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Robótica

452documentos

33últimos 7 días

arXiv AI Papers

CausalWAM: Learning the Causes of Actions in World Action Models

World action models (WAMs) learn latent variables from observations and use these to both predict the evolution of the scene and to generate actions. The prediction has to be of the whole scene, whereas only a portion of the scene causes actions. WAMs fitted to demonstrations do not, in general, guarantee that they will generate actions solely from the latent causes of the demonstrated actions (the action-relevant latent variables), as the model could just as well learn to imitate in this way whilst entangling the action-relevant latent variables with the nuisance variables. We therefore separate out what causes action from what prediction depends on. We prove that under a sparsity constraint the latent variables used to generate actions are an invertible function of the action-relevant latent variables alone and the true structure is identified up to a permutation of the latent variables. This requires neither sufficient temporal dependence nor any assumptions on how the unobserved regimes evolve and holds even when the action-relevant latent variables are statistically dependent on the rest. We therefore propose CWAM (Causal WAM), which incorporates the constraint into a pretrained WAM by adding a sparse routing path to its action head, with the world modeling objective remaining unchanged. Experiments on both synthetic data and real-world robots validate the theory as well as showcase the improved efficiency in closed-loop success.

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arXiv AI Papers

ROSTrans: Empirically Benchmarking LLMs for ROS1-to-ROS2 Migration

Although large language models have shown strong capabilities in domain-specific code generation, their performance in robotics software development, especially for the Robot Operating System (ROS), remains largely unexplored. ROS code generation presents distinctive challenges, including complex inter-node coordination, middleware configuration, and lifecycle semantics that go far beyond standard coding benchmarks, and many important correctness properties become observable only once migrated nodes are launched and communicate. We present ROSTrans, a benchmark for evaluating LLMs on ROS1-to-ROS2 code migration, a representative and practically important setting for ROS code generation. ROSTrans comprises 108 scaffolded completion tasks drawn from a diverse set of 70+ open-source ROS1 repositories and organized into a hierarchical taxonomy assessing interface-level, behavioral-level and system-level correctness. For every task we establish an executable reference: a verified ROS2 implementation, a runtime test suite that launches the nodes and exercises their topics, services, actions and parameters, and a container ensuring reproducibility. Candidates are scored by injecting only their target files into an otherwise fixed copy of the reference package, so a candidate can neither supply nor weaken the tests it is judged by. Evaluating six frontier LLMs over five stochastic generations per task, we find pass@1 below 10.9%, and that 56.5% of all samples build successfully and then fail at runtime,and 32.0% fail runtime assertions on the migrated interfaces, a class of error no compile-only oracle can detect. Execution-guided repair further improves task success, reaching 49.1% and 47.2% for Claude Opus 4.6 and GPT-5.5 after three rounds, respectively.

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arXiv AI Papers

Gym-Anything for Robotics: Scaling physical simulations with digital agents

Realistic, fast robotics simulations could enable large-scale training of embodied AI models that transfer to the real world. However, despite decades of progress, available simulations cover only a narrow range of real-world tasks and physical phenomena. The core bottleneck is that creating better simulations requires significant expert effort and therefore does not scale. To address this, we introduce Gym-Anything for Robotics, a framework in which coding agents create realistic robotics simulations. Our core insight is that simulation creation is a coding agent task, so improvements in coding agents translate directly into richer and more faithful simulations. We select simulations based on U.S. GDP data to cover economically valuable physical work, define what makes a good simulation and a good task, and develop an adversarial creation-audit loop that checks each simulation and task against these definitions. Using this pipeline, we build RoboWorld, a set of 25 simulations with 25 test and 175 training RL environments of varying difficulty. Even the best frontier models fail on every RoboWorld test task, achieving an average reward of only 0.06. Building on RoboWorld, we introduce several new ways for frontier models to improve, including in-context learning across repeated attempts, a privileged teacher that reads the simulator state and teaches a student in context, self-assisted learning from the model's own privileged experience, and code policies that generate demonstrations across varied scenes to train vision-language-action models (VLAs) such as π_{0.5}. Each of these substantially improves performance. We release our pipeline, RL environments, and benchmark to facilitate future research. Code and data are available at https://gym-anything.github.io/robotics

