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SubscribeSelf-supervised visual learning from interactions with objects
Self-supervised learning (SSL) has revolutionized visual representation learning, but has not achieved the robustness of human vision. A reason for this could be that SSL does not leverage all the data available to humans during learning. When learning about an object, humans often purposefully turn or move around objects and research suggests that these interactions can substantially enhance their learning. Here we explore whether such object-related actions can boost SSL. For this, we extract the actions performed to change from one ego-centric view of an object to another in four video datasets. We then introduce a new loss function to learn visual and action embeddings by aligning the performed action with the representations of two images extracted from the same clip. This permits the performed actions to structure the latent visual representation. Our experiments show that our method consistently outperforms previous methods on downstream category recognition. In our analysis, we find that the observed improvement is associated with a better viewpoint-wise alignment of different objects from the same category. Overall, our work demonstrates that embodied interactions with objects can improve SSL of object categories.
Embodied VideoAgent: Persistent Memory from Egocentric Videos and Embodied Sensors Enables Dynamic Scene Understanding
This paper investigates the problem of understanding dynamic 3D scenes from egocentric observations, a key challenge in robotics and embodied AI. Unlike prior studies that explored this as long-form video understanding and utilized egocentric video only, we instead propose an LLM-based agent, Embodied VideoAgent, which constructs scene memory from both egocentric video and embodied sensory inputs (e.g. depth and pose sensing). We further introduce a VLM-based approach to automatically update the memory when actions or activities over objects are perceived. Embodied VideoAgent attains significant advantages over counterparts in challenging reasoning and planning tasks in 3D scenes, achieving gains of 4.9% on Ego4D-VQ3D, 5.8% on OpenEQA, and 11.7% on EnvQA. We have also demonstrated its potential in various embodied AI tasks including generating embodied interactions and perception for robot manipulation. The code and demo will be made public.
A Multimodal Symphony: Integrating Taste and Sound through Generative AI
In recent decades, neuroscientific and psychological research has traced direct relationships between taste and auditory perceptions. This article explores multimodal generative models capable of converting taste information into music, building on this foundational research. We provide a brief review of the state of the art in this field, highlighting key findings and methodologies. We present an experiment in which a fine-tuned version of a generative music model (MusicGEN) is used to generate music based on detailed taste descriptions provided for each musical piece. The results are promising: according the participants' (n=111) evaluation, the fine-tuned model produces music that more coherently reflects the input taste descriptions compared to the non-fine-tuned model. This study represents a significant step towards understanding and developing embodied interactions between AI, sound, and taste, opening new possibilities in the field of generative AI. We release our dataset, code and pre-trained model at: https://osf.io/xs5jy/.
SURPRISE3D: A Dataset for Spatial Understanding and Reasoning in Complex 3D Scenes
The integration of language and 3D perception is critical for embodied AI and robotic systems to perceive, understand, and interact with the physical world. Spatial reasoning, a key capability for understanding spatial relationships between objects, remains underexplored in current 3D vision-language research. Existing datasets often mix semantic cues (e.g., object name) with spatial context, leading models to rely on superficial shortcuts rather than genuinely interpreting spatial relationships. To address this gap, we introduce Surprise3D, a novel dataset designed to evaluate language-guided spatial reasoning segmentation in complex 3D scenes. Surprise3D consists of more than 200k vision language pairs across 900+ detailed indoor scenes from ScanNet++ v2, including more than 2.8k unique object classes. The dataset contains 89k+ human-annotated spatial queries deliberately crafted without object name, thereby mitigating shortcut biases in spatial understanding. These queries comprehensively cover various spatial reasoning skills, such as relative position, narrative perspective, parametric perspective, and absolute distance reasoning. Initial benchmarks demonstrate significant challenges for current state-of-the-art expert 3D visual grounding methods and 3D-LLMs, underscoring the necessity of our dataset and the accompanying 3D Spatial Reasoning Segmentation (3D-SRS) benchmark suite. Surprise3D and 3D-SRS aim to facilitate advancements in spatially aware AI, paving the way for effective embodied interaction and robotic planning. The code and datasets can be found in https://github.com/liziwennba/SUPRISE.
