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Apr 15

A Survey on Vision-Language-Action Models: An Action Tokenization Perspective

The remarkable advancements of vision and language foundation models in multimodal understanding, reasoning, and generation has sparked growing efforts to extend such intelligence to the physical world, fueling the flourishing of vision-language-action (VLA) models. Despite seemingly diverse approaches, we observe that current VLA models can be unified under a single framework: vision and language inputs are processed by a series of VLA modules, producing a chain of action tokens that progressively encode more grounded and actionable information, ultimately generating executable actions. We further determine that the primary design choice distinguishing VLA models lies in how action tokens are formulated, which can be categorized into language description, code, affordance, trajectory, goal state, latent representation, raw action, and reasoning. However, there remains a lack of comprehensive understanding regarding action tokens, significantly impeding effective VLA development and obscuring future directions. Therefore, this survey aims to categorize and interpret existing VLA research through the lens of action tokenization, distill the strengths and limitations of each token type, and identify areas for improvement. Through this systematic review and analysis, we offer a synthesized outlook on the broader evolution of VLA models, highlight underexplored yet promising directions, and contribute guidance for future research, hoping to bring the field closer to general-purpose intelligence.

  • 14 authors
·
Jul 2, 2025 1

Neural Dynamic Policies for End-to-End Sensorimotor Learning

The current dominant paradigm in sensorimotor control, whether imitation or reinforcement learning, is to train policies directly in raw action spaces such as torque, joint angle, or end-effector position. This forces the agent to make decisions individually at each timestep in training, and hence, limits the scalability to continuous, high-dimensional, and long-horizon tasks. In contrast, research in classical robotics has, for a long time, exploited dynamical systems as a policy representation to learn robot behaviors via demonstrations. These techniques, however, lack the flexibility and generalizability provided by deep learning or reinforcement learning and have remained under-explored in such settings. In this work, we begin to close this gap and embed the structure of a dynamical system into deep neural network-based policies by reparameterizing action spaces via second-order differential equations. We propose Neural Dynamic Policies (NDPs) that make predictions in trajectory distribution space as opposed to prior policy learning methods where actions represent the raw control space. The embedded structure allows end-to-end policy learning for both reinforcement and imitation learning setups. We show that NDPs outperform the prior state-of-the-art in terms of either efficiency or performance across several robotic control tasks for both imitation and reinforcement learning setups. Project video and code are available at https://shikharbahl.github.io/neural-dynamic-policies/

  • 4 authors
·
Dec 4, 2020

Dita: Scaling Diffusion Transformer for Generalist Vision-Language-Action Policy

While recent vision-language-action models trained on diverse robot datasets exhibit promising generalization capabilities with limited in-domain data, their reliance on compact action heads to predict discretized or continuous actions constrains adaptability to heterogeneous action spaces. We present Dita, a scalable framework that leverages Transformer architectures to directly denoise continuous action sequences through a unified multimodal diffusion process. Departing from prior methods that condition denoising on fused embeddings via shallow networks, Dita employs in-context conditioning -- enabling fine-grained alignment between denoised actions and raw visual tokens from historical observations. This design explicitly models action deltas and environmental nuances. By scaling the diffusion action denoiser alongside the Transformer's scalability, Dita effectively integrates cross-embodiment datasets across diverse camera perspectives, observation scenes, tasks, and action spaces. Such synergy enhances robustness against various variances and facilitates the successful execution of long-horizon tasks. Evaluations across extensive benchmarks demonstrate state-of-the-art or comparative performance in simulation. Notably, Dita achieves robust real-world adaptation to environmental variances and complex long-horizon tasks through 10-shot finetuning, using only third-person camera inputs. The architecture establishes a versatile, lightweight and open-source baseline for generalist robot policy learning. Project Page: https://robodita.github.io.

  • 11 authors
·
Mar 25, 2025 2

Training Agents Inside of Scalable World Models

World models learn general knowledge from videos and simulate experience for training behaviors in imagination, offering a path towards intelligent agents. However, previous world models have been unable to accurately predict object interactions in complex environments. We introduce Dreamer 4, a scalable agent that learns to solve control tasks by reinforcement learning inside of a fast and accurate world model. In the complex video game Minecraft, the world model accurately predicts object interactions and game mechanics, outperforming previous world models by a large margin. The world model achieves real-time interactive inference on a single GPU through a shortcut forcing objective and an efficient transformer architecture. Moreover, the world model learns general action conditioning from only a small amount of data, allowing it to extract the majority of its knowledge from diverse unlabeled videos. We propose the challenge of obtaining diamonds in Minecraft from only offline data, aligning with practical applications such as robotics where learning from environment interaction can be unsafe and slow. This task requires choosing sequences of over 20,000 mouse and keyboard actions from raw pixels. By learning behaviors in imagination, Dreamer 4 is the first agent to obtain diamonds in Minecraft purely from offline data, without environment interaction. Our work provides a scalable recipe for imagination training, marking a step towards intelligent agents.

