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📅 2026-10-29
Realistic, fast robotics simulations could enable large-scale training of embodied AI models that transfer to the real world. However, despite decades of progress, available simulations cover only a narrow range of real-world tasks and physical phenomena. The core bottleneck is that creating better simulations requires significant expert effort and therefore does not scale. To address this, we introduce Gym-Anything for Robotics, a framework in which coding agents create realistic robotics simulations. Our core insight is that simulation creation is a coding agent task, so improvements in coding agents translate directly into richer and more faithful simulations. We select simulations based on U.S. GDP data to cover economically valuable physical work, define what makes a good simulation and a good task, and develop an adversarial creation-audit loop that checks each simulation and task against these definitions. Using this pipeline, we build RoboWorld, a set of 25 simulations with 25 test and 175 training RL environments of varying difficulty. Even the best frontier models fail on every RoboWorld test task, achieving an average reward of only 0.06. Building on RoboWorld, we introduce several new ways for frontier models to improve, including in-context learning across repeated attempts, a privileged teacher that reads the simulator state and teaches a student in context, self-assisted learning from the model's own privileged experience, and code policies that generate demonstrations across varied scenes to train vision-language-action models (VLAs) such as $Ï€_{0.5}$. Each of these substantially improves performance. We release our pipeline, RL environments, and benchmark to facilitate future research. Code and data are available at https://gym-anything.github.io/robotics
📅 2026-10-29 | 💬 13 pages, 11 figures. Published in ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2026)
Deriving plausible and dynamic Human Object Interaction (HOI) has gained tremendous progress in Embodied AI and Immersive AR/VR. While existing HOI methods have effectively explored human interaction with individual or fixed objects, they still show limitations in complex multi-object interaction scenes. Meanwhile, previous approaches focus more on the contact information held by human-object relation, overlooking the significance of the contact situation of various entities (i.e., object-object). To address these limitations, we propose UniffordInteractor, a Reasoning-then-Interacting framework that leverages unified affordance for realistic and long-horizon human and multi-object interaction modeling. At the reasoning stage, we devise a Unified Affordance Reasoner (UAR) that employs a fine-tuned 3D Multimodal Large Language Model for unified object-centric affordance prediction. At the interacting stage, we propose Hierarchical Interaction Generator (HIG), which formulates the interaction generation as a hierarchical (e.g., root to body to hand to objects) autoregressive prediction, conditioned on the obtained unified affordance. Extensive experiments demonstrate that UniffordInteractor surpasses SOTA counterparts in human and multi-object interaction generation.
📅 2026-10-29
Dexterous grasping is the foundational primitive in embodied AI, demanding massive data to train robust models. As real-world data collection is expensive, simulation has become the mainstream paradigm. Yet, while cluttered scenes best reflect real-world applications, learning to grasp within them is bottlenecked by a critical scarcity of large-scale data. To resolve this, we curate high-quality 3D objects and supporting bases, proposing a scalable seed-and-filter strategy that bypasses sluggish scene-level optimization. This yields an unprecedented benchmark comprising over 2.6 million scenes and 0.4B scene-specific grasp ground truths, featuring diverse realistic layouts paired with rich semantic and geometric observations. Furthermore, we introduce the OmniDex model to overcome the grasp multimodality and last-millimeter precision errors plaguing current generative models. By coupling Soft Winner-Takes-All learning with human-inspired physical constraints during training, and utilizing physics-driven ranking, our approach achieves robust dexterous grasping without the latency of post-optimization. Experimental results show that OmniDex model achieves state-of-the-art performance and strong generalization across diverse scenes, views, and unseen objects.
📅 2026-10-28
Embodied AI and human-centric 3D scene understanding require data of people meaningfully interacting with diverse environments, yet such data remains scarce. Real-world capture has steadily pushed toward more scenes, but is bound to studios and at most around a hundred scenes, while synthetic datasets scale easily but place people without regard to what the scene affords. We argue that useful human-scene interaction data requires diversity in both scenes and interactions, and we show this with our proposed data engine InHabit. InHabit is a fully automatic engine that renders an existing 3D scene, uses 2D foundation models to propose and depict context-appropriate interactions, and lifts them into SMPL-X bodies, where the known scene geometry makes lifting well-constrained. Applied to Habitat-Matterport3D, InHabit produces InHabitants, which pairs photorealistic images with SMPL-X bodies and complete scene geometry across ~6.6k rooms, about 60x more scenes than the largest captured dataset. We illustrate the quality and value of such large-scale human-scene interaction data through a variety of experiments. In a perceptual study, our interactions are preferred over two prior placement methods in 78% of cases. Across three tasks - 1) contact estimation, 2) human-scene reconstruction, and 3) generating humans in scenes - training with InHabitants outperforms training on synthetic data with exact ground truth (BEDLAM), motion-capture data (TRUMANS), and real RGB-D captures (PROX); e.g., GRAFT trained on InHabitants reaches a contact F1 of 0.594 on PROX, versus 0.492 when trained on PROX itself. Project page: https://virtualhumans.mpi-inf.mpg.de/inhabit/
📅 2026-10-28 | 💬 21 pages, 5 figures
Embodied perception requires positional representations that capture both physical geometry and the spatial and temporal extent of observations. We introduce POD-RoPE (Physical Observation Distribution RoPE), which represents token observation footprints as distributions over camera centers, viewing directions, and sampling times. Under independent sampling, expected rotations encode relative relationships between distributions; when each distribution collapses to a single address, the construction recovers pointwise RoPE. The same rotation statistics support Q/K matching and coherence-dependent V/O transformations, allowing observation geometry to guide both information selection and content aggregation. Per-token pre-aggregation avoids increasing sequence length or processing pairs of observation nodes. We evaluate POD-RoPE across four robot policy architectures, simulation and real-world manipulation, and complementary reconstruction, depth-estimation, and novel-view-synthesis tasks. Integrating POD-RoPE into Fast-WAM improves mean success from 91.83% to 92.88% across all 50 RoboTwin 2.0 tasks, and from 32.5% to 52.5% on two real-robot tasks on Sharpa North. Controlled reconstruction ablations support the contributions of distribution encoding and V/O transformations. In H20 model-block benchmarks, POD-RoPE achieves median forward-plus-backward speedups of $1.91\times$ over P-RoPE and $5.34\times$ over RayRoPE, with a median latency overhead of 17.4% over Standard RoPE. These results support physical observation distributions as an effective and computationally efficient basis for geometry-aware attention.
📅 2026-10-27
Multimodal perception forms the foundation of multimodal intelligence. In particular, spatial perception and multimodal long-context understanding are two pivotal tasks that underpin embodied AI and multimodal agents. However, synthesizing targeted, high-quality training data for these tasks remains difficult and costly. Our key insight is that these tasks share an underlying capability, which we call connecting evidence: identifying relevant visual facts, binding them to the correct entities, recovering their relations, and composing them into an answer. Crucially, targeted training data are far easier to synthesize for this capability than for these tasks themselves. To strengthen this capability, we propose EvidenceConnect, an easy-to-implement data synthesis framework that uses zoomed views of related regions within a single image to generate questions requiring comparison, aggregation, or chaining of visual evidence. To ensure quality, a reference answer is retained only when independent VLMs agree on it, and region-ablation tests discard questions whose answer survives the removal of selected regions. We then train base VLMs on the resulting data with RLVR, obtaining Zooming without Zooming v2 (ZwZ2). Although the synthesized data are not tailored to any downstream benchmark, ZwZ2 improves fine-grained and spatial perception, with further gains on embodied spatial reasoning, multimodal long-context understanding, multimodal agent tasks, and general visual reasoning. These results establish EvidenceConnect as an effective framework for supervising evidence connection and suggest that strengthening this shared capability leads to more generalizable multimodal perception.
