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#Imitation Learning (53)

METATRON: A Promptable Whole-Body Execution Layer for Humanoids

METATRON: A Promptable Whole-Body Execution Layer for Humanoids

Humanoid controllers often require task-specific training despite sharing the need for balance and whole-body coordination. We present Metatron, a promptable whole-body execution layer combining a generative base policy with a programmable skill layer. The base policy receives partial goals, collectively called a prompt, that can combine timed body-part targets, velocity commands, and style cues. It produces diverse whole-body motions consistent with these goals. Training combines motion capture, synthetic recovery trajectories, and retargeted scene-interaction motions. After training, the policy is frozen. Stateful programs called skills express task intent as prompts at each control step, drawing rough geometric sketches that the policy turns into coordinated movement. Skills are ordinary code, refined by coding agents that analyze motion data and fit compact rules without task-specific policy training. On the physical Unitree G1, one frozen checkpoint supports walking, recovery, teleoperated object pickup, and sitting on furniture. Comparative evaluations show higher reaching success and push robustness than the tested reference-tracking pipelines. The same recipe produces climbing and acrobatics on a simulated character. Metatron enables coding agents to turn learned motor capabilities into new skills through code, without further policy training.

Chen Tessler, Yifeng Jiang, Alec Otto · 316 views · Oct 27, 2026
HumanoidWhole-Body Control
Oct 27, 2026
PACE: Temporal-Role Tactile Conditioning for Chunk-Based Insertion Policies

PACE: Temporal-Role Tactile Conditioning for Chunk-Based Insertion Policies

Contact-rich insertion requires a robot to combine visual alignment with tactile adjustment. Existing visuotactile chunk-based policies often collapse tactile feedback into one generation-time pathway, so persistent contact state, abrupt contact events, and the future contact consequences of an action are modeled implicitly in a single representation. PACE assigns one tactile stream three temporal roles. An exponential-smoothed contact state modulates action-chunk generation through layer-wise feature conditioning. A short-window tactile difference forms an event cue and drives a gated residual correction over only the first steps of the chunk. A training-only head predicts future tactile increments from decoder states as an auxiliary representation-learning objective. This preserves chunk-level action continuity while giving slowly varying contact phases and fast collision or jamming events separate pathways. Across five real insertion tasks, PACE reaches 90.7 percent average success, more than 44 percentage points above vision-only and single-path tactile-fusion baselines. It also averages 88.7 percent on six ManipulationNet geometry and clearance settings, including 0.1 mm clearance. Ablations show complementary contributions from Phase, Event, and Pred., while cross-signal and cross-architecture tests extend the principle to force/torque, joint current, and diffusion-policy backbones.

Zhiyuan Chen, Shixiong Xu, Shuai Chen · 243 views · Oct 12, 2026
Tactile SensingRobot Manipulation
Oct 12, 2026
DONIC: Generalist Dexterous Bimanual Tracking Control from Human Demonstrations

DONIC: Generalist Dexterous Bimanual Tracking Control from Human Demonstrations

Despite recent progress in dexterous reference tracking, existing models focus primarily on single-hand manipulation and a limited range of interactions, leaving the bimanual dexterous behaviors common in real life unaddressed. The scarcity of contact-rich bimanual manipulation data and the increased complexity of coordinating contacts make developing a generalist bimanual tracker particularly challenging. Therefore, we present 1) DONIC, the first generalist bimanual tracker jointly trained across operation categories and human-motion sources, together with 2) BiHOI, a multi-view dataset of 1,575 sequences spanning 229 objects and emphasizing sustained bimanual interaction, where reconstructed interactions are retargeted into robot references. DONIC combines proximal policy optimization with behavioral cloning in a feedback loop that recycles verified successful executions into training demonstrations. An object-centered per-hand reward maintains object-motion feedback while supervising each hand according to its reference contact role. Clip-Centered Advantages remove reference-dependent advantage offsets while preserving within-trajectory differences. Together, these designs enable one single policy to learn coordinated manipulation across heterogeneous references. Without finetuning, a single checkpoint achieves 86.79% success on unseen trajectories of training objects and 57.32% on held-out objects, surpassing the state-of-the-art bimanual tracking baselines by 77.36 and 45.73 percentage points.

