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Jiangmiao Pang

Publications and source records attributed to Jiangmiao Pang.

At least 19 recordsLinked to original sources

Skel-WAM: A Hand-Skeleton-Conditioned World Action Model for Human-to-Robot Manipulation Transfer

Robot demonstrations are expensive to collect and often provide limited distributional coverage of task variations. Human videos offer a low-cost source of complementary manipulation experience, but learning from them requires bridging embodiment gaps in visual appearance and action spaces. We introduce Skel-WAM, a world action model that bridges these differences through a unified hand-skeleton motion interface. The key insight is to align human and robot motion through a common hand topology, combining skeleton overlays that ground motion in the scene with structured 2.5-D keypoints that encode explicit hand kinematics. Video and Keypoint Experts jointly learn visual and skeletal dynamics through a Mixture-of-Transformers, while a separate robot-trained Action Expert maps these predictions to executable controls. This separation enables human and robot demonstrations to directly supervise shared dynamics without requiring robot action labels for human videos. Across four real-world bimanual tasks and seven simulated tasks, Skel-WAM achieves average success rates of 79.86% and 63.29%, surpassing the strongest baseline by 22.22 and 8.28 percentage points, respectively. Human-robot cotraining more than doubles real-world success on task variations absent from robot training data, from 38.89% to 86.11%. These results demonstrate that a shared skeletal interface enables joint learning across human and robot data and expands robot task coverage through complementary human demonstrations.

cs.RO

EBench: Elemental Diagnosis of Generalist Mobile Manipulation Policies

We present EBench, a simulation benchmark that diagnoses generalist mobile manipulation policies beyond a single success-rate scalar. EBench comprises 26 diverse and challenging manipulation tasks annotated along 5 capability dimensions and 4 generalization dimensions. We evaluate state-of-the-art generalist manipulation models including $π_0$, $π_{0.5}$, XVLA, and InternVLA-A1, and reveal that the models exhibit strikingly different capability profiles: $π_{0.5}$ achieves the highest test success rate, the best train--test retention, and the strongest mobile manipulation performance; $π_0$ leads on dexterous fixed-base and high-precision tasks; XVLA and InternVLA-A1 exhibit complementary strengths across atomic skills and operating regimes. Beyond capability profiling, EBench analyzes the generalization ability from 4 representative perspectives, identifying the impact of different distribution shift factors. The results reveal strengths and weaknesses of models behind an overall score. We hope this benchmark offers a broad set of diagnostic signals to guide iteration on generalist manipulation models.

cs.RO

Towards Professional Tennis Styles for Humanoid Robots with Adaptive Motion Planning and Tracking

Humanoid robots have recently demonstrated promising capabilities in real-world ball sports. However, achieving professional motion styles while maintaining strong task performance remains challenging. In this work, we propose AdaPT, an Adaptive Motion Planning and Tracking framework that learns professional tennis serving and rally styles directly from broadcast videos. This hierarchical design is motivated by the key insight that the planner generates stylistic kinematic motions, while the tracker executes them with minimal interference with planning. Despite its effectiveness in simulation, a substantial sim-to-real gap emerges: tracking performance inevitably degrades on real robots, and this degradation is partially overlooked by autoregressive planning and further compounded by noisy perception. To address these issues, our adaptation mechanism improves tracking robustness by learning to track randomized execution speeds, while conditioning the planner on a learned motion-speed adapter to mitigate compounding errors. Real-world experiments on the Unitree G1 demonstrate the effectiveness of our adaptation mechanism in bridging the sim-to-real gap. We further deploy AdaPT policies on the full-size Dobot Atom humanoid robot (1.7m) and demonstrate in-the-wild serving without motion capture. Beyond these results, our real-world experiments reveal both algorithmic and engineering insights for future humanoid ball-sports systems. Videos and code are available on our \href{https://humanoidtennis.github.io/AdaPT/}{project website}.

