Many current end-to-end driving policies emit a pool of candidate trajectories and select one, which makes selection a separable component: a scorer can be retrained while the planner, its backbone, and its trajectory generator all stay frozen. However, many strong planners concentrate their proposals around safe mode, providing limited supervision near decision boundaries. In this work, we design a training dataset that provides more informative supervision for the scorer. In particular, we construct two generators that perturb the logged human trajectory along the two axes a vehicle can be displaced: laterally toward the drivable boundary and longitudinally toward a leading vehicle. The designed dataset produces more informative positive and negative samples than the base planner's proposal pool. We attach a transformer-based scorer to two frozen generative planners, DiffusionDrive and MeanFuser, and train it on the NAVSIM navtrain dataset. The results of the experiments show that we achieve 90.1 EPDMS on DiffusionDrive and 90.4 EPDMS on MeanFuser when using ResNet-34, with 0.4 and 0.3 EPDMS respectively, from the designed training dataset.
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.
Dynamic manipulation is a critical capability for robots operating in complex and dynamic environments, where robots must interact with objects that are moving or require rapid adjustments. However, learning models for dynamic manipulation tasks face two major challenges: (1) the combinatorial complexity of dynamic scenarios leads to substantial data requirements, and (2) rapid variations in dynamics require real-time and accurate policy execution. In this paper, we propose DynamicManip to address these challenges through an efficient data augmentation pipeline and a low-latency imitation policy. We first propose a static-to-dynamic augmentation pipeline that synthesizes diverse dynamic manipulation demonstrations from a single static demonstration. Second, we introduce a dynamic-aware adaptive policy that adjusts its inference frequency according to task dynamics, enabling responsive and effective dynamic manipulation. Third, we build a dynamic manipulation benchmark, which includes diverse dynamic tasks with an automatic evaluation system for scalable and consistent assessment. Extensive experiments in both simulation and the real world demonstrate that DynamicManip not only provides significant improvements in data efficiency but also achieves better performance in dynamic manipulation tasks, with a mean success rate 18.4 percentage points higher and policy-query latency 32.9% lower.
Egocentric video offers rich manipulation experience for embodied AI, yet collecting diverse egocentric data across scenes, objects, motions, and embodiments remains costly. We present \method, an egocentric world-action simulator that synthesizes controllable, high-quality manipulation videos to expand scarce real-world training data. \method{} builds on a pretrained video generation prior and introduces two geometry-aware conditioning mechanisms. Online Anchored Projective Memory (OAPM) preserves a first-frame 3D scene anchor while periodically refreshing a recent state during autoregressive generation. Action-3D Rotary Position Embedding (A3D-RoPE) encodes end-effector motion with camera-aware 3D rotary coordinates, injecting action geometry into skeleton-to-video cross-attention for precise control. Together, these components improve visual fidelity, geometric stability, and action alignment in long egocentric rollouts. Moreover, augmenting 400 real trajectories with 400 \method-generated trajectories improves out-of-distribution real-robot success from 77\% to 84\% on single-arm tasks and from 53\% to 70\% on dual-arm tasks, demonstrating that the synthesized data substantially improve downstream WAM generalization.