  • 3 authors
·
Sep 29, 2025

DS-STAR: Data Science Agent via Iterative Planning and Verification

Data science, which transforms raw data into actionable insights, is critical for data-driven decision-making. However, these tasks are often complex, involving steps for exploring multiple data sources and synthesizing findings to deliver insightful answers. While large language models (LLMs) show significant promise in automating this process, they often struggle with heterogeneous data formats and generate sub-optimal analysis plans, as verifying plan sufficiency is inherently difficult without ground-truth labels for such open-ended tasks. To overcome these limitations, we introduce DS-STAR, a novel data science agent. Specifically, DS-STAR makes three key contributions: (1) a data file analysis module that automatically explores and extracts context from diverse data formats, including unstructured types; (2) a verification step where an LLM-based judge evaluates the sufficiency of the analysis plan at each stage; and (3) a sequential planning mechanism that starts with a simple, executable plan and iteratively refines it based on the DS-STAR's feedback until its sufficiency is verified. This iterative refinement allows DS-STAR to reliably navigate complex analyses involving diverse data sources. Our experiments show that DS-STAR achieves state-of-the-art performance across three challenging benchmarks: DABStep, KramaBench, and DA-Code. Moreover, DS-STAR particularly outperforms baselines on hard tasks that require processing multiple data files with heterogeneous formats.

  • 4 authors
·
Sep 25, 2025

CoVLA: Comprehensive Vision-Language-Action Dataset for Autonomous Driving

Autonomous driving, particularly navigating complex and unanticipated scenarios, demands sophisticated reasoning and planning capabilities. While Multi-modal Large Language Models (MLLMs) offer a promising avenue for this, their use has been largely confined to understanding complex environmental contexts or generating high-level driving commands, with few studies extending their application to end-to-end path planning. A major research bottleneck is the lack of large-scale annotated datasets encompassing vision, language, and action. To address this issue, we propose CoVLA (Comprehensive Vision-Language-Action) Dataset, an extensive dataset comprising real-world driving videos spanning more than 80 hours. This dataset leverages a novel, scalable approach based on automated data processing and a caption generation pipeline to generate accurate driving trajectories paired with detailed natural language descriptions of driving environments and maneuvers. This approach utilizes raw in-vehicle sensor data, allowing it to surpass existing datasets in scale and annotation richness. Using CoVLA, we investigate the driving capabilities of MLLMs that can handle vision, language, and action in a variety of driving scenarios. Our results illustrate the strong proficiency of our model in generating coherent language and action outputs, emphasizing the potential of Vision-Language-Action (VLA) models in the field of autonomous driving. This dataset establishes a framework for robust, interpretable, and data-driven autonomous driving systems by providing a comprehensive platform for training and evaluating VLA models, contributing to safer and more reliable self-driving vehicles. The dataset is released for academic purpose.

  • 7 authors
·
Aug 19, 2024

SRPO: Self-Referential Policy Optimization for Vision-Language-Action Models

Vision-Language-Action (VLA) models excel in robotic manipulation but are constrained by their heavy reliance on expert demonstrations, leading to demonstration bias and limiting performance. Reinforcement learning (RL) is a vital post-training strategy to overcome these limits, yet current VLA-RL methods, including group-based optimization approaches, are crippled by severe reward sparsity. Relying on binary success indicators wastes valuable information in failed trajectories, resulting in low training efficiency. To solve this, we propose Self-Referential Policy Optimization (SRPO), a novel VLA-RL framework. SRPO eliminates the need for external demonstrations or manual reward engineering by leveraging the model's own successful trajectories, generated within the current training batch, as a self-reference. This allows us to assign a progress-wise reward to failed attempts. A core innovation is the use of latent world representations to measure behavioral progress robustly. Instead of relying on raw pixels or requiring domain-specific fine-tuning, we utilize the compressed, transferable encodings from a world model's latent space. These representations naturally capture progress patterns across environments, enabling accurate, generalized trajectory comparison. Empirical evaluations on the LIBERO benchmark demonstrate SRPO's efficiency and effectiveness. Starting from a supervised baseline with 48.9% success, SRPO achieves a new state-of-the-art success rate of 99.2% in just 200 RL steps, representing a 103% relative improvement without any extra supervision. Furthermore, SRPO shows substantial robustness, achieving a 167% performance improvement on the LIBERO-Plus benchmark.

