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PAPERJul 17, 2026

AC-VLA: Robust Out-of-Distribution Action Execution via Compositional Learning

Vision-Language-Action (VLA) models excel at end-to-end robotic manipulation but struggle with out-of-distribution (OOD) generalization when familiar sub-tasks are recombined in unseen configurations. We identify two mutually reinforcing failure modes: trajectory overfitting, where models overfit to holistic trajectory patterns rather than compositional sub-skill semantics; and perceptual shortcut, where action tokens over-rely on wrist-view textures at the expense of global spatial grounding. To address both, we introduce AC-VLA, a plug-and-play Action Compositional learning framework comprising two architecture-agnostic components: (i) a compositional learning module that uses an LLM-driven instruction decomposer and a proprioceptive trajectory aligner to generate dense sub-task supervision, followed by mixed training on complete demonstrations and decomposed data to endow the model with compositional generalization; and (ii) a state-conditioned asymmetric masking strategy that suppresses wrist-view inputs during closed-gripper phases, enforcing global semantic grounding. All components are architectural modification-free and directly integrable into any VLA backbone. Instantiated on π_0.5 and evaluated on LIBERO and LIBERO-OOD benchmarks, AC-VLA achieves a ~28% absolute improvement on compositional OOD tasks while maintaining near-perfect in-distribution performance.

Xiaojiang Peng, Kai Peng, Jie Lu

TactileSimulation
PAPERJul 17, 2026

Think at 5 Hz, Act at 20 Hz: Asynchronous Fast-Slow Vision-Language-Action Inference for Closed-Loop Driving

Large language models bring instruction following and scene reasoning to end-to-end driving, but their inference latency collides with the control rate a vehicle requires. Existing closed-loop agents hide this gap by invoking the model on alternate simulation ticks and replaying the previous command in between, so half of all control outputs ignore the newest observations. We present a fast-slow architecture that removes this compromise. A frozen 7B vision-language backbone acts as the slow system, digesting navigation instructions and visual history at low frequency while exposing its per-layer key-value cache as a standing representation of the scene. A lightweight action expert acts as the fast system, attending to this cache and to the current camera frame at every simulation tick to regress waypoints in a single forward pass. Since the cache lags behind the world at deployment, we train the expert under randomized staleness, aligning training with asynchronous execution. On LangAuto-Short routes in CARLA, our system produces fresh control at every 50 ms simulation tick and lifts route completion from 37.0 to 94.0 over the frame-skipping baseline. A frame-skip ablation with the same expert separates the two factors at work: the expert raises the driving score on its own, while per-tick freshness raises completion from 82.1 to 94.0 and cuts red-light violations by a third. Trained on a single town, the expert transfers zero-shot to two unseen towns, holding 84-94% route completion where the baseline reaches 31-41%. It reduces open-loop waypoint error by nearly a factor of four compared to the backbone's own action head, at a per-tick model cost of 32 ms that is independent of history length on a single consumer GPU.

Yun Li, Jiachen Gong, Simon Thompson

Autonomous DrivingSimulation
PAPERJul 17, 2026

E3DGS: Unified Geometric-Photometric Equivariance for 3D Gaussian Splatting via Color-as-Geometry Embedding

3D Gaussian Splatting (3DGS) captures scenes by coupling explicit geometry (position, covariance) with view-dependent photometry (Spherical Harmonics). However, building SE(3)-equivariant architectures on these primitives presents a fundamental representation bottleneck. Color has been treated as a signal rather than a geometric entity, making it nontrivial to unify symmetry across geometry and appearance as the camera frame changes. While translations are handled by relative coordinates, rotations act heterogeneously across attributes: μ↦ Rμ, Σ↦ RΣR^, and f_ℓ↦ D^ℓ(R)f_ℓ. This mismatch complicates strict equivariance, leading existing methods to either discard or flatten SH coefficients, thereby breaking symmetry. We propose a unified solution rooted in representation theory: for SH degrees ℓ≤2, photometry is algebraically isomorphic to a rank-2 geometric tensor. We prove that the Wigner-D action on these SH coefficients can be exactly reformulated as the conjugation action on 3×3 matrices. Leveraging this, we introduce the Unified Matrix Embedding, a lifting that maps all Gaussian attributes into a unified carrier space, gl(3). Building on the "Color-as-Geometry" formulation, we present E3DGS, a rigid-body (SE(3)) equivariant architecture that processes 3D Gaussians without Clebsch-Gordan tensor products. Evaluations on object vision and action-conditioned Gaussian world modeling demonstrate that our unified approach yields strong robustness under camera-frame changes and improved data efficiency.

