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Trevor Darrell

Publications and source records attributed to Trevor Darrell.

At least 19 recordsLinked to original sources

Social Humanoid: Socially Responsive Human-Humanoid Interaction

Humanoid robots are typically trained as solitary agents, leaving them unable to coordinate physically with human partners who naturally anticipate and adjust to one another. To bridge this gap, we present Social Humanoid, a hierarchical system that generates and executes socially responsive whole-body motion on a 29-DoF Unitree G1 conditioned on a human partner's motion. Its high-level policy performs flexible sequence modeling of human and humanoid motion through a shared tokenized representation, generating reactive humanoid motion and anticipating the partner's motion when they are occluded, while a low-level whole-body tracking controller executes the generated motion on the robot. To train the system, we introduce a two-phase adaptive retargeting procedure that retargets one interaction partner to the robot while morphing the other partner to preserve contact dynamics, reachability, and relative body scale. We apply this procedure across five motion-capture datasets to produce a new Human-Humanoid Interaction (HHI) benchmark of 260 hours of human-humanoid interactions. Our results demonstrate that Social Humanoid produces coordinated, human-aligned behavior across diverse interaction types in simulation and the real world. Project page: https://von31.github.io/social-humanoid/

cs.RO↗

Agentic World Action Models

Recent world action models provide visual foresight and future prediction for robot manipulation, but lack explicit mechanisms for compositional skill reuse. Agentic robotics combines code-based planning and reasoning with reusable skills, but often lacks predictive grounding in physical dynamics. We introduce AW-0, an agentic world action model framework that integrates code-based planning with joint video and action prediction. We jointly model code, future video, and robot actions as three coupled generative streams within a unified mixture-of-transformers architecture. Within this architecture a code expert generates parameterized skill routines and control logic while video and action experts generate future visual states and low-level motor commands. Code serves two complementary roles: it structures multi-step prediction and control within the world model and represents skills as reusable programs for subsequent agentic execution. We further introduce an automated curation pipeline that labels robot and human video trajectories with aligned programs and consolidates recurring routines into reusable skill libraries. Evaluations on RoboTwin 2.0 and physical bimanual manipulation tasks show improved task performance over VLA and WAM baselines, alongside gains in language following, semantic reasoning and robustness, demonstrating that agentic code enables connection between planning, prediction and execution within WAMs.

cs.RO↗

Train An Imaginative Agent

A seemingly reasonable push in Sokoban can make the puzzle unsolvable. To avoid such mistakes, an agent has to anticipate the consequences of its actions before execution, especially when feedback from the real environment is sparse or actions are irreversible. We introduce Agentic Imagination (Agima), a training framework that trains an agent to imagine before acting, i.e. to be imaginative. Agima trains a single omni model to propose actions, generate images of their outcomes, and then reason over these imagined futures to decide what to execute in the real environment. Rather than committing to a single plan, the agent can simulate a sequence of actions, explore alternatives, and compare possible futures. We first use supervised fine-tuning (SFT) to unify policy and world modeling within a single omni model. This enables the agent to predict future outcomes and perform basic forms of imagination, such as forward thinking and counterfactual branching. We then use agentic reinforcement learning (RL) to teach the agent to reason with its imagined futures and use them effectively for planning. Across four environments spanning Maze2D, Sokoban, Pacman, and PushT, Agima generalizes to harder settings unseen during training. Trained with SFT alone on two-box Sokoban, Agima solves 40% of four-box puzzles while seeing the real board only once every five moves, compared with an action-only planner that only solves 2%. After RL, new behaviors emerge in how Agima uses its imagination: it learns a new unified format that was unseen during the SFT stage, learns to conduct forward thinking only when necessary, and branches more frequently at critical decision points. An agent that can picture where its actions lead can learn when and where to look ahead, that is, to plan. Project page: https://agima.net/.

cs.AI↗

Judging the Judges: Confidence and Disagreement in Rubrics as Rewards

Rubrics as Rewards (RaR) extends reinforcement learning to non-verifiable domains by using an LLM judge to score responses against a structured rubric. Prior work has focused on improving the rubric or strengthening the single judge, with comparatively little attention to how different single or multiple judges might be used during RaR training. We first show that judge identity alone produces a substantial spread in scores when training Qwen3-4B-Base on RaR-Medicine and RaR-Science across five frontier and open-weight judges. Building on this, we propose RaRE (Rubrics as Rewards with Ensembles), a novel judge ensemble strategy for RaR with two mechanisms: a soft-Likert reward that uses judge logprobs to weight more confident judges more heavily, and a drop-on-disagreement mask that excludes high-disagreement rollouts from the GRPO update. We find that this design is critical: while a naive average of judge scores fails to outperform the best single judge, RaRE outperforms every single-judge RaR variant on both HealthBench and GPQA Diamond, with per-theme analysis showing that it inherits the complementary strengths of its constituent judges. Our findings establish judge ensembling as a compelling axis for improving RaR.

