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Jiangmiao Pang

Publications and source records attributed to Jiangmiao Pang.

At least 91 records · Page 5Linked to original sources

Sekai: A Video Dataset towards World Exploration

Video generation techniques have made remarkable progress, promising to be the foundation of interactive world exploration. However, existing video generation datasets are not well-suited for world exploration training as they suffer from some limitations: limited locations, short duration, static scenes, and a lack of annotations about exploration and the world. In this paper, we introduce Sekai (meaning "world" in Japanese), a high-quality first-person view worldwide video dataset with rich annotations for world exploration. It consists of over 5,000 hours of walking or drone view (FPV and UVA) videos from over 100 countries and regions across 750 cities. We develop an efficient and effective toolbox to collect, pre-process and annotate videos with location, scene, weather, crowd density, captions, and camera trajectories. Comprehensive analyses and experiments demonstrate the dataset's scale, diversity, annotation quality, and effectiveness for training video generation models. We believe Sekai will benefit the area of video generation and world exploration, and motivate valuable applications. The project page is https://lixsp11.github.io/sekai-project/.

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CronusVLA: Towards Efficient and Robust Manipulation via Multi-Frame Vision-Language-Action Modeling

Recent vision-language-action (VLA) models built on pretrained vision-language models (VLMs) have demonstrated strong performance in robotic manipulation. However, these models remain constrained by the single-frame image paradigm and fail to fully leverage the temporal information offered by multi-frame histories, as directly feeding multiple frames into VLM backbones incurs substantial computational overhead and inference latency. We propose CronusVLA, a unified framework that extends single-frame VLA models to the multi-frame paradigm. CronusVLA follows a two-stage process: (1) Single-frame pretraining on large-scale embodied datasets with autoregressive prediction of action tokens, establishing an effective embodied vision-language foundation; (2) Multi-frame post-training, which adapts the prediction of the vision-language backbone from discrete tokens to learnable features, and aggregates historical information via feature chunking. CronusVLA effectively addresses the existing challenges of multi-frame modeling while enhancing performance and observational robustness. To evaluate the robustness under temporal and spatial disturbances, we introduce SimplerEnv-OR, a novel benchmark featuring 24 types of observational disturbances and 120 severity levels. Experiments across three embodiments in simulated and real-world environments demonstrate that CronusVLA achieves leading performance and superior robustness, with a 70.9% success rate on SimplerEnv, a 26.8% improvement over OpenVLA on LIBERO, and the highest robustness score on SimplerEnv-OR. These results highlight the potential of efficient multi-frame adaptation in VLA models for more powerful and robust real-world deployment.

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EgoThinker: Unveiling Egocentric Reasoning with Spatio-Temporal CoT

Egocentric video reasoning centers on an unobservable agent behind the camera who dynamically shapes the environment, requiring inference of hidden intentions and recognition of fine-grained interactions. This core challenge limits current multimodal large language models MLLMs, which excel at visible event reasoning but lack embodied, first-person understanding. To bridge this gap, we introduce EgoThinker, a novel framework that endows MLLMs with robust egocentric reasoning capabilities through spatio-temporal chain-of-thought supervision and a two-stage learning curriculum. First, we introduce EgoRe-5M, a large-scale egocentric QA dataset constructed from 13M diverse egocentric video clips. This dataset features multi-minute segments annotated with detailed CoT rationales and dense hand-object grounding. Second, we employ SFT on EgoRe-5M to instill reasoning skills, followed by reinforcement fine-tuning RFT to further enhance spatio-temporal localization. Experimental results show that EgoThinker outperforms existing methods across multiple egocentric benchmarks, while achieving substantial improvements in fine-grained spatio-temporal localization tasks. Full code and data are released at https://github.com/InternRobotics/EgoThinker.

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Expertise need not monopolize: Action-Specialized Mixture of Experts for Vision-Language-Action Learning

Vision-Language-Action (VLA) models are experiencing rapid development and demonstrating promising capabilities in robotic manipulation tasks. However, scaling up VLA models presents several critical challenges: (1) Training new VLA models from scratch demands substantial computational resources and extensive datasets. Given the current scarcity of robot data, it becomes particularly valuable to fully leverage well-pretrained VLA model weights during the scaling process. (2) Real-time control requires carefully balancing model capacity with computational efficiency. To address these challenges, We propose AdaMoE, a Mixture-of-Experts (MoE) architecture that inherits pretrained weights from dense VLA models, and scales up the action expert by substituting the feedforward layers into sparsely activated MoE layers. AdaMoE employs a decoupling technique that decouples expert selection from expert weighting through an independent scale adapter working alongside the traditional router. This enables experts to be selected based on task relevance while contributing with independently controlled weights, allowing collaborative expert utilization rather than winner-takes-all dynamics. Our approach demonstrates that expertise need not monopolize. Instead, through collaborative expert utilization, we can achieve superior performance while maintaining computational efficiency. AdaMoE consistently outperforms the baseline model across key benchmarks, delivering performance gains of 1.8% on LIBERO and 9.3% on RoboTwin. Most importantly, a substantial 21.5% improvement in real-world experiments validates its practical effectiveness for robotic manipulation tasks.