OpenMOSS-Team OpenMOSS
·
Nov 19, 2025 2

Clutter-Resistant Vision-Language-Action Models through Object-Centric and Geometry Grounding

Recent Vision-Language-Action (VLA) models have made impressive progress toward general-purpose robotic manipulation by post-training large Vision-Language Models (VLMs) for action prediction. Yet most VLAs entangle perception and control in a monolithic pipeline optimized purely for action, which can erode language-conditioned grounding. In our real-world tabletop tests, policies over-grasp when the target is absent, are distracted by clutter, and overfit to background appearance. To address these issues, we propose OBEYED-VLA (OBject-centric and gEometrY groundED VLA), a framework that explicitly disentangles perceptual grounding from action reasoning. Instead of operating directly on raw RGB, OBEYED-VLA augments VLAs with a perception module that grounds multi-view inputs into task-conditioned, object-centric, and geometry-aware observations. This module includes a VLM-based object-centric grounding stage that selects task-relevant object regions across camera views, along with a complementary geometric grounding stage that emphasizes the 3D structure of these objects over their appearance. The resulting grounded views are then fed to a pretrained VLA policy, which we fine-tune exclusively on single-object demonstrations collected without environmental clutter or non-target objects. On a real-world UR10e tabletop setup, OBEYED-VLA substantially improves robustness over strong VLA baselines across four challenging regimes and multiple difficulty levels: distractor objects, absent-target rejection, background appearance changes, and cluttered manipulation of unseen objects. Ablation studies confirm that both semantic grounding and geometry-aware grounding are critical to these gains. Overall, the results indicate that making perception an explicit, object-centric component is an effective way to strengthen and generalize VLA-based robotic manipulation.

  • 11 authors
·
Dec 27, 2025

TACO: Temporal Latent Action-Driven Contrastive Loss for Visual Reinforcement Learning

Despite recent progress in reinforcement learning (RL) from raw pixel data, sample inefficiency continues to present a substantial obstacle. Prior works have attempted to address this challenge by creating self-supervised auxiliary tasks, aiming to enrich the agent's learned representations with control-relevant information for future state prediction. However, these objectives are often insufficient to learn representations that can represent the optimal policy or value function, and they often consider tasks with small, abstract discrete action spaces and thus overlook the importance of action representation learning in continuous control. In this paper, we introduce TACO: Temporal Action-driven Contrastive Learning, a simple yet powerful temporal contrastive learning approach that facilitates the concurrent acquisition of latent state and action representations for agents. TACO simultaneously learns a state and an action representation by optimizing the mutual information between representations of current states paired with action sequences and representations of the corresponding future states. Theoretically, TACO can be shown to learn state and action representations that encompass sufficient information for control, thereby improving sample efficiency. For online RL, TACO achieves 40% performance boost after one million environment interaction steps on average across nine challenging visual continuous control tasks from Deepmind Control Suite. In addition, we show that TACO can also serve as a plug-and-play module adding to existing offline visual RL methods to establish the new state-of-the-art performance for offline visual RL across offline datasets with varying quality.

  • 8 authors
·
Jun 22, 2023

AutoVLA: A Vision-Language-Action Model for End-to-End Autonomous Driving with Adaptive Reasoning and Reinforcement Fine-Tuning

Recent advancements in Vision-Language-Action (VLA) models have shown promise for end-to-end autonomous driving by leveraging world knowledge and reasoning capabilities. However, current VLA models often struggle with physically infeasible action outputs, complex model structures, or unnecessarily long reasoning. In this paper, we propose AutoVLA, a novel VLA model that unifies reasoning and action generation within a single autoregressive generation model for end-to-end autonomous driving. AutoVLA performs semantic reasoning and trajectory planning directly from raw visual inputs and language instructions. We tokenize continuous trajectories into discrete, feasible actions, enabling direct integration into the language model. For training, we employ supervised fine-tuning to equip the model with dual thinking modes: fast thinking (trajectory-only) and slow thinking (enhanced with chain-of-thought reasoning). To further enhance planning performance and efficiency, we introduce a reinforcement fine-tuning method based on Group Relative Policy Optimization (GRPO), reducing unnecessary reasoning in straightforward scenarios. Extensive experiments across real-world and simulated datasets and benchmarks, including nuPlan, nuScenes, Waymo, and CARLA, demonstrate the competitive performance of AutoVLA in both open-loop and closed-loop settings. Qualitative results showcase the adaptive reasoning and accurate planning capabilities of AutoVLA in diverse scenarios.

  • 7 authors
·
Jun 16, 2025

BrowserAgent: Building Web Agents with Human-Inspired Web Browsing Actions

Efficiently solving real-world problems with LLMs increasingly hinges on their ability to interact with dynamic web environments and autonomously acquire external information. While recent research like Search-R1 and WebDancer demonstrates strong performance in solving web tasks, they heavily rely on additional tools to convert the interactive web environment into static text content. This is in contrast to human browsing behaviors, which involve diverse interactions with the browser, such as scrolling, clicking, and typing. In this paper, we propose BrowserAgent, a more interactive agent that solves complex tasks through human-inspired browser actions. BrowserAgent operates directly on raw web pages via Playwright through a set of predefined browser actions. We adopt a two-stage training (Supervised Fine-Tuning (SFT) and Rejection Fine-Tuning (RFT)) to improve the model's generalization abilities. Despite using significantly less training data than Search-R1, BrowserAgent achieves more competitive results across different Open-QA tasks. Additionally, we introduce an explicit memory mechanism to store key conclusions across steps, further enhancing the model's reasoning capabilities for long-horizon tasks. Notably, BrowserAgent-7B can achieve around 20\% improvement over Search-R1 on multi-hop QA tasks like HotpotQA, 2Wiki, and Bamboogle. These results indicate that BrowserAgent can serve as a more advanced framework for more interactive and scalable web agents.

