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机器人操作

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VersaCamVLA: Camera-Configurable VLA Policies for Robotic Manipulation

Boyao Han, Chen Shi, Jingjing Qian, Zhuotao Tian, Li Jiang

Vision-Language-Action (VLA) models have emerged as powerful foundations for robotic manipulation, but their reliance on fixed camera configurations during training makes them brittle to changes in camera count or pose during deployment. To overcome these limitations, we propose VersaCamVLA, a camera-configurable framework that decouples camera-set representation from action learning. VersaCamVLA learns a unified scene-token interface that maps an arbitrary, variable set of posed RGB views into fixed-size latent scene tokens. This is achieved via multi-signal target-view prediction and Wrist-Augmented Pose Sampling (WAPS), which leverages natural wrist-camera motion for free pose diversity. At deployment, a lightweight spatial encoder injects these compact scene tokens into a pretrained base VLA as a supplementary visual condition, requiring no explicit 3D sensing or novel-view rendering. Experiments on RoboTwin, LIBERO, and a real-robot platform demonstrate that VersaCamVLA consistently outperforms prior VLA methods and direct multi-view baselines, maintaining robust performance across varying camera counts and unseen camera poses.

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ToS: Tree-of-Skill Reinforcement Learning driven by Behavior Tree for Long-Horizon Manipulation

Xinglin Chen, Yishuai Cai, Yunxin Mao, Minglong Li, Kefei Zhu, Wenjing Yang, Yaodong Yang, Ji Wang, Yuanpei Chen

Behavior Trees (BTs) are known for their modular nature, making them a promising control architecture for long-horizon manipulation tasks. BT planning leverages high-level symbolic behavior models to effectively generate reliable BTs. However, low-level skill design often involves dependencies between skills that are difficult to model or reason about using symbols, such as precise object poses. Existing skill chaining methods typically focus on connecting a predefined sequence of skills but struggle to handle multiple possible subsequent branches. This paper proposes Tree-of-Skill (ToS), the first neural-symbolic framework for dynamic skill chaining in BT-driven Reinforcement Learning (RL). In ToS, subsequent skills are predicted using behavior models during BT execution, and the current skill is dynamically chained to its successor via the goal generated by the successor’s guiding network. Guidance is applied when two adjacent skills have dependencies, which may be explicitly modeled or implicit. We introduce the goal mask for skills to support heterogeneous goal spaces or to enable execute without a successor-provided goal. The training process of ToS includes goal-conditioned skill learning, guiding network learning, and optional task-specific fine-tuning. Experiments are conducted on a robot equipped with two Realman RM75-6F arms and two PsiBot G0-R hands. We train 8 skills in simulation and evaluate them on 7 two-step tasks and 5 long-horizon (3–5 steps) tasks. Results show that ToS generally achieves higher success rates than the baselines, particularly on unseen tasks. Ablation studies further demonstrate the effectiveness of the guiding network. Finally, real-world deployment confirms the practical applicability of ToS for long-horizon manipulation.

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Stealthy World Model Manipulation via Data Poisoning

Yibin Hu, Zizhan Zheng

Model-based learning agents use learned world models to predict future states, plan actions, and adapt to new environments. However, the process of updating world models from collected experience creates a training-time attack surface: adversarially poisoned fine-tuning trajectories can manipulate the learned dynamics and thereby corrupt downstream planning. In this paper, we propose SWAAP, the first two-stage data poisoning framework for learned world models. In the first stage, SWAAP identifies a harmful target world model that induces low-return behavior under planning while remaining close to clean dynamics, using first-order bilevel optimization enabled by a transition-gradient theorem. In the second stage, SWAAP realizes this target through stealth-constrained gradient matching, modifying only a limited fraction of fine-tuning transition targets so that the induced training gradients steer the victim model toward the adversarial target, while a prediction-error regularizer encourages the poisoned targets to remain close to the world model's natural approximation error. To assess attack stealthiness, we evaluate defenses and detectability across three stages of the poisoning pipeline: pre-training detection of poisoned transitions, robust training during fine-tuning, and test-time monitoring of the resulting world model. Across diverse continuous-control tasks, SWAAP causes substantial performance degradation while keeping poisoned transitions close to clean data and avoiding detection by the evaluated defenses. These results reveal a practical vulnerability in world-model adaptation pipelines and highlight the need for robustness methods that protect both world-model training data and learned dynamics.

