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Sep 22

RoboPearls: Editable Video Simulation for Robot Manipulation

The development of generalist robot manipulation policies has seen significant progress, driven by large-scale demonstration data across diverse environments. However, the high cost and inefficiency of collecting real-world demonstrations hinder the scalability of data acquisition. While existing simulation platforms enable controlled environments for robotic learning, the challenge of bridging the sim-to-real gap remains. To address these challenges, we propose RoboPearls, an editable video simulation framework for robotic manipulation. Built on 3D Gaussian Splatting (3DGS), RoboPearls enables the construction of photo-realistic, view-consistent simulations from demonstration videos, and supports a wide range of simulation operators, including various object manipulations, powered by advanced modules like Incremental Semantic Distillation (ISD) and 3D regularized NNFM Loss (3D-NNFM). Moreover, by incorporating large language models (LLMs), RoboPearls automates the simulation production process in a user-friendly manner through flexible command interpretation and execution. Furthermore, RoboPearls employs a vision-language model (VLM) to analyze robotic learning issues to close the simulation loop for performance enhancement. To demonstrate the effectiveness of RoboPearls, we conduct extensive experiments on multiple datasets and scenes, including RLBench, COLOSSEUM, Ego4D, Open X-Embodiment, and a real-world robot, which demonstrate our satisfactory simulation performance.

  • 12 authors
·
Jun 27, 2025

HUGSIM: A Real-Time, Photo-Realistic and Closed-Loop Simulator for Autonomous Driving

In the past few decades, autonomous driving algorithms have made significant progress in perception, planning, and control. However, evaluating individual components does not fully reflect the performance of entire systems, highlighting the need for more holistic assessment methods. This motivates the development of HUGSIM, a closed-loop, photo-realistic, and real-time simulator for evaluating autonomous driving algorithms. We achieve this by lifting captured 2D RGB images into the 3D space via 3D Gaussian Splatting, improving the rendering quality for closed-loop scenarios, and building the closed-loop environment. In terms of rendering, We tackle challenges of novel view synthesis in closed-loop scenarios, including viewpoint extrapolation and 360-degree vehicle rendering. Beyond novel view synthesis, HUGSIM further enables the full closed simulation loop, dynamically updating the ego and actor states and observations based on control commands. Moreover, HUGSIM offers a comprehensive benchmark across more than 70 sequences from KITTI-360, Waymo, nuScenes, and PandaSet, along with over 400 varying scenarios, providing a fair and realistic evaluation platform for existing autonomous driving algorithms. HUGSIM not only serves as an intuitive evaluation benchmark but also unlocks the potential for fine-tuning autonomous driving algorithms in a photorealistic closed-loop setting.

  • 9 authors
·
Dec 2, 2024 2

Found-RL: foundation model-enhanced reinforcement learning for autonomous driving

Reinforcement Learning (RL) has emerged as a dominant paradigm for end-to-end autonomous driving (AD). However, RL suffers from sample inefficiency and a lack of semantic interpretability in complex scenarios. Foundation Models, particularly Vision-Language Models (VLMs), can mitigate this by offering rich, context-aware knowledge, yet their high inference latency hinders deployment in high-frequency RL training loops. To bridge this gap, we present Found-RL, a platform tailored to efficiently enhance RL for AD using foundation models. A core innovation is the asynchronous batch inference framework, which decouples heavy VLM reasoning from the simulation loop, effectively resolving latency bottlenecks to support real-time learning. We introduce diverse supervision mechanisms: Value-Margin Regularization (VMR) and Advantage-Weighted Action Guidance (AWAG) to effectively distill expert-like VLM action suggestions into the RL policy. Additionally, we adopt high-throughput CLIP for dense reward shaping. We address CLIP's dynamic blindness via Conditional Contrastive Action Alignment, which conditions prompts on discretized speed/command and yields a normalized, margin-based bonus from context-specific action-anchor scoring. Found-RL provides an end-to-end pipeline for fine-tuned VLM integration and shows that a lightweight RL model can achieve near-VLM performance compared with billion-parameter VLMs while sustaining real-time inference (approx. 500 FPS). Code, data, and models will be publicly available at https://github.com/ys-qu/found-rl.

NVIDIA OmniDreams: Real-Time Generative World Model for Closed-Loop Autonomous Vehicle Simulation

As autonomous vehicle capabilities advance, the safe evaluation of driving policies in long-tail scenarios remains a critical bottleneck. In closed-loop simulation, the driving policy model actively interacts with the environment, where its actions dynamically update the simulator state and directly influence the next set of generated sensor observations. While recent reconstruction-based neural simulators offer photorealism, they are fundamentally constrained by their initial captured data and struggle to generalize to highly dynamic or novel scenes. To overcome these limitations, we introduce OmniDreams, a foundation generative world model mid- and post-trained from the Cosmos diffusion model to autoregressively generate action-conditioned videos in real time. By leveraging the rich visual priors of Cosmos and mid- and post-training on 21k hours of driving scenarios, OmniDreams synthesizes complex, unobserved phenomena that are hard for traditional simulators to capture, such as extreme weather and unpredictable dynamic agent behaviors. Crucially, it autoregressively conditions its photorealistic sensor generation on past frames, the current simulator state, and immediate driving actions. Deployed in a closed-loop system with the Alpamayo 1 policy model and AlpaSim orchestrator, OmniDreams acts as a highly responsive, reactive environment, providing a scalable and comprehensive solution for training and evaluating next-generation autonomous driving policies. We additionally show preliminary results indicating that a world-action model (WAM) post-trained from OmniDreams achieves strong performance on the Physical AI Autonomous Vehicles NuRec dataset, surpassing the VLA-based Alpamayo 1.5 research policy model while using only 1/5 the total parameters. These results highlight the potential for a real-time world model like OmniDreams to also serve as a backbone for policy architectures.

nvidia NVIDIA
·
Jun 1 1

Pseudo-Simulation for Autonomous Driving

Existing evaluation paradigms for Autonomous Vehicles (AVs) face critical limitations. Real-world evaluation is often challenging due to safety concerns and a lack of reproducibility, whereas closed-loop simulation can face insufficient realism or high computational costs. Open-loop evaluation, while being efficient and data-driven, relies on metrics that generally overlook compounding errors. In this paper, we propose pseudo-simulation, a novel paradigm that addresses these limitations. Pseudo-simulation operates on real datasets, similar to open-loop evaluation, but augments them with synthetic observations generated prior to evaluation using 3D Gaussian Splatting. Our key idea is to approximate potential future states the AV might encounter by generating a diverse set of observations that vary in position, heading, and speed. Our method then assigns a higher importance to synthetic observations that best match the AV's likely behavior using a novel proximity-based weighting scheme. This enables evaluating error recovery and the mitigation of causal confusion, as in closed-loop benchmarks, without requiring sequential interactive simulation. We show that pseudo-simulation is better correlated with closed-loop simulations (R^2=0.8) than the best existing open-loop approach (R^2=0.7). We also establish a public leaderboard for the community to benchmark new methodologies with pseudo-simulation. Our code is available at https://github.com/autonomousvision/navsim.

  • 14 authors
·
Jun 4, 2025

World Simulation with Video Foundation Models for Physical AI

We introduce [Cosmos-Predict2.5], the latest generation of the Cosmos World Foundation Models for Physical AI. Built on a flow-based architecture, [Cosmos-Predict2.5] unifies Text2World, Image2World, and Video2World generation in a single model and leverages [Cosmos-Reason1], a Physical AI vision-language model, to provide richer text grounding and finer control of world simulation. Trained on 200M curated video clips and refined with reinforcement learning-based post-training, [Cosmos-Predict2.5] achieves substantial improvements over [Cosmos-Predict1] in video quality and instruction alignment, with models released at 2B and 14B scales. These capabilities enable more reliable synthetic data generation, policy evaluation, and closed-loop simulation for robotics and autonomous systems. We further extend the family with [Cosmos-Transfer2.5], a control-net style framework for Sim2Real and Real2Real world translation. Despite being 3.5times smaller than [Cosmos-Transfer1], it delivers higher fidelity and robust long-horizon video generation. Together, these advances establish [Cosmos-Predict2.5] and [Cosmos-Transfer2.5] as versatile tools for scaling embodied intelligence. To accelerate research and deployment in Physical AI, we release source code, pretrained checkpoints, and curated benchmarks under the NVIDIA Open Model License at https://github.com/nvidia-cosmos/cosmos-predict2.5 and https://github.com/nvidia-cosmos/cosmos-transfer2.5. We hope these open resources lower the barrier to adoption and foster innovation in building the next generation of embodied intelligence.

  • 89 authors
·
Oct 28, 2025 1

Are NeRFs ready for autonomous driving? Towards closing the real-to-simulation gap

Neural Radiance Fields (NeRFs) have emerged as promising tools for advancing autonomous driving (AD) research, offering scalable closed-loop simulation and data augmentation capabilities. However, to trust the results achieved in simulation, one needs to ensure that AD systems perceive real and rendered data in the same way. Although the performance of rendering methods is increasing, many scenarios will remain inherently challenging to reconstruct faithfully. To this end, we propose a novel perspective for addressing the real-to-simulated data gap. Rather than solely focusing on improving rendering fidelity, we explore simple yet effective methods to enhance perception model robustness to NeRF artifacts without compromising performance on real data. Moreover, we conduct the first large-scale investigation into the real-to-simulated data gap in an AD setting using a state-of-the-art neural rendering technique. Specifically, we evaluate object detectors and an online mapping model on real and simulated data, and study the effects of different fine-tuning strategies.Our results show notable improvements in model robustness to simulated data, even improving real-world performance in some cases. Last, we delve into the correlation between the real-to-simulated gap and image reconstruction metrics, identifying FID and LPIPS as strong indicators. See https://research.zenseact.com/publications/closing-real2sim-gap for our project page.

  • 7 authors
·
Mar 24, 2024

DriveDreamer4D: World Models Are Effective Data Machines for 4D Driving Scene Representation

Closed-loop simulation is essential for advancing end-to-end autonomous driving systems. Contemporary sensor simulation methods, such as NeRF and 3DGS, rely predominantly on conditions closely aligned with training data distributions, which are largely confined to forward-driving scenarios. Consequently, these methods face limitations when rendering complex maneuvers (e.g., lane change, acceleration, deceleration). Recent advancements in autonomous-driving world models have demonstrated the potential to generate diverse driving videos. However, these approaches remain constrained to 2D video generation, inherently lacking the spatiotemporal coherence required to capture intricacies of dynamic driving environments. In this paper, we introduce DriveDreamer4D, which enhances 4D driving scene representation leveraging world model priors. Specifically, we utilize the world model as a data machine to synthesize novel trajectory videos based on real-world driving data. Notably, we explicitly leverage structured conditions to control the spatial-temporal consistency of foreground and background elements, thus the generated data adheres closely to traffic constraints. To our knowledge, DriveDreamer4D is the first to utilize video generation models for improving 4D reconstruction in driving scenarios. Experimental results reveal that DriveDreamer4D significantly enhances generation quality under novel trajectory views, achieving a relative improvement in FID by 24.5%, 39.0%, and 10.5% compared to PVG, S3Gaussian, and Deformable-GS. Moreover, DriveDreamer4D markedly enhances the spatiotemporal coherence of driving agents, which is verified by a comprehensive user study and the relative increases of 20.3%, 42.0%, and 13.7% in the NTA-IoU metric.

