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Masayoshi Tomizuka

Publications and source records attributed to Masayoshi Tomizuka.

At least 55 records · Page 3Linked to original sources

Towards Interactive Video World Modeling: Frontiers, Challenges, Benchmarks, and Future Trends

With rapid development of large language models and diffusion-based content generation, world modeling has attracted increasing research attention, benefiting various downstream domains such as game engines, embodied AI, autonomous driving, etc. Through explicitly incorporating user actions into world state transition, recent literature empowers world modeling with interactivity in an action-conditioned video or 3D generation paradigm, further enhancing controllability over world evolutions and facilitating users to freely traverse, manipulate, navigate, and personalize the state evolution. In this paper, we aim to systematically review recent research trends, technical developments, evaluation benchmarks, and also propose future potential directions in interactive world modeling. Specifically, we first summarize recent efforts and trends in terms of application scenarios, world state evolution, and scene modality. Afterwards, we delve into three crucial technical challenges, including action-conditioned controllability, long-horizon interactions and memory, and action-following responsiveness for real-time interactivity. Furthermore, we also thoroughly compare existing benchmarks and metrics in four specific application fields: open-world exploration, game engine, autonomous driving, and robotics. Finally, we discuss several promising future directions in achieving next-generation interactive world modeling. The corresponding repository is publicly available at: https://github.com/liujiuming123/Awesome-Interactive-World-Model.

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VER: Vision Expert Transformer for Robot Learning via Foundation Distillation and Dynamic Routing

Pretrained vision foundation models (VFMs) advance robotic learning via rich visual representations, yet individual VFMs typically excel only in specific domains, limiting generality across tasks. Distilling multiple VFMs into a unified representation for policy can mitigate this limitation but often yields inflexible task-specific feature selection and requires costly full re-training to incorporate robot-domain knowledge. We propose VER, a Vision Expert transformer for Robot learning. During pretraining, VER distills multiple VFMs into a vision expert library. It then fine-tunes only a lightweight routing network (fewer than 0.4% of parameters) to dynamically select task-relevant experts from the pretrained library for downstream robot tasks. We further introduce Patchwise Expert Routing with Curriculum Top-K Annealing to improve both flexibility and precision of dynamic expert selection. Moreover, VER supports parameter-efficient finetuning for scalable expert utilization and adaptive robot-domain knowledge integration. Across 17 diverse robotic tasks and multiple policy heads, VER achieves state-of-the-art performance. We find that VER reduces large-norm outliers in task-irrelevant regions (e.g., background) and concentrates on task-critical regions. Visualizations and codes can be found in https://yixiaowang7.github.io/ver_page/.

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R3D2: Realistic 3D Asset Insertion via Diffusion for Autonomous Driving Simulation

Validating autonomous driving (AD) systems requires diverse and safety-critical testing, making photorealistic virtual environments essential. Traditional simulation platforms, while controllable, are resource-intensive to scale and often suffer from a domain gap with real-world data. In contrast, neural reconstruction methods like 3D Gaussian Splatting (3DGS) offer a scalable solution for creating photorealistic digital twins of real-world driving scenes. However, they struggle with dynamic object manipulation and reusability as their per-scene optimization-based methodology tends to result in incomplete object models with integrated illumination effects. This paper introduces R3D2, a lightweight, one-step diffusion model designed to overcome these limitations and enable realistic insertion of complete 3D assets into existing scenes by generating plausible rendering effects-such as shadows and consistent lighting-in real time. This is achieved by training R3D2 on a novel dataset: 3DGS object assets are generated from in-the-wild AD data using an image-conditioned 3D generative model, and then synthetically placed into neural rendering-based virtual environments, allowing R3D2 to learn realistic integration. Quantitative and qualitative evaluations demonstrate that R3D2 significantly enhances the realism of inserted assets, enabling use-cases like text-to-3D asset insertion and cross-scene/dataset object transfer, allowing for true scalability in AD validation. To promote further research in scalable and realistic AD simulation, we release our code, see https://research.zenseact.com/publications/R3D2/.