cs.LG↗

Robota-Embed: Unified VLA Embeddings for Robot In-Context Learning and Evolution

Retrieving useful context for a robot requires matching its task, execution stage, and the continuation that should follow. We introduce Robota-Embed, to our knowledge the first vision-language-action (VLA) embedding model to jointly encode all three modalities in both current-state queries and recorded future continuations. Predictive retrieval training aligns these endpoints, enabling historical continuations to serve as context at inference time. We construct a multi-source corpus of 1,695,684 cleaned training anchors and introduce Robota-Embed-Bench, with 4,000 queries and a shared 8,000-entry gallery. Robota-Embed achieves 47.33% clip-level and 81.77% episode-level R@1, exceeding action-free Gemini Embedding 2 by 22.09 and 33.47 percentage points. Controlled retrieval studies show that removing native action degrades retrieval more than removing vision. We study two complementary applications. Embed2ICL uses retrieved experience for training-free and training-based policy conditioning, increasing success from 47.0% to 56.3% in DROID-Sim and from 86.4% to 92.8% on the LIBERO difficult subset, while improving task progress on real robots. Embed2Evolve uses execution feedback to grow task-local memory and refine context use around a frozen GPT-6 Astra policy. Across five ManiSkill tasks, it achieves 68% success, compared with 24% for GPT-6 Astra Direct and 33% for a harness independently evolved with Omni-Embed-Nemotron-3B under the same protocol. Relative to the latter, it uses approximately 79.5% fewer policy tokens per test rollout, counting both successes and failures. These results show that a unified, action-aware retrieval space can support robot in-context learning and task-local context evolution.

cs.RO↗

UnSAMv2: Self-Supervised Learning Enables Segment Anything at Any Granularity

The Segment Anything Model (SAM) family has become a widely adopted vision foundation model, but its ability to control segmentation granularity remains limited. Users often need to refine results manually - by adding more prompts or selecting from pre-generated masks - to achieve the desired level of detail. This process can be ambiguous, as the same prompt may correspond to several plausible masks, and collecting dense annotations across all granularities is prohibitively expensive, making supervised solutions infeasible. To address this limitation, we introduce UnSAMv2, which can segment anything at any granularity without using any human annotations. UnSAMv2 extends the divide-and-conquer strategy of UnSAM by discovering abundant mask-granularity pairs and introducing a novel granularity control embedding that enables precise, continuous control over segmentation scale. Remarkably, with only $6$K unlabeled images and $0.02\%$ additional parameters, UnSAMv2 substantially enhances SAM-2, enabling segmentation of anything at any granularity across interactive, whole-image, and video segmentation tasks. Furthermore, we introduce a language-guided segmentation pipeline that treats granularity as a predictable variable by grounding it in text semantics via an external vision-language model, improving upon the previous state of the art in 1-IoU (40.4 $\rightarrow$ 47.3). Across 11+ benchmarks, UnSAMv2 achieves consistent gains over SAM/SAM-2 baselines, improving $\text{NoC}_{90}$ (5.69 $\rightarrow$ 4.75), 1-IoU (58.0 $\rightarrow$ 73.1), and $\text{AR}_{1000}$ (49.6 $\rightarrow$ 68.3) by a large margin. Our work demonstrates that a small amount of unlabeled data can deliver large, practical improvements to strong supervised baselines. Our code, dataset, and demo are available at https://github.com/yujunwei04/UnSAMv2.

cs.CV↗

World Motion Models: Flexible Sequence Modeling of SE(3) Trajectories

Equipping artificial agents with spatial intelligence requires a comprehensive generative prior over the dynamic 3D world. We propose World Motion Models (WMMs) that capture "what was, is, and will be where across time" via sparse SE(3) pose trajectories. WMMs are built on the observation that elements of dynamic scenes can be well approximated by a set of rigid SE(3) trajectories, a minimal yet expressive primitive for 4D modeling. This representation unifies articulated objects, human bodies, hand-object interactions, piecewise-rigid scene dynamics, camera motion, and even robot states and actions into a single shared space. Given this representation, we cast the joint distribution of these entities as a flexible sequence modeling problem, utilizing flow-matching with per-token noise levels. Coupled with a context token mechanism for non-sequential conditioning, this formulation supports any-to-any marginal conditioning across an arbitrary number of entities and time steps. Tasks such as future prediction, motion infilling, model-predictive control, inverse kinematics, cross-embodiment retargeting, and policy learning all reduce to the application of different masks over the same network. Experiments on 6 diverse applications of 3D vision and robotics demonstrate the versatility and flexibility of WMMs with strong performance.

cs.RO↗

OmniTaskonomy: When Does Visual Generation Improve Visual Understanding?