  • 12 authors
·
Oct 17, 2024

AeroAct: Action-Centered World-Action Models for Language-Conditioned Quadrotor Flight

Language-conditioned quadrotor flight requires a policy to ground semantic goals, anticipate the visual consequences of ego-motion, and output control references that remain smooth and dynamically executable under rapidly changing first-person views. Existing aerial vision-language navigation and vision-language-action methods commonly use discrete actions, high-level waypoints, or instantaneous velocity commands, which provide limited supervision about how flight actions change future observations. We present AeroAct, an action-centered world-action model (WAM) for quadrotor navigation. To the best of our knowledge, AeroAct is the first WAM instantiated and demonstrated for real-world aerial flight. The model adapts a pretrained video diffusion Transformer to predict local trajectory-action chunks from egocentric visual history, proprioception, and language. Future first-person frames are used during training as dense consequence supervision, while deployment directly decodes actions without generating future video. To obtain aligned visual, state, language, and dynamically feasible action data, we build a DiffAero-based pipeline with complementary Isaac Lab and 3D Gaussian splatting renderers. We further introduce a low-cost handheld collection device that couples camera observations with motion estimates to recreate flight-like egocentric trajectories, and a self-guidance procedure that improves temporal consistency across overlapping trajectory chunks. Closed-loop simulation and real-world experiments show that temporal visual context improves target tracking and object-search performance, and that WAM-based policies can be executed on a physical quadrotor.

  • 11 authors
·
Jul 15

Reinforced Refinement with Self-Aware Expansion for End-to-End Autonomous Driving

End-to-end autonomous driving has emerged as a promising paradigm for directly mapping sensor inputs to planning maneuvers using learning-based modular integrations. However, existing imitation learning (IL)-based models suffer from generalization to hard cases, and a lack of corrective feedback loop under post-deployment. While reinforcement learning (RL) offers a potential solution to tackle hard cases with optimality, it is often hindered by overfitting to specific driving cases, resulting in catastrophic forgetting of generalizable knowledge and sample inefficiency. To overcome these challenges, we propose Reinforced Refinement with Self-aware Expansion (R2SE), a novel learning pipeline that constantly refines hard domain while keeping generalizable driving policy for model-agnostic end-to-end driving systems. Through reinforcement fine-tuning and policy expansion that facilitates continuous improvement, R2SE features three key components: 1) Generalist Pretraining with hard-case allocation trains a generalist imitation learning (IL) driving system while dynamically identifying failure-prone cases for targeted refinement; 2) Residual Reinforced Specialist Fine-tuning optimizes residual corrections using reinforcement learning (RL) to improve performance in hard case domain while preserving global driving knowledge; 3) Self-aware Adapter Expansion dynamically integrates specialist policies back into the generalist model, enhancing continuous performance improvement. Experimental results in closed-loop simulation and real-world datasets demonstrate improvements in generalization, safety, and long-horizon policy robustness over state-of-the-art E2E systems, highlighting the effectiveness of reinforce refinement for scalable autonomous driving.

  • 10 authors
·
Jun 11, 2025

Assistax: A Multi-Agent Hardware-Accelerated Reinforcement Learning Benchmark for Assistive Robotics

As embodied autonomous systems capable of assisting humans in daily activities remain a major goal for robotics, efficient and appropriate reinforcement learning (RL) simulation testbeds are increasingly important. Many common RL environments are too simple to provide insight into complex robotics domains, and many robotics simulations have throughput too low for RL. Very few simulators target multi-agent interactions: most treat the robot as an isolated agent, yet real-world tasks such as home assistance and caretaking are inherently multi-agent. Assistax addresses these limitations by providing a high-throughput, scalable suite of GPU-accelerated assistive robotics tasks built on JAX and MuJoCo-MJX, and includes an active humanoid agent as a simulated human partner, trainable alongside the robot using multi-agent RL (MARL). Beyond its use as a MARL benchmark, we formulate the human-robot interaction as an Ad-Hoc Teamwork (AHT) problem, where the robot's policy must generalise to unseen humans with varying disabilities and preferences. To this end, we provide an extensive AHT benchmarking pipeline: we use MARL to pre-train a diverse population of humanoid partners, and evaluate robot policies' ability to coordinate with a withheld set of humanoid policies. In contrast to other benchmarks, we also release reactive MARL-pre-trained humanoid policies via Hugging Face, enabling faster iteration in AHT research. With hardware acceleration, Assistax achieves up to 412times faster open-loop simulation than comparable CPU-based environments on a single GPU. Our AHT pipeline reveals a coordination gap for existing RL algorithms on unseen partners with novel preference combinations. This RL-native test suite for embodied multi-agent interaction provides a practical benchmark for advancing RL in assistive care. Code is available at: https://github.com/assistive-autonomy/assistax.

  • 9 authors
·
Jul 20

X-Scene: Large-Scale Driving Scene Generation with High Fidelity and Flexible Controllability

Diffusion models are advancing autonomous driving by enabling realistic data synthesis, predictive end-to-end planning, and closed-loop simulation, with a primary focus on temporally consistent generation. However, the generation of large-scale 3D scenes that require spatial coherence remains underexplored. In this paper, we propose X-Scene, a novel framework for large-scale driving scene generation that achieves both geometric intricacy and appearance fidelity, while offering flexible controllability. Specifically, X-Scene supports multi-granular control, including low-level conditions such as user-provided or text-driven layout for detailed scene composition and high-level semantic guidance such as user-intent and LLM-enriched text prompts for efficient customization. To enhance geometrical and visual fidelity, we introduce a unified pipeline that sequentially generates 3D semantic occupancy and the corresponding multiview images, while ensuring alignment between modalities. Additionally, we extend the generated local region into a large-scale scene through consistency-aware scene outpainting, which extrapolates new occupancy and images conditioned on the previously generated area, enhancing spatial continuity and preserving visual coherence. The resulting scenes are lifted into high-quality 3DGS representations, supporting diverse applications such as scene exploration. Comprehensive experiments demonstrate that X-Scene significantly advances controllability and fidelity for large-scale driving scene generation, empowering data generation and simulation for autonomous driving.

  • 6 authors
·
Jun 16, 2025

Agentic ERP: Multi-Agent Large Language Model Architecture for Autonomous Enterprise Resource Planning

Enterprise Resource Planning (ERP) systems record transactions reliably but still delegate almost all operational decision-making to human specialists, because classical rule-based automation cannot reason about exceptions and monolithic AI assistants degrade when asked to coordinate across functional boundaries. This paper presents Agentic ERP, an expert-system architecture that combines role-aligned large-language-model (LLM) agents with a risk-tiered human-in-the-loop harness and a graph-based orchestrator to execute end-to-end business workflows on a production ERP backend. First, autonomous ERP operation is formulated as a constrained sequential-decision problem over a structured enterprise state, with a decomposition argument linking role-aligned agents to a measurable reduction in per-step tool-selection complexity. Second, a graph-based Planner--Executor--Reflector--Responder orchestration decouples generation from evaluation through externalised grading criteria and sprint contracts, packaging recent harness-engineering principles as inspectable expert-system artefacts. Third, the system is evaluated at three levels: a scenario-based task suite, a comprehensive comparison of six orchestration paradigms on cross-functional crisis tasks, and a 365-day agent-in-the-loop simulation against rule-based RPA and no-intervention baselines. Across these levels the proposed multi-agent method is significantly better than the baseline, and the system sustains a simulated year of operation with zero stockouts while the rule-based baseline accumulates hundreds under the same demand stream. The work shows that role-aligned LLM agents under human oversight can move an ERP system from passively recording transactions to actively executing operational decisions, and it provides a reference architecture and an evaluation protocol for autonomous enterprise resource planning.

  • 4 authors
·
Jul 18

A Survey of Interactive Generative Video

Interactive Generative Video (IGV) has emerged as a crucial technology in response to the growing demand for high-quality, interactive video content across various domains. In this paper, we define IGV as a technology that combines generative capabilities to produce diverse high-quality video content with interactive features that enable user engagement through control signals and responsive feedback. We survey the current landscape of IGV applications, focusing on three major domains: 1) gaming, where IGV enables infinite exploration in virtual worlds; 2) embodied AI, where IGV serves as a physics-aware environment synthesizer for training agents in multimodal interaction with dynamically evolving scenes; and 3) autonomous driving, where IGV provides closed-loop simulation capabilities for safety-critical testing and validation. To guide future development, we propose a comprehensive framework that decomposes an ideal IGV system into five essential modules: Generation, Control, Memory, Dynamics, and Intelligence. Furthermore, we systematically analyze the technical challenges and future directions in realizing each component for an ideal IGV system, such as achieving real-time generation, enabling open-domain control, maintaining long-term coherence, simulating accurate physics, and integrating causal reasoning. We believe that this systematic analysis will facilitate future research and development in the field of IGV, ultimately advancing the technology toward more sophisticated and practical applications.

  • 10 authors
·
Apr 30, 2025 1

PersonaDrive: Human-Style Retrieval-Augmented VLA Agents for Closed-Loop Driving Simulation

Closed-loop driving simulators typically populate their environments with non-ego traffic agents that behave largely the same way, produced either by rule-based traffic managers or by learned models trained toward a single behavioral mode. Recent work introduces style variation through post-hoc labels on observational data or LLM-inferred reward weights, but these signals act as proxies for what a style should reward rather than demonstrations of humans explicitly asked to drive in that style. We introduce PersonaDrive, a pipeline that conditions a vision-language-action (VLA) driving agent on retrieved demonstrations from a style-instructed human driving dataset, in which participants drive CARLA leaderboard routes under aggressive, neutral, and conservative instructions on a driver-in-the-loop rig. The pipeline has three stages: (i) offline triplet mining over per-style human driving data using a combined image-text similarity score; (ii) training a lightweight retrieval head that fuses frozen visual features with a small control encoder over per-style databases; and (iii) fine-tuning a single VLA backbone to treat retrieved context points as in-context behavioral demonstrations during waypoint prediction. At inference, the same backbone is conditioned on any style by swapping which per-style database the retrieval head queries, so selecting a style requires no per-style retraining while enabling human-style, style-diverse non-ego agents for closed-loop simulation. On Bench2Drive, PersonaDrive (no style) improves the driving score by 4.6% over SimLingo and 2.5% over HiP-AD, and under style conditioning attains the highest driving score in every style within a roughly 2% band (its weakest style surpassing the strongest baseline, DMW, by 5.4%), while average speed and acceleration rise by 18% and 25% from the conservative to the aggressive instruction.

  • 4 authors
·
Jun 9

SAFE-SIM: Safety-Critical Closed-Loop Traffic Simulation with Diffusion-Controllable Adversaries

Evaluating the performance of autonomous vehicle planning algorithms necessitates simulating long-tail safety-critical traffic scenarios. However, traditional methods for generating such scenarios often fall short in terms of controllability and realism; they also neglect the dynamics of agent interactions. To address these limitations, we introduce SAFE-SIM, a novel diffusion-based controllable closed-loop safety-critical simulation framework. Our approach yields two distinct advantages: 1) generating realistic long-tail safety-critical scenarios that closely reflect real-world conditions, and 2) providing controllable adversarial behavior for more comprehensive and interactive evaluations. We develop a novel approach to simulate safety-critical scenarios through an adversarial term in the denoising process of diffusion models, which allows an adversarial agent to challenge a planner with plausible maneuvers while all agents in the scene exhibit reactive and realistic behaviors. Furthermore, we propose novel guidance objectives and a partial diffusion process that enables users to control key aspects of the scenarios, such as the collision type and aggressiveness of the adversarial agent, while maintaining the realism of the behavior. We validate our framework empirically using the nuScenes and nuPlan datasets across multiple planners, demonstrating improvements in both realism and controllability. These findings affirm that diffusion models provide a robust and versatile foundation for safety-critical, interactive traffic simulation, extending their utility across the broader autonomous driving landscape. Project website: https://safe-sim.github.io/.

