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SubscribeSynatra: Turning Indirect Knowledge into Direct Demonstrations for Digital Agents at Scale
LLMs can now act as autonomous agents that interact with digital environments and complete specific objectives (e.g., arranging an online meeting). However, accuracy is still far from satisfactory, partly due to a lack of large-scale, direct demonstrations for digital tasks. Obtaining supervised data from humans is costly, and automatic data collection through exploration or reinforcement learning relies on complex environmental and content setup, resulting in datasets that lack comprehensive coverage of various scenarios. On the other hand, there is abundant knowledge that may indirectly assist task completion, such as online tutorials that were created for human consumption. In this work, we present Synatra, an approach that effectively transforms this indirect knowledge into direct supervision at scale. We define different types of indirect knowledge, and carefully study the available sources to obtain it, methods to encode the structure of direct demonstrations, and finally methods to transform indirect knowledge into direct demonstrations. We use 100k such synthetically-created demonstrations to finetune a 7B CodeLlama, and demonstrate that the resulting agent surpasses all comparably sized models on three web-based task benchmarks Mind2Web, MiniWoB++ and WebArena, as well as surpassing GPT-3.5 on WebArena and Mind2Web. In addition, while synthetic demonstrations prove to be only 3% the cost of human demonstrations (at $0.031 each), we show that the synthetic demonstrations can be more effective than an identical number of human demonstrations collected from limited domains.
TARGA: Targeted Synthetic Data Generation for Practical Reasoning over Structured Data
Semantic parsing, which converts natural language questions into logic forms, plays a crucial role in reasoning within structured environments. However, existing methods encounter two significant challenges: reliance on extensive manually annotated datasets and limited generalization capability to unseen examples. To tackle these issues, we propose Targeted Synthetic Data Generation (TARGA), a practical framework that dynamically generates high-relevance synthetic data without manual annotation. Starting from the pertinent entities and relations of a given question, we probe for the potential relevant queries through layer-wise expansion and cross-layer combination. Then we generate corresponding natural language questions for these constructed queries to jointly serve as the synthetic demonstrations for in-context learning. Experiments on multiple knowledge base question answering (KBQA) datasets demonstrate that TARGA, using only a 7B-parameter model, substantially outperforms existing non-fine-tuned methods that utilize close-sourced model, achieving notable improvements in F1 scores on GrailQA(+7.7) and KBQA-Agent(+12.2). Furthermore, TARGA also exhibits superior sample efficiency, robustness, and generalization capabilities under non-I.I.D. settings.
NNetscape Navigator: Complex Demonstrations for Web Agents Without a Demonstrator
We introduce NNetscape Navigator (NNetnav), a method for training web agents entirely through synthetic demonstrations. These demonstrations are collected by first interacting with a browser to generate trajectory rollouts, which are then retroactively labeled into instructions using a language model. Most work on training browser agents has relied on expensive human supervision, and the limited previous work on such interaction-first synthetic data techniques has failed to provide effective search through the exponential space of exploration. In contrast, NNetnav exploits the hierarchical structure of language instructions to make this search more tractable: complex instructions are typically decomposable into simpler subtasks, allowing NNetnav to automatically prune interaction episodes when an intermediate trajectory cannot be annotated with a meaningful sub-task. We use NNetnav demonstrations from a language model for supervised fine-tuning of a smaller language model policy, and find improvements of 6 points on WebArena and over 20 points on MiniWoB++, two popular environments for web-agents. Notably, on WebArena, we observe that language model policies can be further enhanced when fine-tuned with NNetnav demonstrations derived from the same language model. Finally, we collect and release a dataset of over 6k NNetnav demonstrations on WebArena, spanning a diverse and complex set of instructions.
PICLe: Pseudo-Annotations for In-Context Learning in Low-Resource Named Entity Detection
In-context learning (ICL) enables Large Language Models (LLMs) to perform tasks using few demonstrations, facilitating task adaptation when labeled examples are hard to obtain. However, ICL is sensitive to the choice of demonstrations, and it remains unclear which demonstration attributes enable in-context generalization. In this work, we conduct a perturbation study of in-context demonstrations for low-resource Named Entity Detection (NED). Our surprising finding is that in-context demonstrations with partially correct annotated entity mentions can be as effective for task transfer as fully correct demonstrations. Based off our findings, we propose Pseudo-annotated In-Context Learning (PICLe), a framework for in-context learning with noisy, pseudo-annotated demonstrations. PICLe leverages LLMs to annotate many demonstrations in a zero-shot first pass. We then cluster these synthetic demonstrations, sample specific sets of in-context demonstrations from each cluster, and predict entity mentions using each set independently. Finally, we use self-verification to select the final set of entity mentions. We evaluate PICLe on five biomedical NED datasets and show that, with zero human annotation, PICLe outperforms ICL in low-resource settings where limited gold examples can be used as in-context demonstrations.
Privacy-Preserving In-Context Learning with Differentially Private Few-Shot Generation
We study the problem of in-context learning (ICL) with large language models (LLMs) on private datasets. This scenario poses privacy risks, as LLMs may leak or regurgitate the private examples demonstrated in the prompt. We propose a novel algorithm that generates synthetic few-shot demonstrations from the private dataset with formal differential privacy (DP) guarantees, and show empirically that it can achieve effective ICL. We conduct extensive experiments on standard benchmarks and compare our algorithm with non-private ICL and zero-shot solutions. Our results demonstrate that our algorithm can achieve competitive performance with strong privacy levels. These results open up new possibilities for ICL with privacy protection for a broad range of applications.
On the Emergence of Thinking in LLMs I: Searching for the Right Intuition
Recent AI advancements, such as OpenAI's new models, are transforming LLMs into LRMs (Large Reasoning Models) that perform reasoning during inference, taking extra time and compute for higher-quality outputs. We aim to uncover the algorithmic framework for training LRMs. Methods like self-consistency, PRM, and AlphaZero suggest reasoning as guided search. We ask: what is the simplest, most scalable way to enable search in LLMs? We propose a post-training framework called Reinforcement Learning via Self-Play (RLSP). RLSP involves three steps: (1) supervised fine-tuning with human or synthetic demonstrations of the reasoning process, (2) using an exploration reward signal to encourage diverse and efficient reasoning behaviors, and (3) RL training with an outcome verifier to ensure correctness while preventing reward hacking. Our key innovation is to decouple exploration and correctness signals during PPO training, carefully balancing them to improve performance and efficiency. Empirical studies in the math domain show that RLSP improves reasoning. On the Llama-3.1-8B-Instruct model, RLSP can boost performance by 23% in MATH-500 test set; On AIME 2024 math problems, Qwen2.5-32B-Instruct improved by 10% due to RLSP. However, a more important finding of this work is that the models trained using RLSP, even with the simplest exploration reward that encourages the model to take more intermediate steps, showed several emergent behaviors such as backtracking, exploration of ideas, and verification. These findings demonstrate that RLSP framework might be enough to enable emergence of complex reasoning abilities in LLMs when scaled. Lastly, we propose a theory as to why RLSP search strategy is more suitable for LLMs inspired by a remarkable result that says CoT provably increases computational power of LLMs, which grows as the number of steps in CoT li2024chain,merrill2023expresssive.
The Role of Domain Randomization in Training Diffusion Policies for Whole-Body Humanoid Control
Humanoids have the potential to be the ideal embodiment in environments designed for humans. Thanks to the structural similarity to the human body, they benefit from rich sources of demonstration data, e.g., collected via teleoperation, motion capture, or even using videos of humans performing tasks. However, distilling a policy from demonstrations is still a challenging problem. While Diffusion Policies (DPs) have shown impressive results in robotic manipulation, their applicability to locomotion and humanoid control remains underexplored. In this paper, we investigate how dataset diversity and size affect the performance of DPs for humanoid whole-body control. In a simulated IsaacGym environment, we generate synthetic demonstrations by training Adversarial Motion Prior (AMP) agents under various Domain Randomization (DR) conditions, and we compare DPs fitted to datasets of different size and diversity. Our findings show that, although DPs can achieve stable walking behavior, successful training of locomotion policies requires significantly larger and more diverse datasets compared to manipulation tasks, even in simple scenarios.
Replacing thinking with tool usage enables reasoning in small language models
Recent advances have established a new machine learning paradigm based on scaling up compute at inference time as well as at training time. In that line of work, a combination of Supervised Fine-Tuning (SFT) on synthetic demonstrations and Reinforcement Learning with Verifiable Rewards (RLVR) is used for training Large Language Models to expend extra compute during inference in the form of "thoughts" expressed in natural language. In this paper, we propose to instead format these tokens as a multi-turn interaction trace with a stateful tool. At each turn, the new state of the tool is appended to the context of the model, whose job is to generate the tokens necessary to control the tool via a custom DSL. We benchmark this approach on the problem of repairing malfunctioning Python code, and show that this constrained setup allows for faster sampling of experience and a denser reward signal, allowing even models of size up to 3B parameters to learn how to proficiently expend additional compute on the task.
DemoGen: Synthetic Demonstration Generation for Data-Efficient Visuomotor Policy Learning
Visuomotor policies have shown great promise in robotic manipulation but often require substantial amounts of human-collected data for effective performance. A key reason underlying the data demands is their limited spatial generalization capability, which necessitates extensive data collection across different object configurations. In this work, we present DemoGen, a low-cost, fully synthetic approach for automatic demonstration generation. Using only one human-collected demonstration per task, DemoGen generates spatially augmented demonstrations by adapting the demonstrated action trajectory to novel object configurations. Visual observations are synthesized by leveraging 3D point clouds as the modality and rearranging the subjects in the scene via 3D editing. Empirically, DemoGen significantly enhances policy performance across a diverse range of real-world manipulation tasks, showing its applicability even in challenging scenarios involving deformable objects, dexterous hand end-effectors, and bimanual platforms. Furthermore, DemoGen can be extended to enable additional out-of-distribution capabilities, including disturbance resistance and obstacle avoidance.
Grounding Language Plans in Demonstrations Through Counterfactual Perturbations
Grounding the common-sense reasoning of Large Language Models in physical domains remains a pivotal yet unsolved problem for embodied AI. Whereas prior works have focused on leveraging LLMs directly for planning in symbolic spaces, this work uses LLMs to guide the search of task structures and constraints implicit in multi-step demonstrations. Specifically, we borrow from manipulation planning literature the concept of mode families, which group robot configurations by specific motion constraints, to serve as an abstraction layer between the high-level language representations of an LLM and the low-level physical trajectories of a robot. By replaying a few human demonstrations with synthetic perturbations, we generate coverage over the demonstrations' state space with additional successful executions as well as counterfactuals that fail the task. Our explanation-based learning framework trains an end-to-end differentiable neural network to predict successful trajectories from failures and as a by-product learns classifiers that ground low-level states and images in mode families without dense labeling. The learned grounding classifiers can further be used to translate language plans into reactive policies in the physical domain in an interpretable manner. We show our approach improves the interpretability and reactivity of imitation learning through 2D navigation and simulated and real robot manipulation tasks. Website: https://sites.google.com/view/grounding-plans
Synthetic Video Enhances Physical Fidelity in Video Synthesis
We investigate how to enhance the physical fidelity of video generation models by leveraging synthetic videos derived from computer graphics pipelines. These rendered videos respect real-world physics, such as maintaining 3D consistency, and serve as a valuable resource that can potentially improve video generation models. To harness this potential, we propose a solution that curates and integrates synthetic data while introducing a method to transfer its physical realism to the model, significantly reducing unwanted artifacts. Through experiments on three representative tasks emphasizing physical consistency, we demonstrate its efficacy in enhancing physical fidelity. While our model still lacks a deep understanding of physics, our work offers one of the first empirical demonstrations that synthetic video enhances physical fidelity in video synthesis. Website: https://kevinz8866.github.io/simulation/
Matchmaker: Self-Improving Large Language Model Programs for Schema Matching
Schema matching -- the task of finding matches between attributes across disparate data sources with different tables and hierarchies -- is critical for creating interoperable machine learning (ML)-ready data. Addressing this fundamental data-centric problem has wide implications, especially in domains like healthcare, finance and e-commerce -- but also has the potential to benefit ML models more generally, by increasing the data available for ML model training. However, schema matching is a challenging ML task due to structural/hierarchical and semantic heterogeneity between different schemas. Previous ML approaches to automate schema matching have either required significant labeled data for model training, which is often unrealistic or suffer from poor zero-shot performance. To this end, we propose Matchmaker - a compositional language model program for schema matching, comprised of candidate generation, refinement and confidence scoring. Matchmaker also self-improves in a zero-shot manner without the need for labeled demonstrations via a novel optimization approach, which constructs synthetic in-context demonstrations to guide the language model's reasoning process. Empirically, we demonstrate on real-world medical schema matching benchmarks that Matchmaker outperforms previous ML-based approaches, highlighting its potential to accelerate data integration and interoperability of ML-ready data.
Synthetic Prompting: Generating Chain-of-Thought Demonstrations for Large Language Models
Large language models can perform various reasoning tasks by using chain-of-thought prompting, which guides them to find answers through step-by-step demonstrations. However, the quality of the prompts depends on the demonstrations given to the models, and creating many of them by hand is costly. We introduce Synthetic prompting, a method that leverages a few handcrafted examples to prompt the model to generate more examples by itself, and selects effective demonstrations to elicit better reasoning. Our method alternates between a backward and forward process to generate new examples. The backward process generates a question that match a sampled reasoning chain, so that the question is solvable and clear. The forward process produces a more detailed reasoning chain for the question, improving the quality of the example. We evaluate our method on numerical, symbolic, and algorithmic reasoning tasks, and show that it outperforms existing prompting techniques.
CoT-ICL Lab: A Synthetic Framework for Studying Chain-of-Thought Learning from In-Context Demonstrations
We introduce CoT-ICL Lab, a framework and methodology to generate synthetic tokenized datasets and systematically study chain-of-thought (CoT) in-context learning (ICL) in language models. CoT-ICL Lab allows fine grained control over the complexity of in-context examples by decoupling (1) the causal structure involved in chain token generation from (2) the underlying token processing functions. We train decoder-only transformers (up to 700M parameters) on these datasets and show that CoT accelerates the accuracy transition to higher values across model sizes. In particular, we find that model depth is crucial for leveraging CoT with limited in-context examples, while more examples help shallow models match deeper model performance. Additionally, limiting the diversity of token processing functions throughout training improves causal structure learning via ICL. We also interpret these transitions by analyzing transformer embeddings and attention maps. Overall, CoT-ICL Lab serves as a simple yet powerful testbed for theoretical and empirical insights into ICL and CoT in language models.
Synthetic Data RL: Task Definition Is All You Need
Reinforcement learning (RL) is a powerful way to adapt foundation models to specialized tasks, but its reliance on large-scale human-labeled data limits broad adoption. We introduce Synthetic Data RL, a simple and general framework that reinforcement fine-tunes models using only synthetic data generated from a task definition. Our method first generates question and answer pairs from the task definition and retrieved documents, then adapts the difficulty of the question based on model solvability, and selects questions using the average pass rate of the model across samples for RL training. On Qwen-2.5-7B, our method achieves a 29.2% absolute improvement over the base model on GSM8K (+2.9 pp vs. instruction-tuned, +6.6 pp vs. Self-Instruct), 8.7% on MATH, 13.1% on GPQA (+7.0 pp vs. SynthLLM), 8.9% on MedQA, 17.7% on CQA (law) and 13.7% on CFA (finance). It surpasses supervised fine-tuning under the same data budget and nearly matches RL with full human data across datasets (e.g., +17.2 pp on GSM8K). Adding 100 human demonstrations improves the performance of GSM8K only by 0.4 pp, showing a limited added value. By reducing human data annotation, Synthetic Data RL enables scalable and efficient RL-based model adaptation. Code and demos are available at https://github.com/gydpku/Data_Synthesis_RL/.
DexCanvas: Bridging Human Demonstrations and Robot Learning for Dexterous Manipulation
We present DexCanvas, a large-scale hybrid real-synthetic human manipulation dataset containing 7,000 hours of dexterous hand-object interactions seeded from 70 hours of real human demonstrations, organized across 21 fundamental manipulation types based on the Cutkosky taxonomy. Each entry combines synchronized multi-view RGB-D, high-precision mocap with MANO hand parameters, and per-frame contact points with physically consistent force profiles. Our real-to-sim pipeline uses reinforcement learning to train policies that control an actuated MANO hand in physics simulation, reproducing human demonstrations while discovering the underlying contact forces that generate the observed object motion. DexCanvas is the first manipulation dataset to combine large-scale real demonstrations, systematic skill coverage based on established taxonomies, and physics-validated contact annotations. The dataset can facilitate research in robotic manipulation learning, contact-rich control, and skill transfer across different hand morphologies.
Aligning Large Language Models through Synthetic Feedback
Aligning large language models (LLMs) to human values has become increasingly important as it enables sophisticated steering of LLMs, e.g., making them follow given instructions while keeping them less toxic. However, it requires a significant amount of human demonstrations and feedback. Recently, open-sourced models have attempted to replicate the alignment learning process by distilling data from already aligned LLMs like InstructGPT or ChatGPT. While this process reduces human efforts, constructing these datasets has a heavy dependency on the teacher models. In this work, we propose a novel framework for alignment learning with almost no human labor and no dependency on pre-aligned LLMs. First, we perform reward modeling (RM) with synthetic feedback by contrasting responses from vanilla LLMs with various sizes and prompts. Then, we use the RM for simulating high-quality demonstrations to train a supervised policy and for further optimizing the model with reinforcement learning. Our resulting model, Aligned Language Model with Synthetic Training dataset (ALMoST), outperforms open-sourced models, including Alpaca, Dolly, and OpenAssistant, which are trained on the outputs of InstructGPT or human-annotated instructions. Our 7B-sized model outperforms the 12-13B models in the A/B tests using GPT-4 as the judge with about 75% winning rate on average.
MachineLearningLM: Continued Pretraining Language Models on Millions of Synthetic Tabular Prediction Tasks Scales In-Context ML
Large language models (LLMs) possess broad world knowledge and strong general-purpose reasoning ability, yet they struggle to learn from many in-context examples on standard machine learning (ML) tasks, that is, to leverage many-shot demonstrations purely via in-context learning (ICL) without gradient descent. We introduce MachineLearningLM, a portable continued-pretraining framework that equips a general-purpose LLM with robust in-context ML capability while preserving its general knowledge and reasoning for broader chat workflows. Our pretraining procedure synthesizes ML tasks from millions of structural causal models (SCMs), spanning shot counts up to 1,024. We begin with a random-forest teacher, distilling tree-based decision strategies into the LLM to strengthen robustness in numerical modeling. All tasks are serialized with a token-efficient prompt, enabling 3x to 6x more examples per context window and delivering up to 50x amortized throughput via batch inference. Despite a modest setup (Qwen-2.5-7B-Instruct with LoRA rank 8), MachineLearningLM outperforms strong LLM baselines (e.g., GPT-5-mini) by an average of about 15% on out-of-distribution tabular classification across finance, physics, biology, and healthcare domains. It exhibits a striking many-shot scaling law: accuracy increases monotonically as in-context demonstrations grow from 8 to 1,024. Without any task-specific training, it attains random-forest-level accuracy across hundreds of shots. General chat capabilities, including knowledge and reasoning, are preserved: it achieves 75.4% on MMLU.
MoDem: Accelerating Visual Model-Based Reinforcement Learning with Demonstrations
Poor sample efficiency continues to be the primary challenge for deployment of deep Reinforcement Learning (RL) algorithms for real-world applications, and in particular for visuo-motor control. Model-based RL has the potential to be highly sample efficient by concurrently learning a world model and using synthetic rollouts for planning and policy improvement. However, in practice, sample-efficient learning with model-based RL is bottlenecked by the exploration challenge. In this work, we find that leveraging just a handful of demonstrations can dramatically improve the sample-efficiency of model-based RL. Simply appending demonstrations to the interaction dataset, however, does not suffice. We identify key ingredients for leveraging demonstrations in model learning -- policy pretraining, targeted exploration, and oversampling of demonstration data -- which forms the three phases of our model-based RL framework. We empirically study three complex visuo-motor control domains and find that our method is 150%-250% more successful in completing sparse reward tasks compared to prior approaches in the low data regime (100K interaction steps, 5 demonstrations). Code and videos are available at: https://nicklashansen.github.io/modemrl
BAGEL: Bootstrapping Agents by Guiding Exploration with Language
Following natural language instructions by executing actions in digital environments (e.g. web-browsers and REST APIs) is a challenging task for language model (LM) agents. Unfortunately, LM agents often fail to generalize to new environments without human demonstrations. This work presents BAGEL, a method for bootstrapping LM agents without human supervision. BAGEL converts a seed set of randomly explored trajectories or synthetic instructions, into demonstrations, via round-trips between two noisy LM components: an LM labeler which converts a trajectory into a synthetic instruction, and a zero-shot LM agent which maps the synthetic instruction into a refined trajectory. By performing these round-trips iteratively, BAGEL quickly converts the initial distribution of trajectories towards those that are well-described by natural language. We use BAGEL demonstrations to adapt a zero shot LM agent at test time via in-context learning over retrieved demonstrations, and find improvements of over 2-13% absolute on ToolQA and MiniWob++, with up to 13x reduction in execution failures.
Unsupervised Neural Machine Translation with Generative Language Models Only
We show how to derive state-of-the-art unsupervised neural machine translation systems from generatively pre-trained language models. Our method consists of three steps: few-shot amplification, distillation, and backtranslation. We first use the zero-shot translation ability of large pre-trained language models to generate translations for a small set of unlabeled sentences. We then amplify these zero-shot translations by using them as few-shot demonstrations for sampling a larger synthetic dataset. This dataset is distilled by discarding the few-shot demonstrations and then fine-tuning. During backtranslation, we repeatedly generate translations for a set of inputs and then fine-tune a single language model on both directions of the translation task at once, ensuring cycle-consistency by swapping the roles of gold monotext and generated translations when fine-tuning. By using our method to leverage GPT-3's zero-shot translation capability, we achieve a new state-of-the-art in unsupervised translation on the WMT14 English-French benchmark, attaining a BLEU score of 42.1.