📅 2026-10-26 | 💬 Accepted to NeurIPS 2026 (Evaluations and Datasets Track)
Web-scale 3D asset collections are abundant but rarely ready to ingest without cleanup, suffering from arbitrary metric scaling, incorrect pivots, brittle geometry, and incomplete textures, defects that limit their use in embodied AI, robotics, and spatial computing. We present AmaraSpatial-10K, a dataset of 10,071 synthetic 3D assets standardised for direct ingestion. Each asset ships as a metric-scaled, deterministically anchored .glb with separated PBR maps, a convex collision hull, a paired reference image, and multi-sentence text metadata. Alongside the dataset we introduce a reusable evaluation suite for 3D asset banks, a continuous Scale Plausibility Score (SPS), a keyword-based Concept Density metric, anchor-error auditing, and a cross-modal CLIP coherence protocol, and apply it to AmaraSpatial-10K alongside matched subsets of Objaverse, HSSD, ABO, and GSO. We check the annotations independently of the LLM/VLM pipeline that produced them: measured ABO object heights fall inside our scale intervals 88.7-90.7% of the time, and three non-author raters auditing a stratified sample of 314 assets judge 95.5% plausibly scaled and 99.7% correctly anchored. AmaraSpatial-10K improves CLIP Recall@5 by 3.4x over Objaverse (0.612 vs. 0.181, median rank 267 -> 3), achieves a 99.1% settling-stability rate under Habitat-Sim in static placement and collision tests, with ~20x lower per-load wall time, and as a drop-in Holodeck asset bank improves planned-scale matching and is preferred by blinded human raters in 27 of 40 paired scenes. Controlled ablations on the same asset bank attribute the retrieval gain to description richness.
📅 2026-10-26
Realizing Embodied AI for Science requires robots to translate experimental goals into reliable physical procedures, reducing hazardous and repetitive human work while generating evidence for scientific discovery. Although language-based planning and learned manipulation provide complementary capabilities, their integration requires robots to adapt subsequent operations to actual execution outcomes. For example, an unsuccessful placement changes what must be done next, even when the experimental goal remains unchanged. Existing benchmarks assess planning, manipulation, and laboratory workflows through task completion and reasoning or execution metrics; however, aggregate performance leaves the connection between outcome-dependent choices and physical execution unresolved. To address this evaluation gap, we introduce Labference, a benchmark for evaluating how observed physical outcomes guide subsequent choices and how those choices translate into robotic laboratory actions. Its evaluation protocol is designed to test outcome-dependent behavioral adaptation through controlled evidence variations, while independently measuring operation selection, physical execution, and task completion. Matched Oracle-assisted continuations from shared checkpoints then assess which forms of support improve subsequent choices and task completion. Initial weighing evaluations reveal target-selection errors in the tested VLA policies despite successful object transfers, whereas GPT-driven control achieves correct selection but encounters execution failures and substantial computation costs. Together, these findings highlight the need to connect task-appropriate reasoning with reliable, timely action. By making this connection measurable and diagnosable, Labference supports targeted improvements toward autonomous experimentation for Embodied AI for Science.
📅 2026-10-26
Artificial intelligence systems are transforming scientific discovery by accelerating specific research tasks, from protein structure prediction to materials design, yet remain confined to narrow domains requiring substantial human oversight. Exponential growth of scientific literature and increasing domain specialisation constrain researchers capacity to synthesise knowledge across disciplines and develop unifying theories, motivating exploration of more general-purpose AI systems for science. Here we show that a domain-agnostic, agentic AI system can independently navigate the scientific workflow, from hypothesis generation through data collection to manuscript preparation. The system autonomously designed and executed three psychological studies on visual working memory, mental rotation, and imagery vividness, executed online data collection with 288 participants, developed analysis pipelines through over 8-hour continuous coding sessions, and produced completed manuscripts. The results demonstrate the capability of AI scientific discovery pipelines to conduct research with theoretical reasoning and methodological rigour comparable to experienced researchers, though with limitations in conceptual nuance and theoretical interpretation. This is a step toward embodied AI that can test hypotheses through real-world experiments, accelerating discovery by autonomously exploring regions of scientific space that human cognitive and resource constraints might otherwise leave unexplored. It raises important questions about the nature of scientific understanding and attribution of scientific credit.
📅 2026-10-25
Task success is not a sufficient measure of safety for embodied artificial intelligence (AI), because robots may complete objectives while violating safety requirements. Existing evaluations often emphasize performance and robustness, but lack a systematic route from documented safety hazards to executable, verifiable tests. We present EAST (Embodied AI Safety Testing), a digital-twin framework that converts literature-grounded safety evidence into fault-injection tests across perception, instructions, environments, actions, and timing. EAST combines an expert-reviewed safety-fault taxonomy and eight executable operators with applicability and validity constraints. Its three-stage workflow generates test specifications, verifies fault realization during simulated execution, and independently assesses safety challenges, violations, task outcomes, and behavioral signatures using simulator-state evidence. The framework preserves execution traces and replayable records, supporting attribution and reproducibility across experiments. We evaluate EAST on six RoboTwin manipulation tasks and two policy architectures, ACT and RDT, against alternative testing strategies under matched budgets. Across five comparative campaigns, EAST targets all 74 admissible task-policy-operator combinations and obtains valid evidence for 63, while achieving safety-challenge exposure rates close to Random-Legal and Rule-Based. Moreover, 82 valid EAST executions complete their tasks despite safety violations, revealing risks concealed by success-oriented evaluation. These findings support systematic, validity-aware, reproducible safety testing beyond task-completion metrics.
📅 2026-10-23 | 💬 27 pages. For paper updates, please refer to https://3dgen4robot.github.io
Embodied AI and robotic systems increasingly depend on scalable, diverse, and physically grounded 3D content for simulation-based training and real-world deployment. While 3D generative modeling has advanced rapidly, embodied applications impose requirements far beyond visual realism: generated objects must carry kinematic structure and material properties, scenes must support interaction and task execution, and the resulting content must bridge the gap between simulation and reality. This survey reviews 3D generation for embodied AI and organizes the literature around three roles that 3D generation plays in embodied systems. In Data Generator, 3D generation produces simulation-ready objects and assets, including articulated, physically grounded, and deformable content for downstream interaction; in Simulation Environments, it constructs interactive and task-oriented worlds, spanning structure-aware, controllable, and agentic scene generation; and in Sim2Real Bridge, it supports digital twin reconstruction, data augmentation, and synthetic demonstrations for downstream robot learning and real-world transfer. We also show that the field is shifting from visual realism toward interaction readiness, and we identify the main bottlenecks, including limited physical annotations, the gap between geometric quality and physical validity, fragmented evaluation, and the persistent sim-to-real divide, that must be addressed for 3D generation to become a dependable foundation for embodied intelligence. Our project page is at https://3dgen4robot.github.io.
📅 2026-10-21
Factory work is a promising early scenario for embodied AI: assigning repetitive manual jobs to robots has clear economic payoff, and a structured station keeps the jobs tractable for current policies. Vision-Language-Action (VLA) models now dominate as the policy paradigm for these robots. The inference latency of VLA models directly affects robot responsiveness and motion smoothness. However, existing VLA inference frameworks do not fully exploit the characteristics of embodied workloads or account for the distinct bottlenecks across different stages of VLA inference. In this paper, we first characterize embodied workloads and identify substantial task similarity across repeated robot executions. We further find that such similarity extends beyond observations and action trajectories to internal model states. Drawing on these observations, we present rMuscle, a real-time VLA inference framework inspired by human muscle memory. It exploits cross-execution similarity through a dual-phase muscle-memory cache. The Context Cache reuses visual-token outputs to reduce computation, while the Action Cache reuses neuron activation patterns to reduce weight accesses. We keep both the cache memory footprint and access overhead low through online cache recomputation, sliding-window cache retrieval, and mask sharing across consecutive denoising steps. rMuscle achieves 1.29-1.42X speedup on RTX 4090 and Jetson Thor across LIBERO, RoboTwin, and physical manipulation tasks, while maintaining the original success rates on real-world robots.