  • 5 authors
·
Dec 30, 2023

RIFT: Closed-Loop RL Fine-Tuning for Realistic and Controllable Traffic Simulation

Achieving both realism and controllability in interactive closed-loop traffic simulation remains a key challenge in autonomous driving. Data-driven simulation methods reproduce realistic trajectories but suffer from covariate shift in closed-loop deployment, compounded by simplified dynamics models that further reduce reliability. Conversely, physics-based simulation methods enhance reliable and controllable closed-loop interactions but often lack expert demonstrations, compromising realism. To address these challenges, we introduce a dual-stage AV-centered simulation framework that conducts open-loop imitation learning pre-training in a data-driven simulator to capture trajectory-level realism and multimodality, followed by closed-loop reinforcement learning fine-tuning in a physics-based simulator to enhance controllability and mitigate covariate shift. In the fine-tuning stage, we propose RIFT, a simple yet effective closed-loop RL fine-tuning strategy that preserves the trajectory-level multimodality through a GRPO-style group-relative advantage formulation, while enhancing controllability and training stability by replacing KL regularization with the dual-clip mechanism. Extensive experiments demonstrate that RIFT significantly improves the realism and controllability of generated traffic scenarios, providing a robust platform for evaluating autonomous vehicle performance in diverse and interactive scenarios.

  • 4 authors
·
May 6, 2025

HorizonDrive: Self-Corrective Autoregressive World Model for Long-horizon Driving Simulation

Closed-loop driving simulation requires real-time interaction beyond short offline clips, pushing current driving world models toward autoregressive (AR) rollout. Existing AR distillation approaches typically rely on frame sinks or student-side degradation training. The former transfers poorly to driving due to fast ego-motion and rapid scene changes, while the latter remains bounded by the teacher's single-pass output length and thus provides only a limited supervision horizon. A natural question is: can the teacher itself be extended via AR rollout to provide unbounded-horizon supervision at bounded memory cost? The key difficulty is that a standard teacher drifts under its own predictions, contaminating the supervision it provides. Our key insight is to make the teacher rollout-capable, ensuring reliable supervision from its own AR rollouts. This is instantiated as HorizonDrive, an anti-drifting training-and-distillation framework for AR driving simulation. First, scheduled rollout recovery (SRR) trains the base model to reconstruct ground-truth future clips from prediction-corrupted histories, yielding a teacher that remains stable across long AR rollouts. Second, the rollout-capable teacher is extended via AR rollout, providing long-horizon distribution-matching supervision under bounded memory, while a short-window student aligns to it with teacher rollout DMD (TRD) for efficient real-time deployment. HorizonDrive natively supports minute-scale AR rollout under bounded memory; on nuScenes, HorizonDrive reduces FID by 52% and FVD by 37%, and lowers ARE and DTW by 21% and 9% relative to the strongest long-horizon streaming baselines, while remaining competitive with single-pass driving video generators.

  • 13 authors
·
May 21

SIMPACT: Simulation-Enabled Action Planning using Vision-Language Models

Vision-Language Models (VLMs) exhibit remarkable common-sense and semantic reasoning capabilities. However, they lack a grounded understanding of physical dynamics. This limitation arises from training VLMs on static internet-scale visual-language data that contain no causal interactions or action-conditioned changes. Consequently, it remains challenging to leverage VLMs for fine-grained robotic manipulation tasks that require physical understanding, reasoning, and corresponding action planning. To overcome this, we present SIMPACT, a test-time, SIMulation-enabled ACTion Planning framework that equips VLMs with physical reasoning through simulation-in-the-loop world modeling, without requiring any additional training. From a single RGB-D observation, SIMPACT efficiently constructs physics simulations, enabling the VLM to propose informed actions, observe simulated rollouts, and iteratively refine its reasoning. By integrating language reasoning with physics prediction, our simulation-enabled VLM can understand contact dynamics and action outcomes in a physically grounded way. Our method demonstrates state-of-the-art performance on five challenging, real-world rigid-body and deformable manipulation tasks that require fine-grained physical reasoning, outperforming existing general-purpose robotic manipulation models. Our results demonstrate that embedding physics understanding via efficient simulation into VLM reasoning at test time offers a promising path towards generalizable embodied intelligence. Project webpage can be found at https://simpact-bot.github.io

  • 7 authors
·
Dec 5, 2025

RoboTwin 2.0: A Scalable Data Generator and Benchmark with Strong Domain Randomization for Robust Bimanual Robotic Manipulation

Simulation-based data synthesis has emerged as a powerful paradigm for enhancing real-world robotic manipulation. However, existing synthetic datasets remain insufficient for robust bimanual manipulation due to two challenges: (1) the lack of an efficient, scalable data generation method for novel tasks, and (2) oversimplified simulation environments that fail to capture real-world complexity. We present RoboTwin 2.0, a scalable simulation framework that enables automated, large-scale generation of diverse and realistic data, along with unified evaluation protocols for dual-arm manipulation. We first construct RoboTwin-OD, a large-scale object library comprising 731 instances across 147 categories, each annotated with semantic and manipulation-relevant labels. Building on this foundation, we develop an expert data synthesis pipeline that combines multimodal large language models (MLLMs) with simulation-in-the-loop refinement to generate task-level execution code automatically. To improve sim-to-real transfer, RoboTwin 2.0 incorporates structured domain randomization along five axes: clutter, lighting, background, tabletop height and language instructions, thereby enhancing data diversity and policy robustness. We instantiate this framework across 50 dual-arm tasks spanning five robot embodiments, and pre-collect over 100,000 domain-randomized expert trajectories. Empirical results show a 10.9% gain in code generation success and improved generalization to novel real-world scenarios. A VLA model fine-tuned on our dataset achieves a 367% relative improvement (42.0% vs. 9.0%) on unseen scene real-world tasks, while zero-shot models trained solely on our synthetic data achieve a 228% relative gain, highlighting strong generalization without real-world supervision. We release the data generator, benchmark, dataset, and code to support scalable research in robust bimanual manipulation.

  • 26 authors
·
Jun 22, 2025 1

Human-in-the-loop Embodied Intelligence with Interactive Simulation Environment for Surgical Robot Learning

Surgical robot automation has attracted increasing research interest over the past decade, expecting its potential to benefit surgeons, nurses and patients. Recently, the learning paradigm of embodied intelligence has demonstrated promising ability to learn good control policies for various complex tasks, where embodied AI simulators play an essential role to facilitate relevant research. However, existing open-sourced simulators for surgical robot are still not sufficiently supporting human interactions through physical input devices, which further limits effective investigations on how the human demonstrations would affect policy learning. In this work, we study human-in-the-loop embodied intelligence with a new interactive simulation platform for surgical robot learning. Specifically, we establish our platform based on our previously released SurRoL simulator with several new features co-developed to allow high-quality human interaction via an input device. We showcase the improvement of our simulation environment with the designed new features, and validate effectiveness of incorporating human factors in embodied intelligence through the use of human demonstrations and reinforcement learning as a representative example. Promising results are obtained in terms of learning efficiency. Lastly, five new surgical robot training tasks are developed and released, with which we hope to pave the way for future research on surgical embodied intelligence. Our learning platform is publicly released and will be continuously updated in the website: https://med-air.github.io/SurRoL.

  • 5 authors
·
Jan 1, 2023

PerlAD: Towards Enhanced Closed-loop End-to-end Autonomous Driving with Pseudo-simulation-based Reinforcement Learning

End-to-end autonomous driving policies based on Imitation Learning (IL) often struggle in closed-loop execution due to the misalignment between inadequate open-loop training objectives and real driving requirements. While Reinforcement Learning (RL) offers a solution by directly optimizing driving goals via reward signals, the rendering-based training environments introduce the rendering gap and are inefficient due to high computational costs. To overcome these challenges, we present a novel Pseudo-simulation-based RL method for closed-loop end-to-end autonomous driving, PerlAD. Based on offline datasets, PerlAD constructs a pseudo-simulation that operates in vector space, enabling efficient, rendering-free trial-and-error training. To bridge the gap between static datasets and dynamic closed-loop environments, PerlAD introduces a prediction world model that generates reactive agent trajectories conditioned on the ego vehicle's plan. Furthermore, to facilitate efficient planning, PerlAD utilizes a hierarchical decoupled planner that combines IL for lateral path generation and RL for longitudinal speed optimization. Comprehensive experimental results demonstrate that PerlAD achieves state-of-the-art performance on the Bench2Drive benchmark, surpassing the previous E2E RL method by 10.29% in Driving Score without requiring expensive online interactions. Additional evaluations on the DOS benchmark further confirm its reliability in handling safety-critical occlusion scenarios.

  • 11 authors
·
Mar 15

CLOT: Closed-Loop Global Motion Tracking for Whole-Body Humanoid Teleoperation

Long-horizon whole-body humanoid teleoperation remains challenging due to accumulated global pose drift, particularly on full-sized humanoids. Although recent learning-based tracking methods enable agile and coordinated motions, they typically operate in the robot's local frame and neglect global pose feedback, leading to drift and instability during extended execution. In this work, we present CLOT, a real-time whole-body humanoid teleoperation system that achieves closed-loop global motion tracking via high-frequency localization feedback. CLOT synchronizes operator and robot poses in a closed loop, enabling drift-free human-to-humanoid mimicry over long timehorizons. However, directly imposing global tracking rewards in reinforcement learning, often results in aggressive and brittle corrections. To address this, we propose a data-driven randomization strategy that decouples observation trajectories from reward evaluation, enabling smooth and stable global corrections. We further regularize the policy with an adversarial motion prior to suppress unnatural behaviors. To support CLOT, we collect 20 hours of carefully curated human motion data for training the humanoid teleoperation policy. We design a transformer-based policy and train it for over 1300 GPU hours. The policy is deployed on a full-sized humanoid with 31 DoF (excluding hands). Both simulation and real-world experiments verify high-dynamic motion, high-precision tracking, and strong robustness in sim-to-real humanoid teleoperation. Motion data, demos and code can be found in our website.

  • 11 authors
·
Feb 19

World-VLA-Loop: Closed-Loop Learning of Video World Model and VLA Policy

Recent progress in robotic world models has leveraged video diffusion transformers to predict future observations conditioned on historical states and actions. While these models can simulate realistic visual outcomes, they often exhibit poor action-following precision, hindering their utility for downstream robotic learning. In this work, we introduce World-VLA-Loop, a closed-loop framework for the joint refinement of world models and Vision-Language-Action (VLA) policies. We propose a state-aware video world model that functions as a high-fidelity interactive simulator by jointly predicting future observations and reward signals. To enhance reliability, we introduce the SANS dataset, which incorporates near-success trajectories to improve action-outcome alignment within the world model. This framework enables a closed-loop for reinforcement learning (RL) post-training of VLA policies entirely within a virtual environment. Crucially, our approach facilitates a co-evolving cycle: failure rollouts generated by the VLA policy are iteratively fed back to refine the world model precision, which in turn enhances subsequent RL optimization. Evaluations across simulation and real-world tasks demonstrate that our framework significantly boosts VLA performance with minimal physical interaction, establishing a mutually beneficial relationship between world modeling and policy learning for general-purpose robotics. Project page: https://showlab.github.io/World-VLA-Loop/.