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CLAW: Composable Language-Annotated Whole-body Motion Generation

Training language-conditioned whole-body controllers for humanoid robots demands large-scale motion-language datasets. Existing approaches based on motion capture are costly and limited in diversity, while text-to-motion generative models produce purely kinematic outputs that are not guaranteed to be physically feasible. We present CLAW, a pipeline for scalable generation of language-annotated whole-body motion data for the Unitree G1 humanoid robot. CLAW composes motion primitives from a kinematic planner, parameterized by movement, heading, speed, pelvis height, and duration, and provides two browser-based interfaces--a real-time keyboard mode and a timeline-based sequence editor--for exploratory and batch data collection. A low-level controller tracks these references in MuJoCo simulation, yielding physically grounded trajectories. In parallel, a template-based engine generates diverse natural-language annotations at both segment and trajectory levels. To support scalable generation of motion-language paired data for humanoid robot learning, we make our system publicly available at: https://github.com/JianuoCao/CLAW

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Rethinking Image-to-3D Generation with Sparse Queries: Efficiency, Capacity, and Input-View Bias

We present SparseGen, a novel framework for efficient image-to-3D generation, which exhibits low input-view bias while being significantly faster. Unlike traditional approaches that rely on dense volumetric grids, triplanes, or pixel-aligned primitives, we model scenes with a compact sparse set of learned 3D anchor queries and a learned expansion operator that decodes each transformed query into a small local set of 3D Gaussian primitives. Trained under a rectified-flow reconstruction objective without 3D supervision, our model learns to allocate representation capacity where geometry and appearance matter, achieving significant reductions in memory and inference time while preserving multi-view fidelity. We introduce quantitative measures of input-view bias and utilization to show that sparse queries reduce overfitting to conditioning views while being representationally efficient. Our results argue that sparse set-latent expansion is a principled, practical alternative for efficient 3D generative modeling.

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RT-GS: Gaussian Splatting with Reflection and Transmittance Primitives

Gaussian Splatting is a powerful tool for reconstructing diffuse scenes, but it struggles to simultaneously model specular reflections and the appearance of objects behind semi-transparent surfaces. These specular reflections and transmittance are essential for realistic novel view synthesis, and existing methods do not properly incorporate the underlying physical processes to simulate them. To address this issue, we propose RT-GS, a unified framework that integrates a microfacet material model and ray tracing to jointly model specular reflection and transmittance in Gaussian Splatting. We accomplish this by using separate Gaussian primitives for reflections and transmittance, which allow modeling distant reflections and reconstructing objects behind transparent surfaces concurrently. We utilize a differentiable ray tracing framework to obtain the specular reflection and transmittance appearance. Our experiments demonstrate that our method successfully produces reflections and recovers objects behind transparent surfaces in complex environments, achieving significant qualitative improvements over prior methods where these specular light interactions are prominent.

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Multi-Camera View Scaling for Data-Efficient Robot Imitation Learning

The generalization ability of imitation learning policies for robotic manipulation is fundamentally constrained by the diversity of expert demonstrations, while collecting demonstrations across varied environments is costly and difficult in practice. In this paper, we propose a practical framework that exploits inherent scene diversity without additional human effort by scaling camera views during demonstration collection. Instead of acquiring more trajectories, multiple synchronized camera perspectives are used to generate pseudo-demonstrations from each expert trajectory, which enriches the training distribution and improves viewpoint invariance in visual representations. We analyze how different action spaces interact with view scaling and show that camera-space representations further enhance diversity. In addition, we introduce a multiview action aggregation method that allows single-view policies to benefit from multiple cameras during deployment. Extensive experiments in simulation and real-world manipulation tasks demonstrate significant gains in data efficiency and generalization compared to single-view baselines. Our results suggest that scaling camera views provides a practical and scalable solution for imitation learning, which requires minimal additional hardware setup and integrates seamlessly with existing imitation learning algorithms. The website of our project is https://yichen928.github.io/robot_multiview.

