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Just collecting manipulation data isn’t enough for robots - they need to be able to move around in the world, which has a whole different set of challenges from pure manipulation. And bringing navigation and manipulation together in a single framework is even more challenging.
Enter HERMES, from Zhecheng Yuan and Tianming Wei. This is a four-stage process in which human videos are used to set up an RL sim-to-real training pipeline in order to overcome differences between robot and human kinematics, and used together with a navigation foundation model to move around in a variety of environments.
To learn more, join us as Zhecheng Yuan and Tianming Wei tell us about how they built their system to perform mobile dexterous manipulation from human videos in a variety of environments.
Watch Episode #45 of RoboPapers today, hosted by Michael Cho and Chris Paxton!
Abstract:
Leveraging human motion data to impart robots with versatile manipulation skills has emerged as a promising paradigm in robotic manipulation. Nevertheless, translating multi-source human hand motions into feasible robot behaviors remains challenging, particularly for robots equipped with multi-fingered dexterous hands characterized by complex, high-dimensional action spaces. Moreover, existing approaches often struggle to produce policies capable of adapting to diverse environmental conditions. In this paper, we introduce HERMES, a human-to-robot learning framework for mobile bimanual dexterous manipulation. First, HERMES formulates a unified reinforcement learning approach capable of seamlessly transforming heterogeneous human hand motions from multiple sources into physically plausible robotic behaviors. Subsequently, to mitigate the sim2real gap, we devise an end-to-end, depth image-based sim2real transfer method for improved generalization to real-world scenarios. Furthermore, to enable autonomous operation in varied and unstructured environments, we augment the navigation foundation model with a closed-loop Perspective-n-Point (PnP) localization mechanism, ensuring precise alignment of visual goals and effectively bridging autonomous navigation and dexterous manipulation. Extensive experimental results demonstrate that HERMES consistently exhibits generalizable behaviors across diverse, in-the-wild scenarios, successfully performing numerous complex mobile bimanual dexterous manipulation tasks
Project Page: https://gemcollector.github.io/HERMES/
ArXiV: https://arxiv.org/abs/2508.20085
Reasoning over long horizons would allow robots to generalize better to unseen environments and settings zero-shot. One mechanism for this kind of reasoning would be world models, but traditional video world models still tend to struggle with long horizons, and are very data intensive to train. But what if instead of predicting images about the future, we predicted just the symbolic information necessary for reasoning?
Nishanth Kumar tells us about Pixels to Predicates, a method for symbol grounding which allows a VLM to plan sequences of robot skills to achieve unseen goals in previously unseen settings.
To find out more, watch episode #44 of RoboPapers with Michael Cho and Chris Paxton now!
Abstract:
Our aim is to learn to solve long-horizon decision-making problems in complex robotics domains given low-level skills and a handful of short-horizon demonstrations containing sequences of images. To this end, we focus on learning abstract symbolic world models that facilitate zero-shot generalization to novel goals via planning. A critical component of such models is the set of symbolic predicates that define properties of and relationships between objects. In this work, we leverage pretrained vision language models (VLMs) to propose a large set of visual predicates potentially relevant for decision-making, and to evaluate those predicates directly from camera images. At training time, we pass the proposed predicates and demonstrations into an optimization-based model-learning algorithm to obtain an abstract symbolic world model that is defined in terms of a compact subset of the proposed predicates. At test time, given a novel goal in a novel setting, we use the VLM to construct a symbolic description of the current world state, and then use a search-based planning algorithm to find a sequence of low-level skills that achieves the goal. We demonstrate empirically across experiments in both simulation and the real world that our method can generalize aggressively, applying its learned world model to solve problems with a wide variety of object types, arrangements, numbers of objects, and visual backgrounds, as well as novel goals and much longer horizons than those seen at training time.
Project Page
ArXiV
Thread on X
Walking robots can do all kinds of exciting things like dancing, running, and martial arts — but for them to be useful, they must be able to use their legs to handle terrain, to move over obstacles not just around them. So, how can we train walking policies for legged robots that are useful?