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arXiv AI Papers

BURGER: Benchmarking and Understanding Robotic Generalization via Embodied Drawing

How effectively can vision-language-action (VLA) models learn diverse language-conditioned behaviors as training data scales? Investigating this question requires large and varied robot datasets, whose collection on physical robots remains costly. We introduce BURGER, a language-conditioned robotic drawing benchmark with a scalable, prompt-driven pipeline for generating continuous drawing trajectories, both in simulation and the real world. In BURGER, an agent starts from the same blank canvas and controls a robot arm to draw the object or spatial composition specified by language, while each instruction allows an open-ended variety of valid drawings and stroke orders. Using 28,200 simulated demonstrations spanning 282 drawing tasks, we evaluate five representative VLA models across data scales, language grounding, and multimodal behavior. BURGER supports fine-grained analysis of language grounding, spatial composition, and action generation, revealing distinct failure patterns across VLA models. Our experiments suggest that some VLA models can benefit from greater task diversity and demonstration scale, capture multimodal drawing behaviors, and generalize to unseen compositions of familiar objects. Finally, we deploy a trained policy on a Franka Panda arm, demonstrating the ability to draw reactively under human intervention. Project homepage and code can be found at https://siyingzhao.github.io/BURGER/.

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arXiv AI Papers

Cheap Retrieval and Observation Credit Assignment from One Quantity: The Value of Information

Memory in reinforcement learning raises two problems. Attention finds the relevant item by scoring the whole store, which is costly for robots under latency and energy limits. When a retrieved memory pays off, credit for acquiring it must cross the whole sequence. We argue that both are governed by one quantity, the value of information, and propose to estimate it from archived rollouts with a learned world model. We obtain that, when read at the observation, it yields a provable lower bound on the optimal value of the acquiring action, which floors its TD target and attributes this floor to the observation that earned it. Read at the decision, it defines the optimal retrieval set. A pilot retrieval system, to be trained and improved with this signal, solves a memory task with reduced context.

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arXiv AI Papers

LiDAR-SHIELD: A Fully Dockerized Adversarial Robustness Assessment Framework for LiDAR-Based 3D Perception Models

LiDAR-based 3D perception underpins autonomous driving and robotics, yet deploying these models safely requires stress-testing them against adversarial inputs before real-world use. Although state-of-the-art adversarial attacks exist, their implementations are often fragmented across individual repositories, each tied to a specific architecture or task and requiring manual environment reconstruction and model-specific integration code. We present LIDARSHIELD, a unified and fully Dockerized framework that reverses this workflow: rather than installing the target model inside the toolkit, LIDARSHIELD exposes any model through three lightweight HTTP endpoints, namely /info, /forward, and /gradient As a result, connecting a new model or dataset requires only a single loader function or adapter. The framework supports both 3D semantic segmentation and 3D object detection through the same engine-service protocol, integrating a task-aware suite of state-of-the-art attacks, including PGD and Square Attack for segmentation, and point perturbation, point removal, point injection, and LiDAttack for detection. This enables systematic exposure of corner cases and vulnerabilities across heterogeneous LiDAR backbones. The LiDAR-Shield codebase is publicly available at https://github.com/alexandrosgk/LiDAR-shield.

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arXiv AI Papers

AegisFlow: Training-Free Non-Myopic Path-Safe Guided Flow Matching

Pretrained generative models, such as diffusion and flow matching models, have demonstrated exceptional capabilities in synthesizing high-quality data. However, steering their generative trajectories to satisfy strict constraints--such as identity preservation in image editing or obstacle avoidance in robotics--remains fundamentally challenging. While recent training-free guidance methods enforce path-safety, they rely heavily on min-norm controllers that only account for immediate constraint satisfaction. These myopic approaches often yield suboptimal trajectories that hover dangerously close to the boundary, severely restricting the model's ability to optimize toward its target. In this paper, we propose AegisFlow, a training-free, non-myopic path-safe guidance framework that recasts guided generation as a safety-critical optimal control problem with global scope. By integrating a time-varying barrier function directly into the global cost functional, AegisFlow naturally enforces constraints along the entire generative path. To compute the global optimal control, we derive a tractable, mathematically grounded approximation of the Hamilton-Jacobi-Bellman (HJB) equation. Comprehensive experiments demonstrate that AegisFlow outperforms state-of-the-art methods across text-guided image manipulation and robotic planning, establishing a significantly better trade-off between target alignment and constraint satisfaction. Code is available at https://github.com/LiuKunpeng03/AegisFlow.

