Autoregressive (AR) video models excel at causal generation, but their reliance on next-chunk prediction confines them to a short-sighted, reactive paradigm. This limitation is particularly consequential for reasoning-oriented generation, where achieving a target outcome through valid intermediate states matters more than local visual plausibility. To address this challenge, we propose Learning Prospective Reasoning with Autoregressive Video Models (ProAR), a novel framework that transforms autoregressive video generation into a goal-oriented reasoning process. ProAR introduces two key components: (1) To anchor generation to the long-range outcome, we integrate goal-frame prediction into the autoregressive loop via an asymmetric attention mask, enabling the predicted goal frame to guide the generation of intermediate states without being disrupted by them. (2) To guide short-range transitions, we introduce future representation self-alignment to encourage current hidden states to anticipate upcoming temporal dynamics. By leveraging teacher-forcing in AR training, we extract clean future representations in a single forward pass and align current representations with them using a lightweight, training-only predictor. Together, these two mechanisms seamlessly combine explicit, sparse target supervision with implicit, dense step-wise guidance, promoting coherent, goal-directed reasoning progress with modest computational cost. Experiments show that ProAR's complementary components consistently improve performance across diverse visual reasoning benchmarks. The framework proves highly training-efficient, surpassing fully trained standard AR baselines using only 25% of the training steps. This paradigm also demonstrates promising applicability to embodied reasoning tasks.
https://arxiv.org/abs/2610.03664
Embodied world models enable scalable simulation of embodied interactions for robot learning. However, existing models are prone to Model Laziness, as they focus on visual fidelity at the expense of physical reasoning and lack process-level supervision over the temporal dynamics of manipulated objects. In this work, we propose EVEWorld, a physical evolution-supervision framework for physically consistent target evolution. EVEWorld consists of two components: Instance-Guided Restoration (IGR) and Temporal Instance Alignment (TIA). First, IGR promotes instance consistency through restoration supervision. Second, TIA promotes cross-frame consistency by aligning target instances across adjacent frames. We further introduce the Model Laziness Rate (MLR), a metric that measures persistent violations of instance consistency in generated trajectories. Extensive experiments on DreamGenBench, EWMBench, and PBench demonstrate the effectiveness of EVEWorld, notably achieving an 87.5% reduction in MLR compared with GigaWorld-0. On the WorldArena 2.0 Track 1 leaderboard, our model ranks 6th in JEPA Similarity and 17th overall, which further validates the performance of our evolution supervision strategy.
https://arxiv.org/abs/2610.03374
Panoramic images provide a complete 360-degree field of view, enabling comprehensive scene understanding for embodied perception. However, heterogeneous embodied platforms exhibit substantial differences in observation viewpoints and spatial layouts, giving rise to cross-embodiment observation shifts that pose additional challenges to consistent and reliable panoramic perception, while systematic studies of this problem remain limited. To bridge this gap, we introduce a new task, termed Cross-Embodiment Open Panoramic Segmentation. Meanwhile, we establish EmbPASS, a multi-platform panoramic semantic segmentation benchmark spanning Vehicle, Drone, Wearable, and Quadruped platforms under a unified semantic taxonomy, providing a testbed for systematically studying cross-embodiment panoramic perception. We further propose EPONet, an open-vocabulary panoramic semantic segmentation network that integrates Relation-Aware Metric Adapter (RAMA) and Content-Adaptive Semantic Transfer (CAST) to enhance spatial modeling and semantic transfer under heterogeneous embodied observations. Extensive experiments show that EPONet achieves the best platform-balanced performance on EmbPASS with 35.82% mIoU, outperforming the strongest baseline by 1.10%, while remaining competitive on existing panoramic segmentation benchmarks. The source code and EmbPASS benchmark will be made publicly available at this https URL.