Training a model to generate visual content can encourage it to learn rich perceptual capabilities related to geometry, spatial relationships, and objectness; yet, its benefits for visual understanding remain unclear. We ask: when and how does visual generation supervision improve visual understanding? We study controlled pairs of image-to-image (I2I) generation and image-to-text (I2T) understanding tasks that express the same underlying problem in different output modalities. We find that under the correct recipe, I2I training improves downstream I2T performance, with larger gains as the amount of I2I training data increases. We next ask which generation tasks benefit which understanding capabilities. To study transfer beyond paired tasks, we introduce OmniTaskonomy, a unified taxonomy spanning 19 I2I generation tasks and 25 I2T understanding capabilities. The resulting transfer map reveals selective, task-dependent benefits. Some follow intuitive correspondences, e.g., depth prediction improving metric 3D reasoning, object pointing improving counting, and jigsaw reconstruction improving 2D ordering. Interestingly, we also uncover surprising connections: 2.5D segmentation improving category recognition and Z-depth prediction improving localization. To probe these patterns, we analyze gradient alignment between generation and understanding tasks and find that stronger alignment is associated with larger downstream transfer gains. Together, our results highlight visual generation as a rich source of supervision for visual understanding and provide a roadmap for unlocking its benefits through the right training curriculum and task selection. Project page: https://omni-taskonomy.github.io/.

cs.CV↗

DexTacWAM: A Visuo-Tactile World-Action Model for Dexterous Manipulation

Dexterous manipulation depends on contact dynamics that are often only partially observable from vision. Recent World-Action Models (WAMs) couple predictive video world modeling with action generation, but remain largely vision-centric and therefore cannot directly model these contact dynamics. We present DexTacWAM, a visuo-tactile WAM that encodes each fingertip independently, aggregates the resulting features through a finger- and pose-aware tactile compressor, and injects the tactile latent into a video diffusion world model for joint visuo-tactile world modeling. Across six contact-rich dexterous manipulation tasks on a 22-DoF bimanual platform, DexTacWAM achieves the highest score on every task, averaging 70.6 versus 38.0 for the strongest baseline. Ablations attribute the gain to modeling contact evolution as part of the predicted world state rather than tactile conditioning alone: removing tactile world modeling reduces the four-task mean from 74.7 to 26.6 while keeping the same tactile features and action expert. After four hours of tactile-encoder adaptation with a frozen pretrained vision VAE, our continual vision-to-touch learning extends the pretrained video model to touch using roughly 100 demonstrations per task without tactile midtraining, while retaining visual prediction quality within 0.5 dB of vision-only counterparts. The compressor retains 89.4% of pre-fusion contact recall while enabling 2.26x faster training and 1.29x faster inference. Together, these results show that pretrained video priors can be extended to distributed multi-finger contact dynamics in a data- and compute-efficient manner.

cs.RO↗

Discriminative World Models for Web Agents

Recent web agents use world models for test-time action selection by sampling candidate actions, predicting the resulting web states, and ranking them with a ranker model or a Process Reward Model (PRM). These world models are typically trained via supervised next-state prediction to generate fixed representations like HTML or AXTree snapshots. However, this objective is misaligned with the downstream ranker, which relies on predicted states being discriminative across candidates to accurately score them. To address this, we introduce predicted-state matching, a training objective where the predicted representation must distinguish the true resulting state from those reached by alternative actions. We train these models using a branching web-agent dataset derived from WebArena Go-Browse trajectories, where every decision point contains multiple alternative actions and their resulting states. Experiments on our held-out predicted-state matching benchmark show that our approach outperforms world models trained with supervised next-state prediction. We further show that our approach improves PRM-style action ranking on WebPRMBench compared with action-only PRMs and PRMs augmented with supervised-next-state world models. Finally, on WebArena-Lite, using our world model for test-time action selection improves end-to-end task success. Our project page is available at: https://dhruvpendharkar.github.io/dwm/.