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SCION: Scene Composition via Instanced Neural Primitives

William Koch, Amogh Joshi, Cyrus Vachha, Cheng Zheng, Felix Heide

Real-world scenes are compositional: bricks, blades of grass, pebbles, and tree leaves recur across human-built and natural environments. Existing neural scene representations model these elements independently. Most 3D Gaussian Splatting and follow-up abstraction and compression methods treat each element as unique, fitting millions of independent Gaussians per scene. Prior methods like Splat and Replace fit template objects, but they require mostly manual selection of repeated elements. As a result, these representations store redundant parameters and provide weak manipulation handles for downstream tasks. We introduce SCION, a hierarchical compositional scene representation that replaces independent Gaussians with a compact vocabulary of reusable primitives and lightweight world-space instances that place transformed copies throughout the scene. We fit this representation to multi-view captures via a joint optimization over discrete and continuous scene parameters, combining two-level densification over splats and instances with an adversarial loss that preserves detail across shared primitives. The recovered structure yields a compact, controllable representation while maintaining high quality even at 1.2 MB. SCION achieves rate-distortion favorable to existing Gaussian compression methods, and it enables instance-level scene editing and animation without retraining. Our results show that neural scene representations need not memorize scenes as independent primitives; they can discover reusable parts.

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RecoverBench: A Systematic Benchmark for Error Recovery in Robotic Manipulation

Zijia Tang, Ganlong Zhao, Xingping Chen, Junye Chen, Zihao Mo, Zedi Wang, Guanbin Li

Robotic manipulation policies have achieved remarkable success in controlled settings, but they catastrophically fail when execution errors occur---dropped objects, collisions, misaligned grasps. Despite the critical importance of error recovery for real-world deployment, no existing benchmark systematically evaluates manipulation policies' ability to recover from such errors. We introduce RecoverBench, the first systematic benchmark for error recovery in robotic manipulation. We propose a taxonomy of 12 Error Skills organized into 5 Recovery Behavior Groups (RBGs), spanning 24 error subtypes across 2 difficulty degrees. Our Error Skill pipeline automatically generates 1,360 reproducible error scenes from clean demonstration trajectories across 6 manipulation tasks. Each error scene includes complete simulation state snapshots, environment fingerprints, and RNG states for deterministic reproduction. Beyond evaluation, RecoverBench also supports recovery-demo collection and augmentation, and we show that this recovery supervision improves recovery performance. We evaluate 4 representative manipulation policies on RecoverBench. Even the best-performing policy reaches only 48.6% average recovery success, ranging from 32.0% on threading to 76.7% on stack, showing that current methods still lack robust recovery. These results highlight the need for dedicated recovery evaluation and position RecoverBench as a benchmark for improving recovery robustness in manipulation policies. Code, data, and evaluation protocols will be released.

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Reconfiguring Procedural Knowledge for Compositional Robot Skill Adaptation

Daehee Lee, Dongsu Lee, Sanghyun Ahn, Minjong Yoo, Honguk Woo

General-purpose behavior models increasingly internalize broad procedural knowledge at training time, making adaptation less a problem of learning entirely new behaviors than of reconfiguring existing competence for new goals, object relations, and skill interfaces. We study this as reconfigurability, the ability to realize new behaviors by restructuring components and relations cost-efficiently, under *sparse governing information*, where a task specification provides high-level goals or abstract directives but omits the concrete bindings and compositions required for execution. We propose RecPo, a framework that represents skills task-agnostically through multiple procedure views and materializes a new task by composing only the transition relations consistent with the task-relevant views. RecPo maintains a procedure knowledge base of local transition relations within each view. At deployment time, it interprets a task demonstration through the same views, converts observed view-level changes into a compositional query, and resolves the query into an executable skill sequence. On an extended Franka Kitchen benchmark with held-out long-horizon tasks outside the stored compositions, RecPo achieves 91.7\% ordered subtask completion, substantially outperforming non-reconfigurable skill retrieval baselines. Real-robot case studies further show deployment-time adaptation through recomposition rather than task-specific retraining.

