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Introducing Mobi-π: Mobilizing Your Robot Learning Policy. Our method: ✈️ enables flexible mobile skill chaining 🪶 without requiring additional policy training data 🏠 while scaling to unseen scenes 🧵↓

58,977 次观看 • 1 年前 •via X (Twitter)

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I was really impressed by the UMI gripper (Cheng Chi et al.), but a key limitation is that **force-related data wasn’t captured**: humans feel haptic feedback through the mechanical springs, but the robot couldn’t leverage that info, limiting the data’s value for fine-grained manipulation tasks. Led by my amazing students Yolanda Zhu and Binghao Huang, we designed a **portable visuo-tactile gripper** by integrating our dense, flexible tactile arrays with the UMI gripper to enable large-scale in-the-wild data collection. 🔗 We demonstrate **cross-modal representation learning** and **downstream policy learning** on tasks requiring in-hand state estimation (e.g., test tube reorientation) and fine-grained force sensing (e.g., pipette fluid transfer). Key takeaways: - Our flexible tactile arrays store the rich haptic information humans perceive as dense tactile signals. - Portability and robustness are key for in-the-wild data collection; our portable gripper is compact, lightweight, and durable. - Touch provides precise, robust measurements of in-hand object pose, invariant to lighting and viewpoint. - Cross-modal pretraining on large-scale in-the-wild data significantly improves policy robustness and sample efficiency (as shown many times before — and verified again here!). Also check out our previous investigations of dense, flexible tactile grids for understanding human-robot-environment interactions: - Dense tactile glove (Nature ’19): - 3D-ViTac (CoRL ’24):

Yunzhu Li

13,188 次观看 • 1 年前

We trained a humanoid with 22-DoF dexterous hands to assemble model cars, operate syringes, sort poker cards, fold/roll shirts, all learned primarily from 20,000+ hours of egocentric human video with no robot in the loop. Humans are the most scalable embodiment on the planet. We discovered a near-perfect log-linear scaling law (R² = 0.998) between human video volume and action prediction loss, and this loss directly predicts real-robot success rate. Humanoid robots will be the end game, because they are the practical form factor with minimal embodiment gap from humans. Call it the Bitter Lesson of robot hardware: the kinematic similarity lets us simply retarget human finger motion onto dexterous robot hand joints. No learned embeddings, no fancy transfer algorithms needed. Relative wrist motion + retargeted 22-DoF finger actions serve as a unified action space that carries through from pre-training to robot execution. Our recipe is called "EgoScale": - Pre-train GR00T N1.5 on 20K hours of human video, mid-train with only 4 hours (!) of robot play data with Sharpa hands. 54% gains over training from scratch across 5 highly dexterous tasks. - Most surprising result: a *single* teleop demo is sufficient to learn a never-before-seen task. Our recipe enables extreme data efficiency. - Although we pre-train in 22-DoF hand joint space, the policy transfers to a Unitree G1 with 7-DoF tri-finger hands. 30%+ gains over training on G1 data alone. The scalable path to robot dexterity was never more robots. It was always us. Deep dives in thread:

Jim Fan

294,395 次观看 • 5 个月前

Physics-based Motion Retargeting from Sparse Inputs paper page: Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

AK

106,527 次观看 • 3 年前

Today, we give robots a /skills library that self-evolves and compounds indefinitely! Introducing ASPIRE: a robot solving its 100th task is no longer as clueless as solving its first. Coding agents observe multimodal sensory traces from simulation and real robots, launch an evolutionary search over control programs, and distill the best know-how into an ever-expanding library. ASPIRE is a new type of continual learning: "training" is skill refinement instead of gradient descent. "Trained model" is a repo of sensorimotor skills instead of floating weights. “Distributed training” is a panel of agents each practicing a different skill instead of sharded minibatches. Here's the beauty: ASPIRE gives the tired terms "sim2real transfer" and "cross-embodiment transfer" a whole new meaning. Bridging the sim-to-real gap is notoriously brutal. An end-to-end policy has to swallow both the visual shift (sim looks toyish next to a real camera) and the subtle contact physics it never quite gets right. ASPIRE sidesteps the mess, because it doesn't ship pixels or weights across the gap, but ships the know-how. The robot still has to practice in the real world, not zero-shot, but it gets there way faster because it isn't rediscovering the strategy from scratch. Same for going single-arm to bimanual hardware, which usually requires new data and retraining from zero. ASPIRE achieves up to ~10x cut in "transfer learning” tokens (yes, tokens are the new unit of *training* compute ;) Check out our gallery of 150+ tasks and 90+ skills the robots taught themselves, all on the website! Kind of wild that we can ship the "learned weights" as an HTML page rather than a GGUF. We'll open-source the full stack so your own robot library starts compounding from ours! Deep dive in thread:

Jim Fan

205,738 次观看 • 1 个月前

We scaled a robot model natively to 8,000 timesteps of context, 5 minutes worth of muscle memory, with constant inference cost. Robot policies used to live their lives a few frames at a time (< 0.1 sec), instantly forgetting what just happened. We pushed to 3 orders of magnitude beyond SOTA. Introducing RoboTTT. Test-Time Training (“TTT”) carries a tiny model *inside* the model. Every incoming sensor reading triggers one gradient step on that tiny core, so the history keeps getting compressed into its weights. The hidden state has a fixed size (literally a small neural net), so the robot can “grok” arbitrarily long experience with little overhead. Learning continues indefinitely after deployment. We can then put an entire video in context as prompt! RoboTTT enables one-shot in-context learning from human video: in circuit board assembly, a human demonstrates a never-seen configuration once, and the robot imitates it faithfully. Humans drop things all the time, but we pick them up so fast that we don’t even notice. That reflex to fix is half of our physical competence. RoboTTT shows self-improvement on the fly: the robot is skilled at recovering from its own errors mid-episode, and each fix enters its context to inform the next move. The TTT core distills a general-purpose, failure-to-correction mapping from the training data. One more thing. What excites me the most is a new Context Scaling Curve: from 128 to 8K timesteps, closed-loop performance hill-climbs steadily with no sign of saturation. 8K-context pretraining beats 1K by 62%. What LLM enjoys, robotics should too. Soon, even 1M context is not a fantasy. Deep dive in thread:

Jim Fan

305,807 次观看 • 27 天前

Arena intern and UCLA PhD candidate, Hengguang Zhou, introduces Trace-and-Amplify (TA), a framework for collecting training-time reward-hacking trajectories at scale without hacking instructions. Monitors trained and evaluated on prompt-elicited hacking trajectories can achieve high detection accuracy, but often fail to transfer to training-time reward-hacking trajectories that emerge during RL without hacking instructions. Trace-and-Amplify enables scalable collection of these training-time trajectories, producing monitors that generalize much better to real and held-out hacking types. Detection accuracy 59.98% (PE-trained) → 90.16% (TA-trained) compared to 97.1% on prompted hacks → 28.0% on training-time hacks. 0:00 – OpenAI's ExploitGym cyberattack benchmark exploit 1:04 – Goodhart's Law and the CoastRunners boat-racing hack (2016) 2:04 – Gaming the evaluator: the robot-hand grasping example (2017) 3:10 – Reward hacking in code generation: hard-coding, test-rewriting, skipping eval 4:20 – A standard defense: reward-hacking monitors 4:58 – Monitor architectures: zero-shot LLMs, fine-tuned BERT, hidden-state probes 6:11 – Where monitor training data comes from today: prompted hacks 7:03 – The core question: do prompted hacks represent real hacks? 7:35 – Why this matters: RL post-training is the standard recipe for frontier models 8:20 – Why nobody's checked this before (hacking is rare, labeling isn't scalable) 9:23 – Introducing the method: Trace-and-Amplify 9:49 – The Tracer: a contradictory unit test that locates evaluation-gaming 10:50 – Amplify: collecting hacking rollouts at scale during RL training 11:32 – Experiment setup: Qwen2.5-Coder, DeepSeek-Coder, LeetCode/TACO 12:16 – Finding #1: prompt-trained monitors don't transfer to real hacks 14:40 – Can strong zero-shot judges (GPT-4.1, o4-mini) do better? 15:48 – Finding #2: monitors trained on real hacks generalize much better to unseen hacks 17:04 – Ruling out artifacts introduced by the method 17:55 – Why the gap? Real hacking is more hidden than prompted hacking 20:05 – Three takeaways, limitations, and future work

