This paper examines the role of Novel View Synthesis (NVS) in geometric representation learning. In principle, NVS should reason about 3D scene structure, thereby enabling transferable multi-view geometric representations. Yet, existing encoder-based NVS methods yield poor representations. This is not because of a lack of supervisory signal, but rather due to inconspicuous architectural choices: \textit{spatially expressive decoders} that dilute representational capabilities of the scene encoder, and \textit{low-level pixel-space targets} that hinder feature learning. We present SNAP, a self-supervised encoder-decoder transformer that addresses both through a pose-conditioned local decoder and a latent-space reconstruction objective. SNAP is task agnostic, and we show that it is competitive with special-purpose geometry-supervised methods. SNAP also performs competitively against self-supervised representations across five tasks: visual localization, pose estimation, point correspondence, depth estimation, and robot manipulation. Remarkably, SNAP's patch features exhibit emergent viewpoint invariance that approaches heavily supervised models despite lower compute and data budgets. Under camera shifts where standard 2D representations collapse, SNAP degrades more gracefully, revealing that restricting decoder expressivity actively prevents the suppression of transferable geometric structure. this https URL
https://arxiv.org/abs/2610.03717
Inspired by human vision, we introduce a framework using active gaze to enable fine-grained bimanual manipulation with only a single stereo camera. EyeRobot 2.0 physically attends to a 3D fixation point in the scene by swiveling two eye viewpoints to center their gaze on it. The resulting images are processed foveally by allocating more visual tokens to the image centers, focusing computation on task-relevant features. Such Active Visual Fixation (AVF) requires carefully coordinated gaze during task execution, which we accomplish hierarchically by first training a low-level gaze servoing policy conditioned on a goal object, then training a target selector which emits fixation goals based on task progress. Both modules are trained with RL on real-world data: the first is trained with a dense geometric reward and the second co-trains with the BC gripper policy which allows it to discover fixation sequences that can resemble a human's fixation sequence while performing the task. EyeRobot 2.0 further takes advantage of fixation by canonicalizing gripper information into a fixation-relative SE(3) frame, which compacts the size of the action distribution to learn. We collect teleoperation data for 7 real-world and 6 simulated tasks, and conduct over 1000 physical and 1800 simulated robot trials comparing EyeRobot 2.0 against passive stereo and ego + wrist camera policies trained on the same data. Removing wrist cameras is costly for standard policies: with only passive stereo, real-world success drops from 52% to 27%. EyeRobot 2.0 closes this gap with only stereo, outperforming passive stereo by 40% in real and 20% in sim. It matches ego + wrist policies when their wrist views are clear (69% vs. 64%), and more than doubles their success when grasped objects occlude the wrist cameras (48% vs. 22%)
https://arxiv.org/abs/2610.03710
Modern chess engines are silent experts: they play at a superhuman level, but do not offer explanations for their play. On the other hand, language models (LMs) can generate plausible-sounding explanations, but their weak playing strength limits the utility of their explanations. We introduce Queen, a 4B-parameter chess-language model that can explain its moves and plans while playing at the level of a typical Grandmaster. Our novel framework enables domain-specific reasoning through complementary components: an encoder-decoder architecture and an iterative distillation algorithm. This architecture integrates a silent expert chess encoder with an instruction-tuned LM through cross-attention, which we train via a question-answering curriculum to extract chess concepts from the encoder's representations. Building on this domain-adapted model, we iteratively improve its explanations with a natural-language analog of the Bellman update: the model analyzes the positions after its top candidate moves and consolidates them into an explanation of the current position, which is then distilled back into the model. Over seven iterations, our model gains over 900 Elo points (1782 to 2697), substantially surpassing all frontier models on both playing strength and puzzle accuracy, despite containing three orders of magnitude fewer parameters. Furthermore, LM-based evaluations show that our explanations are fluent and approach GPT-5.6-Sol (high) in coherence. The generality of our architecture and training procedure suggests a recipe for applying language models to domains where silent expert encoders are available, like games, robotics, and computer use.