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StreamDiT: Real-Time Streaming Text-to-Video Generation

Recently, great progress has been achieved in text-to-video (T2V) generation by scaling transformer-based diffusion models to billions of parameters, which can generate high-quality videos. However, existing models typically produce only short clips offline, restricting their use cases in interactive and real-time applications. This paper addresses these challenges by proposing StreamDiT, a streaming video generation model. StreamDiT training is based on flow matching by adding a moving buffer. We design mixed training with different partitioning schemes of buffered frames to boost both content consistency and visual quality. StreamDiT modeling is based on adaLN DiT with varying time embedding and window attention. To practice the proposed method, we train a StreamDiT model with 4B parameters. In addition, we propose a multistep distillation method tailored for StreamDiT. Sampling distillation is performed in each segment of a chosen partitioning scheme. After distillation, the total number of function evaluations (NFEs) is reduced to the number of chunks in a buffer. Finally, our distilled model reaches real-time performance at 16 FPS on one GPU, which can generate video streams at 512p resolution. We evaluate our method through both quantitative metrics and human evaluation. Our model enables real-time applications, e.g. streaming generation, interactive generation, and video-to-video. We provide video results and more examples in our project website: https://cumulo-autumn.github.io/StreamDiT/

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Mean Flow Policy with Instantaneous Velocity Constraint for One-step Action Generation

Learning expressive and efficient policy functions is a promising direction in reinforcement learning (RL). While flow-based policies have recently proven effective in modeling complex action distributions with a fast deterministic sampling process, they still face a trade-off between expressiveness and computational burden, which is typically controlled by the number of flow steps. In this work, we propose mean velocity policy (MVP), a new generative policy function that models the mean velocity field to achieve the fastest one-step action generation. To ensure its high expressiveness, an instantaneous velocity constraint (IVC) is introduced on the mean velocity field during training. We theoretically prove that this design explicitly serves as a crucial boundary condition, thereby improving learning accuracy and enhancing policy expressiveness. Empirically, our MVP achieves state-of-the-art success rates across several challenging robotic manipulation tasks from Robomimic and OGBench. It also delivers substantial improvements in training and inference speed over existing flow-based policy baselines.

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SPACeR: Self-Play Anchoring with Centralized Reference Models

Developing autonomous vehicles (AVs) requires not only safety and efficiency, but also realistic, human-like behaviors that are socially aware and predictable. Achieving this requires sim agent policies that are human-like, fast, and scalable in multi-agent settings. Recent progress in imitation learning with large diffusion-based or tokenized models has shown that behaviors can be captured directly from human driving data, producing realistic policies. However, these models are computationally expensive, slow during inference, and struggle to adapt in reactive, closed-loop scenarios. In contrast, self-play reinforcement learning (RL) scales efficiently and naturally captures multi-agent interactions, but it often relies on heuristics and reward shaping, and the resulting policies can diverge from human norms. We propose SPACeR, a framework that leverages a pretrained tokenized autoregressive motion model as a centralized reference policy to guide decentralized self-play. The reference model provides likelihood rewards and KL divergence, anchoring policies to the human driving distribution while preserving RL scalability. Evaluated on the Waymo Sim Agents Challenge, our method achieves competitive performance with imitation-learned policies while being up to 10x faster at inference and 50x smaller in parameter size than large generative models. In addition, we demonstrate in closed-loop ego planning evaluation tasks that our sim agents can effectively measure planner quality with fast and scalable traffic simulation, establishing a new paradigm for testing autonomous driving policies.

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HetroD: A High-Fidelity Drone Dataset and Benchmark for Autonomous Driving in Heterogeneous Traffic

We present HetroD, a dataset and benchmark for developing autonomous driving systems in heterogeneous environments. HetroD targets the critical challenge of navi- gating real-world heterogeneous traffic dominated by vulner- able road users (VRUs), including pedestrians, cyclists, and motorcyclists that interact with vehicles. These mixed agent types exhibit complex behaviors such as hook turns, lane splitting, and informal right-of-way negotiation. Such behaviors pose significant challenges for autonomous vehicles but remain underrepresented in existing datasets focused on structured, lane-disciplined traffic. To bridge the gap, we collect a large- scale drone-based dataset to provide a holistic observation of traffic scenes with centimeter-accurate annotations, HD maps, and traffic signal states. We further develop a modular toolkit for extracting per-agent scenarios to support downstream task development. In total, the dataset comprises over 65.4k high- fidelity agent trajectories, 70% of which are from VRUs. HetroD supports modeling of VRU behaviors in dense, het- erogeneous traffic and provides standardized benchmarks for forecasting, planning, and simulation tasks. Evaluation results reveal that state-of-the-art prediction and planning models struggle with the challenges presented by our dataset: they fail to predict lateral VRU movements, cannot handle unstructured maneuvers, and exhibit limited performance in dense and multi-agent scenarios, highlighting the need for more robust approaches to heterogeneous traffic. See our project page for more examples: https://hetroddata.github.io/HetroD/