Chankyo Kim, Maani Ghaffari

3D Gaussian Splattingequivariance
PAPERJul 16, 2026

Learning Agile Navigation in Crowded Environments for Quadruped Robots

Navigating dynamic and crowded environments presents significant challenges for quadruped robots due to severe sensor occlusion and unpredictable human motion. Existing approaches face a trade-off: model-based methods, such as Velocity Obstacles (VO), theoretically guarantee safety but rely on accurate obstacle motion estimates that often fail in dense crowds, while end-to-end learning methods offer robustness but lack motion prediction capability of obstacles, leading to collisions or conservative behaviors. To solve this, we propose VOP-Nav, a novel navigation system that combines the geometric safety of VO with the agile adaptability of end-to-end learning. Using only local onboard observations, our system avoids explicit obstacle detection and tracking pipelines. The VOP-Net processes multi-frame LiDAR data to implicitly encode dynamic constraints and predict a safe velocity region derived from Velocity Obstacle theory. Importantly, the VO predictions serve a dual role: they are used as input to the navigation policy during inference and as a reward signal during training to encourage safe motion. Evaluations in Isaac Gym demonstrate that VOP-Nav achieves higher success rates than all baselines while balancing locomotion speed and collision avoidance. Real-world deployment on a Unitree Go2 quadruped robot further validates the system's robustness and efficiency in complex indoor and outdoor dynamic environments.

Shuyu Wu, Zeyu Liu, Tianbao Zhang

Quadruped robotsNavigation
PAPERJul 15, 2026

Open-AoE: An Open Egocentric Manipulation Dataset and Toolchain for Embodied Learning

Egocentric videos of human manipulation provide scalable supervision for embodied intelligence, yet existing resources rarely combine low-cost continuous capture, manipulation-level structured annotations, and reusable tools for robot learning. We present Open-AoE, an open, community-oriented egocentric manipulation dataset and toolchain spanning the full pipeline from smartphone capture to model training. Its first release contains approximately 2,000 hours of manipulation video collected in natural environments by 500+ contributors using 400+ smartphones. The dataset provides text annotations, MANO-based hand poses, camera trajectories, and temporally localized atomic actions. Open-AoE further includes a data processing pipeline that transforms raw recordings into structured samples through temporal action segmentation, semantic annotation, hand reconstruction, and camera trajectory reconstruction. Meanwhile, we provide a separate downstream toolchain supports visualization, cross-embodiment retargeting, model-specific data conversion, and training recipes for VLA policies, WAMs, and World Models. By integrating scalable capture, structured processing, and downstream adaptation, Open-AoE reduces the barriers to both data contribution and reuse, providing practical open infrastructure for embodied model training, human-to-robot transfer, and world modeling.

Zishuo Li, Bowen Yang, Changtao Miao

First-personEmbodied Learning
PAPERJul 2, 2026

Actuator Reality Shaping for Zero-Shot Sim-to-Real Robot Learning

Sim-to-real transfer in robot learning is often limited by discrepancies between the ideal actuator dynamics assumed during policy training and the nonlinear, hardware-dependent behavior of physical motors. While conventional approaches attempt to bridge this gap by increasing simulator fidelity through system identification, domain randomization, or learned actuator models, we introduce an alternative paradigm: actuator reality shaping. Instead of modifying the simulator to match the real world, our method shapes the closed-loop behavior of physical actuators to match the idealized second-order reference dynamics used in simulation. By equipping each joint with a two-degree-of-freedom feedforward–feedback controller, we decouple reference-response shaping from robust stabilization, thereby providing a standardized actuator interface for reinforcement learning policies. As a result, policies trained only with the prescribed reference model can be deployed zero-shot on real hardware without task-level fine-tuning or learned actuator models. We validate the approach on a single-joint high-gear-ratio servo under external loads and a 7-DOF robotic arm reaching task, where actuator reality shaping substantially reduces sim-to-real tracking error and improves zero-shot task performance compared with standard servo-control and representative real-to-sim-to-real baselines. We further demonstrate zero-shot transfer on a wheeled-legged robot driving over a slope and a humanoid robot walking, suggesting that actuator reality shaping can serve as a reusable interface for robot learning across diverse hardware platforms. Project page: https://syamamori.github.io/ActuatorRealityShaping.github.io/

Satoshi Yamamori, Koji Ishihara, Kenjiro Minamikawa

Sim-to-RealZero-Shot
PAPERJul 2, 2026

DL-SLAM: Enabling High-Fidelity Gaussian Splatting SLAM in Dynamic Environments based on Dual-Level Probability

Recent advances in 3D Gaussian Splatting (3DGS) have enabled significant progress in dense dynamic Simultaneous Localization And Mapping (SLAM). Prevailing methods typically discard predefined dynamic objects, ignoring that transiently static objects offer valuable geometric constraints for pose estimation. A recent work attempts to leverage this potential by employing per-pixel uncertainty maps to quantify the magnitude of motion. While this approach enables transiently static objects to enhance pose estimation, it erroneously integrates these objects into the static map, resulting in persistent artifacts. Moreover, its reliance on purely geometric information leads to ambiguous object boundaries in the uncertainty maps. To overcome these limitations, we present DL-SLAM, a monocular Gaussian Splatting SLAM system built upon a novel dual-level probabilistic framework. Our method computes dynamic probability maps by combining semantic and geometric information. These pixel-level probabilities are lifted to 3D and aggregated to derive an object-level dynamic probability for each instance. Object-level probability enables the categorical pruning of dynamic Gaussians, resulting in an artifact-free static map. The static map, in turn, provides a geometrically consistent guidance to refine the pixel-wise probabilities, enhancing their reliability. Experimental results demonstrate that DL-SLAM outperforms existing approaches, improving tracking accuracy by up to 13% while generating high-fidelity semantic maps.

Ziheng Xu, Qingfeng Li, Xuefeng Liu

Dynamic EnvironmentSLAM

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