TIGER-Lab TIGER-Lab
·
Oct 12, 2025 2

VTAM: Video-Tactile-Action Models for Complex Physical Interaction Beyond VLAs

Video-Action Models (VAMs) have emerged as a promising framework for embodied intelligence, learning implicit world dynamics from raw video streams to produce temporally consistent action predictions. Although such models demonstrate strong performance on long-horizon tasks through visual reasoning, they remain limited in contact-rich scenarios where critical interaction states are only partially observable from vision alone. In particular, fine-grained force modulation and contact transitions are not reliably encoded in visual tokens, leading to unstable or imprecise behaviors. To bridge this gap, we introduce the Video-Tactile Action Model (VTAM), a multimodal world modeling framework that incorporates tactile perception as a complementary grounding signal. VTAM augments a pretrained video transformer with tactile streams via a lightweight modality transfer finetuning, enabling efficient cross-modal representation learning without tactile-language paired data or independent tactile pretraining. To stabilize multimodal fusion, we introduce a tactile regularization loss that enforces balanced cross-modal attention, preventing visual latent dominance in the action model. VTAM demonstrates superior performance in contact-rich manipulation, maintaining a robust success rate of 90 percent on average. In challenging scenarios such as potato chip pick-and-place requiring high-fidelity force awareness, VTAM outperforms the pi 0.5 baseline by 80 percent. Our findings demonstrate that integrating tactile feedback is essential for correcting visual estimation errors in world action models, providing a scalable approach to physically grounded embodied foundation models.

GST-VLA: Structured Gaussian Spatial Tokens for 3D Depth-Aware Vision-Language-Action Models

VLA models encode visual observations as 2D patch tokens with no intrinsic geometric structure. We introduce GST-VLA with two contributions. First, the Gaussian Spatial Tokenizer (GST) converts frozen dense depth and frozen semantic patch features into N_g{=}128 anisotropic 3D Gaussian primitives, each parameterized by a metric residual mean μin R^3, log-scale covariance log σin R^3, and learned opacity αin (0,1). The covariance eigenstructure encodes local surface orientation, and opacity provides per-primitive geometric confidence, both inaccessible from scalar depth. Spatial attention pooling with learned queries concentrates the fixed token budget on geometrically salient regions rather than distributing uniformly. Second, 3D Depth-Aware Chain-of-Thought (DA-CoT) reasoning supervises four structured intermediate spatial thoughts, covering 3D object grounding, grasp affordance contact geometry, pairwise metric distances, and coarse SE(3) waypoints, as explicit generation targets in the training loss. A cross-attention sublayer at every VLM transformer block provides direct access to the raw 256-primitive Gaussian field during DA-CoT generation. A 300M-parameter flow-matching action expert with mixture-of-experts feedforward sublayers decodes 7-DoF delta action chunks via conditional ODE integration, conditioned on both VLM hidden states and DA-CoT outputs through dual cross-attention. Trained with composite L_flow + L_CoT + L_depth across three progressive stages, GST-VLA achieves 96.4% on LIBERO (+2.0%), and 80.2% on SimplerEnv (+5.4%). Ablations isolate the contribution of each GST component, each DA-CoT thought, and each training stage, confirming independent and synergistic gains concentrated on precision demanding tasks.

  • 3 authors
·
Mar 9

EvoVLA: Self-Evolving Vision-Language-Action Model

Long-horizon robotic manipulation remains challenging for Vision-Language-Action (VLA) models despite recent progress in zero-shot generalization and simulation-to-real-world transfer. Current VLA models suffer from stage hallucination, where agents exploit coarse evaluation signals to shortcut multi-step tasks, reporting high progress without truly completing them. We present EvoVLA, a self-supervised VLA framework that addresses this issue through three complementary components: Stage-Aligned Reward (SAR), which uses triplet contrastive learning with Gemini-generated hard negatives to prevent visual shortcuts; Pose-Based Object Exploration (POE), which grounds curiosity in relative object-gripper pose instead of raw pixels; and Long-Horizon Memory, which uses selective context retention and gated fusion to stabilize intrinsic shaping during extended rollouts. Extensive evaluations on Discoverse-L, a long-horizon manipulation benchmark with three multi-stage tasks, show that EvoVLA improves average task success by 10.2 percentage points over the strongest baseline (OpenVLA-OFT), reaching 69.2 percent. EvoVLA also achieves one-and-a-half times better sample efficiency and reduces stage hallucination from 38.5 percent to 14.8 percent. Real-world deployment on physical robots reaches an average success rate of 54.6 percent across four manipulation tasks, outperforming OpenVLA-OFT by 11 points, demonstrating effective sim-to-real transfer and strong generalization. Code: https://github.com/AIGeeksGroup/EvoVLA. Website: https://aigeeksgroup.github.io/EvoVLA.