cs.RO

RoboStriker: Latent-Space Strategic Games for Autonomous Humanoid Boxing

Achieving human-level competitive intelligence and physical agility in humanoid robots remains a profound challenge, particularly in contact-rich and highly dynamic tasks such as boxing. While Multi-Agent Reinforcement Learning offers a principled framework for strategic interaction, its direct application to unstructured raw motor spaces inevitably leads to joint-level physical collapse, preventing the emergence of any viable combat tactics. To resolve this fundamental conflict between strategic exploration and physical feasibility, we formulate the humanoid combat task as a novel two-player latent-space zero-sum Markov game. Under standard regularity and approximate best-response assumptions, we show that the latent formulation induces an equivalent game over the decoder-reachable action manifold, providing an approximate-Nash interpretation of the resulting self-play dynamics. To instantiate this theoretical formulation, we propose RoboStriker, a hierarchical framework that decouples high-level reasoning from low-level execution. It first distills the tracking expertise of predefined boxing motions into a topologically bounded latent manifold. This structured latent foundation subsequently drives multi-agent co-evolution via Latent-Space Neural Fictitious Self-Play. Extensive experimental results demonstrate that gaming within this structured latent space substantially outperforms direct exploration. By constraining strategic exploration through a pretrained motion decoder, RoboStriker substantially reduces the catastrophic balance failures observed in raw action-space methods and achieves superior tactical performance in both competitive win rates and striking efficiency. Finally, we successfully deploy and validate our learned combat policies on real-world humanoid robots. Our code and video and supplementary materials are available at RoboStriker.

cs.RO

X-NavDP: Generalizing Navigation Diffusion Policy to Novel Behavior and Embodiments with Group Q-score Reweighted Matching

Pretraining navigation diffusion policies rely on large-scale expert demonstrations. These data are typically generated by a fully-informed oracle planner suited to a single nominal robot. This limits the policy's generalization to diverse embodiments and challenging scenarios (e.g., escaping dead ends or detouring long obstacles) that demand diverse local reactive behaviors with only onboard local observations. Post-training the policy with reinforcement learning (RL) offers a principled remedy. However, previous RL for diffusion approaches lead to only marginal improvements. This is because the intractable likelihood of diffusion policies renders policy gradients unstable in addition to inefficient policy exploration. To address these challenges, we propose a data-efficient diffusion RL post-training framework - GQRM (Group Q-score Reweighted Matching). Our framework introduces two complementary designs: (i) a self-bootstrapped exploration strategy with behavior perturbation that preserves the pretrained policy prior, and (ii) a group Q-score normalization mechanism that computes per-trajectory values on each state for efficient reweighted score matching. By conducting distributed online RL training across heterogeneous embodiments, the resulting fine-tuned policy, X-NavDP, achieves state-of-the-art cross-embodiment visual navigation performance, improving the overall success rate from 61.20% to 84.28% in simulation and 10% to 65% in real-world hard cases. The code and model are publicly available at https://yty-sky.github.io/x-navdp-project-page.

cs.RO

GAUGE: A Measurement-Grounded Benchmark for Physical Fidelity in Simulation Engines and Video World Models

Physics engines facilitate large-scale training and evaluation for embodied intelligence, while generative video world models are emerging as implicit simulators of future states and interactions. However, existing evaluations of physical fidelity are often conducted in isolation and rely heavily on perceptual similarity or human judgments, providing limited insight into which physical principles or parameters are violated. We introduce GAUGE, a real-world-grounded diagnostic benchmark for jointly evaluating how numerical simulators and generative video world models reproduce or deviate from real-world physics. It comprises 22 controlled task families covering rigid bodies, flexible cables, textiles, and volumetric deformable objects. Grounded in real-world trajectories and paired with calibrated physical metadata, uncertainty annotations, and task-specific observables, these tasks cover fundamental physical processes including collision, friction, momentum transfer, oscillation, self-contact, and deformation across diverse materials and conditions. We benchmark Isaac Sim, Genesis, and Newton on 14 task families using generalized trajectory errors, and evaluate 6 image-to-video models on 5 rigid-body tasks by testing physical-law consistency and the temporal stability of inferred parameters. Our results reveal no uniformly faithful physics engine, with the largest discrepancies arising in impulsive contact, rapid textile motion, and volumetric deformation. We further find that video world models can produce trajectories with the expected equation form while recovering incorrect accelerations, momentum transfer, and oscillation timing. GAUGE lays the groundwork for developing more physically faithful simulators and world models for embodied intelligence.