Mingze Sun, Ziang Cao, Yuan Fei · 218 views · Oct 21, 2026
Dexterous ManipulationBimanual Manipulation
Oct 21, 2026
SimpleVLN: Towards Simple and Frontier Vision-Language Navigation

SimpleVLN: Towards Simple and Frontier Vision-Language Navigation

Vision-and-Language Navigation (VLN) requires embodied agents to ground language in visual observations and make long-horizon decisions. Existing methods often address these demands through task-specific architectures. As multimodal large language models (MLLMs) become increasingly capable, an important question remains: Have we truly unlocked the potential of native MLLMs for VLN before introducing task-specific architecture? We present SimpleVLN, an architecture-preserving framework developed through studies of navigation formulation, data construction, and optimization. At the formulation level, SimpleVLN combines single-turn decision inputs with fixed-budget global-local memory to efficiently use navigation history without unbounded context growth, while action chunks enable efficient output of multiple primitive actions per model invocation. For data construction, we combine expert demonstrations with policy-dependent DAgger experience and develop a scalable synthesis pipeline that generates large-scale tasks for reinforcement learning. At the optimization level, a progressive IL-DAgger-RL pipeline advances from action imitation to task-level outcome optimization. Comprehensive experiments validate the effectiveness of these three aspects. We instantiate SimpleVLN across multiple MLLM backbones and model sizes, demonstrating its generality. SimpleVLN achieves 76.7% and 80.1% success rates on the R2R-CE and RxR-CE splits, respectively, substantially outperforming existing methods. These results show that the navigation capabilities of native MLLMs can be effectively unlocked without task-specific architectural designs.

Lingyi Hong, Weiren Cai, Jiayu Chen · 264 views · Oct 16, 2026
Vision-language navigationEmbodied AI
Oct 16, 2026
Perceptive Humanoid Parkour: Chaining Dynamic Human Skills via Motion Matching

Perceptive Humanoid Parkour: Chaining Dynamic Human Skills via Motion Matching

While recent advances in humanoid locomotion have achieved stable walking on varied terrains, capturing the agility and adaptivity of highly dynamic human motions remains an open challenge. In particular, agile parkour in complex environments demands not only low-level robustness, but also human-like motion expressiveness, long-horizon skill composition, and perception-driven decision-making. In this paper, we present Perceptive Humanoid Parkour (PHP), a modular framework that enables humanoid robots to autonomously perform long-horizon, vision-based parkour across challenging obstacle courses. Our approach first leverages motion matching, formulated as nearest-neighbor search in a feature space, to compose retargeted atomic human skills into long-horizon kinematic trajectories. This framework enables the flexible composition and smooth transition of complex skill chains while preserving the elegance and fluidity of dynamic human motions. Next, we train motion-tracking reinforcement learning (RL) expert policies for these composed motions, and distill them into a single depth-based, multi-skill student policy, using a combination of DAgger and RL. Crucially, the combination of perception and skill composition enables autonomous, context-aware decision-making: using only onboard depth sensing and a discrete 2D velocity command, the robot selects and executes whether to step over, climb onto, vault or roll off obstacles of varying geometries and heights. We validate our framework with extensive real-world experiments on a Unitree G1 humanoid robot, demonstrating highly dynamic parkour skills such as climbing tall obstacles up to 1.25m (96% robot height), as well as long-horizon multi-obstacle traversal with closed-loop adaptation to real-time obstacle perturbations.

