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
Frontier vision-language models (VLMs) combine scene estimation, interaction grounding, and executable actions. Understanding how these abilities support complete robotic tasks is central to evaluating their readiness as robot generalists. We introduce Embodied Agent Arena to examine where local competence supports, or falls short of, complete task success across Geometry, Spatial Reasoning, Affordance, Task Planning, and Manipulation. The arena contains 1,000 cases drawn from 32 established sources and GeoProbe, our new benchmark for geometric estimation on Blender renders and real-scene images. A minimal harness preserves source observations and operations while separating metric precision, functional grounding, and native goal completion. We evaluate seven VLMs, analyze Astra's task-specific advantages, and compare richer-observation execution protocols and multi-round review. Across the arena, Astra's advantage is strongest in precise estimation and usable-contact localization; completing coordinated, goal-directed actions remains the key gap to robot generalism.
https://arxiv.org/abs/2610.00854
Reasoning-enabled VLA policies expose chain-of-thought (CoT) traces that appear to explain and guide their actions, creating a potential interface for runtime safety through reasoning monitoring and correction. In this work, we define and operationalize two evaluation axes for assessing when this interface can improve embodied behavior: correctability, which measures whether unreliable reasoning can be detected and improved during generation, and actionability, which measures whether reasoning corrections produce behaviorally meaningful changes in the intended direction. To enable correctability, we introduce Token-level Reward for Utility-Steered Chain-of-Thought (TRUST), an offline-trained value model that predicts eventual reasoning correctness from partial prefixes and uses these estimates to monitor and selectively steer reasoning generation in frozen VLA policies. On the Alpamayo 1.5 driving VLA, TRUST monitors correctness with 88.9% accuracy and improves reasoning correctness from 75.9% to 90.0%. On a baseline-defined challenging subset in AlpaSim, TRUST reduces collision rate by 30.4% and maximum trajectory error by 11.5% relative to the unsteered policy, outperforming a compute-matched Best-of-4 baseline. On the DeepThinkVLA manipulation VLA, TRUST improves the correctness of grasp-state claims from 69.3% to 90.2% and action-choice claims from 68.8% to 85.9%, yet closed-loop task performance on LIBERO-Plus remains largely unchanged. Empirical analysis reveals intent-consistent behavioral effects in Alpamayo 1.5 but limited effects in DeepThinkVLA, helping interpret these different task-level outcomes. Together, our results show that gains in reasoning correctness do not automatically imply gains in embodied performance, motivating evaluation of correctability and actionability when using CoT as a runtime safety interface.
https://arxiv.org/abs/2610.00601
Video generation models (VGMs) offer strong spatiotemporal priors for embodied observation--action modeling. However, joint-space action vectors lack explicit image-space structure and vary in dimensionality and semantics across embodiments, making it challenging to directly leverage the rich spatiotemporal priors of VGMs. End-effector visualizations provide an alternative but do not specify the full articulated configuration needed for robot execution. We present Dream4ACT, a world model built for joint video-action modeling across embodiments. To unify action representations across embodiments, we introduce a shared visual action interface, called action views, which render target joint configurations from four prescribed virtual cameras using URDF-based forward kinematics. This shared visual representation preserves embodiment-specific articulated geometry while allowing observation and action sequences to share a video autoencoder and diffusion transformer. Through masked flow-matching, our model supports forward dynamics, inverse dynamics, and joint observation--action generation within a single jointly trained model by varying which future sequences are corrupted. To recover executable action sequences from predicted action views, we propose a training-free, URDF-constrained multiview recovery mechanism, without a learned embodiment-specific decoder. Dream4ACT achieves an average success rate of 88.98\% on RoboTwin~2.0 and an overall score of 65.66 on TriWorldBench, supporting effective closed-loop manipulation and competitive action-conditioned multiview prediction through the visual action interface.
https://arxiv.org/abs/2609.40153
We present Game-Guided Skill Discovery (GGSD), a framework that uses self-play in games to discover motor skills that are directly playable by humans. Playable skills provide a compact abstraction for controlling embodied agents through a small set of learned behaviors rather than low-level actions. To be effective, these skills should be semantically distinct, interpretable, and expressive; properties that existing unsupervised skill-discovery methods often fail to achieve simultaneously. GGSD achieves these desiderata by grounding skill discovery in competitive gameplay. A hierarchical agent competes against its past selves, with a high-level policy selecting from a small discrete skill set and a skill-conditioned low-level policy learning the corresponding behaviors. After training, a human can replace the high-level policy and directly control the agent through the same discrete skills. Despite the small number of high-level actions, skill transitions give rise to emergent combo behaviors, expanding expressivity beyond individual primitives. Across Ant, Franka-arm, and Unitree G1 environments, we show that GGSD produces human-playable skills that humans can compose to solve unseen tasks, such as Maze and CubePush, without additional training. An interactive demo is available at this https URL.