PekingUniversity Peking University
·
Nov 20, 2025 2

VT-LVLM-AR: A Video-Temporal Large Vision-Language Model Adapter for Fine-Grained Action Recognition in Long-Term Videos

Human action recognition in long-term videos, characterized by complex backgrounds and subtle action differences, poses significant challenges for traditional deep learning models due to computational overhead, difficulty in capturing long-range temporal dependencies, and limited semantic understanding. While Large Language Models (LLMs) and Large Vision-Language Models (LVLMs) have shown remarkable capabilities in multi-modal understanding and reasoning, their direct application to continuous video streams for fine-grained action recognition remains an open problem. This paper introduces VT-LVLM-AR (Video-Temporal Large Vision-Language Model Adapter for Action Recognition), a novel framework designed to bridge this gap. VT-LVLM-AR comprises a Video-to-Event Mapper (VTEM) that efficiently transforms raw video into compact, semantically rich, and temporally coherent "visual event sequences" through lightweight spatio-temporal feature extraction, adaptive temporal pooling, and conceptual quantization with an event coherence bias. These visual event sequences are then fed into an LVLM-based Action Reasoning module, specifically a frozen LLaVA-1.5 model, adapted using parameter-efficient Prompt Tuning (P-Tuning v2) for action classification. Comprehensive evaluations on the NTU RGB+D and NTU RGB+D 120 datasets demonstrate that VT-LVLM-AR consistently achieves state-of-the-art performance, surpassing existing methods (e.g., 94.1% accuracy on NTU RGB+D X-Sub). Ablation studies confirm the critical contributions of VTEM's components and the efficacy of Prompt Tuning, while human evaluations underscore the interpretability of our visual event representations. This work highlights the immense potential of leveraging LVLMs for robust and interpretable video action understanding through effective video-to-language translation and efficient model adaptation.

  • 3 authors
·
Aug 21, 2025

VATT: Transformers for Multimodal Self-Supervised Learning from Raw Video, Audio and Text

We present a framework for learning multimodal representations from unlabeled data using convolution-free Transformer architectures. Specifically, our Video-Audio-Text Transformer (VATT) takes raw signals as inputs and extracts multimodal representations that are rich enough to benefit a variety of downstream tasks. We train VATT end-to-end from scratch using multimodal contrastive losses and evaluate its performance by the downstream tasks of video action recognition, audio event classification, image classification, and text-to-video retrieval. Furthermore, we study a modality-agnostic, single-backbone Transformer by sharing weights among the three modalities. We show that the convolution-free VATT outperforms state-of-the-art ConvNet-based architectures in the downstream tasks. Especially, VATT's vision Transformer achieves the top-1 accuracy of 82.1% on Kinetics-400, 83.6% on Kinetics-600, 72.7% on Kinetics-700, and 41.1% on Moments in Time, new records while avoiding supervised pre-training. Transferring to image classification leads to 78.7% top-1 accuracy on ImageNet compared to 64.7% by training the same Transformer from scratch, showing the generalizability of our model despite the domain gap between videos and images. VATT's audio Transformer also sets a new record on waveform-based audio event recognition by achieving the mAP of 39.4% on AudioSet without any supervised pre-training. VATT's source code is publicly available.

  • 7 authors
·
Apr 22, 2021

ABot-M0: VLA Foundation Model for Robotic Manipulation with Action Manifold Learning

Building general-purpose embodied agents across diverse hardware remains a central challenge in robotics, often framed as the ''one-brain, many-forms'' paradigm. Progress is hindered by fragmented data, inconsistent representations, and misaligned training objectives. We present ABot-M0, a framework that builds a systematic data curation pipeline while jointly optimizing model architecture and training strategies, enabling end-to-end transformation of heterogeneous raw data into unified, efficient representations. From six public datasets, we clean, standardize, and balance samples to construct UniACT-dataset, a large-scale dataset with over 6 million trajectories and 9,500 hours of data, covering diverse robot morphologies and task scenarios. Unified pre-training improves knowledge transfer and generalization across platforms and tasks, supporting general-purpose embodied intelligence. To improve action prediction efficiency and stability, we propose the Action Manifold Hypothesis: effective robot actions lie not in the full high-dimensional space but on a low-dimensional, smooth manifold governed by physical laws and task constraints. Based on this, we introduce Action Manifold Learning (AML), which uses a DiT backbone to predict clean, continuous action sequences directly. This shifts learning from denoising to projection onto feasible manifolds, improving decoding speed and policy stability. ABot-M0 supports modular perception via a dual-stream mechanism that integrates VLM semantics with geometric priors and multi-view inputs from plug-and-play 3D modules such as VGGT and Qwen-Image-Edit, enhancing spatial understanding without modifying the backbone and mitigating standard VLM limitations in 3D reasoning. Experiments show components operate independently with additive benefits. We will release all code and pipelines for reproducibility and future research.