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Pose6DAug: Physically Plausible Multi-View Object Swapping for Robot Data Augmentation

Jonghoon Lee, Seong Hyeon Park, Minha Lee, Byungwoo Jeon, Jinwoo Shin

Vision-language-action (VLA) policies have shown strong potential for general-purpose manipulation, yet they often fail on novel, out-of-distribution objects whose appearance or geometry deviates from the training distribution. The standard remedy is to collect multi-view teleoperation data for every failure case, but this scales poorly in both cost and time. We introduce Pose6DAug, a failure-driven data augmentation framework that turns a policy’s own successful episodes into targeted demonstrations for its failure modes, without any new data collection. Our key insight is that each successful episode already encodes a physically valid action trajectory together with calibrated multi-view observations. By swapping only the manipulated object while preserving this trajectory, we obtain new and physically grounded demonstrations. However, the challenge lies in synthesizing object swaps, e.g., naive 2D video editing breaks multi-view consistency and physical plausibility, particularly under heavy occlusion and egocentric viewpoints. Our method instead operates directly in 3D, anchoring the target object with an explicit mesh driven by a temporally coherent 6D pose trajectory. This ensures geometrically consistent renderings across all camera views. Fine-tuning a VLA on data augmented by our method improves success rates by 16.5% relative to the state-of-the-art baseline on novel objects, while preserving in-distribution performance. These results show that multi-view and physically consistent augmentation is a practical path to scalable VLA generalization.

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PointZero: 3D Point Track Completion for Learning Transferable 3D Dynamics

Bardienus Duisterhof, Kaifeng Zhang, Adam Hung, Bowen Wen, Stan Birchfield, Yunzhu Li, Deva Ramanan, Jeffrey Ichnowski

World models endow perceptual systems with the ability to predict how scenes evolve under interaction. They are most beneficial when trained on diverse volumes of data, to instill a rich prior into downstream applications. Existing methods for capturing 3D world models are typically scene-specific dynamics models, or require robot action labels - which excludes web video data from the training pool. We study 3D point track completion as a pre-trianing objective for learning transferable 3D dynamics without robot data. Given a single RGB-D observation and sparse partial 3D trajectories (tracks), we predict future 3D tracks of all observed points. We show this is a objective provides a rich dynamics prior, without requiring robot action labels. We contribute a diverse dataset of 2.9 million synthetic frames spanning deformable, articulated, and rigid objects, and use it to train PointZero. We show that a flexible and expressive transformer, PointZero, outperforms prior methods on the same data. We demonstrate the utility of our pre-training objective by fine-tuning PointZero for two downstream applications: (1) action-conditioned dynamics and (2) robot manipulation. When fine-tuned to condition on end-effector pose, PointZero outperforms the baselines on a recent action-conditioned 3D dynamics benchmark. When fine-tuned to predict robot actions, PointZero outperforms or matches the baselines on 6/7 simulated and real-world robot manipulation tasks. We furthermore evaluate training PointZero from scratch to isolate the benefits of our proposed architecture from those of our proposed pre-training objective and dataset. We release the dataset, model checkpoints, and full training recipe.

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PACE: Progress Actively-internalized Conditioning Execution for Long-horizon Manipulation

Fei Ni, Zhuo Chen, Xianze Yao, Zerui Chen, Changrui Chen, Yifu Yuan, Shan Luo, Jianye Hao, Jiankang Deng

Vision-language-action (VLA) models have made rapid progress in robotic manipulation, yet the policy acts with no sense of the *pace* at which its own execution unfolds—whether it is advancing, stalling, or has quietly gone wrong—especially for long-horizon tasks. Recent methods supply progress through external reward models or as an auxiliary prediction inside the policy, but the signal runs alongside action generation rather than actively shaping it. Moreover, progress is inherently tied to the terminal state, making estimation fragile when the policy lacks an internal awareness of where the task should end. We propose **PACE**, which actively internalizes task progress as a predictive interface bridging commitment and execution, equipping the policy with a calibrated sense of the *pace* at which it advances toward task completion. Specifically, we first equip the VLA with a *foresight anchor*, a predicted terminal representation from observation and instruction, from which progress emerges as a geometric projection. Building on this anchor, the model perceives a compact past–present–future progress state capturing *how much the last step advanced*, *how far execution has come*, and *how far the next step should go*. These predicted progress further actively conditions the action decoder to guide the prediction, while the gap between committed and realized increments provides a built-in consistency check for lightweight failure detection. Experiments across LIBERO, SimplerEnv, and real-world single-arm and bimanual platforms show that PACE achieves 98.7% on LIBERO and 74% on real-world manipulation, with consistent gains especially on long-horizon tasks. Robustness and stable generalization across diverse scenarios further confirm the advantage of internalizing progress within the policy, validating a calibrated sense of execution pace as an effective paradigm for long-horizon robot control.

