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2,942篇论文匹配“Robotics”
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Computer Vision · 3D Rendering & Reconstruction

Jingkang Wang, Henry Che, Yun Chen, Ze Yang, Lily Goli, Sivabalan Manivasagam, Raquel Urtasun

Reconstructing large-scale dynamic scenes from visual observations is a fundamental challenge in computer vision, with critical implications for robotics and autonomous systems. While recent differentiable rendering methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have achieved impressive photorealistic reconstruction, they suffer from scalability limitations and require annotations to decouple actor motion. Existing self-supervised methods attempt to eliminate explicit annotations by leveraging motion cues and geometric priors, yet they remain constrained by per-scene optimization and sensitivity to hyperparameter tuning. In this paper, we introduce Flux4D, a simple and scalable framework for 4D reconstruction of large-scale dynamic scenes. Flux4D directly predicts 3D Gaussians and their motion dynamics to reconstruct sensor observations in a fully unsupervised manner. By adopting only photometric losses and enforcing an "as static as possible" regularization, Flux4D learns to decompose dynamic elements directly from raw data without requiring pre-trained supervised models or foundational priors simply by training across many scenes. Our approach enables efficient reconstruction of dynamic scenes within seconds, scales effectively to large datasets, and generalizes well to unseen environments, including rare and unknown objects. Experiments on outdoor driving datasets show Flux4D significantly outperforms existing methods in scalability, generalization, and reconstruction quality.

Reinforcement Learning · Deep RL

Shutong Ding, Ke Hu, Shan Zhong, Haoyang Luo, Weinan Zhang, Jingya Wang, Jun Wang, Ye Shi

Recent advances in reinforcement learning (RL) have demonstrated the powerful exploration capabilities and multimodality of generative diffusion-based policies. While substantial progress has been made in offline RL and off-policy RL settings, integrating diffusion policies into on-policy frameworks like PPO remains underexplored. This gap is particularly significant given the widespread use of large-scale parallel GPU-accelerated simulators, such as IsaacLab, which are optimized for on-policy RL algorithms and enable rapid training of complex robotic tasks. A key challenge lies in computing state-action log-likelihoods under diffusion policies, which is straightforward for Gaussian policies but intractable for flow-based models due to irreversible forward-reverse processes and discretization errors (e.g., Euler-Maruyama approximations). To bridge this gap, we propose GenPO, a generative policy optimization framework that leverages exact diffusion inversion to construct invertible action mappings. GenPO introduces a novel doubled dummy action mechanism that enables invertibility via alternating updates, resolving log-likelihood computation barriers. Furthermore, we also use the action log-likelihood for unbiased entropy and KL divergence estimation, enabling KL-adaptive learning rates and entropy regularization in on-policy updates. Extensive experiments on eight IsaacLab benchmarks, including legged locomotion (Ant, Humanoid, Anymal-D, Unitree H1, Go2), dexterous manipulation (Shadow Hand), aerial control (Quadcopter), and robotic arm tasks (Franka), demonstrate GenPO’s superiority over existing RL baselines. Notably, GenPO is the first method to successfully integrate diffusion policies into on-policy RL, unlocking their potential for large-scale parallelized training and real-world robotic deployment.

Applications · Robotics

Hyeonseong Jeon, Ainaz Eftekhar, Aaron Walsman, Kuo-Hao Zeng, Ali Farhadi, Ranjay Krishna

We introduce LOKI, a compute-efficient framework for co-designing morphologies and control policies that generalize across unseen tasks. Inspired by biological adaptation—where animals quickly adjust to morphological changes—our method overcomes the inefficiencies of traditional evolutionary and quality-diversity algorithms. We propose learning convergent functions: shared control policies trained across clusters of morphologically similar designs in a learned latent space, drastically reducing the training cost per design. Simultaneously, we promote divergent forms by replacing mutation with dynamic local search, enabling broader exploration and preventing premature convergence. The policy reuse allows us to explore $\sim780\times$ more designs using 78\% fewer simulation steps and 40\% less compute per design. Local competition paired with a broader search results in a diverse set of high-performing final morphologies. Using the UNIMAL design space and a flat-terrain locomotion task, LOKI discovers a rich variety of designs—ranging from quadrupeds to crabs, bipedals, and spinners—far more diverse than those produced by prior work. These morphologies also transfer better to unseen downstream tasks in agility, stability, and manipulation domains (e.g. $2 \times$ higher reward on bump and push box incline tasks). Overall, our approach produces designs that are both diverse and adaptable, with substantially greater sample efficiency than existing co-design methods.