📅 2026-10-20 | 💬 Project Page: https://nintreesssss.github.io/World2HOSI
Long-horizon human-object-scene interaction (HOSI) is central to embodied AI, animation, and game development. Existing human-object interaction (HOI) and human-scene interaction (HSI) models excel in their respective domains, but none alone covers tasks requiring multiple interaction skills. Training unified HOSI models is hindered by scarce and costly data. We introduce World2HOSI, a multi-expert orchestration harness that generates continuous HOSI data from 3D Gaussian Splatting (3DGS) scenes and natural language instructions. Our key insight is that long-horizon HOSI hinges not on a stronger single model but on orchestration. Given a shared, structured scene state and an orchestration harness grounded in it, existing experts can jointly accomplish tasks beyond the reach of any of them alone. World2HOSI realizes this insight as a closed loop around a persistent scene state built from decoupled background and object assets. A harness plans action stages over this state, invokes experts via their native conditioning interfaces, and writes each action's effects back, so that every invocation is grounded in the evolving world. To reduce physical artifacts, bounded residual optimization and contact-driven physics simulation further ensure the physical plausibility of human motion and object manipulation, respectively, while preserving interaction intent. Experiments and a perceptual user study show that World2HOSI achieves the best task completion and interaction quality on the evaluated HOSI tasks, while generating more diverse data.
📅 2026-10-20 | 💬 Accepted by NeurIPS 2026. Project page: https://neoworldproject.github.io/neoworld-pro-website/
The advancement of Embodied AI necessitates high-quality simulation assets that faithfully mirror the real world. However, transforming raw visual observations into simulation-ready scenes remains challenging due to the lack of physical grounding and scene-level interactivity in current image-to-URDF methods. We propose NeoWorld-Pro, a framework that reformulates monocular scene reconstruction as procedural programming for interactive 3D environments. Leveraging the zero-shot reasoning and code synthesis capabilities of MLLMs, NeoWorld-Pro converts a single RGB image into executable programs specifying object geometry, articulation, and physical properties. A physics-in-the-loop mechanism then iteratively refines the generated programs by validating their execution in a physics engine, enforcing physically plausible articulations, valid object compositions and interactions, and accurate spatial relationships. Experiments show that NeoWorld-Pro outperforms open-loop and prior monocular reconstruction methods, while enabling complex downstream tasks such as stable stacking and fine-grained manipulation.
📅 2026-10-19 | 💬 Monograph, 12 chapters, 388 pages, 64 figures
In recent years, physical artificial intelligence (physical AI) has experienced rapid development, capturing significant attention in academia and industry. However, the field has yet to reach consensus on its definition, technical landscape, and core challenges. To address this gap, this monograph seeks to define physical AI, present its technical landscape, and examine each key technical subfield in depth. In doing so, it establishes a unified framework for Physical AI: artificial systems that perceive, model, and act upon the physical world through continuous feedback under real-world constraints. Further, this monograph distinguishes physical AI from conventional digital AI, embodied AI, cyber-physical systems, and digital twins. It develops the foundations of physical AI across physics, control, cognition, learning, and reasoning. It reviews key methodologies, including multimodal perception, physical data and simulation, world models, embodied foundation models, motor-control systems, multi-agent coordination, and hardware-software co-design. Furthermore, it examines applications spanning robotics, manufacturing, infrastructure, scientific experimentation, and autonomous services. Particular attention is given to sim-to-real transfer, reliability, real-time execution, evaluation, safety, governance, and long-term deployment. By connecting perception, prediction, decision-making, action, and adaptation in a closed loop, this monograph identifies the technical challenges and research directions required to advance from narrow automation toward more generalizable physical AI and, ultimately, physical artificial general intelligence (Physical AGI).
📅 2026-10-19 | 💬 Code and data: https://github.com/MrTomzor/foragersim
Animals build cognitive maps of vast environments, use them to perform map-based navigation, and might even be reusing the same circuitry used in spatial reasoning for creating and using maps of arbitrary task-spaces. In contrast, current embodied AI systems either rely on hand-engineered mapping pipelines, which break in the presence of unmodeled dynamics and are restricted to metric space, or on learned policies that rarely form map-like representations at all. Developing architectures that could learn to build and use map-like representations as flexibly as animals is, however, difficult because few embodied AI benchmarks actually require map-based reasoning. To address this, we present ForagerSim --- an interdisciplinary research platform and simulation environment focused on embodied tasks that require map-based reasoning, with scenarios ranging from mobile-robot search and rescue to animal foraging in both complex mazes and vast, potentially infinite open areas. ForagerSim is highly modular and allows modifying independent axes of difficulty related to perception (abstract 2D sensing to full RGB or LiDAR), scale (room-scale to multi-km scale), topology (open-fields to complex mazes), dynamics (smoke, debris, sensorimotor failures and others) and tasks (from simple 2D coverage to foraging-inspired well-alternation tasks). We compare reinforcement learning baselines with a simple engineered robotics stack and a human player on 8 example worlds which show how different difficulty axes affect existing methods. Our results show that, when sensing is simplified to 2D, learned policies can perform multi-object search and well-alternation tasks surprisingly well in simple topologies, but they fall short of human performance in larger or more complex-topology environments where map-based baselines perform well, suggesting that map-based reasoning is the bottleneck in these scenarios.
📅 2026-10-19 | 💬 17 pages, 10 figures
Biological laboratory automation can reduce repetitive manual work and improve reproducibility, but reliable embodied execution in wet-lab environments remains challenging. Protocols are often unstructured, labware is frequently transparent or reflective, and multi-step procedures require state-aware execution beyond one-shot instruction following. Existing robotic systems often rely on costly hardware, fixed workflows, dedicated instruments, or robotics-oriented interfaces. Here, we introduce BioProVLA-Agent, an affordable, protocol-driven, vision-enhanced embodied multi-agent system enabled by Vision-Language-Action (VLA) models for biological manipulation. The system uses protocols as the task interface and integrates protocol parsing, visual state verification, and embodied execution in a closed-loop workflow. A Tailored LLM Protocol Agent converts protocols into verifiable subtasks; a VLM-RAG Verification Agent assesses readiness and completion using observations, robot states, retrieved knowledge, and success/failure examples; and a VLA Embodied Agent executes verified subtasks through a lightweight policy. To improve robustness under wet-lab visual perturbations, we develop AugSmolVLA, an online augmentation strategy targeting transparent labware, reflections, illumination shifts, and overexposure. We evaluate the system on a hierarchical benchmark covering 15 atomic tasks, 6 composite workflows, and 3 bimanual tasks, including tube loading, sorting, waste disposal, cap twisting, and liquid pouring. Across normal and high-exposure settings, AugSmolVLA improves execution stability over ACT, X-VLA, and the original SmolVLA, especially for precise placement, transparent-object manipulation, composite workflows, and visually degraded scenes. These results suggest a practical route toward accessible, protocol-centered, and verification-capable embodied AI for biological manipulation.
