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Robótica

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arXiv AI Papers

PrefPI: Preference-Guided Steering into Out-of-Distribution Behaviors

We present PrefPI (Preference-Guided Policy Iteration), an iterative framework for steering pretrained generative robot policies using only relative preferences over self-generated trajectories. Unlike prior preference-learning methods that primarily sharpen modes already represented by the policy, we study steering beyond the initial effective support, where desired behaviors are rarely or never observed under the initial policy. Our key idea is to formulate preference learning as preference-conditioned generative modeling: preferred trajectories define a conditional distribution, whose density ratio with the broader behavior prior provides an implicit preference signal amplified by classifier-free guidance (CFG). Repeating this preference-conditioned modeling and guidance step yields a form of preference-guided policy iteration, turning incremental improvements toward previously inaccessible behaviors. Across diffusion policies and the PI0.5 flow- matching VLA in simulation and the real world, PrefPI produces substantial behavioral shifts with limited feedback. In particular, PrefPI increases object transport height from 10.7 cm to 19.8 cm on real hardware with only 150 preference-labeled trajectories.

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arXiv AI Papers

Tactile Curiosity Drives Robot Interaction

Mastering robot manipulation skills via reinforcement learning (RL) remains largely sample-inefficient. The most common RL algorithms rely on random action sampling to discover new strategies, resulting in agents that allocate most of their training budget to motions in free space, away from the contacts from which manipulation skills emerge. Existing intrinsic motivation methods based on model disagreement or epistemic uncertainty improve on isotropic noise, but they can also reward uncertainty in functionally irrelevant transitions, such as erratic motions in free space. In this work, we argue that tactile feedback provides a natural signal for exploration, and introduce TacEx, a framework that incorporates touch into epistemic uncertainty-driven exploration by decomposing model uncertainty across sensory modalities and directing curiosity toward the tactile channel. By anchoring curiosity to the sense of touch, TacEx drives the robot to discover complex contact dynamics, learning to manipulate and grasp objects without task rewards or expert demonstrations during exploration. The interaction-dense dataset collected through this tactile-driven curiosity supports offline learning of downstream pick-and-place policies without additional environment interaction. We further use tactile-driven exploration to post-train vision-language-action (VLA) models. Although the VLAs are initially pre-trained without tactile feedback, post-training with TacEx substantially improves downstream performance while remaining highly sample-efficient.

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arXiv AI Papers

Beyond the Remembered World: Predictive 4D Belief for Persistent Navigation in Evolving Worlds

Persistent spatial memory enables embodied agents to navigate familiar environments across repeated visits. However, targets may move while unobserved, including during navigation, making remembered locations unreliable by the time an agent arrives. Despite advances in memory retrieval and state prediction, accounting for continued hidden world evolution and revising beliefs under limited visibility remain challenging. We study Evolving-World Navigation, where agents infer target locations from intermittent observations, predict their states at inspection time, and revise beliefs using visual evidence. We propose EvolvingNav, which constructs a time-indexed belief from timestamped 3D object histories through a structured persistence-relocation model. The belief distinguishes persistence at the last observed location from relocation to alternative locations and retains probability mass outside the known candidate set. An event-driven filter propagates the current belief as time elapses, forecasts target occupancy at candidate inspection times, and incorporates new RGB-D evidence. Negative observations downweight location hypotheses according to calibrated, visibility-conditioned detection probabilities, while evidence tracking prevents repeated use of the same observations. A frozen, zero-shot vision-language controller uses the updated belief to choose actions and replan. We further introduce EvoWorld-Bench, a benchmark grounded in human activity traces, comprising 54 scenes and 803,680 tasks with controlled changes before and during navigation. In simulation and real-robot experiments, EvolvingNav improves navigation success and search efficiency over the evaluated baselines. Paired experiments show the clearest gains under learnable temporal patterns, while ablations demonstrate the value of preserving uncertainty and incorporating visibility-aware evidence.