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Towards Adaptable Humanoid Control via Adaptive Motion Tracking

Humanoid robots are envisioned to adapt demonstrated motions to diverse real-world conditions while accurately preserving motion patterns. Existing motion prior approaches enable well adaptability with a few motions but often sacrifice imitation accuracy, whereas motion-tracking methods achieve accurate imitation yet require many training motions and a test-time target motion to adapt. To combine their strengths, we introduce AdaMimic, a novel motion tracking algorithm that enables adaptable humanoid control from a single reference motion. To reduce data dependence while ensuring adaptability, our method first creates an augmented dataset by sparsifying the single reference motion into keyframes and applying light editing with minimal physical assumptions. A policy is then initialized by tracking these sparse keyframes to generate dense intermediate motions, and adapters are subsequently trained to adjust tracking speed and refine low-level actions based on the adjustment, enabling flexible time warping that further improves imitation accuracy and adaptability. We validate these significant improvements in our approach in both simulation and the real-world Unitree G1 humanoid robot in multiple tasks across a wide range of adaptation conditions. Videos and code are available at https://taohuang13.github.io/adamimic.github.io/.

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ChangingGrounding: 3D Visual Grounding in Changing Scenes

Real-world robots localize objects from natural-language instructions while scenes around them keep changing. Yet most of the existing 3D visual grounding (3DVG) method still assumes a reconstructed and up-to-date point cloud, an assumption that forces costly re-scans and hinders deployment. We argue that 3DVG should be formulated as an active, memory-driven problem, and we introduce ChangingGrounding, the first benchmark that explicitly measures how well an agent can exploit past observations, explore only where needed, and still deliver precise 3D boxes in changing scenes. To set a strong reference point, we also propose Mem-ChangingGrounder, a zero-shot method for this task that marries cross-modal retrieval with lightweight multi-view fusion: it identifies the object type implied by the query, retrieves relevant memories to guide actions, then explores the target efficiently in the scene, falls back when previous operations are invalid, performs multi-view scanning of the target, and projects the fused evidence from multi-view scans to get accurate object bounding boxes. We evaluate different baselines on ChangingGrounding, and our Mem-ChangingGrounder achieves the highest localization accuracy while greatly reducing exploration cost. We hope this benchmark and method catalyze a shift toward practical, memory-centric 3DVG research for real-world applications. Project page: https://hm123450.github.io/CGB/ .

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InternVLA-M1: A Spatially Guided Vision-Language-Action Framework for Generalist Robot Policy

We introduce InternVLA-M1, a unified framework for spatial grounding and robot control that advances instruction-following robots toward scalable, general-purpose intelligence. Its core idea is spatially guided vision-language-action training, where spatial grounding serves as the critical link between instructions and robot actions. InternVLA-M1 employs a two-stage pipeline: (i) spatial grounding pre-training on over 2.3M spatial reasoning data to determine ``where to act'' by aligning instructions with visual, embodiment-agnostic positions, and (ii) spatially guided action post-training to decide ``how to act'' by generating embodiment-aware actions through plug-and-play spatial prompting. This spatially guided training recipe yields consistent gains: InternVLA-M1 outperforms its variant without spatial guidance by +14.6% on SimplerEnv Google Robot, +17% on WidowX, and +4.3% on LIBERO Franka, while demonstrating stronger spatial reasoning capability in box, point, and trace prediction. To further scale instruction following, we built a simulation engine to collect 244K generalizable pick-and-place episodes, enabling a 6.2% average improvement across 200 tasks and 3K+ objects. In real-world clustered pick-and-place, InternVLA-M1 improved by 7.3%, and with synthetic co-training, achieved +20.6% on unseen objects and novel configurations. Moreover, in long-horizon reasoning-intensive scenarios, it surpassed existing works by over 10%. These results highlight spatially guided training as a unifying principle for scalable and resilient generalist robots. Code and models are available at https://github.com/InternRobotics/InternVLA-M1.

