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Autoregressive modeling has been a huge success in the field of natural language processing (NLP). Recently, autoregressive models have emerged as a significant area of focus in computer vision, where they excel in producing high-quality visual content. Autoregressive models in NLP typically operate on subword tokens. However, the representation strategy in computer vision can vary in different levels, i.e., pixel-level, token-level, or scale-level, reflecting the diverse and hierarchical nature of visual data compared to the sequential structure of language. This survey comprehensively examines the literature on autoregressive models applied to vision. To improve readability for researchers from diverse research backgrounds, we start with preliminary sequence representation and modeling in vision. Next, we divide the fundamental frameworks of visual autoregressive models into three general sub-categories, including pixel-based, token-based, and scale-based models based on the representation strategy. We then explore the interconnections between autoregressive models and other generative models. Furthermore, we present a multifaceted categorization of autoregressive models in computer vision, including image generation, video generation, 3D generation, and multimodal generation. We also elaborate on their applications in diverse domains, including emerging domains such as embodied AI and 3D medical AI, with about 250 related references. Finally, we highlight the current challenges to autoregressive models in vision with suggestions about potential research directions. We have also set up a Github repository to organize the papers included in this survey at: https://github.com/ChaofanTao/Autoregressive-Models-in-Vision-Survey.
Tactile sensing remains far less understood in neuroscience and less effective in artificial systems compared to more mature modalities such as vision and language. We bridge these gaps by introducing a novel Encoder-Attender-Decoder (EAD) framework to systematically explore the space of task-optimized temporal neural networks trained on realistic tactile input sequences from a customized rodent whisker-array simulator. We identify convolutional recurrent neural networks (ConvRNNs) as superior encoders to purely feedforward and state-space architectures for tactile categorization. Crucially, these ConvRNN-encoder-based EAD models achieve neural representations closely matching rodent somatosensory cortex, saturating the explainable neural variability and revealing a clear linear relationship between supervised categorization performance and neural alignment. Furthermore, contrastive self-supervised ConvRNN-encoder-based EADs, trained with tactile-specific augmentations, match supervised neural fits, serving as an ethologically-relevant, label-free proxy. For neuroscience, our findings highlight nonlinear recurrent processing as important for general-purpose tactile representations in somatosensory cortex, providing the first quantitative characterization of the underlying inductive biases in this system. For embodied AI, our results emphasize the importance of recurrent EAD architectures to handle realistic tactile inputs, along with tailored self-supervised learning methods for achieving robust tactile perception with the same type of sensors animals use to sense in unstructured environments.
An embodied AI assistant operating on egocentric video must integrate spatial cues across time - for instance, determining where an object A, glimpsed a few moments ago lies relative to an object B encountered later. We introduce Disjoint-3DQA , a generative QA benchmark that evaluates this ability of VLMs by posing questions about object pairs that are not co-visible in the same frame. We evaluated seven state-of-the-art VLMs and found that models lag behind human performance by 28%, with steeper declines in accuracy (60% to 30 %) as the temporal gap widens. Our analysis further reveals that providing trajectories or bird's-eye-view projections to VLMs results in only marginal improvements, whereas providing oracle 3D coordinates leads to a substantial 20% performance increase. This highlights a core bottleneck of multi-frame VLMs in constructing and maintaining 3D scene representations over time from visual signals. Disjoint-3DQA therefore sets a clear, measurable challenge for long-horizon spatial reasoning and aims to catalyze future research at the intersection of vision, language, and embodied AI.
Simulation has enabled unprecedented compute-scalable approaches to robot learning. However, many existing simulation frameworks typically support a narrow range of scenes/tasks and lack features critical for scaling generalizable robotics and sim2real. We introduce and open source ManiSkill3, the fastest state-visual GPU parallelized robotics simulator with contact-rich physics targeting generalizable manipulation. ManiSkill3 supports GPU parallelization of many aspects including simulation+rendering, heterogeneous simulation, pointclouds/voxels visual input, and more. Simulation with rendering on ManiSkill3 can run 10-1000x faster with 2-3x less GPU memory usage than other platforms, achieving up to 30,000+ FPS in benchmarked environments due to minimal python/pytorch overhead in the system, simulation on the GPU, and the use of the SAPIEN parallel rendering system. Tasks that used to take hours to train can now take minutes. We further provide the most comprehensive range of GPU parallelized environments/tasks spanning 12 distinct domains including but not limited to mobile manipulation for tasks such as drawing, humanoids, and dextrous manipulation in realistic scenes designed by artists or real-world digital twins. In addition, millions of demonstration frames are provided from motion planning, RL, and teleoperation. ManiSkill3 also provides a comprehensive set of baselines that span popular RL and learning-from-demonstrations algorithms.
The rapid growth of AI in robotics has amplified the need for high-quality, reusable datasets, particularly in human-robot interaction (HRI) and AI-embedded robotics. While more robotics datasets are being created, the landscape of open data in the field is uneven. This is due to a lack of curation standards and consistent publication practices, which makes it difficult to discover, access, and reuse robotics data. To address these challenges, this paper presents a curation and access system with two main contributions: (1) a structured methodology to curate, publish, and integrate FAIR (Findable, Accessible, Interoperable, Reusable) human-centered robotics datasets; and (2) a ChatGPT-powered conversational interface trained with the curated datasets metadata and documentation to enable exploration, comparison robotics datasets and data retrieval using natural language. Developed based on practical experience curating datasets from robotics labs within Texas Robotics at the University of Texas at Austin, the system demonstrates the value of standardized curation and persistent publication of robotics data. The system's evaluation suggests that access and understandability of human-robotics data are significantly improved. This work directly aligns with the goals of the HCRL @ ICRA 2025 workshop and represents a step towards more human-centered access to data for embodied AI.
When humans grasp an object, they naturally form trajectories in their minds to manipulate it for specific tasks. Modeling hand-object interaction priors holds significant potential to advance robotic and embodied AI systems in learning to operate effectively within the physical world. We introduce SIGHT, a novel task focused on generating realistic and physically plausible 3D hand-object interaction trajectories from a single image and a brief language-based task description. Prior work on hand-object trajectory generation typically relies on textual input that lacks explicit grounding to the target object, or assumes access to 3D object meshes, which are often considerably more difficult to obtain than 2D images. We propose SIGHT-Fusion, a novel diffusion-based image-text conditioned generative model that tackles this task by retrieving the most similar 3D object mesh from a database and enforcing geometric hand-object interaction constraints via a novel inference-time diffusion guidance. We benchmark our model on the HOI4D and H2O datasets, adapting relevant baselines for this novel task. Experiments demonstrate our superior performance in the diversity and quality of generated trajectories, as well as in hand-object interaction geometry metrics.
Embodied visual tracking is a fundamental skill in Embodied AI, enabling an agent to follow a specific target in dynamic environments using only egocentric vision. This task is inherently challenging as it requires both accurate target recognition and effective trajectory planning under conditions of severe occlusion and high scene dynamics. Existing approaches typically address this challenge through a modular separation of recognition and planning. In this work, we propose TrackVLA, a Vision-Language-Action (VLA) model that learns the synergy between object recognition and trajectory planning. Leveraging a shared LLM backbone, we employ a language modeling head for recognition and an anchor-based diffusion model for trajectory planning. To train TrackVLA, we construct an Embodied Visual Tracking Benchmark (EVT-Bench) and collect diverse difficulty levels of recognition samples, resulting in a dataset of 1.7 million samples. Through extensive experiments in both synthetic and real-world environments, TrackVLA demonstrates SOTA performance and strong generalizability. It significantly outperforms existing methods on public benchmarks in a zero-shot manner while remaining robust to high dynamics and occlusion in real-world scenarios at 10 FPS inference speed. Our project page is: https://pku-epic.github.io/TrackVLA-web.
Collective Adaptive Intelligence (CAI) represent a transformative approach in artificial intelligence, wherein numerous autonomous agents collaborate, adapt, and self-organize to navigate complex, dynamic environments. This paradigm is particularly impactful in embodied AI applications, where adaptability and resilience are paramount. By enabling systems to reconfigure themselves in response to unforeseen challenges, CAI facilitate robust performance in real-world scenarios. This article introduces a conceptual framework for designing and analyzing CAI. It delineates key attributes including task generalization, resilience, scalability, and self-assembly, aiming to bridge theoretical foundations with practical methodologies for engineering adaptive, emergent intelligence. By providing a structured foundation for understanding and implementing CAI, this work seeks to guide researchers and practitioners in developing more resilient, scalable, and adaptable AI systems across various domains.
The remarkable reasoning and generalization capabilities of Large Language Models (LLMs) have paved the way for their expanding applications in embodied AI, robotics, and other real-world tasks. To effectively support these applications, grounding in spatial and temporal understanding in multimodal environments is essential. To this end, recent works have leveraged scene graphs, a structured representation that encodes entities, attributes, and their relationships in a scene. However, a comprehensive evaluation of LLMs' ability to utilize scene graphs remains limited. In this work, we introduce Text-Scene Graph (TSG) Bench, a benchmark designed to systematically assess LLMs' ability to (1) understand scene graphs and (2) generate them from textual narratives. With TSG Bench we evaluate 11 LLMs and reveal that, while models perform well on scene graph understanding, they struggle with scene graph generation, particularly for complex narratives. Our analysis indicates that these models fail to effectively decompose discrete scenes from a complex narrative, leading to a bottleneck when generating scene graphs. These findings underscore the need for improved methodologies in scene graph generation and provide valuable insights for future research. The demonstration of our benchmark is available at https://tsg-bench.netlify.app. Additionally, our code and evaluation data are publicly available at https://github.com/docworlds/tsg-bench.