Arena.ai

31,243 次观看 • 3 天前

Announcing DreamDojo: our open-source, interactive world model that takes robot motor controls and generates the future in pixels. No engine, no meshes, no hand-authored dynamics. It's Simulation 2.0. Time for robotics to take the bitter lesson pill. Real-world robot learning is bottlenecked by time, wear, safety, and resets. If we want Physical AI to move at pretraining speed, we need a simulator that adapts to pretraining scale with as little human engineering as possible. Our key insights: (1) human egocentric videos are a scalable source of first-person physics; (2) latent actions make them "robot-readable" across different hardware; (3) real-time inference unlocks live teleop, policy eval, and test-time planning *inside* a dream. We pre-train on 44K hours of human videos: cheap, abundant, and collected with zero robot-in-the-loop. Humans have already explored the combinatorics: we grasp, pour, fold, assemble, fail, retry—across cluttered scenes, shifting viewpoints, changing light, and hour-long task chains—at a scale no robot fleet could match. The missing piece: these videos have no action labels. So we introduce latent actions: a unified representation inferred directly from videos that captures "what changed between world states" without knowing the underlying hardware. This lets us train on any first-person video as if it came with motor commands attached. As a result, DreamDojo generalizes zero-shot to objects and environments never seen in any robot training set, because humans saw them first. Next, we post-train onto each robot to fit its specific hardware. Think of it as separating "how the world looks and behaves" from "how this particular robot actuates." The base model follows the general physical rules, then "snaps onto" the robot's unique mechanics. It's kind of like loading a new character and scene assets into Unreal Engine, but done through gradient descent and generalizes far beyond the post-training dataset. A world simulator is only useful if it runs fast enough to close the loop. We train a real-time version of DreamDojo that runs at 10 FPS, stable for over a minute of continuous rollout. This unlocks exciting possibilities: - Live teleoperation *inside* a dream. Connect a VR controller, stream actions into DreamDojo, and teleop a virtual robot in real time. We demo this on Unitree G1 with a PICO headset and one RTX 5090. - Policy evaluation. You can benchmark a policy checkpoint in DreamDojo instead of the real world. The simulated success rates strongly correlate with real-world results - accurate enough to rank checkpoints without burning a single motor. - Model-based planning. Sample multiple action proposals → simulate them all in parallel → pick the best future. Gains +17% real-world success out of the box on a fruit packing task. We open-source everything!! Weights, code, post-training dataset, eval set, and whitepaper with tons of details to reproduce. DreamDojo is based on NVIDIA Cosmos, which is open-weight too. 2026 is the year of World Models for physical AI. We want you to build with us. Happy scaling! Links in thread:

Jim Fan

226,180 次观看 • 5 个月前

New framework: Kick down your robot, it will get back up every time 🥋 Chinese startup RoboParty is a Beijing startup founded April 2025 by Huang Yi, originally shipping ROBOTO ORIGIN, the world's first full-stack open-source bipedal humanoid. They released UFO: Unsupervised Reinforcement Learning Framework for Humanoid Control. DEFINITIONS -> what differs is where the learning signal comes from: - SUPERVISED: humans supply the right answers (labels), the model imitates them. - UNSUPERVISED: no answer key, the model finds structure in raw data on its own. - REINFORCEMENT LEARNING: no answer key either, the model tries things and a reward scores each attempt. → UNSUPERVISED RL: trial and error where the agent invents its own rewards, instead of engineers hand-writing one per task. REPRESENTATION LEARNING: compress raw states into a useful internal map. TEMPORAL DISTANCE: distance on that map is "how many steps from A to B." CONTRASTIVE: trained by pulling together what's close in time, pushing apart what isn't. -> CONTRASTIVE TEMPORAL-DISTANCE REPRESENTATION LEARNING: the model builds an internal map of body states where distance means how many steps it takes to get from one to another. It is trained by contrast: states that occur close together in a movement get pulled together in the map, randomly paired states get pushed apart. UFO is an open-source training framework that teaches humanoid robots skills, like getting up, walking, goal-reaching, teleoperation, without reference motions -> no motion-capture or human-video demonstrations to imitate. Its core is TeCH, a contrastive temporal-distance representation-learning algorithm: the robot explores, builds pseudo-goals by temporal rolling, and learns goal-conditioned policies from a single unified progress reward. One framework trains five different robots (Unitree G1/H1, RoboParty RP0/RP1, AgiBot X2) with automatic config conversion in ~2–3 hours per robot! The real novelty here "no demonstrations at all". No data-collection arms race,the dominant humanoid-locomotion recipe is tracking: imitate mocap/retargeted-human reference trajectories. The robot self-generates goals from its own exploration and learns from a progress reward, needing zero reference motion data. Everybody else is fighting over data acquisition, while this team just teleports out of the race entirely (inb4 "competition is for losers 💀 ). This strategy reminds me of the DeepSeek playbook applied to robots: open-source the whole stack to become the global default and commoditize everyone else. RoboParty is giving away hardware and now control software (UFO) to be the Android of humanoids. Yet another reason for the US to ban Chinese open models perhaps 🥶 ? What I also really like about this approach is the cross-embodiment infrastructure, one framework trains Unitree G1/H1, RoboParty RP0/RP1, and AgiBot X2 with automatic configuration conversion. Just like Physical Intelligence, RoboParty seems to place itself as a neutral hardware agnostic middle man. Also woth mentioning: their ability ot perform stable skill injection, e.g. adding a cartwheel without forgetting how to walk. A common failure of RL humanoid policies is that teaching a new agile skill destabilizes the existing ones (catastrophic forgetting). UFO claims you can inject rare motions (cartwheel) without collapsing learned behavior. If it holds, that's a significant incremental/continual skill-learning! But again, I have to underline it: no arXiv, no external validation, no success-rate numbers. -> robotics badely needs an independent unbiased evaluator imho. Still, look at that cool demo: robot is getting kicked and pushed around (serious disturbance) during teleoperation (controlled the person at the back wearing the VR headset), and still managed to always get back up. This is some serious demonstration of stability and robustness!

Léo

35,562 次观看 • 10 天前

Most video-action robot models are a content-creation video generator with an action module attached. LingBot-VA 2.0 from Robbyant, a video-action foundation model, throws that starting point out and trains the whole stack natively for control. And it runs closed-loop at a peak 225 Hz. It's so important because A robot cannot move responsively when its controller pauses to imagine the next few frames. LingBot-VA 2.0 predicts during execution, then corrects using each real observation. And it carries only about 13B video parameters while activating roughly 1.9B per token. Bigger robot models usually mean slower reactions, creating a direct conflict between intelligence and control. LingBot-VA 2.0 is trained from scratch for robot control rather than adapted from a video generator built for content creation. Robbyant, an embodied AI company under Ant Group, built it to learn how scenes change under actions, predict what should happen next, and turn those predictions into real-time robot movements. Most video-action systems inherit a tokenizer and video backbone trained mainly to reproduce visual appearance. LingBot-VA 2.0 rebuilds both parts around physical control. Its semantic visual-action tokenizer maps observations toward features from a frozen vision foundation model and learns compact latent actions from frame-to-frame changes using self-supervised inverse and forward dynamics. Unlabeled web video can therefore carry action-relevant training signals without robot action labels. The policy is causal from the start, so every prediction can use only past observations. Its sparse Mixture-of-Experts video backbone has about 13B total parameters, while about 1.9B are active per token, keeping the compute lower during each step. A high-level vision-language planner breaks long tasks into smaller instructions, while the low-level video-action policy handles continuous movement. Foresight Reasoning predicts future visual states while the robot is already acting, then replaces imagined states with every new real observation. Combined with few-step distillation and systems acceleration, the paper reports a peak asynchronous execution frequency of 225 Hz. The model adapts from 10–15 demonstrations, transfers across robot embodiments, and handles some new tasks zero-shot. In the paper’s own evaluations, it reaches 93.6 average on RoboTwin 2.0 and reports stronger real-world results than LingBot-VA and π0.5 across the tested tasks. 🧵 1.

