Vision-Language Models (VLMs) are increasingly used to evaluate robot manipulation outcomes, but existing benchmarks offer limited evidence of cross-domain generalization. We introduce FailBench, a benchmark for robot failure detection comprising 2,197 manipulation attempts across 14 public sources (12 real-world, 2 simulated). In FailBench, 75% of failures occur naturally, and six real-world sources come from non-failure-detection datasets. Evaluating 13 VLM-based detectors, we find the best model achieves only 0.77 mean balanced accuracy. Notably, models fine-tuned for failure detection consistently underperform general-purpose VLMs and their own pretrained baselines. Performance depends heavily on required visual evidence: models approach saturation when outcomes depend on observable object motion, but degrade to near-chance (<0.60 balanced accuracy) on contact-intensive assembly tasks. Error analysis reveals a systematic bias toward predicting success under ambiguous evidence, which persists even with increased reasoning effort. Finally, we show that input-level intervention--spatially localizing and cropping outcome-relevant regions--improves the top detector by 2.4 percentage points without extra training.
End-to-end autonomous driving in urban environments requires robust decision-making under partial observability and complex multi-agent interactions. Severe occlusions and dense traffic at intersections limit the perception capability of single-agent systems, motivating recent efforts on Vehicle-to-Infrastructure (V2I) cooperation for perception and planning. However, existing evaluation protocols face a fundamental trade-off: open-loop evaluation fails to capture error accumulation and recovery from deviations, while closed-loop evaluation is costly, difficult to scale, and often relies on simulated environments that may suffer from domain gaps. To bridge this gap, we propose VIPS, a benchmark for cooperative autonomous driving in V2I settings based on pseudo-simulation. VIPS extends pseudo-simulation by integrating vehicle and infrastructure observations. This enables scalable yet realistic evaluation of robustness and error propagation without full simulation. We further present CoS-V2X, a cooperative planning framework based on sparse representations. CoS-V2X models vehicle-infrastructure interactions using compact features for efficient communication and robust decision-making under heterogeneous observations. Code and dataset are available at https://vips2026.github.io.
Jaewoo Park, Minyoung Lee, Sukmin Seo +11cs.RO cs.AI
Multimodal Large Language Models (MLLMs) are strong perceivers of images and video. We ask how far that reach extends into acting: dropping an MLLM directly into a drone's control loop, with its entire action space declared solely in the prompt. Recent systems approach this setting but increasingly narrow the model's decision-making. We widen it back. We introduce DroneCATS-Agent, an architecture where the MLLM is a swappable component, and DroneCATS, a benchmark treating the model as the independent variable. Beyond merely flying toward a pixel, our agent entrusts the model to yaw and search, deliberate when unsure, and self-declare arrival---all without fine-tuning or function-calling schemas. Evaluating frontier and open models across four core capabilities---approaching a visible target, tracking a moving one, searching outside the initial view, and commanding a multi-drone fleet---reveals that even the simplest embodied settings are far from solved. Crucially, to identify what breaks first at the edge, our roster scales down to 2B parameters. The findings expose a stark paradox: it is not the flying that fails. Small open models often navigate into the success radius more reliably than frontier models, yet lose the episode by declaring arrival prematurely or not at all. Multi-drone commanding amplifies this divide, with small models failing by blindly copying a single coordinate across distinct views. Viewed as vision-language-action agents, the models' spatial perception holds up, but their action protocol does not. What separates a deployable edge model from a frontier model is not navigation, but the discipline to sustain a declared protocol and emit the correct terminating action. The open problem is closing this gap at onboard compute costs---yielding a fast model that plans persistently and knows exactly when it is done---and DroneCATS is built to measure that distance.
Recent advancements in Vision-Language Models (VLMs) have demonstrated impressive capabilities in static visual recognition and high-level semantic reasoning. However, current embodied exploration paradigms still heavily rely on imitation learning from human-annotated trajectories, which severely limits agents' generalization ability. The key bottleneck of realizing general autonomous embodied agents lies in Generalizable Visually Grounded Exploration: the ability to operate novel devices without manuals or specific training by actively grounding abstract world knowledge into fine-grained visual affordances. Yet, existing benchmarks fail to evaluate this capability: they generally rely on explicit documents and annotated trajectories, neglecting the dynamic Hypothesis-Interaction-Refinement process essential for functional device operation. To bridge this gap, we introduce VGEBench, a comprehensive benchmark designed to evaluate the generalizable visually grounded exploration capabilities of VLMs. Unlike static datasets, we construct a Logic-Driven State Machine framework. This framework simulates multi-turn interaction loops, compelling agents to achieve goals by active visual perception and feedback-driven correction. Experimental results demonstrate that existing VLMs face significant challenges in translating semantic knowledge into physical execution and maintaining long-horizon state tracking.