While large language models (LLMs) have shown promising capabilities as zero-shot planners for embodied agents, their inability to learn from experience and build persistent mental models limits their robustness in complex open-world environments like Minecraft. We introduce MINDSTORES, an experience-augmented planning framework that enables embodied agents to build and leverage mental models through natural interaction with their environment. Drawing inspiration from how humans construct and refine cognitive mental models, our approach extends existing zero-shot LLM planning by maintaining a database of past experiences that informs future planning iterations. The key innovation is representing accumulated experiences as natural language embeddings of (state, task, plan, outcome) tuples, which can then be efficiently retrieved and reasoned over by an LLM planner to generate insights and guide plan refinement for novel states and tasks. Through extensive experiments in the MineDojo environment, a simulation environment for agents in Minecraft that provides low-level controls for Minecraft, we find that MINDSTORES learns and applies its knowledge significantly better than existing memory-based LLM planners while maintaining the flexibility and generalization benefits of zero-shot approaches, representing an important step toward more capable embodied AI systems that can learn continuously through natural experience.
While large language models (LLMs) have shown promising capabilities as zero-shot planners for embodied agents, their inability to learn from experience and build persistent mental models limits their robustness in complex open-world environments like Minecraft. We introduce MINDSTORES, an experience-augmented planning framework that enables embodied agents to build and leverage mental models through natural interaction with their environment. Drawing inspiration from how humans construct and refine cognitive mental models, our approach extends existing zero-shot LLM planning by maintaining a database of past experiences that informs future planning iterations. The key innovation is representing accumulated experiences as natural language embeddings of (state, task, plan, outcome) tuples, which can then be efficiently retrieved and reasoned over by an LLM planner to generate insights and guide plan refinement for novel states and tasks. Through extensive experiments in the MineDojo environment, a simulation environment for agents in Minecraft that provides low-level controls for Minecraft, we find that MINDSTORES learns and applies its knowledge significantly better than existing memory-based LLM planners while maintaining the flexibility and generalization benefits of zero-shot approaches, representing an important step toward more capable embodied AI systems that can learn continuously through natural experience.
Video-based spatial cognition is vital for robotics and embodied AI but challenges current Vision-Language Models (VLMs). This paper makes two key contributions. First, we introduce ViCA (Visuospatial Cognitive Assistant)-322K, a diverse dataset of 322,003 QA pairs from real-world indoor videos (ARKitScenes, ScanNet, ScanNet++), offering supervision for 3D metadata-grounded queries and video-based complex reasoning. Second, we develop ViCA-7B, fine-tuned on ViCA-322K, which achieves new state-of-the-art on all eight VSI-Bench tasks, outperforming existing models, including larger ones (e.g., +26.1 on Absolute Distance). For interpretability, we present ViCA-Thinking-2.68K, a dataset with explicit reasoning chains, and fine-tune ViCA-7B to create ViCA-7B-Thinking, a model that articulates its spatial reasoning. Our work highlights the importance of targeted data and suggests paths for improved temporal-spatial modeling. We release all resources to foster research in robust visuospatial intelligence.
Understanding functionalities in 3D scenes involves interpreting natural language descriptions to locate functional interactive objects, such as handles and buttons, in a 3D environment. Functionality understanding is highly challenging, as it requires both world knowledge to interpret language and spatial perception to identify fine-grained objects. For example, given a task like 'turn on the ceiling light', an embodied AI agent must infer that it needs to locate the light switch, even though the switch is not explicitly mentioned in the task description. To date, no dedicated methods have been developed for this problem. In this paper, we introduce Fun3DU, the first approach designed for functionality understanding in 3D scenes. Fun3DU uses a language model to parse the task description through Chain-of-Thought reasoning in order to identify the object of interest. The identified object is segmented across multiple views of the captured scene by using a vision and language model. The segmentation results from each view are lifted in 3D and aggregated into the point cloud using geometric information. Fun3DU is training-free, relying entirely on pre-trained models. We evaluate Fun3DU on SceneFun3D, the most recent and only dataset to benchmark this task, which comprises over 3000 task descriptions on 230 scenes. Our method significantly outperforms state-of-the-art open-vocabulary 3D segmentation approaches. Project page: https://tev-fbk.github.io/fun3du/
Embodied planning requires agents to make coherent multi-step decisions based on dynamic visual observations and natural language goals. While recent vision-language models (VLMs) excel at static perception tasks, they struggle with the temporal reasoning, spatial understanding, and commonsense grounding needed for planning in interactive environments. In this work, we introduce a reinforcement fine-tuning framework that brings R1-style reasoning enhancement into embodied planning. We first distill a high-quality dataset from a powerful closed-source model and perform supervised fine-tuning (SFT) to equip the model with structured decision-making priors. We then design a rule-based reward function tailored to multi-step action quality and optimize the policy via Generalized Reinforced Preference Optimization (GRPO). Our approach is evaluated on Embench, a recent benchmark for interactive embodied tasks, covering both in-domain and out-of-domain scenarios. Experimental results show that our method significantly outperforms models of similar or larger scale, including GPT-4o-mini and 70B+ open-source baselines, and exhibits strong generalization to unseen environments. This work highlights the potential of reinforcement-driven reasoning to advance long-horizon planning in embodied AI.
Vision-language models (VLMs) have demonstrated remarkable capabilities in understanding and reasoning about visual content, but significant challenges persist in tasks requiring cross-viewpoint understanding and spatial reasoning. We identify a critical limitation: current VLMs excel primarily at egocentric spatial reasoning (from the camera's perspective) but fail to generalize to allocentric viewpoints when required to adopt another entity's spatial frame of reference. We introduce ViewSpatial-Bench, the first comprehensive benchmark designed specifically for multi-viewpoint spatial localization recognition evaluation across five distinct task types, supported by an automated 3D annotation pipeline that generates precise directional labels. Comprehensive evaluation of diverse VLMs on ViewSpatial-Bench reveals a significant performance disparity: models demonstrate reasonable performance on camera-perspective tasks but exhibit reduced accuracy when reasoning from a human viewpoint. By fine-tuning VLMs on our multi-perspective spatial dataset, we achieve an overall performance improvement of 46.24% across tasks, highlighting the efficacy of our approach. Our work establishes a crucial benchmark for spatial intelligence in embodied AI systems and provides empirical evidence that modeling 3D spatial relationships enhances VLMs' corresponding spatial comprehension capabilities.
Video-based spatial cognition is vital for robotics and embodied AI but challenges current Vision-Language Models (VLMs). This paper makes two key contributions. First, we introduce ViCA (Visuospatial Cognitive Assistant)-322K, a diverse dataset of 322,003 QA pairs from real-world indoor videos (ARKitScenes, ScanNet, ScanNet++), offering supervision for 3D metadata-grounded queries and video-based complex reasoning. Second, we develop ViCA-7B, fine-tuned on ViCA-322K, which achieves new state-of-the-art on all eight VSI-Bench tasks, outperforming existing models, including larger ones (e.g., +26.1 on Absolute Distance). For interpretability, we present ViCA-Thinking-2.68K, a dataset with explicit reasoning chains, and fine-tune ViCA-7B to create ViCA-7B-Thinking, a model that articulates its spatial reasoning. Our work highlights the importance of targeted data and suggests paths for improved temporal-spatial modeling. We release all resources to foster research in robust visuospatial intelligence.
Tactile sensing remains far less understood in neuroscience and less effective in artificial systems compared to more mature modalities such as vision and language. We bridge these gaps by introducing a novel Encoder-Attender-Decoder (EAD) framework to systematically explore the space of task-optimized temporal neural networks trained on realistic tactile input sequences from a customized rodent whisker-array simulator. We identify convolutional recurrent neural networks (ConvRNNs) as superior encoders to purely feedforward and state-space architectures for tactile categorization. Crucially, these ConvRNN-encoder-based EAD models achieve neural representations closely matching rodent somatosensory cortex, saturating the explainable neural variability and revealing a clear linear relationship between supervised categorization performance and neural alignment. Furthermore, contrastive self-supervised ConvRNN-encoder-based EADs, trained with tactile-specific augmentations, match supervised neural fits, serving as an ethologically-relevant, label-free proxy. For neuroscience, our findings highlight nonlinear recurrent processing as important for general-purpose tactile representations in somatosensory cortex, providing the first quantitative characterization of the underlying inductive biases in this system. For embodied AI, our results emphasize the importance of recurrent EAD architectures to handle realistic tactile inputs, along with tailored self-supervised learning methods for achieving robust tactile perception with the same type of sensors animals use to sense in unstructured environments.
Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in spatially grounded tasks such as embodied AI, immersive simulations, and interactive 3D applications. We introduce a new paradigm that enables VLMs to generate, understand, and edit complex 3D environments by injecting a continually evolving spatial context. Constructed from multimodal input, this context consists of three components: a scene portrait that provides a high-level semantic blueprint, a semantically labeled point cloud capturing object-level geometry, and a scene hypergraph that encodes rich spatial relationships, including unary, binary, and higher-order constraints. Together, these components provide the VLM with a structured, geometry-aware working memory that integrates its inherent multimodal reasoning capabilities with structured 3D understanding for effective spatial reasoning. Building on this foundation, we develop an agentic 3D scene generation pipeline in which the VLM iteratively reads from and updates the spatial context. The pipeline features high-quality asset generation with geometric restoration, environment setup with automatic verification, and ergonomic adjustment guided by the scene hypergraph. Experiments show that our framework can handle diverse and challenging inputs, achieving a level of generalization not observed in prior work. Further results demonstrate that injecting spatial context enables VLMs to perform downstream tasks such as interactive scene editing and path planning, suggesting strong potential for spatially intelligent systems in computer graphics, 3D vision, and embodied applications.