https://arxiv.org/abs/2610.03695
The construction industry faces persistent labor shortages, low productivity that costs the global economy over $1.6 trillion annually, and one of the highest injury rates among major industries. These factors motivate the use of autonomous robots to improve efficiency and worker safety. Existing language-grounded navigation systems, however, rely on semantic scene understanding alone and lack access to construction-specific context such as architectural plans, evolving work schedules, and safety constraints. As a result, they localize permanent building features unreliably and cannot safely navigate active jobsites. We present CORNAV, a blueprint-grounded, schedule-aware navigation framework that operates from 2D CAD drawings and project schedules without requiring a Building Information Model. CORNAV aligns architectural blueprints against hierarchical open-vocabulary 3D scene graphs to ground object queries, converts project schedules into time-varying navigation constraints, and validates requests through an LLM-based safety module that escalates hazardous zones before planning. An A* planner then enforces mandatory exclusion zones while preferentially avoiding higher-risk areas. Across an indoor office and a real construction site, blueprint grounding raises task success from 13.0% to 72.2% over semantic retrieval alone, schedule awareness eliminates all hard-zone violations, and the safety module correctly rejects hazardous requests arising from mislabeled project schedules.
https://arxiv.org/abs/2610.03622
Online reinforcement learning (RL) enables robot policies to improve through physical interaction, but the assistance they require changes as their competence evolves. Existing intervention strategies based on offline estimates or fixed decision rules can therefore become mismatched to the current policy. To address this, we propose UniIntervene++, an adaptive intervention agent that learns to allocate control between autonomous execution and heterogeneous assisted behaviors during online RL. Specifically, UniIntervene++ first formulates the evolving RL policy, trajectory correction, and a task-structured CodePolicy as Options in a unified semi-Markov decision process and learns their relative values online. Building on this, competence-adaptive intervention periodically probes the RL policy through unassisted execution, keeping control allocation responsive to its evolving capability. Finally, coupled experience learning allows assisted behaviors to improve the RL policy, whose evolving outcomes in turn reshape future intervention decisions. In this way, UniIntervene++ jointly determines when to intervene, how to intervene, and when to return control as the RL policy improves. Across five real-world manipulation tasks, UniIntervene++ achieves an average success rate of 89.67%, outperforming all baselines by at least 6 percentage points, while reducing human intervention to 0.77%, a relative reduction of at least 94.6% from the best baseline. Code is available in our \href{this https URL}{GitHub repository}.
https://arxiv.org/abs/2610.03620
Recent advances in frontier models enable robot manipulation from only a few demonstrations, but high inference latency limits their use for real-time robot control. To bridge this gap, we study two complementary approaches that connect frontier reasoning with low-latency local execution. First, we use a frontier model to autonomously generate demonstrations that supplement human demonstrations for training a fast local policy. We augment its in-context examples with corrective demonstration segments that show how to recover from physical errors, improving generation reliability. Generation time and cost decrease as successful examples accumulate in context, suggesting a path toward more efficient data collection. At deployment, a harness combines frontier-generated instructions with a fast local policy, enabling efficient execution while preserving the frontier model's ability to guide and correct actions. With low-latency execution delegated to the local policy, the bottleneck shifts to its capacity to reliably follow the frontier model's diverse instructions. Our second bridge introduces dense language supervision across three nested granularities---primitive, atomic, and composite---with multi-aspect descriptions at each level. Across long-horizon tasks in RoboCasa 365 and BEHAVIOR-1K, where instructions change as execution progresses, the combined supervision achieves the highest performance under both oracle and frontier-model instructors, demonstrating more reliable instruction following through the policy's language interface. Finally, we evaluate both bridges together on a crossword task that combines semantic planning and manipulation within a fixed time budget. These results support autonomous demonstration generation and dense language supervision as complementary components for connecting frontier reasoning to low-latency local execution.
https://arxiv.org/abs/2610.03615
Learning general-purpose robot policies requires large-scale real-world interaction data, yet collecting robot demonstrations remains expensive and difficult to scale. Egocentric videos offer abundant human interaction experience with task-relevant semantics for robotic manipulation, but direct transfer is challenging for two reasons: latent actions inferred from frame reconstruction can be dominated by nuisance variation such as ego-camera motion, and human and robot behaviors often exhibit different temporal dynamics. We propose WING (World Action Learning via INteraction-Centric Spectral Latent Guidance), a framework for transferring interaction knowledge from egocentric videos to robot policies. WING first separates observer-induced motion from hand-object interaction and distills the interaction-centric component into latent actions. It then exploits the observation that cross-embodiment task semantics are concentrated in slowly varying temporal structures, identifying shared low-frequency components between egocentric latent actions and robot behaviors in the spectral domain and using them to guide action generation. WING achieves average success rates of 99.20% on LIBERO, 93.80% on RoboTwin 2.0, and 57.7% on RoboCasa-GR1, and also performs strongly across four real-world manipulation tasks under diverse generalization settings. These results show that interaction-centric spectral guidance provides an effective and scalable way to transfer physical interaction knowledge from human egocentric video to robot control. Project page: this https URL
https://arxiv.org/abs/2610.03607
Joint embedding predictive architectures (JEPAs) predict future latent representations without reconstructing observations, enabling world models to focus on high-level semantic dynamics. However, a JEPA can preserve high dimensional visual information while discarding information about the physical consequences of actions. We call this failure mode causal dynamics information collapse and propose action-grounded vision-invariance latent (AVL) to prevent this collapse. We first use the executed action as an auxiliary dynamics anchor that encourages the model to preserve dynamics information, and then use a vision-invariance pathway which aligns perturbed and clean latent predictions without discarding dynamics information, forcing the model to fully understand and utilize causal dynamics information. We validate AVL on four robotic control tasks (TwoRoom, PushT, OGBench Cube, and Reacher), showing that it substantially improves success rates under visual perturbations while preserving clean-environment performance. We further evaluate physical consequence alignment, clean-noisy dynamics consistency, and the causal effect of targeted transition subspace erasure. Collectively, these results indicate that dynamic information causally relevant to planning is preserved from collapse under AVL.
