at Rater Feedback Score (RFS) 8.5 even with best-of-64; intent-CFG sampling lifts this ceiling to RFS 9.14 at best-of-128, surpassing both the prior best (RAP 8.5) and the human-driven demonstration (8.13) for the first time; and multi-intent GRPO improves held-out RFS from 7.681 to 8.211, while every single-intent baseline peaks lower and degrades by training end. These results suggest that the bottleneck of preference RL on continuous-action policies trained from demonstrations is not only how to update the policy, but to expand and preserve the sampling distribution being optimized.

  • 7 authors
·
May 11

Not All Actions Are Equal: Rethinking Conditioning for Dexterous World Model

Recent advances in action-conditioned world models show promising progress in modeling complex interactions and forecasting future states under diverse action sequences. While these models are often driven by stronger visual representations and model capacity, action conditioning itself remains underexplored. Most existing approaches compress the entire action sequence into a single representation, which works well for low-DoF control but becomes less reliable in high-DoF scenarios. We observe that high-DoF dexterous actions are inherently heterogeneous, spanning multiple orders of magnitude, where large-scale motions coexist with subtle but important signals. When uniformly aggregated, optimization exhibits an imbalance across action components, which hinders the modeling of fine-grained effects and affects action fidelity. We therefore propose DexAC-WM, which treats action conditioning as a structured process rather than global compression. DexAC preserves dimension-level semantics via action tokenization and aligns action signals with visual dynamics through local refinement and global modulation. To address the limited high-level semantic grounding in existing world models, we further introduce a semantic branch that provides rich object-scene priors, which enables world model to capture dynamic visual details while supporting high-DoF action-conditioned video prediction. Experiments on EgoDex and EgoVerse show that combining the semantic branch with DexAC significantly improves FID, FVD, and PCK, demonstrating gains in visual-temporal realism and action-following consistency. We further verify that DexAC extends to other backbones, showing the scalability of our structured action-conditioning design. These results suggest that scaling world models to high-DoF control requires both structured action modeling and semantic grounding.

  • 10 authors
·
Jun 24 1

InterPrior: Scaling Generative Control for Physics-Based Human-Object Interactions

Humans rarely plan whole-body interactions with objects at the level of explicit whole-body movements. High-level intentions, such as affordance, define the goal, while coordinated balance, contact, and manipulation can emerge naturally from underlying physical and motor priors. Scaling such priors is key to enabling humanoids to compose and generalize loco-manipulation skills across diverse contexts while maintaining physically coherent whole-body coordination. To this end, we introduce InterPrior, a scalable framework that learns a unified generative controller through large-scale imitation pretraining and post-training by reinforcement learning. InterPrior first distills a full-reference imitation expert into a versatile, goal-conditioned variational policy that reconstructs motion from multimodal observations and high-level intent. While the distilled policy reconstructs training behaviors, it does not generalize reliably due to the vast configuration space of large-scale human-object interactions. To address this, we apply data augmentation with physical perturbations, and then perform reinforcement learning finetuning to improve competence on unseen goals and initializations. Together, these steps consolidate the reconstructed latent skills into a valid manifold, yielding a motion prior that generalizes beyond the training data, e.g., it can incorporate new behaviors such as interactions with unseen objects. We further demonstrate its effectiveness for user-interactive control and its potential for real robot deployment.

  • 7 authors
·
Feb 5 3

An Action Is Worth One Patch: Unified World-Action Modeling with PatchWAM

Generative visual models offer a foundation for learning representations of physical dynamics, yet their extension to continuous control raises a fundamental question: do visual prediction and action generation require separate computational pathways? Existing approaches usually introduce trainable action heads or separate action experts to bridge low-dimensional states and high-dimensional visual representations. In this work, we explore whether the visual backbone's existing capacity can also support control when actions are expressed in a compatible representation. Thus, we introduce PatchWAM (Patch World-Action Model), which treats continuous actions as another type of patch through a fixed mapping called Action-as-Patch. This allows a single model to predict both how the robot should move and what the scene may look like afterward. Visual prediction and action generation become parts of the same generative process, without a dedicated action head or separate action expert. Experiments with subsampled training windows show gains over a matched dual-expert control, while benchmark evaluations reach 91.8% success rate on LIBERO-Plus and 96.12% on RoboTwin 2.0 in a full-data setting with additional augmented demonstrations. More broadly, the result suggests that capability need not be added where it can be inherited: the constraint on extending a generative backbone is the interface a new signal is written in, not the capacity to model it.

