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Guanzhi Wang

Publications and source records attributed to Guanzhi Wang.

At least 19 recordsLinked to original sources

ENPIRE: Agentic Robot Policy Self-Improvement in the Real World

Achieving dexterous robotic manipulation in the real world heavily relies on human supervision and algorithm engineering, which becomes a central bottleneck in the pursuit of general physical intelligence. Although emerging coding agents can generate code to automate algorithm search, their successes remain largely confined in digital environments. We conjecture that the missing abstraction to automate robotics research is a repeatable feedback loop for real-world policy improvement: reset the scene, execute a policy, verify the outcome, and refine the next iteration. To bridge this gap, we introduce ENPIRE, a harness framework for coding agents that instantiates this physical feedback routine with four core modules: an Environment module (EN) for automatic reset and verification, a Policy Improvement module (PI) that launches policy refinement, a Rollout module (R) to evaluate policies with one or multiple physical robots operating in parallel, and an Evolution module (E) in which coding agents analyze logs, consult literature, improve training infrastructure and algorithm code to address failure modes. This closed-loop system transforms real-world manipulation learning into a controllable optimization procedure, minimizing human effort while allowing fair ablations across training recipe and agent variants. Powered by ENPIRE, frontier coding agents can autonomously train a policy to achieve a 99% success rate on challenging, dexterous manipulation tasks, such as organizing a pin box, fastening a zip tie, and tool use, a process that further accelerates when we dispatch an agent team on a robot fleet. Our results suggest a practical and scalable path toward deploying coding agents to autonomously advancing robotics in the physical world.

cs.AI↗

World-Action Models for Robot Learning and Control: A Survey

Robots operating in open environments act under partial observability, physical constraints, and dynamic task contexts. Beyond mapping observations and language instructions to actions, they must anticipate how candidate actions may affect future states and task-relevant outcomes. Recent advances in world models, video generation, and Vision-Language-Action (VLA) policies have motivated the development of World-Action Models (WAMs), which couple future world prediction with executable action generation. This survey provides a robotics-oriented review of WAMs. We clarify their scope relative to conventional world models, model-based reinforcement learning, action-conditioned video generation, and reactive VLA policies, and organize existing methods through a unified taxonomy covering representations, transition modeling, action interfaces, architectures, training pipelines, data modalities, and scaling strategies. We further review applications of WAMs in manipulation, navigation, and autonomous driving, and we summarize the datasets, benchmarks, metrics, and protocols used to evaluate WAM systems. Finally, we discuss key challenges in action alignment, world-action factorization, spatial and multi-view consistency, long-horizon memory, neural simulation for closed-loop policy learning, and efficient inference. Taken together, this survey aims to provide a concise technical foundation for integrating predictive world modeling with action generation, toward more reliable embodied robot intelligence. Project page: https://rcl-robotics.github.io/Awesome-World-Action-Models.

cs.RO↗

GaP: A Graph-as-Policy Multi-Agent Self-Learning Harness For Variational Automation Tasks

For robots to work reliably in commercial and industrial applications, can recent advances in agentic coding systems combine interpretable robot programming with the open-world adaptability of model-free policies? We focus on "Variational Automation" (VA), a class of tasks that have larger variations in object geometry and pose than fixed automation. Model-free policies often struggle to close the reliability gap for VA tasks, which must be executed persistently and reliably in commercial and industrial applications. Motivated by prior work on Task and Motion Planning (TAMP) and the Robot Operating System (ROS), we introduce Graph-as-Policy (GaP), a multi-agent coding harness that generates directed computation graphs with perception, planning, and control nodes from a Modular Open Robot Skill Library (MORSL). GaP then generates an internal simulation environment to rehearse task instances with different graphs in parallel to iteratively refine the graph structure and parameters to improve success rates and throughput. Evaluation with 8 new open VA task benchmarks, 4 in-simulation and 4 in real-world, suggests that GaP can achieve success rates that significantly outperform baselines. Details, code, and data can be found online: https://graph-robots.github.io/gap

cs.RO↗

CaP-X: A Framework for Benchmarking and Improving Coding Agents for Robot Manipulation