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OntoPlan: An Ontology-Grounded Scene Representation and Agentic Framework for Scalable Robot Task Planning

Hyeongwoo Nam, Woongje Cho, Juwon Kim, Jongeun Choi

Large language model (LLM)-based robot task planning is promising for open-ended instruction following, but degrades on long-horizon tasks in large environments. When spatial information is conveyed to the LLM through text, the model can fail to capture spatial context, and token cost grows with environment size. Generating action sequences directly with an LLM also makes it difficult to satisfy the current world state and action preconditions. We address this with an ontology-grounded scene representation that aligns objects, spaces, relations, and states in a shared symbolic vocabulary for spatial reasoning and task planning, and with OntoPlan, an agentic framework that interprets instructions, selectively retrieves task-relevant information, formalizes goals and constraints, and produces executable plans. Across 150 benchmark tasks spanning five indoor environments and three scene scales, OntoPlan achieves 0.83 average task success, compared with 0.30 for the strongest baseline, while using 17.2k total tokens per task on average, about 5.8$\times$ fewer than the most efficient baseline. These advantages persist as scene scale increases, whereas prior methods degrade more sharply in both success and token cost. OntoPlan also responds appropriately to ambiguous or infeasible instructions by asking follow-up questions or reporting insufficient information rather than committing to invalid plans. Code available at https://anonymous.4open.science/r/OntoPlan.

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Nautilus: From One Prompt to Plug-and-Play Robot Learning

Yufeng Jin, Jianfei Guo, Xiaogang Jia, Yu Deng, Steven Li, Han Liu, Weiran Liao, Vignesh Prasad, Mathias Franzius, Gerhard Neumann, Georgia Chalvatzaki

Robot learning research is fragmented across policy families, benchmark suites, and real robots; Each implementation is entangled with the others in a complex combination matrix, making it an engineering nightmare to port any single element into. General-purpose coding agents may occasionally bridge specific setups, but cannot close this gap at scale because they lack the procedural priors and validation practices that characterize robotics research workflows. We propose NAUTILUS, an open-source harness that turns a single user prompt, for example, ``Evaluate policy $A$ with benchmark $B$''---into ready-to-use reproduction, evaluation, fine-tuning, and deployment workflows. NAUTILUS provides: plug-and-play agent skill sets with distilled priors from robotics research; typed contracts among policies, simulators/benchmarks, and real-world robots; unified interfaces and execution environments; and an agentic coding workflow with explicit, automated validation, and testing at each milestone. NAUTILUS can not only automatically generate the required adapters and containers for existing implementations, but also wrap and onboard new or user-provided policies, simulators/benchmarks, and robots, all connected via a uniform interface. This expands cross-validation coverage without hand-written glue code. Like a nautilus shell that grows by adding chambers, NAUTILUS scales by extending its execution in chambered units, making it a research harness for scalability rather than a hand-curated framework, and aiming to reduce the engineering burden of cross-family reproduction and evaluation in the ever-growing robot learning ecosystem.

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MapPolicy: Structure-Aware Imitation Learning for Robot Manipulation via Physically Constrained Scene Map

Zehao Du, Zheng Huang, Rui Li, Hongyu Liu, Jiude Wei, Jiachun Bao, Cewu Lu, Jianhua Sun

Robot manipulation under partial observability requires policies to act from incomplete visual evidence while still reasoning about object structure, spatial layout, and physical relations. Existing imitation learning methods mainly encode currently visible observations, which makes them brittle when task-critical parts, contact regions, or support relations are occluded. We introduce Scene Map, a structured scene representation that models object shape, part structure, spatial layout, and physical constraints as a graph of manipulation-relevant primitives and relations. Scene Map turns occluded but task-relevant structure into explicit prediction targets and provides structural priors for inferring unseen components from partial observations. Building on Scene Map, we propose MapPolicy, an imitation learning framework that fuses structured map features with visual and robot state features for action prediction. MapPolicy uses structure-modulated graph attention to propagate global structural and spatial information through primitive features, and a physical constraint loss to regularize learned features with geometric and kinematic consistency. Across 49 manipulation tasks in three simulation benchmarks and five real world tasks, MapPolicy consistently improves over strong imitation learning baselines, with especially clear gains under severe occlusion. Our code will be released publicly to facilitate reproducibility and further research.