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arXiv AI Papers

CuraEval: Evaluating Demonstration Curation on Mixed-Skill Robot Data

Robot imitation learning uses demonstrations from operators of varying skill, but selecting training data remains challenging. Existing methods score demonstrations using smoothness, diversity, or estimated influence on policy performance, but differences in selection and evaluation protocols make it difficult to determine whether they outperform simple baselines. We introduce CuraEval, a framework combining mathematical analysis of demonstration scores with controlled comparisons against fixed size-matched random subsets and full-data training on mixed-skill robomimic data using Diffusion Policy and BC-RNN. We show that the evaluated PSD score depends only on episode length and squared position magnitudes, and produces nearly the same ranking as episode length on square (ρ=0.999). With Diffusion Policy, selecting the shortest 50\% of demonstrations improves square success from 70.7\% under random selection to 76.5\%. Compared with random selection, our adapted geometric-entropy LOO selector reduces success at 25\% retention from 94.7\% to 74.0\% on can and achieves 41.7\% on square, below the mean success rates of all three independently sampled random subsets (59.8--62.5\%). On the same 3 square Diffusion Policy training seeds, length-based selection at 75\% retention improves success over full-data training from 76.7\% to 86.7\% under the original protocol, but lowers it from 80.5\% to 79.5\% after checkpoint reporting, rollout count, and evaluation seed change jointly. No evaluated curated condition significantly outperforms full-data training after Holm correction, although confidence intervals still permit useful gains. Code is available at https://github.com/jiuyixu25/CuraEval.

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arXiv AI Papers

Embodied at Sea: Imitation Learning for Multi-Task Underwater Manipulation

Behavior Cloning has demonstrated promising generalization capabilities for robotic manipulation in terrestrial environments. However, marine visual distortions and dynamic currents create a severe domain shift that remains a key bottleneck in adapting generalist architectures to underwater field manipulation. To address this, 1616 episodes of underwater manipulation data were collected in calm and turbulent waters and were used to train 14 generalist Vision-Language-Action (VLA) models (DynamicVLA) with varying proprioception observation configurations. Across three tasks on 1260 gradable on-hardware rollouts in a pool, 10 models outperformed the baseline, with the highest-performing model achieving a 93.3% overall success rate, including partial successes. Results are also introduced from a case study evaluating the performance of a single-task Action Chunking Transformer (ACT) and a generalist VLA (SmolVLA) policy for two tasks in marine archaeology and conservation: grasping and mooring. Experiments are performed on an ROV on and around the WWII wreck Coralita X127 and at Manoel Island Marina, Malta. Across 748 collected episodes and 508 gradable on-hardware rollouts, the ACT policy substantially outperformed SmolVLA (47.9% vs. 7.9% pooled success rate), earning a 66.7% success rate on the most successful task at the marine archaeological site. To enable further contributions to embodied intelligence in marine field robotics, the BLUEMBODIED KIT used to collect data, train models, and deploy policies on the ROV has been open sourced.

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arXiv AI Papers

ThinkWorld: World Imagination Reinforces Chain-of-Dynamics Reasoning

Vision-Language-Action (VLA) models have made substantial progress in robotic manipulation, but their generalization remains constrained by the diversity and coverage of action-labeled robot demonstrations. Human videos provide much broader behavioral and environmental experience, while learning from them faces a fundamental trade-off between scalable data and explicit action grounding. We introduce ThinkWorld, a VLA learning framework that grounds action reasoning in world dynamics and strengthens it through reinforcement learning with world imagination. ThinkWorld represents each action thought as a Chain-of-Dynamics (CoD), a sequence of discrete motion tokens that captures the intermediate dynamics connecting the current world to a future state and serves as a common action representation across embodiments. We first initialize CoD with action-labeled demonstrations, then predict the future induced by each CoD and reinforce those whose predictions better match the observed outcome. This enables videos without action annotations to provide direct supervision from observed state transitions, allowing human and robot experience to refine the same reasoning space. Experiments in simulation and on real robots demonstrate effective human-to-robot transfer and strong generalization to unseen tasks and environments.