Reinforcement Learning · Multi-agent

Rakshit Trivedi, Kartik Sharma, David Parkes

Effective human-AI coordination requires artificial agents capable of exhibiting and responding to human-like behaviors while adapting to changing contexts. Imitation learning has emerged as one of the prominent approaches to build such agents by training them to mimic human-demonstrated behaviors. However, current methods struggle to capture the inherent diversity and non-Markovian nature of human behavior and lack the ability to steer behavior at inference time. Drawing inspiration from the theory of human cognitive processes, where inner speech guides action selection before execution, we propose MIMIC (Modeling Inner Motivations for Imitation and Control), a framework that uses language as an internal representation of behavioral intent. MIMIC employs the novel use of vision-language models as linguistic scaffolding to train a conditional variational autoencoder capable of generating inner speech from observations. A diffusion-based behavior cloning policy then selects actions conditioned on current observations and the generated inner speech. MIMIC enables fine-grained steering of behavior at inference time by conditioning the agent on behavior-specific speech. Experiments across robotic manipulation tasks and human-AI collaboration games demonstrate that MIMIC significantly enhances both behavior diversity and fidelity to human demonstrations while enabling nuanced behavioral steering without training on additional demonstrations.

Computer Vision · 3D Rendering & Reconstruction

Andrea Dunn Beltran, Daniel Rho, Marc Niethammer, Roni Sengupta

Simultaneous Localization and Mapping (SLAM) systems typically assume static, distant illumination; however, many real-world scenarios, such as endoscopy, subterranean robotics, and search & rescue in collapsed environments, require agents to operate with a co-located light and camera in the absence of external lighting. In such cases, dynamic near-field lighting introduces strong, view-dependent shading that significantly degrades SLAM performance. We introduce Near-Field Lighting Bundle Adjustment Loss (NFL-BA) which explicitly models near-field lighting as a part of Bundle Adjustment loss and enables better performance for scenes captured with dynamic lighting. NFL-BA can be integrated into neural rendering-based SLAM systems with implicit or explicit scene representations. Our evaluations mainly focus on endoscopy procedure where SLAM can enable autonomous navigation, guidance to unsurveyed regions, blindspot detections, and 3D visualizations, which can significantly improve patient outcomes and endoscopy experience for both physicians and patients. Replacing Photometric Bundle Adjustment loss of SLAM systems with NFL-BA leads to significant improvement in camera tracking, 37% for MonoGS and 14% for EndoGSLAM, and leads to state-of-the-art camera tracking and mapping performance on the C3VD colonoscopy dataset. Further evaluation on indoor scenes captured with phone camera with flashlight turned on, also demonstrate significant improvement in SLAM performance due to NFL-BA.

Computer Vision · Vision Models & Multimodal

Jitesh Jain, Zhengyuan Yang, Humphrey Shi, Jianfeng Gao, Jianwei Yang

In recent times, the standard practice for developing MLLMs is to feed features from vision encoder(s) into the LLM and train with natural language supervision. This approach often causes models to lean towards language comprehension and undermine the rich visual perception signals present in the data, which are critical for tasks involving spatial reasoning in the domain of embodied AI and robotics. Is it possible to optimize both at the same time? In this work, we propose VisPer-LM, the first approach that infuses visual perception knowledge from expert vision encoders into the LLM's (of an MLLM) hidden representations. We start by investigating MLLMs trained solely with natural language supervision and identify a positive correlation between the quality of visual representations within these models and their downstream performance. Given this insight, we formulate the objective during the pretraining stage in MLLMs as a coupled optimization of predictive visual embedding and next (text) token prediction. Moreover, through extensive probing, we observe improved visual representation quality due to embedding optimization, underscoring the effectiveness of our probing setup. We demonstrate that our VisPer-LM outperforms the single and multi-encoder baselines, proving our approach's superiority over explicitly feeding the corresponding features to the LLM. In particular, VisPer-LM boosts performance by an average margin of up to 2.5% on various benchmarks, with a notable improvement of 8.7% on the Depth task in CV-Bench.