Language-driven dexterous grasp models, such as DextER, perform well when instructions specify where to grasp, but we find they fail systematically when an instruction also specifies where not to grasp (e.g., "grasp the handle but avoid the body"). Existing training corpora, DexGYSNet among them, contain virtually no avoidance instructions, and collecting examples for every possible constraint is impractical. Moreover, because every part mentioned during training denotes a contact target, models may interpret a forbidden part as another region to grasp rather than one to avoid. We therefore introduce an inference-time framework for negation-constrained dexterous grasping that requires no negation-specific training examples. Combining Sequential Monte Carlo with classifier-free guidance, our method guides sampling toward the instructed part while pruning candidates headed for the forbidden region, without any negation examples during training. A frozen 3D part-grounding model localizes the forbidden region from the language instruction. To evaluate this setting, we construct NegGrasp, a benchmark of paired positive/negative instructions with constraint-aware metrics that credit a grasp only if it both accomplishes the task and respects the stated constraint. On NegGrasp, our method reduces the violation rate of the strongest baseline from 57.9% to 17.2% while improving both constraint-aware and physical success.
We present $\mathcal{N}_0$-Foundation, a paradigm for tactile-enabled embodied manipulation, which integrates tactile sensing hardware, large-scale multimodal data, tactile representation learning, and standardized evaluation. First, we engineer the infrastructure for scalable data collection, including a vision-based tactile sensor, a tactile Universal Manipulation Interface (UMI), and a synchronized visuo-tactile data collection system supporting both robot embodiments and UMI-based demonstrations. Leveraging this infrastructure, we construct NeoData, which contains more than 30000 hours of synchronized visual and tactile demonstrations, spanning six embodiments, 450 tasks, and billions of paired RGB and tactile frames collected through a mixture of real-robot teleoperation and UMI-based demonstrations. To facilitate open research, we further release OpenNeoData, a 5000-hour open-source subset of NeoData. The dataset addresses a central limitation of existing manipulation corpora, critical for deformable-object manipulation, precise assembly, delicate force control, and sustained surface interaction. Capitalizing on the large-scale, heterogeneous tactile measurements, we propose NeoForce, a visuo-tactile representation model that learn transferable tactile representations across different sensor designs. To enable systematic evaluation of tactile embodied models built upon our infrastructure, datasets and tactile representations, we further propose a comprehensive benchmark, which combines the real-world NeoReal suite and the simulated NeoSim suite for standardized evaluation. Experiments across both suites show that policies benefit from the physical contact state rather than from the device-specific appearance of the tactile signal. We release the dataset, the representation, and the benchmark, aiming at supporting future work on tactile-enabled embodied manipulation.
Industrial panel operation is knowledge-intensive and safety-critical. Beyond control recognition and action generation, execution must satisfy constraints in operation manuals and safety regulations. While foundation-model-based planners show strong semantic capability, they typically lack computable, localizable, and reproducible mechanisms for violation detection and repair. To address this, we propose PanelShield, a verifiable closed-loop safety planning framework for manual-guided industrial panel operation. The framework generates parameterized action primitive sequences from task-relevant manual evidence and applies dual formal verification with LTL and a Safety FSM to enforce cross-step temporal correctness and local transition legality. When violations occur, it outputs a structured counterexample with the earliest violating step and cause, enabling targeted repair and re-verification. We build a multi-level long-horizon planning benchmark covering three representative industrial device panels, and evaluate the framework in simulation and real-world robotic experiments. Results show that PanelShield improves complex safety-constrained task performance over foundation-model-only planning baselines while reducing the violation rate to 2.7%, with 4.1 s total latency. Real-world experiments demonstrate end-toend feasibility. Overall, PanelShield offers a verifiable approach to robotic panel operation that balances flexibility, safety, and auditability.