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arXiv AI Papers

Pushing Dexterity and Safety for In-Hand Object Pose Reaching That Works Remarkably Well

Dexterous manipulation with multi-fingered hands is the next frontier of robotics, yet learned hand skills remain limited to simple grasps or basic repeated motions, such as rotating an object. As robots attempt more demanding in-hand maneuvers, safety, such as not dropping the object, becomes critical, yet it is rarely measured. We study in-hand object pose reaching, a task that demands diverse and difficult grasps: moving an object to almost any position and orientation within reach of the fingers, at any wrist orientation, through long sequences of consecutive goals. We present a recipe for training such policies for a LEAP hand in simulation without human data, built on a range of insights, from diverse resets and goals via generated grasp datasets to an adaptive friction curriculum. With careful system identification, the policies transfer zero-shot to the real hand, using either motion capture or a single wrist-mounted depth camera, and prove remarkably capable and robust. On top of the task policy, we add a learned residual safety filter with adjustable conservativeness, letting us tune the balance between performance and safety and greatly reduce object drops. In 13.3 hours of real-robot evaluation over 4,800 unseen goals across 4 objects and diverse wrist orientations, the state-based policy reaches 95.2% of goals within 2 cm and 0.4 rad, and the filter cuts its drops by 75% while still reaching 91.5% of goals. The policies can also spin a lightbulb held in an arbitrary pose, reach out-of-distribution goals, withstand fast arm motion and perturbations, and, needing only a wrist camera, serve as portable skills such as screwing in a lightbulb. We release the full recipe as a platform for studying performance, reliability, and safety in high-dimensional dexterous systems. Videos and more are available at https://ian-chuang.github.io/dexsafe/.

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arXiv AI Papers

When, Where, and What to Correct: Human-Guided Adaptive Residual Correction for Robot Policies

Imitation policies that reliably execute most of a manipulation trajectory can still fail in localized regions requiring last-mile precision. Updating the full policy or exploring residual actions everywhere treats this local failure as a global learning problem. We introduce Adaptive Residual Correction (ARC), a lightweight post-training module that uses reinforcement learning (RL) to learn a residual correction on top of a frozen policy while using sparse human corrections to structure autonomous exploration. Rather than treating human corrections as imitation targets, ARC uses pre-intervention states to determine 'when' residual control should become active and correction geometry to determine 'where' in residual action space autonomous refinement should explore; task reward determines 'what' residual is ultimately executed. Across three precision-manipulation tasks on a real robot, ARC improves average task success from 33.3% to 75.0%. The human corrections define task-dependent 2-3 dimensional subspaces of the seven-joint residual space that retain 96.0-97.7% of squared correction magnitude. Together, these results show that sparse human corrections can localize and constrain autonomous post-training without requiring the observed correction itself to serve as the final action target.

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arXiv AI Papers

Which Hand Was Late? Diagnosis for Robot Failure Recovery in Bimanual Tool Use

Failure diagnosers for robot manipulation are increasingly vision--language models (VLMs), trained and evaluated on single-arm failures produced by perturbing a successful demonstration. Bimanual tool use adds failures of other kinds: a tool that slips out of its socket while still held, two correct gestures made at different times, and attempts that fail for two reasons at once. On a simulated bimanual tool-use task whose failure causes are read from the recorded trace, we measure what each sensing channel lets a diagnoser tell. The tool's slip is read on the tool hand; which hand was late is read on both arms, while a sensor on one hand reads its own hand's delay and at most part of the other's; and whether a late attempt was also pushed too weakly is not identifiable from passive sensing when the tool hand is late. Within two attempts, a repair policy that escalates when the cause is not identifiable repairs as many failures as one told the true cause. A VLM's internal state carries the late hand almost perfectly, along a direction no closer to the one its answer reads than a random one; whether the answer reports it depends on the wording of the question.