Deep Learning · Generative Models and Autoencoders

Weijie Zhou, Xuantang Xiong, Yi Peng, Manli Tao, Chaoyang Zhao, Honghui Dong, Ming Tang, Jinqiao Wang

Visual reasoning in multimodal large language models (MLLMs) has primarily been studied in passive, static settings, limiting their effectiveness in real-world physical environments where an embodied agent must contend with incomplete information due to occlusion or a limited field of view. Humans, in contrast, leverage their embodiment to actively explore and interact with their environment—moving, examining, and manipulating objects—to gather information through a closed-loop process integrating perception, reasoning, and action. Inspired by this capability, we introduce the Active Visual Reasoning (AVR) task, extending visual reasoning to a paradigm of embodied interaction in partially observable environments. AVR necessitates embodied agents to: (1) actively acquire information via sequential physical actions, (2) integrate observations across multiple steps for coherent reasoning, and (3) dynamically adjust decisions based on evolving visual feedback. To rigorously evaluate AVR, we introduce CLEVR-AVR, a simulation benchmark featuring multi-round interactive environments designed to assess both reasoning correctness and information-gathering efficiency. We present AVR-152k, a large-scale dataset that offers rich Chain-of-Thought (CoT) annotations detailing iterative reasoning for uncertainty identification, action-conditioned information gain prediction, and information-maximizing action selection, crucial for training agents in a higher-order Markov Decision Process. Building on this, we develop PhysVLM-AVR, an embodied MLLM achieving state-of-the-art performance on CLEVR-AVR, embodied reasoning (OpenEQA, RoboVQA), and passive visual reasoning (GeoMath, Geometry30K). Our analysis also reveals that current embodied MLLMs, despite detecting information incompleteness, struggle to actively acquire and integrate new information through interaction, highlighting a fundamental gap in active reasoning capabilities.

Applications · Robotics

Tonghe Zhang, Chao Yu, Sichang Su, Yu Wang

We propose ReinFlow, a simple yet effective online reinforcement learning (RL) framework that fine-tunes a family of flow matching policies for continuous robotic control. Derived from rigorous RL theory, ReinFlow injects learnable noise into a flow policy’s deterministic path, converting the flow into a discrete-time Markov Process for exact and straightforward likelihood computation. This conversion facilitates exploration and ensures training stability, enabling ReinFlow to fine-tune diverse flow model variants stably, including Rectified Flow [34] and Shortcut Models [18], particularly at very few or even one denoising step. We benchmark ReinFlow in representative locomotion and manipulation tasks, including long- horizon planning with visual input and sparse reward. The episode reward of Rectified Flow policies obtained an average net growth of 135.36% after fine-tuning in challenging legged locomotion tasks while saving denoising steps and 82.63% of wall time compared to state-of-the-art diffusion RL fine-tuning method DPPO [42]. The success rate of the Shortcut Model policies in state and visual manipulation tasks achieved an average net increase of 40.34% after fine-tuning with ReinFlow at four or even one denoising step, whose performance is comparable to fine-tuned DDIM policies while saving computation time for an average of 23.20% . Code, model, and checkpoints available on the project website: https://reinflow.github.io/

Applications

Hao Gao, Shaoyu Chen, Bo Jiang, Bencheng Liao, Yiang Shi, Xiaoyang Guo, Yuechuan Pu, haoran yin, Xiangyu Li, xinbang zhang 等