https://arxiv.org/abs/2610.03248
Genuine embodied agency requires robots to turn continuous real-world experience into lasting, transferable skills. This demands continual learning that integrates new capabilities without eroding prior knowledge as tasks and environments evolve. Experience replay mitigates forgetting, but storing complete demonstrations becomes costly as tasks accumulate. World-action models offer a generative alternative, reconstructing past experience through joint predictions of actions and future observations. However, visually coherent rollouts may contain actions that cannot realize the predicted transitions, while new-task adaptation can disrupt previously learned behavior. RIFAR therefore combines reliability screening with drift-aware replay selection. It reconstructs trajectories from compact demonstration prefixes and uses a frozen inverse-dynamics model to assess action-visual consistency. Training first combines current demonstrations with the highest-quality screened trajectories. RIFAR then compares action predictions before and after this adaptation on identical historical inputs, reselecting trajectories with larger normalized drift from the same screened pool for continued training. Across three LIBERO suites and real-world experiments, RIFAR surpasses the previous state of the art in WAM-based generative replay. On LIBERO-Goal, it achieves 90.97 AUC while retaining only 320 historical time steps per task, approximately 4.9% of the steps retained using 50-demonstration replay.
https://arxiv.org/abs/2610.03079
Accurate 3D detection is essential for mobile embodied agents, while Vision Foundation Models (VFMs) offer transferable visual and geometric priors. Yet existing VFM-based 3D detectors rely on narrow-view monocular images or discrete perspective views, limiting coherent surround perception; equirectangular projection (ERP) instead encodes a continuous 360 scene in a single image. Direct transfer remains difficult because ERP organizes geometry and visual information differently, making object-relevant cues hard to model, localize, and preserve. We propose OmniAct3D, a framework that adapts perspective-trained VFM detectors to ERP while preserving transferable VFM priors. To resolve geometric mismatch, the ERP-Ray Geometry Adapter (ERGA-Ray) models spherical viewing rays and periodic spatial structure. To localize evidence in scene-wide context, the Visual-Action Reasoning Chain (VARC) grounds each hypothesis in relevant panoramic evidence and converts it into a structured geometric action. To recover local cues lost under fixed token budgets, the Appearance-Guided Heading Expert (AGHE) re-encodes object regions at higher resolution for heading estimation. Experiments show that OmniAct3D improves over the previous best 3D detector by 2.96 NDS points on Spheriverse and over the unadapted VFM baseline by 24.87 mAP points on PanoMMOcc. With target-specific geometry adaptation, VARC retains 95--98% of the same-configuration mAP, indicating reusable object-level 3D reasoning across sensing configurations. The source code will be made publicly available at this https URL.
https://arxiv.org/abs/2610.03015
Embodied agents interacting with the same physical process may maintain heterogeneous, asynchronous, and observer-relative representations. Rather than assuming that such representations should always be globally aligned, we investigate which distinctions among them must actually be resolved for coherent interaction. We formalize this question through relational sufficiency: an interaction-specific relational-evidence map defines the representational ambiguity left unresolved by comparison, and sufficiency holds when each residual ambiguity fiber lies within an interaction-equivalence class. When this condition fails, additional sensorimotor anchors must separate precisely the ambiguities that can change the interaction-relevant outcome. For smooth systems, we derive a local first-order lower bound on the number of inde- pendent scalar anchors required, given by the dimension of directions that are invisible to relational evidence but visible to the interaction-relevant map. We instantiate the theory in two variants of an asynchronous hand-off scenario that share the same observer agents, representations, transports, and relational evidence. Relative synchronization requires no additional anchor, whereas hand-off at an absolute time requires exactly one. The analysis there- fore provides a task-relative stopping condition for representational alignment: residual disagreement need not be eliminated when it is invariant with respect to the interaction.