"Code-as-Policy" considers how executable code can complement data-intensive Vision-Language-Action (VLA) methods, yet their effectiveness as autonomous controllers for embodied manipulation remains underexplored. We present CaP-X, an open-access framework for systematically studying Code-as-Policy agents in robot manipulation. At its core is CaP-Gym, an interactive environment in which agents control robots by synthesizing and executing programs that compose perception and control primitives. Building on this foundation, CaP-Bench evaluates frontier language and vision-language models across varying levels of abstraction, interaction, and perceptual grounding. Across 12 models, CaP-Bench reveals a consistent trend: performance improves with human-crafted abstractions but degrades as these priors are removed, exposing a dependence on designer scaffolding. At the same time, we observe that this gap can be mitigated through scaling agentic test-time computation--through multi-turn interaction, structured execution feedback, visual differencing, automatic skill synthesis, and ensembled reasoning--substantially improves robustness even when agents operate over low-level primitives. These findings allow us to derive CaP-Agent0, a training-free framework that recovers human-level reliability on several manipulation tasks in simulation and on real embodiments. We further introduce CaP-RL, showing reinforcement learning with verifiable rewards improves success rates and transfers from sim2real with minimal gap. Together, CaP-X provides a principled, open-access platform for advancing embodied coding agents.

cs.RO↗

ASPIRE: Agentic /Skills Discovery for Robotics

Traditional robot programming is challenging: it requires orchestrating multimodal perception, managing physical contact dynamics, and handling diverse configurations and execution failures. We introduce ASPIRE (Agentic Skill Programming through Iterative Robot Exploration), a continual learning system that autonomously writes and refines robot control programs in a code-as-policy paradigm while compounding experience into a reusable skill library. ASPIRE discovers skills that persist across tasks, simulation and real-world settings, and embodiments. It operates in an open-ended loop with three components: (1) a closed-loop robot execution engine that exposes fine-grained multimodal traces, enabling autonomous failure diagnosis, repair synthesis, and validation; (2) a continually expanding skill library that distills validated fixes into reusable, transferable knowledge; and (3) evolutionary search that generates diverse task sequences and control programs to explore beyond single-trajectory refinement. ASPIRE surpasses prior methods by up to 77% on LIBERO-Pro manipulation under perturbation, 72% on Robosuite bimanual handover, and 32% on BEHAVIOR-1K long-horizon household tasks. Its accumulated library also enables zero-shot generalization to unseen long-horizon tasks: on LIBERO-Pro Long, ASPIRE achieves 31% success versus 4% for prior methods despite their use of test-time reasoning and retries. Finally, simulation-discovered skills provide initial evidence of sim-to-real transfer, substantially reducing real-robot programming effort across different embodiments and robot APIs.

cs.RO↗

World Action Models are Zero-shot Policies

State-of-the-art Vision-Language-Action (VLA) models excel at semantic generalization but struggle to generalize to unseen physical motions in novel environments. We introduce DreamZero, a World Action Model (WAM) built upon a pretrained video diffusion backbone. Unlike VLAs, WAMs learn physical dynamics by predicting future world states and actions, using video as a dense representation of how the world evolves. By jointly modeling video and action, DreamZero learns diverse skills effectively from heterogeneous robot data without relying on repetitive demonstrations. This results in over 2x improvement in generalization to new tasks and environments compared to state-of-the-art VLAs in real robot experiments. Crucially, through model and system optimizations, we enable a 14B autoregressive video diffusion model to perform real-time closed-loop control at 7Hz. Finally, we demonstrate two forms of cross-embodiment transfer: video-only demonstrations from other robots or humans yield a relative improvement of over 42% on unseen task performance with just 10-20 minutes of data. More surprisingly, DreamZero enables few-shot embodiment adaptation, transferring to a new embodiment with only 30 minutes of play data while retaining zero-shot generalization.