cs.AI↗

CoVA-SFT: A Large-Scale Dataset for Chain of Visual Abstractions

Chain-of-thought (CoT) reasoning has dramatically improved large language models (LLMs) by allowing them to decompose problems into intermediate steps. While CoT is widely effective for linguistic tasks, text-only CoT forces models to serialize visual problems into awkward prose. Although architectural solutions exist to process visual inputs, the community lacks a massive, multi-step, self-corrected dataset to teach models how to build and maintain internal visual workspaces when solving purely textual reasoning problems. To address this limitation, we introduce CoVA-SFT, a highly structured corpus of 51.9K samples containing over 222K multimodal reasoning steps across 5 distinct layout families and 17 complex tasks, and CoVA-Bench, a companion benchmark of 1,700 held-out test samples spanning the same tasks for reproducible evaluation. By providing explicit rationale formulations, agentic renderings, and verification loops, CoVA-SFT teaches multimodal language models to interleave text and visual abstractions. We validate the dataset by demonstrating that models fine-tuned on CoVA-SFT outperform all interleaved CoT baselines by more than 2x on average on CoVA-Bench, though they still fall short of strong text-only CoT baselines, highlighting open challenges for future work.

cs.CL↗

Chain-of-Visual-Thought: Teaching VLMs to See and Think Better with Continuous Visual Tokens

Vision-Language Models (VLMs) excel at reasoning in linguistic space but struggle with perceptual understanding that requires dense visual perception, e.g., spatial reasoning and geometric awareness. This limitation stems from the fact that current VLMs have limited mechanisms to capture dense visual information across spatial dimensions. We introduce Chain-of-Visual-Thought (COVT), a framework that enables VLMs to reason not only in words but also through continuous visual tokens-compact latent representations that encode rich perceptual cues. Within a small budget of roughly 20 tokens, COVT distills knowledge from lightweight vision experts, capturing complementary properties such as 2D appearance, 3D geometry, spatial layout, and edge structure. During training, the VLM with COVT autoregressively predicts these visual tokens to reconstruct dense supervision signals (e.g., depth, segmentation, edges, and DINO features). At inference, the model reasons directly in the continuous visual token space, preserving efficiency while optionally decoding dense predictions for interpretability. Evaluated across more than ten diverse perception benchmarks, including CV-Bench, MMVP, RealWorldQA, MMStar, WorldMedQA, and HRBench, integrating COVT into strong VLMs such as Qwen2.5-VL and LLaVA consistently improves performance by 3% to 16% and demonstrates that compact continuous visual thinking enables more precise, grounded, and interpretable multimodal intelligence.

cs.CV↗

Open-Ended CT Volume Segmentation with Weak Supervision from Language

We introduce a method for training a text-conditioned segmentation model for CT scans, which combines voxel-level supervision with coarse but scalable slice-level supervision from reports. We extract, from a large database of scan-report pairs, descriptions of findings with indices of slices where those findings occur. We then finetune a general-purpose 2D image segmentation model, SAM3, with standard segmentation losses from strongly labeled data and with a slice-level classification loss from the extracted weak supervision. Our results on the ReXGroundingCT dataset illustrate that this strategy improves the segmentation dice score: from an 8% relative gain when there are 1000 fully labeled volumes to 22% when there are 250 fully labeled volumes.

cs.CV↗

Lifting Embodied World Models for Planning and Control

World models of embodied agents predict future observations conditioned on an action taken by the agent. For complex embodiments, action spaces are high-dimensional and difficult to specify: for example, precisely controlling a human agent requires specifying the motion of each joint. This makes the world model hard to control and expensive to plan with as search-based methods like CEM scale poorly with action dimensionality. To address this issue, we train a lightweight policy that maps high-level actions to sequences of low-level joint actions. Composing this policy with the frozen world model produces a lifted world model that predicts a sequence of future observations from a single high-level action. We instantiate this framework for a human-like embodiment, defining the high-level action space as a small set of 2D waypoints annotated on the current observation frame, each specifying a near-term goal position for a leaf joint (pelvis, head, hands). Waypoints are low-dimensional, visually interpretable, and easy to specify manually or to search over. We show that the lifted world model substantially outperforms searching directly in low-level joint space ($3.8\times$ lower mean joint error to the goal pose), while remaining more compute-efficient and generalizing to environments unseen by the policy.