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OST-Bench: Evaluating the Capabilities of MLLMs in Online Spatio-temporal Scene Understanding

Recent advances in multimodal large language models (MLLMs) have shown remarkable capabilities in integrating vision and language for complex reasoning. While most existing benchmarks evaluate models under offline settings with a fixed set of pre-recorded inputs, we introduce OST-Bench, a benchmark designed to evaluate Online Spatio-Temporal understanding from the perspective of an agent actively exploring a scene. The Online aspect emphasizes the need to process and reason over incrementally acquired observations, while the Spatio-Temporal component requires integrating current visual inputs with historical memory to support dynamic spatial reasoning. OST-Bench better reflects the challenges of real-world embodied perception. Built on an efficient data collection pipeline, OST-Bench consists of 1.4k scenes and 10k question-answer pairs collected from ScanNet, Matterport3D, and ARKitScenes. We evaluate several leading MLLMs on OST-Bench and observe that they fall short on tasks requiring complex spatio-temporal reasoning. Under the online setting, their accuracy declines as the exploration horizon extends and the memory grows. Through further experimental analysis, we identify common error patterns across models and find that both complex clue-based spatial reasoning demands and long-term memory retrieval requirements significantly drop model performance along two separate axes, highlighting the core challenges that must be addressed to improve online embodied reasoning. To foster further research and development in the field, our codes, dataset, and benchmark are available. Our project page is: https://rbler1234.github.io/OSTBench.github.io/

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PhysHSI: Towards a Real-World Generalizable and Natural Humanoid-Scene Interaction System

Deploying humanoid robots to interact with real-world environments--such as carrying objects or sitting on chairs--requires generalizable, lifelike motions and robust scene perception. Although prior approaches have advanced each capability individually, combining them in a unified system is still an ongoing challenge. In this work, we present a physical-world humanoid-scene interaction system, PhysHSI, that enables humanoids to autonomously perform diverse interaction tasks while maintaining natural and lifelike behaviors. PhysHSI comprises a simulation training pipeline and a real-world deployment system. In simulation, we adopt adversarial motion prior-based policy learning to imitate natural humanoid-scene interaction data across diverse scenarios, achieving both generalization and lifelike behaviors. For real-world deployment, we introduce a coarse-to-fine object localization module that combines LiDAR and camera inputs to provide continuous and robust scene perception. We validate PhysHSI on four representative interactive tasks--box carrying, sitting, lying, and standing up--in both simulation and real-world settings, demonstrating consistently high success rates, strong generalization across diverse task goals, and natural motion patterns.

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X-VLA: Soft-Prompted Transformer as Scalable Cross-Embodiment Vision-Language-Action Model

Successful generalist Vision-Language-Action (VLA) models rely on effective training across diverse robotic platforms with large-scale, cross-embodiment, heterogeneous datasets. To facilitate and leverage the heterogeneity in rich, diverse robotic data sources, we propose a novel Soft Prompt approach with minimally added parameters, by infusing prompt learning concepts into cross-embodiment robot learning and introducing separate sets of learnable embeddings for each distinct data source. These embeddings serve as embodiment-specific prompts, which in unity empower VLA models with effective exploitation of varying cross-embodiment features. Our new X-VLA, a neat flow-matching-based VLA architecture, relies exclusively on soft-prompted standard Transformer encoders, enjoying both scalability and simplicity. Evaluated across 6 simulations as well as 3 real-world robots, our 0.9B instantiation-X-VLA-0.9B simultaneously achieves SOTA performance over a sweep of benchmarks, demonstrating superior results on a wide axes of capabilities, from flexible dexterity to quick adaptation across embodiments, environments, and tasks. Website: https://thu-air-dream.github.io/X-VLA/

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ARTDECO: Towards Efficient and High-Fidelity On-the-Fly 3D Reconstruction with Structured Scene Representation

On-the-fly 3D reconstruction from monocular image sequences is a long-standing challenge in computer vision, critical for applications such as real-to-sim, AR/VR, and robotics. Existing methods face a major tradeoff: per-scene optimization yields high fidelity but is computationally expensive, whereas feed-forward foundation models enable real-time inference but struggle with accuracy and robustness. In this work, we propose ARTDECO, a unified framework that combines the efficiency of feed-forward models with the reliability of SLAM-based pipelines. ARTDECO uses 3D foundation models for pose estimation and point prediction, coupled with a Gaussian decoder that transforms multi-scale features into structured 3D Gaussians. To sustain both fidelity and efficiency at scale, we design a hierarchical Gaussian representation with a LoD-aware rendering strategy, which improves rendering fidelity while reducing redundancy. Experiments on eight diverse indoor and outdoor benchmarks show that ARTDECO delivers interactive performance comparable to SLAM, robustness similar to feed-forward systems, and reconstruction quality close to per-scene optimization, providing a practical path toward on-the-fly digitization of real-world environments with both accurate geometry and high visual fidelity. Explore more demos on our project page: https://city-super.github.io/artdeco/.