Zhen Wu, Xiaoyu Huang, Lujie Yang · 227 views · Feb 17, 2026
HumanoidParkour
Feb 17, 2026
Juno: Taming Predictive Latents for Vision-Language-Action Models

Juno: Taming Predictive Latents for Vision-Language-Action Models

Joint-embedding predictive architectures (JEPAs) predict masked or future observations in representation space, offering a natural source of predictive latents for vision-language-action (VLA) models. Yet making these latents useful across pretraining, policy learning, and deployment requires addressing three failures: mismatch with embodiment-specific control, interference with action learning, and teacher miscalibration under distribution shifts. We introduce Juno, a unified framework built around one action-conditioned JEPA that serves as a control-aligned representation backbone, a predictive teacher, and an adaptable dynamics model. During pretraining, we train it on embodiment-matched trajectories and use a dynamic CLS loss to transfer motion-weighted patch dynamics to a compact global state. During policy learning, we fuse current-frame JEPA patches into VLA perception and use a decoupled reasoning branch with separate transformation parameters to distill future latent states for action generation. During deployment, we adapt the world model on all observed transitions, including failed rollouts, freeze the adapted teacher, and re-align the policy on verified executions using LoRA adapters and a trainable action head, without expert corrections or task rewards. On SimplerEnv, Juno raises average success from 60.9% to 68.5% over Qwen3GR00T, the strongest baseline, and test-time adaptation further reaches 72.7%; on a real robot, it retains 70%–75% success under background, height, and object shifts where the base policy collapses to 0%.

Yuchen Zhu, Chenyi Xu, Yulin Zhang · 219 views · Oct 7, 2026
Vision-language-action (VLA)World Models
Oct 7, 2026
LoopWAM: Closed-Loop Generalist Policy Improvement from Deployment Rollouts

LoopWAM: Closed-Loop Generalist Policy Improvement from Deployment Rollouts

Scaling expert demonstrations alone does not enable generalist robot policies to improve from deployment. Real-world rollouts contain successes, suboptimal behavior, and failures: imitating every recorded action can reinforce poor behavior, while filtering out failures discards evidence of physical interactions and their consequences. We introduce LoopWAM, a closed-loop world-action model that learns directly from this full quality spectrum, using rollouts from both itself and other deployed policies. Source-dependent noise sampling unifies behavior learning and action-conditioned world modeling, while quality steering and quality-weighted supervision retain full video supervision across qualities and regulate action imitation. Video and action tokens interact throughout parallel denoising, allowing learned consequences to inform action generation directly. On RoboChallenge Table30-V2, three deployment-and-training rounds raise success from 23.67% to 43.33%, a 19.7-percentage-point gain, with a final score of 56.80. LoopWAM also achieves 94.5% average success on RoboTwin 2.0 and 49.5% overall success on RoboCasa365 without additional embodied pretraining, obtaining the best overall results among the compared methods across all three benchmarks. On challenging shirt folding task, two rounds of deployment-driven improvement after single-task post-training raise success from 13.20% to 55.56%. These results demonstrate closed-loop improvement from mixed-quality experience under both multi-task learning and single-task post-training. Project page: https://loop-wam.github.io/

Wenxuan Guo, Yingping Liang, Zhaoguo Wang · 363 views · Oct 13, 2026
World-action modelsSelf-Improvement
Oct 13, 2026
PanTact: Teaching Whole-Body Dexterity with a Wearable Contact Interface

PanTact: Teaching Whole-Body Dexterity with a Wearable Contact Interface

PanTact treats contact, not joint trajectories, as the transfer currency from people to humanoids. Wearable patches are assembled magnetically from 44x44 mm FSR modules; a custom 50x50 mm PCB streams 16 channels at 1 kHz over a CRC-checked RS-485 daisy chain, one Vive tracker per patch maps sensor centers into the world frame, and contact states are binarized against a per-channel adaptive baseline with threshold max(0.35 beta, r_min). The policy observes body-masked 3D egocentric point clouds, both wrist images and proprioception, and at 10 Hz predicts an action chunk of H=16 steps containing a look-at point, EEF poses with gripper widths, and per-sensor contact goals (binary state plus 3D position). A soft-minimum proximity d(p,q) with T = 0.02 m hands each active contact to whichever robot surface is currently nearest, and active goals are offset by delta along the pressing direction to form virtual goals that generate pressing force, so the G1 holds objects without any tactile sensor on its body. Three control formulations trade off differently: training-free upper-body IK, WBIK whose dense reference is executed by SONIC, and a sparse contact tracker trained with PPO over 4096 simulation environments for 30k iterations (50 Hz, 29 joints, S=8 upper-body / S=16 whole-body contact slots). On a 29-DoF Unitree G1: Grasp-and-Embrace reaches 85% with upper-body IK and 80% with the sparse tracker against 0% for Humanoid UMI; Sweep-and-Stow reaches 90.63% end to end while Humanoid UMI++ scores 18.75% on each stage and 0% end to end; Carry-and-Push is 90% versus 40%. In simulation replay, adding contact goals lowers contact distance for all three controllers at almost no cost in EEF accuracy.