https://arxiv.org/abs/2609.40137
Vision-language-action (VLA) policies emphasize semantic understanding, whereas world-action models (WAMs) learn predictive representations of environment dynamics. Systems that expose a policy to both sources often still concentrate action computation on a single expert. We present EWAM, an action-centric unified embodied model whose asymmetric joint attention lets action tokens read semantic, current-visual, predicted-future, and action information at every layer while the perceptual experts retain their distinct roles. Without layer-wise supervision, EWAM develops an emergent depth-wise specialization: action queries attend mainly to vision-language features in shallow layers, to predicted future frames in intermediate layers, and to action tokens themselves in deep layers. This handoff replicates across tasks and is stable across denoising steps. Checkpoint tracking and causal interventions show that it is learned and that action generation depends on it. EWAM is pretrained in two separate regimes, one on cross-embodiment robot trajectories and one on human egocentric video. In simulation and real-robot experiments, it surpasses existing VLA, WAM, and hybrid baselines. Human egocentric data improve both cross-embodiment transfer and real-robot robustness, and subtask-phase supervision improves long-horizon completion. Together, these results suggest that unified embodied learning can induce an ordered internal progression from semantic understanding, through visual foresight, to action formation.
https://arxiv.org/abs/2609.39973
Vision-Language Navigation (VLN) requires embodied agents to generate actions based on instructions and observations. General-purpose multimodal agents offer a promising basis for this task, but selecting plausible local actions does not ensure that execution remains consistent with the intended route, particularly in long-horizon tasks. Moreover, the accumulated interaction history increases the input required for subsequent decisions, resulting in a significant inference overhead. To this end, we introduce \method, an Agentic VLN framework that includes a Goal Agent that sets adaptive goals for local actions, a Verify Agent that dynamically verifies whether a goal has been completed, a Memory Agent for multimodal context compression, and a Visuomotor Agent to execute adaptive goals. Specifically, the Goal Agent formulates adaptive goals based on the instruction, current observation, and execution history. Then the Visuomotor Agent executes navigation actions to achieve each goal, while the Verify Agent uses a goal-specific verification question to dynamically assess whether the observed outcomes satisfy the intended completion condition. Verified goal completion then marks a boundary for the Memory Agent to compress the corresponding multimodal interaction history while preserving information needed for subsequent navigation. We evaluate navigation on R2R-CE and RxR-CE, examine framework variants across three model backbones, and study context evolution during execution. For Real-World evaluation, \method achieves 83.3\% success and 1.51\,m navigation error across eight challenging routes evaluated three times each.
https://arxiv.org/abs/2609.39915
World action models (WAMs) are large embodied policies that jointly predict future video and the actions to execute, emitting a fixed-length action chunk per inference call. Such a policy allocates its computational budget uniformly in time, unable to execute for longer over free-space motion or to spend more inference on contact-rich manipulation, which limits the throughput a WAM can reach when served in the cloud. We present SplineWAM, which adaptively compresses the action trajectory into a fixed-size window of cubic B-spline parameters, fitting the knot times to the characteristics of the motion. One parameter budget then decodes into chunks of varying temporal resolution and duration, and both the executed span and the interval until the next policy call follow from the prediction itself. Aligning the video supervision to the fitted knot times of the demonstration rather than to a uniform grid concentrates the supervised frames where the action trajectory is complex. For asynchronous deployment we introduce Jacobian-Pullback Real-Time Chunking (JP-RTC), which imposes chunk continuity on the decoded raw actions the robot executes rather than on the spline parameters, and corrects the parameters through the decoder so that the executed prefix agrees with the actions already committed. On LIBERO-Plus and RoboCasa, SplineWAM improves success rate over an action chunking WAM by $8.2$ and $4.4$ points while cutting policy calls per episode by 22% and 26%. On three bimanual real-robot tasks under asynchronous execution, it leads or matches the baseline while decoding 1.2 to 1.6 times as much executed motion per call.