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GLEAM: Learning Generalizable Exploration Policy for Active Mapping in Complex 3D Indoor Scenes

Generalizable active mapping in complex unknown environments remains a critical challenge for mobile robots. Existing methods, constrained by insufficient training data and conservative exploration strategies, exhibit limited generalizability across scenes with diverse layouts and complex connectivity. To enable scalable training and reliable evaluation, we introduce GLEAM-Bench, the first large-scale benchmark designed for generalizable active mapping with 1,152 diverse 3D scenes from synthetic and real-scan datasets. Building upon this foundation, we propose GLEAM, a unified generalizable exploration policy for active mapping. Its superior generalizability comes mainly from our semantic representations, long-term navigable goals, and randomized strategies. It significantly outperforms state-of-the-art methods, achieving 66.50% coverage (+9.49%) with efficient trajectories and improved mapping accuracy on 128 unseen complex scenes. Project page: https://xiao-chen.tech/gleam/.

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Rethinking the Embodied Gap in Vision-and-Language Navigation: A Holistic Study of Physical and Visual Disparities

Recent Vision-and-Language Navigation (VLN) advancements are promising, but their idealized assumptions about robot movement and control fail to reflect physically embodied deployment challenges. To bridge this gap, we introduce VLN-PE, a physically realistic VLN platform supporting humanoid, quadruped, and wheeled robots. For the first time, we systematically evaluate several ego-centric VLN methods in physical robotic settings across different technical pipelines, including classification models for single-step discrete action prediction, a diffusion model for dense waypoint prediction, and a train-free, map-based large language model (LLM) integrated with path planning. Our results reveal significant performance degradation due to limited robot observation space, environmental lighting variations, and physical challenges like collisions and falls. This also exposes locomotion constraints for legged robots in complex environments. VLN-PE is highly extensible, allowing seamless integration of new scenes beyond MP3D, thereby enabling more comprehensive VLN evaluation. Despite the weak generalization of current models in physical deployment, VLN-PE provides a new pathway for improving cross-embodiment's overall adaptability. We hope our findings and tools inspire the community to rethink VLN limitations and advance robust, practical VLN models. The code is available at https://crystalsixone.github.io/vln_pe.github.io/.

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MesaTask: Towards Task-Driven Tabletop Scene Generation via 3D Spatial Reasoning

The ability of robots to interpret human instructions and execute manipulation tasks necessitates the availability of task-relevant tabletop scenes for training. However, traditional methods for creating these scenes rely on time-consuming manual layout design or purely randomized layouts, which are limited in terms of plausibility or alignment with the tasks. In this paper, we formulate a novel task, namely task-oriented tabletop scene generation, which poses significant challenges due to the substantial gap between high-level task instructions and the tabletop scenes. To support research on such a challenging task, we introduce MesaTask-10K, a large-scale dataset comprising approximately 10,700 synthetic tabletop scenes with manually crafted layouts that ensure realistic layouts and intricate inter-object relations. To bridge the gap between tasks and scenes, we propose a Spatial Reasoning Chain that decomposes the generation process into object inference, spatial interrelation reasoning, and scene graph construction for the final 3D layout. We present MesaTask, an LLM-based framework that utilizes this reasoning chain and is further enhanced with DPO algorithms to generate physically plausible tabletop scenes that align well with given task descriptions. Exhaustive experiments demonstrate the superior performance of MesaTask compared to baselines in generating task-conforming tabletop scenes with realistic layouts. Project page is at https://mesatask.github.io/

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OmniWorld: A Multi-Domain and Multi-Modal Dataset for 4D World Modeling