Video world models increasingly serve as data engines, action planners, and simulators for embodied AI, but conventional embodied world model (EWM) benchmarks lack a unified 3D-grounded protocol for establishing whether generated rollouts preserve the underlying 3D scene state or translate into executable actions. We introduce RoboPhys-3D, a 3D-grounded EWM benchmark built on RoboTwin 2.0, covering 50 manipulation tasks across four regimes, with 5,000 episodes and 25,000 multi-view ground-truth videos. A defining feature of RoboPhys-3D is that generated and ground-truth videos are processed through the same 3D reconstruction pipeline, enabling reconstruction-induced error to be distinguished from generation-induced error. The RoboPhys-3D benchmark organizes 50 complementary metrics into 18 sub-dimensions across four levels: pixel-level fidelity, 3D geometry consistency, state-level understanding, and task-level completeness. We further introduce Average Full Score, a hierarchical score averaging all 50 metrics for comprehensive evaluation, and RoboPhyscore, a compact task-aligned score averaging the metrics most strongly correlated with task success. Among the four representative video world models, Cosmos 3 achieves the highest RoboPhyscore (0.6330, 92.7% of ground truth), while state- and execution-grounded metrics reveal substantial failures that perceptual and vision-language model-based judgments fail to capture. RoboPhyscore further exhibits strong agreement with human evaluation (Pearson r = 0.9761 and Spearman \r{ho} = 0.8962), demonstrating the importance of grounded, execution-aware evaluation for EWM capability.
Weijiang Xiong, Lan Feng, Alexandre Alahi +1cs.RO cs.AI
Autonomous driving has made remarkable progress through imitation learning with massive human demonstration data. However, a trained planner often degrades severely when applied to a new environment zero-shot, because of domain shifts in traffic regulations, road layout and driving behaviors. Therefore, adapting a trajectory planner to a new city typically requires resource-demanding local data collection with a vehicle sensor suite. In this work, we show that driving behavior can be learned from a scalable and efficient alternative. We introduce \emph{SkyDrive}, a framework that utilizes drone-based traffic monitoring to provide efficient supervision for autonomous driving agents in a new environment. While vehicle-based data collection logs the ego and its surroundings, an aerial platform naturally observes many road users simultaneously over an extended field of view. As a result, every vehicle can be a data source with grounded driving behavior, effectively scaling up the amount of supervision. Based on 137 hours of aerial traffic monitoring footage, we extract 650K driving samples and construct a benchmark for trajectory planners and motion predictors. Zero-shot experiments with multiple models reveal significant cross-city domain gaps, but many of them can be alleviated by limited supervision from the sky, e.g., 30 minutes of monitoring per location. Our findings show that aerial traffic monitoring is an efficient and scalable data source for adapting autonomous driving systems in new cities. Data and code will be made publicly available.
Yapeng Liu, Yuanzhao Zhai, Xudong Gong +4cs.RO cs.AI
Embodied Agents System (EAS) are increasingly deployed in open-world physical domains, where reliability directly dictates deployment quality and human-agent trust. However, existing evaluations rely on outcome-centric metrics as success rate or safety scores that collapse diverse execution trajectories into coarse scores, obscuring the dynamic processes underlying agent behavior. Therefore, they ignore a critical property of EAS -- which we define as the Resilience -- that reflects how EASs recover, stabilize, and extend under perturbations and across iterative updates. The lack of resilience is particularly critical in open-world environments due to continuous unexpected disruptions, thus directly affecting the quality of EAS deployment. To address this problem, we gain insight from the resilience-engineering concepts to EAS groundings and propose a novel resilience evaluation framework that can be flexibly applied to any EAS. Specifically, we define the first comprehensive resilience metrics suite for EASs system that exposes Rebound, Stability, and Graceful Extensibility across embodied tasks execution, providing a practical grounding for EAS resilience analysis. We further implement the resilience evaluation layer that transforms execution process into assessments for diagnosis and optimization. Across 400 household tasks with 10 EAS, we reveal the process-level distinction hidden by outcome metrics, including recovery cost differences among successful episodes ($ΔC_{rec}=25.2$), increased instability and task-family degradation. Metrics-guided optimizations reduce recovery cost and increase stability, graceful extensibility completion, showing the diagnostic effect of resilience evaluation. Our results reveal a trade-off among resilience characteristics, suggesting that a resilient EAS construction should be configured according to deployment-specific requirements.
Recent vision-language models (VLMs) show strong capabilities in robotic perception and spatial reasoning, yet their ability to reason about complex mechanical assemblies remains underexplored. We introduce OmniCAD, a large-scale benchmark for assembly-aware 3D spatial reasoning across diverse industrial systems, including robotic mechanisms, automotive components, aerospace structures, and agricultural machinery. OmniCAD contains 25k mechanical assemblies, with an average of 12 parts per assembly and 21 types of mate relationships. Each assembly includes a human-verified ground-truth 3D model and renderings from 20 viewpoints. The benchmark evaluates three capabilities: (1) component-level 3D spatial reasoning, requiring prediction of part positions and orientations; (2) part-to-part relational reasoning, requiring identification of mating relationships and assembly constraints; and (3) tool-augmented agentic reasoning, where models iteratively select viewpoints, inspect visual evidence, and refine predictions. Experiments show that current VLMs struggle with industrial assembly reasoning, often producing inaccurate poses, invalid mating relationships, part interpenetration, and degraded performance as assembly complexity increases. We will open-source the benchmark, evaluation code, and tool interfaces to support research on accurate, physically valid, and scalable 3D assembly reasoning.