  • 5 authors
·
Feb 6

AutoPersonas: A Multi-Timescale Loop Engine for Open-Ended Persona Evolution

Long-term persona agents must remain identifiable while adapting to new events, relationships, evidence, and social conditions. We identify self-locking as a runtime failure mode in continuing persona-life loops: locally plausible events keep appearing while the generated life collapses toward familiar environments, weak relationships, suspended decisions, and stale life stages. We trace this failure to model-level convergence toward high-probability behavioral channels and system-level context gravity from State, memory, history, and environment summaries. We introduce AutoPersonas, a multi-timescale life-environment engine for bounded persona-level recursive self-evolution. It separates environment-side Occurrences, accumulated Observations, and persona State. Its OSO loop admits divergent future-facing material while requiring evidence-governed absorption before State or reachability changes. A three-year compressed simulation exposed environment watermark shells, occurrence-hardening gaps, slow-change accumulation failures, recursive indecision, and weak relationship persistence. An eight-model 40-day stress test generated 1,600 events and found mean rolling 5-day action-category repetition of 95.2%-97.6%, with all models crossing 90% by day 11. Semantic re-keeping found 79.0%-88.0% macro-theme repetition across all direct-loop runs. In a same-runtime 40-day A/B, context-slice masking plus per-sample divergence targeting reduced macro-theme repetition from 61.8% to 36.3% and roughly doubled cumulative theme count. A juvenile-goblin fictional-world run reproduced the anti-fixation regime without hard real-world intrusions. These results support a bounded claim: separating controlled divergence from evidence-governed absorption can reduce persona-environment self-locking while preserving identity continuity.

  • 1 authors
·
Jul 8

From Synthesis to Removal: Physics-Grounded Reflection Simulation and Diffusion-Based Video Dereflection

Videos captured through glass often contain reflections that degrade visual quality and interfere with downstream vision tasks. Although single-image reflection removal has been extensively studied, video reflection removal remains largely underexplored due to the lack of paired video data, temporally coherent removal models, and dedicated evaluation benchmarks. We present a closed-loop framework that unifies physics-grounded reflection simulation, diffusion-based video dereflection, and benchmark evaluation. Our S2R-Synthesis pipeline generates paired reflected and reflection-free videos by performing physics-grounded augmentation in the structure space and rendering realistic reflected videos with a trained video diffusion renderer; the augmentation models key glass-related effects including roughness-induced blur, thickness-induced ghosting, and reflectance variation. Based on the synthesized data, we introduce S2R-Removal, the first diffusion-based video reflection removal model, which adapts a pretrained video diffusion prior through reflection-aware latent adaptation and one-step pixel-geometric refinement, recovering the clean transmission in a single denoising step. We further build S2R-Bench, the first benchmark for video reflection removal, supporting both full-reference evaluation and real-world human perceptual assessment. Experiments on S2R-Bench and multiple public image benchmarks demonstrate state-of-the-art performance and faster inference than even non-diffusion baselines, and validate the effectiveness of S2R-Synthesis. Project page: https://codingwzp.github.io/VideoDereflection_S2R.

NAVSIM: Data-Driven Non-Reactive Autonomous Vehicle Simulation and Benchmarking

Benchmarking vision-based driving policies is challenging. On one hand, open-loop evaluation with real data is easy, but these results do not reflect closed-loop performance. On the other, closed-loop evaluation is possible in simulation, but is hard to scale due to its significant computational demands. Further, the simulators available today exhibit a large domain gap to real data. This has resulted in an inability to draw clear conclusions from the rapidly growing body of research on end-to-end autonomous driving. In this paper, we present NAVSIM, a middle ground between these evaluation paradigms, where we use large datasets in combination with a non-reactive simulator to enable large-scale real-world benchmarking. Specifically, we gather simulation-based metrics, such as progress and time to collision, by unrolling bird's eye view abstractions of the test scenes for a short simulation horizon. Our simulation is non-reactive, i.e., the evaluated policy and environment do not influence each other. As we demonstrate empirically, this decoupling allows open-loop metric computation while being better aligned with closed-loop evaluations than traditional displacement errors. NAVSIM enabled a new competition held at CVPR 2024, where 143 teams submitted 463 entries, resulting in several new insights. On a large set of challenging scenarios, we observe that simple methods with moderate compute requirements such as TransFuser can match recent large-scale end-to-end driving architectures such as UniAD. Our modular framework can potentially be extended with new datasets, data curation strategies, and metrics, and will be continually maintained to host future challenges. Our code is available at https://github.com/autonomousvision/navsim.

  • 12 authors
·
Jun 21, 2024 1

Robot Learning on the Job: Human-in-the-Loop Autonomy and Learning During Deployment

With the rapid growth of computing powers and recent advances in deep learning, we have witnessed impressive demonstrations of novel robot capabilities in research settings. Nonetheless, these learning systems exhibit brittle generalization and require excessive training data for practical tasks. To harness the capabilities of state-of-the-art robot learning models while embracing their imperfections, we present Sirius, a principled framework for humans and robots to collaborate through a division of work. In this framework, partially autonomous robots are tasked with handling a major portion of decision-making where they work reliably; meanwhile, human operators monitor the process and intervene in challenging situations. Such a human-robot team ensures safe deployments in complex tasks. Further, we introduce a new learning algorithm to improve the policy's performance on the data collected from the task executions. The core idea is re-weighing training samples with approximated human trust and optimizing the policies with weighted behavioral cloning. We evaluate Sirius in simulation and on real hardware, showing that Sirius consistently outperforms baselines over a collection of contact-rich manipulation tasks, achieving an 8% boost in simulation and 27% on real hardware than the state-of-the-art methods in policy success rate, with twice faster convergence and 85% memory size reduction. Videos and more details are available at https://ut-austin-rpl.github.io/sirius/

  • 5 authors
·
Nov 15, 2022

Reachable Set Estimation for Neural Network Control Systems: A Simulation-Guided Approach

The vulnerability of artificial intelligence (AI) and machine learning (ML) against adversarial disturbances and attacks significantly restricts their applicability in safety-critical systems including cyber-physical systems (CPS) equipped with neural network components at various stages of sensing and control. This paper addresses the reachable set estimation and safety verification problems for dynamical systems embedded with neural network components serving as feedback controllers. The closed-loop system can be abstracted in the form of a continuous-time sampled-data system under the control of a neural network controller. First, a novel reachable set computation method in adaptation to simulations generated out of neural networks is developed. The reachability analysis of a class of feedforward neural networks called multilayer perceptrons (MLP) with general activation functions is performed in the framework of interval arithmetic. Then, in combination with reachability methods developed for various dynamical system classes modeled by ordinary differential equations, a recursive algorithm is developed for over-approximating the reachable set of the closed-loop system. The safety verification for neural network control systems can be performed by examining the emptiness of the intersection between the over-approximation of reachable sets and unsafe sets. The effectiveness of the proposed approach has been validated with evaluations on a robotic arm model and an adaptive cruise control system.

  • 4 authors
·
Apr 25, 2020

FreeAskWorld: An Interactive and Closed-Loop Simulator for Human-Centric Embodied AI

As embodied intelligence emerges as a core frontier in artificial intelligence research, simulation platforms must evolve beyond low-level physical interactions to capture complex, human-centered social behaviors. We introduce FreeAskWorld, an interactive simulation framework that integrates large language models (LLMs) for high-level behavior planning and semantically grounded interaction, informed by theories of intention and social cognition. Our framework supports scalable, realistic human-agent simulations and includes a modular data generation pipeline tailored for diverse embodied tasks.To validate the framework, we extend the classic Vision-and-Language Navigation (VLN) task into a interaction enriched Direction Inquiry setting, wherein agents can actively seek and interpret navigational guidance. We present and publicly release FreeAskWorld, a large-scale benchmark dataset comprising reconstructed environments, six diverse task types, 16 core object categories, 63,429 annotated sample frames, and more than 17 hours of interaction data to support training and evaluation of embodied AI systems. We benchmark VLN models, and human participants under both open-loop and closed-loop settings. Experimental results demonstrate that models fine-tuned on FreeAskWorld outperform their original counterparts, achieving enhanced semantic understanding and interaction competency. These findings underscore the efficacy of socially grounded simulation frameworks in advancing embodied AI systems toward sophisticated high-level planning and more naturalistic human-agent interaction. Importantly, our work underscores that interaction itself serves as an additional information modality.

  • 9 authors
·
Nov 17, 2025 2

Think at 5 Hz, Act at 20 Hz: Asynchronous Fast-Slow Vision-Language-Action Inference for Closed-Loop Driving

Large language models bring instruction following and scene reasoning to end-to-end driving, but their inference latency collides with the control rate a vehicle requires. Existing closed-loop agents hide this gap by invoking the model on alternate simulation ticks and replaying the previous command in between, so half of all control outputs ignore the newest observations. We present a fast-slow architecture that removes this compromise. A frozen 7B vision-language backbone acts as the slow system, digesting navigation instructions and visual history at low frequency while exposing its per-layer key-value cache as a standing representation of the scene. A lightweight action expert acts as the fast system, attending to this cache and to the current camera frame at every simulation tick to regress waypoints in a single forward pass. Since the cache lags behind the world at deployment, we train the expert under randomized staleness, aligning training with asynchronous execution. On LangAuto-Short routes in CARLA, our system produces fresh control at every 50 ms simulation tick and lifts route completion from 37.0 to 94.0 over the frame-skipping baseline. A frame-skip ablation with the same expert separates the two factors at work: the expert raises the driving score on its own, while per-tick freshness raises completion from 82.1 to 94.0 and cuts red-light violations by a third. Trained on a single town, the expert transfers zero-shot to two unseen towns, holding 84-94% route completion where the baseline reaches 31-41%. It reduces open-loop waypoint error by nearly a factor of four compared to the backbone's own action head, at a per-tick model cost of 32 ms that is independent of history length on a single consumer GPU.

  • 10 authors
·
Jul 16

A for-loop is all you need. For solving the inverse problem in the case of personalized tumor growth modeling

Solving the inverse problem is the key step in evaluating the capacity of a physical model to describe real phenomena. In medical image computing, it aligns with the classical theme of image-based model personalization. Traditionally, a solution to the problem is obtained by performing either sampling or variational inference based methods. Both approaches aim to identify a set of free physical model parameters that results in a simulation best matching an empirical observation. When applied to brain tumor modeling, one of the instances of image-based model personalization in medical image computing, the overarching drawback of the methods is the time complexity for finding such a set. In a clinical setting with limited time between imaging and diagnosis or even intervention, this time complexity may prove critical. As the history of quantitative science is the history of compression, we align in this paper with the historical tendency and propose a method compressing complex traditional strategies for solving an inverse problem into a simple database query task. We evaluated different ways of performing the database query task assessing the trade-off between accuracy and execution time. On the exemplary task of brain tumor growth modeling, we prove that the proposed method achieves one order speed-up compared to existing approaches for solving the inverse problem. The resulting compute time offers critical means for relying on more complex and, hence, realistic models, for integrating image preprocessing and inverse modeling even deeper, or for implementing the current model into a clinical workflow.