  • 6 authors
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Sep 21

Continuous Reasoning for Vision-Language-Action

Natural language is a powerful reasoning medium for language and vision-language models, but it is mismatched to the granularity of continuous control. Text and explicit subgoals operate at task-level granularity, whereas vision-language-action (VLA) policies must choose actions at a much finer temporal scale; a single reasoning step can therefore span many action chunks while remaining only weakly coupled to the action needed now. This suggests a different question for VLA: what should play the role of language? We argue that a useful VLA reasoning medium must be shareable across model instances, verifiable through downstream action improvement, and aligned with temporally extended control structure. Based on this view, we propose Continuous Reasoning for Vision-Language-Action. Our model first predicts continuous reasoning in the form of a structured set of continuous thoughts, then reuses them as shared context for chunk-structured action generation. Better action prediction alone does not certify good reasoning: if the same internal medium cannot be shared across model instances and independently verified through improved downstream control, the added latent may simply become a model-private shortcut that helps on seen behaviors without supporting generalizable control. We therefore instantiate continuous reasoning as a shared Gaussian latent interface and train it with a self-verification objective in which an exponential-moving-average teacher must successfully consume the student's reasoning when predicting target actions. Empirically, Continuous Reasoning improves LIBERO-PRO robustness and performs strongly on real robots, raising mean subtask success over π0.5 by 40.4% on TX-G2, an AgiBot G2-compatible variant, and 26.3% on HSR. This suggests that reasoning in VLA is less about extra tokens than about a shareable, verifiable internal language for action.

  • 3 authors
·
May 28 1

Towards a Science of Scaling Agent Systems

Agents, language model (LM)-based systems that are capable of reasoning, planning, and acting are becoming the dominant paradigm for real-world AI applications. Despite this widespread adoption, the principles that determine their performance remain underexplored, leaving practitioners to rely on heuristics rather than principled design choices. We address this gap by deriving quantitative scaling principles for agent systems. We evaluate this across four diverse benchmarks: Finance-Agent, BrowseComp-Plus, PlanCraft, and Workbench. Using five canonical architectures (Single, Independent, Centralized, Decentralized, Hybrid) instantiated across three LLM families, we perform a controlled evaluation spanning 180 configurations with standardized tools and token budgets. We derive a predictive model using empirical coordination metrics, including efficiency, overhead, error amplification, and redundancy, that achieves cross-validated R^2=0.513. We identify three dominant effects: (1) a tool-coordination trade-off: under fixed computational budgets, tool-heavy tasks suffer disproportionately from multi-agent overhead. (2) a capability saturation: coordination yields diminishing or negative returns (beta=-0.408, p<0.001) once single-agent baselines exceed ~45%. (3) topology-dependent error amplification: independent agents amplify errors 17.2x through unchecked propagation, while centralized coordination contains this to 4.4x. Centralized coordination improves performance by 80.9% on parallelizable tasks like financial reasoning, while decentralized coordination excels on dynamic web navigation (+9.2% vs. +0.2%). Yet for sequential reasoning tasks, all multi-agent variants degraded performance by 39-70%. The framework predicts the optimal coordination strategy for 87% of held-out configurations, providing a predictive principle of agentic scaling based on measurable task properties.

  • 19 authors
·
Dec 9, 2025 3

PilotRL: Training Language Model Agents via Global Planning-Guided Progressive Reinforcement Learning

Large Language Models (LLMs) have shown remarkable advancements in tackling agent-oriented tasks. Despite their potential, existing work faces challenges when deploying LLMs in agent-based environments. The widely adopted agent paradigm ReAct centers on integrating single-step reasoning with immediate action execution, which limits its effectiveness in complex tasks requiring long-term strategic planning. Furthermore, the coordination between the planner and executor during problem-solving is also a critical factor to consider in agent design. Additionally, current approaches predominantly rely on supervised fine-tuning, which often leads models to memorize established task completion trajectories, thereby restricting their generalization ability when confronted with novel problem contexts. To address these challenges, we introduce an adaptive global plan-based agent paradigm AdaPlan, aiming to synergize high-level explicit guidance with execution to support effective long-horizon decision-making. Based on the proposed paradigm, we further put forward PilotRL, a global planning-guided training framework for LLM agents driven by progressive reinforcement learning. We first develop the model's ability to follow explicit guidance from global plans when addressing agent tasks. Subsequently, based on this foundation, we focus on optimizing the quality of generated plans. Finally, we conduct joint optimization of the model's planning and execution coordination. Experiments indicate that PilotRL could achieve state-of-the-art performances, with LLaMA3.1-8B-Instruct + PilotRL surpassing closed-sourced GPT-4o by 3.60%, while showing a more substantial gain of 55.78% comparing to GPT-4o-mini at a comparable parameter scale.