https://arxiv.org/abs/2610.02985
A key challenge in bringing embodied intelligence into the real world is transferring capabilities from simulation to reality and enabling agents to continually adapt after deployment. End-to-end vision-language-action policies provide strong manipulation capabilities, but their transfer to physical environments typically relies on calibrating simulated visual and dynamical conditions, collecting additional target-domain demonstrations, and optimizing the policy through further training. Tool-using embodied agents offer flexible task orchestration, yet existing systems primarily emphasize task execution and experience reuse within a given environment, with limited support for transferring procedural knowledge and continuously adapting it across simulation and reality. We propose RoboBridge, a framework that treats sim-to-real transfer as the continued adaptation of executable task skills. The agent represents task knowledge as procedures connecting task intent, observations, tool operations, and outcome verification. Interaction feedback is used to generate candidate skill revisions, which are evaluated before being persisted or rejected. A pretrained vision-language-action policy is exposed as a reusable action tool and enhanced with inference-time guidance, enabling fine-grained execution without retraining the underlying policy. RoboBridge grounds transferable skills in task semantics and interaction interfaces shared across simulation and reality. This representation preserves reusable task structure while allowing environment-dependent operations to be selectively revised through real-world execution feedback. We evaluate the framework on LIBERO-PRO and corresponding physical tasks, studying both skill evolution and post-transfer adaptation. Our framework provides a route from one-shot policy deployment to continual procedural learning across environments.
https://arxiv.org/abs/2610.02717
Wet-lab experimentation serves as the gold standard for hypothesis verification in scientific discovery; yet it is inherently labor-intensive, costly, and safety-critical. Embodied agents hold the promise of automating these tedious workflows, but their development is hindered by the scarcity of real-world training data. While simulation offers a scalable alternative for producing demonstrations, current methods primarily target relatively short-horizon tasks with loosely structured interactions, failing to meet the strict procedural constraints and fine-grained manipulation demands of chemical experiments. To bridge this gap, we introduce \textbf{RoboChemGym}, a framework that autonomously generates high-fidelity manipulation demonstrations aligned with real-world experiment protocols, featuring a \textit{self-improving task synthesis} mechanism to iteratively refine task execution and scene configurations, enabling the reliable generation of expert trajectories for complex, multi-object protocols exceeding 10 interaction steps. Furthermore, we introduce a hierarchical benchmark that systematically assesses performance across varying granularities, spanning from atomic operations to full-cycle experimental workflows. RoboChemGym sets a scalable paradigm for the automated data synthesis and capability evaluation of embodied agents in intricate chemical tasks, serving as a critical stepping stone toward fully intelligent laboratories.
https://arxiv.org/abs/2610.02708
Recent vision-and-language navigation (VLN) systems increasingly adopt streaming Video-LLM policies that map egocentric RGB observations and instructions directly to low-level actions. Yet these policies inherit weak 3D geometric priors from 2D pretraining. Existing geometry-aware extensions charge a persistent inference-time price: depth sensors, 3D encoders, or per-step perception tool calls. We propose GeoScaffold, a geometric supervision framework that pays this price once, at training time, by internalizing geometry into the policy itself. It first learns a compact depth tokenizer on depth maps from the training trajectories and freezes it. It then fine-tunes the policy with a handful of learnable geometry query tokens, training their hidden states to reconstruct navigation-critical geometry such as depth, connectivity, and traversability. This supervision turns the query states into compact geometric latents for action decoding, and through the shared weights also internalizes geometry into the backbone's own representations. Like a scaffold, the tokenizer, target generators, and reconstruction heads are discarded after training, leaving the backbone and action interface unchanged. Extensive experiments show that GeoScaffold consistently outperforms leading vision-only navigators on continuous VLN benchmarks, offering a practical paradigm for lightweight edge deployment of spatially aware embodied navigation models.