Exploring 3D Activity Reasoning and Planning: From Implicit Human Intentions to Route-Aware Planning
3D activity reasoning and planning has attracted increasing attention in human-robot interaction and embodied AI thanks to the recent advance in multimodal learning. However, most existing studies are facing two common challenges: 1) heavy reliance on explicit instructions with little reasoning on implicit user intention; 2) negligence of inter-step route planning on robot moves. We address the above challenges by proposing 3D activity reasoning and planning, a novel 3D task that reasons the intended activities from implicit instructions and decomposes them into steps with inter-step routes and planning under the guidance of fine-grained 3D object shapes and locations from scene segmentation. We tackle the new 3D task from two perspectives. First, we construct ReasonPlan3D, a large-scale benchmark that covers diverse 3D scenes with rich implicit instructions and detailed annotations for multi-step task planning, inter-step route planning, and fine-grained segmentation. Second, we design a novel framework that introduces progressive plan generation with contextual consistency across multiple steps, as well as a scene graph that is updated dynamically for capturing critical objects and their spatial relations. Extensive experiments demonstrate the effectiveness of our benchmark and framework in reasoning activities from implicit human instructions, producing accurate stepwise task plans and seamlessly integrating route planning for multi-step moves. The dataset and code will be released.
The recent development in multimodal learning has greatly advanced the research in 3D scene understanding in various real-world tasks such as embodied AI. However, most existing studies are facing two common challenges: 1) they are short of reasoning ability for interaction and interpretation of human intentions and 2) they focus on scenarios with single-category objects and over-simplified textual descriptions and neglect multi-object scenarios with complicated spatial relations among objects. We address the above challenges by proposing a 3D reasoning segmentation task for reasoning segmentation with multiple objects in scenes. The task allows producing 3D segmentation masks and detailed textual explanations as enriched by 3D spatial relations among objects. To this end, we create ReasonSeg3D, a large-scale and high-quality benchmark that integrates 3D segmentation masks and 3D spatial relations with generated question-answer pairs. In addition, we design MORE3D, a novel 3D reasoning network that works with queries of multiple objects and is tailored for 3D scene understanding. MORE3D learns detailed explanations on 3D relations and employs them to capture spatial information of objects and reason textual outputs. Extensive experiments show that MORE3D excels in reasoning and segmenting complex multi-object 3D scenes. In addition, the created ReasonSeg3D offers a valuable platform for future exploration of 3D reasoning segmentation. The data and code will be released.
Large Vision-Language Action (VLA) models have shown significant potential for embodied AI. However, their predominant training via supervised fine-tuning (SFT) limits generalization due to susceptibility to compounding errors under distribution shifts. Reinforcement learning (RL) offers a path to overcome these limitations by optimizing for task objectives via trial-and-error, yet a systematic understanding of its specific generalization benefits for VLAs compared to SFT is lacking. To address this, our study introduces a comprehensive benchmark for evaluating VLA generalization and systematically investigates the impact of RL fine-tuning across diverse visual, semantic, and execution dimensions. Our extensive experiments reveal that RL fine-tuning, particularly with PPO, significantly enhances generalization in semantic understanding and execution robustness over SFT, while maintaining comparable visual robustness. We identify PPO as a more effective RL algorithm for VLAs than LLM-derived methods like DPO and GRPO. We also develop a simple recipe for efficient PPO training on VLAs, and demonstrate its practical utility for improving VLA generalization. The project page is at https://rlvla.github.io
The remarkable reasoning and generalization capabilities of Large Language Models (LLMs) have paved the way for their expanding applications in embodied AI, robotics, and other real-world tasks. To effectively support these applications, grounding in spatial and temporal understanding in multimodal environments is essential. To this end, recent works have leveraged scene graphs, a structured representation that encodes entities, attributes, and their relationships in a scene. However, a comprehensive evaluation of LLMs' ability to utilize scene graphs remains limited. In this work, we introduce Text-Scene Graph (TSG) Bench, a benchmark designed to systematically assess LLMs' ability to (1) understand scene graphs and (2) generate them from textual narratives. With TSG Bench we evaluate 11 LLMs and reveal that, while models perform well on scene graph understanding, they struggle with scene graph generation, particularly for complex narratives. Our analysis indicates that these models fail to effectively decompose discrete scenes from a complex narrative, leading to a bottleneck when generating scene graphs. These findings underscore the need for improved methodologies in scene graph generation and provide valuable insights for future research. The demonstration of our benchmark is available at https://tsg-bench.netlify.app. Additionally, our code and evaluation data are publicly available at https://anonymous.4open.science/r/TSG-Bench.
Rapid advancements in foundation models, including Large Language Models, Vision-Language Models, Multimodal Large Language Models, and Vision-Language-Action Models have opened new avenues for embodied AI in mobile service robotics. By combining foundation models with the principles of embodied AI, where intelligent systems perceive, reason, and act through physical interactions, robots can improve understanding, adapt to, and execute complex tasks in dynamic real-world environments. However, embodied AI in mobile service robots continues to face key challenges, including multimodal sensor fusion, real-time decision-making under uncertainty, task generalization, and effective human-robot interactions (HRI). In this paper, we present the first systematic review of the integration of foundation models in mobile service robotics, identifying key open challenges in embodied AI and examining how foundation models can address them. Namely, we explore the role of such models in enabling real-time sensor fusion, language-conditioned control, and adaptive task execution. Furthermore, we discuss real-world applications in the domestic assistance, healthcare, and service automation sectors, demonstrating the transformative impact of foundation models on service robotics. We also include potential future research directions, emphasizing the need for predictive scaling laws, autonomous long-term adaptation, and cross-embodiment generalization to enable scalable, efficient, and robust deployment of foundation models in human-centric robotic systems.
Controllable video generation (CVG) has advanced rapidly, yet current systems falter when more than one actor must move, interact, and exchange positions under noisy control signals. We address this gap with DanceTogether, the first end-to-end diffusion framework that turns a single reference image plus independent pose-mask streams into long, photorealistic videos while strictly preserving every identity. A novel MaskPoseAdapter binds "who" and "how" at every denoising step by fusing robust tracking masks with semantically rich-but noisy-pose heat-maps, eliminating the identity drift and appearance bleeding that plague frame-wise pipelines. To train and evaluate at scale, we introduce (i) PairFS-4K, 26 hours of dual-skater footage with 7,000+ distinct IDs, (ii) HumanRob-300, a one-hour humanoid-robot interaction set for rapid cross-domain transfer, and (iii) TogetherVideoBench, a three-track benchmark centered on the DanceTogEval-100 test suite covering dance, boxing, wrestling, yoga, and figure skating. On TogetherVideoBench, DanceTogether outperforms the prior arts by a significant margin. Moreover, we show that a one-hour fine-tune yields convincing human-robot videos, underscoring broad generalization to embodied-AI and HRI tasks. Extensive ablations confirm that persistent identity-action binding is critical to these gains. Together, our model, datasets, and benchmark lift CVG from single-subject choreography to compositionally controllable, multi-actor interaction, opening new avenues for digital production, simulation, and embodied intelligence. Our video demos and code are available at https://DanceTog.github.io/.
Tactile sensing remains far less understood in neuroscience and less effective in artificial systems compared to more mature modalities such as vision and language. We bridge these gaps by introducing a novel Encoder-Attender-Decoder (EAD) framework to systematically explore the space of task-optimized temporal neural networks trained on realistic tactile input sequences from a customized rodent whisker-array simulator. We identify convolutional recurrent neural networks (ConvRNNs) as superior encoders to purely feedforward and state-space architectures for tactile categorization. Crucially, these ConvRNN-encoder-based EAD models achieve neural representations closely matching rodent somatosensory cortex, saturating the explainable neural variability and revealing a clear linear relationship between supervised categorization performance and neural alignment. Furthermore, contrastive self-supervised ConvRNN-encoder-based EADs, trained with tactile-specific augmentations, match supervised neural fits, serving as an ethologically-relevant, label-free proxy. For neuroscience, our findings highlight nonlinear recurrent processing as important for general-purpose tactile representations in somatosensory cortex, providing the first quantitative characterization of the underlying inductive biases in this system. For embodied AI, our results emphasize the importance of recurrent EAD architectures to handle realistic tactile inputs, along with tailored self-supervised learning methods for achieving robust tactile perception with the same type of sensors animals use to sense in unstructured environments.
We introduce $\infty$-THOR, a new framework for long-horizon embodied tasks that advances long-context understanding in embodied AI. $\infty$-THOR provides: (1) a generation framework for synthesizing scalable, reproducible, and unlimited long-horizon trajectories; (2) a novel embodied QA task, Needle(s) in the Embodied Haystack, where multiple scattered clues across extended trajectories test agents' long-context reasoning ability; and (3) a long-horizon dataset and benchmark suite featuring complex tasks that span hundreds of environment steps, each paired with ground-truth action sequences. To enable this capability, we explore architectural adaptations, including interleaved Goal-State-Action modeling, context extension techniques, and Context Parallelism, to equip LLM-based agents for extreme long-context reasoning and interaction. Experimental results and analyses highlight the challenges posed by our benchmark and provide insights into training strategies and model behaviors under long-horizon conditions. Our work provides a foundation for the next generation of embodied AI systems capable of robust, long-term reasoning and planning.