Xunzhe Zhou, Yiyang Cai, Fengyi Wang +9cs.RO cs.AI
Humans imitate at the level of intent: given a demonstration, we infer its goal and carry it out with whatever tools, objects, and layouts are at hand. Current robot policies instead learn observation-to-action mappings from visual inputs and language instructions, without explicitly inferring the demonstrated task. Learning from human video thus remains largely trajectory-level: models can replay motions in near-identical scenes, but still struggle to imitate what the demonstrator intends rather than merely what they do. We introduce The Imitator Game, a four-level benchmark (L0-L3) that progressively widens the gap between the human demonstration and the robot's own scene, isolating where trajectory replay ceases to suffice and task understanding becomes necessary. We pair it with IG-10K, the largest environment-aligned paired human-robot dataset to date and the only one instantiated across all four levels in both real and simulated settings (20,000+ paired episodes, 50+ tasks, 6 domains), and Imitator Arena, an open platform for blind A/B human evaluation. Across nine state-of-the-art models, performance is stable from L0 to L2 but collapses at L3, identifying functional substitution - achieving the same intent through a different object affordance - as the decisive barrier to intent-level imitation. Human-video-conditioned models outperform caption-conditioned ones, yet every model falls below 13% zero-shot success on unseen tasks; fine-tuning IG-10K-pretrained models with only $10$ paired human-robot demonstrations yields large gains that grow with pretraining scale. The project website and access to Imitator Arena are available at https://imitator-game.github.io.
Jianquan Wang, Haiwei Dong, Abdulmotaleb El Saddikcs.RO cs.CV cs.MM
Despite the success of foundation models in language and vision, their expansion into embodied AI is bottlenecked by a lack of generalized touch sensing. This limitation is especially relevant to consumer electronics, where smartphones, wearables, VR controllers, home robots, and health monitoring devices require safe and adaptive physical interaction. Constrained by hardware heterogeneity and the necessity of active physical data collection, current haptic models remain rigidly task-specific. To overcome these limitations, this article explores the transformative potential and developmental trajectory of Haptic Foundation Models (HFMs). We detail the paradigm shift required to transition from passive Large Language Models and Vision Language Models into active HFMs across four core dimensions: action coupling, physical dynamical representation space, continuous time-series data granularity, and action-conditioned future state prediction. Furthermore, we synthesize existing large-scale tactile datasets and benchmark UniTouch, AnyTouch, T3, and Sparsh on TacBench for force estimation, slip detection, and relative pose estimation.
State-of-the-art 3D reconstruction models, whether from visual, range, or both, tend to underperform on thin objects. This is partially due to the small amount of space such objects occupy in RGB images and in 3D point clouds. To test the extent of their errors, we collected the first thin object dataset comprising of synchronized RGB images, depth maps, and tactile response maps, where each frame is associated with inertial measurements, camera pose and calibration, and groundtruth depth and segmentation maps obtained from laser scanning of thin objects. We hypothesize that tactile data can aid in the reconstruction of thin objects as their response maps provide local shape and deformation information. Our dataset, termed VisTa3D, comprises of 387 scenes covering 70 thin objects over 17 environments. We benchmarked current 3D reconstruction models on VisTa3D and found that, indeed, they exhibit low fidelity on thin objects. To test if tactile data can help, we introduce the first visual-range-tactile 3D reconstruction model as a baseline. Code and data: https://huggingface.co/datasets/shaniaguo/VisTa3D.
We present the orienteering problem with uncertain time-varying rewards (OP-UTVR), a novel variant of the orienteering problem (OP). While most existing OP formulations assume rewards to be known in advance, practical applications involve uncertain and time-varying rewards, as with shifting customer demand for delivery agents. OP-UTVR relaxes this assumption by allowing agents to estimate reward dynamics from observations and forecast future rewards. This enables informed routing decisions despite stochastic reward changes and inevitable prediction errors. We address this problem using three planners that differ in planning horizon and online adaptivity, and derive theoretical bounds on their performance under reward stochasticity. We further introduce a mobile service robot benchmark for OP-UTVR, where a robot navigates among pedestrians in indoor environments. Experiments reveal trade-offs between planning horizon and adaptivity, and demonstrate the effectiveness of long-horizon planning with online adaptation.