https://arxiv.org/abs/2610.02697
World models (WMs) simulate the transition dynamics of environments, enabling agents to plan over the consequences of their actions. In text-based environments, fine-tuning a Language Model (LM) to serve as a WM has emerged as a dominant paradigm. However, despite the widespread success of non-parametric approaches such as Retrieval Augmented Generation (RAG), retrieval for LM-based world modelling remains underexplored. We conduct a systematic evaluation across five diverse environments spanning embodied, web navigation and social settings, comparing fine-tuning and RAG-based approaches for LM-based world modelling. Our study reveals that fine-tuning often outperforms RAG, with fine-tuned WMs enabling agents to obtain higher rewards on 15/20 settings. While both construction paradigms benefit from additional and more diverse exploration, RAG-based approaches prove more data-efficient, and fine-tuning approaches disproportionately benefit from scaling the amount of experience collected. With a focus on RAG-based WMs, we devise a procedure that uses counterfactual intervention to estimate the error rate of the retrieval stage, and show that retrievers consistently surface suboptimal transitions from the experience buffer. Hoping to address this failing, we study a variety of query reformulation strategies, demonstrating that a hierarchical approach outperforms the traditional retrieval pipeline. Finally, we compose our findings into a hybrid world modelling system that parametrically captures core environment dynamics, while learning to rely on retrieval from an actively maintained memory store. Our hybrid system consistently outperforms other methods across multiple environments and models, showcasing the robustness of the approach and the applicability of our findings.
https://arxiv.org/abs/2610.02542
Long-video generation and world models have shown strong potential for interactive entertainment and embodied simulation by predicting future observations conditioned on user actions and historical memory. However, as memory sequences grow longer and their structures become increasingly complex, managing long-range spatial context becomes increasingly challenging, calling for a more intelligent and systematic memory-management strategy. Building on the advancing spatial reasoning capabilities of multimodal large language models (MLLMs) and the broader vision of unified models, we propose Spatial Memory Intelligence (SMI), the first framework to systematically employ an understanding model for spatial-memory management in long-video world models. SMI introduces four coordinated atomic operations: spatial clustering, within-cluster sparsification, action-aware retrieval, and reliability-aware filtering. Extensive experiments across multiple baselines, benchmarks, and world-model backbones demonstrate the effectiveness and generalizability of SMI, achieving comprehensive improvements in memory sparsity, generation stability, and spatial consistency.
https://arxiv.org/abs/2610.02521
Building reliable robot capabilities across diverse tasks requires substantial human effort to develop and maintain skills, design rewards, and integrate perception with control. We present Reconstruct, Practice, Go Real (RPG), a framework for autonomous improvement of robot execution systems without updating model weights. RPG identifies manipulation capabilities in an offline dataset and constructs related practice tasks in simulation. During practice, RPG uses execution feedback, privileged simulator state, and available dataset videos to diagnose failures. It develops new reusable symbolic skills, refines existing skills, and revises the system prompt based on these diagnoses. Cross-task evaluation tests individual candidate changes and merged revisions before they are retained for reuse. At test time, a multimodal LLM uses the resulting system prompt and skill library to coordinate perception and robot control. On held-out initializations of 22 manipulation tasks, RPG improves task success from 28.6% after the first practice round to 95.0% after 15 rounds, outperforming all evaluated baselines, including ASPIRE (75.5%) and CaP-Agent0 powered by GPT-6 Astra Pro (60.0%). After a common calibration and hardware-adaptation procedure, the frozen system succeeds in all 30 physical trials, with ten trials on each of three tasks. Project Website: this https URL
https://arxiv.org/abs/2610.02204
Vision-language-action models benefit from the understanding and reasoning capabilities of pretrained vision-language models, but action-only supervision provides limited grounding in world dynamics. Conversely, world-action models inherit spatiotemporal priors from video generation models, yet remain limited in semantic understanding and reasoning under distribution shifts. We introduce UniWAM, a unified architecture that integrates a physical reasoner, a world generator, and an action predictor to jointly learn semantic understanding of the physical world, visual generation, and action prediction. To ensure the quality of the training data, we developed a rigorous data cleaning and annotation pipeline for both human egocentric data and robot data. To adapt the vision-language component to embodied tasks while preserving its inherited language capabilities, we represent low-level actions in natural language and introduce a pre-training recipe that assigns complementary supervision from visual question answering (VQA) data, human egocentric data, and robot demonstrations to the appropriate model components. During post-training, future visual noise augmentation reduces reliance on precise future predictions, while history-conditioned flow matching uses encoded action history to initialize action generation. Together, these designs significantly reduce denoising steps while maintaining performance. UniWAM achieves state-of-the-art (SOTA) performance across multiple evaluations, including in-distribution performance, robustness, generalization, instruction following, and long-horizon task execution. Furthermore, we uncover a log-linear scaling law of unified human-robot co-training, demonstrating the effectiveness of large-scale pre-training on a mixture of human and robot data.