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Lift, See, Act: Hierarchical Robot Policy Pretraining with 3D Foundation Models

Yiyuan Ge, Changxing Ding, Ziyu Hao, Zijie Zheng, Xiangmin Xu

Robot policy pretraining based on human videos is crucial for improving the policy’s generalization ability. One main challenge for this task is the lack of explicit action-relevant representations in such unlabeled data. Recent works tend to estimate 3D hand motion trajectories from videos using 3D foundation models (3D FMs). However, they keep solely the sparse trajectories as supervision, ignoring the rich, fine-grained information produced during the trajectory extraction process. To address this issue, we propose $\textbf{LSA}$, a hierarchical robot policy pretraining framework that includes three phases: $\textbf{L}$ift, $\textbf{S}$ee, and $\textbf{A}$ct. Specifically, the Lift phase elevates 2D video observations into dense 3D representations by adaptively aligning features in the policy's shallow layers with the intermediate representations extracted from multiple 3D FMs. Building upon these lifted representations, the See phase equips the policy with explicit geometric and interactive awareness through dual guidance. It introduces depth-map reconstruction to help the model comprehend 3D spatial layouts and utilizes hand region cues to explicitly supervise the encoder’s attention toward task-relevant interaction hotspots. Empowered by the dense 3D representation learning and precise spatial guidance, our policy achieves robust and accurate robotic manipulation in the Act phase. Extensive experiments on diverse simulation and real-world tasks demonstrate that LSA significantly outperforms current state-of-the-art approaches. The code of this work will be released soon.

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Leaderboard Hacking: Preference-Based Model Evaluations are Vulnerable to Manipulation

Eve Fleisig, Joachim Baumann, Dylan Hadfield-Menell, Dirk Hovy

Arena-style rankings of language models are a widely used evaluation framework in leaderboards like LMArena, research papers, and model evaluation in production. These rankings aim to realistically assess model performance using pairwise comparisons of anonymous models on user prompts, aggregating votes via the Bradley-Terry model to produce the final ranking. However, we find that these leaderboards are highly vulnerable to several manipulation strategies that unscrupulous providers could use to boost a model's rank: strategic voting (individual votes that boost a model's rank, including votes on irrelevant models), strategic prompting (choosing prompts that favor a model), and strategic nomination (boosting the rank of a model by inserting irrelevant models). We demonstrate these effects on public leaderboard data, analyze the circumstances that cause these vulnerabilities, and describe approaches to safeguard against each attack. Notably, these issues hold for any pairwise preference-based evaluation that uses the Bradley-Terry model. These manipulations boost the rank of nearly every tested model; each attack can boost a model by up to 15-21 places in a ranking and, combined, they can boost a model by up to 45 places.

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LIBERO-PeRM: Benchmarking Personalized Robotic Manipulation

Zhixu Li, Keqian Tang, Litian Gong, Jingyu Yao, Wenqian Zhang, Tianze Xu, Zehao Wang, Yuping Wang, Junge Zhang, Jiachen Li

Personalization is essential for general-purpose robots to transition into household environments and achieve true practicality. While general robotic manipulation has been extensively studied, personalized robotic manipulation (PeRM) lacks a unified formulation and remains significantly underexplored. In this paper, we identify user preference as the cornerstone of PeRM and introduce LIBERO-PeRM, a novel benchmark designed for personalized preference learning in embodied agents. Specifically, LIBERO-PeRM highlights five key research topics in personalization: 1) how policies follow preferences in zero-shot settings; 2) how to learn single preferences from demonstrations; 3) how efficiently policies acquire preferences as demonstrations increase; 4) how learned preferences generalize across layouts and preference settings; and 5) how policies compose multiple preferences and resolve conflicts. To this end, we propose a unified formulation of personalized manipulation with three preference levels that jointly cover common daily personalization scenarios. Building on this formulation and the LIBERO framework, we develop an extensible procedural generation pipeline that generates paired demonstrations with and without preferences. For benchmarking purposes, we create five task suites (312 tasks in total) with corresponding high-quality demonstrations, rich metadata, and preference satisfaction metrics to probe the aforementioned research topics. Experimental results show that current VLA policies struggle with zero-shot personalization, while SFT makes preferences learnable; preference learning benefits from mixed training, broader layout diversity, and same-layout no-preference data, but generalization, decomposition, and conflict resolution remain difficult.

