As autonomous systems and embodied intelligence enter the dynamic physical world, multi-agent collaboration calls for a paradigm shift in communication design. However, existing communication paradigms overlook that agents form action understanding from their own states, environmental observations, and collaboration relations through a process that evolves as a task unfolds. Consequently, reliable bit delivery, general semantic recovery, or single-task utility optimization alone cannot ensure that heterogeneous agents form coordinated actions compatible with their own conditions from shared information during task execution. To address this gap, this paper proposes embodied semantic communication (ESC) as a paradigm that transforms information transmission into action-oriented semantic interaction. Specifically, ESC characterizes how an explicit communication link can encapsulate multimodal perceptual states, intrinsic hardware capabilities, and collaborative intents into unified actionable semantic representations, thereby enabling heterogeneous receiving agents to parse, align, and ground them in local motor control. This paper clarifies the conceptual boundary, system characteristics, and environment-constrained technical pathways of ESC. It maps the underlying mathematical tools, including semantic information theory, world models, and multi-agent decision theory. Finally, this paper summarizes key open challenges, including measurable semantic reliability, ambiguity-triggered interaction under dynamic environments and tasks, and bandwidth-adaptive semantic transmission, outlining a roadmap for collective embodied networks.
https://arxiv.org/abs/2609.35936
Real-world embodied agents often pursue independent objectives within a shared physical environment, where their actions can alter the conditions faced by others. Existing benchmarks, however, typically assume shared goals or explicitly prescribed interaction protocols, leaving such emergent physical coupling underexplored. We introduce VehicleArena, a 3D urban-driving benchmark for studying independently operating agents in a dynamic shared world. In VehicleArena, LLM-controlled agents must fulfill evolving passenger requests while navigating complex traffic, and each agent's driving decisions can reshape traffic flow, delays, risks, and subsequent observations for surrounding agents. The benchmark provides 112 evaluation tasks spanning single-agent and multi-agent driving. Across nine evaluated models, the highest arrival rates reach only 65.0% on single-agent tasks and 65.6% on multi-agent tasks, while strong passenger-request or cabin scores do not reliably translate into successful trip completion. Moreover, in matched multi-agent runs, every tested focal policy reduces the arrival rate of surrounding vehicles relative to the simulator's native traffic controller, revealing measurable externalities beyond the focal vehicle itself.
https://arxiv.org/abs/2609.35916
Human motion generation plays an important role in applications such as character animation, virtual environments, and embodied interaction. While existing approaches have achieved remarkable progress, many of them are developed for individual tasks, including text-to-motion, pose-conditioned generation, and trajectory control. Although these tasks involve different types of conditions, a unified framework capable of handling them within a common representation would greatly simplify motion generation systems. We observe that diverse motion conditions can be naturally formulated as different observation patterns over motion sequences, where each task corresponds to a specific masking strategy. Based on this insight, we introduce MotionMaestro, a unified motion generation framework that learns a shared representation for complete motions and heterogeneous partial observations through masked motion tokenization. MotionMaestro employs a three-stage training strategy that first learns a masked motion tokenizer, then refines its reconstruction ability on clean motions, and finally trains a conditional flow-matching generator in the learned latent space. Furthermore, we introduce an observation map and an observation loss to explicitly preserve provided motion conditions during generation. With this unified representation and conditioning mechanism, MotionMaestro supports text-guided and unconditional synthesis, pose conditioning and partial completion, temporal interpolation, trajectory control, and motion continuation. Experiments on the large-scale RoMo and MotionMillion datasets show state-of-the-art performance across diverse motion generation tasks.