RobotArena $\infty$: Scalable Robot Benchmarking via Real-to-Sim Translation
The pursuit of robot generalists - instructable agents capable of performing diverse tasks across diverse environments - demands rigorous and scalable evaluation. Yet real-world testing of robot policies remains fundamentally constrained: it is labor-intensive, slow, unsafe at scale, and difficult to reproduce. Existing simulation benchmarks are similarly limited, as they train and test policies within the same synthetic domains and cannot assess models trained from real-world demonstrations or alternative simulation environments. As policies expand in scope and complexity, these barriers only intensify, since defining "success" in robotics often hinges on nuanced human judgments of execution quality. In this paper, we introduce a new benchmarking framework that overcomes these challenges by shifting VLA evaluation into large-scale simulated environments augmented with online human feedback. Leveraging advances in vision-language models, 2D-to-3D generative modeling, and differentiable rendering, our approach automatically converts video demonstrations from widely used robot datasets into simulated counterparts. Within these digital twins, we assess VLA policies using both automated VLM-guided scoring and scalable human preference judgments collected from crowdworkers, transforming human involvement from tedious scene setup, resetting, and safety supervision into lightweight preference comparisons. To measure robustness, we systematically perturb simulated environments along multiple axes, such as textures and object placements, stress-testing policy generalization under controlled variation. The result is a continuously evolving, reproducible, and scalable benchmark for real-world trained robot manipulation policies, addressing a critical missing capability in today's robotics landscape.
Being-H0: Vision-Language-Action Pretraining from Large-Scale Human Videos
We introduce Being-H0, a dexterous Vision-Language-Action model (VLA) trained on large-scale human videos. Existing VLAs struggle with complex manipulation tasks requiring high dexterity and generalize poorly to novel scenarios and tasks, primarily due to their reliance on synthetic data with significant sim-to-real gaps or teleoperated demonstrations lacking scale and diversity. To address this data bottleneck, we propose leveraging human hands as a foundation manipulator, capitalizing on the rich dexterity and scalability present in web data. Our approach centers on physical instruction tuning, a novel training paradigm that combines large-scale VLA pretraining from human videos, physical space alignment for 3D reasoning, and post-training adaptation for robotic tasks. Additionally, we introduce a part-level motion tokenization method which achieves millimeter-level reconstruction accuracy to model precise hand trajectories for action learning. To support our proposed paradigm, we further develop a comprehensive data curation pipeline that integrates heterogeneous sources -- including motion capture, VR, and RGB-only videos -- into a large-scale dataset with millions of motion-based instructional instances. We empirically show the excellence of Being-H0 in hand motion generation and instruction following, and it also scales well with model and data sizes. Importantly, we observe the expected gains of Being-H0 in real-world robotic manipulation as physical instruction tuning is applied. More details are available at https://beingbeyond.github.io/Being-H0.
EVOLvE: Evaluating and Optimizing LLMs For Exploration
Despite their success in many domains, large language models (LLMs) remain under-studied in scenarios requiring optimal decision-making under uncertainty. This is crucial as many real-world applications, ranging from personalized recommendations to healthcare interventions, demand that LLMs not only predict but also actively learn to make optimal decisions through exploration. In this work, we measure LLMs' (in)ability to make optimal decisions in bandits, a state-less reinforcement learning setting relevant to many applications. We develop a comprehensive suite of environments, including both context-free and contextual bandits with varying task difficulties, to benchmark LLMs' performance. Motivated by the existence of optimal exploration algorithms, we propose efficient ways to integrate this algorithmic knowledge into LLMs: by providing explicit algorithm-guided support during inference; and through algorithm distillation via in-context demonstrations and fine-tuning, using synthetic data generated from these algorithms. Impressively, these techniques allow us to achieve superior exploration performance with smaller models, surpassing larger models on various tasks. We conducted an extensive ablation study to shed light on various factors, such as task difficulty and data representation, that influence the efficiency of LLM exploration. Additionally, we conduct a rigorous analysis of the LLM's exploration efficiency using the concept of regret, linking its ability to explore to the model size and underlying algorithm.
Principle-Driven Self-Alignment of Language Models from Scratch with Minimal Human Supervision
Recent AI-assistant agents, such as ChatGPT, predominantly rely on supervised fine-tuning (SFT) with human annotations and reinforcement learning from human feedback (RLHF) to align the output of large language models (LLMs) with human intentions, ensuring they are helpful, ethical, and reliable. However, this dependence can significantly constrain the true potential of AI-assistant agents due to the high cost of obtaining human supervision and the related issues on quality, reliability, diversity, self-consistency, and undesirable biases. To address these challenges, we propose a novel approach called SELF-ALIGN, which combines principle-driven reasoning and the generative power of LLMs for the self-alignment of AI agents with minimal human supervision. Our approach encompasses four stages: first, we use an LLM to generate synthetic prompts, and a topic-guided method to augment the prompt diversity; second, we use a small set of human-written principles for AI models to follow, and guide the LLM through in-context learning from demonstrations (of principles application) to produce helpful, ethical, and reliable responses to user's queries; third, we fine-tune the original LLM with the high-quality self-aligned responses so that the resulting model can generate desirable responses for each query directly without the principle set and the demonstrations anymore; and finally, we offer a refinement step to address the issues of overly-brief or indirect responses. Applying SELF-ALIGN to the LLaMA-65b base language model, we develop an AI assistant named Dromedary. With fewer than 300 lines of human annotations (including < 200 seed prompts, 16 generic principles, and 5 exemplars for in-context learning). Dromedary significantly surpasses the performance of several state-of-the-art AI systems, including Text-Davinci-003 and Alpaca, on benchmark datasets with various settings.
Watch and Learn: Learning to Use Computers from Online Videos
Computer use agents (CUAs) need to plan task workflows grounded in diverse, ever-changing applications and environments, but learning is hindered by the scarcity of large-scale, high-quality training data in the target application. Existing datasets are domain-specific, static, and costly to annotate, while current synthetic data generation methods often yield simplistic or misaligned task demonstrations. To address these limitations, we introduce Watch & Learn (W&L), a framework that converts human demonstration videos readily available on the Internet into executable UI trajectories at scale. Instead of directly generating trajectories or relying on ad hoc reasoning heuristics, we cast the problem as an inverse dynamics objective: predicting the user's action from consecutive screen states. This formulation reduces manual engineering, is easier to learn, and generalizes more robustly across applications. Concretely, we develop an inverse dynamics labeling pipeline with task-aware video retrieval, generate over 53k high-quality trajectories from raw web videos, and demonstrate that these trajectories improve CUAs both as in-context demonstrations and as supervised training data. On the challenging OSWorld benchmark, UI trajectories extracted with W&L consistently enhance both general-purpose and state-of-the-art frameworks in-context, and deliver stronger gains for open-source models under supervised training. These results highlight web-scale human demonstration videos as a practical and scalable foundation for advancing CUAs towards real-world deployment.
CHASE-SQL: Multi-Path Reasoning and Preference Optimized Candidate Selection in Text-to-SQL
In tackling the challenges of large language model (LLM) performance for Text-to-SQL tasks, we introduce CHASE-SQL, a new framework that employs innovative strategies, using test-time compute in multi-agent modeling to improve candidate generation and selection. CHASE-SQL leverages LLMs' intrinsic knowledge to generate diverse and high-quality SQL candidates using different LLM generators with: (1) a divide-and-conquer method that decomposes complex queries into manageable sub-queries in a single LLM call; (2) chain-of-thought reasoning based on query execution plans, reflecting the steps a database engine takes during execution; and (3) a unique instance-aware synthetic example generation technique, which offers specific few-shot demonstrations tailored to test questions.To identify the best candidate, a selection agent is employed to rank the candidates through pairwise comparisons with a fine-tuned binary-candidates selection LLM. This selection approach has been demonstrated to be more robust over alternatives. The proposed generators-selector framework not only enhances the quality and diversity of SQL queries but also outperforms previous methods. Overall, our proposed CHASE-SQL achieves the state-of-the-art execution accuracy of 73.0% and 73.01% on the test set and development set of the notable BIRD Text-to-SQL dataset benchmark, rendering CHASE-SQL the top submission of the leaderboard (at the time of paper submission).
MimicGen: A Data Generation System for Scalable Robot Learning using Human Demonstrations
Imitation learning from a large set of human demonstrations has proved to be an effective paradigm for building capable robot agents. However, the demonstrations can be extremely costly and time-consuming to collect. We introduce MimicGen, a system for automatically synthesizing large-scale, rich datasets from only a small number of human demonstrations by adapting them to new contexts. We use MimicGen to generate over 50K demonstrations across 18 tasks with diverse scene configurations, object instances, and robot arms from just ~200 human demonstrations. We show that robot agents can be effectively trained on this generated dataset by imitation learning to achieve strong performance in long-horizon and high-precision tasks, such as multi-part assembly and coffee preparation, across broad initial state distributions. We further demonstrate that the effectiveness and utility of MimicGen data compare favorably to collecting additional human demonstrations, making it a powerful and economical approach towards scaling up robot learning. Datasets, simulation environments, videos, and more at https://mimicgen.github.io .
RoboVerse: Towards a Unified Platform, Dataset and Benchmark for Scalable and Generalizable Robot Learning
Data scaling and standardized evaluation benchmarks have driven significant advances in natural language processing and computer vision. However, robotics faces unique challenges in scaling data and establishing evaluation protocols. Collecting real-world data is resource-intensive and inefficient, while benchmarking in real-world scenarios remains highly complex. Synthetic data and simulation offer promising alternatives, yet existing efforts often fall short in data quality, diversity, and benchmark standardization. To address these challenges, we introduce RoboVerse, a comprehensive framework comprising a simulation platform, a synthetic dataset, and unified benchmarks. Our simulation platform supports multiple simulators and robotic embodiments, enabling seamless transitions between different environments. The synthetic dataset, featuring high-fidelity physics and photorealistic rendering, is constructed through multiple approaches. Additionally, we propose unified benchmarks for imitation learning and reinforcement learning, enabling evaluation across different levels of generalization. At the core of the simulation platform is MetaSim, an infrastructure that abstracts diverse simulation environments into a universal interface. It restructures existing simulation environments into a simulator-agnostic configuration system, as well as an API aligning different simulator functionalities, such as launching simulation environments, loading assets with initial states, stepping the physics engine, etc. This abstraction ensures interoperability and extensibility. Comprehensive experiments demonstrate that RoboVerse enhances the performance of imitation learning, reinforcement learning, world model learning, and sim-to-real transfer. These results validate the reliability of our dataset and benchmarks, establishing RoboVerse as a robust solution for advancing robot learning.
What Matters in Learning from Offline Human Demonstrations for Robot Manipulation
Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/
DexMimicGen: Automated Data Generation for Bimanual Dexterous Manipulation via Imitation Learning
Imitation learning from human demonstrations is an effective means to teach robots manipulation skills. But data acquisition is a major bottleneck in applying this paradigm more broadly, due to the amount of cost and human effort involved. There has been significant interest in imitation learning for bimanual dexterous robots, like humanoids. Unfortunately, data collection is even more challenging here due to the challenges of simultaneously controlling multiple arms and multi-fingered hands. Automated data generation in simulation is a compelling, scalable alternative to fuel this need for data. To this end, we introduce DexMimicGen, a large-scale automated data generation system that synthesizes trajectories from a handful of human demonstrations for humanoid robots with dexterous hands. We present a collection of simulation environments in the setting of bimanual dexterous manipulation, spanning a range of manipulation behaviors and different requirements for coordination among the two arms. We generate 21K demos across these tasks from just 60 source human demos and study the effect of several data generation and policy learning decisions on agent performance. Finally, we present a real-to-sim-to-real pipeline and deploy it on a real-world humanoid can sorting task. Videos and more are at https://dexmimicgen.github.io/
Re^3Sim: Generating High-Fidelity Simulation Data via 3D-Photorealistic Real-to-Sim for Robotic Manipulation
Real-world data collection for robotics is costly and resource-intensive, requiring skilled operators and expensive hardware. Simulations offer a scalable alternative but often fail to achieve sim-to-real generalization due to geometric and visual gaps. To address these challenges, we propose a 3D-photorealistic real-to-sim system, namely, RE^3SIM, addressing geometric and visual sim-to-real gaps. RE^3SIM employs advanced 3D reconstruction and neural rendering techniques to faithfully recreate real-world scenarios, enabling real-time rendering of simulated cross-view cameras within a physics-based simulator. By utilizing privileged information to collect expert demonstrations efficiently in simulation, and train robot policies with imitation learning, we validate the effectiveness of the real-to-sim-to-real pipeline across various manipulation task scenarios. Notably, with only simulated data, we can achieve zero-shot sim-to-real transfer with an average success rate exceeding 58%. To push the limit of real-to-sim, we further generate a large-scale simulation dataset, demonstrating how a robust policy can be built from simulation data that generalizes across various objects. Codes and demos are available at: http://xshenhan.github.io/Re3Sim/.
Real2Render2Real: Scaling Robot Data Without Dynamics Simulation or Robot Hardware
Scaling robot learning requires vast and diverse datasets. Yet the prevailing data collection paradigm-human teleoperation-remains costly and constrained by manual effort and physical robot access. We introduce Real2Render2Real (R2R2R), a novel approach for generating robot training data without relying on object dynamics simulation or teleoperation of robot hardware. The input is a smartphone-captured scan of one or more objects and a single video of a human demonstration. R2R2R renders thousands of high visual fidelity robot-agnostic demonstrations by reconstructing detailed 3D object geometry and appearance, and tracking 6-DoF object motion. R2R2R uses 3D Gaussian Splatting (3DGS) to enable flexible asset generation and trajectory synthesis for both rigid and articulated objects, converting these representations to meshes to maintain compatibility with scalable rendering engines like IsaacLab but with collision modeling off. Robot demonstration data generated by R2R2R integrates directly with models that operate on robot proprioceptive states and image observations, such as vision-language-action models (VLA) and imitation learning policies. Physical experiments suggest that models trained on R2R2R data from a single human demonstration can match the performance of models trained on 150 human teleoperation demonstrations. Project page: https://real2render2real.com
R2RGEN: Real-to-Real 3D Data Generation for Spatially Generalized Manipulation
Towards the aim of generalized robotic manipulation, spatial generalization is the most fundamental capability that requires the policy to work robustly under different spatial distribution of objects, environment and agent itself. To achieve this, substantial human demonstrations need to be collected to cover different spatial configurations for training a generalized visuomotor policy via imitation learning. Prior works explore a promising direction that leverages data generation to acquire abundant spatially diverse data from minimal source demonstrations. However, most approaches face significant sim-to-real gap and are often limited to constrained settings, such as fixed-base scenarios and predefined camera viewpoints. In this paper, we propose a real-to-real 3D data generation framework (R2RGen) that directly augments the pointcloud observation-action pairs to generate real-world data. R2RGen is simulator- and rendering-free, thus being efficient and plug-and-play. Specifically, given a single source demonstration, we introduce an annotation mechanism for fine-grained parsing of scene and trajectory. A group-wise augmentation strategy is proposed to handle complex multi-object compositions and diverse task constraints. We further present camera-aware processing to align the distribution of generated data with real-world 3D sensor. Empirically, R2RGen substantially enhances data efficiency on extensive experiments and demonstrates strong potential for scaling and application on mobile manipulation.
Improving the Scaling Laws of Synthetic Data with Deliberate Practice
Inspired by the principle of deliberate practice in human learning, we propose Deliberate Practice for Synthetic Data Generation (DP), a novel framework that improves sample efficiency through dynamic synthetic data generation. Prior work has shown that scaling synthetic data is inherently challenging, as naively adding new data leads to diminishing returns. To address this, pruning has been identified as a key mechanism for improving scaling, enabling models to focus on the most informative synthetic samples. Rather than generating a large dataset and pruning it afterward, DP efficiently approximates the direct generation of informative samples. We theoretically show how training on challenging, informative examples improves scaling laws and empirically validate that DP achieves better scaling performance with significantly fewer training samples and iterations. On ImageNet-100, DP generates 3.4x fewer samples and requires six times fewer iterations, while on ImageNet-1k, it generates 8x fewer samples with a 30 percent reduction in iterations, all while achieving superior performance compared to prior work.
SynthForge: Synthesizing High-Quality Face Dataset with Controllable 3D Generative Models
Recent advancements in generative models have unlocked the capabilities to render photo-realistic data in a controllable fashion. Trained on the real data, these generative models are capable of producing realistic samples with minimal to no domain gap, as compared to the traditional graphics rendering. However, using the data generated using such models for training downstream tasks remains under-explored, mainly due to the lack of 3D consistent annotations. Moreover, controllable generative models are learned from massive data and their latent space is often too vast to obtain meaningful sample distributions for downstream task with limited generation. To overcome these challenges, we extract 3D consistent annotations from an existing controllable generative model, making the data useful for downstream tasks. Our experiments show competitive performance against state-of-the-art models using only generated synthetic data, demonstrating potential for solving downstream tasks. Project page: https://synth-forge.github.io
Adjustable Visual Appearance for Generalizable Novel View Synthesis
We present a generalizable novel view synthesis method which enables modifying the visual appearance of an observed scene so rendered views match a target weather or lighting condition without any scene specific training or access to reference views at the target condition. Our method is based on a pretrained generalizable transformer architecture and is fine-tuned on synthetically generated scenes under different appearance conditions. This allows for rendering novel views in a consistent manner for 3D scenes that were not included in the training set, along with the ability to (i) modify their appearance to match the target condition and (ii) smoothly interpolate between different conditions. Experiments on real and synthetic scenes show that our method is able to generate 3D consistent renderings while making realistic appearance changes, including qualitative and quantitative comparisons. Please refer to our project page for video results: https://ava-nvs.github.io/
Force Prompting: Video Generation Models Can Learn and Generalize Physics-based Control Signals
Recent advances in video generation models have sparked interest in world models capable of simulating realistic environments. While navigation has been well-explored, physically meaningful interactions that mimic real-world forces remain largely understudied. In this work, we investigate using physical forces as a control signal for video generation and propose force prompts which enable users to interact with images through both localized point forces, such as poking a plant, and global wind force fields, such as wind blowing on fabric. We demonstrate that these force prompts can enable videos to respond realistically to physical control signals by leveraging the visual and motion prior in the original pretrained model, without using any 3D asset or physics simulator at inference. The primary challenge of force prompting is the difficulty in obtaining high quality paired force-video training data, both in the real world due to the difficulty of obtaining force signals, and in synthetic data due to limitations in the visual quality and domain diversity of physics simulators. Our key finding is that video generation models can generalize remarkably well when adapted to follow physical force conditioning from videos synthesized by Blender, even with limited demonstrations of few objects. Our method can generate videos which simulate forces across diverse geometries, settings, and materials. We also try to understand the source of this generalization and perform ablations that reveal two key elements: visual diversity and the use of specific text keywords during training. Our approach is trained on only around 15k training examples for a single day on four A100 GPUs, and outperforms existing methods on force adherence and physics realism, bringing world models closer to real-world physics interactions. We release all datasets, code, weights, and interactive video demos at our project page.
Learning Interactive Real-World Simulators
Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as "open the drawer" and low-level controls such as "move by x, y" from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.
RealGen: Retrieval Augmented Generation for Controllable Traffic Scenarios
Simulation plays a crucial role in the development of autonomous vehicles (AVs) due to the potential risks associated with real-world testing. Although significant progress has been made in the visual aspects of simulators, generating complex behavior among agents remains a formidable challenge. It is not only imperative to ensure realism in the scenarios generated but also essential to incorporate preferences and conditions to facilitate controllable generation for AV training and evaluation. Traditional methods, mainly relying on memorizing the distribution of training datasets, often fall short in generating unseen scenarios. Inspired by the success of retrieval augmented generation in large language models, we present RealGen, a novel retrieval-based in-context learning framework for traffic scenario generation. RealGen synthesizes new scenarios by combining behaviors from multiple retrieved examples in a gradient-free way, which may originate from templates or tagged scenarios. This in-context learning framework endows versatile generative capabilities, including the ability to edit scenarios, compose various behaviors, and produce critical scenarios. Evaluations show that RealGen offers considerable flexibility and controllability, marking a new direction in the field of controllable traffic scenario generation. Check our project website for more information: https://realgen.github.io.
AirExo-2: Scaling up Generalizable Robotic Imitation Learning with Low-Cost Exoskeletons
Scaling up imitation learning for real-world applications requires efficient and cost-effective demonstration collection methods. Current teleoperation approaches, though effective, are expensive and inefficient due to the dependency on physical robot platforms. Alternative data sources like in-the-wild demonstrations can eliminate the need for physical robots and offer more scalable solutions. However, existing in-the-wild data collection devices have limitations: handheld devices offer restricted in-hand camera observation, while whole-body devices often require fine-tuning with robot data due to action inaccuracies. In this paper, we propose AirExo-2, a low-cost exoskeleton system for large-scale in-the-wild demonstration collection. By introducing the demonstration adaptor to transform the collected in-the-wild demonstrations into pseudo-robot demonstrations, our system addresses key challenges in utilizing in-the-wild demonstrations for downstream imitation learning in real-world environments. Additionally, we present RISE-2, a generalizable policy that integrates 2D and 3D perceptions, outperforming previous imitation learning policies in both in-domain and out-of-domain tasks, even with limited demonstrations. By leveraging in-the-wild demonstrations collected and transformed by the AirExo-2 system, without the need for additional robot demonstrations, RISE-2 achieves comparable or superior performance to policies trained with teleoperated data, highlighting the potential of AirExo-2 for scalable and generalizable imitation learning. Project page: https://airexo.tech/airexo2
Learning Fine-Grained Bimanual Manipulation with Low-Cost Hardware
Fine manipulation tasks, such as threading cable ties or slotting a battery, are notoriously difficult for robots because they require precision, careful coordination of contact forces, and closed-loop visual feedback. Performing these tasks typically requires high-end robots, accurate sensors, or careful calibration, which can be expensive and difficult to set up. Can learning enable low-cost and imprecise hardware to perform these fine manipulation tasks? We present a low-cost system that performs end-to-end imitation learning directly from real demonstrations, collected with a custom teleoperation interface. Imitation learning, however, presents its own challenges, particularly in high-precision domains: errors in the policy can compound over time, and human demonstrations can be non-stationary. To address these challenges, we develop a simple yet novel algorithm, Action Chunking with Transformers (ACT), which learns a generative model over action sequences. ACT allows the robot to learn 6 difficult tasks in the real world, such as opening a translucent condiment cup and slotting a battery with 80-90% success, with only 10 minutes worth of demonstrations. Project website: https://tonyzhaozh.github.io/aloha/
RoboCasa: Large-Scale Simulation of Everyday Tasks for Generalist Robots
Recent advancements in Artificial Intelligence (AI) have largely been propelled by scaling. In Robotics, scaling is hindered by the lack of access to massive robot datasets. We advocate using realistic physical simulation as a means to scale environments, tasks, and datasets for robot learning methods. We present RoboCasa, a large-scale simulation framework for training generalist robots in everyday environments. RoboCasa features realistic and diverse scenes focusing on kitchen environments. We provide thousands of 3D assets across over 150 object categories and dozens of interactable furniture and appliances. We enrich the realism and diversity of our simulation with generative AI tools, such as object assets from text-to-3D models and environment textures from text-to-image models. We design a set of 100 tasks for systematic evaluation, including composite tasks generated by the guidance of large language models. To facilitate learning, we provide high-quality human demonstrations and integrate automated trajectory generation methods to substantially enlarge our datasets with minimal human burden. Our experiments show a clear scaling trend in using synthetically generated robot data for large-scale imitation learning and show great promise in harnessing simulation data in real-world tasks. Videos and open-source code are available at https://robocasa.ai/
Dexterous Teleoperation of 20-DoF ByteDexter Hand via Human Motion Retargeting
Replicating human--level dexterity remains a fundamental robotics challenge, requiring integrated solutions from mechatronic design to the control of high degree--of--freedom (DoF) robotic hands. While imitation learning shows promise in transferring human dexterity to robots, the efficacy of trained policies relies on the quality of human demonstration data. We bridge this gap with a hand--arm teleoperation system featuring: (1) a 20--DoF linkage--driven anthropomorphic robotic hand for biomimetic dexterity, and (2) an optimization--based motion retargeting for real--time, high--fidelity reproduction of intricate human hand motions and seamless hand--arm coordination. We validate the system via extensive empirical evaluations, including dexterous in-hand manipulation tasks and a long--horizon task requiring the organization of a cluttered makeup table randomly populated with nine objects. Experimental results demonstrate its intuitive teleoperation interface with real--time control and the ability to generate high--quality demonstration data. Please refer to the accompanying video for further details.