The field of 4D world modeling - aiming to jointly capture spatial geometry and temporal dynamics - has witnessed remarkable progress in recent years, driven by advances in large-scale generative models and multimodal learning. However, the development of truly general 4D world models remains fundamentally constrained by the availability of high-quality data. Existing datasets and benchmarks often lack the dynamic complexity, multi-domain diversity, and spatial-temporal annotations required to support key tasks such as 4D geometric reconstruction, future prediction, and camera-control video generation. To address this gap, we introduce OmniWorld, a large-scale, multi-domain, multi-modal dataset specifically designed for 4D world modeling. OmniWorld consists of a newly collected OmniWorld-Game dataset and several curated public datasets spanning diverse domains. Compared with existing synthetic datasets, OmniWorld-Game provides richer modality coverage, larger scale, and more realistic dynamic interactions. Based on this dataset, we establish a challenging benchmark that exposes the limitations of current state-of-the-art (SOTA) approaches in modeling complex 4D environments. Moreover, fine-tuning existing SOTA methods on OmniWorld leads to significant performance gains across 4D reconstruction and video generation tasks, strongly validating OmniWorld as a powerful resource for training and evaluation. We envision OmniWorld as a catalyst for accelerating the development of general-purpose 4D world models, ultimately advancing machines' holistic understanding of the physical world.

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A Vision-Language-Action-Critic Model for Robotic Real-World Reinforcement Learning

Robotic real-world reinforcement learning (RL) with vision-language-action (VLA) models is bottlenecked by sparse, handcrafted rewards and inefficient exploration. We introduce VLAC, a general process reward model built upon InternVL and trained on large scale heterogeneous datasets. Given pairwise observations and a language goal, it outputs dense progress delta and done signal, eliminating task-specific reward engineering, and supports one-shot in-context transfer to unseen tasks and environments. VLAC is trained on vision-language datasets to strengthen perception, dialogic and reasoning capabilities, together with robot and human trajectories data that ground action generation and progress estimation, and additionally strengthened to reject irrelevant prompts as well as detect regression or stagnation by constructing large numbers of negative and semantically mismatched samples. With prompt control, a single VLAC model alternately generating reward and action tokens, unifying critic and policy. Deployed inside an asynchronous real-world RL loop, we layer a graded human-in-the-loop protocol (offline demonstration replay, return and explore, human guided explore) that accelerates exploration and stabilizes early learning. Across four distinct real-world manipulation tasks, VLAC lifts success rates from about 30\% to about 90\% within 200 real-world interaction episodes; incorporating human-in-the-loop interventions yields a further 50% improvement in sample efficiency and achieves up to 100% final success.

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UniTracker: Learning Universal Whole-Body Motion Tracker for Humanoid Robots

Achieving expressive and generalizable whole-body motion control is essential for deploying humanoid robots in real-world environments. In this work, we propose UniTracker, a three-stage training framework that enables robust and scalable motion tracking across a wide range of human behaviors. In the first stage, we train a teacher policy with privileged observations to generate high-quality actions. In the second stage, we introduce a Conditional Variational Autoencoder (CVAE) to model a universal student policy that can be deployed directly on real hardware. The CVAE structure allows the policy to learn a global latent representation of motion, enhancing generalization to unseen behaviors and addressing the limitations of standard MLP-based policies under partial observations. Unlike pure MLPs that suffer from drift in global attributes like orientation, our CVAE-student policy incorporates global intent during training by aligning a partial-observation prior to the full-observation encoder. In the third stage, we introduce a fast adaptation module that fine-tunes the universal policy on harder motion sequences that are difficult to track directly. This adaptation can be performed both for single sequences and in batch mode, further showcasing the flexibility and scalability of our approach. We evaluate UniTracker in both simulation and real-world settings using a Unitree G1 humanoid, demonstrating strong performance in motion diversity, tracking accuracy, and deployment robustness.

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Behavior Foundation Model for Humanoid Robots

Whole-body control (WBC) of humanoid robots has witnessed remarkable progress in skill versatility, enabling a wide range of applications such as locomotion, teleoperation, and motion tracking. Despite these achievements, existing WBC frameworks remain largely task-specific, relying heavily on labor-intensive reward engineering and demonstrating limited generalization across tasks and skills. These limitations hinder their response to arbitrary control modes and restrict their deployment in complex, real-world scenarios. To address these challenges, we revisit existing WBC systems and identify a shared objective across diverse tasks: the generation of appropriate behaviors that guide the robot toward desired goal states. Building on this insight, we propose the Behavior Foundation Model (BFM), a generative model pretrained on large-scale behavioral datasets to capture broad, reusable behavioral knowledge for humanoid robots. BFM integrates a masked online distillation framework with a Conditional Variational Autoencoder (CVAE) to model behavioral distributions, thereby enabling flexible operation across diverse control modes and efficient acquisition of novel behaviors without retraining from scratch. Extensive experiments in both simulation and on a physical humanoid platform demonstrate that BFM generalizes robustly across diverse WBC tasks while rapidly adapting to new behaviors. These results establish BFM as a promising step toward a foundation model for general-purpose humanoid control.

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