cs.RO↗

NitroGen: An Open Foundation Model for Generalist Gaming Agents

We introduce NitroGen, a vision-action foundation model for generalist gaming agents that is trained on 40,000 hours of gameplay videos across more than 1,000 games. We incorporate three key ingredients: 1) an internet-scale video-action dataset constructed by automatically extracting player actions from publicly available gameplay videos, 2) a multi-game benchmark environment that can measure cross-game generalization, and 3) a unified vision-action model trained with large-scale behavior cloning. NitroGen exhibits strong competence across diverse domains, including combat encounters in 3D action games, high-precision control in 2D platformers, and exploration in procedurally generated worlds. It transfers effectively to unseen games, achieving up to 52% relative improvement in task success rates over models trained from scratch. We release the dataset, evaluation suite, and model weights to advance research on generalist embodied agents.

cs.CV↗

Strategist: Self-improvement of LLM Decision Making via Bi-Level Tree Search

Traditional reinforcement learning and planning typically requires vast amounts of data and training to develop effective policies. In contrast, large language models (LLMs) exhibit strong generalization and zero-shot capabilities, but struggle with tasks that require detailed planning and decision-making in complex action spaces. We introduce STRATEGIST, a novel approach that integrates the strengths of both methods. Our approach leverages LLMs to search and update high-level strategies (as text), which are then refined and executed by low-level Monte Carlo Tree Search (MCTS). STRATEGIST is a generalizable framework to optimize the strategy through population-based self-play simulations without the need for any training data. We demonstrate the effectiveness of STRATEGIST in learning optimal strategies for competitive, multi-turn games with partial information, including Game of Pure Strategy (GOPS) and multi-agent, hidden-identity discussion games like The Resistance: Avalon. Our results show that agents equipped with STRATEGIST outperform those trained with traditional RL methods, other LLM-based skill acquisition techniques, pre-existing LLM agents across both game environments and achieves comparable performance against human players.

cs.AI↗

DreamGen: Unlocking Generalization in Robot Learning through Video World Models

We introduce DreamGen, a simple yet highly effective 4-stage pipeline for training robot policies that generalize across behaviors and environments through neural trajectories - synthetic robot data generated from video world models. DreamGen leverages state-of-the-art image-to-video generative models, adapting them to the target robot embodiment to produce photorealistic synthetic videos of familiar or novel tasks in diverse environments. Since these models generate only videos, we recover pseudo-action sequences using either a latent action model or an inverse-dynamics model (IDM). Despite its simplicity, DreamGen unlocks strong behavior and environment generalization: a humanoid robot can perform 22 new behaviors in both seen and unseen environments, while requiring teleoperation data from only a single pick-and-place task in one environment. To evaluate the pipeline systematically, we introduce DreamGen Bench, a video generation benchmark that shows a strong correlation between benchmark performance and downstream policy success. Our work establishes a promising new axis for scaling robot learning well beyond manual data collection. Code available at https://github.com/NVIDIA/GR00T-Dreams.

cs.RO↗

FLARE: Robot Learning with Implicit World Modeling

We introduce $\textbf{F}$uture $\textbf{LA}$tent $\textbf{RE}$presentation Alignment ($\textbf{FLARE}$), a novel framework that integrates predictive latent world modeling into robot policy learning. By aligning features from a diffusion transformer with latent embeddings of future observations, $\textbf{FLARE}$ enables a diffusion transformer policy to anticipate latent representations of future observations, allowing it to reason about long-term consequences while generating actions. Remarkably lightweight, $\textbf{FLARE}$ requires only minimal architectural modifications -- adding a few tokens to standard vision-language-action (VLA) models -- yet delivers substantial performance gains. Across two challenging multitask simulation imitation learning benchmarks spanning single-arm and humanoid tabletop manipulation, $\textbf{FLARE}$ achieves state-of-the-art performance, outperforming prior policy learning baselines by up to 26%. Moreover, $\textbf{FLARE}$ unlocks the ability to co-train with human egocentric video demonstrations without action labels, significantly boosting policy generalization to a novel object with unseen geometry with as few as a single robot demonstration. Our results establish $\textbf{FLARE}$ as a general and scalable approach for combining implicit world modeling with high-frequency robotic control.