📅 2026-10-19 | 💬 Project page: https://thinkercosmos.ubtrobot.com/thinker-wm , GitHub: https://github.com/UBTECH-Robot/Thinker-WM
World models have emerged as a promising paradigm for embodied AI, yet existing systems often remain fragmented in the modalities they model and the functions they support. In particular, visual dynamics, geometric structure, and executable action are commonly coupled through separate interfaces or downstream modules rather than being jointly represented and evolved within a shared dynamics model. In this work, we present Thinker-WM, a unified multimodal world model that jointly models and generates RGB, metric depth, and robot action through a shared intermediate Unified Dynamics Transformer with modality-specific encoders and decoders. The model performs multimodal unification at the representation level: appearance, geometry, and action are transformed into a common dynamic representation and jointly evolved by shared parameters, while their distinct output structures are preserved. The same parameterization supports multiple functions, including joint video-action generation, world prediction, policy inference, action-conditioned generation, video-to-action generation, and inverse dynamics. To examine whether the shared representation captures action-related information, we introduce a lightweight motion probe that shows the frozen visual representation contains recoverable motion information. Thinker-WM is trained on a heterogeneous corpus comprising approximately 20K hours of egocentric video, 10K hours of real-robot data, and 1K hours of simulation data, including approximately 4K hours of real-robot data with aligned depth supervision. Extensive experiments demonstrate strong performance across embodied world-model evaluations. Thinker-WM ranks first on EWMBench, WorldOlympiad and WorldArena, while controlled studies further demonstrate the benefits of action conditioning, geometric interaction, and multi-function training within the shared representation.
📅 2026-10-18 | 💬 28 pages, 4 figures, 13 tables. Code and data: https://github.com/Orillusion/embodied-skill-rsi
Embodied AI lacks the data-rich pretraining that gave language models their agents and skills, so new manipulation capability costs demonstrations per task or a frontier model in every episode. We study a third route: a strong general model acts only as an offline author that writes, runs, diagnoses and repairs a manipulation skill in simulation until it passes an exam on layouts drawn after freezing; the frozen skill then runs as code alone or under a cheap caller that reads only its description. We call this skill-level recursive self-improvement Skill-RSI and specify a compile protocol (isolated, audited author; hidden validation layouts; no-feedback and inherit-only controls; tamper-evident ledger) and a reuse protocol that runs the identical files with executors from another model family. On 7 RoboTwin 2.0 tasks with cluttered tables, Claude Code compiled 4 tasks into 7 frozen skills, 5 from a first draft needing only qualification, at USD 4.29-8.22 of author cost each (USD 55 per skill counting the 13 failed campaigns). The other three tasks did not compile in 18 campaigns, including five with GPT-6 and a pre-registered 150-layout run: on the hardest task every campaign scored 78-95 of 100 but had 3-16 safety aborts, failing the gate of 95% success with zero aborts; a 100-episode exam bounds an abort rate only to 3.6%. On hidden layouts, repair that inherits the previous version beat from-scratch rewriting in 8 of 8 controlled campaigns (sign test p = 0.004); an inherit-only lineage attributes most of the gap to inheritance, with development feedback adding a little (3 of 3, p = 0.125). Write-once campaigns found no detectable first-draft effect of practice (minimum detectable effect 14 points). The frozen skills kept 148/150 successes on new layouts with no model and 147/150 with a DeepSeek-flash caller at USD 0.00028-0.00054 per episode; no direct-control baseline was run.
📅 2026-10-17
Large Language Models (LLMs) are increasingly used in embodied AI for robotic manipulation and planning, but their deployment in physical systems exposes vulnerabilities such as jailbreak attacks that induce unsafe behavior. Existing inference-time defenses are mainly evaluated on short instructions containing a single hazard, whereas realistic tasks may interleave safe and unsafe sub-tasks, conceal hazardous steps, or combine individually safe actions into unsafe outcomes. Such compound instructions make it harder for a single safety decision to distinguish hazardous sub-tasks from legitimate ones, risking either overlooking the hazard or rejecting the whole instruction. We introduce safe task completion, a task that requires an LLM-enabled robot to refuse the harmful part of an instruction while completing its legitimate part. To address this problem, we propose RuleGraph, a multi-agent Graph-of-Rules planning framework that distributes safety enforcement across multiple reasoning and verification stages. Five cooperating agents are used to ground general safety principles into world-specific rules, assess the instruction's sub-tasks in context, and derive a safe goal from the legitimate ones. Planning toward this goal is then organized as a graph of rule-specific nodes, where higher-level nodes inherit the union of their parents' rules, and candidate plans are progressively verified and aggregated until a single plan satisfies every relevant rule. In this way, RuleGraph reduces reliance on a single centralized safety decision. We evaluate RuleGraph on pure-attack and compound instructions across two benchmarks in two environments using Attack Success Rate (ASR) and Task Success Rate (TSR). RuleGraph reduces ASR to 0% on both benchmarks while achieving the highest TSR among all methods, reaching 98.57% on the RoboGuard benchmark and 84.54% on our long-horizon compound instructions.
📅 2026-10-16 | 💬 NeurIPS 2026
Embodied AI agents increasingly require parallel execution of multiple tasks, such as manipulation, conversation, and memory construction, from shared observations under distinct time constraints. Recent Mixture-of-Transformers (MoT) Vision-Language-Action Models (VLAs) support such heterogeneous outputs, yet existing inference systems incur redundant computation and resource contention when serving concurrent tasks on-device. We identify isolated KV cache management as the root cause. To address this, we propose unified KV cache management, an inference design that treats the KV cache as a first-class shared resource across tasks and control cycles. This abstraction enables two key optimizations: cross-task KV sharing eliminates redundant prefill of shared observations, while cross-frame continuous batching batches unfinished language requests from different frames and advances them within a per-frame decoding budget. We implement this design in OxyGen and evaluate $Ï€_{0.5}$ on NVIDIA GeForce RTX 4090 and Jetson AGX Thor. OxyGen achieves up to 3.7$\times$ speedup over isolated execution, delivering over 200 tokens/s language throughput and 70 Hz action frequency simultaneously on RTX 4090. We also validate the design on Xiaomi-Robotics-0 and StarVLA across different backbones and expert configurations. We further demonstrate the inference gains on a humanoid robot with on-board Jetson AGX Thor.
📅 2026-10-16 | 💬 18 pages, including references and appendices
The rise of large language models (LLMs) has opened a path toward generalist embodied AI, raising the question of how LLMs can act in the physical world. One straightforward approach is training the model to generate actions: collect robot-action data and video demonstration, refine LLM architecture with an action head, and train a vision-language-action (VLA) model at scale. However, we argue that coding agents have the potential to realize generalist embodied manipulation. All they need is a simple yet effective robot harness. We present RoboHarness: a robotic harness that gives LLM agents a visual-geometric control panel so that they can directly understand and invoke embodied tasks. With RoboHarness, Qwen3.8-Flash-Next outperforms state-of-the-art VLA models on BEHAVIOR Challenge 2025 tasks. The implementation is open source.
📅 2026-10-15 | 💬 In 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 189-194). IEEE
Embodied AI agents in Augmented Reality (AR) could enable more natural collaboration in immersive analytics by engaging users through spatial, conversational, and visual interaction. However, designing such agents requires careful attention to context. We propose a preliminary conceptual framework for context-aware design of embodied agents structured around three dimensions of spatial, social, and semantic. This framework is further categorised into embeddedness (how agents are situated in the contexts) and awareness (how agents perceive and respond to the contexts). To explore this, we present Cobot, an embodied AI agent designed as a design probe. Cobot supports context-sensitive interaction through features such as gaze cues, spatial sound, and task-aware behaviour. We reflect on its design and identify implications for future contextaware embodied agents.