Traffic elements such as traffic lights and road signs play a fundamental role in human driving decisions and should naturally influence end-to-end driving performance. However, existing end-to-end driving research predominantly focuses on dynamic road participants (e.g., vehicles and pedestrians), while the role of traffic elements remains largely unexplored. The community still lacks a systematic study quantifying their impact, largely because public datasets rarely provide structured traffic-element annotations and modern driving systems vary widely in architecture and training paradigm. In this work, we present the first systematic investigation of traffic element awareness for end-to-end autonomous driving. We construct a unified research infrastructure by augmenting multiple public driving datasets with comprehensive traffic-element annotations. To support diverse model families, we adopt a minimal and universal integration design that incorporates traffic-element signals into existing pipelines in a plug-and-play manner with negligible architectural modification. We evaluate this design across modern paradigms, including perception-prediction-planning pipelines, vision-language-action models (VLA), regression-based planners, diffusion-based policies, and trajectory-scoring frameworks, on nuScenes, NAVSIM-v1, NAVSIM-v2, and Bench2Drive. Across all paradigms and datasets, this simple integration consistently improves driving performance, demonstrating that traffic element awareness provides a robust and generalizable signal for end-to-end driving systems. Notably, on the challenging NAVSIM-v2 benchmark, our approach significantly improves state-of-the-art architectures and data pipelines, establishing a new state of the art.
Vision-language Models (VLMs) excel at 2D grounding, spatial reasoning and agentic tool-based planning in static scenes. However, consider asking a home robot "Is my medication still in the cabinet?" The answer may be physically hidden behind a row of containers that must first be moved aside. Answering such questions in real-world cluttered environments requires reasoning in dynamic scenes: distractors must be manipulated to reveal occluded objects, and each action changes the scene the model must reason over. We formalize this setting as Manipulation-Grounded Visual Question Answering (MG-VQA) and introduce PROBE, a framework for benchmarking and finetuning VLM agents on such tasks. We first develop PROBE-Sim, a high-fidelity tabletop simulator with everyday objects and a robot manipulator equipped with grasping and pushing tools. PROBE-Sim is used to create PROBE-Bench: an evaluation suite of 150 tasks across 6 question types on cluttered tabletop scenes, where a VLM perceives, picks up or pushes objects before answering. We observe consistent trend across all frontier VLMs: agentic tool-based methods outperform their perception-only baselines (8.0% on average) across all task types. We further design PROBE-Agent, a finetuning recipe to distill successful trajectories from a powerful teacher foundation model to a smaller open-weight model using a mixed data recipe that encourages manipulation-efficient question answering. PROBE Agent finetuned models outperform their off-the-shelf agent baseline (11.5% on average) and demonstrate positive transfer to unseen objects and a held-out task. We validate sim-to-real transfer by deploying PROBE-Agent finetuned policies in real-world tabletop environments.
Vision-Language-Action models (VLAs) integrate visual perception, language instruction, and action generation into end-to-end policies across heterogeneous architectures. However, enabling VLAs to self-evaluate their action generation reliability without external supervision remains a major challenge. Existing methods either rely on expert annotations or estimate uncertainty only from output statistics, largely ignoring internal signals. In this work, we observe that internal visual modality entropy exhibits consistent distinctions between successful and failed tasks across heterogeneous VLAs. Although VLAs' architectures differ in their action generation, we show that they share a common latent action generation abstraction evolving under visual perception, language instruction, and state input, which we formulate as a Conditional Generative Markov Chain. Based on this formulation, we propose MAE (Markov Attention Entropy), a self-evaluation framework that directly converts internal attention signals into architecture-aware reliability scores, and introduce LIBERO-Reflect, a 4,000-episode benchmark combining 2,000 standard episodes and 2,000 challenging episodes across four subsets. Extensive experiments across heterogeneous VLA architectures and diverse scenarios show that MAE consistently outperforms state-of-the-art baselines on AUPR, AUROC, and FPR@95. We further instantiate FabriMAE for verifier-free test-time action selection, showing that MAE-guided multiple sampling improves PI-family robustness on LIBERO-Plus with small observed runtime overhead.