AUGCAL: Improving Sim2Real Adaptation by Uncertainty Calibration on Augmented Synthetic Images
Synthetic data (SIM) drawn from simulators have emerged as a popular alternative for training models where acquiring annotated real-world images is difficult. However, transferring models trained on synthetic images to real-world applications can be challenging due to appearance disparities. A commonly employed solution to counter this SIM2REAL gap is unsupervised domain adaptation, where models are trained using labeled SIM data and unlabeled REAL data. Mispredictions made by such SIM2REAL adapted models are often associated with miscalibration - stemming from overconfident predictions on real data. In this paper, we introduce AUGCAL, a simple training-time patch for unsupervised adaptation that improves SIM2REAL adapted models by - (1) reducing overall miscalibration, (2) reducing overconfidence in incorrect predictions and (3) improving confidence score reliability by better guiding misclassification detection - all while retaining or improving SIM2REAL performance. Given a base SIM2REAL adaptation algorithm, at training time, AUGCAL involves replacing vanilla SIM images with strongly augmented views (AUG intervention) and additionally optimizing for a training time calibration loss on augmented SIM predictions (CAL intervention). We motivate AUGCAL using a brief analytical justification of how to reduce miscalibration on unlabeled REAL data. Through our experiments, we empirically show the efficacy of AUGCAL across multiple adaptation methods, backbones, tasks and shifts.
RoboTwin 2.0: A Scalable Data Generator and Benchmark with Strong Domain Randomization for Robust Bimanual Robotic Manipulation
Simulation-based data synthesis has emerged as a powerful paradigm for enhancing real-world robotic manipulation. However, existing synthetic datasets remain insufficient for robust bimanual manipulation due to two challenges: (1) the lack of an efficient, scalable data generation method for novel tasks, and (2) oversimplified simulation environments that fail to capture real-world complexity. We present RoboTwin 2.0, a scalable simulation framework that enables automated, large-scale generation of diverse and realistic data, along with unified evaluation protocols for dual-arm manipulation. We first construct RoboTwin-OD, a large-scale object library comprising 731 instances across 147 categories, each annotated with semantic and manipulation-relevant labels. Building on this foundation, we develop an expert data synthesis pipeline that combines multimodal large language models (MLLMs) with simulation-in-the-loop refinement to generate task-level execution code automatically. To improve sim-to-real transfer, RoboTwin 2.0 incorporates structured domain randomization along five axes: clutter, lighting, background, tabletop height and language instructions, thereby enhancing data diversity and policy robustness. We instantiate this framework across 50 dual-arm tasks spanning five robot embodiments, and pre-collect over 100,000 domain-randomized expert trajectories. Empirical results show a 10.9% gain in code generation success and improved generalization to novel real-world scenarios. A VLA model fine-tuned on our dataset achieves a 367% relative improvement (42.0% vs. 9.0%) on unseen scene real-world tasks, while zero-shot models trained solely on our synthetic data achieve a 228% relative gain, highlighting strong generalization without real-world supervision. We release the data generator, benchmark, dataset, and code to support scalable research in robust bimanual manipulation.
Memory-Consistent Neural Networks for Imitation Learning
Imitation learning considerably simplifies policy synthesis compared to alternative approaches by exploiting access to expert demonstrations. For such imitation policies, errors away from the training samples are particularly critical. Even rare slip-ups in the policy action outputs can compound quickly over time, since they lead to unfamiliar future states where the policy is still more likely to err, eventually causing task failures. We revisit simple supervised ``behavior cloning'' for conveniently training the policy from nothing more than pre-recorded demonstrations, but carefully design the model class to counter the compounding error phenomenon. Our ``memory-consistent neural network'' (MCNN) outputs are hard-constrained to stay within clearly specified permissible regions anchored to prototypical ``memory'' training samples. We provide a guaranteed upper bound for the sub-optimality gap induced by MCNN policies. Using MCNNs on 10 imitation learning tasks, with MLP, Transformer, and Diffusion backbones, spanning dexterous robotic manipulation and driving, proprioceptive inputs and visual inputs, and varying sizes and types of demonstration data, we find large and consistent gains in performance, validating that MCNNs are better-suited than vanilla deep neural networks for imitation learning applications. Website: https://sites.google.com/view/mcnn-imitation
SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations
We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.
A New Benchmark: On the Utility of Synthetic Data with Blender for Bare Supervised Learning and Downstream Domain Adaptation
Deep learning in computer vision has achieved great success with the price of large-scale labeled training data. However, exhaustive data annotation is impracticable for each task of all domains of interest, due to high labor costs and unguaranteed labeling accuracy. Besides, the uncontrollable data collection process produces non-IID training and test data, where undesired duplication may exist. All these nuisances may hinder the verification of typical theories and exposure to new findings. To circumvent them, an alternative is to generate synthetic data via 3D rendering with domain randomization. We in this work push forward along this line by doing profound and extensive research on bare supervised learning and downstream domain adaptation. Specifically, under the well-controlled, IID data setting enabled by 3D rendering, we systematically verify the typical, important learning insights, e.g., shortcut learning, and discover the new laws of various data regimes and network architectures in generalization. We further investigate the effect of image formation factors on generalization, e.g., object scale, material texture, illumination, camera viewpoint, and background in a 3D scene. Moreover, we use the simulation-to-reality adaptation as a downstream task for comparing the transferability between synthetic and real data when used for pre-training, which demonstrates that synthetic data pre-training is also promising to improve real test results. Lastly, to promote future research, we develop a new large-scale synthetic-to-real benchmark for image classification, termed S2RDA, which provides more significant challenges for transfer from simulation to reality. The code and datasets are available at https://github.com/huitangtang/On_the_Utility_of_Synthetic_Data.
Learning Deformable Object Manipulation from Expert Demonstrations
We present a novel Learning from Demonstration (LfD) method, Deformable Manipulation from Demonstrations (DMfD), to solve deformable manipulation tasks using states or images as inputs, given expert demonstrations. Our method uses demonstrations in three different ways, and balances the trade-off between exploring the environment online and using guidance from experts to explore high dimensional spaces effectively. We test DMfD on a set of representative manipulation tasks for a 1-dimensional rope and a 2-dimensional cloth from the SoftGym suite of tasks, each with state and image observations. Our method exceeds baseline performance by up to 12.9% for state-based tasks and up to 33.44% on image-based tasks, with comparable or better robustness to randomness. Additionally, we create two challenging environments for folding a 2D cloth using image-based observations, and set a performance benchmark for them. We deploy DMfD on a real robot with a minimal loss in normalized performance during real-world execution compared to simulation (~6%). Source code is on github.com/uscresl/dmfd
AR2-D2:Training a Robot Without a Robot
Diligently gathered human demonstrations serve as the unsung heroes empowering the progression of robot learning. Today, demonstrations are collected by training people to use specialized controllers, which (tele-)operate robots to manipulate a small number of objects. By contrast, we introduce AR2-D2: a system for collecting demonstrations which (1) does not require people with specialized training, (2) does not require any real robots during data collection, and therefore, (3) enables manipulation of diverse objects with a real robot. AR2-D2 is a framework in the form of an iOS app that people can use to record a video of themselves manipulating any object while simultaneously capturing essential data modalities for training a real robot. We show that data collected via our system enables the training of behavior cloning agents in manipulating real objects. Our experiments further show that training with our AR data is as effective as training with real-world robot demonstrations. Moreover, our user study indicates that users find AR2-D2 intuitive to use and require no training in contrast to four other frequently employed methods for collecting robot demonstrations.
Unity Perception: Generate Synthetic Data for Computer Vision
We introduce the Unity Perception package which aims to simplify and accelerate the process of generating synthetic datasets for computer vision tasks by offering an easy-to-use and highly customizable toolset. This open-source package extends the Unity Editor and engine components to generate perfectly annotated examples for several common computer vision tasks. Additionally, it offers an extensible Randomization framework that lets the user quickly construct and configure randomized simulation parameters in order to introduce variation into the generated datasets. We provide an overview of the provided tools and how they work, and demonstrate the value of the generated synthetic datasets by training a 2D object detection model. The model trained with mostly synthetic data outperforms the model trained using only real data.
RAP: 3D Rasterization Augmented End-to-End Planning
Imitation learning for end-to-end driving trains policies only on expert demonstrations. Once deployed in a closed loop, such policies lack recovery data: small mistakes cannot be corrected and quickly compound into failures. A promising direction is to generate alternative viewpoints and trajectories beyond the logged path. Prior work explores photorealistic digital twins via neural rendering or game engines, but these methods are prohibitively slow and costly, and thus mainly used for evaluation. In this work, we argue that photorealism is unnecessary for training end-to-end planners. What matters is semantic fidelity and scalability: driving depends on geometry and dynamics, not textures or lighting. Motivated by this, we propose 3D Rasterization, which replaces costly rendering with lightweight rasterization of annotated primitives, enabling augmentations such as counterfactual recovery maneuvers and cross-agent view synthesis. To transfer these synthetic views effectively to real-world deployment, we introduce a Raster-to-Real feature-space alignment that bridges the sim-to-real gap. Together, these components form Rasterization Augmented Planning (RAP), a scalable data augmentation pipeline for planning. RAP achieves state-of-the-art closed-loop robustness and long-tail generalization, ranking first on four major benchmarks: NAVSIM v1/v2, Waymo Open Dataset Vision-based E2E Driving, and Bench2Drive. Our results show that lightweight rasterization with feature alignment suffices to scale E2E training, offering a practical alternative to photorealistic rendering. Project page: https://alan-lanfeng.github.io/RAP/.
Synthetic Data for Model Selection
Recent improvements in synthetic data generation make it possible to produce images that are highly photorealistic and indistinguishable from real ones. Furthermore, synthetic generation pipelines have the potential to generate an unlimited number of images. The combination of high photorealism and scale turn the synthetic data into a promising candidate for potentially improving various machine learning (ML) pipelines. Thus far, a large body of research in this field has focused on using synthetic images for training, by augmenting and enlarging training data. In contrast to using synthetic data for training, in this work we explore whether synthetic data can be beneficial for model selection. Considering the task of image classification, we demonstrate that when data is scarce, synthetic data can be used to replace the held out validation set, thus allowing to train on a larger dataset.
Real-is-Sim: Bridging the Sim-to-Real Gap with a Dynamic Digital Twin for Real-World Robot Policy Evaluation
Recent advancements in behavior cloning have enabled robots to perform complex manipulation tasks. However, accurately assessing training performance remains challenging, particularly for real-world applications, as behavior cloning losses often correlate poorly with actual task success. Consequently, researchers resort to success rate metrics derived from costly and time-consuming real-world evaluations, making the identification of optimal policies and detection of overfitting or underfitting impractical. To address these issues, we propose real-is-sim, a novel behavior cloning framework that incorporates a dynamic digital twin (based on Embodied Gaussians) throughout the entire policy development pipeline: data collection, training, and deployment. By continuously aligning the simulated world with the physical world, demonstrations can be collected in the real world with states extracted from the simulator. The simulator enables flexible state representations by rendering image inputs from any viewpoint or extracting low-level state information from objects embodied within the scene. During training, policies can be directly evaluated within the simulator in an offline and highly parallelizable manner. Finally, during deployment, policies are run within the simulator where the real robot directly tracks the simulated robot's joints, effectively decoupling policy execution from real hardware and mitigating traditional domain-transfer challenges. We validate real-is-sim on the PushT manipulation task, demonstrating strong correlation between success rates obtained in the simulator and real-world evaluations. Videos of our system can be found at https://realissim.rai-inst.com.
Using Simulation and Domain Adaptation to Improve Efficiency of Deep Robotic Grasping
Instrumenting and collecting annotated visual grasping datasets to train modern machine learning algorithms can be extremely time-consuming and expensive. An appealing alternative is to use off-the-shelf simulators to render synthetic data for which ground-truth annotations are generated automatically. Unfortunately, models trained purely on simulated data often fail to generalize to the real world. We study how randomized simulated environments and domain adaptation methods can be extended to train a grasping system to grasp novel objects from raw monocular RGB images. We extensively evaluate our approaches with a total of more than 25,000 physical test grasps, studying a range of simulation conditions and domain adaptation methods, including a novel extension of pixel-level domain adaptation that we term the GraspGAN. We show that, by using synthetic data and domain adaptation, we are able to reduce the number of real-world samples needed to achieve a given level of performance by up to 50 times, using only randomly generated simulated objects. We also show that by using only unlabeled real-world data and our GraspGAN methodology, we obtain real-world grasping performance without any real-world labels that is similar to that achieved with 939,777 labeled real-world samples.
DITTO: Demonstration Imitation by Trajectory Transformation
Teaching robots new skills quickly and conveniently is crucial for the broader adoption of robotic systems. In this work, we address the problem of one-shot imitation from a single human demonstration, given by an RGB-D video recording through a two-stage process. In the first stage which is offline, we extract the trajectory of the demonstration. This entails segmenting manipulated objects and determining their relative motion in relation to secondary objects such as containers. Subsequently, in the live online trajectory generation stage, we first re-detect all objects, then we warp the demonstration trajectory to the current scene, and finally, we trace the trajectory with the robot. To complete these steps, our method makes leverages several ancillary models, including those for segmentation, relative object pose estimation, and grasp prediction. We systematically evaluate different combinations of correspondence and re-detection methods to validate our design decision across a diverse range of tasks. Specifically, we collect demonstrations of ten different tasks including pick-and-place tasks as well as articulated object manipulation. Finally, we perform extensive evaluations on a real robot system to demonstrate the effectiveness and utility of our approach in real-world scenarios. We make the code publicly available at http://ditto.cs.uni-freiburg.de.
Novel Demonstration Generation with Gaussian Splatting Enables Robust One-Shot Manipulation
Visuomotor policies learned from teleoperated demonstrations face challenges such as lengthy data collection, high costs, and limited data diversity. Existing approaches address these issues by augmenting image observations in RGB space or employing Real-to-Sim-to-Real pipelines based on physical simulators. However, the former is constrained to 2D data augmentation, while the latter suffers from imprecise physical simulation caused by inaccurate geometric reconstruction. This paper introduces RoboSplat, a novel method that generates diverse, visually realistic demonstrations by directly manipulating 3D Gaussians. Specifically, we reconstruct the scene through 3D Gaussian Splatting (3DGS), directly edit the reconstructed scene, and augment data across six types of generalization with five techniques: 3D Gaussian replacement for varying object types, scene appearance, and robot embodiments; equivariant transformations for different object poses; visual attribute editing for various lighting conditions; novel view synthesis for new camera perspectives; and 3D content generation for diverse object types. Comprehensive real-world experiments demonstrate that RoboSplat significantly enhances the generalization of visuomotor policies under diverse disturbances. Notably, while policies trained on hundreds of real-world demonstrations with additional 2D data augmentation achieve an average success rate of 57.2%, RoboSplat attains 87.8% in one-shot settings across six types of generalization in the real world.
CyberDemo: Augmenting Simulated Human Demonstration for Real-World Dexterous Manipulation
We introduce CyberDemo, a novel approach to robotic imitation learning that leverages simulated human demonstrations for real-world tasks. By incorporating extensive data augmentation in a simulated environment, CyberDemo outperforms traditional in-domain real-world demonstrations when transferred to the real world, handling diverse physical and visual conditions. Regardless of its affordability and convenience in data collection, CyberDemo outperforms baseline methods in terms of success rates across various tasks and exhibits generalizability with previously unseen objects. For example, it can rotate novel tetra-valve and penta-valve, despite human demonstrations only involving tri-valves. Our research demonstrates the significant potential of simulated human demonstrations for real-world dexterous manipulation tasks. More details can be found at https://cyber-demo.github.io
Giving Robots a Hand: Learning Generalizable Manipulation with Eye-in-Hand Human Video Demonstrations
Eye-in-hand cameras have shown promise in enabling greater sample efficiency and generalization in vision-based robotic manipulation. However, for robotic imitation, it is still expensive to have a human teleoperator collect large amounts of expert demonstrations with a real robot. Videos of humans performing tasks, on the other hand, are much cheaper to collect since they eliminate the need for expertise in robotic teleoperation and can be quickly captured in a wide range of scenarios. Therefore, human video demonstrations are a promising data source for learning generalizable robotic manipulation policies at scale. In this work, we augment narrow robotic imitation datasets with broad unlabeled human video demonstrations to greatly enhance the generalization of eye-in-hand visuomotor policies. Although a clear visual domain gap exists between human and robot data, our framework does not need to employ any explicit domain adaptation method, as we leverage the partial observability of eye-in-hand cameras as well as a simple fixed image masking scheme. On a suite of eight real-world tasks involving both 3-DoF and 6-DoF robot arm control, our method improves the success rates of eye-in-hand manipulation policies by 58% (absolute) on average, enabling robots to generalize to both new environment configurations and new tasks that are unseen in the robot demonstration data. See video results at https://giving-robots-a-hand.github.io/ .
Augmented Behavioral Cloning from Observation
Imitation from observation is a computational technique that teaches an agent on how to mimic the behavior of an expert by observing only the sequence of states from the expert demonstrations. Recent approaches learn the inverse dynamics of the environment and an imitation policy by interleaving epochs of both models while changing the demonstration data. However, such approaches often get stuck into sub-optimal solutions that are distant from the expert, limiting their imitation effectiveness. We address this problem with a novel approach that overcomes the problem of reaching bad local minima by exploring: (I) a self-attention mechanism that better captures global features of the states; and (ii) a sampling strategy that regulates the observations that are used for learning. We show empirically that our approach outperforms the state-of-the-art approaches in four different environments by a large margin.
Bottom-Up Skill Discovery from Unsegmented Demonstrations for Long-Horizon Robot Manipulation
We tackle real-world long-horizon robot manipulation tasks through skill discovery. We present a bottom-up approach to learning a library of reusable skills from unsegmented demonstrations and use these skills to synthesize prolonged robot behaviors. Our method starts with constructing a hierarchical task structure from each demonstration through agglomerative clustering. From the task structures of multi-task demonstrations, we identify skills based on the recurring patterns and train goal-conditioned sensorimotor policies with hierarchical imitation learning. Finally, we train a meta controller to compose these skills to solve long-horizon manipulation tasks. The entire model can be trained on a small set of human demonstrations collected within 30 minutes without further annotations, making it amendable to real-world deployment. We systematically evaluated our method in simulation environments and on a real robot. Our method has shown superior performance over state-of-the-art imitation learning methods in multi-stage manipulation tasks. Furthermore, skills discovered from multi-task demonstrations boost the average task success by 8% compared to those discovered from individual tasks.
NeRF in the Palm of Your Hand: Corrective Augmentation for Robotics via Novel-View Synthesis
Expert demonstrations are a rich source of supervision for training visual robotic manipulation policies, but imitation learning methods often require either a large number of demonstrations or expensive online expert supervision to learn reactive closed-loop behaviors. In this work, we introduce SPARTN (Synthetic Perturbations for Augmenting Robot Trajectories via NeRF): a fully-offline data augmentation scheme for improving robot policies that use eye-in-hand cameras. Our approach leverages neural radiance fields (NeRFs) to synthetically inject corrective noise into visual demonstrations, using NeRFs to generate perturbed viewpoints while simultaneously calculating the corrective actions. This requires no additional expert supervision or environment interaction, and distills the geometric information in NeRFs into a real-time reactive RGB-only policy. In a simulated 6-DoF visual grasping benchmark, SPARTN improves success rates by 2.8times over imitation learning without the corrective augmentations and even outperforms some methods that use online supervision. It additionally closes the gap between RGB-only and RGB-D success rates, eliminating the previous need for depth sensors. In real-world 6-DoF robotic grasping experiments from limited human demonstrations, our method improves absolute success rates by 22.5% on average, including objects that are traditionally challenging for depth-based methods. See video results at https://bland.website/spartn.