📅 2026-10-14
Existing methods for single-image 3D indoor scene generation often produce visually plausible results that violate real-world physical constraints, limiting their reliability in robotics, embodied AI, and virtual environment design. To bridge this gap, we introduce a Physics Evaluator that assesses four aspects (geometric priors, contact, stability, and deployability) through nine sub-constraints, establishing a benchmark for evaluating physical consistency. Our analysis reveals that even state-of-the-art methods produce scenes with substantial physical inconsistencies despite their visual plausibility. To address these limitations, we propose a framework that incorporates feedback from the Physics Evaluator into both training and inference to improve the physical plausibility of generated scenes. Specifically, PhyMix comprises two components: (i) implicit alignment via Scene-GRPO, a critic-free group-relative preference optimization strategy that uses physical evaluations to guide the generator toward physically plausible layouts, and (ii) explicit refinement via verifier-guided agentic repair, which translates evaluator diagnostics into executable scene-editing skills to correct residual violations at inference time. PhyMix unifies physical evaluation, preference-based alignment, and agentic inference-time correction to improve physical plausibility while retaining the observed scene content. Experiments show improvements in reconstruction quality and physical plausibility, while qualitative examples on stylized and real-world images illustrate the applicability of the framework beyond synthetic inputs.
📅 2026-10-14 | 💬 24 pages, 11 figures, 10 tables
Vision-Language Models (VLMs) have achieved strong performance in visual perception and spatial reasoning, leading to growing interest in using them as high-level planners for embodied AI. However, physical tasks require models to integrate spatial information, reason over temporal states, and generate multi-step plans under various constraints, raising the question of whether current VLMs can reliably support such reasoning and planning independently of execution. We introduce Plan-Bench, a benchmark for evaluating the high-level reasoning and multi-step planning capabilities of VLMs relevant to embodied worlds, while isolating the influence of action execution. It covers three complementary dimensions, spanning 16 subclasses and 699 curated samples. Extensive evaluation of 28 VLMs reveals room for improvement, with even the strongest model achieving only 75.0% accuracy. We further find that model scaling generally improves these capabilities. Ablation studies also indicate larger models show increasing potential as high-level planners. Overall, Plan-Bench provides a lightweight probe for evaluating VLMs' reasoning and planning capabilities relevant to embodied environments and assessing their potential as decision makers for physical tasks. Our benchmark and code are available at https://github.com/MinneFeng/Plan-Bench.
📅 2026-10-14 | 💬 NeurIPS 2026
Embodied AI agents increasingly require parallel execution of multiple tasks, such as manipulation, conversation, and memory construction, from shared observations under distinct time constraints. Recent Mixture-of-Transformers (MoT) Vision-Language-Action Models (VLAs) support such heterogeneous outputs, yet existing inference systems incur redundant computation and resource contention when serving concurrent tasks on-device. We identify isolated KV cache management as the root cause. To address this, we propose unified KV cache management, an inference design that treats the KV cache as a first-class shared resource across tasks and control cycles. This abstraction enables two key optimizations: cross-task KV sharing eliminates redundant prefill of shared observations, while cross-frame continuous batching batches unfinished language requests from different frames and advances them within a per-frame decoding budget. We implement this design in OxyGen and evaluate $Ï€_{0.5}$ on NVIDIA GeForce RTX 4090 and Jetson AGX Thor. OxyGen achieves up to 3.7$\times$ speedup over isolated execution, delivering over 200 tokens/s language throughput and 70 Hz action frequency simultaneously on RTX 4090. We also validate the design on Xiaomi-Robotics-0 and StarVLA across different backbones and expert configurations. We further demonstrate the inference gains on a humanoid robot with on-board Jetson AGX Thor.
📅 2026-10-14 | 💬 Project page: https://thinkercosmos.ubtrobot.com/thinker-wm
World models have emerged as a promising paradigm for embodied AI, yet existing systems often remain fragmented in the modalities they model and the functions they support. In particular, visual dynamics, geometric structure, and executable action are commonly coupled through separate interfaces or downstream modules rather than being jointly represented and evolved within a shared dynamics model. In this work, we present Thinker-WM, a unified multimodal world model that jointly models and generates RGB, metric depth, and robot action through a shared intermediate Unified Dynamics Transformer with modality-specific encoders and decoders. The model performs multimodal unification at the representation level: appearance, geometry, and action are transformed into a common dynamic representation and jointly evolved by shared parameters, while their distinct output structures are preserved. The same parameterization supports multiple functions, including joint video-action generation, world prediction, policy inference, action-conditioned generation, video-to-action generation, and inverse dynamics. To examine whether the shared representation captures action-related information, we introduce a lightweight motion probe that shows the frozen visual representation contains recoverable motion information. Thinker-WM is trained on a heterogeneous corpus comprising approximately 20K hours of egocentric video, 10K hours of real-robot data, and 1K hours of simulation data, including approximately 4K hours of real-robot data with aligned depth supervision. Extensive experiments demonstrate strong performance across embodied world-model evaluations. Thinker-WM ranks first on EWMBench, WorldOlympiad and WorldArena, while controlled studies further demonstrate the benefits of action conditioning, geometric interaction, and multi-function training within the shared representation.
📅 2026-10-13
Vision-language models (VLMs) have achieved strong image and video understanding, yet their visual-spatial representations remain geometrically fragile, leading to failures in spatial reasoning needed for embodied AI, robotics, and autonomous driving. Prior approaches to geometry grounding either fine-tune VLMs on spatial question answering, which can perpetuate spurious visual representations, or fuse features from large geometry-grounded vision models, which substantially increases model size at inference. Knowledge distillation from geometry-grounded vision models offers an alternative, but directly matching multi-view teacher features can disrupt the pretrained alignment between visual and textual representations, degrading object- and language-semantic capabilities. We propose multi-view relational distillation (MVRD), which distills patch-wise cosine similarities across views instead of the teacher features themselves. These relations encode geometric correspondences adequate for spatial understanding, while leaving the student representation underdetermined, allowing it to remain close to its pretrained vision- language space. Across representative VLMs, MVRD improves visual-spatial reasoning, outperforming supervised fine-tuning and feature distillation while approaching feature fusion methods with considerably fewer added parameters and lower latency. We show that MVRD makes visual representations more geometric while retaining language alignment, and generalizes to 3D scene understanding tasks such as object grounding, dense captioning, and question answering.
📅 2026-10-13 | 💬 Accepted to the 10th Conference on Robot Learning (CoRL 2026). 30 pages (9-page main text), 8 figures, 18 tables. Project page: https://whrcn.github.io/HelpMeOut-Official/
We introduce HelpMeOut, an embodied AI benchmark for error-aware monitoring of household task execution. Existing embodied household benchmarks typically assume that humans execute tasks correctly, but this assumption does not hold for cognitively impaired persons or older adults whose everyday activities produce structured execution errors. To address this gap, HelpMeOut operationalizes research on everyday action errors into 20000 paired activity episodes, covering nine neuropsychologically motivated error categories. In each episode, agents observe a streaming human activity trajectory and must monitor whether the execution is unfolding correctly, diagnosing any structured errors as early as possible. We evaluate learned-monitor, symbolic, change-point, and frontier LLM prompting baselines. Results show that these methods perform poorly as error monitors, often missing when execution goes wrong. These results suggest a gap left by standard goal-inference and task-completion benchmarks, making HelpMeOut a testbed for error-aware assistive agents.