https://arxiv.org/abs/2610.02054
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, this http URL, 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:this https URL
https://arxiv.org/abs/2610.01863
Collaborative embodied artificial intelligence (CEAI) enables multiple physical agents to perceive, reason, and act cooperatively in dynamic environments. Effective communication is essential for CEAI, yet CEAI agents must exchange not only large multimodal observations but also task-relevant insights, intents, and interactive information over long horizons. This article investigates token communication (TokCom) as a native intelligence interface for CEAI, in which tokens serve jointly as compact semantic carriers for communication and fundamental inference units for generative foundation models (GFMs). We first discuss how TokCom supports insight sharing, intent alignment, and interactive control among embodied agents. We then propose a TokCom-assisted CEAI framework driven by a task-adaptive communication protocol. Comprising a compact codebook, syntax rules, and contextual examples, this protocol guides GFM-based transceivers to distill messages into compact tokens and reconstruct them after wireless transmission. A case study on collaborative object transport demonstrates that the proposed TokCom framework substantially reduces the source payload bit consumption while preserving task efficiency and showing robustness under noisy channels. Finally, we outline future research directions.
https://arxiv.org/abs/2610.01826
Pretrained 3D encoders are typically developed on globally reconstructed scenes expressed in a consistent world coordinate frame, whereas embodied systems must reason from partial, viewpoint-dependent observations in camera coordinates. We show that this shift from globally learned 3D feature spaces to realistic partial observations exposes a severe representation mismatch, which we find consistently across representative state-of-the-art encoders, including Sonata and Concerto. A frozen Sonata encoder with a global linear probe achieves 72.47 mIoU on full ScanNet scenes, but 2.57 mIoU on single-frame camera-coordinate inputs. Training-free gravity alignment recovers performance to 41.64 mIoU, showing that coordinate-frame mismatch is a dominant source of degradation but cannot be fully resolved through canonicalization alone. We introduce PAGER, a label-free adaptation method that aligns partial-view features with a frozen global 3D semantic space using only paired partial/global geometry. It learns lightweight adaptation modules while keeping the pretrained encoder and global segmentation probe frozen. Matched-point feature alignment anchors partial features to their global counterparts, while relational supervision preserves their similarity structure with respect to the global representation. Global geometry provides supervision only during training. Inference operates directly on the partial observation. Without partial-view labels, PAGER outperforms label-supervised PEFT on both Sonata and Concerto, and in zero-shot ScanNet$\rightarrow$ScanNet++ transfer surpasses fully fine-tuned Sonata ($53.93$ vs.\ $48.09$ mIoU), suggesting that preserving the frozen global representation can improve cross-dataset transfer.
https://arxiv.org/abs/2610.01589
Egocentric video has become a primary source of supervision for embodied models, and its value rests on recovering hand motion in world coordinates, which camera motion and hand occlusion make difficult. Existing reconstruction pipelines typically separate hand and scene estimation, leave interaction attributes to separate task-specific models, and invoke several models per video, so no prior reconstruction model estimates these attributes and throughput becomes a practical constraint on large-scale annotation. We therefore introduce EgoFound3R, a unified end-to-end model that estimates world-space hand geometry in a metric scale shared with the scene, and predicts point-wise interaction attributes, including visibility, contact, and distance. The model integrates three designs: (i) structured hand prompts that transfer pretrained geometric priors to world-space hand reconstruction; (ii) an explicit hand representation that decodes hand geometry and interaction attributes; and (iii) a shared-parameter multi-rate design that lowers inference cost. Together, these designs predict hand geometry and point-wise attributes in one pass. On OakInk-v2, TACO, and HOI4D, EgoFound3R reduces the mean per-joint position error (MPJPE) by 43.2%, 22.4%, and 11.6% over previous methods and predicts point-wise contact and distance alongside the geometry in the same pass, while attaining approximately 6x higher throughput.