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arXiv AI Papers

Linear Recurrent Memory Suffices to Distil a World-Model Policy for Robot Air Hockey

Does memory-dependent control need nonlinear recurrent dynamics? We study simulated air-hockey defence under temporary loss of puck tracking. A DreamerV3 teacher outperforms a memoryless policy under tracking loss, while resetting the teacher's recurrent state sharply reduces performance, which demonstrates that the task requires memory. We distil this teacher into compact recurrent policies with a 64 dimensional state, with a combination of a diagonal linear recurrence and an optional rank-k nonlinear innovation while retaining nonlinear observation encoders and action heads. Across five matched seeds, the purely linear recurrent model (k=0) matches both the GRU baseline and the teacher throughout the tested range of tracking loss. Increasing nonlinear innovation rank providing no measured benefits. This result is obtained on a fresh test split, which will be only opened after all models and analyses are frozen. The linear model requires fewer recurrent parameters and less computation than GRU, but performs comparably. These results suggest that, for this memory dependent control task, nonlinear representation learning around a simple linear memory mechanism can be sufficient, and that nonlinear recurrent dynamics are not necessarily required. These conclusions are limited to the simulated task, teacher, state dimension, and blackout horizon considered here, and to policies whose observation encoder and action head remain nonlinear.

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arXiv AI Papers

Blackout vs. Freeze: Analyzing Physical Failure Modes of VLAs under Camera Faults

Unreliable visual inputs can harm task performance and cause potential physical safety risks for vision-language-action (VLA) models. We analyze how π0.5 and GR00T models act under input faults such as image blackouts and freezing. We find that blackout and freezing produce distinct physical failure modes even when task-success rates are similarly low: freezing causes more extreme joint behavior, whereas blackout after gripper closure can cause more object drops, most markedly without proprioception. Selective intervention studies reveal that proprioception (current robot state) partly compensates for the removed robot depictions and reduces non-target contact. However, it cannot sufficiently restore task success when wrist-view object information is removed, even when aided by the remaining scene view. We then evaluate two mitigation approaches: camera-blackout training and training-free replacement of faulty visual embeddings. Both improve task success in selected conditions, but can increase unintended contact or disturbance to surrounding objects. Real-robot trials further show that successful execution under camera faults can still involve unintended physical interactions. These findings motivate designing VLA policies that use the robot and object information still available under camera faults to limit hazardous motion.

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arXiv AI Papers

Skill-Space Shooting for Autonomous Robot Policy Improvement

Robots deployed in the physical world must be able to improve beyond their initial training as they encounter new situations and failures. For this improvement to scale across tasks, it must make effective use of experience without requiring human demonstration of each correction. Recent agentic systems offer a way to reduce this reliance on human effort by using foundation models to autonomously compose learned behaviors to complete tasks. Yet completing tasks this way does not itself teach a task policy to overcome its own failures; that requires turning these behaviors into learnable corrections for the policy. Our insight is that many such corrections are familiar short behaviors, or skills: they recur across tasks and describe actions that foundation models can reason about from a scene. We introduce skill-space shooting, which uses foundation model guidance to explore corrections through these reusable skills and turn successful trials into policy improvement. Real-world experiments show repeated improvement in policies acting autonomously, while skills can also be shared to reduce the teaching needed to improve on new tasks. By making reusable skills a source of corrective supervision, skill-space shooting enables scalable and generalizable policy improvement within and across tasks. Additional results and videos at https://skill-space-shooting.github.io.