Infinite-World: Scaling Interactive World Models to 1000-Frame Horizons via Pose-Free Hierarchical Memory

We propose Infinite-World, a robust interactive world model capable of maintaining coherent visual memory over 1000+ frames in complex real-world environments. While existing world models can be efficiently optimized on synthetic data with perfect ground-truth, they lack an effective training paradigm for real-world videos due to noisy pose estimations and the scarcity of viewpoint revisits. To bridge this gap, we first introduce a Hierarchical Pose-free Memory Compressor (HPMC) that recursively distills historical latents into a fixed-budget representation. By jointly optimizing the compressor with the generative backbone, HPMC enables the model to autonomously anchor generations in the distant past with bounded computational cost, eliminating the need for explicit geometric priors. Second, we propose an Uncertainty-aware Action Labeling module that discretizes continuous motion into a tri-state logic. This strategy maximizes the utilization of raw video data while shielding the deterministic action space from being corrupted by noisy trajectories, ensuring robust action-response learning. Furthermore, guided by insights from a pilot toy study, we employ a Revisit-Dense Finetuning Strategy using a compact, 30-minute dataset to efficiently activate the model's long-range loop-closure capabilities. Extensive experiments, including objective metrics and user studies, demonstrate that Infinite-World achieves superior performance in visual quality, action controllability, and spatial consistency.

MeiGen-AI MeiGen-AI
·
Feb 2 3

Enhancing Vision-Language Model Training with Reinforcement Learning in Synthetic Worlds for Real-World Success

Interactive multimodal agents must convert raw visual observations into coherent sequences of language-conditioned actions -- a capability that current vision-language models (VLMs) still lack. Earlier reinforcement-learning (RL) efforts could, in principle, endow VLMs with such skills, but they have seldom tested whether the learned behaviours generalize beyond their training simulators, and they depend either on brittle hyperparameter tuning or on dense-reward environments with low state variability. We introduce Vision-Language Decoupled Actor-Critic (VL-DAC), a lightweight, hyperparameter-free RL algorithm. VL-DAC applies PPO updates to action tokens while learning value only at the environment-step level: an arrangement, to our knowledge, not previously explored for large VLMs or LLMs. This simple decoupling removes unstable weighting terms and yields faster, more reliable convergence. Training a single VLM with VL-DAC in one inexpensive simulator at a time (MiniWorld, Gym-Cards, ALFWorld, or WebShop) already produces policies that generalize widely: +50\% relative on BALROG (game-centric agentic control), +5\% relative on the hardest part of VSI-Bench (spatial planning), and +2\% on VisualWebBench (web navigation), all without degrading general image understanding accuracy. These results provide the first evidence that a simple RL algorithm can train VLMs entirely in cheap synthetic worlds while delivering measurable gains on real-image agentic, spatial-reasoning, and web-navigation benchmarks.

t-tech T-Tech
·
Aug 6, 2025 2

ImplicitRDP: An End-to-End Visual-Force Diffusion Policy with Structural Slow-Fast Learning

Human-level contact-rich manipulation relies on the distinct roles of two key modalities: vision provides spatially rich but temporally slow global context, while force sensing captures rapid, high-frequency local contact dynamics. Integrating these signals is challenging due to their fundamental frequency and informational disparities. In this work, we propose ImplicitRDP, a unified end-to-end visual-force diffusion policy that integrates visual planning and reactive force control within a single network. We introduce Structural Slow-Fast Learning, a mechanism utilizing causal attention to simultaneously process asynchronous visual and force tokens, allowing the policy to perform closed-loop adjustments at the force frequency while maintaining the temporal coherence of action chunks. Furthermore, to mitigate modality collapse where end-to-end models fail to adjust the weights across different modalities, we propose Virtual-target-based Representation Regularization. This auxiliary objective maps force feedback into the same space as the action, providing a stronger, physics-grounded learning signal than raw force prediction. Extensive experiments on contact-rich tasks demonstrate that ImplicitRDP significantly outperforms both vision-only and hierarchical baselines, achieving superior reactivity and success rates with a streamlined training pipeline. Code and videos will be publicly available at https://implicit-rdp.github.io.