https://arxiv.org/abs/2610.01210
Video generation models are increasingly being explored as world simulators for embodied planning and learning. To do so effectively, these models must not only generate visually appealing frames, but also predict how environments dynamically evolve when executing goal-directed actions. While evaluating these capabilities is crucial, existing benchmarks focus mainly on single short actions or step-by-step instructions. This leaves multi-step physical reasoning underexplored, especially in egocentric video generation that requires planning to simulate proper execution to accomplish high-level goals by carrying out multiple real-world manipulations. We introduce Ego2Act, a goal-directed benchmark featuring 2,640 videos from 110 real-world tasks across day-to-day settings, varying object clutter and multi-step complexity. Given an initial scene image and a high-level goal, Ego2Act evaluates whether video generation models can produce realistic egocentric videos of a hand manipulating objects to carry out the task. To support scalable evaluation, we also introduce Ego2ActJudge, a reference-free evaluation pipeline that achieves better task completion and physics plausibility evaluation alignment with human consensus compared to relevant baselines. Our findings reveal that models' generated simulations often skip or partially execute steps, leaving later steps missing dependent states, which leads to unfulfilled goal. Furthermore, models consistently fail at fine-grained physical dynamics, particularly during complex object manipulation and persistent world modeling. We hope Ego2Act provides a rigorous testbed for advancing video models toward physically plausible, goal-directed simulation.
https://arxiv.org/abs/2610.01092
Embodied assistants in domestic environments must infer what happened, where and when it occurred, and how to respond. To address this, we introduce RMS-AQA, a spatial audio question answering (SAQA) benchmark for real-world domestic environments. The benchmark features a two-stage question-answering (QA) format to comprehensively assess the ability of audio-language models (ALMs) to first ground audible sound events and subsequently perform complex spatio-temporal reasoning based on that grounding. To maximize acoustic realism, our dataset combines authentic real-world first-order Ambisonics (FOA) recordings with high-fidelity synthetic data generated using measured room impulse responses (RIRs). Furthermore, we provide a lightweight spatial plug-in that injects FOA-format data into frozen audio-language backbones. Experimental results reveal that the primary challenges stem from concurrent sources, far distance, and sim-to-real domain gap between RIR-synthesized and authentic recordings.
https://arxiv.org/abs/2610.00935
General-purpose embodied robots should support both navigation toward language-specified destinations and dynamic person tracking under arbitrary initial target azimuths. However, existing methods typically rely on forward-facing observations and address these tasks with separate policies, limiting omnidirectional perception and unified closed-loop control. We present UniTrackPLA, a unified panorama-language-action model for instruction-guided navigation and dynamic person tracking. Its Panoramic-Aware Encoding (PAE) preserves the temporal and azimuthal structure of perspective views projected from each panorama, enabling perspective-pretrained visual encoders to process omnidirectional observations. A shared vision-language backbone grounds instructions in the panoramic context and predicts continuous robot-centric waypoint chunks for both tasks. World-Action Consistency (WAC) further predicts action-conditioned future visual states and verifies waypoint prefixes online, allowing reliable actions to be reused while triggering replanning upon inconsistency. We also introduce OmniTrackNav-Bench, comprising 5,000 simulated tracking trajectories, 10,000 simulated VLN routes, and 96 verified real-world routes, providing 919,978 waypoint-supervision instances. UniTrackPLA improves overall tracking SR from 23.50% to 35.00% and Omni-VLN SR/SPL from 13.00%/12.77% to 19.75%/19.29%. Incorporating 76 real-world routes further improves held-out EP@0.2m from 42.92% to 92.08%. Closed-loop experiments on a Go2-W robot demonstrate unified panoramic tracking and navigation across indoor and outdoor environments. The project page is at this https URL.
https://arxiv.org/abs/2610.00878