  • 5 authors
·
Aug 1, 2025

Learning Self-Orchestration in Decentralized Agent Swarms

The capabilities of an agent swarm depend on both its individual members and how they coordinate. Yet existing multi-agent systems often train agents within fixed orchestration structures, separating the learning of individual capabilities from the organization of collective behavior. We introduce market-based post-training (MPT), a framework for jointly learning action policies and self-orchestration in decentralized agent swarms. Agents express their willingness to participate through bids, which determine who acts and how collective outcomes provide local training credit. Learning both action and bidding behavior allows individual capabilities and patterns of participation to adapt together without a central coordinating agent. We evaluate MPT on embodied crafting, robot navigation, and deep research. Results show gains over monolithic post-training and confirm that agent participation indeed evolves with learning. With the same post-trained action policies, learned self-orchestration outperforms alternative coordination strategies. Ablations show that both action and bidding benefit from learning, and that learned bids provide more effective action-training signals. Beyond the original training objectives, trained swarms adapt faster to related tasks and achieve better performance with larger populations at inference time. Larger populations also suffer smaller performance losses under agent dropout, demonstrating that learned self-orchestration supports reuse, scaling, and robustness in decentralized agent swarms. Code and trained models are available at https://github.com/Embodied-Minds-Lab/MPT.

An Unexpected Robot Policy: Early Evaluations of GPT-6 Astra on RoboDojo and Beyond

Embodied AI systems are often organized into System 1 and System 2. System 1 is typically a pretrained policy that generates actions at high frequency, whereas System 2 is often instantiated as a vision-enabled language model for high-level planning. We ask whether a large language model (LLM) can act as the policy for robot manipulation without task-specific finetuning. We call this setting LLM as policy. We evaluate three LLMs on all 42 RoboDojo tasks and compare their scores with 40 public policies. Astra and GPT-5.5 use the official 50-episode-per-task protocol; DeepSeek-Flash uses 10 episodes per task. GPT-6 Astra achieves 22.48% average success rate and 28.97 Score over 2,100 trials, ranking above every public entry. Yet GPT-5.5 and DeepSeek-Flash reach only 0.88% and 1.92% average success rate with the same post-processing. We find that Astra exhibits a sharply polarized capability profile. It generalizes well to tasks that require semantic understanding but not high-precision control. In contrast, it performs poorly on tasks that require precision, dynamic control, or complex bimanual coordination. In-context experiments show no aggregate benefit from one-shot demonstrations, while selected interaction traces show within-episode corrections under perturbations. Overall, the evaluated LLMs vary substantially in manipulation performance. Astra stands out and provides initial evidence for the potential of a general-purpose manipulation model, although reliable precision and dynamic control remain limitations in the evaluated setting.

  • 12 authors
·
Sep 20

Molt Dynamics: Emergent Social Phenomena in Autonomous AI Agent Populations

MoltBook is a large-scale multi-agent coordination environment where over 770,000 autonomous LLM agents interact without human participation, offering the first opportunity we are aware of to observe emergent multi-agent coordination dynamics at this population scale. We introduce Molt Dynamics: the emergent agent coordination behaviors, inter-agent communication dynamics, and role specialization patterns arising when autonomous agents operate as decentralized decision-makers in an unconstrained multi-agent environment. Through longitudinal observation of 90,704 active agents over three weeks, we characterize three aspects. First, spontaneous role specialization: network-based clustering reveals six structural roles (silhouette 0.91), though the result primarily reflects core-periphery organization -- 93.5\% of agents occupy a homogeneous peripheral cluster, with meaningful differentiation confined to the active minority. Second, decentralized information dissemination: cascade analysis of 10,323 inter-agent propagation events reveals power-law distributed cascade sizes (α= 2.57 pm 0.02) and saturating adoption dynamics where adoption probability shows diminishing returns with repeated exposures (Cox hazard ratio 0.53, concordance 0.78). Third, distributed cooperative task resolution: 164 multi-agent collaborative events show detectable coordination patterns, but success rates are low (6.7\%, p = 0.057) and cooperative outcomes are significantly worse than a matched single-agent baseline (Cohen's d = -0.88), indicating emergent cooperative behavior is nascent. These findings establish an empirical baseline for coordination dynamics in decentralized autonomous agent systems, with implications for multi-agent system design, agent communication protocol engineering, and AI safety.

  • 2 authors
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Mar 3

Surface Keypoint Representation for Multi-Object and Articulated Human-Object Interaction Generation

Daily activities require humans to coordinate whole-body motion with the motion of surrounding objects. Despite recent progress in human-object interaction (HOI) generation, most existing methods assume interactions with a single rigid object and do not extend well to scenarios involving a variable number of objects or articulated objects with diverse joint mechanisms. We propose surface keypoint trajectories as an object motion representation: for each rigid component, whether a standalone object or one part of an articulated assembly, we track a small set of non-collinear surface points over time. This representation handles multi-object coordination and diverse articulation mechanisms directly from point dynamics without requiring explicit joint-type specification. To model when and where each body region contacts each object, we introduce a spatio-temporal contact distance field that extends distance-based contact modeling to whole-body, multi-object, and articulated settings. We factorize HOI generation into three stages: generating object motions from text or waypoints, predicting the contact distance field, and synthesizing whole-body motion with contact-guided optimization. Experiments on ParaHome, HIMO, ARCTIC, and OMOMO demonstrate better or comparable performance to existing methods across single-object, multi-object, and articulated interaction settings.