Gabe Everett, Brice Gunter, Ryan Vander Stelt +3cs.RO cs.AI cs.LG
Deep reinforcement policy learning directly in physical robots (on-robot learning) remains bottlenecked by slow wall-clock training times. We present SymmGrid, a trajectory level augmentation framework inspired by parallelized symmetries that super-scales group transformations to significantly accelerate on-robot learning in both egocentric and exocentric visual setups. We model a Markov Decision Process (MDP) under a symmetry tree, in which state-action pairs have admissible parallelized invariant transformations that yield a geometric grid structure. The state is modelled with ego- or exocentric images and proprioception information. The latter require special treatment, in the form of homographies, to warp visual scenes in line with their corresponding spatial transformations. These parallelized transformations produce a large set of unique symmetric equivalences that populate the replay buffer with diverse and consistent experiences that speed up learning and improve performance. We present extensive training and evaluations performed directly on real robot manipulation contact tasks including peg-insertions, cable routing, and object relocations. Relative to SOTA, SymmGrid achieved wall-clock training convergence speed-ups of 1.37-2.17x, evaluation success rate improvements of 1.09x-1.27x, fastest training convergence times of 16.6, 10.9, and 79.3 minutes respectively. For trajectory wide assessments, we used normalized area under the curve (nAUC) ratios. SymmGrid achieved improvements of up to 2.59x. These results confirm that simple branch symmetries can have an outsized result due to super-scaling and bring us closer to sub-10 minute on-robot learning training in manipulation tasks suitable for arms and humanoids. The project page is available at symmgrid-robot.github.io
Imitation learning is an appealing way to scale game-playing agents to complex 3D environments by training policies to map visual observations to actions from human demonstrations. However, these demonstrations are expensive to collect and modern game-playing is often done through streaming in which network delay and compression introduce spatiotemporally correlated visual artifacts that can cause a covariance shift at test time. To address these challenges, we propose streaming augmentations that mimic four types of artifacts commonly encountered during streaming with low-bandwidth network connection: pixelated blocks and scrubs, global blur, and ghosting. We instantiate our approach on top of predictive inverse dynamics models (PIDM), which combine future-state conditioning with an inverse dynamics policy in a learned latent space, and evaluate the impact of our augmentations across three tasks in modern 3D video games. Under stable streaming conditions, agents trained with spatiotemporal augmentations achieve up to 41% higher evaluation performance compared to agents trained without augmentations under an identical data budget. When network lag is introduced, agents trained with augmentations degrade by only 7.45% vs 49.82% of the original performance for agents trained only with the original data. These results clearly indicate that spatiotemporal augmentations tailored for the streaming setting are a simple yet powerful tool to train robust and efficient game-playing agents.
Reinforcement learning (RL) can overcome the demonstration-coverage limitation of imitation learning (IL) by allowing robots to improve through trial-and-error interaction beyond the states observed in demonstrations. However, deploying RL on real robots remains constrained by high interaction costs, since each physical rollout is costly and reflects only one realized action-outcome path. To address this challenge, we propose WorldSample, a physically grounded data augmentation framework for real-robot RL that closes a real-synthetic loop between physical rollouts, world-model generation, and policy improvement. Grounded on real rollouts, WorldSample generates high-fidelity synthetic transitions through a post-trained world model, which greatly lowers the visual hallucination. Specifically, rather than simply using these transitions as real-world experience, WorldSample introduces Policy-Paced Learning (PPL) to regulate the training process through sample selection and scheduling, balancing useful augmentation against value overestimation and mitigating the hallucination-induced noise. Experiments on robot manipulation tasks involving contact-rich and precise tasks show that WorldSample improves policy success rate by 28% while reducing training steps by 59% compared with baselines. Furthermore, WorldSample improves world model visual fidelity by 19.4dB in PSNR and 0.47 in SSIM over demonstration-only post-training, validating the effectiveness of the real-synthetic loop for both policy and world model performance.
Sim-to-real transfer remains a major obstacle for reinforcement learning (RL), especially for vision-based control where image observations exacerbate the state-distribution shift between simulation and the real world. Domain adaptation (DA) is a promising remedy for this challenge. Prior sim-to-real DA works have demonstrated encouraging results, yet these approaches typically assume substantially more target data, which is not available in practice. Indeed, their performance degrades significantly when the target data budget is reduced. To address this challenge, we propose AIDA (Adaptive Imagination for Domain Adaptation), a domain adaptation framework for visual reinforcement learning that addresses sim-to-real transfer under scarce target data without requiring additional interaction with the target environment. Our key idea is adaptive imagination: generating reliable and semantic imagination rollouts to augment limited target data. Specifically, AIDA employs a distribution-shift-aware discriminator that truncates rollouts when imagined transitions drift into low-confidence regions, so that only reliable transitions contribute to the augmentation. On these reliable transitions, AIDA introduces a self-consistency loss that cycles through state -> image observation -> state, penalizing discrepancies between the original and reconstructed states. This provides additional adaptation signals beyond the scarce target data. Our experiments demonstrate that adaptive imagination effectively truncates unreliable rollouts. By enforcing a self-consistency loss on the resulting reliable transitions, AIDA learns semantically meaningful state representations and outperforms baselines across five MuJoCo tasks and two Gymnasium-Robotics tasks.