  • 15 authors
·
May 9, 2022

Towards Collaborative Autonomous Driving: Simulation Platform and End-to-End System

Vehicle-to-everything-aided autonomous driving (V2X-AD) has a huge potential to provide a safer driving solution. Despite extensive researches in transportation and communication to support V2X-AD, the actual utilization of these infrastructures and communication resources in enhancing driving performances remains largely unexplored. This highlights the necessity of collaborative autonomous driving: a machine learning approach that optimizes the information sharing strategy to improve the driving performance of each vehicle. This effort necessitates two key foundations: a platform capable of generating data to facilitate the training and testing of V2X-AD, and a comprehensive system that integrates full driving-related functionalities with mechanisms for information sharing. From the platform perspective, we present V2Xverse, a comprehensive simulation platform for collaborative autonomous driving. This platform provides a complete pipeline for collaborative driving. From the system perspective, we introduce CoDriving, a novel end-to-end collaborative driving system that properly integrates V2X communication over the entire autonomous pipeline, promoting driving with shared perceptual information. The core idea is a novel driving-oriented communication strategy. Leveraging this strategy, CoDriving improves driving performance while optimizing communication efficiency. We make comprehensive benchmarks with V2Xverse, analyzing both modular performance and closed-loop driving performance. Experimental results show that CoDriving: i) significantly improves the driving score by 62.49% and drastically reduces the pedestrian collision rate by 53.50% compared to the SOTA end-to-end driving method, and ii) achieves sustaining driving performance superiority over dynamic constraint communication conditions.

  • 11 authors
·
Apr 15, 2024

Eye, Robot: Learning to Look to Act with a BC-RL Perception-Action Loop

Humans do not passively observe the visual world -- we actively look in order to act. Motivated by this principle, we introduce EyeRobot, a robotic system with gaze behavior that emerges from the need to complete real-world tasks. We develop a mechanical eyeball that can freely rotate to observe its surroundings and train a gaze policy to control it using reinforcement learning. We accomplish this by first collecting teleoperated demonstrations paired with a 360 camera. This data is imported into a simulation environment that supports rendering arbitrary eyeball viewpoints, allowing episode rollouts of eye gaze on top of robot demonstrations. We then introduce a BC-RL loop to train the hand and eye jointly: the hand (BC) agent is trained from rendered eye observations, and the eye (RL) agent is rewarded when the hand produces correct action predictions. In this way, hand-eye coordination emerges as the eye looks towards regions which allow the hand to complete the task. EyeRobot implements a foveal-inspired policy architecture allowing high resolution with a small compute budget, which we find also leads to the emergence of more stable fixation as well as improved ability to track objects and ignore distractors. We evaluate EyeRobot on five panoramic workspace manipulation tasks requiring manipulation in an arc surrounding the robot arm. Our experiments suggest EyeRobot exhibits hand-eye coordination behaviors which effectively facilitate manipulation over large workspaces with a single camera. See project site for videos: https://www.eyerobot.net/

  • 8 authors
·
Jun 12, 2025

Empowering All-in-Loop Health Management of Spacecraft Power System in the Mega-Constellation Era via Human-AI Collaboration

It is foreseeable that the number of spacecraft will increase exponentially, ushering in an era dominated by satellite mega-constellations (SMC). This necessitates a focus on energy in space: spacecraft power systems (SPS), especially their health management (HM), given their role in power supply and high failure rates. Providing health management for dozens of SPS and for thousands of SPS represents two fundamentally different paradigms. Therefore, to adapt the health management in the SMC era, this work proposes a principle of aligning underlying capabilities (AUC principle) and develops SpaceHMchat, an open-source Human-AI collaboration (HAIC) framework for all-in-loop health management (AIL HM). SpaceHMchat serves across the entire loop of work condition recognition, anomaly detection, fault localization, and maintenance decision making, achieving goals such as conversational task completion, adaptive human-in-the-loop learning, personnel structure optimization, knowledge sharing, efficiency enhancement, as well as transparent reasoning and improved interpretability. Meanwhile, to validate this exploration, a hardware-realistic fault injection experimental platform is established, and its simulation model is built and open-sourced, both fully replicating the real SPS. The corresponding experimental results demonstrate that SpaceHMchat achieves excellent performance across 23 quantitative metrics, such as 100% conclusion accuracy in logical reasoning of work condition recognition, over 99% success rate in anomaly detection tool invocation, over 90% precision in fault localization, and knowledge base search time under 3 minutes in maintenance decision-making. Another contribution of this work is the release of the first-ever AIL HM dataset of SPS. This dataset contains four sub-datasets, involving 4 types of AIL HM sub-tasks, 17 types of faults, and over 700,000 timestamps.

  • 8 authors
·
Jan 18

GE-Sim 2.0: A Roadmap Towards Comprehensive Closed-loop Video World Simulators for Robotic Manipulation

We introduce GE-Sim 2.0 (Genie Envisioner World Simulator 2.0), a closed-loop video world simulator for robotic manipulation. Building on the action-conditioned video generation framework of Genie Envisioner, GE-Sim 2.0 is re-trained on thousands of hours of real-world robot data spanning teleoperation, contact-rich interaction, and on-robot policy deployment, substantially improving action-following fidelity and trajectory coverage. On top of this foundation, three new modules close the loop from video simulation to policy learning: a state expert that decodes proprioceptive state from video latents to support next-chunk prediction by downstream VLA policies; a world judge that scores generated rollouts against task instructions, yielding machine-verifiable success signals and rewards in place of manual inspection; and an acceleration framework that delivers a 25-frame rollout in 2.3 seconds on a single H100, with up to 4* frame skipping at inference for long-horizon evaluation. GE-Sim 2.0 tops the public WorldArena leaderboard at only 2B parameters, outperforming both dedicated robotic world models and closed-source general video generators, and policies trained against its rollouts and rewards translate into measurable real-world gains, establishing GE-Sim 2.0 as a practical platform for scalable evaluation and closed-loop learning of manipulation policies.

agibot-world AgiBot World
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May 25 2

HERCULES: An Open-Source Simulation Framework for Heterogeneous Multi-Robot SLAM, Collaborative Perception, and Exploration

We present HERCULES, an open-source simulator and data-collection pipeline for heterogeneous multi-robot autonomy. Built upon the Unreal Engine 5 (UE5)-based simulators AirSim and Cosys-AirSim, HERCULES resolves key architectural limitations of prior frameworks to enable concurrent unmanned aerial and ground vehicle (UAV-UGV) operation in large-scale, photorealistic, dynamic environments. It introduces a new waypoint-tracking UGV controller that mirrors existing UAV control interfaces, and provides a shared navigation stack for mapping, traversability analysis, planning, and control across heterogeneous platforms. Expanding inherited sensor suites, it adds physics-based long-wave infrared (LWIR) cameras and configurable night-vision modes for degraded visual environments. HERCULES provides lightweight APIs, ROS 2 wrappers, and rigorous time synchronization across sensors and platforms, and brings state-of-the-art game-engine capabilities into robotics simulation, integrating intelligent agents such as pedestrians, traffic, and wildlife with high-fidelity dynamic phenomena, including fire, flooding, and crop disease spread. HERCULES runs in two modes: passively, replaying offline-designed trajectories to generate reproducible multi-modal datasets, and actively, running an online planner in closed loop from live observations. Our experiments in heterogeneous multi-robot SLAM, collaborative perception, and exploration, using both HERCULES-generated data and active closed-loop execution, demonstrate its utility for advancing heterogeneous multi-robot autonomy. We publicly release our source code, experiment code, documentation, and datasets, including a heterogeneous multi-robot SLAM benchmark collected with two UAVs and two UGVs across kilometer-scale desert, forest, and city environments, at https://lunarlab-gatech.github.io/HERCULES-website.

  • 4 authors
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Jun 21

LychSim: A Controllable and Interactive Simulation Framework for Vision Research

While self-supervised pretraining has reduced vision systems' reliance on synthetic data, simulation remains an indispensable tool for closed-loop optimization and rigorous out-of-distribution (OOD) evaluation. However, modern simulation platforms often present steep technical barriers, requiring extensive expertise in computer graphics and game development. In this work, we present LychSim, a highly controllable and interactive simulation framework built upon Unreal Engine 5 to bridge this gap. LychSim is built around three key designs: (1) a streamlined Python API that abstracts away underlying engine complexities; (2) a procedural data pipeline capable of generating diverse, high-fidelity environments with varying out-of-distribution (OOD) visual challenges, paired with rich 2D and 3D ground truths; and (3) a native integration of the Model Context Protocol (MCP) that transforms the simulator into a dynamic, closed-loop playground for reasoning agentic LLMs. We further annotate scene-level procedural rules and object-level pose alignments to enable semantically aligned 3D ground truths and automated scene modification. We demonstrate LychSim's capability across multiple downstream applications, including serving as a synthetic data engine, powering reinforcement learning-based adversarial examiners, and facilitating interactive, language-driven scene layout generation. To benefit the broader vision community, LychSim will be made publicly available, including full source code and various data annotations.

An Open-source Hardware/Software Architecture and Supporting Simulation Environment to Perform Human FPV Flight Demonstrations for Unmanned Aerial Vehicle Autonomy

Small multi-rotor unmanned aerial vehicles (UAVs), mainly quadcopters, are nowadays ubiquitous in research on aerial autonomy, including serving as scaled-down models for much larger aircraft such as vertical-take-off-and-lift vehicles for urban air mobility. Among the various research use cases, first-person-view RC flight experiments allow for collecting data on how human pilots fly such aircraft, which could then be used to compare, contrast, validate, or train autonomous flight agents. While this could be uniquely beneficial, especially for studying UAV operation in contextually complex and safety-critical environments such as in human-UAV shared spaces, the lack of inexpensive and open-source hardware/software platforms that offer this capability along with low-level access to the underlying control software and data remains limited. To address this gap and significantly reduce barriers to human-guided autonomy research with UAVs, this paper presents an open-source software architecture implemented with an inexpensive in-house built quadcopter platform based on the F450 Quadcopter Frame. This setup uses two cameras to provide a dual-view FPV and an open-source flight controller, Pixhawk. The underlying software architecture, developed using the Python-based Kivy library, allows logging telemetry, GPS, control inputs, and camera frame data in a synchronized manner on the ground station computer. Since costs (time) and weather constraints typically limit numbers of physical outdoor flight experiments, this paper also presents a unique AirSim/Unreal Engine based simulation environment and graphical user interface aka digital twin, that provides a Hardware In The Loop setup via the Pixhawk flight controller. We demonstrate the usability and reliability of the overall framework through a set of diverse physical FPV flight experiments and corresponding flight tests in the digital twin.

  • 6 authors
·
Sep 4, 2024

Deployability-Centric Infrastructure-as-Code Generation: Fail, Learn, Refine, and Succeed through LLM-Empowered DevOps Simulation

Infrastructure-as-Code (IaC) generation holds significant promise for automating cloud infrastructure provisioning. Recent advances in Large Language Models (LLMs) present a promising opportunity to democratize IaC development by generating deployable infrastructure templates from natural language descriptions. However, current evaluation focuses on syntactic correctness while ignoring deployability, the critical measure of the utility of IaC configuration files. Six state-of-the-art LLMs performed poorly on deployability, achieving only 20.8sim30.2% deployment success rate on the first attempt. In this paper, we construct DPIaC-Eval, the first deployability-centric IaC template benchmark consisting of 153 real-world scenarios cross 58 unique services. Also, we propose an LLM-based deployability-centric framework, dubbed IaCGen, that uses iterative feedback mechanism encompassing format verification, syntax checking, and live deployment stages, thereby closely mirroring the real DevOps workflows. Results show that IaCGen can make 54.6sim91.6% generated IaC templates from all evaluated models deployable in the first 10 iterations. Additionally, human-in-the-loop feedback that provide direct guidance for the deployability errors, can further boost the performance to over 90% passItr@25 on all evaluated LLMs. Furthermore, we explore the trustworthiness of the generated IaC templates on user intent alignment and security compliance. The poor performance (25.2% user requirement coverage and 8.4% security compliance rate) indicates a critical need for continued research in this domain.