  • 7 authors
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Aug 3

LaST_{0}: Latent Spatio-Temporal Chain-of-Thought for Robotic Vision-Language-Action Model

Vision-Language-Action (VLA) models have recently shown strong generalization, with some approaches seeking to explicitly generate linguistic reasoning traces or predict future observations prior to execution. However, explicit reasoning typically incurs non-negligible inference latency, which constrains the temporal resolution required for robotic manipulation. Moreover, such reasoning is confined to the linguistic space, imposing a representational bottleneck that struggles to faithfully capture ineffable physical attributes. To mitigate these limitations, we propose LaST_0, a framework that enables efficient reasoning before acting through a Latent Spatio-Temporal Chain-of-Thought (CoT), capturing fine-grained physical and robotic dynamics that are often difficult to verbalize. Specifically, we introduce a token-efficient latent CoT space that models future visual dynamics, 3D structural information, and robot proprioceptive states, and further extends these representations across time to enable temporally consistent implicit reasoning trajectories. Furthermore, LaST_0 adopts a dual-system architecture implemented via a Mixture-of-Transformers design, where a reasoning expert conducts low-frequency latent inference and an acting expert generates high-frequency actions conditioned on robotics-oriented latent representations. To facilitate coordination, LaST_0 is trained with heterogeneous operation frequencies, enabling adaptive switching during deployment. Across 10 real-world tasks spanning tabletop, mobile, and dexterous hand manipulation, LaST_0 improves mean success rates by 13%, 14% and 14% over prior SOTA VLA methods, respectively.

  • 14 authors
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Jan 8

CTHA: Constrained Temporal Hierarchical Architecture for Stable Multi-Agent LLM Systems

Recently, multi-time-scale agent architectures have extended the ubiquitous single-loop paradigm by introducing temporal hierarchies with distinct cognitive layers. While yielding substantial performance gains, this diversification fundamentally compromises the coordination stability intrinsic to unified agent systems, which causes severe inter-layer conflicts, unbounded error propagation, and restricted scalability. To address these challenges, we propose Constrained Temporal Hierarchical Architecture (CTHA), a general framework that projects the inter-layer communication space onto structured manifolds to restore coordination stability, while incorporating principled arbitration mechanisms to ensure coherent decision-making. Specifically, CTHA enforces three key constraints: (1) Message Contract Constraints that formalize information flow between layers via typed summary, plan, and policy packets; (2) Authority Manifold Constraints that bound each layer's decision space according to its temporal scope; and (3) Arbiter Resolution Constraints that guarantee conflict-free composition of multi-layer decisions. Empirical experiments demonstrate that CTHA is effective for complex task execution at scale, offering 47% reduction in failure cascades, 2.3x improvement in sample efficiency, and superior scalability compared to unconstrained hierarchical baselines. We anticipate that CTHA, as a principled extension of temporal hierarchies, will contribute to a deeper understanding of multi-agent coordination and suggest promising directions for the evolution of robust autonomous systems.

  • 1 authors
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Jan 8

SentinelBench: A Benchmark for Long-Running Monitoring Agents

AI agents are increasingly asked to carry out work that spans minutes, hours, or longer. Yet the default model of agent behavior is continuous action: issuing tool calls, refreshing pages, searching for alternatives, or otherwise trying to force progress. This is the wrong approach for many long-running tasks, which are better served by a strategy of sustained attention. Instead, agents should monitor an environment, notice when an external event makes progress possible, then respond promptly without wasting resources while waiting. To measure progress on this class of tasks, we introduce SentinelBench, an open-source benchmark for time-evolving monitoring tasks. SentinelBench contains 100 tasks across 10 synthetic web environments, including email, calendars, finance, professional networking, and entertainment. Each environment exposes a live web interface and replays a scripted sequence of events, requiring agents to navigate and reason about web pages whose state shifts underfoot. SentinelBench measures task completion, reaction time, and resource use, exposing the tradeoff between responsiveness and cost. We report results across three models and two browser-agent harnesses, establishing performance baselines for future comparison and demonstrating how agent design choices can dramatically impact key metrics. Together, these results show that SentinelBench distinguishes meaningful differences in agent behavior.