Embodied AI has developed rapidly in recent years, but it is still mainly deployed in laboratories, with various distortions in the Real-world limiting its application. Traditionally, Image Quality Assessment (IQA) methods are applied to predict human preferences for distorted images; however, there is no IQA method to assess the usability of an image in embodied tasks, namely, the perceptual quality for robots. To provide accurate and reliable quality indicators for future embodied scenarios, we first propose the topic: IQA for Embodied AI. Specifically, we (1) based on the Mertonian system and meta-cognitive theory, constructed a perception-cognition-decision-execution pipeline and defined a comprehensive subjective score collection process; (2) established the Embodied-IQA database, containing over 36k reference/distorted image pairs, with more than 5m fine-grained annotations provided by Vision Language Models/Vision Language Action-models/Real-world robots; (3) trained and validated the performance of mainstream IQA methods on Embodied-IQA, demonstrating the need to develop more accurate quality indicators for Embodied AI. We sincerely hope that through evaluation, we can promote the application of Embodied AI under complex distortions in the Real-world. Project page: https://github.com/lcysyzxdxc/EmbodiedIQA
Vision Language Models exhibited immense potential for embodied AI, yet they often lack the sophisticated situational reasoning required for complex decision-making. This paper shows that VLMs can achieve surprisingly strong decision-making performance when visual scenes are represented merely as text-only descriptions, suggesting foundational reasoning can be effectively learned from language. Motivated by this insight, we propose Praxis-VLM, a reasoning VLM for vision-grounded decision-making. Praxis-VLM employs the GRPO algorithm on textual scenarios to instill robust reasoning capabilities, where models learn to evaluate actions and their consequences. These reasoning skills, acquired purely from text, successfully transfer to multimodal inference with visual inputs, significantly reducing reliance on scarce paired image-text training data. Experiments across diverse decision-making benchmarks demonstrate that Praxis-VLM substantially outperforms standard supervised fine-tuning, exhibiting superior performance and generalizability. Further analysis confirms that our models engage in explicit and effective reasoning, underpinning their enhanced performance and adaptability.
End-to-end autonomous driving (E2E-AD) demands effective processing of multi-view sensory data and robust handling of diverse and complex driving scenarios, particularly rare maneuvers such as aggressive turns. Recent success of Mixture-of-Experts (MoE) architecture in Large Language Models (LLMs) demonstrates that specialization of parameters enables strong scalability. In this work, we propose DriveMoE, a novel MoE-based E2E-AD framework, with a Scene-Specialized Vision MoE and a Skill-Specialized Action MoE. DriveMoE is built upon our $\pi_0$ Vision-Language-Action (VLA) baseline (originally from the embodied AI field), called Drive-$\pi_0$. Specifically, we add Vision MoE to Drive-$\pi_0$ by training a router to select relevant cameras according to the driving context dynamically. This design mirrors human driving cognition, where drivers selectively attend to crucial visual cues rather than exhaustively processing all visual information. In addition, we add Action MoE by training another router to activate specialized expert modules for different driving behaviors. Through explicit behavioral specialization, DriveMoE is able to handle diverse scenarios without suffering from modes averaging like existing models. In Bench2Drive closed-loop evaluation experiments, DriveMoE achieves state-of-the-art (SOTA) performance, demonstrating the effectiveness of combining vision and action MoE in autonomous driving tasks. We will release our code and models of DriveMoE and Drive-$\pi_0$.
The use of Multimodal Large Language Models (MLLMs) as an end-to-end solution for Embodied AI and Autonomous Driving has become a prevailing trend. While MLLMs have been extensively studied for visual semantic understanding tasks, their ability to perform precise and quantitative spatial-temporal understanding in real-world applications remains largely unexamined, leading to uncertain prospects. To evaluate models' Spatial-Temporal Intelligence, we introduce STI-Bench, a benchmark designed to evaluate MLLMs' spatial-temporal understanding through challenging tasks such as estimating and predicting the appearance, pose, displacement, and motion of objects. Our benchmark encompasses a wide range of robot and vehicle operations across desktop, indoor, and outdoor scenarios. The extensive experiments reveals that the state-of-the-art MLLMs still struggle in real-world spatial-temporal understanding, especially in tasks requiring precise distance estimation and motion analysis.
Vision-Language Navigation (VLN) aims to guide agents by leveraging language instructions and visual cues, playing a pivotal role in embodied AI. Indoor VLN has been extensively studied, whereas outdoor aerial VLN remains underexplored. The potential reason is that outdoor aerial view encompasses vast areas, making data collection more challenging, which results in a lack of benchmarks. To address this problem, we propose OpenFly, a platform comprising various rendering engines, a versatile toolchain, and a large-scale benchmark for aerial VLN. Firstly, we integrate diverse rendering engines and advanced techniques for environment simulation, including Unreal Engine, GTA V, Google Earth, and 3D Gaussian Splatting (3D GS). Particularly, 3D GS supports real-to-sim rendering, further enhancing the realism of our environments. Secondly, we develop a highly automated toolchain for aerial VLN data collection, streamlining point cloud acquisition, scene semantic segmentation, flight trajectory creation, and instruction generation. Thirdly, based on the toolchain, we construct a large-scale aerial VLN dataset with 100k trajectories, covering diverse heights and lengths across 18 scenes. Moreover, we propose OpenFly-Agent, a keyframe-aware VLN model emphasizing key observations during flight. For benchmarking, extensive experiments and analyses are conducted, evaluating several recent VLN methods and showcasing the superiority of our OpenFly platform and agent. The toolchain, dataset, and codes will be open-sourced.
When humans speak, gestures help convey communicative intentions, such as adding emphasis or describing concepts. However, current co-speech gesture generation methods rely solely on superficial linguistic cues (\textit{e.g.} speech audio or text transcripts), neglecting to understand and leverage the communicative intention that underpins human gestures. This results in outputs that are rhythmically synchronized with speech but are semantically shallow. To address this gap, we introduce \textbf{Intentional-Gesture}, a novel framework that casts gesture generation as an intention-reasoning task grounded in high-level communicative functions. % First, we curate the \textbf{InG} dataset by augmenting BEAT-2 with gesture-intention annotations (\textit{i.e.}, text sentences summarizing intentions), which are automatically annotated using large vision-language models. Next, we introduce the \textbf{Intentional Gesture Motion Tokenizer} to leverage these intention annotations. It injects high-level communicative functions (\textit{e.g.}, intentions) into tokenized motion representations to enable intention-aware gesture synthesis that are both temporally aligned and semantically meaningful, achieving new state-of-the-art performance on the BEAT-2 benchmark. Our framework offers a modular foundation for expressive gesture generation in digital humans and embodied AI. Project Page: https://andypinxinliu.github.io/Intentional-Gesture
We present a conceptual framework for training Vision-Language Models (VLMs) to perform Visual Perspective Taking (VPT), a core capability for embodied cognition essential for Human-Robot Interaction (HRI). As a first step toward this goal, we introduce a synthetic dataset, generated in NVIDIA Omniverse, that enables supervised learning for spatial reasoning tasks. Each instance includes an RGB image, a natural language description, and a ground-truth 4X4 transformation matrix representing object pose. We focus on inferring Z-axis distance as a foundational skill, with future extensions targeting full 6 Degrees Of Freedom (DOFs) reasoning. The dataset is publicly available to support further research. This work serves as a foundational step toward embodied AI systems capable of spatial understanding in interactive human-robot scenarios.
Recently, latent action learning, pioneered by Latent Action Policies (LAPO), have shown remarkable pre-training efficiency on observation-only data, offering potential for leveraging vast amounts of video available on the web for embodied AI. However, prior work has focused on distractor-free data, where changes between observations are primarily explained by ground-truth actions. Unfortunately, real-world videos contain action-correlated distractors that may hinder latent action learning. Using Distracting Control Suite (DCS) we empirically investigate the effect of distractors on latent action learning and demonstrate that LAPO struggle in such scenario. We propose LAOM, a simple LAPO modification that improves the quality of latent actions by 8x, as measured by linear probing. Importantly, we show that providing supervision with ground-truth actions, as few as 2.5% of the full dataset, during latent action learning improves downstream performance by 4.2x on average. Our findings suggest that integrating supervision during Latent Action Models (LAM) training is critical in the presence of distractors, challenging the conventional pipeline of first learning LAM and only then decoding from latent to ground-truth actions.
Artificial General Intelligence (AGI) is often envisioned as inherently embodied. With recent advances in robotics and foundational AI models, we stand at the threshold of a new era-one marked by increasingly generalized embodied AI systems. This paper contributes to the discourse by introducing a systematic taxonomy of Embodied AGI spanning five levels (L1-L5). We review existing research and challenges at the foundational stages (L1-L2) and outline the key components required to achieve higher-level capabilities (L3-L5). Building on these insights and existing technologies, we propose a conceptual framework for an L3+ robotic brain, offering both a technical outlook and a foundation for future exploration.
Omnidirectional images (ODIs), with their 360{\deg} field of view, provide unparalleled spatial awareness for immersive applications like augmented reality and embodied AI. However, the capability of existing multi-modal large language models (MLLMs) to comprehend and reason about such panoramic scenes remains underexplored. This paper addresses this gap by introducing OmniVQA, the first dataset and conducting the first benchmark for omnidirectional visual question answering. Our evaluation of state-of-the-art MLLMs reveals significant limitations in handling omnidirectional visual question answering, highlighting persistent challenges in object localization, feature extraction, and hallucination suppression within panoramic contexts. These results underscore the disconnect between current MLLM capabilities and the demands of omnidirectional visual understanding, which calls for dedicated architectural or training innovations tailored to 360{\deg} imagery. Building on the OmniVQA dataset and benchmark, we further introduce a rule-based reinforcement learning method, 360-R1, based on Qwen2.5-VL-Instruct. Concretely, we modify the group relative policy optimization (GRPO) by proposing three novel reward functions: (1) reasoning process similarity reward, (2) answer semantic accuracy reward, and (3) structured format compliance reward. Extensive experiments on our OmniVQA demonstrate the superiority of our proposed method in omnidirectional space (+6% improvement).