https://arxiv.org/abs/2609.37495
Large video diffusion models offer expressive priors for embodied prediction and learning, yet their many-step sampling remains costly for interactive downstream use. Distribution Matching Distillation (DMD) enables few-step video generation, but can suppress robot--object motion while preserving visual quality. Examining DMD's teacher and fake-score signals, we find that weak re-noising keeps the teacher posterior concentrated near motion-deficient rollouts, limiting motion-restoring guidance. Meanwhile, stronger-motion rollouts tend to incur larger fake-score fitting errors, which can hinder the generator's learning of interaction dynamics. We propose DyMD, a DMD framework that adapts both teacher supervision and critic fitting to the evolving student. Temporal affinity--conditioned re-noise sampling adapts the timestep distribution to each rollout's current interaction fidelity by mixing the base schedule with a teacher prior motivated by local posterior variation, thereby balancing motion recovery and appearance refinement. To better track stronger-motion rollouts, dynamics-guided fake-score tracking uses a noise-conditioned predictor to estimate noise-relative fitting difficulty from latent temporal dynamics, then upweights predicted-hard rollouts in the critic loss. Using DyMD, we distill a 14B teacher into a four-step 1.3B student with no auxiliary modules at inference. On embodied-video benchmarks, the student improves R-Bench task adherence by $9.6$ percentage points and PAI-Bench-G Domain score by $5.1$ points over Base DMD while maintaining comparable visual quality. As a backbone for downstream action planning, our student achieves 34% mean success across two WorldArena tasks, compared with 16% for Base DMD.
https://arxiv.org/abs/2609.31349
The linear representation hypothesis (LRH) has become a standard lens for measuring and intervening on semantic information through the internal representations of large language models (LLMs). A growing body of work has begun extending this perspective to vision-language-action (VLA) models, but the dynamical nature of embodied interaction introduces an additional challenge. Unlike semantic attributes commonly studied in LLMs, such as gender or language, a physical quantity of interest (QoI) in a VLA evolves jointly with the system dynamics: the representation influences the actions selected by the policy, which alter the physical state and, in turn, the next representation. In this paper, we develop a theoretical, signature-based formulation of the LRH for VLA that unifies representations and policies. On the representation side, we establish the existence of representations from which the future evolution of a QoI under a candidate action trajectory can be recovered via linear probing. On the policy side, we introduce a signature generalized linear model for stochastic action chunks. This structure yields a monotonic change in the expected future QoI along linear paths in natural parameter space, enabling linear steering. We construct an explicit oracle representation in a planar control-affine navigation experiment and verify the predicted linear probing and steering mechanisms.
https://arxiv.org/abs/2609.30996
Embodied agents offer a promising route to automating scientific experimentation, yet their progress is constrained by the lack of reliable and systematic evaluation environments. Existing simulation-based laboratory benchmarks rely heavily on manual task engineering, making it challenging to systematically compile diverse scientific protocols into executable and verifiable embodied tasks at scale. To address this challenge, we introduce SciHorizon-eLab, an agentic protocol-to-task compiler that formulates scientific embodied task construction as a compilation problem. Given a natural-language protocol of scientific experiments, SciHorizon-eLab progressively compiles laboratory protocols into semantic-preserving embodied tasks through semantic grounding, executable task synthesis, and multi-stage simulation-based certification. The system generates semantically grounded environments, executable manipulation programs, and step-level success specifications, while enabling reproducible generation of expert demonstrations and execution traces. Using this pipeline, we further construct \BenchName, a ready-to-use benchmark comprising 300 certified tasks across diverse laboratory operations. It supports HIL task execution, reproducible expert-demonstration generation, and ordered step-level evaluation. Across representative tasks, the strongest policy attains an average success rate of only 49.7%, with further evaluations revealing pronounced weaknesses in human and embodied agent coordination. We publicly release the code, benchmark data, and evaluation toolkit at this https URL.