cs.CV↗

When Does Continual Learning Require Learning

As large language models (LLMs) become increasingly capable, the next question is how can we enable models to continually learn? Today, the field largely frames this as a problem of context management and mitigating forgetting. We argue this framing is incomplete: continual learning is fundamentally about increasing model competence as the world changes. We disentangle this change along two axes -- space, where the model encounters new domains, and time, where the underlying data drifts under a fixed task. This framing lets us study continual learning under realistic conditions: new domains arrive over time, facts drift past their training cutoff, and agentic interactions accumulate state across episodes. To evaluate methods under this setting, we recast widely used LLM benchmarks as sequential problems and introduce a single mechanism-agnostic protocol that compares prompt-based methods (GEPA, ACE), supervised learning (SFT, SDFT), reinforcement learning (GRPO, SDPO), and context compression (Cartridges, In-place TTT). Prompt-based methods fit each new stage quickly but degrade on future tasks. Distillation-based methods accumulate knowledge stably but struggle to update outdated facts. Context compression improves efficiency without substantially improving the ability to learn new tasks. Online reinforcement learning adapts most effectively to knowledge updates but remains sensitive to noisy reward signals. Overall, our results suggest that continual learning is not a single capability: different patterns of environmental change require fundamentally different update behaviors, determining when adaptation must be learned inside model weights and when it can be achieved through external scaffolding. We hope that understanding where each method succeeds and fails will guide the design of stronger continual learning systems.

cs.LG↗

ThreadWeaver: Adaptive Threading for Efficient Parallel Reasoning in Language Models

Scaling inference-time computation has enabled Large Language Models (LLMs) to achieve strong reasoning performance, but their inherently sequential decoding incurs substantial latency, motivating parallelization of the generation process. However, existing parallel reasoning approaches suffer from performance degradation compared to their sequential counterparts, and often rely on specialized inference engines. We introduce ThreadWeaver, a framework for adaptive parallel reasoning that matches the accuracy of comparably sized sequential reasoning models while significantly reducing inference latency via three key innovations: 1) a two-stage parallel trajectory generator that produces high-quality parallel chain-of-thought data for supervised fine-tuning; 2) a trie-based rollout design that enables parallel reasoning on any off-the-shelf autoregressive inference engine; and 3) a parallelization-aware reinforcement learning framework that trains the model to balance reasoning accuracy with effective parallelization. Across six challenging math reasoning benchmarks, ThreadWeaver trained on top of Qwen3-8B achieves performance on par with cutting-edge sequential reasoning models (79.9% on AIME24 and 71.9% on average) while delivering up to 1.53x speedup in token latency, establishing a new Pareto frontier between accuracy and efficiency.

cs.LG↗

Reconstruction Alignment Improves Unified Multimodal Models

Unified multimodal models (UMMs) unify visual understanding and generation within a single architecture. However, conventional training relies on image-text pairs (or sequences) whose captions are typically sparse and miss fine-grained visual details, even when they use hundreds of words to describe a simple image. We introduce Reconstruction Alignment (RECA), a resource-efficient post-training method that leverages visual understanding encoder embeddings as dense "text prompts", providing rich supervision without captions. Concretely, RECA conditions a UMM on its own visual understanding embeddings and optimizes it to reconstruct the input image with a self-supervised reconstruction loss, thereby realigning understanding and generation. Despite its simplicity, RECA is broadly applicable: across autoregressive, masked-autoregressive, and diffusion-based UMMs, it consistently improves generation and editing fidelity. With only 27 GPU hours, post-training with RECA substantially improves image generation performance on GenEval (0.73 $\rightarrow$ 0.90) and DPGBench (80.93 $\rightarrow$ 88.15), while also boosting editing benchmarks (ImgEdit 3.38 $\rightarrow$ 3.75, GEdit 6.94 $\rightarrow$ 7.27). Notably, RECA surpasses much larger open-source models and applies broadly across diverse UMM architectures, establishing it as an efficient and general post-training alignment strategy for UMMs.

cs.CV↗

T-Rex: Tactile-Reactive Dexterous Manipulation

The ability to react dynamically to tactile signals has long been considered crucial to agile human-level dexterity. Yet contemporary learning-based Vision-Language-Action (VLA) models for robotic manipulation generally either overlook the tactile modality or are limited to encoders with static cues, due in part to the scarcity of diverse training data and standardized evaluation, architectural constraints in current VLA models, and limitations of static tactile encoders. In this paper, we push the frontier of tactile-reactive manipulation by addressing all of these limitations. We propose a large-scale, 100-hour tactile-rich dataset collected via a novel, data-efficient recipe that prioritizes elementary motor primitives. To effectively exploit naturally high-frequency touch signals without sacrificing the existing capabilities of existing VLAs, we introduce a variable-rate Mixture-of-Transformers (MoT) architecture equipped with a novel temporal tactile VQ-VAE encoder. We demonstrate the effectiveness of tactile-reactive policies on 12 manipulation tasks requiring delicate force control and deformable object manipulation, achieving over 30% higher average success rate than the strongest baseline.

cs.RO↗