Existing end-to-end autonomous driving (AD) algorithms typically follow the Imitation Learning (IL) paradigm, which faces challenges such as causal confusion and an open-loop gap. In this work, we propose RAD, a 3DGS-based closed-loop Reinforcement Learning (RL) framework for end-to-end Autonomous Driving. By leveraging 3DGS techniques, we construct a photorealistic digital replica of the real physical world, enabling the AD policy to extensively explore the state space and learn to handle out-of-distribution scenarios through large-scale trial and error. To enhance safety, we design specialized rewards to guide the policy in effectively responding to safety-critical events and understanding real-world causal relationships. To better align with human driving behavior, we incorporate IL into RL training as a regularization term. We introduce a closed-loop evaluation benchmark consisting of diverse, previously unseen 3DGS environments. Compared to IL-based methods, RAD achieves stronger performance in most closed-loop metrics, particularly exhibiting a 3× lower collision rate. Abundant closed-loop results are presented in the supplementary material. Code is available at https://github.com/hustvl/RAD for facilitating future research.

Theory · Reinforcement Learning and Planning

Zijun Chen, Shengbo Wang, Nian Si

Motivated by practical applications where stable long-term performance is critical—such as robotics, operations research, and healthcare—we study the problem of distributionally robust (DR) average-reward reinforcement learning. We propose two algorithms that achieve near-optimal sample complexity. The first reduces the problem to a DR discounted Markov decision process (MDP), while the second, Anchored DR Average-Reward MDP, introduces an anchoring state to stabilize the controlled transition kernels within the uncertainty set. Assuming the nominal MDP is uniformly ergodic, we prove that both algorithms attain a sample complexity of $\widetilde{O}\left(|\mathbf{S}||\mathbf{A}| t_{\mathrm{mix}}^2\varepsilon^{-2}\right)$ for estimating the optimal policy as well as the robust average reward under KL and $f_k$-divergence-based uncertainty sets, provided the uncertainty radius is sufficiently small. Here, $\varepsilon$ is the target accuracy, $|\mathbf{S}|$ and $|\mathbf{A}|$ denote the sizes of the state and action spaces, and $t_{\mathrm{mix}}$ is the mixing time of the nominal MDP. This represents the first finite-sample convergence guarantee for DR average-reward reinforcement learning. We further validate the convergence rates of our algorithms through numerical experiments.

General Machine Learning · Representation Learning

Cheng Zheng, William Koch, Baiang Li, Felix Heide

Hierarchical structures of motion exist across research fields, including computer vision, graphics, and robotics, where complex dynamics typically arise from coordinated interactions among simpler motion components. Existing methods to model such dynamics typically rely on manually-defined or heuristic hierarchies with fixed motion primitives, limiting their generalizability across different tasks. In this work, we propose a general hierarchical motion modeling method that learns structured, interpretable motion relationships directly from data. Our method represents observed motions using graph-based hierarchies, explicitly decomposing global absolute motions into parent-inherited patterns and local motion residuals. We formulate hierarchy inference as a differentiable graph learning problem, where vertices represent elemental motions and directed edges capture learned parent-child dependencies through graph neural networks. We evaluate our hierarchical reconstruction approach on three examples: 1D translational motion, 2D rotational motion, and dynamic 3D scene deformation via Gaussian splatting. Experimental results show that our method reconstructs the intrinsic motion hierarchy in 1D and 2D cases, and produces more realistic and interpretable deformations compared to the baseline on dynamic 3D Gaussian splatting scenes. By providing an adaptable, data-driven hierarchical modeling paradigm, our method offers a formulation applicable to a broad range of motion-centric tasks.