Evolution and learning have historically been interrelated topics, and their interplay is attracting increased interest lately. The emerging new factor in this trend is morphological evolution, the evolution of physical forms within embodied AI systems such as robots. In this study, we investigate a system of hexacopter-type drones with evolvable morphologies and learnable controllers and make contributions to two fields. For aerial robotics, we demonstrate that the combination of evolution and learning can deliver non-conventional drones that significantly outperform the traditional hexacopter on several tasks that are more complex than previously considered in the literature. For the field of Evolutionary Computing, we introduce novel metrics and perform new analyses into the interaction of morphological evolution and learning, uncovering hitherto unidentified effects. Our analysis tools are domain-agnostic, making a methodological contribution towards building solid foundations for embodied AI systems that integrate evolution and learning.
Drones have become prevalent robotic platforms with diverse applications, showing significant potential in Embodied Artificial Intelligence (Embodied AI). Referring Expression Comprehension (REC) enables drones to locate objects based on natural language expressions, a crucial capability for Embodied AI. Despite advances in REC for ground-level scenes, aerial views introduce unique challenges including varying viewpoints, occlusions and scale variations. To address this gap, we introduce RefDrone, a REC benchmark for drone scenes. RefDrone reveals three key challenges in REC: 1) multi-scale and small-scale target detection; 2) multi-target and no-target samples; 3) complex environment with rich contextual expressions. To efficiently construct this dataset, we develop RDAgent (referring drone annotation framework with multi-agent system), a semi-automated annotation tool for REC tasks. RDAgent ensures high-quality contextual expressions and reduces annotation cost. Furthermore, we propose Number GroundingDINO (NGDINO), a novel method designed to handle multi-target and no-target cases. NGDINO explicitly learns and utilizes the number of objects referred to in the expression. Comprehensive experiments with state-of-the-art REC methods demonstrate that NGDINO achieves superior performance on both the proposed RefDrone and the existing gRefCOCO datasets. The dataset and code are be publicly at https://github.com/sunzc-sunny/refdrone.
Advances in deep generative modelling have made it increasingly plausible to train human-level embodied agents. Yet progress has been limited by the absence of large-scale, real-time, multi-modal, and socially interactive datasets that reflect the sensory-motor complexity of natural environments. To address this, we present PLAICraft, a novel data collection platform and dataset capturing multiplayer Minecraft interactions across five time-aligned modalities: video, game output audio, microphone input audio, mouse, and keyboard actions. Each modality is logged with millisecond time precision, enabling the study of synchronous, embodied behaviour in a rich, open-ended world. The dataset comprises over 10,000 hours of gameplay from more than 10,000 global participants.\footnote{We have done a privacy review for the public release of an initial 200-hour subset of the dataset, with plans to release most of the dataset over time.} Alongside the dataset, we provide an evaluation suite for benchmarking model capabilities in object recognition, spatial awareness, language grounding, and long-term memory. PLAICraft opens a path toward training and evaluating agents that act fluently and purposefully in real time, paving the way for truly embodied artificial intelligence.
Recent advances in creative AI have enabled the synthesis of high-fidelity images and videos conditioned on language instructions. Building on these developments, text-to-video diffusion models have evolved into embodied world models (EWMs) capable of generating physically plausible scenes from language commands, effectively bridging vision and action in embodied AI applications. This work addresses the critical challenge of evaluating EWMs beyond general perceptual metrics to ensure the generation of physically grounded and action-consistent behaviors. We propose the Embodied World Model Benchmark (EWMBench), a dedicated framework designed to evaluate EWMs based on three key aspects: visual scene consistency, motion correctness, and semantic alignment. Our approach leverages a meticulously curated dataset encompassing diverse scenes and motion patterns, alongside a comprehensive multi-dimensional evaluation toolkit, to assess and compare candidate models. The proposed benchmark not only identifies the limitations of existing video generation models in meeting the unique requirements of embodied tasks but also provides valuable insights to guide future advancements in the field. The dataset and evaluation tools are publicly available at https://github.com/AgibotTech/EWMBench.
Video-based spatial cognition is vital for robotics and embodied AI but challenges current Vision-Language Models (VLMs). This paper makes two key contributions. First, we introduce ViCA (Visuospatial Cognitive Assistant)-322K, a diverse dataset of 322,003 QA pairs from real-world indoor videos (ARKitScenes, ScanNet, ScanNet++), offering supervision for 3D metadata-grounded queries and video-based complex reasoning. Second, we develop ViCA-7B, fine-tuned on ViCA-322K, which achieves new state-of-the-art on all eight VSI-Bench tasks, outperforming existing models, including larger ones (e.g., +26.1 on Absolute Distance). For interpretability, we present ViCA-Thinking-2.68K, a dataset with explicit reasoning chains, and fine-tune ViCA-7B to create ViCA-7B-Thinking, a model that articulates its spatial reasoning. Our work highlights the importance of targeted data and suggests paths for improved temporal-spatial modeling. We release all resources to foster research in robust visuospatial intelligence.
Human behavior is fundamentally shaped by visual perception -- our ability to interact with the world depends on actively gathering relevant information and adapting our movements accordingly. Behaviors like searching for objects, reaching, and hand-eye coordination naturally emerge from the structure of our sensory system. Inspired by these principles, we introduce Perceptive Dexterous Control (PDC), a framework for vision-driven dexterous whole-body control with simulated humanoids. PDC operates solely on egocentric vision for task specification, enabling object search, target placement, and skill selection through visual cues, without relying on privileged state information (e.g., 3D object positions and geometries). This perception-as-interface paradigm enables learning a single policy to perform multiple household tasks, including reaching, grasping, placing, and articulated object manipulation. We also show that training from scratch with reinforcement learning can produce emergent behaviors such as active search. These results demonstrate how vision-driven control and complex tasks induce human-like behaviors and can serve as the key ingredients in closing the perception-action loop for animation, robotics, and embodied AI.
Recently, latent action learning, pioneered by Latent Action Policies (LAPO), have shown remarkable pre-training efficiency on observation-only data, offering potential for leveraging vast amounts of video available on the web for embodied AI. However, prior work has focused on distractor-free data, where changes between observations are primarily explained by ground-truth actions. Unfortunately, real-world videos contain action-correlated distractors that may hinder latent action learning. Using Distracting Control Suite (DCS) we empirically investigate the effect of distractors on latent action learning and demonstrate that LAPO struggle in such scenario. We propose LAOM, a simple LAPO modification that improves the quality of latent actions by 8x, as measured by linear probing. Importantly, we show that providing supervision with ground-truth actions, as few as 2.5% of the full dataset, during latent action learning improves downstream performance by 4.2x on average. Our findings suggest that integrating supervision during Latent Action Models (LAM) training is critical in the presence of distractors, challenging the conventional pipeline of first learning LAM and only then decoding from latent to ground-truth actions.
The 180x360 omnidirectional field of view captured by 360-degree cameras enables their use in a wide range of applications such as embodied AI and virtual reality. Although recent advances in multimodal large language models (MLLMs) have shown promise in visual-spatial reasoning, most studies focus on standard pinhole-view images, leaving omnidirectional perception largely unexplored. In this paper, we ask: Are MLLMs ready for omnidirectional spatial reasoning? To investigate this, we introduce OSR-Bench, the first benchmark specifically designed for this setting. OSR-Bench includes over 153,000 diverse question-answer pairs grounded in high-fidelity panoramic indoor scene maps. It covers key reasoning types including object counting, relative distance, and direction. We also propose a negative sampling strategy that inserts non-existent objects into prompts to evaluate hallucination and grounding robustness. For fine-grained analysis, we design a two-stage evaluation framework assessing both cognitive map generation and QA accuracy using rotation-invariant matching and a combination of rule-based and LLM-based metrics. We evaluate eight state-of-the-art MLLMs, including GPT-4o, Gemini 1.5 Pro, and leading open-source models under zero-shot settings. Results show that current models struggle with spatial reasoning in panoramic contexts, highlighting the need for more perceptually grounded MLLMs. OSR-Bench and code will be released at: https://huggingface.co/datasets/UUUserna/OSR-Bench
As embodied AI systems become increasingly multi-modal, personalized, and interactive, they must learn effectively from diverse sensory inputs, adapt continually to user preferences, and operate safely under resource and privacy constraints. These challenges expose a pressing need for machine learning models capable of swift, context-aware adaptation while balancing model generalization and personalization. Here, two methods emerge as suitable candidates, each offering parts of these capabilities: Foundation Models (FMs) provide a pathway toward generalization across tasks and modalities, whereas Federated Learning (FL) offers the infrastructure for distributed, privacy-preserving model updates and user-level model personalization. However, when used in isolation, each of these approaches falls short of meeting the complex and diverse capability requirements of real-world embodied environments. In this vision paper, we introduce Federated Foundation Models (FFMs) for embodied AI, a new paradigm that unifies the strengths of multi-modal multi-task (M3T) FMs with the privacy-preserving distributed nature of FL, enabling intelligent systems at the wireless edge. We collect critical deployment dimensions of FFMs in embodied AI ecosystems under a unified framework, which we name "EMBODY": Embodiment heterogeneity, Modality richness and imbalance, Bandwidth and compute constraints, On-device continual learning, Distributed control and autonomy, and Yielding safety, privacy, and personalization. For each, we identify concrete challenges and envision actionable research directions. We also present an evaluation framework for deploying FFMs in embodied AI systems, along with the associated trade-offs.