Synthetic Experience Replay
A key theme in the past decade has been that when large neural networks and large datasets combine they can produce remarkable results. In deep reinforcement learning (RL), this paradigm is commonly made possible through experience replay, whereby a dataset of past experiences is used to train a policy or value function. However, unlike in supervised or self-supervised learning, an RL agent has to collect its own data, which is often limited. Thus, it is challenging to reap the benefits of deep learning, and even small neural networks can overfit at the start of training. In this work, we leverage the tremendous recent progress in generative modeling and propose Synthetic Experience Replay (SynthER), a diffusion-based approach to flexibly upsample an agent's collected experience. We show that SynthER is an effective method for training RL agents across offline and online settings, in both proprioceptive and pixel-based environments. In offline settings, we observe drastic improvements when upsampling small offline datasets and see that additional synthetic data also allows us to effectively train larger networks. Furthermore, SynthER enables online agents to train with a much higher update-to-data ratio than before, leading to a significant increase in sample efficiency, without any algorithmic changes. We believe that synthetic training data could open the door to realizing the full potential of deep learning for replay-based RL algorithms from limited data. Finally, we open-source our code at https://github.com/conglu1997/SynthER.
RoboTransfer: Geometry-Consistent Video Diffusion for Robotic Visual Policy Transfer
Imitation Learning has become a fundamental approach in robotic manipulation. However, collecting large-scale real-world robot demonstrations is prohibitively expensive. Simulators offer a cost-effective alternative, but the sim-to-real gap make it extremely challenging to scale. Therefore, we introduce RoboTransfer, a diffusion-based video generation framework for robotic data synthesis. Unlike previous methods, RoboTransfer integrates multi-view geometry with explicit control over scene components, such as background and object attributes. By incorporating cross-view feature interactions and global depth/normal conditions, RoboTransfer ensures geometry consistency across views. This framework allows fine-grained control, including background edits and object swaps. Experiments demonstrate that RoboTransfer is capable of generating multi-view videos with enhanced geometric consistency and visual fidelity. In addition, policies trained on the data generated by RoboTransfer achieve a 33.3% relative improvement in the success rate in the DIFF-OBJ setting and a substantial 251% relative improvement in the more challenging DIFF-ALL scenario. Explore more demos on our project page: https://horizonrobotics.github.io/robot_lab/robotransfer
Training Object Detectors on Synthetic Images Containing Reflecting Materials
One of the grand challenges of deep learning is the requirement to obtain large labeled training data sets. While synthesized data sets can be used to overcome this challenge, it is important that these data sets close the reality gap, i.e., a model trained on synthetic image data is able to generalize to real images. Whereas, the reality gap can be considered bridged in several application scenarios, training on synthesized images containing reflecting materials requires further research. Since the appearance of objects with reflecting materials is dominated by the surrounding environment, this interaction needs to be considered during training data generation. Therefore, within this paper we examine the effect of reflecting materials in the context of synthetic image generation for training object detectors. We investigate the influence of rendering approach used for image synthesis, the effect of domain randomization, as well as the amount of used training data. To be able to compare our results to the state-of-the-art, we focus on indoor scenes as they have been investigated extensively. Within this scenario, bathroom furniture is a natural choice for objects with reflecting materials, for which we report our findings on real and synthetic testing data.
From Virtual Games to Real-World Play
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/
MotorFactory: A Blender Add-on for Large Dataset Generation of Small Electric Motors
To enable automatic disassembly of different product types with uncertain conditions and degrees of wear in remanufacturing, agile production systems that can adapt dynamically to changing requirements are needed. Machine learning algorithms can be employed due to their generalization capabilities of learning from various types and variants of products. However, in reality, datasets with a diversity of samples that can be used to train models are difficult to obtain in the initial period. This may cause bad performances when the system tries to adapt to new unseen input data in the future. In order to generate large datasets for different learning purposes, in our project, we present a Blender add-on named MotorFactory to generate customized mesh models of various motor instances. MotorFactory allows to create mesh models which, complemented with additional add-ons, can be further used to create synthetic RGB images, depth images, normal images, segmentation ground truth masks, and 3D point cloud datasets with point-wise semantic labels. The created synthetic datasets may be used for various tasks including motor type classification, object detection for decentralized material transfer tasks, part segmentation for disassembly and handling tasks, or even reinforcement learning-based robotics control or view-planning.
Mimicking-Bench: A Benchmark for Generalizable Humanoid-Scene Interaction Learning via Human Mimicking
Learning generic skills for humanoid robots interacting with 3D scenes by mimicking human data is a key research challenge with significant implications for robotics and real-world applications. However, existing methodologies and benchmarks are constrained by the use of small-scale, manually collected demonstrations, lacking the general dataset and benchmark support necessary to explore scene geometry generalization effectively. To address this gap, we introduce Mimicking-Bench, the first comprehensive benchmark designed for generalizable humanoid-scene interaction learning through mimicking large-scale human animation references. Mimicking-Bench includes six household full-body humanoid-scene interaction tasks, covering 11K diverse object shapes, along with 20K synthetic and 3K real-world human interaction skill references. We construct a complete humanoid skill learning pipeline and benchmark approaches for motion retargeting, motion tracking, imitation learning, and their various combinations. Extensive experiments highlight the value of human mimicking for skill learning, revealing key challenges and research directions.
VideoPhy: Evaluating Physical Commonsense for Video Generation
Recent advances in internet-scale video data pretraining have led to the development of text-to-video generative models that can create high-quality videos across a broad range of visual concepts, synthesize realistic motions and render complex objects. Hence, these generative models have the potential to become general-purpose simulators of the physical world. However, it is unclear how far we are from this goal with the existing text-to-video generative models. To this end, we present VideoPhy, a benchmark designed to assess whether the generated videos follow physical commonsense for real-world activities (e.g. marbles will roll down when placed on a slanted surface). Specifically, we curate diverse prompts that involve interactions between various material types in the physical world (e.g., solid-solid, solid-fluid, fluid-fluid). We then generate videos conditioned on these captions from diverse state-of-the-art text-to-video generative models, including open models (e.g., CogVideoX) and closed models (e.g., Lumiere, Dream Machine). Our human evaluation reveals that the existing models severely lack the ability to generate videos adhering to the given text prompts, while also lack physical commonsense. Specifically, the best performing model, CogVideoX-5B, generates videos that adhere to the caption and physical laws for 39.6% of the instances. VideoPhy thus highlights that the video generative models are far from accurately simulating the physical world. Finally, we propose an auto-evaluator, VideoCon-Physics, to assess the performance reliably for the newly released models.
Generative Zoo
The model-based estimation of 3D animal pose and shape from images enables computational modeling of animal behavior. Training models for this purpose requires large amounts of labeled image data with precise pose and shape annotations. However, capturing such data requires the use of multi-view or marker-based motion-capture systems, which are impractical to adapt to wild animals in situ and impossible to scale across a comprehensive set of animal species. Some have attempted to address the challenge of procuring training data by pseudo-labeling individual real-world images through manual 2D annotation, followed by 3D-parameter optimization to those labels. While this approach may produce silhouette-aligned samples, the obtained pose and shape parameters are often implausible due to the ill-posed nature of the monocular fitting problem. Sidestepping real-world ambiguity, others have designed complex synthetic-data-generation pipelines leveraging video-game engines and collections of artist-designed 3D assets. Such engines yield perfect ground-truth annotations but are often lacking in visual realism and require considerable manual effort to adapt to new species or environments. Motivated by these shortcomings, we propose an alternative approach to synthetic-data generation: rendering with a conditional image-generation model. We introduce a pipeline that samples a diverse set of poses and shapes for a variety of mammalian quadrupeds and generates realistic images with corresponding ground-truth pose and shape parameters. To demonstrate the scalability of our approach, we introduce GenZoo, a synthetic dataset containing one million images of distinct subjects. We train a 3D pose and shape regressor on GenZoo, which achieves state-of-the-art performance on a real-world animal pose and shape estimation benchmark, despite being trained solely on synthetic data. https://genzoo.is.tue.mpg.de
ASID: Active Exploration for System Identification in Robotic Manipulation
Model-free control strategies such as reinforcement learning have shown the ability to learn control strategies without requiring an accurate model or simulator of the world. While this is appealing due to the lack of modeling requirements, such methods can be sample inefficient, making them impractical in many real-world domains. On the other hand, model-based control techniques leveraging accurate simulators can circumvent these challenges and use a large amount of cheap simulation data to learn controllers that can effectively transfer to the real world. The challenge with such model-based techniques is the requirement for an extremely accurate simulation, requiring both the specification of appropriate simulation assets and physical parameters. This requires considerable human effort to design for every environment being considered. In this work, we propose a learning system that can leverage a small amount of real-world data to autonomously refine a simulation model and then plan an accurate control strategy that can be deployed in the real world. Our approach critically relies on utilizing an initial (possibly inaccurate) simulator to design effective exploration policies that, when deployed in the real world, collect high-quality data. We demonstrate the efficacy of this paradigm in identifying articulation, mass, and other physical parameters in several challenging robotic manipulation tasks, and illustrate that only a small amount of real-world data can allow for effective sim-to-real transfer. Project website at https://weirdlabuw.github.io/asid
DreamPhysics: Learning Physics-Based 3D Dynamics with Video Diffusion Priors
Dynamic 3D interaction has been attracting a lot of attention recently. However, creating such 4D content remains challenging. One solution is to animate 3D scenes with physics-based simulation, which requires manually assigning precise physical properties to the object or the simulated results would become unnatural. Another solution is to learn the deformation of 3D objects with the distillation of video generative models, which, however, tends to produce 3D videos with small and discontinuous motions due to the inappropriate extraction and application of physics priors. In this work, to combine the strengths and complementing shortcomings of the above two solutions, we propose to learn the physical properties of a material field with video diffusion priors, and then utilize a physics-based Material-Point-Method (MPM) simulator to generate 4D content with realistic motions. In particular, we propose motion distillation sampling to emphasize video motion information during distillation. In addition, to facilitate the optimization, we further propose a KAN-based material field with frame boosting. Experimental results demonstrate that our method enjoys more realistic motions than state-of-the-arts do.
BEHAVIOR Vision Suite: Customizable Dataset Generation via Simulation
The systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as "filled" and "folded"), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/
MimicMotion: High-Quality Human Motion Video Generation with Confidence-aware Pose Guidance
In recent years, generative artificial intelligence has achieved significant advancements in the field of image generation, spawning a variety of applications. However, video generation still faces considerable challenges in various aspects, such as controllability, video length, and richness of details, which hinder the application and popularization of this technology. In this work, we propose a controllable video generation framework, dubbed MimicMotion, which can generate high-quality videos of arbitrary length mimicking specific motion guidance. Compared with previous methods, our approach has several highlights. Firstly, we introduce confidence-aware pose guidance that ensures high frame quality and temporal smoothness. Secondly, we introduce regional loss amplification based on pose confidence, which significantly reduces image distortion. Lastly, for generating long and smooth videos, we propose a progressive latent fusion strategy. By this means, we can produce videos of arbitrary length with acceptable resource consumption. With extensive experiments and user studies, MimicMotion demonstrates significant improvements over previous approaches in various aspects. Detailed results and comparisons are available on our project page: https://tencent.github.io/MimicMotion .
"PhyWorldBench": A Comprehensive Evaluation of Physical Realism in Text-to-Video Models
Video generation models have achieved remarkable progress in creating high-quality, photorealistic content. However, their ability to accurately simulate physical phenomena remains a critical and unresolved challenge. This paper presents PhyWorldBench, a comprehensive benchmark designed to evaluate video generation models based on their adherence to the laws of physics. The benchmark covers multiple levels of physical phenomena, ranging from fundamental principles like object motion and energy conservation to more complex scenarios involving rigid body interactions and human or animal motion. Additionally, we introduce a novel ""Anti-Physics"" category, where prompts intentionally violate real-world physics, enabling the assessment of whether models can follow such instructions while maintaining logical consistency. Besides large-scale human evaluation, we also design a simple yet effective method that could utilize current MLLM to evaluate the physics realism in a zero-shot fashion. We evaluate 12 state-of-the-art text-to-video generation models, including five open-source and five proprietary models, with a detailed comparison and analysis. we identify pivotal challenges models face in adhering to real-world physics. Through systematic testing of their outputs across 1,050 curated prompts-spanning fundamental, composite, and anti-physics scenarios-we identify pivotal challenges these models face in adhering to real-world physics. We then rigorously examine their performance on diverse physical phenomena with varying prompt types, deriving targeted recommendations for crafting prompts that enhance fidelity to physical principles.
GenSim2: Scaling Robot Data Generation with Multi-modal and Reasoning LLMs
Robotic simulation today remains challenging to scale up due to the human efforts required to create diverse simulation tasks and scenes. Simulation-trained policies also face scalability issues as many sim-to-real methods focus on a single task. To address these challenges, this work proposes GenSim2, a scalable framework that leverages coding LLMs with multi-modal and reasoning capabilities for complex and realistic simulation task creation, including long-horizon tasks with articulated objects. To automatically generate demonstration data for these tasks at scale, we propose planning and RL solvers that generalize within object categories. The pipeline can generate data for up to 100 articulated tasks with 200 objects and reduce the required human efforts. To utilize such data, we propose an effective multi-task language-conditioned policy architecture, dubbed proprioceptive point-cloud transformer (PPT), that learns from the generated demonstrations and exhibits strong sim-to-real zero-shot transfer. Combining the proposed pipeline and the policy architecture, we show a promising usage of GenSim2 that the generated data can be used for zero-shot transfer or co-train with real-world collected data, which enhances the policy performance by 20% compared with training exclusively on limited real data.
MotionAug: Augmentation with Physical Correction for Human Motion Prediction
This paper presents a motion data augmentation scheme incorporating motion synthesis encouraging diversity and motion correction imposing physical plausibility. This motion synthesis consists of our modified Variational AutoEncoder (VAE) and Inverse Kinematics (IK). In this VAE, our proposed sampling-near-samples method generates various valid motions even with insufficient training motion data. Our IK-based motion synthesis method allows us to generate a variety of motions semi-automatically. Since these two schemes generate unrealistic artifacts in the synthesized motions, our motion correction rectifies them. This motion correction scheme consists of imitation learning with physics simulation and subsequent motion debiasing. For this imitation learning, we propose the PD-residual force that significantly accelerates the training process. Furthermore, our motion debiasing successfully offsets the motion bias induced by imitation learning to maximize the effect of augmentation. As a result, our method outperforms previous noise-based motion augmentation methods by a large margin on both Recurrent Neural Network-based and Graph Convolutional Network-based human motion prediction models. The code is available at https://github.com/meaten/MotionAug.
ZeroMimic: Distilling Robotic Manipulation Skills from Web Videos
Many recent advances in robotic manipulation have come through imitation learning, yet these rely largely on mimicking a particularly hard-to-acquire form of demonstrations: those collected on the same robot in the same room with the same objects as the trained policy must handle at test time. In contrast, large pre-recorded human video datasets demonstrating manipulation skills in-the-wild already exist, which contain valuable information for robots. Is it possible to distill a repository of useful robotic skill policies out of such data without any additional requirements on robot-specific demonstrations or exploration? We present the first such system ZeroMimic, that generates immediately deployable image goal-conditioned skill policies for several common categories of manipulation tasks (opening, closing, pouring, pick&place, cutting, and stirring) each capable of acting upon diverse objects and across diverse unseen task setups. ZeroMimic is carefully designed to exploit recent advances in semantic and geometric visual understanding of human videos, together with modern grasp affordance detectors and imitation policy classes. After training ZeroMimic on the popular EpicKitchens dataset of ego-centric human videos, we evaluate its out-of-the-box performance in varied real-world and simulated kitchen settings with two different robot embodiments, demonstrating its impressive abilities to handle these varied tasks. To enable plug-and-play reuse of ZeroMimic policies on other task setups and robots, we release software and policy checkpoints of our skill policies.
Synthesis of 3D on-air signatures with the Sigma-Lognormal model
Signature synthesis is a computation technique that generates artificial specimens which can support decision making in automatic signature verification. A lot of work has been dedicated to this subject, which centres on synthesizing dynamic and static two-dimensional handwriting on canvas. This paper proposes a framework to generate synthetic 3D on-air signatures exploiting the lognormality principle, which mimics the complex neuromotor control processes at play as the fingertip moves. Addressing the usual cases involving the development of artificial individuals and duplicated samples, this paper contributes to the synthesis of: (1) the trajectory and velocity of entirely 3D new signatures; (2) kinematic information when only the 3D trajectory of the signature is known, and (3) duplicate samples of 3D real signatures. Validation was conducted by generating synthetic 3D signature databases mimicking real ones and showing that automatic signature verifications of genuine and skilled forgeries report performances similar to those of real and synthetic databases. We also observed that training 3D automatic signature verifiers with duplicates can reduce errors. We further demonstrated that our proposal is also valid for synthesizing 3D air writing and gestures. Finally, a perception test confirmed the human likeness of the generated specimens. The databases generated are publicly available, only for research purposes, at .
PhysDreamer: Physics-Based Interaction with 3D Objects via Video Generation
Realistic object interactions are crucial for creating immersive virtual experiences, yet synthesizing realistic 3D object dynamics in response to novel interactions remains a significant challenge. Unlike unconditional or text-conditioned dynamics generation, action-conditioned dynamics requires perceiving the physical material properties of objects and grounding the 3D motion prediction on these properties, such as object stiffness. However, estimating physical material properties is an open problem due to the lack of material ground-truth data, as measuring these properties for real objects is highly difficult. We present PhysDreamer, a physics-based approach that endows static 3D objects with interactive dynamics by leveraging the object dynamics priors learned by video generation models. By distilling these priors, PhysDreamer enables the synthesis of realistic object responses to novel interactions, such as external forces or agent manipulations. We demonstrate our approach on diverse examples of elastic objects and evaluate the realism of the synthesized interactions through a user study. PhysDreamer takes a step towards more engaging and realistic virtual experiences by enabling static 3D objects to dynamically respond to interactive stimuli in a physically plausible manner. See our project page at https://physdreamer.github.io/.
Eliciting Compatible Demonstrations for Multi-Human Imitation Learning
Imitation learning from human-provided demonstrations is a strong approach for learning policies for robot manipulation. While the ideal dataset for imitation learning is homogenous and low-variance -- reflecting a single, optimal method for performing a task -- natural human behavior has a great deal of heterogeneity, with several optimal ways to demonstrate a task. This multimodality is inconsequential to human users, with task variations manifesting as subconscious choices; for example, reaching down, then across to grasp an object, versus reaching across, then down. Yet, this mismatch presents a problem for interactive imitation learning, where sequences of users improve on a policy by iteratively collecting new, possibly conflicting demonstrations. To combat this problem of demonstrator incompatibility, this work designs an approach for 1) measuring the compatibility of a new demonstration given a base policy, and 2) actively eliciting more compatible demonstrations from new users. Across two simulation tasks requiring long-horizon, dexterous manipulation and a real-world "food plating" task with a Franka Emika Panda arm, we show that we can both identify incompatible demonstrations via post-hoc filtering, and apply our compatibility measure to actively elicit compatible demonstrations from new users, leading to improved task success rates across simulated and real environments.
Building reliable sim driving agents by scaling self-play
Simulation agents are essential for designing and testing systems that interact with humans, such as autonomous vehicles (AVs). These agents serve various purposes, from benchmarking AV performance to stress-testing the system's limits, but all use cases share a key requirement: reliability. A simulation agent should behave as intended by the designer, minimizing unintended actions like collisions that can compromise the signal-to-noise ratio of analyses. As a foundation for reliable sim agents, we propose scaling self-play to thousands of scenarios on the Waymo Open Motion Dataset under semi-realistic limits on human perception and control. Training from scratch on a single GPU, our agents nearly solve the full training set within a day. They generalize effectively to unseen test scenes, achieving a 99.8% goal completion rate with less than 0.8% combined collision and off-road incidents across 10,000 held-out scenarios. Beyond in-distribution generalization, our agents show partial robustness to out-of-distribution scenes and can be fine-tuned in minutes to reach near-perfect performance in those cases. Demonstrations of agent behaviors can be found at this link. We open-source both the pre-trained agents and the complete code base. Demonstrations of agent behaviors can be found at https://sites.google.com/view/reliable-sim-agents.
Learning One-Shot 4D Head Avatar Synthesis using Synthetic Data
Existing one-shot 4D head synthesis methods usually learn from monocular videos with the aid of 3DMM reconstruction, yet the latter is evenly challenging which restricts them from reasonable 4D head synthesis. We present a method to learn one-shot 4D head synthesis via large-scale synthetic data. The key is to first learn a part-wise 4D generative model from monocular images via adversarial learning, to synthesize multi-view images of diverse identities and full motions as training data; then leverage a transformer-based animatable triplane reconstructor to learn 4D head reconstruction using the synthetic data. A novel learning strategy is enforced to enhance the generalizability to real images by disentangling the learning process of 3D reconstruction and reenactment. Experiments demonstrate our superiority over the prior art.
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserves the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user's input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects.
Automated Creation of Digital Cousins for Robust Policy Learning
Training robot policies in the real world can be unsafe, costly, and difficult to scale. Simulation serves as an inexpensive and potentially limitless source of training data, but suffers from the semantics and physics disparity between simulated and real-world environments. These discrepancies can be minimized by training in digital twins, which serve as virtual replicas of a real scene but are expensive to generate and cannot produce cross-domain generalization. To address these limitations, we propose the concept of digital cousins, a virtual asset or scene that, unlike a digital twin, does not explicitly model a real-world counterpart but still exhibits similar geometric and semantic affordances. As a result, digital cousins simultaneously reduce the cost of generating an analogous virtual environment while also facilitating better robustness during sim-to-real domain transfer by providing a distribution of similar training scenes. Leveraging digital cousins, we introduce a novel method for their automated creation, and propose a fully automated real-to-sim-to-real pipeline for generating fully interactive scenes and training robot policies that can be deployed zero-shot in the original scene. We find that digital cousin scenes that preserve geometric and semantic affordances can be produced automatically, and can be used to train policies that outperform policies trained on digital twins, achieving 90% vs. 25% success rates under zero-shot sim-to-real transfer. Additional details are available at https://digital-cousins.github.io/.