Unlike with manipulation, these policies are trained with end-to-end, sim-to-real reinforcement learning, using attention. Turns out maybe “attention is all you need” also applies to locomotion. Chong Zhang joins us to explain more.
Watch Episode #43 of RoboPapers, hosted by Michael Cho and Chris Paxton, now, to find out more.
Abstract:
Dynamic locomotion of legged robots is a critical yet challenging topic in expanding the operational range of mobile robots. It requires precise planning when possible footholds are sparse, robustness against uncertainties and disturbances, and generalizability across diverse terrains. Although traditional model-based controllers excel at planning on complex terrains, they struggle with real-world uncertainties. Learning-based controllers offer robustness to such uncertainties but often lack precision on terrains with sparse steppable areas. Hybrid methods achieve enhanced robustness on sparse terrains by combining both methods but are computationally demanding and constrained by the inherent limitations of model-based planners. To achieve generalized legged locomotion on diverse terrains while preserving the robustness of learning-based controllers, this paper proposes an attention-based map encoding conditioned on robot proprioception, which is trained as part of the controller using reinforcement learning. We show that the network learns to focus on steppable areas for future footholds when the robot dynamically navigates diverse and challenging terrains. We synthesized behaviors that exhibited robustness against uncertainties while enabling precise and agile traversal of sparse terrains. In addition, our method offers a way to interpret the topographical perception of a neural network. We have trained two controllers for a 12-degrees-of-freedom quadrupedal robot and a 23-degrees-of-freedom humanoid robot and tested the resulting controllers in the real world under various challenging indoor and outdoor scenarios, including ones unseen during training.
Paper in Science Robotics
ArXiV
With enough data, robots and AI can learn “world models” that let them predict the results of their actions. These models are a way to learn how embodied AI agents can perform a wide variety of useful tasks — but they require a huge amount of data.
The team at General Intuition has a solution: use data from video games! Games teach movement, problem solving, and complex spatial reasoning, and they come in a staggering diversity of forms, covering a wide variety of problems. What’s more, the captured data is high-quality, without the noise or annotation error that can come from
We sat down with Pim and Adam from the General Intuition team to learn more about their history, their plans, and their philosophy.
Abstract:
World models constitute a promising approach for training reinforcement learning agents in a safe and sample-efficient manner. Recent world models predominantly operate on sequences of discrete latent variables to model environment dynamics. However, this compression into a compact discrete representation may ignore visual details that are important for reinforcement learning. Concurrently, diffusion models have become a dominant approach for image generation, challenging well-established methods modeling discrete latents. Motivated by this paradigm shift, we introduce DIAMOND (DIffusion As a Model Of eNvironment Dreams), a reinforcement learning agent trained in a diffusion world model. We analyze the key design choices that are required to make diffusion suitable for world modeling, and demonstrate how improved visual details can lead to improved agent performance. DIAMOND achieves a mean human normalized score of 1.46 on the competitive Atari 100k benchmark; a new best for agents trained entirely within a world model. We further demonstrate that DIAMOND’s diffusion world model can stand alone as an interactive neural game engine by training on static Counter-Strike: Global Offensive gameplay. To foster future research on diffusion for world modeling, we release our code, agents and playable world models at https://github.com/eloialonso/diamond.
Project Page
General Intuition
General Intuition is Hiring: https://jobs.ashbyhq.com/medal
How can we make a humanoid robot play table tennis? The robot must hit a moving ball and return it over and over again, requiring precise whole-body control over again. Zhi Su tells us about how he developed a hierarchical approach for planning an whole body control that lets people play this game with a humanoid robot.
Watch Episode #41 of RoboPapers with Michael Cho and Chris Paxton now!