Jonghoon Lee, Seong Hyeon Park, Byungwoo Jeon +2cs.RO cs.LG
Vision-language-action (VLA) policies have shown strong potential for general-purpose manipulation, yet they often fail on novel, out-of-distribution objects whose appearance or geometry deviates from the training distribution. The standard remedy is to collect multi-view teleoperation data for every failure case, but this scales poorly in both cost and time. We introduce Pose6DAug, a failure-driven data augmentation framework that turns a policy's own successful episodes into targeted demonstrations for its failure modes, without any new data collection. Our key insight is that each successful episode already encodes a physically valid action trajectory together with calibrated multi-view observations. By swapping only the manipulated object while preserving this trajectory, we obtain new and physically grounded demonstrations. However, naive 2D video editing breaks multi-view consistency and physical plausibility, particularly under heavy occlusion and egocentric viewpoints. Our method instead operates directly in 3D, anchoring the target object with an explicit mesh driven by a temporally coherent 6D pose trajectory, ensuring geometrically consistent renderings across all camera views. Fine-tuning a VLA on data augmented by our method improves success rates by 16.5% relative to the state-of-the-art baseline on novel objects, while preserving in-distribution performance. These results show that multi-view and physically consistent augmentation is a practical path to scalable VLA generalization.
Autonomous Emergency Braking (AEB) optimization relies on accurately annotated real-world trigger events, particularly rare but critical delayed and false AEB triggers that expose system deficiencies. However, these minority samples comprise less than 5% of thousands of daily triggers, making manual annotation prohibitively expensive at scale. We present the first automated AEB annotation framework to address this problem. During development, we identified two fundamental challenges that severely impair delayed/false trigger annotation accuracy: (1) Extreme class imbalance where delayed/false triggers are overwhelmed by true triggers; (2) Asymmetric label noise where mislabeled majority samples (true triggers) suppress minority samples (delayed/false triggers) learning. To overcome these challenges, we propose two key innovations: (1) Specific data augmentation that synthesizes realistic samples by manipulating focal target attributes, transplanting ego-vehicle dynamics, and masking non-focal agents; (2) noise suppression using stable hardness estimation and probe-guided adaptive threshold to clean mislabeled true trigger samples. Crucially, we deploy our model as a practical annotation system with full-stack architecture, efficiently identifying critical delayed/false triggers from thousands of daily AEB events. Production results demonstrate 80% improvement in recall of delayed/false triggers and 50% reduction in manual workload. Beyond immediate gains, the system enables continuous self-improvement through accumulated high-quality annotations, establishing a necessary data foundation for on-vehicle AEB system optimization
Spatial generalization is critical for imitation-learned manipulation policies, but achieving it typically requires scaling demonstrations across diverse object poses, robot configurations, and camera viewpoints. Data augmentation from a few source demonstrations offers a practical alternative to costly real-world collection. Simulation-based augmentation can create controllable variation, but requires complex environment and object setup and may introduce a sim-to-real gap. Recent real-to-real methods avoid these issues by jointly editing 3D observations and action trajectories from real demonstrations, yet they still rely on strong 3D scene parsing and geometry completion, and often produce observations tailored to 3D pointcloud policies rather than RGB-based 2D policies. We propose R2RDreamer, a real-to-real demonstration augmentation framework that preserves the geometric consistency of 3D action-observation editing while moving visual completion to 2D video space. Specifically, R2RDreamer first performs lightweight 3D augmentation by editing incomplete object pointclouds and end-effector trajectories in a shared 3D frame; it then projects the edited scene into masked image-space control videos with occlusion-aware reasoning and uses a dense-control image-to-video model to complete temporally coherent RGB observations. Experiments on spatially shifted manipulation tasks with both 2D diffusion-style policies and vision-language-action policies show that R2RDreamer improves spatial generalization from limited source demonstrations, with analyses validating the contributions of 3D editing, occlusion-aware projection, and video completion.
Wet-lab robots can improve the reproducibility, throughput, and safety of biomedical experiments, but scaling their learning requires customizable simulators for safe and reproducible task generation, open editable laboratory assets, and efficient pipelines that turn limited demonstrations into usable training data. We present Pipette, an embodied simulation platform, benchmark, and data-efficient augmentation framework for wet-lab robot learning. Pipette releases over 43 open-source and re-editable wet-lab assets, together with an extensible asset-building pipeline. A key component of Pipette is its simulation-based data augmentation pipeline, replaying human demonstrations in simulation, applies lighting, camera, speed, and action perturbations, and filters generated episodes with automatic task success checks, rapidly expanding usable training data from limited manual demonstrations. We further introduce an 11-task wet-lab embodied benchmark covering sample handling, culture-ware manipulation, device operation, and precision placement. With only 30 demonstrations per task, ACT achieves 65.5% average success rate, while simulation augmentation improves SmolVLA from 44.1% to 74.7% and π0 from 40.4% to 46.5%, validating the effectiveness of Pipette for data-efficient VLA training and evaluation. Pipette also supports natural-language-driven scene construction and task registration, lowering the barrier for non-expert users to define new wet-lab robotic tasks.