Learning Generalizable Robot Policy with Human Demonstration Video as a Prompt
Recent robot learning methods commonly rely on imitation learning from massive robotic dataset collected with teleoperation. When facing a new task, such methods generally require collecting a set of new teleoperation data and finetuning the policy. Furthermore, the teleoperation data collection pipeline is also tedious and expensive. Instead, human is able to efficiently learn new tasks by just watching others do. In this paper, we introduce a novel two-stage framework that utilizes human demonstrations to learn a generalizable robot policy. Such policy can directly take human demonstration video as a prompt and perform new tasks without any new teleoperation data and model finetuning at all. In the first stage, we train video generation model that captures a joint representation for both the human and robot demonstration video data using cross-prediction. In the second stage, we fuse the learned representation with a shared action space between human and robot using a novel prototypical contrastive loss. Empirical evaluations on real-world dexterous manipulation tasks show the effectiveness and generalization capabilities of our proposed method.
EgoGen: An Egocentric Synthetic Data Generator
Understanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a pre-defined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research. Refer to our project page: https://ego-gen.github.io/.
NIFTY: Neural Object Interaction Fields for Guided Human Motion Synthesis
We address the problem of generating realistic 3D motions of humans interacting with objects in a scene. Our key idea is to create a neural interaction field attached to a specific object, which outputs the distance to the valid interaction manifold given a human pose as input. This interaction field guides the sampling of an object-conditioned human motion diffusion model, so as to encourage plausible contacts and affordance semantics. To support interactions with scarcely available data, we propose an automated synthetic data pipeline. For this, we seed a pre-trained motion model, which has priors for the basics of human movement, with interaction-specific anchor poses extracted from limited motion capture data. Using our guided diffusion model trained on generated synthetic data, we synthesize realistic motions for sitting and lifting with several objects, outperforming alternative approaches in terms of motion quality and successful action completion. We call our framework NIFTY: Neural Interaction Fields for Trajectory sYnthesis.
CCIL: Continuity-based Data Augmentation for Corrective Imitation Learning
We present a new technique to enhance the robustness of imitation learning methods by generating corrective data to account for compounding errors and disturbances. While existing methods rely on interactive expert labeling, additional offline datasets, or domain-specific invariances, our approach requires minimal additional assumptions beyond access to expert data. The key insight is to leverage local continuity in the environment dynamics to generate corrective labels. Our method first constructs a dynamics model from the expert demonstration, encouraging local Lipschitz continuity in the learned model. In locally continuous regions, this model allows us to generate corrective labels within the neighborhood of the demonstrations but beyond the actual set of states and actions in the dataset. Training on this augmented data enhances the agent's ability to recover from perturbations and deal with compounding errors. We demonstrate the effectiveness of our generated labels through experiments in a variety of robotics domains in simulation that have distinct forms of continuity and discontinuity, including classic control problems, drone flying, navigation with high-dimensional sensor observations, legged locomotion, and tabletop manipulation.
Quad2Plane: An Intermediate Training Procedure for Online Exploration in Aerial Robotics via Receding Horizon Control
Data driven robotics relies upon accurate real-world representations to learn useful policies. Despite our best-efforts, zero-shot sim-to-real transfer is still an unsolved problem, and we often need to allow our agents to explore online to learn useful policies for a given task. For many applications of field robotics online exploration is prohibitively expensive and dangerous, this is especially true in fixed-wing aerial robotics. To address these challenges we offer an intermediary solution for learning in field robotics. We investigate the use of dissimilar platform vehicle for learning and offer a procedure to mimic the behavior of one vehicle with another. We specifically consider the problem of training fixed-wing aircraft, an expensive and dangerous vehicle type, using a multi-rotor host platform. Using a Model Predictive Control approach, we design a controller capable of mimicking another vehicles behavior in both simulation and the real-world.
Benchmarking the Sim-to-Real Gap in Cloth Manipulation
Realistic physics engines play a crucial role for learning to manipulate deformable objects such as garments in simulation. By doing so, researchers can circumvent challenges such as sensing the deformation of the object in the realworld. In spite of the extensive use of simulations for this task, few works have evaluated the reality gap between deformable object simulators and real-world data. We present a benchmark dataset to evaluate the sim-to-real gap in cloth manipulation. The dataset is collected by performing a dynamic as well as a quasi-static cloth manipulation task involving contact with a rigid table. We use the dataset to evaluate the reality gap, computational time, and simulation stability of four popular deformable object simulators: MuJoCo, Bullet, Flex, and SOFA. Additionally, we discuss the benefits and drawbacks of each simulator. The benchmark dataset is open-source. Supplementary material, videos, and code, can be found at https://sites.google.com/view/cloth-sim2real-benchmark.
Adversarial Data Collection: Human-Collaborative Perturbations for Efficient and Robust Robotic Imitation Learning
The pursuit of data efficiency, where quality outweighs quantity, has emerged as a cornerstone in robotic manipulation, especially given the high costs associated with real-world data collection. We propose that maximizing the informational density of individual demonstrations can dramatically reduce reliance on large-scale datasets while improving task performance. To this end, we introduce Adversarial Data Collection, a Human-in-the-Loop (HiL) framework that redefines robotic data acquisition through real-time, bidirectional human-environment interactions. Unlike conventional pipelines that passively record static demonstrations, ADC adopts a collaborative perturbation paradigm: during a single episode, an adversarial operator dynamically alters object states, environmental conditions, and linguistic commands, while the tele-operator adaptively adjusts actions to overcome these evolving challenges. This process compresses diverse failure-recovery behaviors, compositional task variations, and environmental perturbations into minimal demonstrations. Our experiments demonstrate that ADC-trained models achieve superior compositional generalization to unseen task instructions, enhanced robustness to perceptual perturbations, and emergent error recovery capabilities. Strikingly, models trained with merely 20% of the demonstration volume collected through ADC significantly outperform traditional approaches using full datasets. These advances bridge the gap between data-centric learning paradigms and practical robotic deployment, demonstrating that strategic data acquisition, not merely post-hoc processing, is critical for scalable, real-world robot learning. Additionally, we are curating a large-scale ADC-Robotics dataset comprising real-world manipulation tasks with adversarial perturbations. This benchmark will be open-sourced to facilitate advancements in robotic imitation learning.
Active Vision Might Be All You Need: Exploring Active Vision in Bimanual Robotic Manipulation
Imitation learning has demonstrated significant potential in performing high-precision manipulation tasks using visual feedback. However, it is common practice in imitation learning for cameras to be fixed in place, resulting in issues like occlusion and limited field of view. Furthermore, cameras are often placed in broad, general locations, without an effective viewpoint specific to the robot's task. In this work, we investigate the utility of active vision (AV) for imitation learning and manipulation, in which, in addition to the manipulation policy, the robot learns an AV policy from human demonstrations to dynamically change the robot's camera viewpoint to obtain better information about its environment and the given task. We introduce AV-ALOHA, a new bimanual teleoperation robot system with AV, an extension of the ALOHA 2 robot system, incorporating an additional 7-DoF robot arm that only carries a stereo camera and is solely tasked with finding the best viewpoint. This camera streams stereo video to an operator wearing a virtual reality (VR) headset, allowing the operator to control the camera pose using head and body movements. The system provides an immersive teleoperation experience, with bimanual first-person control, enabling the operator to dynamically explore and search the scene and simultaneously interact with the environment. We conduct imitation learning experiments of our system both in real-world and in simulation, across a variety of tasks that emphasize viewpoint planning. Our results demonstrate the effectiveness of human-guided AV for imitation learning, showing significant improvements over fixed cameras in tasks with limited visibility. Project website: https://soltanilara.github.io/av-aloha/
Drive&Gen: Co-Evaluating End-to-End Driving and Video Generation Models
Recent advances in generative models have sparked exciting new possibilities in the field of autonomous vehicles. Specifically, video generation models are now being explored as controllable virtual testing environments. Simultaneously, end-to-end (E2E) driving models have emerged as a streamlined alternative to conventional modular autonomous driving systems, gaining popularity for their simplicity and scalability. However, the application of these techniques to simulation and planning raises important questions. First, while video generation models can generate increasingly realistic videos, can these videos faithfully adhere to the specified conditions and be realistic enough for E2E autonomous planner evaluation? Second, given that data is crucial for understanding and controlling E2E planners, how can we gain deeper insights into their biases and improve their ability to generalize to out-of-distribution scenarios? In this work, we bridge the gap between the driving models and generative world models (Drive&Gen) to address these questions. We propose novel statistical measures leveraging E2E drivers to evaluate the realism of generated videos. By exploiting the controllability of the video generation model, we conduct targeted experiments to investigate distribution gaps affecting E2E planner performance. Finally, we show that synthetic data produced by the video generation model offers a cost-effective alternative to real-world data collection. This synthetic data effectively improves E2E model generalization beyond existing Operational Design Domains, facilitating the expansion of autonomous vehicle services into new operational contexts.
Extraneousness-Aware Imitation Learning
Visual imitation learning provides an effective framework to learn skills from demonstrations. However, the quality of the provided demonstrations usually significantly affects the ability of an agent to acquire desired skills. Therefore, the standard visual imitation learning assumes near-optimal demonstrations, which are expensive or sometimes prohibitive to collect. Previous works propose to learn from noisy demonstrations; however, the noise is usually assumed to follow a context-independent distribution such as a uniform or gaussian distribution. In this paper, we consider another crucial yet underexplored setting -- imitation learning with task-irrelevant yet locally consistent segments in the demonstrations (e.g., wiping sweat while cutting potatoes in a cooking tutorial). We argue that such noise is common in real world data and term them "extraneous" segments. To tackle this problem, we introduce Extraneousness-Aware Imitation Learning (EIL), a self-supervised approach that learns visuomotor policies from third-person demonstrations with extraneous subsequences. EIL learns action-conditioned observation embeddings in a self-supervised manner and retrieves task-relevant observations across visual demonstrations while excluding the extraneous ones. Experimental results show that EIL outperforms strong baselines and achieves comparable policies to those trained with perfect demonstration on both simulated and real-world robot control tasks. The project page can be found at https://sites.google.com/view/eil-website.
Robot See Robot Do: Imitating Articulated Object Manipulation with Monocular 4D Reconstruction
Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do (RSRD), a method for imitating articulated object manipulation from a single monocular RGB human demonstration given a single static multi-view object scan. We first propose 4D Differentiable Part Models (4D-DPM), a method for recovering 3D part motion from a monocular video with differentiable rendering. This analysis-by-synthesis approach uses part-centric feature fields in an iterative optimization which enables the use of geometric regularizers to recover 3D motions from only a single video. Given this 4D reconstruction, the robot replicates object trajectories by planning bimanual arm motions that induce the demonstrated object part motion. By representing demonstrations as part-centric trajectories, RSRD focuses on replicating the demonstration's intended behavior while considering the robot's own morphological limits, rather than attempting to reproduce the hand's motion. We evaluate 4D-DPM's 3D tracking accuracy on ground truth annotated 3D part trajectories and RSRD's physical execution performance on 9 objects across 10 trials each on a bimanual YuMi robot. Each phase of RSRD achieves an average of 87% success rate, for a total end-to-end success rate of 60% across 90 trials. Notably, this is accomplished using only feature fields distilled from large pretrained vision models -- without any task-specific training, fine-tuning, dataset collection, or annotation. Project page: https://robot-see-robot-do.github.io
Planning-Guided Diffusion Policy Learning for Generalizable Contact-Rich Bimanual Manipulation
Contact-rich bimanual manipulation involves precise coordination of two arms to change object states through strategically selected contacts and motions. Due to the inherent complexity of these tasks, acquiring sufficient demonstration data and training policies that generalize to unseen scenarios remain a largely unresolved challenge. Building on recent advances in planning through contacts, we introduce Generalizable Planning-Guided Diffusion Policy Learning (GLIDE), an approach that effectively learns to solve contact-rich bimanual manipulation tasks by leveraging model-based motion planners to generate demonstration data in high-fidelity physics simulation. Through efficient planning in randomized environments, our approach generates large-scale and high-quality synthetic motion trajectories for tasks involving diverse objects and transformations. We then train a task-conditioned diffusion policy via behavior cloning using these demonstrations. To tackle the sim-to-real gap, we propose a set of essential design options in feature extraction, task representation, action prediction, and data augmentation that enable learning robust prediction of smooth action sequences and generalization to unseen scenarios. Through experiments in both simulation and the real world, we demonstrate that our approach can enable a bimanual robotic system to effectively manipulate objects of diverse geometries, dimensions, and physical properties. Website: https://glide-manip.github.io/
Crossing the Human-Robot Embodiment Gap with Sim-to-Real RL using One Human Demonstration
Teaching robots dexterous manipulation skills often requires collecting hundreds of demonstrations using wearables or teleoperation, a process that is challenging to scale. Videos of human-object interactions are easier to collect and scale, but leveraging them directly for robot learning is difficult due to the lack of explicit action labels from videos and morphological differences between robot and human hands. We propose Human2Sim2Robot, a novel real-to-sim-to-real framework for training dexterous manipulation policies using only one RGB-D video of a human demonstrating a task. Our method utilizes reinforcement learning (RL) in simulation to cross the human-robot embodiment gap without relying on wearables, teleoperation, or large-scale data collection typically necessary for imitation learning methods. From the demonstration, we extract two task-specific components: (1) the object pose trajectory to define an object-centric, embodiment-agnostic reward function, and (2) the pre-manipulation hand pose to initialize and guide exploration during RL training. We found that these two components are highly effective for learning the desired task, eliminating the need for task-specific reward shaping and tuning. We demonstrate that Human2Sim2Robot outperforms object-aware open-loop trajectory replay by 55% and imitation learning with data augmentation by 68% across grasping, non-prehensile manipulation, and multi-step tasks. Project Site: https://human2sim2robot.github.io
Solving Rubik's Cube with a Robot Hand
We demonstrate that models trained only in simulation can be used to solve a manipulation problem of unprecedented complexity on a real robot. This is made possible by two key components: a novel algorithm, which we call automatic domain randomization (ADR) and a robot platform built for machine learning. ADR automatically generates a distribution over randomized environments of ever-increasing difficulty. Control policies and vision state estimators trained with ADR exhibit vastly improved sim2real transfer. For control policies, memory-augmented models trained on an ADR-generated distribution of environments show clear signs of emergent meta-learning at test time. The combination of ADR with our custom robot platform allows us to solve a Rubik's cube with a humanoid robot hand, which involves both control and state estimation problems. Videos summarizing our results are available: https://openai.com/blog/solving-rubiks-cube/
Learning 3D Particle-based Simulators from RGB-D Videos
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.
Rethinking Driving World Model as Synthetic Data Generator for Perception Tasks
Recent advancements in driving world models enable controllable generation of high-quality RGB videos or multimodal videos. Existing methods primarily focus on metrics related to generation quality and controllability. However, they often overlook the evaluation of downstream perception tasks, which are really crucial for the performance of autonomous driving. Existing methods usually leverage a training strategy that first pretrains on synthetic data and finetunes on real data, resulting in twice the epochs compared to the baseline (real data only). When we double the epochs in the baseline, the benefit of synthetic data becomes negligible. To thoroughly demonstrate the benefit of synthetic data, we introduce Dream4Drive, a novel synthetic data generation framework designed for enhancing the downstream perception tasks. Dream4Drive first decomposes the input video into several 3D-aware guidance maps and subsequently renders the 3D assets onto these guidance maps. Finally, the driving world model is fine-tuned to produce the edited, multi-view photorealistic videos, which can be used to train the downstream perception models. Dream4Drive enables unprecedented flexibility in generating multi-view corner cases at scale, significantly boosting corner case perception in autonomous driving. To facilitate future research, we also contribute a large-scale 3D asset dataset named DriveObj3D, covering the typical categories in driving scenarios and enabling diverse 3D-aware video editing. We conduct comprehensive experiments to show that Dream4Drive can effectively boost the performance of downstream perception models under various training epochs. Page: https://wm-research.github.io/Dream4Drive/ GitHub Link: https://github.com/wm-research/Dream4Drive
Impossible Videos
Synthetic videos nowadays is widely used to complement data scarcity and diversity of real-world videos. Current synthetic datasets primarily replicate real-world scenarios, leaving impossible, counterfactual and anti-reality video concepts underexplored. This work aims to answer two questions: 1) Can today's video generation models effectively follow prompts to create impossible video content? 2) Are today's video understanding models good enough for understanding impossible videos? To this end, we introduce IPV-Bench, a novel benchmark designed to evaluate and foster progress in video understanding and generation. IPV-Bench is underpinned by a comprehensive taxonomy, encompassing 4 domains, 14 categories. It features diverse scenes that defy physical, biological, geographical, or social laws. Based on the taxonomy, a prompt suite is constructed to evaluate video generation models, challenging their prompt following and creativity capabilities. In addition, a video benchmark is curated to assess Video-LLMs on their ability of understanding impossible videos, which particularly requires reasoning on temporal dynamics and world knowledge. Comprehensive evaluations reveal limitations and insights for future directions of video models, paving the way for next-generation video models.
Self-Correcting Self-Consuming Loops for Generative Model Training
As synthetic data becomes higher quality and proliferates on the internet, machine learning models are increasingly trained on a mix of human- and machine-generated data. Despite the successful stories of using synthetic data for representation learning, using synthetic data for generative model training creates "self-consuming loops" which may lead to training instability or even collapse, unless certain conditions are met. Our paper aims to stabilize self-consuming generative model training. Our theoretical results demonstrate that by introducing an idealized correction function, which maps a data point to be more likely under the true data distribution, self-consuming loops can be made exponentially more stable. We then propose self-correction functions, which rely on expert knowledge (e.g. the laws of physics programmed in a simulator), and aim to approximate the idealized corrector automatically and at scale. We empirically validate the effectiveness of self-correcting self-consuming loops on the challenging human motion synthesis task, and observe that it successfully avoids model collapse, even when the ratio of synthetic data to real data is as high as 100%.
High-Fidelity Simulated Data Generation for Real-World Zero-Shot Robotic Manipulation Learning with Gaussian Splatting
The scalability of robotic learning is fundamentally bottlenecked by the significant cost and labor of real-world data collection. While simulated data offers a scalable alternative, it often fails to generalize to the real world due to significant gaps in visual appearance, physical properties, and object interactions. To address this, we propose RoboSimGS, a novel Real2Sim2Real framework that converts multi-view real-world images into scalable, high-fidelity, and physically interactive simulation environments for robotic manipulation. Our approach reconstructs scenes using a hybrid representation: 3D Gaussian Splatting (3DGS) captures the photorealistic appearance of the environment, while mesh primitives for interactive objects ensure accurate physics simulation. Crucially, we pioneer the use of a Multi-modal Large Language Model (MLLM) to automate the creation of physically plausible, articulated assets. The MLLM analyzes visual data to infer not only physical properties (e.g., density, stiffness) but also complex kinematic structures (e.g., hinges, sliding rails) of objects. We demonstrate that policies trained entirely on data generated by RoboSimGS achieve successful zero-shot sim-to-real transfer across a diverse set of real-world manipulation tasks. Furthermore, data from RoboSimGS significantly enhances the performance and generalization capabilities of SOTA methods. Our results validate RoboSimGS as a powerful and scalable solution for bridging the sim-to-real gap.
ImagiNet: A Multi-Content Dataset for Generalizable Synthetic Image Detection via Contrastive Learning
Generative models, such as diffusion models (DMs), variational autoencoders (VAEs), and generative adversarial networks (GANs), produce images with a level of authenticity that makes them nearly indistinguishable from real photos and artwork. While this capability is beneficial for many industries, the difficulty of identifying synthetic images leaves online media platforms vulnerable to impersonation and misinformation attempts. To support the development of defensive methods, we introduce ImagiNet, a high-resolution and balanced dataset for synthetic image detection, designed to mitigate potential biases in existing resources. It contains 200K examples, spanning four content categories: photos, paintings, faces, and uncategorized. Synthetic images are produced with open-source and proprietary generators, whereas real counterparts of the same content type are collected from public datasets. The structure of ImagiNet allows for a two-track evaluation system: i) classification as real or synthetic and ii) identification of the generative model. To establish a baseline, we train a ResNet-50 model using a self-supervised contrastive objective (SelfCon) for each track. The model demonstrates state-of-the-art performance and high inference speed across established benchmarks, achieving an AUC of up to 0.99 and balanced accuracy ranging from 86% to 95%, even under social network conditions that involve compression and resizing. Our data and code are available at https://github.com/delyan-boychev/imaginet.
Fake it to make it: Using synthetic data to remedy the data shortage in joint multimodal speech-and-gesture synthesis
Although humans engaged in face-to-face conversation simultaneously communicate both verbally and non-verbally, methods for joint and unified synthesis of speech audio and co-speech 3D gesture motion from text are a new and emerging field. These technologies hold great promise for more human-like, efficient, expressive, and robust synthetic communication, but are currently held back by the lack of suitably large datasets, as existing methods are trained on parallel data from all constituent modalities. Inspired by student-teacher methods, we propose a straightforward solution to the data shortage, by simply synthesising additional training material. Specifically, we use unimodal synthesis models trained on large datasets to create multimodal (but synthetic) parallel training data, and then pre-train a joint synthesis model on that material. In addition, we propose a new synthesis architecture that adds better and more controllable prosody modelling to the state-of-the-art method in the field. Our results confirm that pre-training on large amounts of synthetic data improves the quality of both the speech and the motion synthesised by the multimodal model, with the proposed architecture yielding further benefits when pre-trained on the synthetic data. See https://shivammehta25.github.io/MAGI/ for example output.
Expressive Whole-Body Control for Humanoid Robots
Can we enable humanoid robots to generate rich, diverse, and expressive motions in the real world? We propose to learn a whole-body control policy on a human-sized robot to mimic human motions as realistic as possible. To train such a policy, we leverage the large-scale human motion capture data from the graphics community in a Reinforcement Learning framework. However, directly performing imitation learning with the motion capture dataset would not work on the real humanoid robot, given the large gap in degrees of freedom and physical capabilities. Our method Expressive Whole-Body Control (Exbody) tackles this problem by encouraging the upper humanoid body to imitate a reference motion, while relaxing the imitation constraint on its two legs and only requiring them to follow a given velocity robustly. With training in simulation and Sim2Real transfer, our policy can control a humanoid robot to walk in different styles, shake hands with humans, and even dance with a human in the real world. We conduct extensive studies and comparisons on diverse motions in both simulation and the real world to show the effectiveness of our approach.