cs.RO↗

Open X-Embodiment: Robotic Learning Datasets and RT-X Models

Large, high-capacity models trained on diverse datasets have shown remarkable successes on efficiently tackling downstream applications. In domains from NLP to Computer Vision, this has led to a consolidation of pretrained models, with general pretrained backbones serving as a starting point for many applications. Can such a consolidation happen in robotics? Conventionally, robotic learning methods train a separate model for every application, every robot, and even every environment. Can we instead train generalist X-robot policy that can be adapted efficiently to new robots, tasks, and environments? In this paper, we provide datasets in standardized data formats and models to make it possible to explore this possibility in the context of robotic manipulation, alongside experimental results that provide an example of effective X-robot policies. We assemble a dataset from 22 different robots collected through a collaboration between 21 institutions, demonstrating 527 skills (160266 tasks). We show that a high-capacity model trained on this data, which we call RT-X, exhibits positive transfer and improves the capabilities of multiple robots by leveraging experience from other platforms. More details can be found on the project website https://robotics-transformer-x.github.io.

cs.RO↗

GR00T N1: An Open Foundation Model for Generalist Humanoid Robots

General-purpose robots need a versatile body and an intelligent mind. Recent advancements in humanoid robots have shown great promise as a hardware platform for building generalist autonomy in the human world. A robot foundation model, trained on massive and diverse data sources, is essential for enabling the robots to reason about novel situations, robustly handle real-world variability, and rapidly learn new tasks. To this end, we introduce GR00T N1, an open foundation model for humanoid robots. GR00T N1 is a Vision-Language-Action (VLA) model with a dual-system architecture. The vision-language module (System 2) interprets the environment through vision and language instructions. The subsequent diffusion transformer module (System 1) generates fluid motor actions in real time. Both modules are tightly coupled and jointly trained end-to-end. We train GR00T N1 with a heterogeneous mixture of real-robot trajectories, human videos, and synthetically generated datasets. We show that our generalist robot model GR00T N1 outperforms the state-of-the-art imitation learning baselines on standard simulation benchmarks across multiple robot embodiments. Furthermore, we deploy our model on the Fourier GR-1 humanoid robot for language-conditioned bimanual manipulation tasks, achieving strong performance with high data efficiency.

cs.RO↗

PIANIST: Learning Partially Observable World Models with LLMs for Multi-Agent Decision Making

Effective extraction of the world knowledge in LLMs for complex decision-making tasks remains a challenge. We propose a framework PIANIST for decomposing the world model into seven intuitive components conducive to zero-shot LLM generation. Given only the natural language description of the game and how input observations are formatted, our method can generate a working world model for fast and efficient MCTS simulation. We show that our method works well on two different games that challenge the planning and decision making skills of the agent for both language and non-language based action taking, without any training on domain-specific training data or explicitly defined world model.

cs.AI↗

Eureka: Human-Level Reward Design via Coding Large Language Models

Large Language Models (LLMs) have excelled as high-level semantic planners for sequential decision-making tasks. However, harnessing them to learn complex low-level manipulation tasks, such as dexterous pen spinning, remains an open problem. We bridge this fundamental gap and present Eureka, a human-level reward design algorithm powered by LLMs. Eureka exploits the remarkable zero-shot generation, code-writing, and in-context improvement capabilities of state-of-the-art LLMs, such as GPT-4, to perform evolutionary optimization over reward code. The resulting rewards can then be used to acquire complex skills via reinforcement learning. Without any task-specific prompting or pre-defined reward templates, Eureka generates reward functions that outperform expert human-engineered rewards. In a diverse suite of 29 open-source RL environments that include 10 distinct robot morphologies, Eureka outperforms human experts on 83% of the tasks, leading to an average normalized improvement of 52%. The generality of Eureka also enables a new gradient-free in-context learning approach to reinforcement learning from human feedback (RLHF), readily incorporating human inputs to improve the quality and the safety of the generated rewards without model updating. Finally, using Eureka rewards in a curriculum learning setting, we demonstrate for the first time, a simulated Shadow Hand capable of performing pen spinning tricks, adeptly manipulating a pen in circles at rapid speed.