cs.AI

Exploratory, Communicative, and Deployable: Vision-Driven Embodied Agents for Open-World Mobile Manipulation

Real-world deployment of embodied agents requires active exploration, visual grounding, and interactive intent disambiguation. However, existing frameworks often rely on privileged simulator states or assume complete instructions, bypassing realistic deployment challenges. To bridge this gap, we present REAL, an agentic framework for open-world mobile manipulation. REAL establishes sim-to-real-consistent environment APIs without oracle perception and integrates a simulated user to enable human-in-the-loop interaction. Within this environment, we design diverse task compositions to drive data collection, supervised fine-tuning, and online reinforcement learning, systematically optimizing agent performance. To comprehensively evaluate this approach, we introduce REAL-Bench, a benchmark spanning 241 tasks across active exploration, visual distraction, articulated manipulation, and interactive disambiguation. Experimental results demonstrate that our trained agent outperforms leading commercial closed-source VLMs on interactive tasks with a 56.9% success rate. Further empirical analysis reveals that our hierarchical training pipeline successfully aligns the model's tool-use capabilities while maintaining robust open-vocabulary reasoning under extended exploration horizons. Finally, we deploy and evaluate our framework on a physical dual-arm mobile robot, where it achieves a 78.3% end-to-end success rate over 60 real-world episodes. These physical trials demonstrate robust zero-shot transferability to unseen household scenarios, validating that our sim-to-real-consistent design successfully bridges the reality gap for long-horizon mobile manipulation. Code is available at https://github.com/InternRobotics/REAL.

cs.CV

KAI: A Kinematic-Aware Interface for Data-Efficient Articulated Object Manipulation

Articulated object manipulation requires an understanding of kinematic structure that is difficult and costly to learn from robot demonstrations alone. We introduce the Kinematic-Aware Articulation Interface (KAI), a structured intermediate representation that captures the kinematic structure of articulated objects. By embedding interpretable geometric and kinematic priors into policy learning, KAI provides a strong inductive bias aligned with the underlying structure of articulated motion. This design effectively improves sample efficiency, with gains particularly pronounced in low-data regimes: across six simulation tasks, our method achieves an average success rate of 82.9%, matching or surpassing baseline performance while using only half the demonstration data. Our method also exhibits robust generalization to unseen backgrounds and visual distractors, transferring from a single clean training environment to cluttered real-world scenes. KAI's action-agnostic design further enables co-training with human interaction videos to enhance real-world robustness: under diverse visual distractions, our method with video co-training achieves over 70% average success rate.

cs.RO

VL-LN Bench: Towards Long-horizon Goal-oriented Navigation with Active Dialogs

In most existing embodied navigation tasks, instructions are well-defined and unambiguous, such as instruction following and object searching. Under this idealized setting, agents are required solely to produce effective navigation outputs conditioned on vision and language (VL) inputs. Real-world instructions, however, are often underspecified and require interaction to resolve ambiguity and infer user intent. To bridge this gap, we propose Interactive Instance Goal Navigation (IIGN), which extends Instance Goal Navigation (IGN) by allowing agents to freely consult an oracle in natural language while searching for a specific instance. IIGN requires agents to produce both Language and Navigation (LN) outputs, enabling interaction while moving in the environment. To support this task, we introduce VL-LN Bench, a benchmark with an automated data collection pipeline and over 41k collected long-horizon dialog-augmented trajectories for training, alongside an automatic evaluation protocol paired with a dedicated oracle for answering agent queries. Experiments reveal two core bottlenecks of IIGN: long-horizon exploration and fine-grained grounding of textual information to the correct instance among same-category distractors. Although active dialog partially alleviates these challenges, current models still lag far behind human performance. Further ablations validate the value of the data generated by our pipeline and show that the proposed oracle provides scalable assistance comparable to human support, proving VL-LN Bench as a practical testbed for dialog-enabled embodied navigation.