PUG: Photorealistic and Semantically Controllable Synthetic Data for Representation Learning
Synthetic image datasets offer unmatched advantages for designing and evaluating deep neural networks: they make it possible to (i) render as many data samples as needed, (ii) precisely control each scene and yield granular ground truth labels (and captions), (iii) precisely control distribution shifts between training and testing to isolate variables of interest for sound experimentation. Despite such promise, the use of synthetic image data is still limited -- and often played down -- mainly due to their lack of realism. Most works therefore rely on datasets of real images, which have often been scraped from public images on the internet, and may have issues with regards to privacy, bias, and copyright, while offering little control over how objects precisely appear. In this work, we present a path to democratize the use of photorealistic synthetic data: we develop a new generation of interactive environments for representation learning research, that offer both controllability and realism. We use the Unreal Engine, a powerful game engine well known in the entertainment industry, to produce PUG (Photorealistic Unreal Graphics) environments and datasets for representation learning. In this paper, we demonstrate the potential of PUG to enable more rigorous evaluations of vision models.
VideoAgent: Self-Improving Video Generation
Video generation has been used to generate visual plans for controlling robotic systems. Given an image observation and a language instruction, previous work has generated video plans which are then converted to robot controls to be executed. However, a major bottleneck in leveraging video generation for control lies in the quality of the generated videos, which often suffer from hallucinatory content and unrealistic physics, resulting in low task success when control actions are extracted from the generated videos. While scaling up dataset and model size provides a partial solution, integrating external feedback is both natural and essential for grounding video generation in the real world. With this observation, we propose VideoAgent for self-improving generated video plans based on external feedback. Instead of directly executing the generated video plan, VideoAgent first refines the generated video plans using a novel procedure which we call self-conditioning consistency, allowing inference-time compute to be turned into better generated video plans. As the refined video plan is being executed, VideoAgent can collect additional data from the environment to further improve video plan generation. Experiments in simulated robotic manipulation from MetaWorld and iTHOR show that VideoAgent drastically reduces hallucination, thereby boosting success rate of downstream manipulation tasks. We further illustrate that VideoAgent can effectively refine real-robot videos, providing an early indicator that robots can be an effective tool in grounding video generation in the physical world. Video demos and code can be found at https://video-as-agent.github.io.
Naturalistic Robot Arm Trajectory Generation via Representation Learning
The integration of manipulator robots in household environments suggests a need for more predictable and human-like robot motion. This holds especially true for wheelchair-mounted assistive robots that can support the independence of people with paralysis. One method of generating naturalistic motion trajectories is via the imitation of human demonstrators. This paper explores a self-supervised imitation learning method using an autoregressive spatio-temporal graph neural network for an assistive drinking task. We address learning from diverse human motion trajectory data that were captured via wearable IMU sensors on a human arm as the action-free task demonstrations. Observed arm motion data from several participants is used to generate natural and functional drinking motion trajectories for a UR5e robot arm.
X-Sim: Cross-Embodiment Learning via Real-to-Sim-to-Real
Human videos offer a scalable way to train robot manipulation policies, but lack the action labels needed by standard imitation learning algorithms. Existing cross-embodiment approaches try to map human motion to robot actions, but often fail when the embodiments differ significantly. We propose X-Sim, a real-to-sim-to-real framework that uses object motion as a dense and transferable signal for learning robot policies. X-Sim starts by reconstructing a photorealistic simulation from an RGBD human video and tracking object trajectories to define object-centric rewards. These rewards are used to train a reinforcement learning (RL) policy in simulation. The learned policy is then distilled into an image-conditioned diffusion policy using synthetic rollouts rendered with varied viewpoints and lighting. To transfer to the real world, X-Sim introduces an online domain adaptation technique that aligns real and simulated observations during deployment. Importantly, X-Sim does not require any robot teleoperation data. We evaluate it across 5 manipulation tasks in 2 environments and show that it: (1) improves task progress by 30% on average over hand-tracking and sim-to-real baselines, (2) matches behavior cloning with 10x less data collection time, and (3) generalizes to new camera viewpoints and test-time changes. Code and videos are available at https://portal-cornell.github.io/X-Sim/.
Incorporating Spatial Awareness in Data-Driven Gesture Generation for Virtual Agents
This paper focuses on enhancing human-agent communication by integrating spatial context into virtual agents' non-verbal behaviors, specifically gestures. Recent advances in co-speech gesture generation have primarily utilized data-driven methods, which create natural motion but limit the scope of gestures to those performed in a void. Our work aims to extend these methods by enabling generative models to incorporate scene information into speech-driven gesture synthesis. We introduce a novel synthetic gesture dataset tailored for this purpose. This development represents a critical step toward creating embodied conversational agents that interact more naturally with their environment and users.
DreamGen: Unlocking Generalization in Robot Learning through Neural Trajectories
We introduce DreamGen, a simple yet highly effective 4-stage pipeline for training robot policies that generalize across behaviors and environments through neural trajectories - synthetic robot data generated from video world models. DreamGen leverages state-of-the-art image-to-video generative models, adapting them to the target robot embodiment to produce photorealistic synthetic videos of familiar or novel tasks in diverse environments. Since these models generate only videos, we recover pseudo-action sequences using either a latent action model or an inverse-dynamics model (IDM). Despite its simplicity, DreamGen unlocks strong behavior and environment generalization: a humanoid robot can perform 22 new behaviors in both seen and unseen environments, while requiring teleoperation data from only a single pick-and-place task in one environment. To evaluate the pipeline systematically, we introduce DreamGen Bench, a video generation benchmark that shows a strong correlation between benchmark performance and downstream policy success. Our work establishes a promising new axis for scaling robot learning well beyond manual data collection.
Chain of Thought Imitation with Procedure Cloning
Imitation learning aims to extract high-performance policies from logged demonstrations of expert behavior. It is common to frame imitation learning as a supervised learning problem in which one fits a function approximator to the input-output mapping exhibited by the logged demonstrations (input observations to output actions). While the framing of imitation learning as a supervised input-output learning problem allows for applicability in a wide variety of settings, it is also an overly simplistic view of the problem in situations where the expert demonstrations provide much richer insight into expert behavior. For example, applications such as path navigation, robot manipulation, and strategy games acquire expert demonstrations via planning, search, or some other multi-step algorithm, revealing not just the output action to be imitated but also the procedure for how to determine this action. While these intermediate computations may use tools not available to the agent during inference (e.g., environment simulators), they are nevertheless informative as a way to explain an expert's mapping of state to actions. To properly leverage expert procedure information without relying on the privileged tools the expert may have used to perform the procedure, we propose procedure cloning, which applies supervised sequence prediction to imitate the series of expert computations. This way, procedure cloning learns not only what to do (i.e., the output action), but how and why to do it (i.e., the procedure). Through empirical analysis on navigation, simulated robotic manipulation, and game-playing environments, we show that imitating the intermediate computations of an expert's behavior enables procedure cloning to learn policies exhibiting significant generalization to unseen environment configurations, including those configurations for which running the expert's procedure directly is infeasible.
SimVS: Simulating World Inconsistencies for Robust View Synthesis
Novel-view synthesis techniques achieve impressive results for static scenes but struggle when faced with the inconsistencies inherent to casual capture settings: varying illumination, scene motion, and other unintended effects that are difficult to model explicitly. We present an approach for leveraging generative video models to simulate the inconsistencies in the world that can occur during capture. We use this process, along with existing multi-view datasets, to create synthetic data for training a multi-view harmonization network that is able to reconcile inconsistent observations into a consistent 3D scene. We demonstrate that our world-simulation strategy significantly outperforms traditional augmentation methods in handling real-world scene variations, thereby enabling highly accurate static 3D reconstructions in the presence of a variety of challenging inconsistencies. Project page: https://alextrevithick.github.io/simvs
PhysWorld: From Real Videos to World Models of Deformable Objects via Physics-Aware Demonstration Synthesis
Interactive world models that simulate object dynamics are crucial for robotics, VR, and AR. However, it remains a significant challenge to learn physics-consistent dynamics models from limited real-world video data, especially for deformable objects with spatially-varying physical properties. To overcome the challenge of data scarcity, we propose PhysWorld, a novel framework that utilizes a simulator to synthesize physically plausible and diverse demonstrations to learn efficient world models. Specifically, we first construct a physics-consistent digital twin within MPM simulator via constitutive model selection and global-to-local optimization of physical properties. Subsequently, we apply part-aware perturbations to the physical properties and generate various motion patterns for the digital twin, synthesizing extensive and diverse demonstrations. Finally, using these demonstrations, we train a lightweight GNN-based world model that is embedded with physical properties. The real video can be used to further refine the physical properties. PhysWorld achieves accurate and fast future predictions for various deformable objects, and also generalizes well to novel interactions. Experiments show that PhysWorld has competitive performance while enabling inference speeds 47 times faster than the recent state-of-the-art method, i.e., PhysTwin.
Learning Robot Manipulation from Cross-Morphology Demonstration
Some Learning from Demonstrations (LfD) methods handle small mismatches in the action spaces of the teacher and student. Here we address the case where the teacher's morphology is substantially different from that of the student. Our framework, Morphological Adaptation in Imitation Learning (MAIL), bridges this gap allowing us to train an agent from demonstrations by other agents with significantly different morphologies. MAIL learns from suboptimal demonstrations, so long as they provide some guidance towards a desired solution. We demonstrate MAIL on manipulation tasks with rigid and deformable objects including 3D cloth manipulation interacting with rigid obstacles. We train a visual control policy for a robot with one end-effector using demonstrations from a simulated agent with two end-effectors. MAIL shows up to 24% improvement in a normalized performance metric over LfD and non-LfD baselines. It is deployed to a real Franka Panda robot, handles multiple variations in properties for objects (size, rotation, translation), and cloth-specific properties (color, thickness, size, material). An overview is on https://uscresl.github.io/mail .
Semantically Controllable Augmentations for Generalizable Robot Learning
Generalization to unseen real-world scenarios for robot manipulation requires exposure to diverse datasets during training. However, collecting large real-world datasets is intractable due to high operational costs. For robot learning to generalize despite these challenges, it is essential to leverage sources of data or priors beyond the robot's direct experience. In this work, we posit that image-text generative models, which are pre-trained on large corpora of web-scraped data, can serve as such a data source. These generative models encompass a broad range of real-world scenarios beyond a robot's direct experience and can synthesize novel synthetic experiences that expose robotic agents to additional world priors aiding real-world generalization at no extra cost. In particular, our approach leverages pre-trained generative models as an effective tool for data augmentation. We propose a generative augmentation framework for semantically controllable augmentations and rapidly multiplying robot datasets while inducing rich variations that enable real-world generalization. Based on diverse augmentations of robot data, we show how scalable robot manipulation policies can be trained and deployed both in simulation and in unseen real-world environments such as kitchens and table-tops. By demonstrating the effectiveness of image-text generative models in diverse real-world robotic applications, our generative augmentation framework provides a scalable and efficient path for boosting generalization in robot learning at no extra human cost.
DexNDM: Closing the Reality Gap for Dexterous In-Hand Rotation via Joint-Wise Neural Dynamics Model
Achieving generalized in-hand object rotation remains a significant challenge in robotics, largely due to the difficulty of transferring policies from simulation to the real world. The complex, contact-rich dynamics of dexterous manipulation create a "reality gap" that has limited prior work to constrained scenarios involving simple geometries, limited object sizes and aspect ratios, constrained wrist poses, or customized hands. We address this sim-to-real challenge with a novel framework that enables a single policy, trained in simulation, to generalize to a wide variety of objects and conditions in the real world. The core of our method is a joint-wise dynamics model that learns to bridge the reality gap by effectively fitting limited amount of real-world collected data and then adapting the sim policy's actions accordingly. The model is highly data-efficient and generalizable across different whole-hand interaction distributions by factorizing dynamics across joints, compressing system-wide influences into low-dimensional variables, and learning each joint's evolution from its own dynamic profile, implicitly capturing these net effects. We pair this with a fully autonomous data collection strategy that gathers diverse, real-world interaction data with minimal human intervention. Our complete pipeline demonstrates unprecedented generality: a single policy successfully rotates challenging objects with complex shapes (e.g., animals), high aspect ratios (up to 5.33), and small sizes, all while handling diverse wrist orientations and rotation axes. Comprehensive real-world evaluations and a teleoperation application for complex tasks validate the effectiveness and robustness of our approach. Website: https://meowuu7.github.io/DexNDM/
Learning Video Representations without Natural Videos
In this paper, we show that useful video representations can be learned from synthetic videos and natural images, without incorporating natural videos in the training. We propose a progression of video datasets synthesized by simple generative processes, that model a growing set of natural video properties (e.g. motion, acceleration, and shape transformations). The downstream performance of video models pre-trained on these generated datasets gradually increases with the dataset progression. A VideoMAE model pre-trained on our synthetic videos closes 97.2% of the performance gap on UCF101 action classification between training from scratch and self-supervised pre-training from natural videos, and outperforms the pre-trained model on HMDB51. Introducing crops of static images to the pre-training stage results in similar performance to UCF101 pre-training and outperforms the UCF101 pre-trained model on 11 out of 14 out-of-distribution datasets of UCF101-P. Analyzing the low-level properties of the datasets, we identify correlations between frame diversity, frame similarity to natural data, and downstream performance. Our approach provides a more controllable and transparent alternative to video data curation processes for pre-training.
Imitating Human Search Strategies for Assembly
We present a Learning from Demonstration method for teaching robots to perform search strategies imitated from humans in scenarios where alignment tasks fail due to position uncertainty. The method utilizes human demonstrations to learn both a state invariant dynamics model and an exploration distribution that captures the search area covered by the demonstrator. We present two alternative algorithms for computing a search trajectory from the exploration distribution, one based on sampling and another based on deterministic ergodic control. We augment the search trajectory with forces learnt through the dynamics model to enable searching both in force and position domains. An impedance controller with superposed forces is used for reproducing the learnt strategy. We experimentally evaluate the method on a KUKA LWR4+ performing a 2D peg-in-hole and a 3D electricity socket task. Results show that the proposed method can, with only few human demonstrations, learn to complete the search task.
ACE: A Cross-Platform Visual-Exoskeletons System for Low-Cost Dexterous Teleoperation
Learning from demonstrations has shown to be an effective approach to robotic manipulation, especially with the recently collected large-scale robot data with teleoperation systems. Building an efficient teleoperation system across diverse robot platforms has become more crucial than ever. However, there is a notable lack of cost-effective and user-friendly teleoperation systems for different end-effectors, e.g., anthropomorphic robot hands and grippers, that can operate across multiple platforms. To address this issue, we develop ACE, a cross-platform visual-exoskeleton system for low-cost dexterous teleoperation. Our system utilizes a hand-facing camera to capture 3D hand poses and an exoskeleton mounted on a portable base, enabling accurate real-time capture of both finger and wrist poses. Compared to previous systems, which often require hardware customization according to different robots, our single system can generalize to humanoid hands, arm-hands, arm-gripper, and quadruped-gripper systems with high-precision teleoperation. This enables imitation learning for complex manipulation tasks on diverse platforms.
CARLA2Real: a tool for reducing the sim2real gap in CARLA simulator
Simulators are indispensable for research in autonomous systems such as self-driving cars, autonomous robots and drones. Despite significant progress in various simulation aspects, such as graphical realism, an evident gap persists between the virtual and real-world environments. Since the ultimate goal is to deploy the autonomous systems in the real world, closing the sim2real gap is of utmost importance. In this paper, we employ a state-of-the-art approach to enhance the photorealism of simulated data, aligning them with the visual characteristics of real-world datasets. Based on this, we developed CARLA2Real, an easy-to-use, publicly available tool (plug-in) for the widely used and open-source CARLA simulator. This tool enhances the output of CARLA in near real-time, achieving a frame rate of 13 FPS, translating it to the visual style and realism of real-world datasets such as Cityscapes, KITTI, and Mapillary Vistas. By employing the proposed tool, we generated synthetic datasets from both the simulator and the enhancement model outputs, including their corresponding ground truth annotations for tasks related to autonomous driving. Then, we performed a number of experiments to evaluate the impact of the proposed approach on feature extraction and semantic segmentation methods when trained on the enhanced synthetic data. The results demonstrate that the sim2real gap is significant and can indeed be reduced by the introduced approach.
Forte : Finding Outliers with Representation Typicality Estimation
Generative models can now produce photorealistic synthetic data which is virtually indistinguishable from the real data used to train it. This is a significant evolution over previous models which could produce reasonable facsimiles of the training data, but ones which could be visually distinguished from the training data by human evaluation. Recent work on OOD detection has raised doubts that generative model likelihoods are optimal OOD detectors due to issues involving likelihood misestimation, entropy in the generative process, and typicality. We speculate that generative OOD detectors also failed because their models focused on the pixels rather than the semantic content of the data, leading to failures in near-OOD cases where the pixels may be similar but the information content is significantly different. We hypothesize that estimating typical sets using self-supervised learners leads to better OOD detectors. We introduce a novel approach that leverages representation learning, and informative summary statistics based on manifold estimation, to address all of the aforementioned issues. Our method outperforms other unsupervised approaches and achieves state-of-the art performance on well-established challenging benchmarks, and new synthetic data detection tasks.
Policy-Guided Diffusion
In many real-world settings, agents must learn from an offline dataset gathered by some prior behavior policy. Such a setting naturally leads to distribution shift between the behavior policy and the target policy being trained - requiring policy conservatism to avoid instability and overestimation bias. Autoregressive world models offer a different solution to this by generating synthetic, on-policy experience. However, in practice, model rollouts must be severely truncated to avoid compounding error. As an alternative, we propose policy-guided diffusion. Our method uses diffusion models to generate entire trajectories under the behavior distribution, applying guidance from the target policy to move synthetic experience further on-policy. We show that policy-guided diffusion models a regularized form of the target distribution that balances action likelihood under both the target and behavior policies, leading to plausible trajectories with high target policy probability, while retaining a lower dynamics error than an offline world model baseline. Using synthetic experience from policy-guided diffusion as a drop-in substitute for real data, we demonstrate significant improvements in performance across a range of standard offline reinforcement learning algorithms and environments. Our approach provides an effective alternative to autoregressive offline world models, opening the door to the controllable generation of synthetic training data.
Mobile ALOHA: Learning Bimanual Mobile Manipulation with Low-Cost Whole-Body Teleoperation
Imitation learning from human demonstrations has shown impressive performance in robotics. However, most results focus on table-top manipulation, lacking the mobility and dexterity necessary for generally useful tasks. In this work, we develop a system for imitating mobile manipulation tasks that are bimanual and require whole-body control. We first present Mobile ALOHA, a low-cost and whole-body teleoperation system for data collection. It augments the ALOHA system with a mobile base, and a whole-body teleoperation interface. Using data collected with Mobile ALOHA, we then perform supervised behavior cloning and find that co-training with existing static ALOHA datasets boosts performance on mobile manipulation tasks. With 50 demonstrations for each task, co-training can increase success rates by up to 90%, allowing Mobile ALOHA to autonomously complete complex mobile manipulation tasks such as sauteing and serving a piece of shrimp, opening a two-door wall cabinet to store heavy cooking pots, calling and entering an elevator, and lightly rinsing a used pan using a kitchen faucet. Project website: https://mobile-aloha.github.io
DRAWER: Digital Reconstruction and Articulation With Environment Realism
Creating virtual digital replicas from real-world data unlocks significant potential across domains like gaming and robotics. In this paper, we present DRAWER, a novel framework that converts a video of a static indoor scene into a photorealistic and interactive digital environment. Our approach centers on two main contributions: (i) a reconstruction module based on a dual scene representation that reconstructs the scene with fine-grained geometric details, and (ii) an articulation module that identifies articulation types and hinge positions, reconstructs simulatable shapes and appearances and integrates them into the scene. The resulting virtual environment is photorealistic, interactive, and runs in real time, with compatibility for game engines and robotic simulation platforms. We demonstrate the potential of DRAWER by using it to automatically create an interactive game in Unreal Engine and to enable real-to-sim-to-real transfer for robotics applications.
MultiRef: Controllable Image Generation with Multiple Visual References
Visual designers naturally draw inspiration from multiple visual references, combining diverse elements and aesthetic principles to create artwork. However, current image generative frameworks predominantly rely on single-source inputs -- either text prompts or individual reference images. In this paper, we focus on the task of controllable image generation using multiple visual references. We introduce MultiRef-bench, a rigorous evaluation framework comprising 990 synthetic and 1,000 real-world samples that require incorporating visual content from multiple reference images. The synthetic samples are synthetically generated through our data engine RefBlend, with 10 reference types and 33 reference combinations. Based on RefBlend, we further construct a dataset MultiRef containing 38k high-quality images to facilitate further research. Our experiments across three interleaved image-text models (i.e., OmniGen, ACE, and Show-o) and six agentic frameworks (e.g., ChatDiT and LLM + SD) reveal that even state-of-the-art systems struggle with multi-reference conditioning, with the best model OmniGen achieving only 66.6% in synthetic samples and 79.0% in real-world cases on average compared to the golden answer. These findings provide valuable directions for developing more flexible and human-like creative tools that can effectively integrate multiple sources of visual inspiration. The dataset is publicly available at: https://multiref.github.io/.
Analyzing the Synthetic-to-Real Domain Gap in 3D Hand Pose Estimation
Recent synthetic 3D human datasets for the face, body, and hands have pushed the limits on photorealism. Face recognition and body pose estimation have achieved state-of-the-art performance using synthetic training data alone, but for the hand, there is still a large synthetic-to-real gap. This paper presents the first systematic study of the synthetic-to-real gap of 3D hand pose estimation. We analyze the gap and identify key components such as the forearm, image frequency statistics, hand pose, and object occlusions. To facilitate our analysis, we propose a data synthesis pipeline to synthesize high-quality data. We demonstrate that synthetic hand data can achieve the same level of accuracy as real data when integrating our identified components, paving the path to use synthetic data alone for hand pose estimation. Code and data are available at: https://github.com/delaprada/HandSynthesis.git.
