Large language models can translate natural-language instructions into plausible manipulation plans, but robotic execution requires physically grounded decisions that respect robot embodiment, workspace geometry, reachability, collision constraints, and grasp feasibility. This paper presents a hardware-aware large language model-vision-language model (LLM-VLM) manipulation framework for a simulated Franka Research 3 robot in NVIDIA Isaac Sim. The framework separates symbolic reasoning from metric execution: an API-hosted LLM planner receives a structured scene summary and generates only symbolic task information, including the object to manipulate, target relation, approach preference, and objects to avoid. A local Qwen3-VL 8B VLM verifier supports semantic confirmation of ambiguous objects and open-container surrogates. Both the LLM planner and the VLM verifier are prohibited from generating robot coordinates, grasp poses, keepout dimensions, gripper commands, trajectory waypoints, or success labels. Instead, these decisions are handled by deterministic grounding and execution modules that use the robot model, scene geometry, MoveIt 2 collision checking, inverse kinematics, grasp validation, release verification, and final visual assessment. Execution feedback is returned only as symbolic context for replanning. The framework is evaluated through simulated digital-twin trials involving pickup, occluded-source access, keepout reasoning, relation placement, and sequential manipulation tasks.
https://arxiv.org/abs/2610.14106
Indoor navigation to task-relevant targets remains difficult when the target is small, occluded, or visually indistinct. Meanwhile, smart appliances, mobile devices, and IoT tags emit Wi-Fi signals during everyday communication, providing a pervasive but underused spatial cue. We study visual-Wi-Fi navigation, where a robot reaches a signal-emitting device in an unmapped environment using onboard visual observations and Wi-Fi packets overheard from the device, without connecting to the device or modifying infrastructure. Realizing this requires pose-dependent Wi-Fi observations during closed-loop policy learning and reliable spatial cues from bearing measurements corrupted by indoor multipath propagation on a moving robot. We present WiFiSpaces, which extends the Habitat embodied simulator with online ray-traced Wi-Fi sensing, rendering Wi-Fi observations for a robot-mounted antenna array at continuous poses during policy rollouts. On top of it, we build ViFiNav, a localization-aware navigation framework: an online source-localization algorithm exploits robot motion to disambiguate and robustly aggregate bearings from multiple viewpoints into a confidence-aware source estimate, and a learned policy fuses this evolving estimate with depth observations and learns to act on it as it is refined. Experiments show that exploiting robot motion is key to accurate source estimates, and that fine-tuning on ray-traced Wi-Fi observations in WiFiSpaces improves the success rate of ViFiNav. The policy transfers zero-shot to unseen scene datasets, and we deploy it on a real robot with a Wi-Fi sensor built from a commodity router, without any real-world training.
https://arxiv.org/abs/2610.12733
Long-horizon manipulation requires robots to retain task-relevant history while revising conclusions no longer supported by physical evidence. Retaining observations alone does not specify which completed conditions should be withdrawn after a disturbance or which obligations require repair. We introduce REMM, Revisable Embodied Memory for Manipulation, a supervisory memory layer for a frozen G0.5 vision-language-action executor. REMM separates an append-only evidence history from revisable task state and explicitly links derived relations and completed conditions to their supporting facts. When accepted evidence changes a supporting fact, it withdraws dependent conclusions and schedules targeted recovery at verified skill boundaries without updating the executor. Across 51 physical trials, including operator-assisted runs, REMM improves mean recorded task progress over the strongest baseline from 57% to 91% in intervention recovery and from 43% to 70% in sequence recall. Complementary video diagnostics show improved grounding of retained history into the next instruction, including comparisons with $\pi_{0.5}$-compatible high-level planner adaptations. These results support revisable memory as a practical interface for continued manipulation without policy retraining. Project: this https URL.
https://arxiv.org/abs/2610.12710
Embodied world models predict the visual consequences of candidate actions before execution. However, existing action-conditioned world models often adopt uniformly weighted visual generation objectives that can be misaligned with embodied prediction needs. Even with explicit motion conditioning, these objectives can underemphasize spatially sparse changes that are critical to interaction. We propose KineWorld, a transport-aware world-modeling framework that extends robot kinematics from motion conditioning to the spatial allocation of generative supervision. Kinematic Transport Lifting (KTL) constructs renderer-derived, camera-aligned transport fields from commanded robot motion. Transport-Aware World Diffusion (TAWD) calibrates their motion support on the video-latent grid and reweights future-RGB flow matching through a normalized mixture of uniform and transport-focused distributions. We train KineWorld using ALOHA-AgileX bimanual manipulation data from RoboTwin 2.0. KineWorld achieves an EWMScore-P of 68.95 in single-view evaluation and a TWB-Score of 54.82 in multi-view evaluation. These results support a shift from appearance fitting toward action-consequence modeling for embodied decision-making.