cs.RO

RoboInter1.5: A Holistic Intermediate Representation Suite for Embodied World Modeling and Robotic Manipulation

Existing robot datasets remain expensive to curate, embodiment-specific, and insufficiently annotated with the fine-grained structure required for generalizable reasoning, execution, or long-horizon environment dynamics simulation. Building on our prior work, RoboInter1.0, we present RoboInter1.5, an extended and holistic suite of intermediate representations for both robotic manipulation and embodied world modeling. RoboInter1.5 provides a unified resource of data, benchmarks, and models centered on dense manipulation-oriented intermediate representations. Specifically, RoboInter-Data contains over 230k manipulation episodes across 571 scenes with dense per-frame annotations covering more than ten types of intermediate representations, including subtasks, primitive skills, object and gripper grounding, segmentation, affordance, grasp poses, contact points, motion traces, etc. Built upon these annotations, RoboInter-VQA introduces spatial and temporal embodied VQA tasks to benchmark and improve the intermediate-representation reasoning capabilities of our RoboInter-VLM. RoboInter-VLA further studies how such representations benefit action execution through implicit, explicit, and modular plan-then-execute paradigms. To better model the physical world, we further introduce RoboInter-World, which leverages intermediate representations as structured conditioning signals for controllable prediction of future world states. Extensive evaluations demonstrate that RoboInter1.5 provides a unified spatiotemporal scaffolding for intermediate representations. Rather than treating intermediate representations merely as interpretable signals, RoboInter1.5 conceptualizes them as a bidirectional interface that both regularizes low-level action spaces and constrains the latent rollouts of open-world physical simulators.

cs.RO

ReactiveBFM: Reactive Closed-Loop Motion Planning Towards Universal Humanoid Whole-Body Control

While current Behavior Foundation Models (BFMs) provide robust control priors for humanoids, they only execute pre-defined reference motions. As a result, they are vulnerable to environmental shifts and incapable of reactive whole-body coordination. Naively cascading them with generative motion planners fails to achieve true reactivity, as inevitable tracking discrepancies induce fatal cumulative exposure bias. To bridge this gap, we propose ReactiveBFM, a real-time closed-loop planning-control framework. At its core, we effectively mitigate exposure bias via a scheduled prefix sampling curriculum, forcing the generative planner to actively learn error-recovery behaviors from imperfect physical states rather than ground-truth trajectories. Systematically, to reconcile the severe latency mismatch between auto-regressive planning and high-frequency tracking, we introduce an asynchronous replanning mechanism. Combined with trajectory chunking to temporally ensemble spatial references, our system guarantees spatio-temporally fluid execution without physical jitter. Deployed on the Unitree G1 humanoid, ReactiveBFM demonstrates unprecedented physical agility across a vast repertoire of text-conditioned closed-loop motions. Notably, ReactiveBFM achieves zero-shot moving target reaching, showcasing intricate whole-body coordination and on-the-fly replanning. In sim-to-sim benchmarking under severe perturbations, ReactiveBFM achieves a 93.1% success rate, significantly outperforming cascaded open-loop baselines by 28.6%.

cs.RO

SoMA: A Real-to-Sim Neural Simulator for Robotic Soft-body Manipulation

Simulating deformable objects under rich interactions remains a fundamental challenge for real-to-sim robot manipulation, with dynamics jointly driven by environmental effects and robot actions. Existing simulators rely on predefined physics or data-driven dynamics without robot-conditioned control, limiting accuracy, stability, and generalization. This paper presents SoMA, a 3D Gaussian Splat simulator for soft-body manipulation. SoMA couples deformable dynamics, environmental forces, and robot joint actions in a unified latent neural space for end-to-end real-to-sim simulation. Modeling interactions over learned Gaussian splats enables controllable, stable long-horizon manipulation and generalization beyond observed trajectories without predefined physical models. SoMA improves resimulation accuracy and generalization on real-world robot manipulation by 20%, enabling stable simulation of complex tasks such as long-horizon cloth folding.