SG2VID: Scene Graphs Enable Fine-Grained Control for Video Synthesis
Surgical simulation plays a pivotal role in training novice surgeons, accelerating their learning curve and reducing intra-operative errors. However, conventional simulation tools fall short in providing the necessary photorealism and the variability of human anatomy. In response, current methods are shifting towards generative model-based simulators. Yet, these approaches primarily focus on using increasingly complex conditioning for precise synthesis while neglecting the fine-grained human control aspect. To address this gap, we introduce SG2VID, the first diffusion-based video model that leverages Scene Graphs for both precise video synthesis and fine-grained human control. We demonstrate SG2VID's capabilities across three public datasets featuring cataract and cholecystectomy surgery. While SG2VID outperforms previous methods both qualitatively and quantitatively, it also enables precise synthesis, providing accurate control over tool and anatomy's size and movement, entrance of new tools, as well as the overall scene layout. We qualitatively motivate how SG2VID can be used for generative augmentation and present an experiment demonstrating its ability to improve a downstream phase detection task when the training set is extended with our synthetic videos. Finally, to showcase SG2VID's ability to retain human control, we interact with the Scene Graphs to generate new video samples depicting major yet rare intra-operative irregularities.
RoboPoint: A Vision-Language Model for Spatial Affordance Prediction for Robotics
From rearranging objects on a table to putting groceries into shelves, robots must plan precise action points to perform tasks accurately and reliably. In spite of the recent adoption of vision language models (VLMs) to control robot behavior, VLMs struggle to precisely articulate robot actions using language. We introduce an automatic synthetic data generation pipeline that instruction-tunes VLMs to robotic domains and needs. Using the pipeline, we train RoboPoint, a VLM that predicts image keypoint affordances given language instructions. Compared to alternative approaches, our method requires no real-world data collection or human demonstration, making it much more scalable to diverse environments and viewpoints. In addition, RoboPoint is a general model that enables several downstream applications such as robot navigation, manipulation, and augmented reality (AR) assistance. Our experiments demonstrate that RoboPoint outperforms state-of-the-art VLMs (GPT-4o) and visual prompting techniques (PIVOT) by 21.8% in the accuracy of predicting spatial affordance and by 30.5% in the success rate of downstream tasks. Project website: https://robo-point.github.io.
DAViD: Data-efficient and Accurate Vision Models from Synthetic Data
The state of the art in human-centric computer vision achieves high accuracy and robustness across a diverse range of tasks. The most effective models in this domain have billions of parameters, thus requiring extremely large datasets, expensive training regimes, and compute-intensive inference. In this paper, we demonstrate that it is possible to train models on much smaller but high-fidelity synthetic datasets, with no loss in accuracy and higher efficiency. Using synthetic training data provides us with excellent levels of detail and perfect labels, while providing strong guarantees for data provenance, usage rights, and user consent. Procedural data synthesis also provides us with explicit control on data diversity, that we can use to address unfairness in the models we train. Extensive quantitative assessment on real input images demonstrates accuracy of our models on three dense prediction tasks: depth estimation, surface normal estimation, and soft foreground segmentation. Our models require only a fraction of the cost of training and inference when compared with foundational models of similar accuracy. Our human-centric synthetic dataset and trained models are available at https://aka.ms/DAViD.
Towards Ball Spin and Trajectory Analysis in Table Tennis Broadcast Videos via Physically Grounded Synthetic-to-Real Transfer
Analyzing a player's technique in table tennis requires knowledge of the ball's 3D trajectory and spin. While, the spin is not directly observable in standard broadcasting videos, we show that it can be inferred from the ball's trajectory in the video. We present a novel method to infer the initial spin and 3D trajectory from the corresponding 2D trajectory in a video. Without ground truth labels for broadcast videos, we train a neural network solely on synthetic data. Due to the choice of our input data representation, physically correct synthetic training data, and using targeted augmentations, the network naturally generalizes to real data. Notably, these simple techniques are sufficient to achieve generalization. No real data at all is required for training. To the best of our knowledge, we are the first to present a method for spin and trajectory prediction in simple monocular broadcast videos, achieving an accuracy of 92.0% in spin classification and a 2D reprojection error of 0.19% of the image diagonal.
Make-it-Real: Unleashing Large Multimodal Model's Ability for Painting 3D Objects with Realistic Materials
Physically realistic materials are pivotal in augmenting the realism of 3D assets across various applications and lighting conditions. However, existing 3D assets and generative models often lack authentic material properties. Manual assignment of materials using graphic software is a tedious and time-consuming task. In this paper, we exploit advancements in Multimodal Large Language Models (MLLMs), particularly GPT-4V, to present a novel approach, Make-it-Real: 1) We demonstrate that GPT-4V can effectively recognize and describe materials, allowing the construction of a detailed material library. 2) Utilizing a combination of visual cues and hierarchical text prompts, GPT-4V precisely identifies and aligns materials with the corresponding components of 3D objects. 3) The correctly matched materials are then meticulously applied as reference for the new SVBRDF material generation according to the original diffuse map, significantly enhancing their visual authenticity. Make-it-Real offers a streamlined integration into the 3D content creation workflow, showcasing its utility as an essential tool for developers of 3D assets.
On the Effectiveness of Retrieval, Alignment, and Replay in Manipulation
Imitation learning with visual observations is notoriously inefficient when addressed with end-to-end behavioural cloning methods. In this paper, we explore an alternative paradigm which decomposes reasoning into three phases. First, a retrieval phase, which informs the robot what it can do with an object. Second, an alignment phase, which informs the robot where to interact with the object. And third, a replay phase, which informs the robot how to interact with the object. Through a series of real-world experiments on everyday tasks, such as grasping, pouring, and inserting objects, we show that this decomposition brings unprecedented learning efficiency, and effective inter- and intra-class generalisation. Videos are available at https://www.robot-learning.uk/retrieval-alignment-replay.
Out-of-Dynamics Imitation Learning from Multimodal Demonstrations
Existing imitation learning works mainly assume that the demonstrator who collects demonstrations shares the same dynamics as the imitator. However, the assumption limits the usage of imitation learning, especially when collecting demonstrations for the imitator is difficult. In this paper, we study out-of-dynamics imitation learning (OOD-IL), which relaxes the assumption to that the demonstrator and the imitator have the same state spaces but could have different action spaces and dynamics. OOD-IL enables imitation learning to utilize demonstrations from a wide range of demonstrators but introduces a new challenge: some demonstrations cannot be achieved by the imitator due to the different dynamics. Prior works try to filter out such demonstrations by feasibility measurements, but ignore the fact that the demonstrations exhibit a multimodal distribution since the different demonstrators may take different policies in different dynamics. We develop a better transferability measurement to tackle this newly-emerged challenge. We firstly design a novel sequence-based contrastive clustering algorithm to cluster demonstrations from the same mode to avoid the mutual interference of demonstrations from different modes, and then learn the transferability of each demonstration with an adversarial-learning based algorithm in each cluster. Experiment results on several MuJoCo environments, a driving environment, and a simulated robot environment show that the proposed transferability measurement more accurately finds and down-weights non-transferable demonstrations and outperforms prior works on the final imitation learning performance. We show the videos of our experiment results on our website.
Language-Conditioned Imitation Learning for Robot Manipulation Tasks
Imitation learning is a popular approach for teaching motor skills to robots. However, most approaches focus on extracting policy parameters from execution traces alone (i.e., motion trajectories and perceptual data). No adequate communication channel exists between the human expert and the robot to describe critical aspects of the task, such as the properties of the target object or the intended shape of the motion. Motivated by insights into the human teaching process, we introduce a method for incorporating unstructured natural language into imitation learning. At training time, the expert can provide demonstrations along with verbal descriptions in order to describe the underlying intent (e.g., "go to the large green bowl"). The training process then interrelates these two modalities to encode the correlations between language, perception, and motion. The resulting language-conditioned visuomotor policies can be conditioned at runtime on new human commands and instructions, which allows for more fine-grained control over the trained policies while also reducing situational ambiguity. We demonstrate in a set of simulation experiments how our approach can learn language-conditioned manipulation policies for a seven-degree-of-freedom robot arm and compare the results to a variety of alternative methods.
BiGym: A Demo-Driven Mobile Bi-Manual Manipulation Benchmark
We introduce BiGym, a new benchmark and learning environment for mobile bi-manual demo-driven robotic manipulation. BiGym features 40 diverse tasks set in home environments, ranging from simple target reaching to complex kitchen cleaning. To capture the real-world performance accurately, we provide human-collected demonstrations for each task, reflecting the diverse modalities found in real-world robot trajectories. BiGym supports a variety of observations, including proprioceptive data and visual inputs such as RGB, and depth from 3 camera views. To validate the usability of BiGym, we thoroughly benchmark the state-of-the-art imitation learning algorithms and demo-driven reinforcement learning algorithms within the environment and discuss the future opportunities.
Morph: A Motion-free Physics Optimization Framework for Human Motion Generation
Human motion generation plays a vital role in applications such as digital humans and humanoid robot control. However, most existing approaches disregard physics constraints, leading to the frequent production of physically implausible motions with pronounced artifacts such as floating and foot sliding. In this paper, we propose Morph, a Motion-free physics optimization framework, comprising a Motion Generator and a Motion Physics Refinement module, for enhancing physical plausibility without relying on costly real-world motion data. Specifically, the Motion Generator is responsible for providing large-scale synthetic motion data, while the Motion Physics Refinement Module utilizes these synthetic data to train a motion imitator within a physics simulator, enforcing physical constraints to project the noisy motions into a physically-plausible space. These physically refined motions, in turn, are used to fine-tune the Motion Generator, further enhancing its capability. Experiments on both text-to-motion and music-to-dance generation tasks demonstrate that our framework achieves state-of-the-art motion generation quality while improving physical plausibility drastically.
One-Shot Imitation under Mismatched Execution
Human demonstrations as prompts are a powerful way to program robots to do long-horizon manipulation tasks. However, translating these demonstrations into robot-executable actions presents significant challenges due to execution mismatches in movement styles and physical capabilities. Existing methods either depend on human-robot paired data, which is infeasible to scale, or rely heavily on frame-level visual similarities that often break down in practice. To address these challenges, we propose RHyME, a novel framework that automatically aligns human and robot task executions using optimal transport costs. Given long-horizon robot demonstrations, RHyME synthesizes semantically equivalent human videos by retrieving and composing short-horizon human clips. This approach facilitates effective policy training without the need for paired data. RHyME successfully imitates a range of cross-embodiment demonstrators, both in simulation and with a real human hand, achieving over 50\% increase in task success compared to previous methods. We release our code and datasets at https://portal-cornell.github.io/rhyme/.
CRIL: Continual Robot Imitation Learning via Generative and Prediction Model
Imitation learning (IL) algorithms have shown promising results for robots to learn skills from expert demonstrations. However, they need multi-task demonstrations to be provided at once for acquiring diverse skills, which is difficult in real world. In this work we study how to realize continual imitation learning ability that empowers robots to continually learn new tasks one by one, thus reducing the burden of multi-task IL and accelerating the process of new task learning at the same time. We propose a novel trajectory generation model that employs both a generative adversarial network and a dynamics-aware prediction model to generate pseudo trajectories from all learned tasks in the new task learning process. Our experiments on both simulation and real-world manipulation tasks demonstrate the effectiveness of our method.
Infinite Mobility: Scalable High-Fidelity Synthesis of Articulated Objects via Procedural Generation
Large-scale articulated objects with high quality are desperately needed for multiple tasks related to embodied AI. Most existing methods for creating articulated objects are either data-driven or simulation based, which are limited by the scale and quality of the training data or the fidelity and heavy labour of the simulation. In this paper, we propose Infinite Mobility, a novel method for synthesizing high-fidelity articulated objects through procedural generation. User study and quantitative evaluation demonstrate that our method can produce results that excel current state-of-the-art methods and are comparable to human-annotated datasets in both physics property and mesh quality. Furthermore, we show that our synthetic data can be used as training data for generative models, enabling next-step scaling up. Code is available at https://github.com/Intern-Nexus/Infinite-Mobility
Green Screen Augmentation Enables Scene Generalisation in Robotic Manipulation
Generalising vision-based manipulation policies to novel environments remains a challenging area with limited exploration. Current practices involve collecting data in one location, training imitation learning or reinforcement learning policies with this data, and deploying the policy in the same location. However, this approach lacks scalability as it necessitates data collection in multiple locations for each task. This paper proposes a novel approach where data is collected in a location predominantly featuring green screens. We introduce Green-screen Augmentation (GreenAug), employing a chroma key algorithm to overlay background textures onto a green screen. Through extensive real-world empirical studies with over 850 training demonstrations and 8.2k evaluation episodes, we demonstrate that GreenAug surpasses no augmentation, standard computer vision augmentation, and prior generative augmentation methods in performance. While no algorithmic novelties are claimed, our paper advocates for a fundamental shift in data collection practices. We propose that real-world demonstrations in future research should utilise green screens, followed by the application of GreenAug. We believe GreenAug unlocks policy generalisation to visually distinct novel locations, addressing the current scene generalisation limitations in robot learning.
TidyBot++: An Open-Source Holonomic Mobile Manipulator for Robot Learning
Exploiting the promise of recent advances in imitation learning for mobile manipulation will require the collection of large numbers of human-guided demonstrations. This paper proposes an open-source design for an inexpensive, robust, and flexible mobile manipulator that can support arbitrary arms, enabling a wide range of real-world household mobile manipulation tasks. Crucially, our design uses powered casters to enable the mobile base to be fully holonomic, able to control all planar degrees of freedom independently and simultaneously. This feature makes the base more maneuverable and simplifies many mobile manipulation tasks, eliminating the kinematic constraints that create complex and time-consuming motions in nonholonomic bases. We equip our robot with an intuitive mobile phone teleoperation interface to enable easy data acquisition for imitation learning. In our experiments, we use this interface to collect data and show that the resulting learned policies can successfully perform a variety of common household mobile manipulation tasks.
Splatting Physical Scenes: End-to-End Real-to-Sim from Imperfect Robot Data
Creating accurate, physical simulations directly from real-world robot motion holds great value for safe, scalable, and affordable robot learning, yet remains exceptionally challenging. Real robot data suffers from occlusions, noisy camera poses, dynamic scene elements, which hinder the creation of geometrically accurate and photorealistic digital twins of unseen objects. We introduce a novel real-to-sim framework tackling all these challenges at once. Our key insight is a hybrid scene representation merging the photorealistic rendering of 3D Gaussian Splatting with explicit object meshes suitable for physics simulation within a single representation. We propose an end-to-end optimization pipeline that leverages differentiable rendering and differentiable physics within MuJoCo to jointly refine all scene components - from object geometry and appearance to robot poses and physical parameters - directly from raw and imprecise robot trajectories. This unified optimization allows us to simultaneously achieve high-fidelity object mesh reconstruction, generate photorealistic novel views, and perform annotation-free robot pose calibration. We demonstrate the effectiveness of our approach both in simulation and on challenging real-world sequences using an ALOHA 2 bi-manual manipulator, enabling more practical and robust real-to-simulation pipelines.
Reinforcement Learning via Implicit Imitation Guidance
We study the problem of sample efficient reinforcement learning, where prior data such as demonstrations are provided for initialization in lieu of a dense reward signal. A natural approach is to incorporate an imitation learning objective, either as regularization during training or to acquire a reference policy. However, imitation learning objectives can ultimately degrade long-term performance, as it does not directly align with reward maximization. In this work, we propose to use prior data solely for guiding exploration via noise added to the policy, sidestepping the need for explicit behavior cloning constraints. The key insight in our framework, Data-Guided Noise (DGN), is that demonstrations are most useful for identifying which actions should be explored, rather than forcing the policy to take certain actions. Our approach achieves up to 2-3x improvement over prior reinforcement learning from offline data methods across seven simulated continuous control tasks.
Learning to Generate Object Interactions with Physics-Guided Video Diffusion
Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.
Fake It Till You Make It: Face analysis in the wild using synthetic data alone
We demonstrate that it is possible to perform face-related computer vision in the wild using synthetic data alone. The community has long enjoyed the benefits of synthesizing training data with graphics, but the domain gap between real and synthetic data has remained a problem, especially for human faces. Researchers have tried to bridge this gap with data mixing, domain adaptation, and domain-adversarial training, but we show that it is possible to synthesize data with minimal domain gap, so that models trained on synthetic data generalize to real in-the-wild datasets. We describe how to combine a procedurally-generated parametric 3D face model with a comprehensive library of hand-crafted assets to render training images with unprecedented realism and diversity. We train machine learning systems for face-related tasks such as landmark localization and face parsing, showing that synthetic data can both match real data in accuracy as well as open up new approaches where manual labelling would be impossible.
Free-Form Motion Control: A Synthetic Video Generation Dataset with Controllable Camera and Object Motions
Controlling the movements of dynamic objects and the camera within generated videos is a meaningful yet challenging task. Due to the lack of datasets with comprehensive motion annotations, existing algorithms can not simultaneously control the motions of both camera and objects, resulting in limited controllability over generated contents. To address this issue and facilitate the research in this field, we introduce a Synthetic Dataset for Free-Form Motion Control (SynFMC). The proposed SynFMC dataset includes diverse objects and environments and covers various motion patterns according to specific rules, simulating common and complex real-world scenarios. The complete 6D pose information facilitates models learning to disentangle the motion effects from objects and the camera in a video. To validate the effectiveness and generalization of SynFMC, we further propose a method, Free-Form Motion Control (FMC). FMC enables independent or simultaneous control of object and camera movements, producing high-fidelity videos. Moreover, it is compatible with various personalized text-to-image (T2I) models for different content styles. Extensive experiments demonstrate that the proposed FMC outperforms previous methods across multiple scenarios.
Open-TeleVision: Teleoperation with Immersive Active Visual Feedback
Teleoperation serves as a powerful method for collecting on-robot data essential for robot learning from demonstrations. The intuitiveness and ease of use of the teleoperation system are crucial for ensuring high-quality, diverse, and scalable data. To achieve this, we propose an immersive teleoperation system Open-TeleVision that allows operators to actively perceive the robot's surroundings in a stereoscopic manner. Additionally, the system mirrors the operator's arm and hand movements on the robot, creating an immersive experience as if the operator's mind is transmitted to a robot embodiment. We validate the effectiveness of our system by collecting data and training imitation learning policies on four long-horizon, precise tasks (Can Sorting, Can Insertion, Folding, and Unloading) for 2 different humanoid robots and deploy them in the real world. The system is open-sourced at: https://robot-tv.github.io/
Any-point Trajectory Modeling for Policy Learning
Learning from demonstration is a powerful method for teaching robots new skills, and having more demonstration data often improves policy learning. However, the high cost of collecting demonstration data is a significant bottleneck. Videos, as a rich data source, contain knowledge of behaviors, physics, and semantics, but extracting control-specific information from them is challenging due to the lack of action labels. In this work, we introduce a novel framework, Any-point Trajectory Modeling (ATM), that utilizes video demonstrations by pre-training a trajectory model to predict future trajectories of arbitrary points within a video frame. Once trained, these trajectories provide detailed control guidance, enabling the learning of robust visuomotor policies with minimal action-labeled data. Across over 130 language-conditioned tasks we evaluated in both simulation and the real world, ATM outperforms strong video pre-training baselines by 80% on average. Furthermore, we show effective transfer learning of manipulation skills from human videos and videos from a different robot morphology. Visualizations and code are available at: https://xingyu-lin.github.io/atm.
Zero-shot Image Editing with Reference Imitation
Image editing serves as a practical yet challenging task considering the diverse demands from users, where one of the hardest parts is to precisely describe how the edited image should look like. In this work, we present a new form of editing, termed imitative editing, to help users exercise their creativity more conveniently. Concretely, to edit an image region of interest, users are free to directly draw inspiration from some in-the-wild references (e.g., some relative pictures come across online), without having to cope with the fit between the reference and the source. Such a design requires the system to automatically figure out what to expect from the reference to perform the editing. For this purpose, we propose a generative training framework, dubbed MimicBrush, which randomly selects two frames from a video clip, masks some regions of one frame, and learns to recover the masked regions using the information from the other frame. That way, our model, developed from a diffusion prior, is able to capture the semantic correspondence between separate images in a self-supervised manner. We experimentally show the effectiveness of our method under various test cases as well as its superiority over existing alternatives. We also construct a benchmark to facilitate further research.
Inverse Dynamics Pretraining Learns Good Representations for Multitask Imitation
In recent years, domains such as natural language processing and image recognition have popularized the paradigm of using large datasets to pretrain representations that can be effectively transferred to downstream tasks. In this work we evaluate how such a paradigm should be done in imitation learning, where both pretraining and finetuning data are trajectories collected by experts interacting with an unknown environment. Namely, we consider a setting where the pretraining corpus consists of multitask demonstrations and the task for each demonstration is set by an unobserved latent context variable. The goal is to use the pretraining corpus to learn a low dimensional representation of the high dimensional (e.g., visual) observation space which can be transferred to a novel context for finetuning on a limited dataset of demonstrations. Among a variety of possible pretraining objectives, we argue that inverse dynamics modeling -- i.e., predicting an action given the observations appearing before and after it in the demonstration -- is well-suited to this setting. We provide empirical evidence of this claim through evaluations on a variety of simulated visuomotor manipulation problems. While previous work has attempted various theoretical explanations regarding the benefit of inverse dynamics modeling, we find that these arguments are insufficient to explain the empirical advantages often observed in our settings, and so we derive a novel analysis using a simple but general environment model.
VR-based generation of photorealistic synthetic data for training hand-object tracking models
Supervised learning models for precise tracking of hand-object interactions (HOI) in 3D require large amounts of annotated data for training. Moreover, it is not intuitive for non-experts to label 3D ground truth (e.g. 6DoF object pose) on 2D images. To address these issues, we present "blender-hoisynth", an interactive synthetic data generator based on the Blender software. Blender-hoisynth can scalably generate and automatically annotate visual HOI training data. Other competing approaches usually generate synthetic HOI data compeletely without human input. While this may be beneficial in some scenarios, HOI applications inherently necessitate direct control over the HOIs as an expression of human intent. With blender-hoisynth, it is possible for users to interact with objects via virtual hands using standard Virtual Reality hardware. The synthetically generated data are characterized by a high degree of photorealism and contain visually plausible and physically realistic videos of hands grasping objects and moving them around in 3D. To demonstrate the efficacy of our data generation, we replace large parts of the training data in the well-known DexYCB dataset with hoisynth data and train a state-of-the-art HOI reconstruction model with it. We show that there is no significant degradation in the model performance despite the data replacement.
