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HIL-UMI: Bringing Human-in-the-Loop Post-Training of Vision-Language-Action Models to Universal Manipulation Interface

HIL-UMI: Bringing Human-in-the-Loop Post-Training of Vision-Language-Action Models to Universal Manipulation Interface

Large-scale vision-language-action (VLA) models provide powerful priors for robot manipulation, yet adapting them to a specific deployment remains challenging. Supervised fine-tuning (SFT) on task-specific demonstrations provides a step toward deployment, but faces two persistent limitations: static data provide limited coverage of out-of-distribution states, and standard imitation objectives do not distinguish progressing behavior from less useful data. Interactive post-training can address these limitations, but typically requires repeated policy execution and human intervention on a physical robot. We introduce HIL-UMI, a policy-guided Universal Manipulation Interface (UMI) framework for robot-free human-in-the-loop VLA post-training. During handheld UMI demonstrations, HIL-UMI queries the current policy on the same observation stream without executing its predictions. The Energy Score compares the human action trajectory with policy inference and triggers collection when their discrepancy indicates an out-of-distribution region. In a separate feedback loop, low online advantage predictions identify essential segments for refining a progress-based advantage estimator. The updated estimator then guides advantage-conditioned behavioral cloning using a balanced mixture of base demonstrations and new policy data. This design preserves the iterative and policy-aware nature of human-in-the-loop learning while decoupling data collection from robot deployment. Experiments on four real-world tasks spanning long-horizon and precise manipulation show that HIL-UMI achieves consistent improvement over SFT and benefits from both targeted collection and advantage refinement. Moreover, HIL-UMI outperforms HG-DAgger on Clean Up Table with lower per-frame collection time, suggesting a scalable path for VLA post-training across operators and locations.

Han, Zimu, Zeng, Yiming, Zhang, JiyaoSep 17, 2026
VLAHuman-in-the-LoopPost-trainingSep 17, 2026
IMLE-VLA: Fast Single-Step Action Generation for Vision-Language-Action Policies

IMLE-VLA: Fast Single-Step Action Generation for Vision-Language-Action Policies

Vision-language-action (VLA) policies leverage pretrained vision-language backbones to achieve strong cross-task generalization. A leading design couples this backbone with a dedicated continuous action head trained via diffusion or flow matching. However, such heads rely on iterative multi-step sampling, for example 10 Euler steps in π_0.5. This creates an inference bottleneck that produces stop-and-go movement in the robot and slower task completion. We introduce IMLE-VLA, which replaces the iterative action head with a single-step conditional generator trained via conditional Implicit Maximum Likelihood Estimation (cIMLE). The cIMLE objective promotes multimodal action coverage, avoiding the mode collapse of naive regression heads while eliminating multi-step sampling entirely. When IMLE-VLA is applied to π_0.5, it increases inference frequency 3.67x (55 Hz vs. 15 Hz), enabling up to 11x higher action throughput. On the 40-task LIBERO benchmark, IMLE-VLA achieves the highest average success rate (98.0%) among all baselines while leading in inference frequency. Under the test-time perturbations of LIBERO-plus, IMLE-VLA retains π_0.5's robustness while other baselines degrade sharply, confirming that the cIMLE head preserves generalization. Real-world experiments on a Franka Emika Panda across four tasks demonstrate smoother motion (2.2x to 3.0x lower jerk) and faster task completion, with IMLE-VLA outperforming π_0.5 on every task and reducing average VLA inference time per episode by 3.9x to 6.6x. Videos and code are available at https://kianhk6.github.io/IMLE-VLA/

Hosseinkhani, Kian, Peng, Qinhe, Shramko, GeorgeSep 10, 2026
VLAEfficient InferenceSingle-Step Action GenerationSep 10, 2026
LEGS: Fine-Tuning Teleop-Free VLAs for Humanoid Loco-manipulation in an Embodied Gaussian Splatting World

LEGS: Fine-Tuning Teleop-Free VLAs for Humanoid Loco-manipulation in an Embodied Gaussian Splatting World

Training vision-language-action (VLA) policies for humanoid loco-manipulation is constrained by the high cost and complexity of collecting human teleoperation demonstrations. VLA policies fine-tuned in simulators have, until now, failed to transfer effectively in humanoid loco-manipulation tasks. We present LEGS (Loco-manipulation via Embodied Gaussian Splatting), a hybrid simulator that composites a mesh foreground (robot, objects, props) over a photorealistic 3D Gaussian Splatting (3DGS) background reconstructed from a handheld scene capture. LEGS uses a procedural motion-primitive generator to synthesize labeled demonstrations at scale without human teleoperation, and a deterministic two-stage color calibration to align the rendered 3DGS image to the robot's deployment camera. On a Unitree G1 humanoid robot, across three pick-and-place tasks of increasing whole-body difficulty and three VLA backbones (psi_0, pi_0.5, GR00T N1.6), a policy trained purely on LEGS data matches or exceeds one trained on human teleoperation demos on every experiment. It also outperforms a mesh-only simulation baseline that ablates the effect of the 3DGS background, showing that photorealistic rendering is a key enabler for synthetic data transfer. Humanoid motion is recorded independently of scene appearance in LEGS, allowing the same auto-generated demonstrations to be re-rendered under new backgrounds and object meshes–covering a new scene at more than 15x lower cost than teleoperation–to augment training data for robustness to scene variations. Under combined object-and-scene appearance shift, the policy trained on re-rendered LEGS-AUG data maintains task success while the baseline trained on teleoperation data fails entirely. Our project page is located at https://legsvla.github.io/.