Computer Vision · Image and Video Generation

Young-Jae Park, Minseok Seo, Hae-Gon Jeon

Accurate video forecasting enables autonomous vehicles to anticipate hazards, robotics and surveillance systems to predict human intent, and environmental models to issue timely warnings for extreme weather events. However, existing methods remain limited: transformers rely on global attention with quadratic complexity, making them impractical for high-resolution, long-horizon video prediction, while convolutional and recurrent networks suffer from short-range receptive fields and vanishing gradients, losing key information over extended sequences. To overcome these challenges, we introduce VideoTitans, the first architecture to adapt the gradient-driven Titans memory—originally designed for language modelling to video prediction. VideoTitans integrates three core ideas: (i) a sliding-window attention core that scales linearly with sequence length and spatial resolution, (ii) an episodic memory that dynamically retains only informative tokens based on a gradient-based surprise signal, and (iii) a small set of persistent tokens encoding task-specific priors that stabilize training and enhance generalization. Extensive experiments on Moving-MNIST, Human3.6M, TrafficBJ and WeatherBench benchmarks show that VideoTitans consistently reduces computation (FLOPs) and achieves competitive visual fidelity compared to state-of-the-art recurrent, convolutional, and efficient-transformer methods. Comprehensive ablations confirm that each proposed component contributes significantly.

Applications

Zibo Zhou, Yue Hu, Lingkai Zhang, Zonglin Li, Siheng Chen

Zero-shot object navigation (ZSON) allows robots to find target objects in unfamiliar environments using natural language instructions, without relying on pre-built maps or task-specific training. Recent general-purpose models, such as large language models (LLMs) and vision-language models (VLMs), equip agents with semantic reasoning abilities to estimate target object locations in a zero-shot manner. However, these models often greedily select the next goal without maintaining a global understanding of the environment and are fundamentally limited in the spatial reasoning necessary for effective navigation. To overcome these limitations, we propose a novel 3D voxel-based belief map that estimates the target’s prior presence distribution within a voxelized 3D space. This approach enables agents to integrate semantic priors from LLMs and visual embeddings with hierarchical spatial structure, alongside real-time observations, to build a comprehensive 3D global posterior belief of the target’s location. Building on this 3D voxel map, we introduce BeliefMapNav, an efficient navigation system with two key advantages: i) grounding LLM semantic reasoning within the 3D hierarchical semantics voxel space for precise target position estimation, and ii) integrating sequential path planning to enable efficient global navigation decisions. Experiments on HM3D and HSSD benchmarks show that BeliefMapNav achieves state-of-the-art (SOTA) Success Rate (SR) and Success weighted by Path Length (SPL), with a notable 9.7 SPL improvement over the previous best SR method, validating its effectiveness and efficiency.

Theory · Game Theory

Ioannis Anagnostides, Ioannis Panageas, Tuomas Sandholm, Jingming Yan

We consider the problem of computing stationary points in min-max optimization, with a focus on the special case of Nash equilibria in (two-)team zero-sum games. We first show that computing $\epsilon$-Nash equilibria in $3$-player $\text{\emph{adversarial}}$ team games---wherein a team of $2$ players competes against a $\text{\emph{single}}$ adversary---is $\textsf{CLS}$-complete, resolving the complexity of Nash equilibria in such settings. Our proof proceeds by reducing from $\text{\emph{symmetric}}$ $\epsilon$-Nash equilibria in $\text{\emph{symmetric}}$, identical-payoff, two-player games, by suitably leveraging the adversarial player so as to enforce symmetry---without disturbing the structure of the game. In particular, the class of instances we construct comprises solely polymatrix games, thereby also settling a question left open by Hollender, Maystre, and Nagarajan (2024). Moreover, we establish that computing $\text{\emph{symmetric}}$ (first-order) equilibria in $\text{\emph{symmetric}}$ min-max optimization is $\textsf{PPAD}$-complete, even for quadratic functions. Building on this reduction, we show that computing symmetric $\epsilon$-Nash equilibria in symmetric, $6$-player ($3$ vs. $3$) team zero-sum games is also $\textsf{PPAD}$-complete, even for $\epsilon = \text{poly}(1/n)$. As a corollary, this precludes the existence of symmetric dynamics---which includes many of the algorithms considered in the literature---converging to stationary points. Finally, we prove that computing a $\text{\emph{non-symmetric}}$ $\text{poly}(1/n)$-equilibrium in symmetric min-max optimization is $\textsf{FNP}$-hard.