Embodied Artificial Intelligence (AI) systems, such as autonomous robots and intelligent vehicles, are increasingly reliant on diverse heterogeneous accelerators (e.g., GPGPUs, NPUs, FPGAs) to meet stringent real-time processing and energy-efficiency demands. However, the proliferation of vendor-specific proprietary communication libraries creates significant interoperability barriers, hindering seamless collaboration between different accelerator types and leading to suboptimal resource utilization and performance bottlenecks in distributed AI workloads. This paper introduces KAITIAN, a novel distributed communication framework designed to bridge this gap. KAITIAN provides a unified abstraction layer that intelligently integrates vendor-optimized communication libraries for intra-group efficiency with general-purpose communication protocols for inter-group interoperability. Crucially, it incorporates a load-adaptive scheduling mechanism that dynamically balances computational tasks across heterogeneous devices based on their real-time performance characteristics. Implemented as an extension to PyTorch and rigorously evaluated on a testbed featuring NVIDIA GPUs and Cambricon MLUs, KAITIAN demonstrates significant improvements in resource utilization and scalability for distributed training tasks. Experimental results show that KAITIAN can accelerate training time by up to 42% compared to baseline homogeneous systems, while incurring minimal communication overhead (2.8--4.3%) and maintaining model accuracy. KAITIAN paves the way for more flexible and powerful heterogeneous computing in complex embodied AI applications.
We present EmbodiedMAE, a unified 3D multi-modal representation for robot manipulation. Current approaches suffer from significant domain gaps between training datasets and robot manipulation tasks, while also lacking model architectures that can effectively incorporate 3D information. To overcome these limitations, we enhance the DROID dataset with high-quality depth maps and point clouds, constructing DROID-3D as a valuable supplement for 3D embodied vision research. Then we develop EmbodiedMAE, a multi-modal masked autoencoder that simultaneously learns representations across RGB, depth, and point cloud modalities through stochastic masking and cross-modal fusion. Trained on DROID-3D, EmbodiedMAE consistently outperforms state-of-the-art vision foundation models (VFMs) in both training efficiency and final performance across 70 simulation tasks and 20 real-world robot manipulation tasks on two robot platforms. The model exhibits strong scaling behavior with size and promotes effective policy learning from 3D inputs. Experimental results establish EmbodiedMAE as a reliable unified 3D multi-modal VFM for embodied AI systems, particularly in precise tabletop manipulation settings where spatial perception is critical.
Embodied Artificial Intelligence (Embodied AI) is gaining momentum in the machine learning communities with the goal of leveraging current progress in AI (deep learning, transformers, large language and visual-language models) to empower robots. In this chapter we put this work in the context of "Good Old-Fashioned Artificial Intelligence" (GOFAI) (Haugeland, 1989) and the behavior-based or embodied alternatives (R. A. Brooks 1991; Pfeifer and Scheier 2001). We claim that the AI-powered robots are only weakly embodied and inherit some of the problems of GOFAI. Moreover, we review and critically discuss the possibility of cross-embodiment learning (Padalkar et al. 2024). We identify fundamental roadblocks and propose directions on how to make progress.
In simultaneous localization and mapping, active loop closing (ALC) is an active vision problem that aims to visually guide a robot to maximize the chances of revisiting previously visited points, thereby resetting the drift errors accumulated in the incrementally built map during travel. However, current mainstream navigation strategies that leverage such incomplete maps as workspace prior knowledge often fail in modern long-term autonomy long-distance travel scenarios where map accumulation errors become significant. To address these limitations of map-based navigation, this paper is the first to explore mapless navigation in the embodied AI field, in particular, to utilize object-goal navigation (commonly abbreviated as ON, ObjNav, or OGN) techniques that efficiently explore target objects without using such a prior map. Specifically, in this work, we start from an off-the-shelf mapless ON planner, extend it to utilize a prior map, and further show that the performance in long-distance ALC (LD-ALC) can be maximized by minimizing ``ALC loss" and ``ON loss". This study highlights a simple and effective approach, called ALC-ON (ALCON), to accelerate the progress of challenging long-distance ALC technology by leveraging the growing frontier-guided, data-driven, and LLM-guided ON technologies.
The rapid evolution of artificial intelligence (AI) has shifted from static, data-driven models to dynamic systems capable of perceiving and interacting with real-world environments. Despite advancements in pattern recognition and symbolic reasoning, current AI systems, such as large language models, remain disembodied, unable to physically engage with the world. This limitation has driven the rise of embodied AI, where autonomous agents, such as humanoid robots, must navigate and manipulate unstructured environments with human-like adaptability. At the core of this challenge lies the concept of Neural Brain, a central intelligence system designed to drive embodied agents with human-like adaptability. A Neural Brain must seamlessly integrate multimodal sensing and perception with cognitive capabilities. Achieving this also requires an adaptive memory system and energy-efficient hardware-software co-design, enabling real-time action in dynamic environments. This paper introduces a unified framework for the Neural Brain of embodied agents, addressing two fundamental challenges: (1) defining the core components of Neural Brain and (2) bridging the gap between static AI models and the dynamic adaptability required for real-world deployment. To this end, we propose a biologically inspired architecture that integrates multimodal active sensing, perception-cognition-action function, neuroplasticity-based memory storage and updating, and neuromorphic hardware/software optimization. Furthermore, we also review the latest research on embodied agents across these four aspects and analyze the gap between current AI systems and human intelligence. By synthesizing insights from neuroscience, we outline a roadmap towards the development of generalizable, autonomous agents capable of human-level intelligence in real-world scenarios.
Recent advances in creative AI have enabled the synthesis of high-fidelity images and videos conditioned on language instructions. Building on these developments, text-to-video diffusion models have evolved into embodied world models (EWMs) capable of generating physically plausible scenes from language commands, effectively bridging vision and action in embodied AI applications. This work addresses the critical challenge of evaluating EWMs beyond general perceptual metrics to ensure the generation of physically grounded and action-consistent behaviors. We propose the Embodied World Model Benchmark (EWMBench), a dedicated framework designed to evaluate EWMs based on three key aspects: visual scene consistency, motion correctness, and semantic alignment. Our approach leverages a meticulously curated dataset encompassing diverse scenes and motion patterns, alongside a comprehensive multi-dimensional evaluation toolkit, to assess and compare candidate models. The proposed benchmark not only identifies the limitations of existing video generation models in meeting the unique requirements of embodied tasks but also provides valuable insights to guide future advancements in the field. The dataset and evaluation tools are publicly available at https://github.com/AgibotTech/EWMBench.
Generative Artificial Intelligence (GenAI) constitutes a transformative technological wave that reconfigures industries through its unparalleled capabilities for content creation, reasoning, planning, and multimodal understanding. This revolutionary force offers the most promising path yet toward solving one of engineering's grandest challenges: achieving reliable, fully autonomous driving, particularly the pursuit of Level 5 autonomy. This survey delivers a comprehensive and critical synthesis of the emerging role of GenAI across the autonomous driving stack. We begin by distilling the principles and trade-offs of modern generative modeling, encompassing VAEs, GANs, Diffusion Models, and Large Language Models (LLMs). We then map their frontier applications in image, LiDAR, trajectory, occupancy, video generation as well as LLM-guided reasoning and decision making. We categorize practical applications, such as synthetic data workflows, end-to-end driving strategies, high-fidelity digital twin systems, smart transportation networks, and cross-domain transfer to embodied AI. We identify key obstacles and possibilities such as comprehensive generalization across rare cases, evaluation and safety checks, budget-limited implementation, regulatory compliance, ethical concerns, and environmental effects, while proposing research plans across theoretical assurances, trust metrics, transport integration, and socio-technical influence. By unifying these threads, the survey provides a forward-looking reference for researchers, engineers, and policymakers navigating the convergence of generative AI and advanced autonomous mobility. An actively maintained repository of cited works is available at https://github.com/taco-group/GenAI4AD.
Predictive manipulation has recently gained considerable attention in the Embodied AI community due to its potential to improve robot policy performance by leveraging predicted states. However, generating accurate future visual states of robot-object interactions from world models remains a well-known challenge, particularly in achieving high-quality pixel-level representations. To this end, we propose LaDi-WM, a world model that predicts the latent space of future states using diffusion modeling. Specifically, LaDi-WM leverages the well-established latent space aligned with pre-trained Visual Foundation Models (VFMs), which comprises both geometric features (DINO-based) and semantic features (CLIP-based). We find that predicting the evolution of the latent space is easier to learn and more generalizable than directly predicting pixel-level images. Building on LaDi-WM, we design a diffusion policy that iteratively refines output actions by incorporating forecasted states, thereby generating more consistent and accurate results. Extensive experiments on both synthetic and real-world benchmarks demonstrate that LaDi-WM significantly enhances policy performance by 27.9\% on the LIBERO-LONG benchmark and 20\% on the real-world scenario. Furthermore, our world model and policies achieve impressive generalizability in real-world experiments.
The rapid evolution of artificial intelligence (AI) has shifted from static, data-driven models to dynamic systems capable of perceiving and interacting with real-world environments. Despite advancements in pattern recognition and symbolic reasoning, current AI systems, such as large language models, remain disembodied, unable to physically engage with the world. This limitation has driven the rise of embodied AI, where autonomous agents, such as humanoid robots, must navigate and manipulate unstructured environments with human-like adaptability. At the core of this challenge lies the concept of Neural Brain, a central intelligence system designed to drive embodied agents with human-like adaptability. A Neural Brain must seamlessly integrate multimodal sensing and perception with cognitive capabilities. Achieving this also requires an adaptive memory system and energy-efficient hardware-software co-design, enabling real-time action in dynamic environments. This paper introduces a unified framework for the Neural Brain of embodied agents, addressing two fundamental challenges: (1) defining the core components of Neural Brain and (2) bridging the gap between static AI models and the dynamic adaptability required for real-world deployment. To this end, we propose a biologically inspired architecture that integrates multimodal active sensing, perception-cognition-action function, neuroplasticity-based memory storage and updating, and neuromorphic hardware/software optimization. Furthermore, we also review the latest research on embodied agents across these four aspects and analyze the gap between current AI systems and human intelligence. By synthesizing insights from neuroscience, we outline a roadmap towards the development of generalizable, autonomous agents capable of human-level intelligence in real-world scenarios.