Kim, Hojune, Chen, Timothy, Sun, JiankaiMay 31, 2026
HumanoidVLA3D Gaussian SplattingMay 31, 2026
A4A: Cross-Embodiment Transfer of Action-Oriented 4D Affordances from Human Demonstrations

A4A: Cross-Embodiment Transfer of Action-Oriented 4D Affordances from Human Demonstrations

Human demonstrations contain rich manipulation knowledge, but it remains unclear what information can be transferred effectively to robot control. Existing affordance representations are typically formulated as 2D masks, 3D regions, contact points, or actionability scores, and therefore primarily identify where interaction may occur. However, effective manipulation also requires modeling how interaction-relevant geometry evolves during task execution. To bridge this gap, we introduce action-oriented 4D affordances, which represent the language-conditioned future trajectories of interaction-relevant 3D points. These trajectories capture task-conditioned geometric evolution rather than embodiment-specific actions, enabling transferable interaction priors across humans and robots. Based on this representation, we construct a large-scale action-oriented 4D affordance dataset from existing human–object interaction video data and complementary RGB-D demonstrations, and introduce A4A, an affordance-to-action framework that uses 4D affordance trajectory prediction to pretrain robot policies before manipulation fine-tuning. Experiments in both simulation and the real world validate the effectiveness of A4A, showing that pretraining with action-oriented 4D affordance data consistently improves the manipulation performance of diverse VLA policies. These results establish action-oriented 4D affordances as an effective cross-embodiment representation for transferring manipulation knowledge from human demonstrations to robot control.

Yifan Han, Litao Liu, Yuqi GuSep 5, 2026
VLAAffordance4D AffordanceSep 5, 2026
Harness VLA: Steering Frozen VLAs into Reliable Manipulation Primitives via Memory-Guided Agents

Harness VLA: Steering Frozen VLAs into Reliable Manipulation Primitives via Memory-Guided Agents

Language-conditioned manipulation requires both precise contact-rich control and robust reasoning over language, scenes, and long horizons. End-to-end Vision-Language-Action (VLA) models provide strong local visuomotor skills, but they are trained on in-distribution task trajectories and often fail under deployment perturbations such as semantic retargeting, goal re-binding, spatial-layout shifts, and unstable local contacts. LLM coding agents provide complementary semantic and compositional reasoning, but purely analytic primitives struggle with irregular grasping, constrained placement, and articulated-object interaction. We present Harness VLA, a memory-augmented agentic framework that exposes a frozen VLA as a retryable contact-rich primitive and composes it with a small fixed library of analytic primitives for grounding, staging, transport, navigation, and release. Rather than expanding the skill library, the harness learns the operating range of these fixed primitives from task-specific execution traces, global success rules, and failure models. By lifting semantic re-grounding, non-contact execution, and VLA re-staging to the planner while reserving the frozen VLA for local contact-rich phases, Harness VLA extends pretrained VLAs beyond their original trajectory distribution without finetuning. Across perturbed tabletop, household kitchen, and clean-to-randomized bimanual manipulation, Harness VLA improves over the strongest relevant baselines by 38.6 and 27.1 percentage points on LIBERO-Pro and RoboCasa365, respectively, and reaches 58.4% on RoboTwin C2R. Code is available at https://github.com/RLinf/RPent.

Yixian Zhang, Huanming Zhang, Feng GaoJul 9, 2026
VLARobot ManipulationLLM AgentJul 9, 2026
TANGO: Humanoid Navigation in Cluttered Environments with a Whole-Body Vision-Language-Action Model

TANGO: Humanoid Navigation in Cluttered Environments with a Whole-Body Vision-Language-Action Model

We study the problem of navigating cluttered indoor environments with a humanoid robot. Unlike conventional methods that model navigation as a 2D path planning problem, humanoid traversal in cluttered environments requires continuous geometry-aware whole-body adaptation, including coordinated arm placement, torso adjustment, and gait modulation for collision-free movement through complex 3D spaces. We introduce TANGO, the first whole-body vision-language navigation framework for language-conditioned humanoid traversal in cluttered environments. Given a natural-language instruction and egocentric RGB observations, TANGO directly predicts 29-DoF joint-space actions for downstream whole-body control. We train TANGO entirely in simulation by synthesizing diverse collision-free traversal behaviors via global path planning, kinematic whole-body motion generation, obstacle-aware motion editing, and RL-based tracking. This pipeline provides dynamically feasible action supervision for learning language-conditioned whole-body policies. In extensive simulation experiments, TANGO demonstrates state-of-the-art performance in vision-language navigation, while outperforming strong modular baselines in navigating challenging scenes requiring obstacle negotiation. Lastly, we deploy TANGO zero-shot on a Unitree G1 humanoid robot, and observe robust language-guided traversal in cluttered real-world scenes without training on any real-world navigation data.

Anqi Li, Yuxin Chen, Zhaobo LiSep 8, 2026
HumanoidVLANavigationSep 8, 2026