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Interaction-Aligned Robot Learning from Human Videos with Structured Graph Modeling

Jiawei Fu, Lin Yang

Recent advances in robotics foundation models have shown promising multi-task generalization, yet their reliance on specialized embodiment-specific data and model fundamentally prevents them from exploiting the far richer physical interaction knowledge present in abundant human manipulation videos. Existing approaches that leverage human videos suffer from misaligned representations that preclude explicit unified interaction modeling over human video and robot demonstration, failing to capture unified physical interaction dynamics essential for cross-domain transfer. We address this by constructing a unified representation that aligns human videos and robot tasks through scene point clouds with hand-to-gripper mapping via spatial tracking and hand pose estimation. Leveraging this representation, we propose a structured graph transformer that explicitly models spatial, semantic, and intentional interaction entities through graph attention mechanisms. The modeled multi-level interaction features then enable interaction-aligned cross-domain learning, transferring manipulation knowledge from human videos to robot tasks via discrete interaction abstraction and hierarchical distribution alignment. Experiments on RLBench, ManiSkill2, and real-world robot demonstrate state-of-the-art performance on diverse benchmarks with fewer demonstrations and effectiveness of our designed modules. Remarkably, our method achieves zero-shot transfer on robot tasks when trained exclusively on human video, providing strong evidence for effective human-to-robot transfer through interaction alignment.

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How to Instruct Your Robot: Dense Language Annotations Power Robot Policy Learning

Bosung Kim, Ruiyi Wang, David Acuna, Jaehun Jung, Alex Trevithick, Brandon Cui, Yejin Choi, Prithviraj Ammanabrolu

Scaling robot policy learning is bottlenecked by the cost of collecting demonstrations: datasets at modern scale require thousands of skilled-operator hours on dedicated robot hardware. The language description paired with these demonstrations does not face the same bottleneck---a single short task label is cheap, but it also leaves implicit spatial relations, object interactions, embodiment state, and subgoal structure that the pixels already contain. We treat \emph{language density} as a cheap lever for amplifying signal in a fixed demonstration corpus; whereas prior dense-language work in robotics commits to a single caption style, we instead ask which kind of dense language helps each task and learn to deliver it at deployment. We realize this as \textbf{DeMiAn} (\textbf{De}nse \textbf{M}ult\textbf{i}-aspect \textbf{A}nnotatio\textbf{n}) in two stages. First, an automatic VLM pipeline re-labels each segment of an existing demonstration along four complementary aspects---\emph{physical motion}, \emph{scene composition}, \emph{arm pose}, and segment-level \emph{reasoning}---each surfacing a distinct kind of structure that a one-line task label omits. Second, a small learned \emph{instructor}, trained via supervised fine-tuning, maps the natural language task description and an initial scene snapshot to a task-appropriate annotation and runs asynchronously alongside the action policy, hiding generation latency behind the rollout. Applied to over 1M robot manipulation and 50K EgoVerse human-egocentric videos, with no new demonstrations collected, DeMiAn delivers four findings on a VLA action policy and a video-based world-action model: i) the learned instructor lifts RoboCasa success by 5 points over the no-annotation baseline, within 3 points of a per-task oracle; (ii) that oracle is non-trivial---no fixed aspect dominates, and peak performance requires selecting the right annotation aspect per task; (iii) the trained system extends usefully to composite tasks under subgoal-driven prompt switching, and to OOD scenes and objects; and (iv) dense annotation improves the compute-performance frontier in both mid-training and post-training, making re-annotation a practical scaling lever for robot policy learning.