https://arxiv.org/abs/2610.06349
Memory allows large language model (LLM) agents to use past experience, often stored as textual records, when responding to requests. For embodied agents that control robots, visual and spatial observations introduce a broader choice of memory modalities, affecting both the information available for subsequent tasks and the model inference costs of constructing and using memory. We introduce MeMoREval, a benchmark for studying this problem through a controlled experience-request protocol. Agents first experience a sequence of events without knowing the subsequent tasks, and subsequently they use memory to respond to information and action requests without receiving new observations. The benchmark comprises 53 tasks across four simulated indoor environments and measures task success alongside the inference costs of memory construction and use. Our reference evaluations reveal that storing frames outperforms storing generated descriptions at lower write-time inference cost for the primary model, while storing frames with scene graphs achieves the highest aggregate task success for every tested model. Extensions to accumulated experience, selective frame retention, and visual input to memory writers demonstrate how the benchmark accommodates further memory-design investigations. Two physical-robot demonstrations establish the feasibility of applying its protocol beyond simulation.
https://arxiv.org/abs/2610.12561
Embodied coding agents construct robot policies from natural-language instructions by generating executable programs and refining them from execution feedback. This refinement assumes that execution feedback reveals whether the task succeeded and, after a failure, provides sufficient evidence to guide program revision. Aerial manipulation violates this assumption in two ways. Payload constraints restrict onboard camera coverage and leave task-critical outcomes outside the robot's view (partial observability), while strong dynamic coupling and limited control margins make physical interactions fragile (limited interaction robustness) and leave failure causes unresolved. Re-examining the same feedback cannot recover observations that were never collected or separate failure causes that the available evidence does not distinguish. To acquire this missing evidence, we introduce Active Feedback (AF), an active "View and Probe" framework. When execution feedback leaves unresolved questions, the agent synthesizes a separate diagnostic program that runs in simulation to inspect unseen outcomes from informative viewpoints (View) or test hypotheses about failure causes through targeted physical interactions (Probe). Across six simulated aerial manipulation tasks with 60 trials per condition, AF reduces false completion declarations from 25 to 5 and raises final task success from 31.7% to 75% compared with terminal feedback under the same coding-agent configuration and task-execution limit. Using shared robot APIs, task programs refined with AF in simulation run on a physical aerial manipulator without task-program source-code modification and complete multi-stage manipulation tasks in the real world. These results show that executable diagnosis fills gaps in execution feedback for embodied coding agents, improving both completion assessment and program refinement in aerial manipulation.
https://arxiv.org/abs/2610.12549
We present DreamTrue, a multi-view, cross-embodiment robot world model for action-faithful and physically plausible video prediction. Training such a model on existing robot datasets faces two obstacles: imprecise calibration can impair action following, while limited coverage of unsuccessful interactions can bias predictions toward successful outcomes. To improve action following across embodiments, we render action trajectories into image-space conditions and introduce offline geometric calibration to align these conditions with the target videos. To broaden interaction coverage, we introduce counterfactual post-training, modifying recorded action trajectories and generating future videos under a wider range of actions and contact configurations. To provide feedback on these predictions without paired ground-truth futures, we construct a human-annotated video dataset covering robot, object, and interaction defects and use it to train an embodied video reward model. Its scores guide reinforcement-learning post-training toward more physically plausible interaction outcomes. On AgiBot, DreamTrue attains state-of-the-art action following, while reducing the human-assessed interaction defect rate from from 48.12% to 6.25%. Notably, our model ranks first in the world model track of the AgiBot World Challenge 2026. The project page can be found at this https URL.