cs.RO

Scaling Behavior Foundation Model for Humanoid Robots

Humanoid control requires natural whole-body coordination, precise real-time responses to control signals, and robust generalization across diverse environmental contexts, making it a cornerstone for generalist embodied agents. Behavior Foundation Models (BFMs) have recently emerged as a promising solution to address these challenges by leveraging large-scale behavioral data to achieve superior expressiveness, versatility and generalization. However, despite growing interest in scaling BFMs to further improve their capabilities, it remains unclear how key factors, including the learning paradigm, behavioral data and model architecture should be coordinated to enable effective scaling. In this work, we revisit the scaling recipe for BFMs and demonstrate that substantial performance gains can be achieved through the coordination of three core components: 1) the learning paradigm of motion tracking that reformulates diverse humanoid control problems as the reproduction of integrated whole-body behaviors in the global frame; 2) the strategic synergy between on-policy rollout quantity and reference motion diversity; and 3) the expressive and scalable model architecture termed Humanoid Transformer that facilitates the natural emergence of structured behavioral representations. Through extensive experiments in both simulation and real-world deployment, we demonstrate that our approach yields significant improvements in control fidelity and task generalization, reducing Mean Per-Keypoint Position Error (MPKPE) on the test set by over 10% in local mode and 82% in global mode compared with existing humanoid controllers. These results establish BFM as a principled and effective foundation for scalable and general-purpose humanoid control.

cs.RO

Re$^3$Sim: Generating High-Fidelity Simulation Data via 3D-Photorealistic Real-to-Sim for Robotic Manipulation

Real-world data collection for robotics is costly and resource-intensive, requiring skilled operators and expensive hardware. Simulations offer a scalable alternative but often fail to achieve sim-to-real generalization due to geometric and visual gaps. To address these challenges, we propose a 3D-photorealistic real-to-sim system, namely, RE$^3$SIM, addressing geometric and visual sim-to-real gaps. RE$^3$SIM employs advanced 3D reconstruction and neural rendering techniques to faithfully recreate real-world scenarios, enabling real-time rendering of simulated cross-view cameras within a physics-based simulator. By utilizing privileged information to collect expert demonstrations efficiently in simulation, and train robot policies with imitation learning, we validate the effectiveness of the real-to-sim-to-real pipeline across various manipulation task scenarios. Notably, with only simulated data, we can achieve zero-shot sim-to-real transfer with an average success rate exceeding 58%. To push the limit of real-to-sim, we further generate a large-scale simulation dataset, demonstrating how a robust policy can be built from simulation data that generalizes across various objects. Codes and demos are available at: https://re3sim.github.io/.

cs.RO

Open-Vocabulary Object-Goal Navigation by Generalizing Semantic Mapping with Dense CLIP

Object-oriented embodied navigation tasks require agents to locate specific objects, either defined by category or images, in unseen environments. While recent methods have made progress in extending closed-set models to open-vocabulary scenarios with foundation models, they typically rely on training-free large language models (LLMs) or finetuning with end-to-end reinforcement learning (RL). However, they face challenges in efficiency (e.g., the overhead and cost of LLM inference) and limited generalization from intensive RL training. In this paper, we propose OVExp, a training-efficient framework for open-vocabulary exploration. We make the first effort to demonstrate the generalization capabilities of semantic map-based goal prediction networks using Dense CLIP models. A major challenge is that preserving both precise point-wise object locations and generalizable visual representations in the semantic map leads to unaffordable training costs. To address this, we design a Cross-Modal Transfer on Semantic Mapping strategy which adapts an intriguing text-only training and transfer to multi-model semantic mapping and goals in test-time. Despite relying on text-based spatial layouts with limited objects, OVExp demonstrates robust generalization to unseentargets on established ObjectNav benchmarks.