https://arxiv.org/abs/2609.39873
Pretrained video foundation models encode rich semantic and spatiotemporal priors for embodied navigation, yet converting these priors into UAV motion typically requires expensive future-video synthesis and geometric reconstruction. We investigate whether the motion implicit in future visual prediction can instead be recovered directly from the predictive representations of a frozen video model. To this end, we present DiffWAM, a geometry-conditioned navigation world-action model that directly transforms multi-level predictive features into continuous camera trajectories. Its Grid-Motion module preserves spatial-temporal motion associations, while Latent2Pose grounds them with first-frame geometry to recover metrically meaningful 3D motion. Complete video rollouts and geometric reconstruction are required only for offline supervision, eliminating future-video decoding and multi-frame reconstruction during deployment. We further introduce FastDreamer, which overlaps predictive and geometric computation with ongoing flight and performs timestamp-aware asynchronous trajectory handoff for continuous UAV execution. DiffWAM achieves a trajectory RMSE of 0.3492 m and an endpoint success rate of 74.40% on the 1,000-sample DiffWAM-1000 benchmark, while representative real-world experiments demonstrate complex behaviors including constrained traversal, orbiting, S-shaped flight, and multi-stage navigation. An onboard DiffWAM-Flash implementation further reaches 1.08 s model-pipeline latency on NVIDIA Jetson AGX Thor. These results demonstrate that predictive video representations can be efficiently grounded into continuous 3D motion, providing a direct alternative to generate-then-reconstruct navigation pipelines. Project page: this https URL.
https://arxiv.org/abs/2609.39763
Embodied agents must determine where to act, anticipate the resulting scene changes, and interpret observed outcomes to guide subsequent actions. This requires connecting 4D interaction understanding, which explains how past actions changed the scene, with spatially grounded planning, which determines how and where to act toward a goal and anticipates the resulting scene changes. We introduce ChronoGraph, a functional 4D scene graph that links actions on affordance parts to semantic and geometric state changes. By representing observed and anticipated transitions in the same form, it provides a shared basis for understanding and planning. We construct ChronoGraphBench through an automatic data engine that converts human-interaction videos and simulated robot trajectories into graph-annotated questions for training and evaluating Vision-Language Models (VLMs) on both tasks. Using these annotations, we train ChronoGraphVLM by adapting pretrained VLMs in two stages. Graph-as-Chain-of-Thought supervised fine-tuning teaches the models to reconstruct observed transitions and predict future ones as graph traces before answering. Subsequent joint 4D graph reinforcement learning directly rewards graph properties and answer correctness. Experiments across model scales show improvements over the corresponding pretrained baselines and zero-shot transfer to VLM4D. Real-world demonstrations further show that graph-based planning and affordance grounding support mobile manipulation through existing robot skills without additional fine-tuning.
https://arxiv.org/abs/2609.39665
Generating full-body co-speech motion for humanoid robots requires coordinating speech prosody, linguistic content, and embodiment-specific motion. To this end, we present ECHO-G, a framework jointly conditioned on speech audio and timed transcripts. Its Speech-Grounded Diffusion Transformer (SGDiT) combines frame-aligned acoustic features with token-level linguistic context, preserving their distinct granularities. Trained with rectified flow matching, it models one-to-many utterance-motion relationships directly in robot space. To support training and evaluation, we introduce a BEAT2-derived audio-text-robot dataset and a benchmark covering co-speech characteristics, robot-motion quality, and runtime efficiency. Comparative evaluation supports direct robot-space generation over the evaluated human-motion generation and retargeting pipelines, while modality ablations highlight the benefits of joint audio-text conditioning. We further demonstrate deployment on a physical humanoid robot. A complementary video-rating study also favors joint conditioning over the alternatives. The dataset and training, inference, and evaluation code are available through our project page.