  • 5 authors
·
Jan 10

Frontier: Towards Comprehensive and Accurate LLM Inference Simulation

Modern LLM serving is no longer homogeneous or monolithic. Production systems now combine disaggregated execution, complex parallelism, runtime optimizations, and stateful workloads such as reasoning, agents, and RL rollouts. Simulation is attractive for exploring this growing design space, yet existing simulators lack the architectural completeness and decision-grade fidelity it demands. Their monolithic-replica abstractions are ill-suited to disaggregated serving, while average-case analytical proxies can distort SLA predictions and even reverse optimization conclusions. We present Frontier, a discrete-event simulator for modern LLM inference serving. Frontier features a disaggregated abstraction. It captures the structure and dynamics of modern serving systems by modeling co-location, Prefill-Decode Disaggregation (PDD), and Attention-FFN Disaggregation (AFD) with role-specific cluster workers, incorporating key runtime optimizations (e.g., CUDA Graphs, speculative decoding) within the scheduler-batch-engine loop, and supporting stateful requests for emerging workloads. It further provides accurate and generalizable predictions of computation, communication, and memory costs across diverse serving scenarios with complex workload compositions. On 16-H800 GPU testbed, Frontier achieves an average throughput error below 4%. Compared with state-of-the-art simulators, it reduces end-to-end latency error from 44.9% to 6.4% under co-location and from 51.7% to 2.6% under disaggregation. It scales to over 1K GPUs on commodity CPUs and enables new use cases such as SLA-dependent Pareto frontier exploration, heterogeneous disaggregated allocation, agentic reasoning scheduling validation, and RL post-training reconfiguration. We release Frontier at https://github.com/NetX-lab/Frontier.

  • 6 authors
·
May 20

GS-Agent: Creating 4D Physical Worlds With Generative Simulation

Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging. Traditional computer graphics methods rely on manual creation, requiring extensive human effort to fine-tune materials, motions, and visual fidelity. Recent advances in generative foundation models have sparked interest in learning to generate such 4D worlds from large-scale data; however, existing methods still struggle to ensure physical plausibility and controllability. In this work, we take a different path by leveraging foundation models to construct an agentic system that emulates how humans traditionally create 4D worlds, yet automates the entire process. We present GS-Agent, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language. Inspired by how humans build 4D worlds, GS-Agent decomposes the task into entity management, covering 3D asset curation, material tuning, placement, and motion control, and rendering configuration, including camera and lighting manipulation. Multiple agents with distinct expertise interact with the physics engine via code, seek multimodal feedback, and collaborate to iteratively construct 4D worlds that align with the given descriptions. Experimental results show that GS-Agent effectively converts natural language into diverse and physically plausible 4D worlds exhibiting rich interactions among liquids, deformable objects, and rigid bodies, while achieving cinematic camera and lighting control. We envision GS-Agent as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI. Project page at https://umass-embodied-agi.github.io/gs-agent/

  • 6 authors
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Jul 22

ComFree-Sim: A GPU-Parallelized Analytical Contact Physics Engine for Scalable Contact-Rich Robotics Simulation and Control

Physics simulation for contact-rich robotics is often bottlenecked by contact resolution: mainstream engines enforce non-penetration and Coulomb friction via complementarity constraints or constrained optimization, requiring per-step iterative solves whose cost grows superlinearly with contact density. We present ComFree-Sim, a GPU-parallelized analytical contact physics engine built on complementarity-free contact modeling. ComFree-Sim computes contact impulses in closed form via an impedance-style prediction--correction update in the dual cone of Coulomb friction. Contact computation decouples across contact pairs and becomes separable across cone facets, mapping naturally to GPU kernels and yielding near-linear runtime scaling with the number of contacts. We further extend the formulation to a unified 6D contact model capturing tangential, torsional, and rolling friction, and introduce a practical dual-cone impedance heuristic. ComFree-Sim is implemented in Warp and exposed through a MuJoCo-compatible interface as a drop-in backend alternative to MuJoCo Warp (MJWarp). Experiments benchmark penetration, friction behaviors, stability, and simulation runtime scaling against MJWarp, demonstrating near-linear scaling and 2--3 times higher throughput in dense contact scenes with comparable physical fidelity. We deploy ComFree-Sim in real-time MPC for in-hand dexterous manipulation on a real-world multi-fingered LEAP hand and in dynamics-aware motion retargeting, demonstrating that low-latency simulation yields higher closed-loop success rates and enables practical high-frequency control in contact-rich tasks.

  • 4 authors
·
Mar 13

Retrieve-then-Steer: Online Success Memory for Test-Time Adaptation of Generative VLAs

Vision-Language-Action (VLA) models show strong potential for general-purpose robotic manipulation, yet their closed-loop reliability often degrades under local deployment conditions. Existing evaluations typically treat test episodes as independent zero-shot trials. However, real robots often operate repeatedly in the same or slowly changing environments, where successful executions provide environment-verified evidence of reliable behavior patterns. We study this persistent-deployment setting, asking whether a partially competent frozen VLA can improve its reliability by reusing its successful test-time experience. We propose an online success-memory guided test-time adaptation framework for generative VLAs. During deployment, the robot stores progress-calibrated successful observation-action segments in a long-term memory. At inference, it retrieves state-relevant action chunks, filters inconsistent candidates via trajectory-level consistency, and aggregates them into an elite action prior. To incorporate this prior into action generation, we introduce confidence-adaptive prior guidance, which injects the elite prior into an intermediate state of the flow-matching action sampler and adjusts the guidance strength based on retrieval confidence. This design allows the frozen VLA to exploit environment-specific successful experience while preserving observation-conditioned generative refinement. This retrieve-then-steer mechanism enables lightweight, non-parametric test-time adaptation without requiring parameter updates. Simulation and real-world experiments show improved task success and closed-loop stability, especially in long-horizon and multi-stage tasks.

  • 9 authors
·
May 11

Impatient Users Confuse AI Agents: High-fidelity Simulations of Human Traits for Testing Agents

Despite rapid progress in building conversational AI agents, robustness is still largely untested. Small shifts in user behavior, such as being more impatient, incoherent, or skeptical, can cause sharp drops in agent performance, revealing how brittle current AI agents are. Today's benchmarks fail to capture this fragility: agents may perform well under standard evaluations but degrade spectacularly in more realistic and varied settings. We address this robustness testing gap by introducing TraitBasis, a lightweight, model-agnostic method for systematically stress testing AI agents. TraitBasis learns directions in activation space corresponding to steerable user traits (e.g., impatience or incoherence), which can be controlled, scaled, composed, and applied at inference time without any fine-tuning or extra data. Using TraitBasis, we extend tau-Bench to tau-Trait, where user behaviors are altered via controlled trait vectors. We observe on average a 2%-30% performance degradation on tau-Trait across frontier models, highlighting the lack of robustness of current AI agents to variations in user behavior. Together, these results highlight both the critical role of robustness testing and the promise of TraitBasis as a simple, data-efficient, and compositional tool. By powering simulation-driven stress tests and training loops, TraitBasis opens the door to building AI agents that remain reliable in the unpredictable dynamics of real-world human interactions. We have open-sourced tau-Trai across four domains: airline, retail, telecom, and telehealth, so the community can systematically QA their agents under realistic, behaviorally diverse intents and trait scenarios: https://github.com/collinear-ai/tau-trait.

  • 6 authors
·
Oct 6, 2025

JuggleRL: Mastering Ball Juggling with a Quadrotor via Deep Reinforcement Learning

Aerial robots interacting with objects must perform precise, contact-rich maneuvers under uncertainty. In this paper, we study the problem of aerial ball juggling using a quadrotor equipped with a racket, a task that demands accurate timing, stable control, and continuous adaptation. We propose JuggleRL, the first reinforcement learning-based system for aerial juggling. It learns closed-loop policies in large-scale simulation using systematic calibration of quadrotor and ball dynamics to reduce the sim-to-real gap. The training incorporates reward shaping to encourage racket-centered hits and sustained juggling, as well as domain randomization over ball position and coefficient of restitution to enhance robustness and transferability. The learned policy outputs mid-level commands executed by a low-level controller and is deployed zero-shot on real hardware, where an enhanced perception module with a lightweight communication protocol reduces delays in high-frequency state estimation and ensures real-time control. Experiments show that JuggleRL achieves an average of 311 hits over 10 consecutive trials in the real world, with a maximum of 462 hits observed, far exceeding a model-based baseline that reaches at most 14 hits with an average of 3.1. Moreover, the policy generalizes to unseen conditions, successfully juggling a lighter 5 g ball with an average of 145.9 hits. This work demonstrates that reinforcement learning can empower aerial robots with robust and stable control in dynamic interaction tasks.

  • 12 authors
·
Sep 29, 2025

DREAM Technical Report

Industrial recommender systems commonly use cascaded retrieval, ranking, and re-ranking pipelines. Although efficient, these pipelines fragment information and objectives across modules, rely on rigid rules, and have limited awareness of real-time intent, leaving session-level shifts among browsing, comparison, and purchase insufficiently addressed. We present DREAM (Developing Recommender Engine with Agentic Methods), an autonomous optimization control architecture that adds a perception-aware, orchestrable, and auditable policy layer atop existing pipelines without replacing them. DREAM has two core components. First, a three-tier Intent Engine fuses on-device signals into structured L0/L1/L2 intent representations; its edge-cloud trigger chain reduces reporting volume to approximately 8.7%. Second, a Meta Engine uses a MetaModel for layered M1-to-M2-to-M3 reasoning: intent summarization, strategy planning informed by Strategy Memory, and parameter translation. It dispatches the resulting parameters through a unified outlet with safety guardrails. A Reward Dual Loop continuously optimizes both components by combining offline simulation for strategy-space exploration with online feedback for outcome calibration, forming a cycle of generation, execution, evaluation, and experience accumulation. Large-scale A/B tests on Taobao's homepage feed show that re-ranking control alone improves IPV by 2.06%, Core IPV by 2.39%, and GMV by 0.88%. Extending control to fine ranking raises these gains to 2.71%, 3.06%, and 1.31%, respectively, while consistently improving PV by more than 1%. These gains require neither replacement of pipeline models nor compromise of serving stability, supporting agentic meta-control as a viable paradigm for industrial recommendation.

alibabagroup alibaba
·
Aug 12 2

Evaluating Large Language Models in Dynamic Clinical Decision-Making with Standardized Patient Cases

Large language models (LLMs) are increasingly proposed as clinical agents, yet static, single-turn benchmarks cannot capture how a model dynamically delivers care across an encounter: gathering information, planning treatment, and adapting longitudinal management across successive patient states. Medical education has long addressed an analogous challenge through standardized patients (SPs): trained actors who consistently portray clinical cases, enabling realistic practice and objective, scripted assessment. Here we introduce MedSP1000, an SP-derived interactive benchmark for clinical-agent evaluation, including 1,638 SP cases with 24,602 trajectory-level peer-reviewed rubrics. MedSP1000 converts peer-reviewed SP teaching cases into executable scenarios with defined SP case scripts, clinical environment contexts, and human-validated structured rubric. In each simulation evaluation run, a clinical agent interacts in closed loop with a patient agent and an environment controller, and its behaviour is scored throughout the encounter against expert criteria specified in the original materials. Applying MedSP1000 to a range of general-purpose and medically specialized LLMs, we find that performance on static benchmarks does not reliably translate to such educational scenarios. The best-performing model, GPT-5.5, completes only 60.4% of expert-defined rubric items, whereas the strongest medically specialized model reaches 40.0%; increasing test-time compute produces no measurable gain. These results suggest that current LLMs, including agentic systems tuned for medicine, are not yet reliable enough to be safely integrated into actual clinical practice. More broadly, MedSP1000 shows how process-level, SP-style evaluation can reveal clinically relevant failure modes that single-turn benchmarks miss.