https://arxiv.org/abs/2610.03587
Tactile sensing is particularly valuable for contact-rich robotic manipulation. Recent work has made substantial progress in tactile representation learning for robotic manipulation. However, similar tactile observations can arise from interaction conditions with very different task-risk implications, such as sensor noise, task-necessary variations, and emerging undesirable contact. Without context-grounded risk information, these cases can be ambiguous to downstream policies, leading to unnecessary corrections to benign variations or delayed responses to genuinely risky contact. To address this limitation, we propose Risk-Aware Tactile Encoding (RATE), which learns tactile representations that encode task-conditioned interaction risk. Specifically, history-conditioned prediction captures interaction context, while alert supervision associates this context with task-conditioned risk. The learned risk-aware representation complements conventional tactile features through a lightweight residual adapter. Experiments in both simulation and the real world demonstrate substantial improvements in task success, with controlled ablations confirming the complementary benefits of alert-guided learning and predictive temporal modeling.
https://arxiv.org/abs/2610.03538
Endovascular brain-computer interfaces (BCIs) avoid craniotomy but require precise device delivery through anatomically variable cerebral veins. This work presents the first demonstration of in vitro autonomous robotic navigation for endovascular BCI access in the cerebral venous system. Soft Actor-Critic controllers were trained in silico for two sequential tasks spanning the right internal jugular vein to the superior sagittal sinus, using geometric augmentation of one training anatomy. Navigation was evaluated in a training anatomy and an anatomically unseen hold-out model over 250 in silico episodes and five fluoroscopy-guided in vitro robotic runs per task-anatomy condition, comprising 1,000 simulated episodes and 20 physical runs overall. Task recurrent predictors were also evaluated for online identification of impending navigation failure. In silico success rates for Tasks A and B were 85.6% and 98.4% in the training anatomy and 42.0% and 91.6% in the hold-out anatomy, respectively. Fourteen of 20 physical runs were successful (70% overall), including 80% success for Task B in the hold-out phantom. In silico the predictors detected 99.3-100.0% of failures with false-alarm rates of 0.8-6.7%. During in vitro evaluation, predicted risk increased before failed episodes, but elevated probabilities during some successful runs showed reduced calibration after transfer. These results demonstrate the feasibility of autonomous cerebral venous access and show how online failure prediction could support human oversight, while also identifying anatomical generalization and sim-to-real calibration as priorities before preclinical translation.
https://arxiv.org/abs/2610.03537
World action models (WAMs) have advanced robot control by predicting how observations and actions evolve over time. Despite this progress, RGB and action based future prediction does not explicitly address the spatial understanding needed for robot manipulation. Existing efforts often add a limited set of spatial prediction tasks through specialized heads or branches, leaving both the range of spatial supervision and the model architecture fragmented. We introduce XGenAct, a world action model that represents RGB observations, robot actions, metric depth, surface normals, and functional role segmentation as RGB videos through deterministic codecs. By sampling perception and action tasks during training, XGenAct uses one video diffusion transformer and one objective to learn temporal prediction across these spaces without modality specific learned heads. On held out RLBench tasks, structured perception training improves average closed loop success over RGB only training, and XGenAct achieves 52% success in the five task external comparison, versus 26% for the strongest evaluated baselines. It also predicts future depth and segmentation more accurately than the evaluated pipelines that generate RGB first and then apply a frozen perception expert.