📅 2026-10-13 | 💬 Project Page: https://agenticei.github.io/ParallelWorld-page/ Code: https://github.com/AgenticEI/ParallelWorld
Embodied AI has emerged as a key paradigm for autonomous systems operating in complex physical environments. While end-to-end models have established strong local capabilities for perception and control, scaling these capabilities to extended, multi-stage tasks remains difficult. Agentic embodied systems address this challenge by introducing high-level planners that organize perception, reasoning, and executable skills over longer interaction horizons. However, existing agentic embodied frameworks typically generate actions for direct execution without explicitly simulating how alternative action sequences shape future observations and task progress, leading agents to commit to suboptimal interactions before considering their long-term consequences. To address this limitation, we propose ParallelWorld, an adaptive-horizon test-time scaling framework that grounds agentic embodied reasoning in the prospective simulation of action outcomes. Specifically, we design an agent system to simulate and evaluate alternative trajectories in parallel before committing to an action. A verifier assesses intermediate state transitions with respect to the task objective, dynamically pruning unpromising branches and guiding subsequent expansion. Based on the evaluated long-horizon outcomes, the agent selects a trajectory, executes only its first action, and replans as new observations become available. Experiments on ESI-Bench and LIBERO-Pro demonstrate improvements in active spatial reasoning and language-conditioned manipulation, respectively, highlighting the effectiveness of prospective planning for both understanding and manipulation tasks.
📅 2026-10-11 | 💬 26 pages, 5 figures, 4 tables. Code: https://github.com/ylee-sling/Vision-Predictor-Action | Checkpoints: https://huggingface.co/ylee-sling/vpa-libero10 | Zenodo: https://doi.org/10.5281/zenodo.22960920
Vision-Language-Action (VLA) models commonly generate robot actions token by token through Large Language Model (LLM) decoders, causing inference latency to grow with action sequence length and limiting closed-loop control frequency. We present Goal-Conditioned Vision-Predictor-Action (VPA), which replaces autoregressive decoders with a lightweight latent control loop. A shared vision encoder and a frozen text encoder embed observations, goal images, and instructions; a neuro-symbolic selector chooses a discrete skill; a Joint-Embedding Predictive Architecture (JEPA) predictor forecasts the next latent state; and a flow-matching solver generates an entire action chunk in a few integration steps, so that sequential network evaluations per decision step do not depend on the action horizon. We analyze inference complexity, regularization against representation collapse, and conditions under which latent sub-goal thresholding limits error accumulation across task phases. As an initial proof of concept, we evaluated VPA on the LIBERO-10 suite. The trainable model has under 20M parameters (checkpoint under 75 MB, excluding a frozen 63.4M-parameter CLIP text encoder); a decision step of a single-camera reference configuration takes 10-14 ms on an Apple M4; and trained only on LIBERO-10 demonstrations in under three hours on a single GPU, a two-camera policy succeeded in 40.0% of 200 evaluation episodes. These preliminary results from a single training run suggest the approach is workable. Code and weights are available at https://github.com/ylee-sling/Vision-Predictor-Action and https://huggingface.co/ylee-sling/vpa-libero10, and archived at https://doi.org/10.5281/zenodo.22960920.
📅 2026-10-11
Object Navigation in unseen environments remains a fundamental challenge in embodied AI, as it requires agents to generalize visual and spatial reasoning to novel layouts. While recent advances in large language model (LLM) and vision-language model (VLM) have enhanced semantic mapping, spatial memory, and waypoint selecting for navigation, successful navigation requires more than selecting the next promising waypoint. A robot must also recognize stalled progress, escape unproductive behaviors, and revisit overlooked target cues. Addressing these challenges requires both specialized navigation strategies and a high-level policy that coordinates their execution. Motivated by the analysis of failed navigation episodes, we propose LERR-Nav, an object navigation framework that coordinates exploration, recovery, and reminiscing through a learned high-level policy. The framework comprises four complementary navigation strategies: value-function-guided exploration, LLM-guided exploration, recovery from stalled or repetitive behavior, and memory-guided reminiscing. To support history-aware coordination, we maintain the execution memory that preserves textual summaries of all strategy executions alongside a sliding window of map sequences. To learn the coordination policy, we initialize a high-level vision-language agent from Qwen2.5-VL-7B-Instruct and train it through a two-stage curriculum. The first stage uses map-centric supervised fine-tuning (SFT) to establish spatial grounding. The second stage performs SFT on variable-length navigation segments to learn which navigation strategy to invoke next based on current maps and the hybrid execution memory. Experiments on HM3D and MP3D demonstrate state-of-the-art navigation performance, while ablation studies validate the contributions of individual components.
📅 2026-10-10 | 💬 To appear in the Proceedings of the 32nd ACM International Conference on Architectural Support for Programming Languages and Operating Systems (ASPLOS '27). 17 pages, 14 figures
Vision-language-action (VLA) models translate multimodal observations into low-level robot actions. During robot operation, each control period sets an inference deadline, and overruns leave the robot acting on stale observations, reducing task success. Meeting this deadline motivates on-device or nearby edge execution, where a single robot requires batch-1 inference outside the design point of LLM serving systems. Although VLA architectures combine familiar vision-language, autoregressive, and diffusion-style components, their runtime behavior in this batch-1 control setting remains uncharacterized. We characterize four representative VLA models on an edge GPU server and two onboard SoCs, using single-inference profiling and 43,200 closed-loop episodes. Action tensor dimensionality determines whether a stage is memory- or compute-bound, platform balance can shift that bottleneck, and GPU frequency scaling yields a platform-dependent energy-latency sweet spot. In closed-loop operation, overlapping inference with action execution creates an accuracy-speed-energy tradeoff, and no configuration is Pareto-dominant across deployment SLOs. These results guide joint design of VLA model architectures, hardware, and runtime policies.
📅 2026-10-09
Realistic household simulation must capture not only diverse environments but also the lived-in object arrangements and spatial constraints that shape robot motion and interaction. Existing resources often trade off scale, real-world correspondence, and interaction readiness, leaving a gap in faithful, interactive replicas of how real homes are actually arranged. To this end, we introduce LIVIN, a benchmark for spatial and embodied intelligence built on digital twins of 30 diverse lived-in homes. These replicas preserve observed room layouts, furniture configurations, and everyday belongings. To construct them, we design a human-in-the-loop workflow comprising instance recognition, architectural reconstruction, and object generation and placement, with intermediate results reviewed and corrected by humans against the source observations at each stage. We evaluate four tasks in LIVIN: 3D detection, 3D reconstruction, navigation, and loco-manipulation. Our evaluations show that current methods remain challenged by the dense object arrangements, occlusions, limited free space, and constrained interaction regions found in realistic lived-in homes. We hope LIVIN will help advance embodied AI in real-world homes, from spatial understanding to robotic interaction, and ultimately bring embodied intelligence into everyday home environments.
📅 2026-10-09 | 💬 Accepted to RSS 2026
Online policy learning directly in the physical world is a promising yet challenging direction for embodied intelligence. Unlike simulation, real-world systems cannot be arbitrarily accelerated, cheaply reset, or massively replicated, suggesting that real-world policy learning is not merely an algorithmic problem, but inherently a systems problem. We present USER, a \underline{U}nified and extensible \underline{S}yst\underline{E}m for real-world online policy lea\underline{R}ning. On the systems side, USER introduces a hardware abstraction layer for unified robot management and an adaptive communication plane that enables efficient cloud-edge training. On the learning side, USER adopts a fully asynchronous training framework, designs a persistent and cache-aware replay buffer, and provides extensible abstractions for rewards, algorithms, and policies. Experiments in both simulation and the real world demonstrate that USER supports multi-robot coordination, heterogeneous manipulators, cloud-edge training with large models, and long-running asynchronous training. Together, these capabilities establish USER as a unified and extensible systems foundation for real-world online policy learning.