A Survey of Robotic Navigation and Manipulation with Physics Simulators in the Era of Embodied AI
Navigation and manipulation are core capabilities in Embodied AI, yet training agents with these capabilities in the real world faces high costs and time complexity. Therefore, sim-to-real transfer has emerged as a key approach, yet the sim-to-real gap persists. This survey examines how physics simulators address this gap by analyzing their properties overlooked in previous surveys. We also analyze their features for navigation and manipulation tasks, along with hardware requirements. Additionally, we offer a resource with benchmark datasets, metrics, simulation platforms, and cutting-edge methods-such as world models and geometric equivariance-to help researchers select suitable tools while accounting for hardware constraints.
Exploring the Evolution of Physics Cognition in Video Generation: A Survey
Recent advancements in video generation have witnessed significant progress, especially with the rapid advancement of diffusion models. Despite this, their deficiencies in physical cognition have gradually received widespread attention - generated content often violates the fundamental laws of physics, falling into the dilemma of ''visual realism but physical absurdity". Researchers began to increasingly recognize the importance of physical fidelity in video generation and attempted to integrate heuristic physical cognition such as motion representations and physical knowledge into generative systems to simulate real-world dynamic scenarios. Considering the lack of a systematic overview in this field, this survey aims to provide a comprehensive summary of architecture designs and their applications to fill this gap. Specifically, we discuss and organize the evolutionary process of physical cognition in video generation from a cognitive science perspective, while proposing a three-tier taxonomy: 1) basic schema perception for generation, 2) passive cognition of physical knowledge for generation, and 3) active cognition for world simulation, encompassing state-of-the-art methods, classical paradigms, and benchmarks. Subsequently, we emphasize the inherent key challenges in this domain and delineate potential pathways for future research, contributing to advancing the frontiers of discussion in both academia and industry. Through structured review and interdisciplinary analysis, this survey aims to provide directional guidance for developing interpretable, controllable, and physically consistent video generation paradigms, thereby propelling generative models from the stage of ''visual mimicry'' towards a new phase of ''human-like physical comprehension''.
HAND Me the Data: Fast Robot Adaptation via Hand Path Retrieval
We hand the community HAND, a simple and time-efficient method for teaching robots new manipulation tasks through human hand demonstrations. Instead of relying on task-specific robot demonstrations collected via teleoperation, HAND uses easy-to-provide hand demonstrations to retrieve relevant behaviors from task-agnostic robot play data. Using a visual tracking pipeline, HAND extracts the motion of the human hand from the hand demonstration and retrieves robot sub-trajectories in two stages: first filtering by visual similarity, then retrieving trajectories with similar behaviors to the hand. Fine-tuning a policy on the retrieved data enables real-time learning of tasks in under four minutes, without requiring calibrated cameras or detailed hand pose estimation. Experiments also show that HAND outperforms retrieval baselines by over 2x in average task success rates on real robots. Videos can be found at our project website: https://liralab.usc.edu/handretrieval/.
Text To 3D Object Generation For Scalable Room Assembly
Modern machine learning models for scene understanding, such as depth estimation and object tracking, rely on large, high-quality datasets that mimic real-world deployment scenarios. To address data scarcity, we propose an end-to-end system for synthetic data generation for scalable, high-quality, and customizable 3D indoor scenes. By integrating and adapting text-to-image and multi-view diffusion models with Neural Radiance Field-based meshing, this system generates highfidelity 3D object assets from text prompts and incorporates them into pre-defined floor plans using a rendering tool. By introducing novel loss functions and training strategies into existing methods, the system supports on-demand scene generation, aiming to alleviate the scarcity of current available data, generally manually crafted by artists. This system advances the role of synthetic data in addressing machine learning training limitations, enabling more robust and generalizable models for real-world applications.
InteriorNet: Mega-scale Multi-sensor Photo-realistic Indoor Scenes Dataset
Datasets have gained an enormous amount of popularity in the computer vision community, from training and evaluation of Deep Learning-based methods to benchmarking Simultaneous Localization and Mapping (SLAM). Without a doubt, synthetic imagery bears a vast potential due to scalability in terms of amounts of data obtainable without tedious manual ground truth annotations or measurements. Here, we present a dataset with the aim of providing a higher degree of photo-realism, larger scale, more variability as well as serving a wider range of purposes compared to existing datasets. Our dataset leverages the availability of millions of professional interior designs and millions of production-level furniture and object assets -- all coming with fine geometric details and high-resolution texture. We render high-resolution and high frame-rate video sequences following realistic trajectories while supporting various camera types as well as providing inertial measurements. Together with the release of the dataset, we will make executable program of our interactive simulator software as well as our renderer available at https://interiornetdataset.github.io. To showcase the usability and uniqueness of our dataset, we show benchmarking results of both sparse and dense SLAM algorithms.
Morpheus: Benchmarking Physical Reasoning of Video Generative Models with Real Physical Experiments
Recent advances in image and video generation raise hopes that these models possess world modeling capabilities, the ability to generate realistic, physically plausible videos. This could revolutionize applications in robotics, autonomous driving, and scientific simulation. However, before treating these models as world models, we must ask: Do they adhere to physical conservation laws? To answer this, we introduce Morpheus, a benchmark for evaluating video generation models on physical reasoning. It features 80 real-world videos capturing physical phenomena, guided by conservation laws. Since artificial generations lack ground truth, we assess physical plausibility using physics-informed metrics evaluated with respect to infallible conservation laws known per physical setting, leveraging advances in physics-informed neural networks and vision-language foundation models. Our findings reveal that even with advanced prompting and video conditioning, current models struggle to encode physical principles despite generating aesthetically pleasing videos. All data, leaderboard, and code are open-sourced at our project page.
Bi-Level Motion Imitation for Humanoid Robots
Imitation learning from human motion capture (MoCap) data provides a promising way to train humanoid robots. However, due to differences in morphology, such as varying degrees of joint freedom and force limits, exact replication of human behaviors may not be feasible for humanoid robots. Consequently, incorporating physically infeasible MoCap data in training datasets can adversely affect the performance of the robot policy. To address this issue, we propose a bi-level optimization-based imitation learning framework that alternates between optimizing both the robot policy and the target MoCap data. Specifically, we first develop a generative latent dynamics model using a novel self-consistent auto-encoder, which learns sparse and structured motion representations while capturing desired motion patterns in the dataset. The dynamics model is then utilized to generate reference motions while the latent representation regularizes the bi-level motion imitation process. Simulations conducted with a realistic model of a humanoid robot demonstrate that our method enhances the robot policy by modifying reference motions to be physically consistent.
Sketch-A-Shape: Zero-Shot Sketch-to-3D Shape Generation
Significant progress has recently been made in creative applications of large pre-trained models for downstream tasks in 3D vision, such as text-to-shape generation. This motivates our investigation of how these pre-trained models can be used effectively to generate 3D shapes from sketches, which has largely remained an open challenge due to the limited sketch-shape paired datasets and the varying level of abstraction in the sketches. We discover that conditioning a 3D generative model on the features (obtained from a frozen large pre-trained vision model) of synthetic renderings during training enables us to effectively generate 3D shapes from sketches at inference time. This suggests that the large pre-trained vision model features carry semantic signals that are resilient to domain shifts, i.e., allowing us to use only RGB renderings, but generalizing to sketches at inference time. We conduct a comprehensive set of experiments investigating different design factors and demonstrate the effectiveness of our straightforward approach for generation of multiple 3D shapes per each input sketch regardless of their level of abstraction without requiring any paired datasets during training.
Natural Synthetic Anomalies for Self-Supervised Anomaly Detection and Localization
We introduce a simple and intuitive self-supervision task, Natural Synthetic Anomalies (NSA), for training an end-to-end model for anomaly detection and localization using only normal training data. NSA integrates Poisson image editing to seamlessly blend scaled patches of various sizes from separate images. This creates a wide range of synthetic anomalies which are more similar to natural sub-image irregularities than previous data-augmentation strategies for self-supervised anomaly detection. We evaluate the proposed method using natural and medical images. Our experiments with the MVTec AD dataset show that a model trained to localize NSA anomalies generalizes well to detecting real-world a priori unknown types of manufacturing defects. Our method achieves an overall detection AUROC of 97.2 outperforming all previous methods that learn without the use of additional datasets. Code available at https://github.com/hmsch/natural-synthetic-anomalies.
PhysGen: Rigid-Body Physics-Grounded Image-to-Video Generation
We present PhysGen, a novel image-to-video generation method that converts a single image and an input condition (e.g., force and torque applied to an object in the image) to produce a realistic, physically plausible, and temporally consistent video. Our key insight is to integrate model-based physical simulation with a data-driven video generation process, enabling plausible image-space dynamics. At the heart of our system are three core components: (i) an image understanding module that effectively captures the geometry, materials, and physical parameters of the image; (ii) an image-space dynamics simulation model that utilizes rigid-body physics and inferred parameters to simulate realistic behaviors; and (iii) an image-based rendering and refinement module that leverages generative video diffusion to produce realistic video footage featuring the simulated motion. The resulting videos are realistic in both physics and appearance and are even precisely controllable, showcasing superior results over existing data-driven image-to-video generation works through quantitative comparison and comprehensive user study. PhysGen's resulting videos can be used for various downstream applications, such as turning an image into a realistic animation or allowing users to interact with the image and create various dynamics. Project page: https://stevenlsw.github.io/physgen/
A Recipe for Generating 3D Worlds From a Single Image
We introduce a recipe for generating immersive 3D worlds from a single image by framing the task as an in-context learning problem for 2D inpainting models. This approach requires minimal training and uses existing generative models. Our process involves two steps: generating coherent panoramas using a pre-trained diffusion model and lifting these into 3D with a metric depth estimator. We then fill unobserved regions by conditioning the inpainting model on rendered point clouds, requiring minimal fine-tuning. Tested on both synthetic and real images, our method produces high-quality 3D environments suitable for VR display. By explicitly modeling the 3D structure of the generated environment from the start, our approach consistently outperforms state-of-the-art, video synthesis-based methods along multiple quantitative image quality metrics. Project Page: https://katjaschwarz.github.io/worlds/
UniSkill: Imitating Human Videos via Cross-Embodiment Skill Representations
Mimicry is a fundamental learning mechanism in humans, enabling individuals to learn new tasks by observing and imitating experts. However, applying this ability to robots presents significant challenges due to the inherent differences between human and robot embodiments in both their visual appearance and physical capabilities. While previous methods bridge this gap using cross-embodiment datasets with shared scenes and tasks, collecting such aligned data between humans and robots at scale is not trivial. In this paper, we propose UniSkill, a novel framework that learns embodiment-agnostic skill representations from large-scale cross-embodiment video data without any labels, enabling skills extracted from human video prompts to effectively transfer to robot policies trained only on robot data. Our experiments in both simulation and real-world environments show that our cross-embodiment skills successfully guide robots in selecting appropriate actions, even with unseen video prompts. The project website can be found at: https://kimhanjung.github.io/UniSkill.
Multi-Stage Cable Routing through Hierarchical Imitation Learning
We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.
Towards Learning to Imitate from a Single Video Demonstration
Agents that can learn to imitate given video observation -- without direct access to state or action information are more applicable to learning in the natural world. However, formulating a reinforcement learning (RL) agent that facilitates this goal remains a significant challenge. We approach this challenge using contrastive training to learn a reward function comparing an agent's behaviour with a single demonstration. We use a Siamese recurrent neural network architecture to learn rewards in space and time between motion clips while training an RL policy to minimize this distance. Through experimentation, we also find that the inclusion of multi-task data and additional image encoding losses improve the temporal consistency of the learned rewards and, as a result, significantly improves policy learning. We demonstrate our approach on simulated humanoid, dog, and raptor agents in 2D and a quadruped and a humanoid in 3D. We show that our method outperforms current state-of-the-art techniques in these environments and can learn to imitate from a single video demonstration.
Motion Prompting: Controlling Video Generation with Motion Trajectories
Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatio-temporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance. Video results are available on our webpage: https://motion-prompting.github.io/
EnerVerse-AC: Envisioning Embodied Environments with Action Condition
Robotic imitation learning has advanced from solving static tasks to addressing dynamic interaction scenarios, but testing and evaluation remain costly and challenging due to the need for real-time interaction with dynamic environments. We propose EnerVerse-AC (EVAC), an action-conditional world model that generates future visual observations based on an agent's predicted actions, enabling realistic and controllable robotic inference. Building on prior architectures, EVAC introduces a multi-level action-conditioning mechanism and ray map encoding for dynamic multi-view image generation while expanding training data with diverse failure trajectories to improve generalization. As both a data engine and evaluator, EVAC augments human-collected trajectories into diverse datasets and generates realistic, action-conditioned video observations for policy testing, eliminating the need for physical robots or complex simulations. This approach significantly reduces costs while maintaining high fidelity in robotic manipulation evaluation. Extensive experiments validate the effectiveness of our method. Code, checkpoints, and datasets can be found at <https://annaj2178.github.io/EnerverseAC.github.io>.
This&That: Language-Gesture Controlled Video Generation for Robot Planning
We propose a robot learning method for communicating, planning, and executing a wide range of tasks, dubbed This&That. We achieve robot planning for general tasks by leveraging the power of video generative models trained on internet-scale data containing rich physical and semantic context. In this work, we tackle three fundamental challenges in video-based planning: 1) unambiguous task communication with simple human instructions, 2) controllable video generation that respects user intents, and 3) translating visual planning into robot actions. We propose language-gesture conditioning to generate videos, which is both simpler and clearer than existing language-only methods, especially in complex and uncertain environments. We then suggest a behavioral cloning design that seamlessly incorporates the video plans. This&That demonstrates state-of-the-art effectiveness in addressing the above three challenges, and justifies the use of video generation as an intermediate representation for generalizable task planning and execution. Project website: https://cfeng16.github.io/this-and-that/.
DynVFX: Augmenting Real Videos with Dynamic Content
We present a method for augmenting real-world videos with newly generated dynamic content. Given an input video and a simple user-provided text instruction describing the desired content, our method synthesizes dynamic objects or complex scene effects that naturally interact with the existing scene over time. The position, appearance, and motion of the new content are seamlessly integrated into the original footage while accounting for camera motion, occlusions, and interactions with other dynamic objects in the scene, resulting in a cohesive and realistic output video. We achieve this via a zero-shot, training-free framework that harnesses a pre-trained text-to-video diffusion transformer to synthesize the new content and a pre-trained Vision Language Model to envision the augmented scene in detail. Specifically, we introduce a novel inference-based method that manipulates features within the attention mechanism, enabling accurate localization and seamless integration of the new content while preserving the integrity of the original scene. Our method is fully automated, requiring only a simple user instruction. We demonstrate its effectiveness on a wide range of edits applied to real-world videos, encompassing diverse objects and scenarios involving both camera and object motion.
Evaluating Real-World Robot Manipulation Policies in Simulation
The field of robotics has made significant advances towards generalist robot manipulation policies. However, real-world evaluation of such policies is not scalable and faces reproducibility challenges, which are likely to worsen as policies broaden the spectrum of tasks they can perform. We identify control and visual disparities between real and simulated environments as key challenges for reliable simulated evaluation and propose approaches for mitigating these gaps without needing to craft full-fidelity digital twins of real-world environments. We then employ these approaches to create SIMPLER, a collection of simulated environments for manipulation policy evaluation on common real robot setups. Through paired sim-and-real evaluations of manipulation policies, we demonstrate strong correlation between policy performance in SIMPLER environments and in the real world. Additionally, we find that SIMPLER evaluations accurately reflect real-world policy behavior modes such as sensitivity to various distribution shifts. We open-source all SIMPLER environments along with our workflow for creating new environments at https://simpler-env.github.io to facilitate research on general-purpose manipulation policies and simulated evaluation frameworks.
CamCloneMaster: Enabling Reference-based Camera Control for Video Generation
Camera control is crucial for generating expressive and cinematic videos. Existing methods rely on explicit sequences of camera parameters as control conditions, which can be cumbersome for users to construct, particularly for intricate camera movements. To provide a more intuitive camera control method, we propose CamCloneMaster, a framework that enables users to replicate camera movements from reference videos without requiring camera parameters or test-time fine-tuning. CamCloneMaster seamlessly supports reference-based camera control for both Image-to-Video and Video-to-Video tasks within a unified framework. Furthermore, we present the Camera Clone Dataset, a large-scale synthetic dataset designed for camera clone learning, encompassing diverse scenes, subjects, and camera movements. Extensive experiments and user studies demonstrate that CamCloneMaster outperforms existing methods in terms of both camera controllability and visual quality.
LEAP Hand: Low-Cost, Efficient, and Anthropomorphic Hand for Robot Learning
Dexterous manipulation has been a long-standing challenge in robotics. While machine learning techniques have shown some promise, results have largely been currently limited to simulation. This can be mostly attributed to the lack of suitable hardware. In this paper, we present LEAP Hand, a low-cost dexterous and anthropomorphic hand for machine learning research. In contrast to previous hands, LEAP Hand has a novel kinematic structure that allows maximal dexterity regardless of finger pose. LEAP Hand is low-cost and can be assembled in 4 hours at a cost of 2000 USD from readily available parts. It is capable of consistently exerting large torques over long durations of time. We show that LEAP Hand can be used to perform several manipulation tasks in the real world -- from visual teleoperation to learning from passive video data and sim2real. LEAP Hand significantly outperforms its closest competitor Allegro Hand in all our experiments while being 1/8th of the cost. We release detailed assembly instructions, the Sim2Real pipeline and a development platform with useful APIs on our website at https://leap-hand.github.io/
Learning and Retrieval from Prior Data for Skill-based Imitation Learning
Imitation learning offers a promising path for robots to learn general-purpose behaviors, but traditionally has exhibited limited scalability due to high data supervision requirements and brittle generalization. Inspired by recent advances in multi-task imitation learning, we investigate the use of prior data from previous tasks to facilitate learning novel tasks in a robust, data-efficient manner. To make effective use of the prior data, the robot must internalize knowledge from past experiences and contextualize this knowledge in novel tasks. To that end, we develop a skill-based imitation learning framework that extracts temporally extended sensorimotor skills from prior data and subsequently learns a policy for the target task that invokes these learned skills. We identify several key design choices that significantly improve performance on novel tasks, namely representation learning objectives to enable more predictable skill representations and a retrieval-based data augmentation mechanism to increase the scope of supervision for policy training. On a collection of simulated and real-world manipulation domains, we demonstrate that our method significantly outperforms existing imitation learning and offline reinforcement learning approaches. Videos and code are available at https://ut-austin-rpl.github.io/sailor
DemoDiffusion: One-Shot Human Imitation using pre-trained Diffusion Policy
We propose DemoDiffusion, a simple and scalable method for enabling robots to perform manipulation tasks in natural environments by imitating a single human demonstration. Our approach is based on two key insights. First, the hand motion in a human demonstration provides a useful prior for the robot's end-effector trajectory, which we can convert into a rough open-loop robot motion trajectory via kinematic retargeting. Second, while this retargeted motion captures the overall structure of the task, it may not align well with plausible robot actions in-context. To address this, we leverage a pre-trained generalist diffusion policy to modify the trajectory, ensuring it both follows the human motion and remains within the distribution of plausible robot actions. Our approach avoids the need for online reinforcement learning or paired human-robot data, enabling robust adaptation to new tasks and scenes with minimal manual effort. Experiments in both simulation and real-world settings show that DemoDiffusion outperforms both the base policy and the retargeted trajectory, enabling the robot to succeed even on tasks where the pre-trained generalist policy fails entirely. Project page: https://demodiffusion.github.io/
MirrorVerse: Pushing Diffusion Models to Realistically Reflect the World
Diffusion models have become central to various image editing tasks, yet they often fail to fully adhere to physical laws, particularly with effects like shadows, reflections, and occlusions. In this work, we address the challenge of generating photorealistic mirror reflections using diffusion-based generative models. Despite extensive training data, existing diffusion models frequently overlook the nuanced details crucial to authentic mirror reflections. Recent approaches have attempted to resolve this by creating synhetic datasets and framing reflection generation as an inpainting task; however, they struggle to generalize across different object orientations and positions relative to the mirror. Our method overcomes these limitations by introducing key augmentations into the synthetic data pipeline: (1) random object positioning, (2) randomized rotations, and (3) grounding of objects, significantly enhancing generalization across poses and placements. To further address spatial relationships and occlusions in scenes with multiple objects, we implement a strategy to pair objects during dataset generation, resulting in a dataset robust enough to handle these complex scenarios. Achieving generalization to real-world scenes remains a challenge, so we introduce a three-stage training curriculum to develop the MirrorFusion 2.0 model to improve real-world performance. We provide extensive qualitative and quantitative evaluations to support our approach. The project page is available at: https://mirror-verse.github.io/.
TRANSIC: Sim-to-Real Policy Transfer by Learning from Online Correction
Learning in simulation and transferring the learned policy to the real world has the potential to enable generalist robots. The key challenge of this approach is to address simulation-to-reality (sim-to-real) gaps. Previous methods often require domain-specific knowledge a priori. We argue that a straightforward way to obtain such knowledge is by asking humans to observe and assist robot policy execution in the real world. The robots can then learn from humans to close various sim-to-real gaps. We propose TRANSIC, a data-driven approach to enable successful sim-to-real transfer based on a human-in-the-loop framework. TRANSIC allows humans to augment simulation policies to overcome various unmodeled sim-to-real gaps holistically through intervention and online correction. Residual policies can be learned from human corrections and integrated with simulation policies for autonomous execution. We show that our approach can achieve successful sim-to-real transfer in complex and contact-rich manipulation tasks such as furniture assembly. Through synergistic integration of policies learned in simulation and from humans, TRANSIC is effective as a holistic approach to addressing various, often coexisting sim-to-real gaps. It displays attractive properties such as scaling with human effort. Videos and code are available at https://transic-robot.github.io/
Explorative Imitation Learning: A Path Signature Approach for Continuous Environments
Some imitation learning methods combine behavioural cloning with self-supervision to infer actions from state pairs. However, most rely on a large number of expert trajectories to increase generalisation and human intervention to capture key aspects of the problem, such as domain constraints. In this paper, we propose Continuous Imitation Learning from Observation (CILO), a new method augmenting imitation learning with two important features: (i) exploration, allowing for more diverse state transitions, requiring less expert trajectories and resulting in fewer training iterations; and (ii) path signatures, allowing for automatic encoding of constraints, through the creation of non-parametric representations of agents and expert trajectories. We compared CILO with a baseline and two leading imitation learning methods in five environments. It had the best overall performance of all methods in all environments, outperforming the expert in two of them.