https://arxiv.org/abs/2610.03516
Adversarial patches can disrupt Vision-Language-Action (VLA) models by manipulating visual observations, leading to failures in robot control. However, it remains poorly understood which internal mechanisms underlie these failures and how targeted interventions can mitigate them. In this work, we mechanistically analyze VLA representations using a sparse autoencoder (SAE) and identify a feature whose activation strongly correlates with the presence of an adversarial patch. Based on this analysis, we suppress the identified feature at inference time only when a linear probe detects an attack. This intervention improves robustness without the cost of fine-tuning the VLA. We evaluate our method against VLA adversarial patch attacks on LIBERO-10. Conditional intervention improves success rate under intermittent attacks, whereas continuously applying the same intervention substantially degrades policy performance. These results show that attack-related internal representations can provide useful targets for VLA adversarial defense and that controlling when to intervene is important for limiting disruption to nominal policy behavior.
https://arxiv.org/abs/2610.03498
Long-horizon tasks with sparse rewards pose an exploration bottleneck for goal-conditioned reinforcement learning: a policy started from the initial state rarely reaches the goal and receives no learning signal. Reference motions, hand-designed curricula, and shaped rewards supply this signal but require demonstrations or task-specific engineering; automatic start-state and goal curricula avoid this but typically expand from one side only, so the full distance to the target must be covered from that side. We propose the Bidirectional Voronoi-biased Exploration curriculum for Reinforcement learning (BVER), which expands from both ends at once. Inspired by bidirectional RRT planning, BVER grows start states outward from the goal and goals outward from the initial state distribution, biases both toward unexplored task space, and steers them toward each other, training one goal-conditioned policy on both. On point-mass mazes, quadrupedal box climbing, and robot-arm ring-on-peg transfer, BVER learns faster than all compared reference-free curricula. On box climbing, it reaches 95% success on a 0.4 m box in roughly 65% fewer iterations than the best of them, is the only one of them to learn to climb a 0.7 m box, and yields a policy robust to start, goal, and yaw variation. Without a demonstration, it approaches the sample efficiency of reference-based curricula on the 0.4 m box and on ring-on-peg transfer. Ablations show that expanding from both ends outperforms either direction alone.
https://arxiv.org/abs/2610.03395
World action models integrate future visual dynamics with robot action prediction, but their scalability remains limited by the need for action-annotated robot trajectories. Observation-only videos contain rich evidence about interaction dynamics, but existing approaches typically use them either to pretrain visual representations that must later be adapted for control, or to infer latent actions that are subsequently grounded to robot commands. We present NAVA-WAM, which introduces native action-prior learning by directly pretraining the action policy from observation-only videos, avoiding indirect representation-to-control transfer or a separate latent-action model. Our training consists of two stages. First, we pretrain on observation-only videos, where future-video flow-matching supervision over visual transitions is propagated through transition-structured joint attention to optimize the Action-DiT and learn action-relevant priors. Second, we use action-labeled demonstrations to post-train the Action-DiT for robot control through joint video--action flow matching, while asymmetric attention decouples the visual branch from iterative action denoising and enables efficient action-only inference. Extensive experiments show that NAVA-WAM consistently outperforms prior approaches under both in-distribution and out-of-distribution settings, while demonstrating strong action-label efficiency and effective real-robot generalization. These results establish native action-prior learning as an effective approach to directly pretrain action policies from observation-only videos, providing a scalable path beyond action-labeled robot data.
https://arxiv.org/abs/2610.03391
Video is an abundant, inexpensive source of human motion data that is rich in extreme athletic behaviors. Making it usable for humanoid robots, however, is not a matter of simply retargeting a reconstructed trajectory: video-derived motion is physically inconsistent, devoid of actuation information, and says nothing about failure or recovery. We present KungfuAthleteBot (KAB), a framework that treats learning high-dynamic motion from video as the central problem and resolves each of these three failure modes in turn. (C1) We build the KungfuAthlete dataset from videos of national-level martial artists and introduce a physics-guided parabolic trajectory correction that removes height floating, ground penetration, and high-frequency jitter from reconstructed aerial and landing phases. (C2) Because video carries no force information, strict tracking of a reconstructed trajectory is dynamically infeasible, and error-driven initialization keeps re-launching the policy from infeasible aerial poses. We introduce physics-driven pseudo-low-kinetic-energy (LKE) sampling, our central mechanism for making such references learnable: it biases initialization towards dynamically feasible states, letting the policy discover feasible actuation patterns instead of imitating infeasible ones. (C3) Finally, we introduce a direct training paradigm in which disturbance rejection and fall recovery are learned inside the same policy that tracks the video motion, requiring no recovery reference data and no manual mode switching. On a humanoid robot, KAB learns dynamic skills from video and recovers from arbitrary falls in about 0.7 s, the fastest reported recovery for a unified policy. Ablations on the unified policy confirm the necessity of its components, supporting the view that repairing and compensating video data, rather than only collecting more of it, is what unlocks high-dynamic humanoid skills.