Abstract:
Humanoid robots have recently achieved impressive progress in locomotion and whole-body control, yet they remain constrained in tasks that demand rapid interaction with dynamic environments through manipulation. Table tennis exemplifies such a challenge: with ball speeds exceeding 5 m/s, players must perceive, predict, and act within sub-second reaction times, requiring both agility and precision. To address this, we present a hierarchical framework for humanoid table tennis that integrates a model-based planner for ball trajectory prediction and racket target planning with a reinforcement learning-based whole-body controller. The planner determines striking position, velocity and timing, while the controller generates coordinated arm and leg motions that mimic human strikes and maintain stability and agility across consecutive rallies. Moreover, to encourage natural movements, human motion references are incorporated during training. We validate our system on a general-purpose humanoid robot, achieving up to 106 consecutive shots with a human opponent and sustained exchanges against another humanoid. These results demonstrate real-world humanoid table tennis with sub-second reactive control, marking a step toward agile and interactive humanoid behaviors.
Project Page
ArXiV
How can we build robotic hands with truly superhuman dexterity? Daxo Robotics is developing a unique tendon-driven soft robot hand, which aims to be tougher and more capable than a traditional humanoid hand. Each finger consists of many different tendons, which act in concert to move or manipulate.
This is a special episode of RoboPapers where, instead of talking about a scientific paper, we talk to Tom Zhang, founder of Daxo Robotics, in order to learn both about his background and about how this one-of-a-kind robot hand design works.
Watch Episode #40 of RoboPapers with Michael Cho and Chris Paxton now!
Daxo Robotics website
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Watch this episode on YouTube
Reasoning models have massively expanded what LLMs are capable of, but this hasn’t necessarily applied to robotics. Perhaps this is in part because robots need to reason over space, not just words and symbols; so the robotics version of a reasoning model would need to think in 3D. That’s the idea behind MolmoAct, an “Action Reasoning Model” which generates spatial plans in order to predict precise low-level robot actions. Jason Lee, Haoquan Fang, and Jiafei Duan told us more about their work.
Watch Episode #39 of RoboPapers, with Michael Cho and Chris Paxton, now!
Abstract:
Reasoning is central to purposeful action, yet most robotic foundation models map perception and instructions directly to control, which limits adaptability, generalization, and semantic grounding. We introduce Action Reasoning Models (ARMs), a class of robotic foundation models that integrate perception, planning, and control through a structured three-stage pipeline. Our model, MolmoAct, encodes observations and instructions into depth-aware perception tokens, generates mid-level spatial plans as editable trajectory traces, and predicts precise low-level actions, enabling explainable and steerable behavior. MolmoAct-7B-D achieves strong performance across simulation and real-world settings: 70.5% zero-shot accuracy on SimplerEnv Visual Matching tasks, surpassing closed-source Pi-0 and GR00T N1.5; 86.6% average success on LIBERO, including an additional 6.3% gain over ThinkAct on long-horizon tasks; and in real-world fine-tuning, an additional 10% (single-arm) and an additional 22.7% (bimanual) task progression over Pi-0-FAST. It also outperforms baselines by an additional 23.3% on out-of-distribution generalization and achieves top human-preference scores for open-ended instruction following and trajectory steering. Furthermore, we release, for the first time, the MolmoAct Dataset -- a mid-training robot dataset comprising over 10,000 high quality robot trajectories across diverse scenarios and tasks. Training with this dataset yields an average 5.5% improvement in general performance over the base model. We release all model weights, training code, our collected dataset, and our action reasoning dataset, establishing MolmoAct as both a state-of-the-art robotics foundation model and an open blueprint for building ARMs that transform perception into purposeful action through structured reasoning. Blogpost: this https URL
Paper
Project website
Original post on X
Offline reinforcement learning is crucial for robotics, but does it scale? We talk to Seohong, who discusses how for long-horizon manipulation problems the answer may be no — at least not yet. But there are tricks that you can use to make it work effectively.
Watch episode #38 of RoboPapers with Michael Cho and Chris Paxton now!