📅 2026-10-08
Realistic household simulation must capture not only diverse environments but also the lived-in object arrangements and spatial constraints that shape robot motion and interaction. Existing resources often trade off scale, real-world correspondence, and interaction readiness, leaving a gap in faithful, interactive replicas of how real homes are actually arranged. To this end, we introduce LIVIN, a benchmark for spatial and embodied intelligence built on digital twins of 30 diverse lived-in homes. These replicas preserve observed room layouts, furniture configurations, and everyday belongings. To construct them, we design a human-in-the-loop workflow comprising instance recognition, architectural reconstruction, and object generation and placement, with intermediate results reviewed and corrected by humans against the source observations at each stage. We evaluate four tasks in LIVIN: 3D detection, 3D reconstruction, navigation, and loco-manipulation. Our evaluations show that current methods remain challenged by the dense object arrangements, occlusions, limited free space, and constrained interaction regions found in realistic lived-in homes. We hope LIVIN will help advance embodied AI in real-world homes, from spatial understanding to robotic interaction, and ultimately bring embodied intelligence into everyday home environments.
📅 2026-10-08
Dexterous grasping is the foundational primitive in embodied AI, demanding massive data to train robust models. As real-world data collection is expensive, simulation has become the mainstream paradigm. Yet, while cluttered scenes best reflect real-world applications, learning to grasp within them is bottlenecked by a critical scarcity of large-scale data. To resolve this, we curate high-quality 3D objects and supporting bases, proposing a scalable seed-and-filter strategy that bypasses sluggish scene-level optimization. This yields an unprecedented benchmark comprising over 2.6 million scenes and 0.4B scene-specific grasp ground truths, featuring diverse realistic layouts paired with rich semantic and geometric observations. Furthermore, we introduce the OmniDex model to overcome the grasp multimodality and last-millimeter precision errors plaguing current generative models. By coupling Soft Winner-Takes-All learning with human-inspired physical constraints during training, and utilizing physics-driven ranking, our approach achieves robust dexterous grasping without the latency of post-optimization. Experimental results show that OmniDex model achieves state-of-the-art performance and strong generalization across diverse scenes, views, and unseen objects.
📅 2026-10-06 | 💬 Accepted to ACM Computer Survey
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.
📅 2026-10-06
Video world models can produce visually convincing yet physically inconsistent sequences, raising concerns about their reliability for prediction and planning in embodied AI systems. Existing evaluations often rely on model-based judgments or reference videos, while direct physical tests largely focus on mechanics. We introduce World Models' Last Exam in Physics, a measurement-based benchmark for evaluating physical consistency in video world models. The benchmark comprises 40 controlled tasks spanning mechanics, optics, fluids, thermal and phase-change phenomena, electromagnetism, and surface tension. Each task pairs an initial image and a generation prompt with predefined physical criteria, enabling interpretable tests of observable physical relationships without requiring reference videos. Its evaluator combines task-observability screening with task-specific quantitative physical measurements. Experiments on eight video generation models across 1,280 videos reveal persistent physical inconsistencies and substantial variation across tasks, with the best model achieving an overall score of 57.76 out of 100. Evaluation on synthetic videos with known physical relationships provides evidence for the validity of the measurement module under controlled conditions. The evaluator also achieves higher agreement with human judgments than a direct vision-language model baseline in both within-task rankings and pairwise comparisons. By combining coverage across physical domains with scores grounded in measurable evidence and explicit measurement limitations, the benchmark provides an interpretable basis for diagnosing physical inconsistencies and tracking progress toward physically consistent video world models.
📅 2026-10-06
LLM-based agents are increasingly advancing scientific and engineering problem solving, with physics simulation emerging as a challenging yet practical testbed for reproducing complex physical phenomena with application in embodied AI, games and films. As the workhorse of such simulation, a solver computes how the state of a dynamic system evolves over time. Building such solvers requires physical understanding to identify appropriate models, mathematical reasoning to formulate the underlying dynamics, and software engineering to implement them as executable code, yet this capability of LLM agents remains underexplored. To this end, we introduce WorldSolver, a benchmark of 168 simulation tasks derived from physical phenomena in 61 classic computer graphics papers, spanning 7 physical domains. Each task contains a code scaffold that provides a fixed simulation environment for the scene, with the solver implementation left for the agent to complete. Specifically, we evaluate them along three dimensions: Execution Checks for successful execution, Visual Fidelity for reproducing the intended dynamic behavior in the rendered simulation, and Physical Plausibility for physics-grounded verification of the generated dynamics. Experiments on frontier agents reveal that producing executable solvers is difficult itself, and satisfying visual and physical correctness is even harder. GPT-5.6-Sol and Claude-Opus-5 perform comparatively better than the other evaluated agents, yet achieve overall scores of only 48.7% and 46.7%, respectively. WorldSolver is an early step toward agentic solver generation, and we hope it helps drive progress toward agents that can faithfully simulate the dynamic physical world. Code is available at https://github.com/sirujiang/WorldSolver.
📅 2026-10-05 | 💬 13 pages of main text, 17 figures
We placed a modern AI coding assistant in an unintended role: as the mind of a body on an unknown digital island. With only a minimal instruction mentioning no specific task, reward, or activity, the machine started animating its virtual body. Across thirty-hour runs, the embodied AI agent climbed hills, stacked blocks into towers, drew mandalas, reinterpreted sports, ran experiments on the physics of its world, and learned techniques that later expanded what it could accomplish. These activities recurred across thirteen agents but diverged into distinct histories. We examine whether this behavior satisfies classical criteria for play and ask whether play can become a mode of machine development.
📅 2026-10-05 | 💬 Accepted at NeurIPS 2026 (Main Track, Poster). 30 pages (including references and appendices), 19 figures
As embodied AI and world models increasingly operate in dynamic 3D environments, visual perception must move beyond passively interpreting given observations toward actively deciding what to observe. We study this problem through camera planning in dynamic 3D story worlds, where the camera must not only generate smooth motion, but also decide what visual evidence should be acquired before it moves. We formulate this capability as Narrative-Grounded World Visual Attention, where the camera acts as an embodied observer that determines what to observe, how to compose the observation, and how to shift attention over time under narrative intent and physical 3D constraints. To realize this capability, we propose Look-Before-Move, a camera planning framework that separates observation specification from motion execution. It first builds a Semantic Observation Contract to convert directorial intent into executable visual constraints, then performs Monte Carlo Viewpoint Search to find narrative-compliant and geometrically feasible viewpoints, and finally applies Semantic Trajectory Grounding to connect selected viewpoints into continuous, collision-aware, and temporally coherent camera motion. We further construct a dynamic 3D Story World Benchmark based on StoryBlender, covering 50 stories, 457 scenes, and 1585 shots with animated characters, semantic scene configurations, and executable 3D environments. Experiments show that our framework improves subject perception, intent consistency, and trajectory quality over representative baselines, demonstrating the importance of organizing visual attention before generating camera motion.
📅 2026-10-05 | 💬 Submitted to The Science of Physical AI Safety (SPAIS) Workshop at CoRL 2026
General purpose language models are increasingly able to control robotic hardware. Understanding the capabilities and safety of these models when embodied is therefore increasingly important for understanding their societal impact and risks. To this end, we introduce Inspect Robots, a modular, open-source framework for developing and running evaluations of embodied agents. Inspect Robots pairs customizable, reusable abstractions for specifying physical evaluations and analyzing their results with infrastructure that automates evaluation setup, execution and termination. We demonstrate Inspect Robots by using it to evaluate the capabilities and safety of six policies based on frontier language models. Inspect Robots has seen significant early uptake, receiving nearly 100,000 downloads in the three months since its release.