cs.RO↗

Voyager: An Open-Ended Embodied Agent with Large Language Models

We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at https://voyager.minedojo.org/.

cs.AI↗

VIMA: General Robot Manipulation with Multimodal Prompts

Prompt-based learning has emerged as a successful paradigm in natural language processing, where a single general-purpose language model can be instructed to perform any task specified by input prompts. Yet task specification in robotics comes in various forms, such as imitating one-shot demonstrations, following language instructions, and reaching visual goals. They are often considered different tasks and tackled by specialized models. We show that a wide spectrum of robot manipulation tasks can be expressed with multimodal prompts, interleaving textual and visual tokens. Accordingly, we develop a new simulation benchmark that consists of thousands of procedurally-generated tabletop tasks with multimodal prompts, 600K+ expert trajectories for imitation learning, and a four-level evaluation protocol for systematic generalization. We design a transformer-based robot agent, VIMA, that processes these prompts and outputs motor actions autoregressively. VIMA features a recipe that achieves strong model scalability and data efficiency. It outperforms alternative designs in the hardest zero-shot generalization setting by up to $2.9\times$ task success rate given the same training data. With $10\times$ less training data, VIMA still performs $2.7\times$ better than the best competing variant. Code and video demos are available at https://vimalabs.github.io/

cs.RO↗

MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge

Autonomous agents have made great strides in specialist domains like Atari games and Go. However, they typically learn tabula rasa in isolated environments with limited and manually conceived objectives, thus failing to generalize across a wide spectrum of tasks and capabilities. Inspired by how humans continually learn and adapt in the open world, we advocate a trinity of ingredients for building generalist agents: 1) an environment that supports a multitude of tasks and goals, 2) a large-scale database of multimodal knowledge, and 3) a flexible and scalable agent architecture. We introduce MineDojo, a new framework built on the popular Minecraft game that features a simulation suite with thousands of diverse open-ended tasks and an internet-scale knowledge base with Minecraft videos, tutorials, wiki pages, and forum discussions. Using MineDojo's data, we propose a novel agent learning algorithm that leverages large pre-trained video-language models as a learned reward function. Our agent is able to solve a variety of open-ended tasks specified in free-form language without any manually designed dense shaping reward. We open-source the simulation suite, knowledge bases, algorithm implementation, and pretrained models (https://minedojo.org) to promote research towards the goal of generally capable embodied agents.

cs.LG↗

iGibson 1.0: a Simulation Environment for Interactive Tasks in Large Realistic Scenes

We present iGibson 1.0, a novel simulation environment to develop robotic solutions for interactive tasks in large-scale realistic scenes. Our environment contains 15 fully interactive home-sized scenes with 108 rooms populated with rigid and articulated objects. The scenes are replicas of real-world homes, with distribution and the layout of objects aligned to those of the real world. iGibson 1.0 integrates several key features to facilitate the study of interactive tasks: i) generation of high-quality virtual sensor signals (RGB, depth, segmentation, LiDAR, flow and so on), ii) domain randomization to change the materials of the objects (both visual and physical) and/or their shapes, iii) integrated sampling-based motion planners to generate collision-free trajectories for robot bases and arms, and iv) intuitive human-iGibson interface that enables efficient collection of human demonstrations. Through experiments, we show that the full interactivity of the scenes enables agents to learn useful visual representations that accelerate the training of downstream manipulation tasks. We also show that iGibson 1.0 features enable the generalization of navigation agents, and that the human-iGibson interface and integrated motion planners facilitate efficient imitation learning of human demonstrated (mobile) manipulation behaviors. iGibson 1.0 is open-source, equipped with comprehensive examples and documentation. For more information, visit our project website: http://svl.stanford.edu/igibson/

cs.AI↗