With an increase in the capabilities of generative language models, a growing interest in embodied AI has followed. This contribution introduces RAI - a framework for creating embodied Multi Agent Systems for robotics. The proposed framework implements tools for Agents' integration with robotic stacks, Large Language Models, and simulations. It provides out-of-the-box integration with state-of-the-art systems like ROS 2. It also comes with dedicated mechanisms for the embodiment of Agents. These mechanisms have been tested on a physical robot, Husarion ROSBot XL, which was coupled with its digital twin, for rapid prototyping. Furthermore, these mechanisms have been deployed in two simulations: (1) robot arm manipulator and (2) tractor controller. All of these deployments have been evaluated in terms of their control capabilities, effectiveness of embodiment, and perception ability. The proposed framework has been used successfully to build systems with multiple agents. It has demonstrated effectiveness in all the aforementioned tasks. It also enabled identifying and addressing the shortcomings of the generative models used for embodied AI.
Large Language Models (LLMs) deliver powerful AI capabilities but face deployment challenges due to high resource costs and latency, whereas Small Language Models (SLMs) offer efficiency and deployability at the cost of reduced performance. Collaboration between LLMs and SLMs emerges as a crucial paradigm to synergistically balance these trade-offs, enabling advanced AI applications, especially on resource-constrained edge devices. This survey provides a comprehensive overview of LLM-SLM collaboration, detailing various interaction mechanisms (pipeline, routing, auxiliary, distillation, fusion), key enabling technologies, and diverse application scenarios driven by on-device needs like low latency, privacy, personalization, and offline operation. While highlighting the significant potential for creating more efficient, adaptable, and accessible AI, we also discuss persistent challenges including system overhead, inter-model consistency, robust task allocation, evaluation complexity, and security/privacy concerns. Future directions point towards more intelligent adaptive frameworks, deeper model fusion, and expansion into multimodal and embodied AI, positioning LLM-SLM collaboration as a key driver for the next generation of practical and ubiquitous artificial intelligence.
Tracking a target person from robot-egocentric views is crucial for developing autonomous robots that provide continuous personalized assistance or collaboration in Human-Robot Interaction (HRI) and Embodied AI. However, most existing target person tracking (TPT) benchmarks are limited to controlled laboratory environments with few distractions, clean backgrounds, and short-term occlusions. In this paper, we introduce a large-scale dataset designed for TPT in crowded and unstructured environments, demonstrated through a robot-person following task. The dataset is collected by a human pushing a sensor-equipped cart while following a target person, capturing human-like following behavior and emphasizing long-term tracking challenges, including frequent occlusions and the need for re-identification from numerous pedestrians. It includes multi-modal data streams, including odometry, 3D LiDAR, IMU, panoptic, and RGB-D images, along with exhaustively annotated 2D bounding boxes of the target person across 35 sequences, both indoors and outdoors. Using this dataset and visual annotations, we perform extensive experiments with existing TPT methods, offering a thorough analysis of their limitations and suggesting future research directions.
Language-goal aerial navigation is a critical challenge in embodied AI, requiring UAVs to localize targets in complex environments such as urban blocks based on textual specification. Existing methods, often adapted from indoor navigation, struggle to scale due to limited field of view, semantic ambiguity among objects, and lack of structured spatial reasoning. In this work, we propose GeoNav, a geospatially aware multimodal agent to enable long-range navigation. GeoNav operates in three phases-landmark navigation, target search, and precise localization-mimicking human coarse-to-fine spatial strategies. To support such reasoning, it dynamically builds two different types of spatial memory. The first is a global but schematic cognitive map, which fuses prior textual geographic knowledge and embodied visual cues into a top-down, annotated form for fast navigation to the landmark region. The second is a local but delicate scene graph representing hierarchical spatial relationships between blocks, landmarks, and objects, which is used for definite target localization. On top of this structured representation, GeoNav employs a spatially aware, multimodal chain-of-thought prompting mechanism to enable multimodal large language models with efficient and interpretable decision-making across stages. On the CityNav urban navigation benchmark, GeoNav surpasses the current state-of-the-art by up to 12.53% in success rate and significantly improves navigation efficiency, even in hard-level tasks. Ablation studies highlight the importance of each module, showcasing how geospatial representations and coarse-to-fine reasoning enhance UAV navigation.
The promising potential of AI and network convergence in improving networking performance and enabling new service capabilities has recently attracted significant interest. Existing network AI solutions, while powerful, are mainly built based on the close-loop and passive learning framework, resulting in major limitations in autonomous solution finding and dynamic environmental adaptation. Agentic AI has recently been introduced as a promising solution to address the above limitations and pave the way for true generally intelligent and beneficial AI systems. The key idea is to create a networking ecosystem to support a diverse range of autonomous and embodied AI agents in fulfilling their goals. In this paper, we focus on the novel challenges and requirements of agentic AI networking. We propose AgentNet, a novel framework for supporting interaction, collaborative learning, and knowledge transfer among AI agents. We introduce a general architectural framework of AgentNet and then propose a generative foundation model (GFM)-based implementation in which multiple GFM-as-agents have been created as an interactive knowledge-base to bootstrap the development of embodied AI agents according to different task requirements and environmental features. We consider two application scenarios, digital-twin-based industrial automation and metaverse-based infotainment system, to describe how to apply AgentNet for supporting efficient task-driven collaboration and interaction among AI agents.
Embodied AI research has traditionally emphasized performance metrics such as success rate and cumulative reward, overlooking critical robustness and safety considerations that emerge during real-world deployment. In actual environments, agents continuously encounter unpredicted situations and distribution shifts, causing seemingly reliable policies to experience catastrophic failures, particularly in manipulation tasks. To address this gap, we introduce four novel safety-centric metrics that quantify an agent's resilience to environmental perturbations. Building on these metrics, we present Adaptive Contrastive Optimization for Robust Manipulation (ACORN), a plug-and-play algorithm that enhances policy robustness without sacrificing performance. ACORN leverages contrastive learning to simultaneously align trajectories with expert demonstrations while diverging from potentially unsafe behaviors. Our approach efficiently generates informative negative samples through structured Gaussian noise injection, employing a double perturbation technique that maintains sample diversity while minimizing computational overhead. Comprehensive experiments across diverse manipulation environments validate ACORN's effectiveness, yielding improvements of up to 23% in safety metrics under disturbance compared to baseline methods. These findings underscore ACORN's significant potential for enabling reliable deployment of embodied agents in safety-critical real-world applications.
Estimating the geometry level of human-scene contact aims to ground specific contact surface points at 3D human geometries, which provides a spatial prior and bridges the interaction between human and scene, supporting applications such as human behavior analysis, embodied AI, and AR/VR. To complete the task, existing approaches predominantly rely on parametric human models (e.g., SMPL), which establish correspondences between images and contact regions through fixed SMPL vertex sequences. This actually completes the mapping from image features to an ordered sequence. However, this approach lacks consideration of geometry, limiting its generalizability in distinct human geometries. In this paper, we introduce GRACE (Geometry-level Reasoning for 3D Human-scene Contact Estimation), a new paradigm for 3D human contact estimation. GRACE incorporates a point cloud encoder-decoder architecture along with a hierarchical feature extraction and fusion module, enabling the effective integration of 3D human geometric structures with 2D interaction semantics derived from images. Guided by visual cues, GRACE establishes an implicit mapping from geometric features to the vertex space of the 3D human mesh, thereby achieving accurate modeling of contact regions. This design ensures high prediction accuracy and endows the framework with strong generalization capability across diverse human geometries. Extensive experiments on multiple benchmark datasets demonstrate that GRACE achieves state-of-the-art performance in contact estimation, with additional results further validating its robust generalization to unstructured human point clouds.
With the advancement of large language models and embodied Artificial Intelligence (AI) in the intelligent transportation scenarios, the combination of them in intelligent transportation spawns the Vehicular Embodied AI Network (VEANs). In VEANs, Autonomous Vehicles (AVs) are typical agents whose local advanced AI applications are defined as vehicular embodied AI agents, enabling capabilities such as environment perception and multi-agent collaboration. Due to computation latency and resource constraints, the local AI applications and services running on vehicular embodied AI agents need to be migrated, and subsequently referred to as vehicular embodied AI agent twins, which drive the advancement of vehicular embodied AI networks to offload intensive tasks to Roadside Units (RSUs), mitigating latency problems while maintaining service quality. Recognizing workload imbalance among RSUs in traditional approaches, we model AV-RSU interactions as a Stackelberg game to optimize bandwidth resource allocation for efficient migration. A Tiny Multi-Agent Bidirectional LSTM Proximal Policy Optimization (TMABLPPO) algorithm is designed to approximate the Stackelberg equilibrium through decentralized coordination. Furthermore, a personalized neural network pruning algorithm based on Path eXclusion (PX) dynamically adapts to heterogeneous AV computation capabilities by identifying task-critical parameters in trained models, reducing model complexity with less performance degradation. Experimental validation confirms the algorithm's effectiveness in balancing system load and minimizing delays, demonstrating significant improvements in vehicular embodied AI agent deployment.
3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.