Abstract:
In this work, we study the scalability of offline reinforcement learning (RL) algorithms. In principle, a truly scalable offline RL algorithm should be able to solve any given problem, regardless of its complexity, given sufficient data, compute, and model capacity. We investigate if and how current offline RL algorithms match up to this promise on diverse, challenging, previously unsolved tasks, using datasets up to 1000x larger than typical offline RL datasets. We observe that despite scaling up data, many existing offline RL algorithms exhibit poor scaling behavior, saturating well below the maximum performance. We hypothesize that the horizon is the main cause behind the poor scaling of offline RL. We empirically verify this hypothesis through several analysis experiments, showing that long horizons indeed present a fundamental barrier to scaling up offline RL. We then show that various horizon reduction techniques substantially enhance scalability on challenging tasks. Based on our insights, we also introduce a minimal yet scalable method named SHARSA that effectively reduces the horizon. SHARSA achieves the best asymptotic performance and scaling behavior among our evaluation methods, showing that explicitly reducing the horizon unlocks the scalability of offline RL. Code: this https URL
And from the blog post:
Over the past few years, we’ve seen that next-token prediction scales, denoising diffusion scales, contrastive learning scales, and so on, all the way to the point where we can train models with billions of parameters with a scalable objective that can eat up as much data as we can throw at it. Then, what about reinforcement learning (RL)? Does RL also scale like all the other objectives?
ArXiV
Blog Post
Robots has a data problem, in that robotics data is rare. While human video is quite common, it’s not usually directly usable for robots for a variety of reasons, most significantly that it’s missing explicit, accurate robot actions. Instead, Jeremy proposes that we predict keypoint trajectories — basically, how any given point in an object will move as a robot performs a task. This lets us use action-free human video to train robot skills.
Learn more by watching Episode #37 of RoboPapers with Michael Cho and Chris Paxton here.
Abstract:
Action-labeled data for robotics is scarce and expensive, limiting the generalization of learned policies. In contrast, vast amounts of action-free video data are readily available, but translating these observations into effective policies remains a challenge. We introduce AMPLIFY, a novel framework that leverages large-scale video data by encoding visual dynamics into compact, discrete motion tokens derived from keypoint trajectories. Our modular approach separates visual motion prediction from action inference, decoupling the challenges of learning what motion defines a task from how robots can perform it. We train a forward dynamics model on abundant action-free videos and an inverse dynamics model on a limited set of action-labeled examples, allowing for independent scaling. Extensive evaluations demonstrate that the learned dynamics are both accurate, achieving up to 3.7x better MSE and over 2.5x better pixel prediction accuracy compared to prior approaches, and broadly useful. In downstream policy learning, our dynamics predictions enable a 1.2-2.2x improvement in low-data regimes, a 1.4x average improvement by learning from action-free human videos, and the first generalization to LIBERO tasks from zero in-distribution action data. Beyond robotic control, we find the dynamics learned by AMPLIFY to be a versatile latent world model, enhancing video prediction quality. Our results present a novel paradigm leveraging heterogeneous data sources to build efficient, generalizable world models. More information can be found at this https URL.
ArXiV
Project Page
Learning a true world model for a human body means taking high-dimensional actions representing the full body pose — the location of hands and feet, for example — and using it to predict the effects of each action. This would allow for an unprecedented level of simulation over the effects of each action on the world, but this level of information is usually not available.
But, with a new dataset from Meta, Yutong Bai and co-authors were able to train just such a world model, using detailed 3d information of whole human bodies in different apartments, and predicting the results of granular actions.
Watch Episode#36 of RoboPapers, co-hosted by Michael Cho and Chris Paxton, now to find out more.
Abstract:
We train models to Predict Egocentric Video from human Actions (PEVA), given the past video and an action represented by the relative 3D body pose. By conditioning on kinematic pose trajectories, structured by the joint hierarchy of the body, our model learns to simulate how physical human actions shape the environment from a first-person point of view. We train an auto-regressive conditional diffusion transformer on Nymeria, a large-scale dataset of real-world egocentric video and body pose capture. We further design a hierarchical evaluation protocol with increasingly challenging tasks, enabling a comprehensive analysis of the model’s embodied prediction and control abilities. Our work represents an initial attempt to tackle the challenges of modeling complex real-world environments and embodied agent behaviors with video prediction from the perspective of a human.
Project Site
ArXiV
Thread on X
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