Rohan Paul

11,253 次观看 • 28 天前

Introducing SoftMatcha 2: A Fast and Soft Pattern Matcher for Trillion-Scale Pre-Training Corpora What lies within a trillion-scale pre-training corpus? Can you truly guarantee your benchmarks are uncontaminated simply because there are no exact string matches? Alongside several research institutions in Japan, Sakana AI is proud to have collaborated in the development of SoftMatcha 2, an ultra-fast and flexible search tool that enables search over trillion-scale natural language corpora in under 0.3 seconds, even while handling semantic variations (substitution, insertion, and deletion). No existing tool meets all these criteria, including infini-gram-mini (EMNLP’25 Best Paper) or the original SoftMatcha (ICLR’25). Our approach employs string matching based on suffix arrays that scales well with corpus size. To mitigate the combinatorial explosion induced by the semantic relaxation of queries, our method is built on two key algorithmic ideas: fast exact lookup enabled by a disk-aware design, and dynamic corpus-aware pruning. As a practical application, we demonstrate that SoftMatcha 2 identifies potential benchmark contamination in pre-training corpora that existing exact-match approaches miss. You can try searching through a 100B-scale corpus via our online demo. The system remains blazingly fast even on trillion-token corpora, so we encourage you to host it yourself for larger scales. Demo: Paper: Code: This work is a collaboration with researchers from the University of Tokyo, NII, Kyoto University, SOKENDAI, NINJAL, Tohoku University, and RIKEN.

Sakana AI

103,427 次观看 • 6 个月前

The power of the Claw, in the palm of a robot hand. Agentic robotics is here! Today, we open-source CaP-X: vibe agents, alive in the physical world. They incarnate as robot arms and humanoids with a rich set of perception APIs, actuation APIs, and auto synthesize skill libraries as they go. CaP-X is a strict superset of our old stack, because policies like VLAs are “just” API calls as well. It solves many tasks zero-shot that a learned policy would struggle with. And we are doing much more than vibing. CaP-X is our most systematic, scientific study on agentic robotics so far: - We build a comprehensive agentic toolkit: perception (SAM3 segmentation, Molmo pointing, depth, point cloud), control (IK solvers, grasp planner, navigation), and visualization (EEF, mask overlays) that work across different robots. - CaP-Gym: LLM’s first Physical Exam! 187 manipulation tasks across RoboSuite, LIBERO-PRO, and BEHAVIOR. Tabletop, bimanual, mobile manipulation. Sim and real. Can’t wait to see the gradients flow from CaP-Gym to the next wave of frontier LLM releases. - CaP-Bench: we benchmark 12 frontier LLMs/VLMs (Gemini, GPT, Opus, Qwen, DeepSeek, Kimi, and more) across 8 evaluation tiers. We systematically vary API abstraction level, agentic harness, and visual grounding methods. Lots of insights in our paper. - CaP-Agent0: a training-free agentic harness that matches or exceeds human expert code on 4 out of 7 tasks without task-specific tuning. - CaP-RL: if you get a gym, you get RL ;). A 7B OSS model jumps from 20% to 72% success after only 50 training iterations. The synthesized programs transfer to real robots with minimal sim-to-real gap. 3 years ago, our team created Voyager, one of the earliest agentic AI that plays and learns in Minecraft continuously. Its key ideas — skill libraries, self-reflection loops, and in-context planning — have since influenced many modern agentic designs. Today, the agent graduates from Minecraft and gets a real job. It’s April Fool’s, but this Claw is getting its hands dirty for real! Link in thread:

Jim Fan

81,072 次观看 • 4 个月前