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arXiv AI Papers

Multi-Agent Flow Matching with Decoupled Generative Guidance

Generative modeling is widely used for producing diverse objects from complex, multimodal distributions. However, its expressivity does not, in general, come with formal guarantees that the generated objects satisfy hard constraints or requirements. In multi-agent generation, this problem becomes more challenging because a hard requirement can depend on multiple agents, while each agent may need to determine its own guidance input without relying on the simultaneously computed guidance inputs of other agents. To this end, we introduce DeGG-Flow, a general framework for multi-agent flow matching with decoupled generative guidance. By representing the generative process as a control-affine dynamical system, we develop guidance conditions for two classes of coupled requirements: shared requirements whose satisfaction depends on multiple agents together, and private requirements associated with each individual agent dependent on its neighbors. For both classes, we establish feasibility conditions and finite-horizon convergence guarantees. We further derive a Wasserstein bound that characterizes the distributional deviation induced by the guidance. We demonstrate DeGG-Flow on multi-robot collaboration for crossing a spatial gap by reconfiguring the environment, and on multi-object scene generation with affordance requirements. Across both applications, DeGG-Flow directly generates objects that satisfy all corresponding hard requirements, including at team sizes unseen during training.

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arXiv AI Papers

AeroManip-VLA: Scalable Vision-Language-Action Learning for Aerial Manipulation with RL-Generated Demonstrations

Aerial manipulators extend robotic manipulation into 3D workspaces that are difficult for ground-based robots to access, creating new opportunities for general-purpose manipulation. However, extending Vision-Language-Action (VLA) models to aerial robots introduces distinct challenges due to the tight coupling between manipulation and flight, continuously changing observations, and safety-critical physical interactions. These challenges demand diverse training data and systematic policy evaluation, yet collecting demonstrations and evaluating policies directly on physical aerial platforms are costly, difficult to scale, and hard to repeat under controlled conditions. We present AeroManip-VLA, a scalable benchmark for aerial VLA data generation and policy evaluation. AeroManip-VLA provides a GPU-accelerated simulation framework with low-level payload-aware flight and manipulation control in massively parallel environments. Building on this framework, we combine reusable reinforcement learning policies with expert task rules to automatically generate demonstrations without human teleoperation across diverse objects, environments, and randomized initial conditions. The generated data include basic skills such as grasping and placing, as well as long-horizon tasks that require both navigation and manipulation. We further introduce automated event labeling and trajectory categorization to filter demonstrations. These mechanisms enable fine-grained analysis of task progress, behavioral outcomes, and safety-related failures. Finally, we evaluate a range of imitation learning and VLA baselines across different task settings, revealing their performance characteristics and failure modes. Together, AeroManip-VLA enables scalable aerial manipulation data generation, structured trajectory analysis, and systematic VLA evaluation in simulation prior to real-world deployment.

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arXiv AI Papers

MultiTalk: Scaling Full-Duplex Speech Models to Long, Multi-Party, Bilingual Conversation

End-to-end full-duplex speech models have brought open-source machine conversation closer to human-like interaction, yet existing systems remain limited in two intertwined dimensions: long-context robustness and multi-party interaction. Real-world scenarios such as meetings, group lessons, and social-robot reception require a single model to track, contextualize, and respond to multiple speakers over extended durations. Progress is constrained by both data and evaluation: open multi-party speech corpora remain small and are not designed for codec-frame-level full-duplex modeling, while existing long-audio benchmarks focus on passive listening and speech-to-speech benchmarks are mostly short and dyadic. We extend the Moshi paradigm jointly along the long-horizon and multi-party axes in English and Chinese. First, we release 57.6k hours of synthetic training data ({https://huggingface.co/datasets/MultiTalk/MultiTalkPT}{MultiTalkPT} and {https://huggingface.co/datasets/MultiTalk/MultiTalkFT}{MultiTalkFT}) for long-form, multi-party, English-Chinese full-duplex dialogue, with controllable length, participant count, turn-taking, overlap, backchannels, interruptions, addressee shifts, and long-range coreference. Second, we introduce {https://huggingface.co/datasets/MultiTalk/MultiTalkBench}{MultiTalkBench}, built from real human recordings, for evaluating long-form, multi-party, bilingual full-duplex dialogue. Conversations average 32.6 minutes and include probes for long-range entity tracking, topic coherence, and addressee selection. Third, we train a bilingual Moshi-style model that sustains coherent multi-party English-Chinese conversations over extended durations and substantially outperforms open-source baselines including Moshi, MiniCPM-o-4.5, and Qwen3-Omni-30B-A3B-Instruct on MultiTalkBench.