  • 9 authors
·
Dec 11, 2025

STROKEVISION-BENCH: A Multimodal Video And 2D Pose Benchmark For Tracking Stroke Recovery

Despite advancements in rehabilitation protocols, clinical assessment of upper extremity (UE) function after stroke largely remains subjective, relying heavily on therapist observation and coarse scoring systems. This subjectivity limits the sensitivity of assessments to detect subtle motor improvements, which are critical for personalized rehabilitation planning. Recent progress in computer vision offers promising avenues for enabling objective, quantitative, and scalable assessment of UE motor function. Among standardized tests, the Box and Block Test (BBT) is widely utilized for measuring gross manual dexterity and tracking stroke recovery, providing a structured setting that lends itself well to computational analysis. However, existing datasets targeting stroke rehabilitation primarily focus on daily living activities and often fail to capture clinically structured assessments such as block transfer tasks. Furthermore, many available datasets include a mixture of healthy and stroke-affected individuals, limiting their specificity and clinical utility. To address these critical gaps, we introduce StrokeVision-Bench, the first-ever dedicated dataset of stroke patients performing clinically structured block transfer tasks. StrokeVision-Bench comprises 1,000 annotated videos categorized into four clinically meaningful action classes, with each sample represented in two modalities: raw video frames and 2D skeletal keypoints. We benchmark several state-of-the-art video action recognition and skeleton-based action classification methods to establish performance baselines for this domain and facilitate future research in automated stroke rehabilitation assessment.

  • 5 authors
·
Sep 2, 2025

Re-Aligning Language to Visual Objects with an Agentic Workflow

Language-based object detection (LOD) aims to align visual objects with language expressions. A large amount of paired data is utilized to improve LOD model generalizations. During the training process, recent studies leverage vision-language models (VLMs) to automatically generate human-like expressions for visual objects, facilitating training data scaling up. In this process, we observe that VLM hallucinations bring inaccurate object descriptions (e.g., object name, color, and shape) to deteriorate VL alignment quality. To reduce VLM hallucinations, we propose an agentic workflow controlled by an LLM to re-align language to visual objects via adaptively adjusting image and text prompts. We name this workflow Real-LOD, which includes planning, tool use, and reflection steps. Given an image with detected objects and VLM raw language expressions, Real-LOD reasons its state automatically and arranges action based on our neural symbolic designs (i.e., planning). The action will adaptively adjust the image and text prompts and send them to VLMs for object re-description (i.e., tool use). Then, we use another LLM to analyze these refined expressions for feedback (i.e., reflection). These steps are conducted in a cyclic form to gradually improve language descriptions for re-aligning to visual objects. We construct a dataset that contains a tiny amount of 0.18M images with re-aligned language expression and train a prevalent LOD model to surpass existing LOD methods by around 50% on the standard benchmarks. Our Real-LOD workflow, with automatic VL refinement, reveals a potential to preserve data quality along with scaling up data quantity, which further improves LOD performance from a data-alignment perspective.

  • 9 authors
·
Mar 30, 2025

M2T2: Multi-Task Masked Transformer for Object-centric Pick and Place

With the advent of large language models and large-scale robotic datasets, there has been tremendous progress in high-level decision-making for object manipulation. These generic models are able to interpret complex tasks using language commands, but they often have difficulties generalizing to out-of-distribution objects due to the inability of low-level action primitives. In contrast, existing task-specific models excel in low-level manipulation of unknown objects, but only work for a single type of action. To bridge this gap, we present M2T2, a single model that supplies different types of low-level actions that work robustly on arbitrary objects in cluttered scenes. M2T2 is a transformer model which reasons about contact points and predicts valid gripper poses for different action modes given a raw point cloud of the scene. Trained on a large-scale synthetic dataset with 128K scenes, M2T2 achieves zero-shot sim2real transfer on the real robot, outperforming the baseline system with state-of-the-art task-specific models by about 19% in overall performance and 37.5% in challenging scenes where the object needs to be re-oriented for collision-free placement. M2T2 also achieves state-of-the-art results on a subset of language conditioned tasks in RLBench. Videos of robot experiments on unseen objects in both real world and simulation are available on our project website https://m2-t2.github.io.

  • 4 authors
·
Nov 1, 2023

DeCoT: Decomposing Complex Instructions for Enhanced Text-to-Image Generation with Large Language Models

Despite remarkable advancements, current Text-to-Image (T2I) models struggle with complex, long-form textual instructions, frequently failing to accurately render intricate details, spatial relationships, or specific constraints. This limitation is highlighted by benchmarks such as LongBench-T2I, which reveal deficiencies in handling composition, specific text, and fine textures. To address this, we propose DeCoT (Decomposition-CoT), a novel framework that leverages Large Language Models (LLMs) to significantly enhance T2I models' understanding and execution of complex instructions. DeCoT operates in two core stages: first, Complex Instruction Decomposition and Semantic Enhancement, where an LLM breaks down raw instructions into structured, actionable semantic units and clarifies ambiguities; second, Multi-Stage Prompt Integration and Adaptive Generation, which transforms these units into a hierarchical or optimized single prompt tailored for existing T2I models. Extensive experiments on the LongBench-T2I dataset demonstrate that DeCoT consistently and substantially improves the performance of leading T2I models across all evaluated dimensions, particularly in challenging aspects like "Text" and "Composition". Quantitative results, validated by multiple MLLM evaluators (Gemini-2.0-Flash and InternVL3-78B), show that DeCoT, when integrated with Infinity-8B, achieves an average score of 3.52, outperforming the baseline Infinity-8B (3.44). Ablation studies confirm the critical contribution of each DeCoT component and the importance of sophisticated LLM prompting. Furthermore, human evaluations corroborate these findings, indicating superior perceptual quality and instruction fidelity. DeCoT effectively bridges the gap between high-level user intent and T2I model requirements, leading to more faithful and accurate image generation.