https://arxiv.org/abs/2609.39575
Vision-language-action (VLA) models bridge multimodal understanding and robotic control, advancing the dominant paradigm for embodied intelligence. However, most existing models rely on large Transformers, whose latency and energy costs hinder deployment on resource-constrained platforms. Through sparse event-driven computation, spiking neural networks offer a promising paradigm for high-performance and energy-efficient computing. Here, we propose the first Spike-driven VLA framework enabling end-to-end direct training for robotic manipulation, which mainly comprises three core components. First, we develop spiking visual and instruction encoders for multimodal perception, encoding visual observations and language instructions into sparse, reliable spike representations for subsequent cross-modal fusion. Then, we introduce Multi-Winner Spike Fusion for instruction-guided scene understanding, using bidirectional top-$k$ winner-take-all spike routing to suppress background interference and yield fused memory. Finally, we propose a Spike Action Chunking Transformer that incorporates spiking cross-attention over the fused memory and the current robot state, enabling efficient end-to-end generation of continuous action chunks for robotic control. Extensive experiments on LIBERO and Meta-World demonstrate that Spike-driven VLA achieves competitive performance with fewer parameters and lower estimated inference energy than conventional VLA models. This work establishes a foundational framework for neuromorphic VLA modeling, paving the way for future advances in resource-efficient embodied intelligence.
https://arxiv.org/abs/2609.39514
General-purpose agents can plan, use tools, and revise their behavior from feedback, but it remains unclear whether these capabilities transfer from digital environments to embodied manipulation. To investigate this question, we introduce LIBERO-Agent, an agent-native benchmark for evaluating these agents in robot manipulation tasks. Rather than asking agents to submit task-level Python control programs or operate through high-level robot skills, LIBERO-Agent provides an interactive robotic environment where agents can select which observations to inspect, process them with their own tools, and issue native action commands. LIBERO-Agent integrates 200 tasks into a common interaction framework and provides a 30-task primary suite that separates perception, short-horizon execution, and long-horizon composition. Results reveal a pronounced reliability gap: while agents perform well on perception and easy short-horizon tasks, their performance degrades substantially on hard short-horizon and long-horizon tasks. Richer observations improve short-horizon manipulation, while demonstration benefits depend on the agent and format. Among these agents, GPT-6 Astra achieves the strongest overall performance. Further analysis shows its major advantage lies in mechanism interaction, especially when sustained physical contact is needed, while its remaining failures stem from cross-stage interference and geometric errors.
https://arxiv.org/abs/2609.39507
Textual skills provide reusable guidance for large language model agents, but existing approaches often rely on manually curated skill banks or reinforcement learning with indirect and delayed feedback. We introduce SkillFM (Skill Flow Matching), a generative framework that synthesizes task-conditioned textual skills directly without test-time skill retrieval. Our framework combines a codec for encoding and reconstructing textual skills in a continuous latent space with a conditional flow model trained using improved MeanFlow. At inference time, the learned velocity field enables single-step latent sampling, and an LLM-based decoder converts the sampled representation into textual guidance for a frozen downstream agent. We evaluate the framework on embodied tasks, question answering, and web shopping. On ALFWorld and Search-QA, our method achieves the best overall performance among the compared vector-based skill approaches. Our analyses further demonstrate that latent skill generation is an effective alternative to retrieval-based skill augmentation. Our code and training skill libraries are available at this https URL.
https://arxiv.org/abs/2609.39382
Real-world embodied tasks, from everyday activities to professional procedures, require agents to act under physical constraints while tracking evolving object and task states. Tool use sits at the heart of such tasks, as many everyday and professional activities are tool-mediated. Understanding them requires reasoning about affordances, hand-tool-object geometry, procedural progress, and causal effects on target objects. Yet despite strong performance on perception-oriented video tasks such as captioning and general video QA, current multimodal video models remain limited in this form of tool-centric embodied reasoning. Progress in this direction has been limited by the lack of real-world egocentric data and diagnostic benchmarks. To address this gap, we introduce EgoTools, the first comprehensive suite for egocentric tool-use understanding. It consists of two complementary components: EgoTools-Data, a large-scale corpus of 100 hours of tool-centric egocentric recordings with synchronized audio, dense captions, reasoning-heavy narrations, and supplementary 3D information; and EgoTools-Bench, a diagnostic benchmark of 1,000 QA pairs across four tracks that cover tool-use understanding from perception and geometry to procedure and causal reasoning. Experimental results show that current models still struggle to ground tool use in visual evidence: Gemini-3.1-Pro achieves 66.9% overall accuracy but only 51.7% on Perception & Grounding. Beyond evaluation, we validate EgoTools-Data as a training resource. On the full 1,000-question benchmark, full supervised fine-tuning improves Qwen3-VL-8B-Instruct from 50.0% to 60.9%, under strict source-video separation. Together, these results establish EgoTools as a unified resource for both training and diagnostic evaluation of real-world egocentric tool-use understanding.
https://arxiv.org/abs/2609.39378