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arXiv AI Papers

X-Reset: Scaling Object-Centric Reinforcement Learning via Cross-Embodiment Resets

Reinforcement learning (RL) in simulation can train dexterous manipulation policies without robot demonstrations, but training a single generalist policy with task-agnostic rewards faces a severe exploration problem: approaching, grasping, and reorienting diverse objects with many degrees of freedom is difficult to discover from scratch. Prior works make exploration tractable with high-quality robot demonstrations, per-task reward shaping, or by restricting policies to narrow modes of behavior. We propose X-Reset, a framework that instead resolves exploration with human hand-object demonstrations. Rather than imitating or tracking retargeted human motion, X-Reset kinematically retargets hand-object states to noisy robot states, filters out states that are unstable in simulation, and samples the remainder as resets during RL training with general-purpose object-centric rewards. The resulting policy depends only on object state and goal, with demonstrations entering training through the reset distribution. We show that X-Reset trains generalist policies on 20 objects across three embodiments---a 22-DoF hand on two different arms and a parallel-jaw gripper---and resolves the exploration challenges of RL from scratch. X-Reset scales with the number of training objects, generalizes to unseen objects, can learn from imperfect hand-pose estimates, and transfers behaviors zero-shot from sim-to-real.

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arXiv AI Papers

3D Point Tracking with State Space Models

Tracking any point of a dynamic scene in metric 3D - in absolute meters, not up to an unknown scale - underpins 3D and 4D reconstruction, robot navigation, and autonomous driving, where decisions are made in meters, not pixels. Our objective is a 3D point tracker accurate in those absolute terms and operating within a single commodity GPU, pose-free, monocular budget. Our method rests on one observation: once a point's 2D image trajectory is fixed, the quantity that governs its metric accuracy is the depth along its pixel ray. Rather than learning tracking end-to-end, we therefore compose two frozen front-ends - dense optical flow for 2D correspondence and a monocular metric-depth network for the third dimension - and learn only the residual they cannot supply: that depth, refined by a compact state space model (Mamba-3) conditioned on appearance features (DINOv3). A state space model rather than the transformers the strongest 3D trackers adopt is what makes a single-GPU budget attainable: it summarises a track in a fixed-size recurrent state whose memory cost is constant in the number of frames, whereas attention requires a key-value cache that grows linearly with them. On the TAPVid-3D minival benchmark our best configuration attains the highest absolute metric accuracy among methods evaluated under identical conditions (mean metric Average Jaccard, 0.256), exceeding strong feed-forward trackers, while a companion analysis, reproduced with each competitor's own evaluator, explains why several published trackers lose most of their accuracy under this budget.

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arXiv AI Papers

Estimate, Don't Imitate: Reusing Differentiable State-Based Policies for Visuomotor Control

Simulation-trained manipulation policies can exploit privileged state information to learn effective contact-rich behaviours, but deployment requires acting from partial observations such as noisy camera images. A common solution is teacher-student distillation, in which a visuomotor policy is trained to reproduce the actions of the privileged expert. This requires the student to jointly infer the task-relevant state and relearn the expert's action mapping that is already available. An alternative is to reuse the state-based expert and learn only a perceptual interface that reconstructs its missing state inputs. However, minimising the state estimate error alone does not necessarily minimise the downstream control error induced by these estimates. To bridge this gap, we train a visual state estimator using both direct state supervision and an action-consistency loss backpropagated through the frozen, differentiable expert. A scheduled objective first establishes a physically meaningful state estimate and progressively emphasises errors that affect the expert's actions. Across five goal-conditioned manipulation tasks, retaining the expert consistently outperforms direct pixel-to-action imitation from the same expert demonstration corpus. We further demonstrate sim-to-real transfer on a physical Panda robot, achieving 76% success without retraining the underlying expert.