  • 8 authors
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Jun 4

ViPRA: Video Prediction for Robot Actions

Can we turn a video prediction model into a robot policy? Videos, including those of humans or teleoperated robots, capture rich physical interactions. However, most of them lack labeled actions, which limits their use in robot learning. We present Video Prediction for Robot Actions (ViPRA), a simple pretraining-finetuning framework that learns continuous robot control from these actionless videos. Instead of directly predicting actions, we train a video-language model to predict both future visual observations and motion-centric latent actions, which serve as intermediate representations of scene dynamics. We train these latent actions using perceptual losses and optical flow consistency to ensure they reflect physically grounded behavior. For downstream control, we introduce a chunked flow matching decoder that maps latent actions to robot-specific continuous action sequences, using only 100 to 200 teleoperated demonstrations. This approach avoids expensive action annotation, supports generalization across embodiments, and enables smooth, high-frequency continuous control upto 22 Hz via chunked action decoding. Unlike prior latent action works that treat pretraining as autoregressive policy learning, explicitly models both what changes and how. Our method outperforms strong baselines, with a 16% gain on the SIMPLER benchmark and a 13% improvement across real world manipulation tasks. We will release models and code at https://vipra-project.github.io

  • 5 authors
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Nov 10, 2025

Don't Throw Away the Tail: Action Upcycling for Policy Acceleration

Modern robot policies predict a chunk of future actions from a single observation, execute only a prefix, and discard the rest before replanning. Choosing the length of this prefix, the execution horizon, poses a trade-off between reactivity and efficiency. A short horizon keeps the policy reactive to the environment, but requires frequent policy calls. Recent test-time methods adaptively select the horizon for each chunk, but they either read model internals, where the signal must be chosen for each architecture, or draw extra samples, which adds cost. We propose Action Upcycling, a training-free algorithm that reuses actions the policy would otherwise discard, without accessing model internals or drawing extra samples. We find that discarded actions stay close to their replanned versions as long as the action velocity remains smooth. Action Upcycling therefore extends the execution horizon up to the point where the velocity begins to fluctuate. Extensive experiments on simulated and real-world manipulation tasks show that Action Upcycling reduces policy calls by 1.2-1.7x with no loss in success rate, across multiple Vision-Language-Action Models (VLAs) and even a World Action Model (WAM). It applies to any chunked policy at negligible cost and is orthogonal to other policy acceleration methods such as few-step sampling and streaming action decoding, opening a new axis for policy acceleration.

  • 8 authors
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Sep 28

When Agents Coordinate: Measuring Coordination in Multi-Agent AI Coding

We study how teams of AI coding agents coordinate while solving programming tasks. Current evaluations usually report whether the agents complete the task and how much the run costs, leaving the coordination inside the team largely unmeasured. We introduce an instrument to measure this coordination. Each run is represented as a temporal network in which agents and files are nodes, and messages, file writes, and file reads are timestamped directed edges with an associated cost. We apply this instrument to 1902 runs, each evaluated with a fixed test suite, across configurations that vary the team size, the team structure, and the file policy. The resulting networks show how coordination changes as teams grow and as the work changes. Direct messaging initially increases close to quadratically with the number of agents, with much of this growth coming from an early round of introductions. As the teams grow further, this increase levels off in the largest teams we study, where agents increasingly communicate through broadcast messages. The task also shapes the network that emerges. Work built around a shared specification produces dense, highly connected teams, while pipeline tasks produce sparse networks organised around local interfaces. Shared files can replace repeated 1-to-1 communication, cutting output tokens by about 42% at eight agents on message-heavy work, while adding overhead when files already carry the coordination. Naming one agent as coordinator creates no communication hub and provides no reliable improvement in success. We also observe an unprompted tendency for agents to seek out hidden grading material. We repeat the key experimental conditions in a sealed environment, replacing the hidden material with marked placeholder files. Across 244 additional runs, agents still reach for it in four fifths of runs, while the coordinator and file-channel findings reproduce.

  • 2 authors
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Aug 16

Behavior-Skill: A Fine-Grained Benchmark for Evaluating Vision-Language-Action Policies in Long-Horizon Tasks

Reliable execution of long-horizon mobile manipulation tasks remains challenging because overall task success depends on the successful completion of multiple constituent skills. Existing benchmarks, however, still rely primarily on full-task rollouts and aggregate task-level metrics, making intermediate failures difficult to observe and analyze. We present Behavior-Skill, a benchmark that reformulates the learning and evaluation of long-horizon tasks around executable constituent skills. It contains 235,492 skill instances from 10,000 demonstrations across 50 household tasks and 34 semantic skill categories. Each instance pairs a skill instruction with an aligned observation-action segment, and is further associated with a restorable intermediate state and a skill success condition to enable independent evaluation under valid preconditions. We further introduce trajectory-level and skill-level metrics to characterize policy capability beyond aggregate task success. Extensive experiments across representative VLA policies including pi0.5 and GR00T on the complete 50-task benchmark show that failures are highly non-uniform across skills, with contact-rich manipulation skills forming persistent bottlenecks. These results demonstrate that Behavior-Skill complements full-task evaluation by exposing intermediate capability profiles for analyzing and improving long-horizon VLA policies. Behavior-Skill is publicly available at https://github.com/nubot-nudt/Behavior-Skill.