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HandEdit: A Unified Benchmark for Egocentric Human-to-Robot Dexterous Hand Image Editing

Zhenjie Yang, Xingyu Jiao, Guopeng Zhong, Shuzhe Yang, Shi Che, Chao Wu, Chenyu Jiang, Dongjie Zhang, Yideng Zhang, Zheng Zhang, Muyun Jiang, Haisheng Su, Shuang Jin, Donghang Zhang, Chao Yang, Li Chen, Hongyang Li, Zuxuan Wu, Yu-Gang Jiang, Xiaosong Jia, Junchi Yan

Robotic manipulation with dexterous hands is a cornerstone of Embodied AI, yet its progress is stifled by the high cost of collecting embodiment-aware teleoperation data. While abundant egocentric videos of human hands offer a scalable alternative, the profound discrepancies in appearance, articulation, and camera viewpoints between human and robotic data raise significant challenges for co-training. Though existing general image-editing models demonstrate strong capabilities, they lack necessary embodiment-specific priors to fully bridge this gap. In this work, we present HandEdit, a unified large-scale embodiment-aware image-editing dataset and benchmark specifically designed to transform human hands and arms into various dexterous robotic embodiments within egocentric frames. HandEdit comprises over 200M editing instances derived from five diverse source datasets, covering 26 distinct URDFs, including 13 hand-only and 13 hand-arm configurations. Alongside the dataset, we establish a unified benchmark protocol with two tracks: Hand-only and Hand-Arm, supporting URDF-conditioned evaluation. We conduct extensive evaluations of 11 representative image-editing baselines using a multi-dimensional metric suite, including generic similarity metrics, VLM-based judgment, and embodied-aware metrics. HandEdit serves as a critical resource at the intersection of image editing and robotics: it advances embodiment-aware editing models while enabling scalable dexterous robotic learning from abundant human video data, paving the way for more generalizable Embodied AI. Code, datasets, and benchmarks are available at \url{https://anonymous.4open.science/r/HandEdit}.

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Grasp-Then-Plan with Failure Attribution: A Closed Two-Stage Framework for Precise and Generalizable Robotic Manipulation

Jiahao Xu, Peiyuan Wang, Hanzhuo Zhang, Zihao Yu, Tianyu Fu, Hao Chen, Xuanhao Xiang, Zixuan Li, Jianbo Yu, Chenchen Fu, Wanyuan Wang

In robotic manipulation, the tight coupling between grasping and motion planning often obscures the true source of failure, leading to inefficient trial-and-error. To enable efficient long-horizon manipulation, we propose GTP-FA (Grasp-Then-Plan with Failure Attribution), a task-oriented two-stage ‘grasp-then-plan’ framework that generates grasp candidates and performs downstream motion planning conditioned on the selected grasp. Given a failed manipulation trajectory, we learn a failure attribution model that generalizes to unseen grasps and produces a stable distribution over failure modes for diagnosis-guided optimization. Based on these attribution results, we then optimize both modules in a diagnosis-driven manner: on the grasping side, we inject task-level priors and risk penalties into grasp candidate scoring and optimization to suppress unstable or task-incompatible grasps; on the planning side, we target high-risk initial states through data collection and fine-tuning to address genuine planning bottlenecks. We evaluate the proposed framework in both simulation and real-robot experiments, and show that GTP-FA improves the corresponding base learners across RL, IL, diffusion-policy, and VLA-based settings, achieving substantially higher overall task success rates. Project page: here.

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From Sample to Subset Construction: Coverage-Aware Curation of Robot Demonstrations

Shuo Liu, Minxin Lai, Wuyang Zhang, Yu Zhang, Zhuangqiu Huang, Yao Li, Yanyong Zhang

Scaling robot demonstrations does not guarantee better imitation: redundant trajectories dilute learning, while rare, imperfect segments may encode critical transitions. Prior curation methods overlook such dependencies by scoring samples independently at the trajectory or segment level. We reframe robot demonstration curation as a coverage-aware sequential selection problem and propose PROSE, which selects data by maximizing marginal utility under a fixed budget. PROSE unifies three signals: (i) influence on closed-loop return, (ii) kinematic reliability, and (iii) coverage gain measuring novelty with respect to the retained set, allowing full trajectories and fine-grained segments jointly participate in scoring and filtering. Across three Robomimic simulation tasks and three real Franka tasks, PROSE achieves the best success rate on every task we evaluate against three state-of-the-art curators (CUPID, SCIZOR, Demo-SCORE), with average closed-loop gains of +15\% in simulation and +35\% in real-world. Ablations attribute the gain primarily to the coverage step.

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机器人操作 · NeurIPS 2026 | paperlist.ai