https://arxiv.org/abs/2609.30971
Multi-view video understanding requires integrating spatial and temporal evidence across multiple, often non-overlapping camera streams: tracking entities as they transition between viewpoints, aligning events across time, and reasoning about latent 4D continuity rather than any single visible frame. We introduce MVVBench, a benchmark for multi-view video reasoning built from real world multi camera datasets. Questions are curated to be monocular-ambiguous along both the view and the temporal axis: each question is unanswerable from any single view in the designated input set, and the majority are further unanswerable from any single moment. Each question becomes uniquely solvable only by jointly reasoning across views and across time. MVVBench spans diverse dynamic scenes and probes six capabilities: implicit/explicit attribute identification, implicit/explicit relative distance, relative camera pose, and compositional counting, with human-authored QA and rigorous verification. Beyond benchmarking, we provide an extensive analysis of when and why current vision language models succeed or fail, characterizing errors due to temporal mis-localization, cross-view identity breaks, and brittle multi-hop reasoning. We then study inference-time elicitation strategies that unlock latent multi-view competence---task-specific chain-of-thought scaffolds and structured cross-view evidence aggregation---yielding substantial gains without retraining. Finally, we present preliminary evidence that reinforcement learning with verifiable rewards can elicit some latent multi-view competence in the base model, pointing to training-time approaches as a promising direction for future work. Together, MVVBench offers a rigorous evaluation of 4D multi-view reasoning and a foundation for future progress toward reliable embodied perception.
https://arxiv.org/abs/2609.30952
Reasoning segmentation aims to interpret implicit textual queries and enable fine-grained visual perception, which is critical for applications such as human-computer interaction and embodied agents. Existing methods typically generate explicit Chain-of-Thought (CoT) by multimodal large language models (MLLMs) before localizing the target. Although intuitive, such explicit verbal reasoning introduces substantial attention interference: redundant textual tokens disrupt attention during perception-token generation and also increase the effective distance between visual tokens. To address this issue, we propose LIRSeg, which fully replaces explicit CoT with a compact set of learnable latent tokens for reasoning segmentation. LIRSeg is trained in two stages: spatial alignment grounds the latent tokens in object-relevant visual evidence, and GRPO further optimizes them with segmentation rewards. To make these compact latent tokens more informative, we introduce three complementary mechanisms from an information perspective: extreme-advantage sampling for selecting informative training signals, decoupled exploration-stability updates for learning complementary representations, and latent diversity amplification for preventing representational collapse. Extensive experiments on benchmarks demonstrate that LIRSeg consistently improves both segmentation accuracy and reasoning efficiency. Compared with the VisionReasoner baseline, LIRSeg achieves absolute gIoU improvements of 4.9% on ReasonSeg, 7.1% on MUSE, and 4.7% on MMR, while achieving a approximately 16x reduction in reasoning tokens. Code is available in supplementary materials.
https://arxiv.org/abs/2609.30783
General-purpose robot models increasingly rely on large and diverse datasets. For embodied 3D navigation, however, existing data sources face a fundamental trade-off: simulated data can be generated at scale but often suffer from the visual sim-to-real gap, whereas real-world flight data provide realistic observations but are costly to collect. This paper studies another direction: the use of high-fidelity visual generative models as scalable data engines for embodied 3D navigation. We introduce NavGen, a text-to-video data generation pipeline that produces diverse vision-language navigation (VLN) episodes across indoor and outdoor scenes. We also propose a style-diversification method that scales up long-tail data that are difficult and costly to collect. The resulting dataset contains approximately 400K navigation episodes. We evaluate our dataset against existing UAV navigation datasets across multiple metrics, and find that the model trained on our data generally improves with scale, outperforming those trained on existing datasets. To validate real-world transferability, we deploy the trained model in world-action-model paradigm to real-world flying experiments. The final model achieves a 75\% success rate across different navigation tasks and environments.
https://arxiv.org/abs/2609.30770
How should an embodied agent respond when a person's correction may be wrong? We formulate grounded correction arbitration as a choice among accepting, rejecting, inspecting the world, and asking the speaker. GAVA implements this interface with observation-bounded evidence, legal probes, and a one-step expected-loss rule. In text-only ALFWorld, 162 checkpoints produce 972 paired true and false interventions. Complete local inspections give GAVA and always verify 100 percent correction accuracy, establishing the evidence contract rather than a comparative advantage. In same-episode execution, GAVA reduces interaction cost against always verify but ties a cost threshold under a perfect speaker. An exploratory training-only object-location prior lowers interaction and declared joint cost on 340 unseen scenarios by 0.490 and 0.420 relative to uniform GAVA. After freezing the policy, costs, baselines, and multiplicity plan, the gains replicate on 77 non-overlapping seen checkpoints, covering 308 scenarios: 0.595 and 0.517, with both 95 percent checkpoint-bootstrap confidence intervals excluding zero. Joint cost also improves over an identical-prior fixed policy, while the matched calibrated no-VOI comparison remains inconclusive. Semantic GAVA makes four factual errors in each cohort, corresponding to 98.8 percent and 98.7 percent accuracy, and all methods complete every task. Results support selective information gathering with semantic priors under declared costs, but do not establish a general advantage of environmental value of information over clarification. The study uses normalized claims, complete symbolic observations, and controlled speakers; it evaluates neither human participants, visual input, nor physical robots.