  • 6 authors
·
Jun 2 1

Habitat 3.0: A Co-Habitat for Humans, Avatars and Robots

We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.

  • 23 authors
·
Oct 19, 2023 3

Action Agent: Agentic Video Generation Meets Flow-Constrained Diffusion

We present Action Agent, a two-stage framework that unifies agentic navigation video generation with flow-constrained diffusion control for multi-embodiment robot navigation. In Stage I, a large language model (LLM) acts as an orchestration module that selects video diffusion models, refines prompts through iterative validation, and accumulates cross-task memory to synthesize physically plausible first-person navigation videos from language and image inputs. This increases video generation success from 35% (single-shot) to 86% across 50 navigation tasks. In Stage II, we introduce FlowDiT, a Flow-Constrained Diffusion Transformer that converts optimized goal videos and language instructions into continuous velocity commands using action-space denoising diffusion. FlowDiT integrates DINOv2 visual features, learned optical flow for ego-motion representation, and CLIP language embeddings for semantic stopping. We pretrain on the RECON outdoor navigation dataset and fine-tune on 203 Unitree G1 humanoid episodes collected in Isaac Sim to calibrate velocity dynamics. A single 43M-parameter checkpoint achieves 73.2% navigation success in simulation and 64.7% task completion on a real Unitree G1 in unseen indoor environments under open-loop execution, while operating at 40--47 Hz. We evaluate Action Agent across three embodiments: a Unitree G1 humanoid (real hardware), a drone, and a wheeled mobile robot (Isaac Sim), demonstrating that decoupling trajectory imagination from execution yields a scalable and embodiment-aware paradigm for language-guided navigation.

  • 5 authors
·
May 1

Validate the Dream Before You Trust Its Verdict: Admissibility for World-Model Simulators

Across robotics, World Models (WMs) are increasingly used to evaluate action policies by simulating the consequences of actions in an imagined world, and returning a success or safety verdict. Yet a verdict is only as trustworthy as the WM that produced it, and the WM itself needs to be certified. In video-generation WMs, fidelity metrics such as Fréchet Video Distance (FVD) reward visual realism, but ignore whether the world responds correctly to the policy's actions, including those unseen in training. Classical simulation-based validation assumes a trusted simulator evaluating an untrusted policy, whereas generative WMs are themselves unverified learned artifacts. Hence, we argue that any WM used as a test oracle must first be accredited before its verdicts can serve as evidence. Building on credibility practices from safety-critical simulation, including Verification, Validation & Accreditation (VV&A), Safety of the Intended Functionality (SOTIF), and scenario-based testing standards, we define an admissibility ladder (L0-L4) that a WM must climb before its closed-loop verdicts are accepted as assurance evidence. Our framework is embodiment-agnostic, and is instantiated in autonomous driving (AD), where assurance methods for traditional simulation are most mature. Applied to two driving WMs, the lower rungs reveal a reversal: the model that ranks higher on visual generation quality (L0) ranks lower on action-following (L1-L2), so visual fidelity does not predict the action-robustness a closed-loop verdict depends on.

DeceptionBench: A Comprehensive Benchmark for AI Deception Behaviors in Real-world Scenarios

Despite the remarkable advances of Large Language Models (LLMs) across diverse cognitive tasks, the rapid enhancement of these capabilities also introduces emergent deceptive behaviors that may induce severe risks in high-stakes deployments. More critically, the characterization of deception across realistic real-world scenarios remains underexplored. To bridge this gap, we establish DeceptionBench, the first benchmark that systematically evaluates how deceptive tendencies manifest across different societal domains, what their intrinsic behavioral patterns are, and how extrinsic factors affect them. Specifically, on the static count, the benchmark encompasses 150 meticulously designed scenarios in five domains, i.e., Economy, Healthcare, Education, Social Interaction, and Entertainment, with over 1,000 samples, providing sufficient empirical foundations for deception analysis. On the intrinsic dimension, we explore whether models exhibit self-interested egoistic tendencies or sycophantic behaviors that prioritize user appeasement. On the extrinsic dimension, we investigate how contextual factors modulate deceptive outputs under neutral conditions, reward-based incentivization, and coercive pressures. Moreover, we incorporate sustained multi-turn interaction loops to construct a more realistic simulation of real-world feedback dynamics. Extensive experiments across LLMs and Large Reasoning Models (LRMs) reveal critical vulnerabilities, particularly amplified deception under reinforcement dynamics, demonstrating that current models lack robust resistance to manipulative contextual cues and the urgent need for advanced safeguards against various deception behaviors. Code and resources are publicly available at https://github.com/Aries-iai/DeceptionBench.

  • 6 authors
·
Oct 17, 2025

A fully GPU-based workflow for building physics emulators of hypersonic flows

The ability to resolve complex physical phenomena with high fidelity and at low computational cost is central to addressing key challenges in modern engineering. A prime example lies in hypersonic flows, where the precise prediction of the full flowfield topology, in particular with respect to shock wave location and intensity, is critical. Yet supersonic and hypersonic flows continue to be a stumbling block for traditional reduced-order models and neural emulators that struggle to capture steep gradients in flow states with physical consistency in applications of industrial relevance. To that end, we introduce a fully GPU based workflow that integrates accelerated data generation with the training of neural emulators augmented by uncertainty quantification and physics-aware refinement. Our workflow is enabled by a differentiable high-fidelity solver (JAX-Fluids) which we employ for rapid dataset creation and residual-based improvement of the neural emulator to enhance physical consistency. Building on this framework, we first present a suite of model architectures and analyze their scaling behavior to expose their strengths and shortcomings. We then show that residual-based refinement enables training on cases where only mesh and input parameters are available, substantially reducing residuals and improving physical consistency. Together, differentiable simulation and residual-based refinement yield physics emulators that remain reliable beyond their training distribution, a key requirement for deploying surrogates in real-world engineering design loops.

  • 9 authors
·
Jun 10

Search-TTA: A Multimodal Test-Time Adaptation Framework for Visual Search in the Wild

To perform autonomous visual search for environmental monitoring, a robot may leverage satellite imagery as a prior map. This can help inform coarse, high-level search and exploration strategies, even when such images lack sufficient resolution to allow fine-grained, explicit visual recognition of targets. However, there are some challenges to overcome with using satellite images to direct visual search. For one, targets that are unseen in satellite images are underrepresented (compared to ground images) in most existing datasets, and thus vision models trained on these datasets fail to reason effectively based on indirect visual cues. Furthermore, approaches which leverage large Vision Language Models (VLMs) for generalization may yield inaccurate outputs due to hallucination, leading to inefficient search. To address these challenges, we introduce Search-TTA, a multimodal test-time adaptation framework that can accept text and/or image input. First, we pretrain a remote sensing image encoder to align with CLIP's visual encoder to output probability distributions of target presence used for visual search. Second, our framework dynamically refines CLIP's predictions during search using a test-time adaptation mechanism. Through a feedback loop inspired by Spatial Poisson Point Processes, gradient updates (weighted by uncertainty) are used to correct (potentially inaccurate) predictions and improve search performance. To validate Search-TTA's performance, we curate a visual search dataset based on internet-scale ecological data. We find that Search-TTA improves planner performance by up to 9.7%, particularly in cases with poor initial CLIP predictions. It also achieves comparable performance to state-of-the-art VLMs. Finally, we deploy Search-TTA on a real UAV via hardware-in-the-loop testing, by simulating its operation within a large-scale simulation that provides onboard sensing.

  • 11 authors
·
May 16, 2025 1

LEAD: Minimizing Learner-Expert Asymmetry in End-to-End Driving

Simulators can generate virtually unlimited driving data, yet imitation learning policies in simulation still struggle to achieve robust closed-loop performance. Motivated by this gap, we empirically study how misalignment between privileged expert demonstrations and sensor-based student observations can limit the effectiveness of imitation learning. More precisely, experts have significantly higher visibility (e.g., ignoring occlusions) and far lower uncertainty (e.g., knowing other vehicles' actions), making them difficult to imitate reliably. Furthermore, navigational intent (i.e., the route to follow) is under-specified in student models at test time via only a single target point. We demonstrate that these asymmetries can measurably limit driving performance in CARLA and offer practical interventions to address them. After careful modifications to narrow the gaps between expert and student, our TransFuser v6 (TFv6) student policy achieves a new state of the art on all major publicly available CARLA closed-loop benchmarks, reaching 95 DS on Bench2Drive and more than doubling prior performances on Longest6~v2 and Town13. Additionally, by integrating perception supervision from our dataset into a shared sim-to-real pipeline, we show consistent gains on the NAVSIM and Waymo Vision-Based End-to-End driving benchmarks. Our code, data, and models are publicly available at https://github.com/autonomousvision/lead.

autonomousvision autonomousvision
·
Dec 23, 2025

MDAgent2: Large Language Model for Code Generation and Knowledge Q&A in Molecular Dynamics

Molecular dynamics (MD) simulations are essential for understanding atomic-scale behaviors in materials science, yet writing LAMMPS scripts remains highly specialized and time-consuming tasks. Although LLMs show promise in code generation and domain-specific question answering, their performance in MD scenarios is limited by scarce domain data, the high deployment cost of state-of-the-art LLMs, and low code executability. Building upon our prior MDAgent, we present MDAgent2, the first end-to-end framework capable of performing both knowledge Q&A and code generation within the MD domain. We construct a domain-specific data-construction pipeline that yields three high-quality datasets spanning MD knowledge, question answering, and code generation. Based on these datasets, we adopt a three stage post-training strategy--continued pre-training (CPT), supervised fine-tuning (SFT), and reinforcement learning (RL)--to train two domain-adapted models, MD-Instruct and MD-Code. Furthermore, we introduce MD-GRPO, a closed-loop RL method that leverages simulation outcomes as reward signals and recycles low-reward trajectories for continual refinement. We further build MDAgent2-RUNTIME, a deployable multi-agent system that integrates code generation, execution, evaluation, and self-correction. Together with MD-EvalBench proposed in this work, the first benchmark for LAMMPS code generation and question answering, our models and system achieve performance surpassing several strong baselines.This work systematically demonstrates the adaptability and generalization capability of large language models in industrial simulation tasks, laying a methodological foundation for automatic code generation in AI for Science and industrial-scale simulations. URL: https://github.com/FredericVAN/PKU_MDAgent2

GSDrive: Reinforcing Driving Policies by Multi-mode Trajectory Probing with 3D Gaussian Splatting Environment

End-to-end (E2E) autonomous driving presents a promising approach for translating perceptual inputs directly into driving actions. However, prohibitive annotation costs and temporal data quality degradation hinder long-term real-world deployment. While combining imitation learning (IL) and reinforcement learning (RL) is a common strategy for policy improvement, conventional RL training relies on delayed, event-based rewards-policies learn only from catastrophic outcomes such as collisions, leading to premature convergence to suboptimal behaviors. To address these limitations, we introduce GSDrive, a framework that exploits 3D Gaussian Splatting (3DGS) for differentiable, physics-based reward shaping in E2E driving policy improvement. Our method incorporates a flow matching-based trajectory predictor within the 3DGS simulator, enabling multi-mode trajectory probing where candidate trajectories are rolled out to assess prospective rewards. This establishes a bidirectional knowledge exchange between IL and RL by grounding reward functions in physically simulated interaction signals, offering immediate dense feedback instead of sparse catastrophic events. Evaluated on the reconstructed nuScenes dataset, our method surpasses existing simulation-based RL driving approaches in closed-loop experiments. Code is available at https://github.com/ZionGo6/GSDrive.