Applications · Robotics

Ruiqi Wang, Dezhong Zhao, Ziqin Yuan, Tianyu Shao, Guohua Chen, Dominic Kao, Sungeun Hong, Byung-Cheol Min

Preference-based reinforcement learning (PbRL) has emerged as a promising paradigm for teaching robots complex behaviors without reward engineering. However, its effectiveness is often limited by two critical challenges: the reliance on extensive human input and the inherent difficulties in resolving query ambiguity and credit assignment during reward learning. In this paper, we introduce PRIMT, a PbRL framework designed to overcome these challenges by leveraging foundation models (FMs) for multimodal synthetic feedback and trajectory synthesis. Unlike prior approaches that rely on single-modality FM evaluations, PRIMT employs a hierarchical neuro-symbolic fusion strategy, integrating the complementary strengths of vision-language models (VLMs) and large language models (LLMs) in evaluating robot behaviors for more reliable and comprehensive feedback. PRIMT also incorporates foresight trajectory generation to warm-start the trajectory buffer with bootstrapped samples, reducing early-stage query ambiguity, and hindsight trajectory augmentation for counterfactual reasoning with a causal auxiliary loss to improve credit assignment. We evaluate PRIMT on 2 locomotion and 6 manipulation tasks on various benchmarks, demonstrating superior performance over FM-based and scripted baselines. Website at https://primt25.github.io/.

Applications · Robotics

Haoxiang You, Yilang Liu, Ian Abraham

In this work, we propose a computationally efficient algorithm for visual policy learning that leverages differentiable simulation and first-order analytical policy gradients. Our approach decouple the rendering process from the computation graph, enabling seamless integration with existing differentiable simulation ecosystems without the need for specialized differentiable rendering software. This decoupling not only reduces computational and memory overhead but also effectively attenuates the policy gradient norm, leading to more stable and smoother optimization. We evaluate our method on standard visual control benchmarks using modern GPU-accelerated simulation. Experiments show that our approach significantly reduces wall-clock training time and consistently outperforms all baseline methods in terms of final returns. Notably, on complex tasks such as humanoid locomotion, our method achieves a $4\times$ improvement in final return, and successfully learns a humanoid running policy within 4 hours on a single GPU. Videos and code are available on https://haoxiangyou.github.io/Dva_website

Applications · Robotics

Hao Chen, Jiaming Liu, Chenyang Gu, Zhuoyang Liu, Renrui Zhang, Xiaoqi Li, Xiao He, Yandong Guo, Chi-Wing Fu, Shanghang Zhang 等

Generalized policy and execution efficiency constitute the two critical challenges in robotic manipulation. While recent foundation policies benefit from the common-sense reasoning capabilities of internet-scale pretrained vision-language models (VLMs), they often suffer from low execution frequency. To mitigate this dilemma, dual-system approaches have been proposed to leverage a VLM-based System 2 module for handling high-level decision-making, and a separate System 1 action module for ensuring real-time control. However, existing designs maintain both systems as separate models, limiting System 1 from fully leveraging the rich pretrained knowledge from the VLM-based System 2. In this work, we propose Fast-in-Slow (FiS), a unified dual-system vision-language-action (VLA) model that embeds the System 1 execution module within the VLM-based System 2 by partially sharing parameters. This innovative paradigm not only enables high-frequency execution in System 1, but also facilitates coordination between multimodal reasoning and execution components within a single foundation model of System 2. Given their fundamentally distinct roles within FiS-VLA, we design the two systems to incorporate heterogeneous modality inputs alongside asynchronous operating frequencies, enabling both fast and precise manipulation. To enable coordination between the two systems, a dual-aware co-training strategy is proposed that equips System 1 with action generation capabilities while preserving System 2’s contextual understanding to provide stable latent conditions for System 1. For evaluation, FiS-VLA outperforms previous state-of-the-art methods by 8% in simulation and 11% in real-world tasks in terms of average success rate, while achieving a 117.7 Hz control frequency with action chunk set to eight. Project web page: https://fast-in-slow.github.io.