  • 10 authors
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Aug 30

BINDER: Instantly Adaptive Mobile Manipulation with Open-Vocabulary Commands

Open-vocabulary mobile manipulation (OVMM) requires robots to follow language instructions, navigate, and manipulate while updating their world representation under dynamic environmental changes. However, most prior approaches update their world representation only at discrete update points such as navigation targets, waypoints, or the end of an action step, leaving robots blind between updates and causing cascading failures: overlooked objects, late error detection, and delayed replanning. To address this limitation, we propose BINDER (Bridging INstant and DEliberative Reasoning), a dual process framework that decouples strategic planning from continuous environment monitoring. Specifically, BINDER integrates a Deliberative Response Module (DRM, a multimodal LLM for task planning) with an Instant Response Module (IRM, a VideoLLM for continuous monitoring). The two modules play complementary roles: the DRM performs strategic planning with structured 3D scene updates and guides what the IRM attends to, while the IRM analyzes video streams to update memory, correct ongoing actions, and trigger replanning when necessary. Through this bidirectional coordination, the modules address the trade off between maintaining awareness and avoiding costly updates, enabling robust adaptation under dynamic conditions. Evaluated in three real world environments with dynamic object placement, BINDER achieves substantially higher success and efficiency than SoTA baselines, demonstrating its effectiveness for real world deployment.

  • 6 authors
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Nov 27, 2025

CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning

Human motion driven control (HMDC) is an effective approach for generating natural and compelling robot motions while preserving high-level semantics. However, establishing the correspondence between humans and robots with different body structures is not straightforward due to the mismatches in kinematics and dynamics properties, which causes intrinsic ambiguity to the problem. Many previous algorithms approach this motion retargeting problem with unsupervised learning, which requires the prerequisite skill sets. However, it will be extremely costly to learn all the skills without understanding the given human motions, particularly for high-dimensional robots. In this work, we introduce CrossLoco, a guided unsupervised reinforcement learning framework that simultaneously learns robot skills and their correspondence to human motions. Our key innovation is to introduce a cycle-consistency-based reward term designed to maximize the mutual information between human motions and robot states. We demonstrate that the proposed framework can generate compelling robot motions by translating diverse human motions, such as running, hopping, and dancing. We quantitatively compare our CrossLoco against the manually engineered and unsupervised baseline algorithms along with the ablated versions of our framework and demonstrate that our method translates human motions with better accuracy, diversity, and user preference. We also showcase its utility in other applications, such as synthesizing robot movements from language input and enabling interactive robot control.

  • 5 authors
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Sep 29, 2023

CoACT: Action-Preserving Observation Compression for Coding Agents

LLM-based coding agents solve software-engineering tasks through iterative interactions with development environments, where returned observations accumulate in the context and become a major source of inference cost. Observation compression reduces this cost by shortening observations before they are appended to the context. However, existing methods still exhibit an unsatisfactory efficiency-effectiveness trade-off, as they do not explicitly model how compression affects the agent's subsequent behavior. This paper proposes CoACT, an action-preserving observation compression method for coding agents. CoACT is built on next-action preservation (NAP), which requires a compressed observation to induce the same next action as the raw observation. By checking the agent's immediate next action, NAP provides a practical signal for whether a compression preserves the information needed for continued task solving. During training, a teacher model first generates multiple compressed candidates of each observation. CoACT then uses an action-preservation reward based on NAP to filter out candidates that would change the agent's next action, and uses a length-reduction reward to choose compact candidates as supervision for a lightweight compressor. Experiments on SWE-bench Verified with three agentic models show that CoACT reduces average total token consumption by 33.0% while maintaining task-solving effectiveness close to the uncompressed agent.

  • 4 authors
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Jul 2

ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

  • 18 authors
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Feb 3, 2025

Bridging Handheld and Teleoperated Supervision for Contact-Rich Manipulation via State-Gated Experts

Handheld data collection systems, such as the Universal Manipulation Interface (UMI), enable scalable data collection across diverse environments but only capture observed actions rather than the desired actions executed by a robot controller. In contrast, teleoperation captures desired actions directly, but is prohibitively time-consuming to collect. We revisit this trade-off through the lens of action validity across task phases. We observe that handheld trajectories provide valid supervision in tolerant, free-space phases, but lack dynamic feasibility in contact-sensitive phases, where tracking observed trajectories at high stiffness produces large, unsafe contact forces. We study the interaction between these two supervision types for contact-rich manipulation and find that training policies that combine handheld data with a small number of targeted teleoperated demonstrations provide an efficient hybrid strategy. Specifically, rather than teleoperating the entire task, we only collect partial teleoperated demonstrations for task segments where base handheld policies fail. However, naively mixing handheld and teleoperated phase-specific data yields worse performance than training on handheld data alone. To address this mismatch between observed and desired supervision, we propose Bi-modal Routing for Imitation Data via Gated Experts (BRIDGE), a mixture of diffusion policy experts that routes between specialist task phase heads conditioned on the current robot state. Notably, our approach enables task-phase specific use of desired actions during contact sensitive segments and improves success rates over handheld-only baselines by up to 36.7% across three contact-rich manipulation tasks.