Artur Kuramshin, Özgür Aslan, Cyrus Neary +1cs.RO cs.LG
The recent trend in scaling models for robot learning has resulted in impressive policies that can perform various manipulation tasks and generalize to novel scenarios. However, these policies continue to struggle with following instructions, likely due to the limited linguistic and action sequence diversity in existing robotics datasets. This paper introduces Task Robustness via Re-Labelling Vision-Action Robot Data (TREAD), a scalable framework that leverages large Vision-Language Models (VLMs) to augment existing robotics datasets without additional data collection, harnessing the transferable knowledge embedded in these models. Our approach leverages a pretrained VLM through three stages: generating semantic sub-tasks from original instruction labels and initial scenes, segmenting demonstration videos conditioned on these sub-tasks, and producing diverse instructions that incorporate object properties, effectively decomposing longer demonstrations into grounded language-action pairs. We further enhance robustness by augmenting the data with linguistically diverse versions of the text goals. Evaluations on LIBERO demonstrate that policies trained on our augmented datasets exhibit improved performance on novel, unseen tasks and goals. Our results show that TREAD enhances both planning generalization through trajectory decomposition and language-conditioned policy generalization through increased linguistic diversity.
Qize Yu, Jiadi You, Yuran Wang +10cs.RO cs.CV cs.MM
Vision-Language-Action (VLA) models leverage the rich world knowledge of pretrained vision-language models (VLMs) to enable instruction-following robotic manipulation. However, the structural mismatch between VLM semantic spaces and embodied control policies often hinders the learning of precise perception--action mappings. To address this challenge, we propose \textbf{AffordanceVLA}, a unified framework that introduces structured affordance forecasting as a task-oriented intermediate representation to establish a more precise and robust perception--action mapping. Specifically, we progressively model manipulation priors through three complementary components: 1) \textbf{Which2Act} for object-centric grounding via visual latent prediction to suppress distractions; 2) \textbf{Where2Act} for 2D interaction localization via affordance map estimation; and 3) \textbf{How2Act} for 3D geometric reasoning to guide manipulation policies. These affordance cues provide spatially grounded, semantically conditioned, and action-coupled intermediate representations, thereby naturally bridging vision, language and action. We integrate these modules into a Mixture-of-Transformer (MoT) architecture with specialized experts and train the model using a three-stage training strategy with a progressive data curriculum. To overcome the scarcity of dense affordance labels in robotic datasets, we also develop a robust automated data augmentation pipeline. Extensive experiments on simulation and real-world demonstrate that AffordanceVLA achieves strong performance across diverse manipulation scenarios.
Vision-language-action (VLA) models typically rely on large-scale real-world videos, whereas simulated data, despite being inexpensive and highly parallelizable to collect, often suffers from a substantial visual domain gap and limited environmental diversity, resulting in weak real-world generalization. We present an efficient video augmentation framework that converts simulated VLA videos into realistic training videos while preserving task semantics and action trajectories. Our pipeline extracts structured conditions from simulation via video semantic segmentation and video captioning, rewrites captions to diversify environments, and uses a conditional video transfer model to synthesize realistic videos. To make augmentation practical at scale, we introduce a diffusion feature-reuse mechanism that reuses video tokens across adjacent timesteps to accelerate generation, and a coreset sampling strategy that identifies a compact, non-redundant subset for augmentation under limited computation. Extensive experiments on Robotwin 2.0, LIBERO, LIBERO-Plus, and a real robotic platform demonstrate consistent improvements. For example, our method improves RDT-1B by 8% on Robotwin 2.0, and boosts $π_0$ by 5.1% on the more challenging LIBERO-Plus benchmark. Code is available at: https://github.com/nanfangxiansheng/Seeing-Realism-from-Simulation.