  • 4 authors
·
Aug 17, 2025

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning

We apply multi-agent deep reinforcement learning (RL) to train end-to-end robot soccer policies with fully onboard computation and sensing via egocentric RGB vision. This setting reflects many challenges of real-world robotics, including active perception, agile full-body control, and long-horizon planning in a dynamic, partially-observable, multi-agent domain. We rely on large-scale, simulation-based data generation to obtain complex behaviors from egocentric vision which can be successfully transferred to physical robots using low-cost sensors. To achieve adequate visual realism, our simulation combines rigid-body physics with learned, realistic rendering via multiple Neural Radiance Fields (NeRFs). We combine teacher-based multi-agent RL and cross-experiment data reuse to enable the discovery of sophisticated soccer strategies. We analyze active-perception behaviors including object tracking and ball seeking that emerge when simply optimizing perception-agnostic soccer play. The agents display equivalent levels of performance and agility as policies with access to privileged, ground-truth state. To our knowledge, this paper constitutes a first demonstration of end-to-end training for multi-agent robot soccer, mapping raw pixel observations to joint-level actions, that can be deployed in the real world. Videos of the game-play and analyses can be seen on our website https://sites.google.com/view/vision-soccer .

  • 16 authors
·
May 3, 2024 1

PC Agent: While You Sleep, AI Works -- A Cognitive Journey into Digital World

Imagine a world where AI can handle your work while you sleep - organizing your research materials, drafting a report, or creating a presentation you need for tomorrow. However, while current digital agents can perform simple tasks, they are far from capable of handling the complex real-world work that humans routinely perform. We present PC Agent, an AI system that demonstrates a crucial step toward this vision through human cognition transfer. Our key insight is that the path from executing simple "tasks" to handling complex "work" lies in efficiently capturing and learning from human cognitive processes during computer use. To validate this hypothesis, we introduce three key innovations: (1) PC Tracker, a lightweight infrastructure that efficiently collects high-quality human-computer interaction trajectories with complete cognitive context; (2) a two-stage cognition completion pipeline that transforms raw interaction data into rich cognitive trajectories by completing action semantics and thought processes; and (3) a multi-agent system combining a planning agent for decision-making with a grounding agent for robust visual grounding. Our preliminary experiments in PowerPoint presentation creation reveal that complex digital work capabilities can be achieved with a small amount of high-quality cognitive data - PC Agent, trained on just 133 cognitive trajectories, can handle sophisticated work scenarios involving up to 50 steps across multiple applications. This demonstrates the data efficiency of our approach, highlighting that the key to training capable digital agents lies in collecting human cognitive data. By open-sourcing our complete framework, including the data collection infrastructure and cognition completion methods, we aim to lower the barriers for the research community to develop truly capable digital agents.

  • 8 authors
·
Dec 23, 2024 2

StarCraft II: A New Challenge for Reinforcement Learning

This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.

  • 25 authors
·
Aug 16, 2017

Synapse: Trajectory-as-Exemplar Prompting with Memory for Computer Control

Building agents with large language models (LLMs) for computer control is a burgeoning research area, where the agent receives computer states and performs actions to complete complex tasks. Previous computer agents have demonstrated the benefits of in-context learning (ICL); however, their performance is hindered by several issues. First, the limited context length of LLMs and complex computer states restrict the number of exemplars, as a single webpage can consume the entire context. Second, the exemplars in current methods, such as high-level plans and multi-choice questions, cannot represent complete trajectories, leading to suboptimal performance in long-horizon tasks. Third, existing computer agents rely on task-specific exemplars and overlook the similarity among tasks, resulting in poor generalization to novel tasks. To address these challenges, we introduce Synapse, a computer agent featuring three key components: i) state abstraction, which filters out task-irrelevant information from raw states, allowing more exemplars within the limited context, ii) trajectory-as-exemplar prompting, which prompts the LLM with complete trajectories of the abstracted states and actions to improve multi-step decision-making, and iii) exemplar memory, which stores the embeddings of exemplars and retrieves them via similarity search for generalization to novel tasks. We evaluate Synapse on MiniWoB++, a standard task suite, and Mind2Web, a real-world website benchmark. In MiniWoB++, Synapse achieves a 99.2% average success rate (a 10% relative improvement) across 64 tasks using demonstrations from only 48 tasks. Notably, Synapse is the first ICL method to solve the book-flight task in MiniWoB++. Synapse also exhibits a 56% relative improvement in average step success rate over the previous state-of-the-art prompting scheme in Mind2Web.

  • 4 authors
·
Jun 13, 2023