  • 3 authors
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Jun 24

Player-1: Learning to Play from Synthetic Experience

Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their visually rich worlds and diverse mechanics, remain challenging and offer a demanding next step toward general digital control. Current game-agent learning pipelines often rely on large-scale demonstrations with limited coverage of dynamic game states, while scalable environments for interactive training remain difficult to obtain. We introduce Player-1, a post-training framework for learning game control beyond demonstrations through synthetic experience. We extend the computer-use action space with relative pointer motion, sustained inputs, and composite actions. For supervised initialization, we fine-tune computer-use models on 6,044 curated gameplay trajectories that pair recorded actions with task instructions and visual reasoning. We construct Player-1-Gym, sixteen synthetic 2D and 3D environments designed around control demands shared across games. Programmatically verifiable rewards and randomized observations and control dynamics support multi-environment reinforcement learning with PPO. The resulting Player-1-9B and Player-1-35B-A3B improve MineDojo-300 success over their SFT policies by 27.8 and 17.7 percentage points, respectively. Player-1-9B reaches 38.33% success compared with 12.63% for the strongest evaluated baseline, with further gains over SFT on ViZDoom-10 and GameWorld. Further analyses show that broader synthetic environment coverage improves transfer, while the use of composite actions that combine multiple keyboard and mouse inputs increases during RL. We demonstrate that learning from synthetic experience substantially improves game control beyond supervised initialization, with gains that generalize beyond the RL training suite.

EgoMI: Learning Active Vision and Whole-Body Manipulation from Egocentric Human Demonstrations

Imitation learning from human demonstrations offers a promising approach for robot skill acquisition, but egocentric human data introduces fundamental challenges due to the embodiment gap. During manipulation, humans actively coordinate head and hand movements, continuously reposition their viewpoint and use pre-action visual fixation search strategies to locate relevant objects. These behaviors create dynamic, task-driven head motions that static robot sensing systems cannot replicate, leading to a significant distribution shift that degrades policy performance. We present EgoMI (Egocentric Manipulation Interface), a framework that captures synchronized end-effector and active head trajectories during manipulation tasks, resulting in data that can be retargeted to compatible semi-humanoid robot embodiments. To handle rapid and wide-spanning head viewpoint changes, we introduce a memory-augmented policy that selectively incorporates historical observations. We evaluate our approach on a bimanual robot equipped with an actuated camera head and find that policies with explicit head-motion modeling consistently outperform baseline methods. Results suggest that coordinated hand-eye learning with EgoMI effectively bridges the human-robot embodiment gap for robust imitation learning on semi-humanoid embodiments. Project page: https://egocentric-manipulation-interface.github.io

  • 6 authors
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Mar 9

Learning Generalizable Skills from Offline Multi-Task Data for Multi-Agent Cooperation

Learning cooperative multi-agent policy from offline multi-task data that can generalize to unseen tasks with varying numbers of agents and targets is an attractive problem in many scenarios. Although aggregating general behavior patterns among multiple tasks as skills to improve policy transfer is a promising approach, two primary challenges hinder the further advancement of skill learning in offline multi-task MARL. Firstly, extracting general cooperative behaviors from various action sequences as common skills lacks bringing cooperative temporal knowledge into them. Secondly, existing works only involve common skills and can not adaptively choose independent knowledge as task-specific skills in each task for fine-grained action execution. To tackle these challenges, we propose Hierarchical and Separate Skill Discovery (HiSSD), a novel approach for generalizable offline multi-task MARL through skill learning. HiSSD leverages a hierarchical framework that jointly learns common and task-specific skills. The common skills learn cooperative temporal knowledge and enable in-sample exploitation for offline multi-task MARL. The task-specific skills represent the priors of each task and achieve a task-guided fine-grained action execution. To verify the advancement of our method, we conduct experiments on multi-agent MuJoCo and SMAC benchmarks. After training the policy using HiSSD on offline multi-task data, the empirical results show that HiSSD assigns effective cooperative behaviors and obtains superior performance in unseen tasks.

  • 4 authors
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Mar 27, 2025

Humanoid Agent via Embodied Chain-of-Action Reasoning with Multimodal Foundation Models for Zero-Shot Loco-Manipulation

Humanoid loco-manipulation, which integrates whole-body locomotion with dexterous manipulation, remains a fundamental challenge in robotics. Beyond whole-body coordination and balance, a central difficulty lies in understanding human instructions and translating them into coherent sequences of embodied actions. Recent advances in foundation models provide transferable multimodal representations and reasoning capabilities, yet existing efforts remain largely restricted to either locomotion or manipulation in isolation, with limited applicability to humanoid settings. In this paper, we propose Humanoid-COA, the first humanoid agent framework that integrates foundation model reasoning with an Embodied Chain-of-Action (CoA) mechanism for zero-shot loco-manipulation. Within the perception--reasoning--action paradigm, our key contribution lies in the reasoning stage, where the proposed CoA mechanism decomposes high-level human instructions into structured sequences of locomotion and manipulation primitives through affordance analysis, spatial inference, and whole-body action reasoning. Extensive experiments on two humanoid robots, Unitree H1-2 and G1, in both an open test area and an apartment environment, demonstrate that our framework substantially outperforms prior baselines across manipulation, locomotion, and loco-manipulation tasks, achieving robust generalization to long-horizon and unstructured scenarios. Project page: https://humanoid-coa.github.io/