General Machine Learning · Everything Else

Song Lai, Changyi Ma, Fei Zhu, Zhe Zhao, Xi Lin, GAOFENG MENG, Qingfu Zhang

Online Continual Learning (OCL) requires models to learn sequentially from data streams with limited memory. Rehearsal-based methods, particularly Experience Replay (ER), are commonly used in OCL scenarios. This paper revisits ER through the lens of $\epsilon$-constraint optimization, revealing that ER implicitly employs a soft constraint on past task performance, with its weighting parameter post-hoc defining a slack variable. While effective, ER's implicit and fixed slack strategy has limitations: it can inadvertently lead to updates that negatively impact generalization, and its fixed trade-off between plasticity and stability may not optimally balance current streaming with memory retention, potentially overfitting to the memory buffer. To address these shortcomings, we propose the \textbf{G}radient-Guided \textbf{E}psilon \textbf{C}onstraint (\textbf{GEC}) method for online continual learning. GEC explicitly formulates the OCL update as an $\epsilon$-constraint optimization problem, which minimize the loss on the current task data and transform the stability objective as constraints and propose a gradient-guided method to dynamically adjusts the update direction based on whether the performance on memory samples violates a predefined slack tolerance $\bar{\varepsilon}$: if forgetting exceeds this tolerance, GEC prioritizes constraint satisfaction; otherwise, it focuses on the current task while controlling the rate of increase in memory loss. Empirical evaluations on standard OCL benchmarks demonstrate GEC's ability to achieve a superior trade-off, leading to improved overall performance.

Applications · Robotics

Zhizhen Zhang, Lei Zhu, Zhen Fang, Zi Huang, Yadan Luo

Pre-training vision-language representations on human action videos has emerged as a promising approach to reduce reliance on large-scale expert demonstrations for training embodied agents. However, prior methods often employ time con- trastive learning based on goal-reaching heuristics, progressively aligning language instructions from the initial to the final frame. This overemphasis on future frames can result in erroneous vision-language associations, as actions may terminate early or include irrelevant moments in the end. To address this issue, we propose Action Temporal Coherence Learning (AcTOL) to learn ordered and continuous vision-language representations without rigid goal-based constraint. AcTOL treats a video as a continuous trajectory where it (1) contrasts semantic differences be- tween frames to reflect their natural ordering, and (2) imposes a local Brownian bridge constraint to ensure smooth transitions across intermediate frames. Exten- sive imitation learning experiments on both simulated and real robots show that the pretrained features significantly enhance downstream manipulation tasks with high robustness to different linguistic styles of instructions, offering a viable pathway toward generalized embodied agents. Our project page is at https://actol-pretrain.github.io/.

Applications · Robotics

Yifei Su, Ning Liu, Dong Chen, Zhen Zhao, Kun Wu, Meng Li, Zhiyuan Xu, Zhengping Che, Jian Tang

Generative modeling-based visuomotor policies have been widely adopted in robotic manipulation, attributed to their ability to model multimodal action distributions. However, the high inference cost of multi-step sampling limits its applicability in real-time robotic systems. Existing approaches accelerate sampling in generative modeling-based visuomotor policies by adapting techniques originally developed to speed up image generation. However, a major distinction exists: image generation typically produces independent samples without temporal dependencies, while robotic manipulation requires generating action trajectories with continuity and temporal coherence. To this end, we propose FreqPolicy, a novel approach that first imposes frequency consistency constraints on flow-based visuomotor policies. Our work enables the action model to capture temporal structure effectively while supporting efficient, high-quality one-step action generation. Concretely, we introduce a frequency consistency constraint objective that enforces alignment of frequency-domain action features across different timesteps along the flow, thereby promoting convergence of one-step action generation toward the target distribution. In addition, we design an adaptive consistency loss to capture structural temporal variations inherent in robotic manipulation tasks. We assess FreqPolicy on $53$ tasks across $3$ simulation benchmarks, proving its superiority over existing one-step action generators. We further integrate FreqPolicy into the vision-language-action (VLA) model and achieve acceleration without performance degradation on $40$ tasks of Libero. Besides, we show efficiency and effectiveness in real-world robotic scenarios with an inference frequency of $93.5$ Hz.