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RAYNOVA: Scale-Temporal Autoregressive World Modeling in Ray Space

World foundation models aim to simulate the evolution of the real world with physically plausible behavior. Unlike prior methods that handle spatial and temporal correlations separately, we propose RAYNOVA, a geometry-agonistic multiview world model for driving scenarios that employs a dual-causal autoregressive framework. It follows both scale-wise and temporal topological orders in the autoregressive process, and leverages global attention for unified 4D spatio-temporal reasoning. Different from existing works that impose strong 3D geometric priors, RAYNOVA constructs an isotropic spatio-temporal representation across views, frames, and scales based on relative Plücker-ray positional encoding, enabling robust generalization to diverse camera setups and ego motions. We further introduce a recurrent training paradigm to alleviate distribution drift in long-horizon video generation. RAYNOVA achieves state-of-the-art multi-view video generation results on nuScenes, while offering higher throughput and strong controllability under diverse input conditions, generalizing to novel views and camera configurations without explicit 3D scene representation. Our code will be released at https://raynova-ai.github.io/.

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Adaptive Linear Path Model-Based Diffusion

The interest in combining model-based control approaches with diffusion models has been growing. Although we have seen many impressive robotic control results in difficult tasks, the performance of diffusion models is highly sensitive to the choice of scheduling parameters, making parameter tuning one of the most critical challenges. We introduce Linear Path Model-Based Diffusion (LP-MBD), which replaces the variance-preserving schedule with a flow-matching-inspired linear probability path. This yields a geometrically interpretable and decoupled parameterization that reduces tuning complexity and provides a stable foundation for adaptation. Building on this, we propose Adaptive LP-MBD (ALP-MBD), which leverages reinforcement learning to adjust diffusion steps and noise levels according to task complexity and environmental conditions. Across numerical studies, Brax benchmarks, and mobile-robot trajectory tracking, LP-MBD simplifies scheduling while maintaining strong performance, and ALP-MBD further improves robustness, adaptability, and real-time efficiency.

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The Feasibility Theory of Constrained Reinforcement Learning: A Tutorial Study

Satisfying safety constraints is a priority concern when solving optimal control problems (OCPs). Due to the existence of infeasibility phenomenon, where a constraint-satisfying solution cannot be found, it is necessary to identify a feasible region before implementing a policy. Existing feasibility theories built for model predictive control (MPC) only consider the feasibility of optimal policy. However, reinforcement learning (RL), as another important control method, solves the optimal policy in an iterative manner, which comes with a series of non-optimal intermediate policies. Feasibility analysis of these non-optimal policies is also necessary for iteratively improving constraint satisfaction; but that is not available under existing MPC feasibility theories. This paper proposes a feasibility theory that applies to both MPC and RL by filling in the missing part of feasibility analysis for an arbitrary policy. The basis of our theory is to decouple policy solving and implementation into two temporal domains: virtual-time domain and real-time domain. This allows us to separately define initial and endless, state and policy feasibility, and their corresponding feasible regions. Based on these definitions, we analyze the containment relationships between different feasible regions, which enables us to describe the feasible region of an arbitrary policy. We further provide virtual-time constraint design rules along with a practical design tool called feasibility function that helps to achieve the maximum feasible region. We review most of existing constraint formulations and point out that they are essentially applications of feasibility functions in different forms. We demonstrate our feasibility theory by visualizing different feasible regions under both MPC and RL policies in an emergency braking control task.