Humanoid intelligence requires learning over an extremely diverse space of whole-body motions and physically grounded interactions. However, existing embodied datasets remain fundamentally limited: internet-scale video data lack precise physical states and interaction grounding, while laboratory motion datasets provide high fidelity but only narrow behavioral coverage. This mismatch creates a critical bottleneck for scalable humanoid policy learning. We present HiPHI, a 600+ hour scale high-fidelity whole-body human motion dataset designed to systematically maximize coverage of the human motion and interaction manifold. HiPHI is theoretically guided by FrameNet, a linguistic framework organizing human primitives. Created using an optical motion capture pipeline, HiPHI provides sub-millimeter spatial marker tracking accuracy for full-body human motion and mesh-level object trajectories. We further introduce a benchmark suite evaluating motion-space diversity, interaction grounding, object consistency, and physical AI applications. Our analyses demonstrate that HiPHI significantly expands motion coverage compared to existing motion datasets while maintaining high-fidelity interaction quality, and establishes a scalable data foundation for training, evaluating, and generalizing humanoid policies in real-world embodied tasks, where similar extensions are also applicable to motion prior models in computer graphics.
Vision-Language-Action (VLA) models have recently achieved promising performance in robotic manipulation. However, existing benchmarks mainly evaluate generalization on static manipulation tasks and largely overlook dynamic interaction scenarios. To address this gap, we present ReflexBench, a benchmark for reaction-critical manipulation. ReflexBench contains six dynamic tasks and introduces an evaluation framework that decouples simulator stepping from robot control while supporting configurable latency under synchronous and asynchronous inference. Building upon ReflexBench, we propose ReflexVLA, an efficient VLA model designed for reaction-critical manipulation without large-scale robot-data pretraining. ReflexVLA enhances temporal reasoning through latent future prediction and multi-frame temporal fusion within the vision backbone, while reducing deployment latency through batched visual encoding and CUDA Graph replay. Experiments show that ReflexVLA consistently improves dynamic manipulation performance while maintaining competitive accuracy on standard static manipulation benchmarks, and real-world experiments further demonstrate its effectiveness under practical deployment conditions. Project website: https://reflexvla.github.io
Fine-grained robotic evaluation matters for understanding embodied models, going beyond binary success rates and rule-based process scores. We present PRM-as-a-Judge 1.5, a toolkit for robot process assessment that turns rollout videos into dense progress curves and derives multiple fine metrics. PRM-as-a-Judge 1.5 introduces three metrics, building on version 1.0, that characterize failure-side progress, post-drawdown recovery, and success-side execution quality, helping users understand embodied model capability. Based on the rollout videos from benchmarks, we perform a comprehensive assessment of the embodied models, providing some fine-grained metric results and key findings. We further introduce RoboPulse++ to evaluate the reliability of process reward models (PRM), providing evaluators with a more accurate testing platform. Moreover, we release a user-friendly assessment suite, including the benchmark, metric implementation, and visualization tools, to support reproducible manipulation process evaluation. We call on the community to rethink how robots are evaluated and establish transparent, procedural, and reproducible assessment as a foundation for the next generation of embodied intelligence.
Humanoid motion tracking is central to teleoperation and whole-body imitation, yet evaluation often disagrees with what people perceive in videos. Kinematic errors average per-frame pose differences but miss the physical artifacts that matter most, particularly unstable support and incorrect contacts such as foot skating and mistimed touch-downs. Meanwhile, widely used test suites are small and lack the diversity needed to stress contact-rich, long-horizon behaviors. We introduce HumanTracker to make humanoid tracking evaluation both perceptually aligned and scalable. The HumanTracker benchmark contains approximately 153 hours of optical motion trajectories from multiple professional performers, organized into four motion families with text labels for fine-grained diagnosis. We further propose HumanScore, a preference-aligned metric trained on 12K motion pairs containing 24K motions. Across representative state-of-the-art trackers, HumanScore better predicts human preferences and reveals contact and stability failures that kinematic metrics often miss.
Large-scale manipulation data is essential for robot learning, yet collecting robot demonstrations remains expensive and difficult to scale. Meanwhile, abundant egocentric human manipulation videos provide rich behavioral experiences, but transferring them across embodiments remains challenging due to differences between human hands and robotic end-effectors. Recent advances in video world models offer a promising pathway to synthesize robot-centric manipulation videos from human observations, while their cross-embodiment transfer capability remains largely unexplored. Therefore, we introduce H2R-Bench, a benchmark for evaluating cross-embodiment human-to-robot manipulation video generation, where models transform egocentric human demonstrations into robot manipulation videos under specified embodiments. Each benchmark instance contains a human demonstration video, target embodiment constraints, and source-grounded annotations covering task goals, action events, functional contacts, and object responses. H2R-Bench evaluates generated videos through five dimensions, including goal-state completion, action-event completion, functional contact transfer, embodiment correctness, and general video quality. We benchmark eleven state-of-the-art video generation models across six manipulation families and two robot embodiments. Our evaluation reveals that current video world models remain limited in human-to-robot manipulation transfer: even leading models often fail in embodiment consistency, functional interaction, and task execution. H2R-Bench provides a systematic diagnostic framework for evaluating whether video world models can bridge the human-to-robot embodiment gap and convert human manipulation observations into robot-centric training resources.