https://arxiv.org/abs/2610.00282
Mission-critical UAVs increasingly rely on split vision-language model (VLM) perception under tight onboard-resource and wireless-communication constraints. However, corruption of transmitted intermediate features creates a deployment mismatch for clean-trained split interfaces, while stronger channel-aware codecs can impose substantial onboard cost. We present FreshLatent, a lightweight channel-aware latent adapter that trains a power-normalized encoder-decoder through wireless corruption while keeping the surrounding VLM frozen. We formulate deployment around a mission-conditioned perception requirement and embedded interface cost, linking channel quality and communication budget to the operating conditions under which perception remains usable. At 0 dB and the tightest communication budget, FreshLatent improves gIoU and cIoU over clean split compression by 20.79 and 20.87 points, respectively. At the most adverse evaluated SNR (0 dB), across all three communication budgets, FreshLatent recovers 63.5-69.1% of the gIoU improvement achieved by a much heavier, range-trained feature-JSCC codec. On an NVIDIA Jetson AGX Xavier in 10-W mode, FreshLatent uses 37-40x fewer encoder parameters, 7.7-9.9x lower edge-interface latency, and 8.8-10.0x lower edge-interface energy than the heavier codec. Together, these results show that lightweight channel-aware adaptation can recover a substantial fraction of the robustness of a much larger communication interface while broadening quality-valid operation under constrained wireless conditions.
https://arxiv.org/abs/2609.30629
Ego-Exo4D is a large-scale dataset providing synchronized egocentric and multi-view exocentric video, a rich resource for skill learning and assessment, procedural activity understanding, and embodied AI. However, the dataset ships with only sparse 3D human pose annotations, and reconstructing dense human motion from its multi-view captures is nontrivial. To this end, we present Ego-Exo4D-HM, a large-scale dataset of 4D human motion reconstructions for Ego-Exo4D's captures, and release the accompanying reconstruction pipeline. The code, dataset, and documentation can be found at this https URL.
https://arxiv.org/abs/2609.30187
General-purpose vision-language models (VLMs) bring broad knowledge and spatial reasoning to robot manipulation, yet existing systems either use them indirectly, to predict constraints or write programs, or give them a view of the scene rather than a world in which to act. We present World Action Agent (WAA), a multi-agent harness through which VLMs pilot robots with basic tools, making every decision within a visual action workspace. The workspace has three properties. Contact views, selected automatically from the scene geometry, present the scene around the current interaction. Action rehearsal turns each action into an editable proposal that the agent, alone or through an Imagination Agent, previews and revises against planning feedback before execution. In-view correction closes the loop between observation, rehearsal, and low-level execution, letting the agent remove residual offsets in the view where it observes them. Through the same workspace, WAA acquires embodied procedural knowledge in two ways: it evolves multimodal skills from expert videos and human teaching under evidence-based review and consults them through a Skill Agent, and its interaction traces train smaller VLMs to pilot the same harness. On LIBERO-Pro, WAA with skills evolved only from LIBERO-90 reaches a state-of-the-art 75.6% average success, outperforming end-to-end VLAs, code-as-policy agents, and a visual-harness baseline with the same backbone; the same skills remain effective on robosuite without further learning. Fine-tuning Qwen3.5-9B on harness traces raises its out-of-domain success from 1.7% to 43.3%.