cs.RO

StreamVLN: Streaming Vision-and-Language Navigation via SlowFast Context Modeling

Vision-and-Language Navigation (VLN) in real-world settings requires agents to process continuous visual streams and generate actions with low latency grounded in language instructions. While Video-based Large Language Models (Video-LLMs) have driven recent progress, current VLN methods based on Video-LLM often face trade-offs among fine-grained visual understanding, long-term context modeling and computational efficiency. We introduce StreamVLN, a streaming VLN framework that employs a hybrid slow-fast context modeling strategy to support multi-modal reasoning over interleaved vision, language and action inputs. The fast-streaming dialogue context facilitates responsive action generation through a sliding-window of multi-turn dialogues, while the slow-updating memory context compresses historical visual states using a 3D-aware token pruning strategy. With this slow-fast design, StreamVLN achieves real-time dialogues through KV cache reuse, supporting long video streams with bounded context size and inference cost. Experiments on VLN-CE benchmarks show state-of-the-art performance with low latency, ensuring robustness and efficiency in real-world deployment. The project page is: https://streamvln.github.io/.

cs.RO

InternVLA-A1.5: Unifying Understanding, Latent Foresight, and Action for Compositional Generalization

Unified models for robot manipulation aim to equip one policy with both the semantic priors of pretrained VLMs and the physical dynamics learned through future prediction. In practice, existing designs tend to erode the semantics of the pretrained backbone, suffer interference among heterogeneous objectives, and learn future prediction from scratch in pixel space, leaving the dynamics priors of pretrained video generators unexploited. We present InternVLA-A1.5, which builds the policy on a native VLM backbone that keeps training on VQA and subtask prediction, and attaches a lightweight unified expert for continuous action generation. Future prediction is recast as a latent-querying problem, where a small set of learnable foresight tokens condenses the task-relevant future into a compact latent code under the supervision of a frozen pretrained video generation model, so the policy inherits world-model dynamics priors without ever learning pixel-level generation. The video branch is discarded at inference, keeping real-time control. Pretrained on 1.2M robot episodes and 3M multimodal samples, InternVLA-A1.5 achieves the best overall results on all six simulation benchmarks. In the real world, the preserved semantics deliver the strongest compositional generalization on held-out instruction bindings, and the two designs together sustain long-horizon execution.

cs.RO

Cortex: A Bidirectionally Aligned Embodied Agent Framework for Long-horizon Manipulation

While recent Vision-Language-Action (VLA) models show promise toward generalist manipulation policies, they struggle with long-horizon tasks due to their Markovian nature-relying solely on current observations. Hierarchical dual-system methods address this but suffer from a gap between high-level planning semantics and low-level execution kinematics. We introduce Cortex, a bidirectionally aligned embodied agent framework with a customized planning interface that conveys executable and tractable subtask plans from high-level VLM to low-level VLA. Specifically, we standardize manipulation subtasks into 32 canonical skill primitives and inject tractability principles, such as representative object attributes and improved trajectory reachability, into the data generation pipeline. This enables automatic annotation of over 4k hours of open-source video data and generation of 30 hours of simulation data. We further devise an event-balanced sampling strategy to construct training data for fine-tuning the framework to better handle planning ambiguity during subtask transitions, enhanced by carefully designed harness engineering from task contexts to skill constraints during inference. Both open-loop VLM and closed-loop system evaluations demonstrate Cortex's efficacy, e.g., it outperforms monolithic baselines by 3.1% on Libero-long and 4.1% on RoboTwin. Notably, Cortex's generalist VLM enables zero-shot completion of unseen real-world long-horizon tasks, such as multi-stage chemistry experiments, by simply combining with a fine-tuned VLA-a capability infeasible through VLA fine-tuning alone.

cs.RO