  • 6 authors
·
Apr 30

From Runnable to Shippable: Multi-Agent Test-Driven Development for Generating Full-Stack Web Applications from Requirements

Coding agents can generate web applications from natural-language descriptions, yet a recent benchmark study shows that generated applications fail to meet functional requirements in over 70% of cases. The core difficulty is that web correctness cannot be assessed from source files or terminal output: the application must be deployed, exercised through simulated browser interactions, and failures must be translated into actionable repair signals -- steps that current agents cannot perform without human mediation. We present TDDev, a framework that automates this closed loop through three stages: (1) converting high-level requirements into structured acceptance tests before any code is written, (2) deploying the application and validating it through browser-based interaction simulation, and (3) translating browser-observed failures into structured repair reports for the coding agent. Enabled by TDDev, we conduct the first controlled empirical study of Test-driven development (TDD) strategies for web application generation, comparing four development protocols across two coding agents, two backbone models, and two benchmarks. TDD infrastructure consistently improves generation quality by 34--48 percentage points over a no-TDD baseline. The central finding is that the optimal protocol depends on the model's generation style: models that build applications holistically benefit most from agentic enforcement, while models that extend code conservatively benefit from incremental enforcement. Mismatching protocol to generation style eliminates the TDD benefit entirely while multiplying token cost up to 25-fold. A user study confirms that TDDev reduces manual developer intervention to zero, shifting the workload from continuous prompt engineering to autonomous, feedback-driven refinement.

Motus2: A Self-Evolving General World Model for Dexterous Manipulation

General embodied agents should perceive, predict, act, evaluate, and improve within a unified system. World models have shown great promise in building such agents, yet existing models typically append an action output head to a world simulator, without coupling them into a closed decision-and-learning loop for policy improvement. We present Motus2, a self-evolving general world model for dexterous manipulation. Motus2 advances world modeling through model scaling and data scaling. For model scaling, a single model with shared weights exposes three control interfaces: a policy (world-action model), a simulator (action-conditioned world model), and an evaluator (value model). The policy proposes candidate action chunks, the simulator predicts their visual consequences, and the evaluator assesses the predicted outcomes. Their coupling forms a closed decision-and-learning loop for policy improvement. This formulation uses curated expert demonstrations for action learning, while failed and suboptimal interactions provide valuable evidence for dynamics modeling and value learning. For data scaling, Motus2 progresses from large-scale monocular egocentric data to synchronized stereo egocentric data, followed by robot-domain adaptation with robot trajectories and supplementary human-robot alignment data. Motus2 further studies global-autoregressive and hybrid-memory extensions of its sliding-window context, adds tactile feedback for contact-aware control, and is instantiated on a fully biomimetic platform with stereo vision, dual arms, dual dexterous hands, and tactile sensing. Together, egocentric data scaling and closed-loop general world model scaling provide a general path toward self-evolving dexterous manipulation.

  • 19 authors
·
Aug 30

UniLab: A Heterogeneous Architecture for Robot RL Beyond GPU-Dominant Paradigms

Simulation-based RL for contemporary robot control is increasingly organized around GPU-resident simulation: physics, rollout collection, and learning are placed on a single GPU-centric execution path. This paradigm has greatly improved training speed, but it has also encouraged a default assumption that efficient training requires physics to reside on the GPU. We revisit this assumption. Our view is that, in simulation-dominated robot control, the essential question is not which processor runs physics, but whether simulation throughput, policy learning, and runtime synchronization form an efficient end-to-end loop. We present UniLab, a heterogeneous CPU-simulation / GPU-learning architecture that decouples CPU-parallel simulation from GPU policy updates through a unified runtime for data movement, buffering, and synchronization. UniLab is implemented as a complete and extensible training system using MuJoCoUni and MotrixSim CPU-batched physics backends, supporting PPO, FastSAC, FlashSAC, and APPO. On representative simulation-based robot control tasks, UniLab improves end-to-end training efficiency by 3--10times under the same hardware configuration, while reducing dependence on the NVIDIA CUDA-based software stack and supporting cross-platform execution on the Apple macOS platform and the AMD ROCm and Intel XPU accelerator backends. These results show that GPU simulation is an effective path to efficient training, but not a necessary one, broadening the practical system choices available for robot RL training. Project page: https://unilabsim.github.io.

  • 51 authors
·
May 28

RLinf-Co: Reinforcement Learning-Based Sim-Real Co-Training for VLA Models

Simulation offers a scalable and low-cost way to enrich vision-language-action (VLA) training, reducing reliance on expensive real-robot demonstrations. However, most sim-real co-training methods rely on supervised fine-tuning (SFT), which treats simulation as a static source of demonstrations and does not exploit large-scale closed-loop interaction. Consequently, real-world gains and generalization are often limited. In this paper, we propose an \textit{RL}-based sim-real \textit{Co}-training (RL-Co) framework that leverages interactive simulation while preserving real-world capabilities. Our method follows a generic two-stage design: we first warm-start the policy with SFT on a mixture of real and simulated demonstrations, then fine-tune it with reinforcement learning in simulation while adding an auxiliary supervised loss on real-world data to anchor the policy and mitigate catastrophic forgetting. We evaluate our framework on four real-world tabletop manipulation tasks using two representative VLA architectures, OpenVLA and π_{0.5}, and observe consistent improvements over real-only fine-tuning and SFT-based co-training, including +24% real-world success on OpenVLA and +20% on π_{0.5}. Beyond higher success rates, RL co-training yields stronger generalization to unseen task variations and substantially improved real-world data efficiency, providing a practical and scalable pathway for leveraging simulation to enhance real-robot deployment.

RLinf RLinf
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Feb 13 2

RAD-2: Scaling Reinforcement Learning in a Generator-Discriminator Framework

High-level autonomous driving requires motion planners capable of modeling multimodal future uncertainties while remaining robust in closed-loop interactions. Although diffusion-based planners are effective at modeling complex trajectory distributions, they often suffer from stochastic instabilities and the lack of corrective negative feedback when trained purely with imitation learning. To address these issues, we propose RAD-2, a unified generator-discriminator framework for closed-loop planning. Specifically, a diffusion-based generator is used to produce diverse trajectory candidates, while an RL-optimized discriminator reranks these candidates according to their long-term driving quality. This decoupled design avoids directly applying sparse scalar rewards to the full high-dimensional trajectory space, thereby improving optimization stability. To further enhance reinforcement learning, we introduce Temporally Consistent Group Relative Policy Optimization, which exploits temporal coherence to alleviate the credit assignment problem. In addition, we propose On-policy Generator Optimization, which converts closed-loop feedback into structured longitudinal optimization signals and progressively shifts the generator toward high-reward trajectory manifolds. To support efficient large-scale training, we introduce BEV-Warp, a high-throughput simulation environment that performs closed-loop evaluation directly in Bird's-Eye View feature space via spatial warping. RAD-2 reduces the collision rate by 56% compared with strong diffusion-based planners. Real-world deployment further demonstrates improved perceived safety and driving smoothness in complex urban traffic.

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.

IRL-VLA: Training an Vision-Language-Action Policy via Reward World Model

Vision-Language-Action (VLA) models have demonstrated potential in autonomous driving. However, two critical challenges hinder their development: (1) Existing VLA architectures are typically based on imitation learning in open-loop setup which tends to capture the recorded behaviors in the dataset, leading to suboptimal and constrained performance, (2) Close-loop training relies heavily on high-fidelity sensor simulation, where domain gaps and computational inefficiencies pose significant barriers. In this paper, we introduce IRL-VLA, a novel close-loop Reinforcement Learning via Inverse Reinforcement Learning reward world model with a self-built VLA approach. Our framework proceeds in a three-stage paradigm: In the first stage, we propose a VLA architecture and pretrain the VLA policy via imitation learning. In the second stage, we construct a lightweight reward world model via inverse reinforcement learning to enable efficient close-loop reward computation. To further enhance planning performance, finally, we design specialized reward world model guidence reinforcement learning via PPO(Proximal Policy Optimization) to effectively balance the safety incidents, comfortable driving, and traffic efficiency. Our approach achieves state-of-the-art performance in NAVSIM v2 end-to-end driving benchmark, 1st runner up in CVPR2025 Autonomous Grand Challenge. We hope that our framework will accelerate VLA research in close-loop autonomous driving.

  • 14 authors
·
Aug 7, 2025

Stop Hand-Holding Your Coding Agent: Engineering the Loops that Replace Step-by-Step Prompting

In mid-2026 a slogan reorganized how practitioners talk about coding agents: stop prompting your agent, start designing the loop that prompts it. We take this claim seriously and give it a careful treatment. We call the object of the new practice the loop specification: a bounded, reusable artifact, made of a trigger, a goal, a verification step, a stopping rule and a memory, that a human hands to an agent harness (such as Claude Code or Codex) so the agent pursues a goal on its own, in place of step-by-step prompting. We distinguish this external loop specification from two things it is often confused with: an ordinary programming loop, and the internal perceive-act-observe cycle that the harness already provides as plumbing. We position loop engineering as a new layer in the progression from prompt to context to harness to loop, and we argue, against the stronger headlines, that it does not retire prompt engineering; loop and prompt are distinct tools with distinct uses. We offer four contributions: a definition and scope for the discipline; an anatomy and taxonomy of loop specifications organized around trigger, goal type, a five-level verification ladder, architecture, and named terminal states; a descriptive analysis of the Loop Library, a public corpus of fifty real loops that we code by hand; and a set of design principles and anti-patterns grounded in the scientific literature on self-correction, reward hacking and model-as-judge fragility. The corpus shows that practice has matured most where the discipline says it matters: seventy percent of loops verify in the autonomous zone of the ladder and seventy-four percent name their terminal states, while automated triggering and durable memory remain comparatively underdeveloped. We close with the limits the practice must respect, including the verification burden, comprehension debt and the risk of cognitive surrender.

  • 1 authors
·
Jun 27

Auto Research with Specialist Agents Develops Effective and Non-Trivial Training Recipes

We study auto research as a closed empirical loop driven by external measurement. Each submitted trial carries a hypothesis, an executable code edit, an evaluator-owned outcome, and feedback that shapes the next proposal. The output is not a generated paper or a single model checkpoint, but an auditable trajectory of proposals, code diffs, experiments, scores, and failure labels. We instantiate this loop with specialist agents that partition recipe surfaces and share measured lineage across trials. The central empirical finding is that lineage feedback lets agents turn evaluator outcomes, including crashes, budget overruns, size failures, and accuracy-gate misses, into later program-level recipe edits rather than one-shot suggestions. Across 1,197 headline-run trials plus 600 Parameter Golf control trials after one-time setup and launch, humans did not choose proposals, edit recipes, override scores, or repair failed trials during the search. In the three headline runs, the same submitted-trial loop reduces Parameter Golf validation bpb by 0.81%, raises NanoChat-D12 CORE by 38.7%, and reduces CIFAR-10 Airbench96 wallclock by 4.59%, with each task measured by its own external evaluator and legality checks. The trace includes a strict architecture-domain audit of 157 headline-run submissions and program rewrites such as a NanoChat attention-kernel path change. Within this scope the loop autonomously writes code, submits experiments, absorbs feedback, applies and combines known techniques inside each environment, and improves public starting recipes.