https://arxiv.org/abs/2609.29964
We investigate whether GPT-6-Astra, a general-purpose foundation model, can navigate unfamiliar environments using its own perception, reasoning, and decision-making capabilities. Our evaluation focues on zero-shot vision-and-language navigation in continuous environments (VLN-CE) through a minimal interface in the Codex harness, aiming to unleash GPT-6-Astra's full potential for navigation. Using monocular RGB, GPT-6-Astra decides when to observe, how to move, and when to stop, without navigation-specific fine-tuning, a trained waypoint predictor, or a pre-built scene map. Our evaluation yields four main findings. First, \textbf{\textit{GPT-6-Astra achieves strong zero-shot navigation performance using only monocular RGB observations}}. On the common-adopted zero-shot R2R-CE benchmark, ultra reasoning achieves a success rate of \textbf{\textit{79.0\%}}, exceeding the strongest reported zero-shot and supervised success rates by \textbf{\textit{13.0}} and \textbf{\textit{6.9}} percentage points, respectively. Second, \textbf{\textit{GPT-6-Astra advances multi-stage language instructions into coherent, adaptive navigation}} by grounding spatial relations, tracking task progress, and revising its actions. Third, \textbf{\textit{reliable route execution and goal verification remain challenging, even with ultra reasoning}}. Plausible local landmark matches do not consistently lead to correct task completion. Fourth, \textbf{\textit{these capabilities motivate rethinking the role of embodied learning}}. Future VLN research should build on foundation models to advance generalizable and reliable embodied intelligence.
https://arxiv.org/abs/2609.29861
We introduce PUBG Ally, an embodied agent for PUBG: BATTLEGROUNDS that can reason, act autonomously, and play alongside players as a voice-enabled teammate. Building such a teammate requires combining two difficult capabilities: it must perceive and respond to a constantly changing game world under strict latency constraints while interacting naturally with players, keeping its speech synchronized with its actions. Ally therefore combines agentic tool use with real-time game control. A language-model agent uses a controlled interface to inspect game information, interpret player speech, maintain context, decide what to say, and issue high-level action choices that steer a faster control layer for movement, combat, and recovery. Because the player's and Ally's speech and actions continually shape each other and the course of the match, training requires data from actual gameplay. We therefore collect data across nearly 39k sessions in which real players play alongside Ally, recording gameplay, player speech, agent decisions, tool use, actions, and player feedback, and use these records for iterative training. To evaluate teammate quality, we use player feedback and preference comparisons to identify gaps between offline evaluations and player preferences, and iteratively refine the evaluation criteria. Deploying Ally in live service further requires low-latency on-device execution and safeguards for player-facing communication, which we address through model compression, context compaction, targeted safety training, runtime guardrails, and memory redaction. During the live service, we surveyed players in 141 countries. Among respondents whose play with Ally was confirmed in game records, positive responses exceeded negative responses by 25.1 percentage points when asked whether they would recommend Ally, with players describing Ally not only as a tool but also as a teammate or companion.
https://arxiv.org/abs/2609.29837
We propose the Representation World Model (RWM), which learns states, transitions, and executable plans directly in representation space. Unlike existing world models that typically learn latent representations together with explicit dynamics models and perform planning through search, optimization, or policy-based prediction, RWM directly incorporates planning into the learned representation geometry. RWM learns the representation geometry by applying inverse-dynamics supervision locally along latent paths constructed from endpoint representations, requiring these paths to preserve task-relevant state and transition information. At inference, planning is performed by directly constructing a latent path between the current and goal representations, with inverse dynamics used to recover the corresponding actions, without recursive rollouts or action-space search. Experiments on continuous-control benchmarks demonstrate the effectiveness of RWM for direct planning, while results on robotic manipulation further show its potential to extend to more complex embodied control tasks. These results suggest that planning directly in representation space provides a promising alternative to conventional world-model planning.