https://arxiv.org/abs/2610.03388
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
Imitation learning for contact-rich manipulation requires high-quality expert data that is expensive to obtain. This makes learning a sample-efficient policy a key issue. To address this, we propose VISTA, a workspace-level equivariant visuotactile diffusion policy for data-efficient contact-rich imitation learning. VISTA projects visual and tactile observations into spherical tokens, injects tactile contact cues into visual spherical directions through permutation-equivariant spherical fusion, and rotates the fused harmonic representation using the end-effector orientation. The resulting representation conditions an equivariant diffusion policy to predict spatially consistent actions. Extensive experiments in both simulation and real-world robotic settings show that VISTA substantially improves data efficiency over strong visuotactile imitation learning baselines. Project website: this https URL
https://arxiv.org/abs/2610.03333
The ability of a device to localize itself within its surroundings is a fundamental prerequisite for spatial computing. Visual-inertial odometry (VIO) has proven to be a cost-effective and accurate solution for this task. Robots, wearables, XR devices, and drones can benefit significantly from efficient implementations of VIO since they allow for cooler, lighter, and cheaper devices with longer battery life and a better user experience. In this work, we propose to enhance the efficiency of a VIO system by leveraging the Hexagon DSP, a commodity co-processor present in many modern smartphones and XR devices. Our approach offloads the visual frontend of a stereo-inertial odometry system to the DSP while keeping the backend on the main CPU. By optimizing the implementation for the DSP architecture, we achieve significant reductions in power consumption and latency compared to CPU-only execution. Our system, HexVIO, demonstrates a 67% reduction in power consumption or an 86% increase in throughput on a commodity smartphone, with the ability to sustain long-term real-time 30 fps tracking for 0.83 W, corresponding to ~18 hours of tracking on the testing device. These results highlight the potential of commodity DSPs for enabling all-day visual-inertial tracking in robotics and mobile devices.
https://arxiv.org/abs/2610.03283
Reinforcement learning (RL) for learning path recommendation (LPR) faces two coupled obstacles. First, the policy must commit to a sequence of L concepts without intermediate feedback, producing a combinatorial search space that grows super-exponentially with L and provides reward only at the final step. Second, expert learning paths would be the natural cure for sparse-reward RL, but they do not exist in educational data, because student logs record what learners did, not what they should have done. We address both obstacles by importing a recipe from simulator-based demonstration learning in robotics: the knowledge tracing simulator is used both to synthesize per-learner expert demonstrations through evolutionary search and to train a deployment-free policy that distills these demonstrations into a feed-forward learner. Our framework, EVOL, instantiates this pipeline with an asymmetric actor-critic where the actor commits to deployment-realistic blind planning while the critic exploits the privileged simulator state during training. Across three datasets (ASSIST15, Junyi, and EdNet; 39-189 concepts) and path lengths L = 5, 10, and 20, EVOL surpasses 8 baselines spanning heuristic, sequential, RL, graph-enhanced RL, and LLM-enhanced methods. We further compare three imitation strategies (BC, AWR, and DAPG) and show that final performance is governed by the quality of evolutionary experts rather than by the particular imitation objective.
https://arxiv.org/abs/2610.03273
A reinforcement-learning (RL) pipeline for a legged robot is assembled from proxies. A reward stands in for intended behaviour, a curriculum gate stands in for competence, an evaluation statistic stands in for robustness, and a reference motion stands in for an achievable skill. The traditional view treats only the first of these as optimised against, and so locates specification failure (reward hacking) in the reward alone. I argue that all four are proxies in the same formal sense, that each has a characteristic divergence mechanism, and that each admits a reformulation that closes it. For every layer I state the traditional formulation, derive the condition under which it diverges from its target, and give the alternative: first-order (L1) costs where quadratic kernels are flat, peak and outcome statistics where curriculum gates average, gate reachability and information checks, deterministic and phase-desynchronised evaluation, curriculum state treated as part of the model, feasibility-first reference design with residual feed-forward, and function-preserving input widening that lets one policy grow instead of being retrained. The arguments are illustrated by measurements from one continuous lineage of a PPO policy for a simulated 1.91 m humanoid, grown over four stages and 13,500 iterations on a single laptop GPU. Among them, a curriculum gate built on averaged error advanced at its rate limit on every check while the skill it gated was absent, and a batched push test whose synchronised resets aliased the gait phase ranked a 0.5 m/s push as more dangerous than a 2.0 m/s one.
https://arxiv.org/abs/2610.03196