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arXiv AI Papers

Scanning While Imagining: A Scene-Graph World Model for Robotic Ultrasound Navigation

Ultrasound (US) acquisition depends on the operator's ability to interpret anatomy and anticipate how the view will change with probe motion. Many robotic US navigation methods select actions without explicitly predicting these anatomical changes. We propose SonoGraph-WM, an action- and goal-conditioned world model for anticipatory probe navigation. The model represents anatomy as scene graphs (SGs), capturing visible structures, their geometry, and spatial relationships without synthesizing US images. Given a history of SGs and probe poses, a unified Transformer jointly predicts future SGs and poses. A receding-horizon planner recursively imagines candidate trajectories, selects the shortest predicted path reaching a goal graph, and follows it over a short execution horizon before replanning from new observations. To reduce reliance on tracked and anatomically annotated US sequences, we generate aligned SG--pose training data from computed tomography (CT) label maps along surface-constrained probe trajectories. On four held-out CT cases, spatial relation F1 remains above 93% over 20 prediction steps, and closed-loop navigation achieves 77.50% and 75.00% success for the gallbladder and pancreas, respectively, using annotation-derived SGs. In robot--phantom navigation experiments with label-map-derived SGs, the planner reached the target view in 73.7% of trials. These findings support CT-supervised anatomical world modeling for probe planning and highlight the importance of frequent observation updates for reliable navigation. Project Page: https://noseefood.github.io/us-sonograph-wm/

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arXiv AI Papers

Nutri-ATLAS: Embodied Agent for Tabulated Lookup and Assistance for Smarter nutrition

Generative and Agentic IoT systems offer a promising foundation for digital healthcare applications that combine sensing, personalized reasoning, and autonomous interaction in real-world environments. Nutrition assistance is a natural use case, but existing Large Language Model (LLM)-based systems are often limited to passive text interaction and static context, making them unreliable when food descriptions are ambiguous or nutritional evidence is missing. We propose Nutri-ATLAS, an Embodied Agent for Tabulated Lookup and Assistance for smarter nutrition in the real world. It integrates graph-grounded nutrition reasoning, hardware-aware LLM selection, and robot-based evidence acquisition. Nutri-ATLAS builds a unified Food-Nutrient knowledge graph from USDA FoodData Central and FoodKG and learns 64-dimensional GATv2 food and recipe embeddings. A shared hybrid graph-text scoring mechanism supports food nutrition extraction, nutritional gap filling, substitute retrieval, and recipe-level meal composition, while an LLM-guided skill interface navigates landmarks, updates dietary-context and food-accessibility memory, and grounds recommendations in observed food availability. We evaluate Nutri-ATLAS across nutrient estimation, substitution retrieval, recipe recommendation, patient-profile adherence, edge deployment, and real-world embodied execution. On HealthyFoodSubs, the hybrid retriever achieves 37.9% MAP, 80.7% RR@5, and 90.1% RR@10. On NutriBench v2, Dense+GAT retrieval grounds nutrient estimation across nine quantized Qwen3.5-9B configurations. On PFoodReQ, Nutri-ATLAS reaches 78.8% MAP, 83.0% MAR, and 77.5% F1. A patient-profile study shows adherence to allergy and healthy-target constraints for all selected cases.

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arXiv AI Papers

CollisionGAT: Controller-Agnostic One-Step Collision Screening for Multi-Agent Motion

Before a team of robots moves, each proposed step must be checked for collisions with other robots and with obstacles. We present CollisionGAT, a graph-attention network that reads the current and proposed states of moving agents together with locally relevant stationary obstacles and returns one collision-risk score per moving agent. Any controller can use these scores to accept, repair, replan, or postpone a proposed step. We mount CollisionGAT on a continuous path-following controller and on GATeD, an obstacle-blind D* Lite planner that uses typed vetoes to update its planning graphs. Exact geometric checks supply the training labels and independently audit every executed step.

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