  • 11 authors
·
Apr 13, 2025

Whole-Body Aerial Grasping and Lifting via Partial Visual Observations

Aerial grasp-and-lift tasks require whole-body coordination across approach, acquisition, and lifting under partial target observations. Early approach failures can limit exposure to later task stages during training, while changing visibility complicates alignment and closure timing during execution. We present a recurrent teacher-student framework that learns a single policy in simulation to jointly command flight, arm motion, and gripper closure without an explicit task-phase input. A privileged teacher learns through reinforcement learning with a critical-state curriculum that exposes acquisition and lifting states before connecting them to normal approach trajectories. Its behavior is distilled into a recurrent visual student that replaces privileged target states with dual-view point clouds and proprioception, integrating observation history for closed-loop control. A dedicated closure objective supervises closure timing from sustained model-defined readiness sequences. Training and primary evaluation use a simulated acquisition-and-payload model with condition-triggered latching, virtual attachment, and wrench-based payload loading for short-distance lifting. Across 8,996 completed simulation episodes under this model, the frozen student achieves full-task success rates of 99.97%, 97.14%, and 95.84% under nominal, physics/control-randomized, and additional camera-randomized conditions, respectively. The nominal latch-count-weighted mean of per-seed 90th-percentile alignment errors at acquisition is 8.12 mm.

  • 9 authors
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Sep 29

Benchmarking LLMs' Swarm intelligence

Large Language Models (LLMs) show potential for complex reasoning, yet their capacity for emergent coordination in Multi-Agent Systems (MAS) when operating under strict constraints-such as limited local perception and communication, characteristic of natural swarms-remains largely unexplored, particularly concerning the nuances of swarm intelligence. Existing benchmarks often do not fully capture the unique challenges of decentralized coordination that arise when agents operate with incomplete spatio-temporal information. To bridge this gap, we introduce SwarmBench, a novel benchmark designed to systematically evaluate the swarm intelligence capabilities of LLMs acting as decentralized agents. SwarmBench features five foundational MAS coordination tasks within a configurable 2D grid environment, forcing agents to rely primarily on local sensory input (k x k view) and local communication. We propose metrics for coordination effectiveness and analyze emergent group dynamics. Evaluating several leading LLMs in a zero-shot setting, we find significant performance variations across tasks, highlighting the difficulties posed by local information constraints. While some coordination emerges, results indicate limitations in robust planning and strategy formation under uncertainty in these decentralized scenarios. Assessing LLMs under swarm-like conditions is crucial for realizing their potential in future decentralized systems. We release SwarmBench as an open, extensible toolkit-built upon a customizable and scalable physical system with defined mechanical properties. It provides environments, prompts, evaluation scripts, and the comprehensive experimental datasets generated, aiming to foster reproducible research into LLM-based MAS coordination and the theoretical underpinnings of Embodied MAS. Our code repository is available at https://github.com/x66ccff/swarmbench.

  • 4 authors
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May 7, 2025

Recon-Act: A Self-Evolving Multi-Agent Browser-Use System via Web Reconnaissance, Tool Generation, and Task Execution

Recent years, multimodal models have made remarkable strides and pave the way for intelligent browser use agents. However, when solving tasks on real world webpages in multi-turn, long-horizon trajectories, current agents still suffer from disordered action sequencing and excessive trial and error during execution. This paper introduces Recon-Act, a self-evolving multi-agent framework grounded in Reconnaissance-Action behavioral paradigm. The system comprises a Reconnaissance Team and an Action Team: the former conducts comparative analysis and tool generation, while the latter handles intent decomposition, tool orchestration, and execution. By contrasting the erroneous trajectories with successful ones, the Reconnaissance Team infers remedies, and abstracts them into a unified notion of generalized tools, either expressed as hints or as rule-based codes, and register to the tool archive in real time. The Action Team reinference the process empowered with these targeting tools, thus establishing a closed-loop training pipeline of data-tools-action-feedback. Following the 6 level implementation roadmap proposed in this work, we have currently reached Level 3 (with limited human-in-the-loop intervention). Leveraging generalized tools obtained through reconnaissance, Recon-Act substantially improves adaptability to unseen websites and solvability on long-horizon tasks, and achieves state-of-the-art performance on the challenging VisualWebArena dataset.

  • 4 authors
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Sep 25, 2025 2