Robotic manipulation with dexterous hands is a cornerstone of Embodied AI, yet its progress is stifled by the high cost of collecting embodiment-aware teleoperation data. While abundant egocentric videos of human hands offer a scalable alternative, the profound discrepancies in appearance, articulation, and camera viewpoints between human and robotic data raise significant challenges for co-training. Though existing general image-editing models demonstrate strong capabilities, they lack necessary embodiment-specific priors to fully bridge this gap. In this work, we present HandEdit, a unified large-scale embodiment-aware image-editing dataset and benchmark specifically designed to transform human hands and arms into various dexterous robotic embodiments within egocentric frames. HandEdit comprises over 200M editing instances derived from five diverse source datasets, covering 26 distinct URDFs, including 13 hand-only and 13 hand-arm configurations. Alongside the dataset, we establish a unified benchmark protocol with two tracks: Hand-only and Hand-Arm, supporting URDF-conditioned evaluation. We conduct extensive evaluations of 11 representative image-editing baselines using a multi-dimensional metric suite, including generic similarity metrics, VLM-based judgment, and embodiment-aware metrics. HandEdit serves as a critical resource at the intersection of image editing and robotics: it advances embodiment-aware editing models while enabling scalable dexterous robotic learning from abundant human video data, paving the way for more generalizable Embodied AI.
Autonomous logistics sorting systems (ALSS) are an important industrial application of embodied AI, which requires joint planning over spatially disjoint camera views. We formulate this setting as Joint Multi-Scene Understanding (JMSU). With open-world visual understanding and task-planning capabilities, vision-language models (VLMs) are promising candidates for JMSU. However, directly applying existing VLMs to JMSU is non-trivial due to scarce cross-scene supervision and attention dispersion caused by long visual context in JMSU. To address these challenges, we propose HUGIN, a training framework with two complementary components. Endogenous Data Augmentation recombines verified atomic facts under operating constraints, while Global Context Ranking aligns the instruction representation more strongly with the complete visual context than with a partial visual context. To support ongoing research, we construct a high-quality industrial sorting dataset and benchmark named SortingBench from four layouts of autonomous logistics sorting systems. Across five open VLMs, HUGIN consistently outperforms matched baselines; for example, the accuracy on SortingBench of Qwen3-VL-8B increases from 63.6% to 78.8%. Additional experiments verify the effectiveness of each component and JMSU's spillover benefits in embodied tasks. Deployment tests involving more than 15,000 packages support the practical viability of VLM-based planning for autonomous logistics sorting.
We present 360CityArena, a benchmark for evaluating the urban exploration capabilities of embodied agents within a photorealistic environment constructed from 360-degree videos. Existing outdoor benchmarks either lack sufficient photorealism or complexity, resulting in a considerable gap from real-world urban environments. 360CityArena is built on a realistic reconstruction of the Akihabara district in Tokyo, Japan, using 602 360-degree video segments covering 85 streets, and consists of 175 meticulously human-crafted tasks. It encompasses three task categories: Environment Understanding, Path Reasoning, and Spatial Reasoning, covering fundamental abilities required for urban exploration, such as localization, landmark search, path planning, and relational spatial reasoning, thereby enabling comprehensive evaluation in realistic urban scenes. Our evaluation using state-of-the-art LMM-based agents shows that even the strongest model, Gemini 2.5 Flash, performs far below human level (human: 77.3% vs. Gemini 2.5 Flash: 17.1%), revealing substantial challenges that remain in city-scale embodied navigation and reasoning. 360CityArena provides a necessary and challenging testbed for photorealistic urban-district navigation and spatial reasoning.