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arXiv AI Papers

ActiveAlign: Aligning Egocentric Manipulation via Active Perception

Real-to-Sim-to-Real (Real2Sim2Real) enables structured world representations for planning, interpretability, and safe execution. Most existing approaches rely on passive perception, which creates real2sim gaps due to imperfect observation. Inspired by how humans perceive actively through actions, we propose ActiveAlign, a framework that leverages active perception to align the Real2Sim2Real gap from interactions. ActiveAlign introduces two complementary modules: (i) ActiveAlign-Waving, which performs hand-eye calibration by exploiting active hand motions and differentiable rendering, and (ii) ActiveAlign-Touching, which refines object alignment through tactile feedback to achieve millimeter-level precision. Together, these capabilities enable strong real2sim alignment. We demonstrate that ActiveAlign-Waving can be used to curate simulation environments for open-sourced uncalibrated robot manipulation datasets, and demonstrate on a real Unitree G1 robot that ActiveAlign enables fine manipulation of millimeter-scale objects such as pressing buttons and moving sliders.

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arXiv AI Papers

Evolving Agent Teams

The rapid progress of software engineering agents drives interest in applying them to open-ended problems such as GPU kernel optimization. However, we find that existing coding agents converge to local optima on real-world, expert-written kernels (e.g., FlashInfer). We introduce Evolving Agent Teams, a multi-agent framework that escapes such local optima. It features (1) a central supervisor that diagnoses each local optimum and restructures a team of agents; and (2) a persistent file system that comprises a learning document, an evolution history, and per-team artifacts, grounding restructuring with accumulated experience. Under a matched token budget, Evolving Agent Teams consistently outperforms strong coding-agent baselines. With an extended token budget, Evolving Agent Teams generates a CUDA kernel that reaches 1.2x mean speedup over the production FlashInfer MLA paged decode kernel from scratch and wins on 36 of 47 production workloads from FlashInfer-Bench (0.86-0.99x on the remaining 11). It also demonstrates superior performance on tasks such as KDA prefill on AMD MI350X (3.01x over vLLM) and NVIDIA B200 (3.44x over FlashKDA), MoE expert-offload serving on Apple silicon (30.3 tokens/s decode for Qwen3.8-Flash-Next in MLX 4-bit on a 48 GB M4 Pro), and RoboDojo robot manipulation (62.1 on held-out seeds vs. 55.3 for the best leaderboard entry). Code is available at https://github.com/caoshiyi/EAT.

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arXiv AI Papers

TAPESTRY: A Single Backbone for Video Generation and Robot Control

Pretrained video generation models encode rich priors about physical interactions, but leveraging them for robot control typically requires either resource-intensive video generation at test time or action heads trained from scratch that do not fully utilize the pretrained backbone. We introduce Tokenizing Actions as Video Patches in a Shared Transformer Policy (TAPESTRY), a world action model that repurposes a pretrained video diffusion transformer into a robotic policy without requiring video generation at inference. Our key idea is to treat robot actions as single-patch tokens in the video model's latent space. A lightweight linear projection maps each action timestep to the patch dimensions of the pretrained VAE, and the resulting tokens are processed by the same patchifying layers and transformer backbone used for video. The shared backbone is optimized through three diffusion objectives sampled per minibatch element: Video diffusion uses VAE latents from robot and human videos to establish dynamics priors. Joint video+action diffusion trains on robot demonstrations using a coupled diffusion timestep and an asymmetric attention mask. Action-only diffusion denoises actions conditioned on clean image latents. At test time, the model generates a compact action token sequence in a single DDIM step from pure noise, producing smooth action chunks at 84 ms per action chunk on consumer hardware and avoiding the cost of full video generation. Across simulation benchmarks and real-robot experiments, TAPESTRY achieves strong performance with substantially lower inference cost than comparable joint video--action policies. More information can be found at https://tapestry-wam.github.io.

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