https://arxiv.org/abs/2610.12468
Frontier multimodal foundation models (e.g., GPT-6 Astra) have recently shown strong potential for direct robotic control, yet their performance on fine manipulation remains limited. We argue that an important source of failure is not necessarily insufficient policy capability, but insufficient spatial observability, where task-critical spatial relationships may be poorly revealed by the existing physical camera setup. We introduce SpatialHarness, a test-time embodied harness that provides test-time spatial scaffolding for fine robotic manipulation without policy fine-tuning or changes to the physical sensing setup. SpatialHarness maintains an online simulated scene synchronized with real-world execution, identifies task-critical spatial relationships, and renders complementary virtual views that expose them to a frozen multimodal policy. To keep the simulated scene aligned during interaction, we develop interaction-aware scene synchronization that distinguishes static, held, and transition modes. We evaluate SpatialHarness on four real-robot manipulation tasks spanning precise geometric alignment, object-relative placement, and articulated-object interaction. Using the same frozen GPT-6 Astra policy, SpatialHarness substantially improves task success, including from 26.7% to 66.7% on plug insertion and from 0% to 100% on Tower of Hanoi. These results indicate that improving spatial observability at test time can unlock fine-manipulation capabilities already present in strong multimodal foundation models. Project website: this https URL.
https://arxiv.org/abs/2610.12457
Multimodal large language models (MLLMs) struggle with spatial, embodied, physical, and temporal reasoning. We hypothesize that these failures reflect a shared deficit in visual transition reasoning, and test whether this capability can serve as a shared training primitive, one that different models can learn from different supervision sources and reuse across different tasks, with a systematic training recipe. Existing benchmarks document these deficits separately but do not support controlled comparisons across scenes, actions, and reasoning operations. We therefore introduce WOVEN, a training source and benchmark for visual transition reasoning that organizes transition supervision by scene, action, and reasoning type, using diverse, realistic rollouts from video-pretrained generative models: 36,076 examples across 20 scene types, 5 action types, and 8 reasoning types. We first evaluate 38 frontier MLLMs (e.g., GPT-5.4 and Qwen3-VL-235B-A22B) and find a substantial and systematic deficit: even the strongest models fall far below humans, and the failures recur across model families and persist with scale. We then train MLLMs at multiple scales on WOVEN and find that they learn a shared capability that transfers broadly: training subsets of only about 2,000 items each collectively improve 22 of 26 external benchmarks by up to 27.3 percentage points, and WOVEN data can replace 30-50% of a task's own training data with comparable accuracy. Controlled comparisons further yield a training recipe for visual world modeling, validated prospectively on held-out benchmarks: select supervision by the reasoning operation it teaches rather than by the actions, scenes, or domains it shows, and prefer larger changes to the visual state for robustness. Our work establishes visual transition reasoning as a reusable foundation for systematic visual world-model training in MLLMs.
https://arxiv.org/abs/2610.12417
Most robot policies keep a model in the control loop: a VLA maps observations to actions, and an Agent Harness, such as Agent-as-Policy or Harness VLA queries a VLM for decision making at run time. We propose a different view: the embodied world is an Embodied Turing Machine, whose tape is the robot and environment state and rules are the policy. If this state can be represented accurately, the decision making can be written entirely in code. We therefore propose Code-Only-as-Policy (COAP): code measures and tracks the robot, environment, and task state from camera images and proprioception, and makes every decision from it. The same code applies across episodes, and different tasks share one library without a VLM or VLA in the loop. Compared with VLAs and Agent Harnesses, we analyze three advantages of COAP: (i) Explicit State: the state can be stored in code; (ii) Execution: code makes decision making controllable, recovers from failures flexibly, and runs fast and cheaply online; (iii) Extensibility: new tasks reuse, inherit, or extend the shared library, so capabilities can accumulate over tasks. These advantages make COAP a suitable medium for recursive self-improvement (RSI): coding agents develop the library in a closed loop, and each change is explicit and controllable. On RoboDojo's 42 bimanual tasks, the resulting library reaches a success rate of 70.24% without a model at test time. The upper bound of COAP lies in how accurately the state is represented for decision making and how robust the code logic is. We thus propose COAP as a new paradigm for embodied tasks; since it applies across episodes, it can also serve as an efficient data engine for VLAs and Agent Harnesses.
https://arxiv.org/abs/2610.12369
Egocentric world models predict first-person observations conditioned on an agent's actions, but most focus on a single agent. Real embodied settings often involve multiple agents that act and interact within a shared environment. Existing multi-agent world models rely on coarse actions like locomotion, camera control, or discrete commands, leaving fine-grained embodied interactions underexplored. We formulate multi-agent egocentric world modeling as synchronized ego-stream generation for multiple agents interacting through fine-grained actions in a shared world. This requires cross-view action consistency, shared-environment consistency, and consistent propagation of interaction-induced state updates. We propose Multi-agent Egocentric World Model (ME-World), which jointly denoises multiple ego streams in a shared token sequence, conditions each stream on all agents' target-view poses, and grounds generation with shared environment memory. We train and evaluate on real and synthetic multi-agent data and introduce shared-world consistency metrics for environment, update, and identity consistency. Experiments show ME-World improves shared-world consistency, action control, identity preservation, and video quality over existing methods.