Urban embodied intelligence requires coordination among heterogeneous agents (e.g., UAVs, ground robots, and autonomous vehicles) in dynamic cities. Simulators therefore provide a scalable foundation for developing and evaluating such coordination. Existing platforms nevertheless isolate different embodiments and decouple them from task design and evaluation. We present \textbf{Lingjing}, a simulation platform for heterogeneous multi-agent embodied intelligence in open-ended urban environments. Lingjing reconstructs and renders evolving cities from geographic data, synchronizes multiple physics engines, and exposes shared physical and structured urban state to agents. Its Gym-like interface supports user-defined ReAct agents and single- or multi-agent natural-language missions with configurable star or broadcast communication and resource constraints. Each episode becomes an attribution-ready replay that links agent trajectories and communication to relation-graph changes, resource consumption, and engine-based evaluations for systematic diagnosis. We evaluate twelve vision-language models on nine urban tasks under a shared engine-in-the-loop protocol. Controlled studies further examine communication, scalability, robustness, and failure provenance. Results expose persistent bottlenecks in grounding and long-horizon execution. They also show task-dependent coordination trade-offs and diminishing returns from added capacity, while heavier workloads further reduce success. Lingjing provides a unified testbed that enables reproducible end-to-end evaluation and systematic failure diagnosis in urban multi-agent embodied intelligence.
Object-goal navigation has made substantial progress in semantic perception and exploration, yet persistent memory for multi-object navigation and cross-floor navigation are still commonly addressed separately. We present LifelongCrossNav, a framework for sequential multi-object ObjectNav in unknown multi-floor indoor environments. Within each episode, the agent receives an ordered sequence of object-goal queries while continuously maintaining a shared sparse 3D semantic voxel memory. This memory incrementally accumulates geometric structure, traversability states, and vision-language features, allowing subsequent object-goal queries to retrieve previously acquired scene information without rebuilding the map. To support persistent search across floors, LifelongCrossNav combines support-aware 3D traversability mapping, stair-specific perception, and direction-aware stair traversal. A unified navigation policy coordinates same-floor frontier exploration, live and historical point-of-interest retrieval, stair navigation, and target-object search and approach. We further introduce HM3D-MFMON, a benchmark for sequential Multi-Floor Multi-Object Navigation built on HM3D scenes, including a dedicated subset in which completing the full sequence of object-goal subtasks requires at least one floor transition. Experimental results show that LifelongCrossNav consistently outperforms a representative planar persistent semantic-map baseline on HM3D-MFMON, demonstrating that persistent 3D semantic memory and cross-floor traversability modeling effectively support sequential multi-object navigation in multi-floor environments. Project page: https://flageval-baai.github.io/LifelongCrossNavPage.
Vision-Language-Action (VLA) models have recently achieved impressive performance for end-to-end autonomous driving, yet existing approaches are primarily designed for an individual single autonomous driving agent with limited support for cooperative perception, reasoning, and planning. We present Cooperative Multi-agent Unified Driving with Reasoning (CMU-Drive), a closed-loop end-to-end benchmark for evaluating cooperative autonomous driving with multiple connected autonomous vehicles (CAVs) operating in safety-critical driving scenarios with background traffic participants. We further propose Vehicle-to-Vehicle Vision-Language-Action (V2V-VLA), a cooperative VLA model that integrates cooperative driving into a single forward pass by jointly generating driving actions, future waypoints, language reasoning, and communication policies. Experiments on CMU-Drive establish the first benchmark and baseline for cooperative VLA driving and provide a foundation for future research on multi-agent, closed-loop, end-to-end cooperative autonomous driving. Our code, benchmark, and model checkpoint will be publicly released to facilitate open-source research.
Vision-language models are increasingly serving as the reasoning core of embodied agents. Robot execution is inherently iterative: each action reshapes the scene and physical state, continually renewing what must be perceived, reasoned about, and verified. Meeting these demands requires complementary capabilities that differ in supervision signals, prediction formats, and verification criteria. Existing approaches typically develop these capabilities against isolated, task-specific objectives, leaving open how they should be organized and integrated around execution as a whole. We present Capek 0.5, an embodied vision-language model built around an execution-centric capability taxonomy. Rather than organizing training by datasets or tasks, the taxonomy groups embodied capabilities according to their functional roles throughout execution and comprises four capability families: Spatial Reasoning, Temporal Understanding, Action Guidance, and State Verification. Each capability is first acquired by a dedicated specialist through reinforcement learning with verifiable rewards from a shared backbone, and the specialists are then consolidated into a single inference-time model through weight-space merging followed by routed policy-space distillation. We instantiate Capek 0.5 at the 2B and 35B-A3B scales and evaluate it from three complementary perspectives: comprehensive benchmark suites including Capek-StateBench, a new benchmark for state verification; a controlled study of capability retention from specialists to the unified model; and closed-loop evaluation in simulated embodied environments. Capek 0.5 improves the large majority of matched benchmark rows over its initialization, retains all four specialized capabilities in one checkpoint with quantified losses, and transfers to closed-loop embodied task execution.