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Bootstrap Off-policy with World Model

Online planning has proven effective in reinforcement learning (RL) for improving sample efficiency and final performance. However, using planning for environment interaction inevitably introduces a divergence between the collected data and the policy's actual behaviors, degrading both model learning and policy improvement. To address this, we propose BOOM (Bootstrap Off-policy with WOrld Model), a framework that tightly integrates planning and off-policy learning through a bootstrap loop: the policy initializes the planner, and the planner refines actions to bootstrap the policy through behavior alignment. This loop is supported by a jointly learned world model, which enables the planner to simulate future trajectories and provides value targets to facilitate policy improvement. The core of BOOM is a likelihood-free alignment loss that bootstraps the policy using the planner's non-parametric action distribution, combined with a soft value-weighted mechanism that prioritizes high-return behaviors and mitigates variability in the planner's action quality within the replay buffer. Experiments on the high-dimensional DeepMind Control Suite and Humanoid-Bench show that BOOM achieves state-of-the-art results in both training stability and final performance. The code is accessible at https://github.com/molumitu/BOOM_MBRL.

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DexH2R: Task-oriented Dexterous Manipulation from Human to Robots

Dexterous manipulation is a critical aspect of human capability, enabling interaction with a wide variety of objects. Recent advancements in learning from human demonstrations and teleoperation have enabled progress for robots in such ability. However, these approaches either require complex data collection such as costly human effort for eye-robot contact, or suffer from poor generalization when faced with novel scenarios. To solve both challenges, we propose a framework, DexH2R, that combines human hand motion retargeting with a task-oriented residual action policy, improving task performance by bridging the embodiment gap between human and robotic dexterous hands. Specifically, DexH2R learns the residual policy directly from retargeted primitive actions and task-oriented rewards, eliminating the need for labor-intensive teleoperation systems. Moreover, we incorporate test-time guidance for novel scenarios by taking in desired trajectories of human hands and objects, allowing the dexterous hand to acquire new skills with high generalizability. Extensive experiments in both simulation and real-world environments demonstrate the effectiveness of our work, outperforming prior state-of-the-arts by 40% across various settings.

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Fractional-order Modeling for Nonlinear Soft Actuators via Particle Swarm Optimization

Modeling soft pneumatic actuators with high precision remains a fundamental challenge due to their highly nonlinear and compliant characteristics. This paper proposes an innovative modeling framework based on fractional-order differential equations (FODEs) to accurately capture the dynamic behavior of soft materials. The unknown parameters within the fractional-order model are identified using particle swarm optimization (PSO), enabling parameter estimation directly from experimental data without reliance on pre-established material databases or empirical constitutive laws. The proposed approach effectively represents the complex deformation phenomena inherent in soft actuators. Experimental results validate the accuracy and robustness of the developed model, demonstrating improvement in predictive performance compared to conventional modeling techniques. The presented framework provides a data-efficient and database-independent solution for soft actuator modeling, advancing the precision and adaptability of soft robotic system design.

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Seeing to Act, Prompting to Specify: A Bayesian Factorization of Vision Language Action Policy

The pursuit of out-of-distribution generalization in Vision-Language-Action (VLA) models is often hindered by catastrophic forgetting of the Vision-Language Model (VLM) backbone during fine-tuning. While co-training with external reasoning data helps, it requires experienced tuning and data-related overhead. Beyond such external dependencies, we identify an intrinsic cause within VLA datasets: modality imbalance, where language diversity is much lower than visual and action diversity. This imbalance biases the model toward visual shortcuts and language forgetting. To address this, we introduce BayesVLA, a Bayesian factorization that decomposes the policy into a visual-action prior, supporting seeing-to-act, and a language-conditioned likelihood, enabling prompt-to-specify. This inherently preserves generalization and promotes instruction following. We further incorporate pre- and post-contact phases to better leverage pre-trained foundation models. Information-theoretic analysis formally validates our effectiveness in mitigating shortcut learning. Extensive experiments show superior generalization to unseen instructions, objects, and environments compared to existing methods. Project page is available at: https://xukechun.github.io/papers/BayesVLA.

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