https://arxiv.org/abs/2610.12299
World action models (WAMs) aim to answer a coupled physical question: given a task instruction, what motion should the robot execute, and how will that motion change the surrounding world? Most existing WAMs build on pretrained video generators and represent world evolution through images or visual latents. Robotic interaction, however, takes place in metric three-dimensional space, while images are view-dependent projections whose pixel distances do not directly encode physical distances. We introduce UNITAS, to our knowledge the first 3D-native world action model that unifies observations, actions, and scene dynamics in a shared metric 3D frame within each interaction, using a common representation across robot embodiments and human hands. Action flow represents human hands and robot grippers as 3D point trajectories, while scene flow describes scene-point displacements conditioned on these trajectories. World-aligned 3D positional embeddings ground visual tokens with or without depth input, and a physical-time trajectory tokenizer encodes each point trajectory as one token anchored at its current 3D position. This interface supports both direct action execution and action-conditioned scene prediction. With 1.7B parameters, UNITAS achieves the best action-conditioned scene prediction on RoboTwin among the compared methods, with up to 49% lower displacement errors than PointWorld, and state-of-the-art manipulation success, including 99.8% on LIBERO and an average of 85% across real-world tasks. The code is available at this https URL.
https://arxiv.org/abs/2610.12099
Latent reasoning enables vision-language-action (VLA) models to transform multimodal observations into task-relevant internal states before generating continuous robot actions. While existing methods learn to generate or refine such states for each policy query, they discard successful reasoning after execution and therefore reconstruct similar computation from scratch. We present Reasoning and Flow Memory (FLOWMEM), a unified VLA model that turns successful latent computation into reusable reasoning experience. Rather than appending a fixed retrieved context, FLOWMEM dynamically retrieves and recomposes compatible latent fragments as the embodied context evolves, forming a reasoning route that follows the temporal structure and progress of successful computation. The route is then refined using current visual and proprioceptive evidence before it conditions action generation. Experiments on RoboMME and LIBERO-Plus show that FLOWMEM attains 48.0% and 77.3% success, outperforming memory-free policies by 1.7 and 4.1 percentage points, respectively. These results demonstrate the value of reusing successful latent computation for closed-loop VLA control.
https://arxiv.org/abs/2610.12090
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.
https://arxiv.org/abs/2610.12069
Embodied Audio-Visual Navigation (AVN) requires an agent to locate sound targets by jointly leveraging visual and auditory cues. While prior work has achieved notable success with static sound sources, real-world scenarios often involve moving targets, giving rise to the more challenging problem of \textbf{Dynamic Audio-Visual Navigation (D-AVN)}. Existing approaches largely rely on semantic auditory features, which limits generalization to unheard sound categories and hinders fine-grained spatial reasoning. To address these challenges, we propose a novel \textbf{Two-Stage Multi-modal Learning} framework for D-AVN. In the Physical Alignment stage, the proposed \textbf{Intensity-Calibrated Geometry Encoder (ICGE)} performs physics-informed alignment of sound intensity with visual geometry to capture category-agnostic spatial correspondence. In the Scene Aggregation stage, a Transformer-based \textbf{Cross-Modal Scene Aggregator (CMSA)} dynamically integrates multi-modal features to construct a robust state representation for policy learning. Extensive experiments on Replica and Matterport3D demonstrate that our method achieves state-of-the-art success rates, while significantly improving generalization and navigation efficiency in complex environments and under unheard sound scenarios.