https://arxiv.org/abs/2609.29171
Physical AI aims to build embodied agents that perceive the world, understand and reason about it, and decide how to act. Yet the field has focused primarily on the last component: the action model that maps observations to low-level controls. The prevailing training recipe can erode the perceptual and reasoning capabilities needed for robust behavior, leaving even strong action models vulnerable to scene perturbations and long-horizon tasks. We introduce HarnessPAI, a model- and embodiment-agnostic Harness framework for Physical AI that treats code as the executable and evolvable interface that organizes the underlying action primitive. The framework separates two timescales: within a rollout, it executes open-loop at the program level, with a fixed program guiding and checking execution; across rollouts, it evolves closed-loop, using execution feedback to revise the program and distill failures into reusable skills. Across desktop robot arms, household robots, a robot vacuum, and a legged walking agent, HarnessPAI improves on both pure action models and code-as-policy baselines without retraining the underlying model: a 61.6-point gain over $\pi_{0.5}$ on LIBERO-PRO and a 27.2-point gain over WorldDreamer on RoboCasa atomic tasks. Once a program is selected, rollout execution requires no online high-level LLM deliberation. Beyond execution, the converged program is also a cheap and reliable expert-data collector, and fine-tuning $\pi_{0.5}$ on collected expert data lifts success rate on LIBERO-PRO by 38.8 points. Our results suggest that the frontier of Physical AI depends not only on stronger action models, but also on executable harnesses that integrate perception, task understanding and reasoning, and action execution into a unified, verifiable, and feedback-driven system. Website: this https URL
https://arxiv.org/abs/2609.29166
Continuum manipulators provide dexterous motion in confined spaces, but structural compliance, hysteresis, and load-dependent deformation leave residual position and orientation errors that can undermine reliable contact with rigid grippers. To address this limitation, this paper presents a lightweight support-enhanced granular-jamming gripper tailored to a continuum manipulator. The gripper maintains compliance before jamming while establishing a direct load path to the continuum manipulator tip after jamming. To improve its grasping performance, we systematically designed membrane materials, particles, filling ratios, and the internal support structure, and further identify geometry-dependent grasp boundaries with respect to contact offset and object shape. Building on these results, we construct a physical manipulation system integrating the continuum manipulator, granular-jamming gripper, visual feedback, tendon actuation, and pneumatic control. We then train a reinforcement-learning-based reaching controller in a randomized simulation and deploy it on the physical system, demonstrating how positioning control and contact level mechanical adaptation can complement each other in a modular grasp-and-release task. By introducing an adaptive structure that relaxes the need for highly accurate modeling and positioning control, this work explores a design paradigm that integrates physical and embodied intelligence.
https://arxiv.org/abs/2609.29093
Recent advances in agentic systems have substantially enhanced the long-horizon capability of embodied manipulation. However, many existing frameworks still follow a passive execution paradigm, which limits their applicability to real-world scenarios involving textual semantic cues, distractors, and initially invisible targets. To bridge this gap, we propose an agent-based active exploration framework that enables robots to dynamically interact with the environment rather than merely execute predefined instructions. Specifically, our framework consists of three collaborative modules: a planning module for high-level task reasoning, a perception module for visual scene understanding, and an execution module for low-level manipulation. This design allows the robot to actively acquire task-relevant information, adapt its behavior based on environmental feedback, and complete manipulation tasks under partial observability. Furthermore, we introduce a fine-grained perception-execution interleaving strategy, which tightly couples visual feedback with skill execution to improve exploration robustness. We evaluate our method on a realistic Find-and-Place task, demonstrating its effectiveness in challenging environments where target objects must be actively discovered before manipulation.
https://arxiv.org/abs/2609.29091
Physical changes or sensing errors can invalidate embodied agents' task-relevant beliefs. AquaMend compares re-probing, rollback, and supported continuation on a probe-belief-action graph under an expected-loss objective covering sensing, physical recovery, and uncorrected failures. A joint posterior guides a one-step policy with conditional detection-power screening. The per-belief three-way optimum requires independence, separability, and fully resolving probes; the general policy has no global optimality guarantee. Across 32 paired scenarios in a self-constructed simulation benchmark, AquaMend recovers in 28/32 cases and reduces mean complete loss by 21.6% versus restart. Its paired loss difference from decision-theoretic troubleshooting (DTT) is not statistically significant after Holm correction. Against the all-candidate ablation, online decision time decreases by 12.3% overall but increases by 3.4% in the uncovered late stage.
https://arxiv.org/abs/2609.28973