Spatial intelligence (SI) represents a cognitive ability encompassing the visualization, manipulation, and reasoning about spatial relationships, underpinning disciplines from neuroscience to robotics. We introduce SITE, a benchmark dataset towards SI Thorough Evaluation in a standardized format of multi-choice visual question-answering, designed to assess large vision-language models' spatial intelligence across diverse visual modalities (single-image, multi-image, and video) and SI factors (figural to environmental scales, spatial visualization and orientation, intrinsic and extrinsic, static and dynamic). Our approach to curating the benchmark combines a bottom-up survey about 31 existing datasets and a top-down strategy drawing upon three classification systems in cognitive science, which prompt us to design two novel types of tasks about view-taking and dynamic scenes. Extensive experiments reveal that leading models fall behind human experts especially in spatial orientation, a fundamental SI factor. Moreover, we demonstrate a positive correlation between a model's spatial reasoning proficiency and its performance on an embodied AI task.
Embodied artificial intelligence (Embodied AI) plays a pivotal role in the application of advanced technologies in the intelligent era, where AI systems are integrated with physical bodies that enable them to perceive, reason, and interact with their environments. Through the use of sensors for input and actuators for action, these systems can learn and adapt based on real-world feedback, allowing them to perform tasks effectively in dynamic and unpredictable environments. As techniques such as deep learning (DL), reinforcement learning (RL), and large language models (LLMs) mature, embodied AI has become a leading field in both academia and industry, with applications spanning robotics, healthcare, transportation, and manufacturing. However, most research has focused on single-agent systems that often assume static, closed environments, whereas real-world embodied AI must navigate far more complex scenarios. In such settings, agents must not only interact with their surroundings but also collaborate with other agents, necessitating sophisticated mechanisms for adaptation, real-time learning, and collaborative problem-solving. Despite increasing interest in multi-agent systems, existing research remains narrow in scope, often relying on simplified models that fail to capture the full complexity of dynamic, open environments for multi-agent embodied AI. Moreover, no comprehensive survey has systematically reviewed the advancements in this area. As embodied AI rapidly evolves, it is crucial to deepen our understanding of multi-agent embodied AI to address the challenges presented by real-world applications. To fill this gap and foster further development in the field, this paper reviews the current state of research, analyzes key contributions, and identifies challenges and future directions, providing insights to guide innovation and progress in this field.
Aerial vision-and-language navigation (VLN), requiring drones to interpret natural language instructions and navigate complex urban environments, emerges as a critical embodied AI challenge that bridges human-robot interaction, 3D spatial reasoning, and real-world deployment. Although existing ground VLN agents achieved notable results in indoor and outdoor settings, they struggle in aerial VLN due to the absence of predefined navigation graphs and the exponentially expanding action space in long-horizon exploration. In this work, we propose \textbf{CityNavAgent}, a large language model (LLM)-empowered agent that significantly reduces the navigation complexity for urban aerial VLN. Specifically, we design a hierarchical semantic planning module (HSPM) that decomposes the long-horizon task into sub-goals with different semantic levels. The agent reaches the target progressively by achieving sub-goals with different capacities of the LLM. Additionally, a global memory module storing historical trajectories into a topological graph is developed to simplify navigation for visited targets. Extensive benchmark experiments show that our method achieves state-of-the-art performance with significant improvement. Further experiments demonstrate the effectiveness of different modules of CityNavAgent for aerial VLN in continuous city environments. The code is available at \href{https://github.com/VinceOuti/CityNavAgent}{link}.
Future robotic systems operating in real-world environments will require on-board embodied intelligence without continuous cloud connection, balancing capabilities with constraints on computational power and memory. This work presents an extension of the R1-zero approach, which enables the usage of low parameter-count Large Language Models (LLMs) in the robotic domain. The R1-Zero approach was originally developed to enable mathematical reasoning in LLMs using static datasets. We extend it to the robotics domain through integration in a closed-loop Reinforcement Learning (RL) framework. This extension enhances reasoning in Embodied Artificial Intelligence (Embodied AI) settings without relying solely on distillation of large models through Supervised Fine-Tuning (SFT). We show that small-scale LLMs can achieve effective reasoning performance by learning through closed-loop interaction with their environment, which enables tasks that previously required significantly larger models. In an autonomous driving setting, a performance gain of 20.2%-points over the SFT-based baseline is observed with a Qwen2.5-1.5B model. Using the proposed training procedure, Qwen2.5-3B achieves a 63.3% control adaptability score, surpassing the 58.5% obtained by the much larger, cloud-bound GPT-4o. These results highlight that practical, on-board deployment of small LLMs is not only feasible but can outperform larger models if trained through environmental feedback, underscoring the importance of an interactive learning framework for robotic Embodied AI, one grounded in practical experience rather than static supervision.
Synthesizing interactive 3D scenes from text is essential for gaming, virtual reality, and embodied AI. However, existing methods face several challenges. Learning-based approaches depend on small-scale indoor datasets, limiting the scene diversity and layout complexity. While large language models (LLMs) can leverage diverse text-domain knowledge, they struggle with spatial realism, often producing unnatural object placements that fail to respect common sense. Our key insight is that vision perception can bridge this gap by providing realistic spatial guidance that LLMs lack. To this end, we introduce Scenethesis, a training-free agentic framework that integrates LLM-based scene planning with vision-guided layout refinement. Given a text prompt, Scenethesis first employs an LLM to draft a coarse layout. A vision module then refines it by generating an image guidance and extracting scene structure to capture inter-object relations. Next, an optimization module iteratively enforces accurate pose alignment and physical plausibility, preventing artifacts like object penetration and instability. Finally, a judge module verifies spatial coherence. Comprehensive experiments show that Scenethesis generates diverse, realistic, and physically plausible 3D interactive scenes, making it valuable for virtual content creation, simulation environments, and embodied AI research.
Embodied AI (EAI) research requires high-quality, diverse 3D scenes to effectively support skill acquisition, sim-to-real transfer, and generalization. Achieving these quality standards, however, necessitates the precise replication of real-world object diversity. Existing datasets demonstrate that this process heavily relies on artist-driven designs, which demand substantial human effort and present significant scalability challenges. To scalably produce realistic and interactive 3D scenes, we first present MetaScenes, a large-scale, simulatable 3D scene dataset constructed from real-world scans, which includes 15366 objects spanning 831 fine-grained categories. Then, we introduce Scan2Sim, a robust multi-modal alignment model, which enables the automated, high-quality replacement of assets, thereby eliminating the reliance on artist-driven designs for scaling 3D scenes. We further propose two benchmarks to evaluate MetaScenes: a detailed scene synthesis task focused on small item layouts for robotic manipulation and a domain transfer task in vision-and-language navigation (VLN) to validate cross-domain transfer. Results confirm MetaScene's potential to enhance EAI by supporting more generalizable agent learning and sim-to-real applications, introducing new possibilities for EAI research. Project website: https://meta-scenes.github.io/.
The increase in available computing power and the Deep Learning revolution have allowed the exploration of new topics and frontiers in Artificial Intelligence research. A new field called Embodied Artificial Intelligence, which places at the intersection of Computer Vision, Robotics, and Decision Making, has been gaining importance during the last few years, as it aims to foster the development of smart autonomous robots and their deployment in society. The recent availability of large collections of 3D models for photorealistic robotic simulation has allowed faster and safe training of learning-based agents for millions of frames and a careful evaluation of their behavior before deploying the models on real robotic platforms. These intelligent agents are intended to perform a certain task in a possibly unknown environment. To this end, during the training in simulation, the agents learn to perform continuous interactions with the surroundings, such as gathering information from the environment, encoding and extracting useful cues for the task, and performing actions towards the final goal; where every action of the agent influences the interactions. This dissertation follows the complete creation process of embodied agents for indoor environments, from their concept to their implementation and deployment. We aim to contribute to research in Embodied AI and autonomous agents, in order to foster future work in this field. We present a detailed analysis of the procedure behind implementing an intelligent embodied agent, comprehending a thorough description of the current state-of-the-art in literature, technical explanations of the proposed methods, and accurate experimental studies on relevant robotic tasks.
Navigation and manipulation are core capabilities in Embodied AI, yet training agents with these capabilities in the real world faces high costs and time complexity. Therefore, sim-to-real transfer has emerged as a key approach, yet the sim-to-real gap persists. This survey examines how physics simulators address this gap by analyzing their properties overlooked in previous surveys. We also analyze their features for navigation and manipulation tasks, along with hardware requirements. Additionally, we offer a resource with benchmark datasets, metrics, simulation platforms, and cutting-edge methods-such as world models and geometric equivariance-to help researchers select suitable tools while accounting for hardware constraints.
Online fine-tuning vision-language model (VLM) agents with reinforcement learning (RL) has shown promise for equipping agents with multi-step, goal-oriented capabilities in dynamic environments. However, their open-ended textual action space and non-end-to-end nature of action generation present significant challenges to effective online exploration in RL, e.g., explosion of the exploration space. We propose a novel online fine-tuning method, Counterfactual Soft Reinforcement Learning (CoSo), better suited to the textual output space of VLM agents. Compared to prior methods that assign uniform uncertainty to all tokens, CoSo leverages counterfactual reasoning to dynamically assess the causal influence of individual tokens on post-processed actions. By prioritizing the exploration of action-critical tokens while reducing the impact of semantically redundant or low-impact tokens, CoSo enables a more targeted and efficient online rollout process. We provide theoretical analysis proving CoSo's convergence and policy improvement guarantees, and extensive empirical evaluations supporting CoSo's effectiveness. Our results across a diverse set of agent tasks, including Android device control, card gaming, and embodied AI, highlight its remarkable ability to enhance exploration efficiency and deliver consistent performance gains. The code is available at https://github.com/langfengQ/CoSo.