In cooperative Multi-Agent Reinforcement Learning (MARL), agents are often trained under concurrent participation, while in many tasks some agents act earlier and leave task-relevant information that becomes useful to agents participating later. We study this setting as staggered participation (SP), which introduces a cross-time, cross-agent learning dependency because an early action may affect the return through the information it provides and the later policy that uses it. Learning under SP therefore requires both identifying what information is useful for future decisions and learning how later agents should use it. We propose Staggered Participation Learning (SPL), a training-time augmentation that addresses these two parts with prospective acquisition supervision for earlier agents and outcome-supervised receiver learning for later agents. We evaluate SPL across multiple policy-based MARL backbones, environments, and staggered-participation patterns. Across 60 MPE/RWARE backbone setting comparisons, SPL achieves higher observed mean task completion in every case, with an average difference of 14.1%. The gains also extend to eight-agent teams and a physics-based UAV-UGV environment in Isaac Lab, providing evidence across algorithmic, temporal, and embodied settings.
https://arxiv.org/abs/2610.07578
Multi-robot missions in infrastructure-denied environments frequently rely on reliable communication links between spatially separated locations. We propose a fully decentralized framework for constructing and dynamically maintaining communication networks without centralized topology planning or global positioning infrastructure. Driven strictly by local interactions, robots reconfigure local network topologies and adjust their physical positions to minimize overall network length while adhering to communication constraints. Formal analysis shows that our local reconfiguration operations guarantee continuous network connectivity, strictly decrease network length with every branch transfer, and bound worst-case performance to the shortest starlike tree. Embodied simulations and physical multi-robot experiments confirm that our approach forms networks near the length of centrally computed Euclidean Steiner trees. Additionally, the system dynamically adapts to moving targets and optimizes deployment by utilizing only necessary connectors, preserving excess robots for auxiliary tasks. This work enables autonomous swarms to self-organize adaptive ad hoc communication infrastructure in communication-denied environments, which could support applications varying from subterranean exploration to planetary missions.
https://arxiv.org/abs/2610.07320
Household robots must accommodate new user instructions while executing ongoing tasks. Existing agents often regenerate or extensively revise the remaining task sequence, introducing plan ambiguity, logical inconsistency, and redundant execution. We formulate continual instruction reconciliation and propose CIRRA (Continual Instruction Reconciliation for Robot Agents), a dual-level framework combining LLM-based semantic reasoning with rule-constrained structural integration. CIRRA first grounds incoming instructions to unique executable skills and resolves underspecified actions and execution locations. It then preserves the ongoing subtask sequence as an execution backbone and generates integration candidates by inserting incoming subtasks into location-matched segments. The semantic reasoner evaluates only modified segments to identify dependencies and conflicts and select the most logically coherent local integration. This structure-preserving process maintains alignment with ongoing execution, mitigates ambiguity and inconsistency, and reuses shared subtasks to reduce redundant execution. We also introduce CHIRP (Continual Household Instruction Reconciliation and Planning), a text-based benchmark of 120 episodes across eight household environments and six categories of everyday activities. On CHIRP, CIRRA achieves 74.2% decision agreement, exceeding the strongest replanning baseline by 30 percentage points; every correct fusion decision yields a correctly placed, conflict-free schedule. On a Unitree G1 humanoid, CIRRA interrupts ongoing skills at the correct moment in every trial and significantly outperforms all baselines on every metric.
https://arxiv.org/abs/2610.08862
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.
https://arxiv.org/abs/2610.07130
Rapid adaptation to a new environment requires a robot to acquire useful knowledge about local objects, states, and interactions from limited experience. Systems that combine a reasoning agent with a frozen vision-language-action model (VLA) can adapt through execution feedback and memory, making the choice of experience central to their effectiveness. Repeated practice of a target task may refine a familiar solution while leaving other interactions relevant to changed conditions untested. We introduce ProactiveVLA, which uses proactive environment exploration to acquire reusable knowledge for deployment-time adaptation. After completing an initial task, the agent allocates the remaining interaction budget to self-proposed goals covering object affordances, state-changing interactions, and compositions of interactions. It verifies execution outcomes and consolidates both task-directed and exploratory experience into memory that guides subsequent planning and control. ProactiveVLA outperforms the baselines under the same turn budget on LIBERO-Pro and RoboCasa365 Composite-Seen. On LIBERO-Pro Goal-T, with at most one VLA primitive invocation allowed during evaluation, ProactiveVLA completes 48% of instances, compared with 19% for the state-of-the-art task-refinement baseline.
https://arxiv.org/abs/2610.06999
Humans inherently understand the physical world through an active process. When sensory evidence is insufficient to infer physical properties, we naturally interact with the environment by deciding what information is missing, how to acquire it, and when sufficient evidence has been obtained. In stark contrast, existing multi-sensory robot systems mainly integrate sensory inputs rather than actively acquiring missing evidence through interactions. In this work, we introduce ROMA, an LLM-based system for Real-World Object-Centric Multi-Sensory Active Perception. ROMA integrates vision, audio, tactile, and force sensing into a reasoning-interaction-feedback loop. The model identifies missing evidence and determines the target objects, interactions, and modalities, while a physical interface executes the selected interactions and collects the multi-sensory feedback. To support this capability, we construct ROMI-2K, a large-scale real-world multi-sensory object interaction dataset covering nearly 2,000 objects and 6 atomic interactions with synchronized sensory feedback. Building on these data, we develop a two-stage training framework that aligns sensory modalities and equips the LLM to assess evidence sufficiency, select informative interactions, and reason over the multi-sensory feedback. We further characterize active perception as perception chains, where acquired evidence guides subsequent interactions and reasoning, and establish ROMA Bench to evaluate single-attribute, long-horizon multi-attribute, and intent-driven active perception. Experiments show that ROMA can actively acquire missing evidence and solve complex, long-chain multi-sensory perception tasks that existing methods struggle to handle, laying a strong perceptual foundation for active multi-sensory embodied agents.
https://arxiv.org/abs/2610.06955
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