📅 2026-10-04 | 💬 To appear in the Proceedings of the 32nd ACM International Conference on Architectural Support for Programming Languages and Operating Systems (ASPLOS '27). 17 pages, 14 figures
Vision-language-action (VLA) models translate multimodal observations into low-level robot actions. During robot operation, each control period sets an inference deadline, and overruns leave the robot acting on stale observations, reducing task success. Meeting this deadline motivates on-device or nearby edge execution, where a single robot requires batch-1 inference outside the design point of LLM serving systems. Although VLA architectures combine familiar vision-language, autoregressive, and diffusion-style components, their runtime behavior in this batch-1 control setting remains uncharacterized. We characterize four representative VLA models on an edge GPU server and two onboard SoCs, using single-inference profiling and 43,200 closed-loop episodes. Action tensor dimensionality determines whether a stage is memory- or compute-bound, platform balance can shift that bottleneck, and GPU frequency scaling yields a platform-dependent energy-latency sweet spot. In closed-loop operation, overlapping inference with action execution creates an accuracy-speed-energy tradeoff, and no configuration is Pareto-dominant across deployment SLOs. These results guide joint design of VLA model architectures, hardware, and runtime policies.
📅 2026-10-03 | 💬 35 pages, 9 figures. Accepted to ACM Computing Surveys (CSUR)
Navigation and manipulation are core capabilities in Embodied AI, but training agents to perform them directly in the real world is costly, time-consuming, and unsafe. 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 properties that have received limited attention in prior surveys. We also analyze their features for navigation and manipulation tasks, as well as their hardware requirements. Additionally, we offer a resource with benchmark datasets, metrics, simulation platforms, and methods to help researchers select suitable tools while accounting for hardware constraints.
📅 2026-10-03
Large datasets and high capacity models have accelerated progress in vision and language. This work introduces a platform aimed at bringing comparable gains to embodied learning, world models, and robotics. We present EnvDreamer, a framework that uses large language and vision language models to generate Unreal Engine 5 environments for embodied AI and robot training. EnvDreamer enables sampling of large, diverse, interactive, customizable, and validator passed virtual environments for training and evaluation across navigation, interaction, and manipulation. We illustrate the platform with a large set of generated scenes and simple baselines. Policies trained on EnvDreamer generated environments, without explicit mapping or human task supervision, achieve competitive results on multiple embodied benchmarks spanning navigation, rearrangement, and manipulation. EnvDreamer also supports image-conditioned reconstruction for real-to-sim studies. Finally, we release EnvDreamer-20k, a dataset of 20,000 validator passed environments with task programs, scene graphs, trajectories, and metadata to support reproducible benchmarking.
📅 2026-10-02
Generative and embodied AI services exchange token streams within continuing inference and control loops. Their communication requirements depend on each token set's purpose, useful timing, and execution context. This article organizes these properties into service, temporal, and stateful semantics and proposes a token service interface (TSI) between applications, radio access networks (RANs), and edge runtimes. TSI binds delivery requirements, readiness forecasts, and execution-state references to each schedulable token set, specifying field ownership, versioned updates, and admission feedback. A drone inspection case study over a decoupled RAN illustrates importance-aware radio allocation, advance preparation for timely delivery, and selective state migration that balances interruption against forwarding delay.
📅 2026-10-02 | 💬 Review article published in AI Plus. 25 pages, 6 figures. URL: https://www.the-innovation.org/ai-plus/article/doi/10.59717/ipj.aiplus.2026.100013
Embodied Artificial Intelligence (AI) introduces cyber-physical risks because digital failures and attacks can cause physical harm. This survey organizes embodied AI safety through a four-layer reference architecture -- comprising the physical interaction, system and middleware, algorithm and decision, and cloud-edge and data layers -- and uses it to connect vulnerabilities, propagation paths, and safeguards across the system stack. It traces the evolution of safety paradigms and examines how faults and attacks cross architectural boundaries to produce physical consequences. Furthermore, the survey systematizes composite attack chains, outlines multi-layered defense strategies, and reviews representative embodied safety benchmarks. Ultimately, we advocate for unifying software alignment with rigorous hardware constraints to build trustworthy systems capable of operating safely within human-centric environments.
📅 2026-10-01 | 💬 Code:https://github.com/LiteReality/LiteReality-Agent/ Webpage:https://litereality.github.io/agent/
We present LiteReality-Agent, an agentic system for reconstructing real indoor environments as realistic, articulated, and simulation-ready 3D scenes from RGB-D scans. At its core, LiteReality-Agent formulates 3D reconstruction as a coding problem, in which a coding agent gathers evidence using specialised tools and iteratively edits a Python script, Room.py, which can be executed to produce a 3D digital twin of the room. With this formulation, we develop a robust observe-edit-verify harness that supports evidence gathering, measurement, verification, layout optimisation, simulation readiness, and quality control throughout the reconstruction process. LiteReality-Agent produces high-quality reconstructions suitable for simulation and downstream embodied AI tasks. Furthermore, as agent capabilities continue to improve rapidly, the system introduced by LiteReality-Agent remains a strong orchestration framework for future agents: it equips them with specialised tools, structured workflows, and robust verification mechanisms that substantially improve reconstruction quality and reliability. We demonstrate that LiteReality-Agent produces reconstructions that are more geometrically accurate, visually realistic, and simulation-compatible than those generated by recent frontier models, such as Astra and Fable. We therefore view LiteReality-Agent as a practical and important building block for robust real-to-sim systems. Both the source code and the data-capture application are publicly available. Code:https://github.com/LiteReality/LiteReality-Agent/
📅 2026-10-01 | 💬 20 pages, 13 figures, 9 tables. Includes appendix
Synthetic 3D scene generation is increasingly used as a data source for computer vision and embodied AI, but existing generators often optimize perceptual realism without reliably satisfying task-critical functional constraints. This mismatch limits the usefulness of synthetic data for downstream training, where accessibility, traversability, and spatial rule compliance are often essential. We present iARCS, an iterative agentic reinforcement learning framework that adapts a pretrained scene generator to naturallanguage task requirements. iARCS uses a two-phase strategy: universal-reward pretraining to improve physical plausibility and layout quality, followed by task-specific finetuning with LLM-generated reward programs that are iteratively refined from training feedback. Experiments show improved constraint fidelity on walkability, reachability, and clearance-focused tasks, effective task-specific constraint optimization, and competitive scene diversity. We further show that data generated by iARCS improves a base generator, supporting its value as a practical synthetic data generation tool rather than only a controllable scene editing method.
📅 2026-10-01 | 💬 6 pages, 4 figures, conference
Mobile embodied AI networks (MEAN) enable embodied agents to perceive, reason, communicate, and act in wireless environments. In such networks, agent mobility can improve channel conditions, while semantic compression can reduce transmission payloads. However, movement consumes energy, and stronger compression incurs additional computational cost. This paper studies joint movement, semantic compression, and transmit power design for an uplink MEAN system. We formulate a max-min energy efficiency (EE) problem by jointly optimizing transmit power, movement distance, and semantic compression ratio under controllable power constraints. The problem is non-convex due to the coupled signal-to-interference-plus-noise ratio (SINR), mobility-dependent channel gains, and fractional EE objective. To solve it, we propose an alternating optimization (AO)-Dinkelbach algorithm, where the fractional objective is handled by the Dinkelbach transformation, transmit power is updated via successive convex approximation (SCA), and movement distance is updated by coordinate-wise grid search. Simulation results show that the proposed scheme outperforms no-mobility and no-compression baselines, demonstrating the benefit of jointly exploiting mobility control, semantic compression, and power allocation in MEAN.