Xu, Xiaomeng, Zhang, Han, Ruan, Zhian · 563 views · Oct 8, 2026
Whole-Body ManipulationTactile Sensing
Oct 8, 2026
MobileVISTA: Generative Data Augmentation for Pose Generalization in Mobile Manipulation

MobileVISTA: Generative Data Augmentation for Pose Generalization in Mobile Manipulation

Mobile manipulators such as humanoid robots are increasingly deployed in dynamic, unstructured environments to perform dexterous manipulation tasks. However, end-to-end manipulation policies trained to imitate demonstration data collected from a single robot pose are brittle: even centimeter-scale deviations in robot pose at deployment can drive ego-centric observations and end-effector trajectories out of the training distribution, leading to sharp drops in performance. We introduce MobileVISTA, a data generation framework that transforms demonstrations captured at canonical poses into diverse, pose-perturbed training data by jointly (1) augmenting egocentric visual observations and (2) retargeting actions to compensate for base pose changes. Unlike prior methods, which assume a camera rigidly mounted off the actuated chain or non-trivial articulated robot geometry largely out of frame, MobileVISTA targets compatibility with egocentric platforms (e.g., humanoids) where the camera is both influenced by and must observe the robot's kinematic chain as it moves. We study MobileVISTA in simulated tasks spanning humanoid and bimanual embodiments, and on a real Galaxea R1 Pro. We find policies trained on MobileVISTA-augmented data demonstrate improved robustness to previously out-of-distribution poses encountered at test time, without additional demonstration collection or a trained generative model. Additionally, we find MobileVISTA's benefit is largest on tested humanoids, where the camera rides the actuated chain and the robot fills much of the frame. Additional videos and appendix can be found on our website: https://mobilevista.github.io

Wistreich, Suzannah, Tian, Stephen, Huang, Isabella · 319 views · Oct 5, 2026
Mobile ManipulationData Augmentation
Oct 5, 2026
RoboPrompt: Intuitive Robot Policy Steering with Sparse Human Input

RoboPrompt: Intuitive Robot Policy Steering with Sparse Human Input

End-to-end robot policies trained through imitation learning remain constrained by limited data diversity, making reliable zero-shot deployment in real-world settings challenging. Shared-autonomy methods enable human correction through teleoperation, but specialized hardware and operator training hinder deployment at scale. Other approaches incorporate human guidance as additional policy inputs, often requiring architectural changes and dedicated training for steerability, which limits their applicability across policies. We present RoboPrompt, a general-purpose, lightweight robot policy steering system that enables users to guide policy behavior through intuitive, sparse inputs, including drawn traces, target points, and coarse directional instructions. RoboPrompt decouples human-intention translation from the underlying policy: a reusable module converts human guidance into action drafts, which are refined through the diffusion or flow-matching dynamics of the base policy. By controlling action generation in noise space, RoboPrompt balances human intent with the policy prior without modifying the base policy architecture or fine-tuning it for steerability. Experiments demonstrate effective steering across Diffusion Policy, π_0.5, and FastWAM. We further use steered rollouts for online policy improvement through DAgger. After 2-3 rounds of iteration, average success rates increase by 15.5% for π_0.5 across three tasks and by 21.3% across three policies(Diffusion Policy, π_0.5, FastWAM) on the Insert Bread task, while average human intervention counts decrease by 44.0% (2.86 to 1.60) and 81.9% (2.60 to 0.47), respectively.

Yanwen Zou, Chenyang Shi, Guoxuan Xu · 510 views · Oct 7, 2026
ManipulationImitation Learning
Oct 7, 2026

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