https://arxiv.org/abs/2610.14077
Embodied coding agents can combine modular robot skills with frozen end-to-end policies, yet effective composition requires anticipating which policy family will succeed in the current physical state. We present RoboAware, which builds on coding agents' skill orchestration by learning only a state-conditioned responsibility coordinator from counterfactual outcomes. Inspired by the success of REPL, we propose the $P^5$ schema and formulate a hierarchical MDP based on it. $P^5$ organizes skills uniformly into five semantic stages, defining where responsibility can be compared. To address the lack of counterfactual branch outcomes in existing work, we introduce State-Locked Counterfactual Branching (SCB), which restores the same training state to generate and execute a code block from each admissible family, exposing outcomes that selected-branch experience leaves unobserved. Building on this, we propose Execution-Aware Learning (EAL), which combines Monte Carlo tree search with Q-learning to distill these outcomes into family-conditioned values. At deployment, the coordinator selects the policy family according to observable context, and the frozen coding agent generates the next local code block. Comprehensive single-episode evaluations on 100 tasks show that RoboAware reaches a 77.0% overall success rate, with SOTA averages of 90.0% on RoboSuite, 73.8% on diverse LIBERO-Pro task clusters, and 90.0% on challenging RoboTwin bimanual tasks, outperforming existing code-as-policy and VLA-harness baselines.
https://arxiv.org/abs/2610.11480
While 3D spatial reasoning in dynamic egocentric environments is crucial for embodied intelligence, audio-visual large language models (AV-LLMs) lack explicit mechanisms to process and internalize global geometry directly from raw sensory streams. Existing approaches either require costly fine-tuning or underutilize the model's cross-modal reasoning capacities. In this paper, we propose FloorSAV, a novel framework that explicitly grounds spatial audio-visual context by rendering a dynamic 2D floormap. By integrating 3D point clouds, camera trajectories, spatial audio cues, and semantically grounded object landmarks, we inject this floormap into the AV-LLM as a synchronized stream with an egocentric video. AV-LLMs utilize their multi-modal capabilities to jointly reason over visual, auditory, and geometric cues in a single inference with floormap interpretation guidance. We further introduce SAVED-Bench (Spatial Audio-Visual Egocentric Benchmark with Dynamic Agents), constructing essential tasks of spatial capability in real-world scenarios: dynamic relativity, regional, and path reasoning QAs. FloorSAV improves AV-LLMs' spatial reasoning on various tasks from both SAVED-Bench and SAVVY-Bench. Studies with ground-truth floormaps demonstrate the substantial potential of FloorSAV with accurate spatial information.
https://arxiv.org/abs/2610.11310
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.
https://arxiv.org/abs/2610.11194
Robotic manipulation often contains repeated motions whose local observations look similar at different phases. When these phases require different actions, a policy that relies mainly on the current observation may repeat completed motions or switch phases at the wrong time. To address this phase ambiguity, we present the Pseudo-Memory Temporal Re-encoding Module (PMTRM), a lightweight plug-in module with only 7.61M parameters that encodes a bounded history of executed states and actions into a latent sequence for existing policies. To help distinguish phases, a temporal heterogeneity objective penalizes positive similarity between distant positions in this sequence, while anchor and reconstruction losses preserve information needed for action prediction. The reconstruction decoder is used only during training, leaving the temporal re-encoder to supply history to the policy at inference. We train the module progressively on synthetic sequences and robot data, then jointly with the policy, using temporal masking to accommodate partial histories. This integration retains the original action head and action space and adds auxiliary losses to the original policy loss. Experiments with multiple policy backbones in simulation and on a real robot show improved task success on tasks with phase ambiguity, with little additional computation.
https://arxiv.org/abs/2610.11168
Autonomous navigation in cluttered and constrained environments typically assumes a fixed environment and searches only for paths within existing free space. However, a route can be blocked by an articulated structure, a movable object, or a pedestrian, and reaching the goal may therefore require appropriate embodied interaction with the environment. This paper formulates Path-Creative Navigation (PCN), a navigation paradigm in which the robot recovers free space by coordinating locomotion and embodied interaction, and addresses one class of PCN tasks with a mapless framework. The vision-LiDAR-odometry framework integrates local observations, obstacle geometry, and robot-state estimates through a unified navigation system, providing stable semantic and geometric information for navigation and interaction. The traversability-aware decision method utilizes visual and LiDAR distance information to determine whether a blockage is actionable and whether it can be safely bypassed, enabling the robot to interact only when necessary while supporting articulated structure pushing, movable object pushing, obstacle avoidance, and pedestrian requests. We design simulation scenarios and evaluate different methods in both simulation and two real-world tasks that cannot be completed by conventional navigation alone without embodied interaction. These results demonstrate that our framework achieves higher task completion than the baseline methods by coordinating navigation and interaction in cluttered and constrained environments. Code is available at:{this https URL}.
https://arxiv.org/abs/2610.11072