SoMi-ToM: Evaluating Multi-Perspective Theory of Mind in Embodied Social Interactions
Humans continuously infer the states, goals, and behaviors of others by perceiving their surroundings in dynamic, real-world social interactions. However, most Theory of Mind (ToM) benchmarks only evaluate static, text-based scenarios, which have a significant gap compared to real interactions. We propose the SoMi-ToM benchmark, designed to evaluate multi-perspective ToM in embodied multi-agent complex social interactions. This benchmark is based on rich multimodal interaction data generated by the interaction environment SoMi, covering diverse crafting goals and social relationships. Our framework supports multi-level evaluation: (1) first-person evaluation provides multimodal (visual, dialogue, action, etc.) input from a first-person perspective during a task for real-time state inference, (2) third-person evaluation provides complete third-person perspective video and text records after a task for goal and behavior inference. This evaluation method allows for a more comprehensive examination of a model's ToM capabilities from both the subjective immediate experience and the objective global observation. We constructed a challenging dataset containing 35 third-person perspective videos, 363 first-person perspective images, and 1225 expert-annotated multiple-choice questions (three options). On this dataset, we systematically evaluated the performance of human subjects and several state-of-the-art large vision-language models (LVLMs). The results show that LVLMs perform significantly worse than humans on SoMi-ToM: the average accuracy gap between humans and models is 40.1% in first-person evaluation and 26.4% in third-person evaluation. This indicates that future LVLMs need to further improve their ToM capabilities in embodied, complex social interactions.
Steve-Eye: Equipping LLM-based Embodied Agents with Visual Perception in Open Worlds
Recent studies have presented compelling evidence that large language models (LLMs) can equip embodied agents with the self-driven capability to interact with the world, which marks an initial step toward versatile robotics. However, these efforts tend to overlook the visual richness of open worlds, rendering the entire interactive process akin to "a blindfolded text-based game." Consequently, LLM-based agents frequently encounter challenges in intuitively comprehending their surroundings and producing responses that are easy to understand. In this paper, we propose Steve-Eye, an end-to-end trained large multimodal model designed to address this limitation. Steve-Eye integrates the LLM with a visual encoder which enables it to process visual-text inputs and generate multimodal feedback. In addition, we use a semi-automatic strategy to collect an extensive dataset comprising 850K open-world instruction pairs, empowering our model to encompass three essential functions for an agent: multimodal perception, foundational knowledge base, and skill prediction and planning. Lastly, we develop three open-world evaluation benchmarks, then carry out extensive experiments from a wide range of perspectives to validate our model's capability to strategically act and plan. Codes and datasets will be released.
Sustainable Cloud Services for Verbal Interaction with Embodied Agents
This article presents the design and the implementation of a cloud system for knowledge-based autonomous interaction devised for Social Robots and other conversational agents. The system is particularly convenient for low-cost robots and devices: it can be used as a stand-alone dialogue system or as an integration to provide "background" dialogue capabilities to any preexisting Natural Language Processing ability that the robot may already have as part of its basic skills. By connecting to the cloud, developers are provided with a sustainable solution to manage verbal interaction through a network connection, with about 3,000 topics of conversation ready for "chit-chatting" and a library of pre-cooked plans that only needs to be grounded into the robot's physical capabilities. The system is structured as a set of REST API endpoints so that it can be easily expanded by adding new APIs to improve the capabilities of the clients connected to the cloud. Another key feature of the system is that it has been designed to make the development of its clients straightforward: in this way, multiple robots and devices can be easily endowed with the capability of autonomously interacting with the user, understanding when to perform specific actions, and exploiting all the information provided by cloud services. The article outlines and discusses the results of the experiments performed to assess the system's performance in terms of response time, paving the way for its use both for research and market solutions. Links to repositories with clients for ROS and popular robots such as Pepper and NAO are available on request.
EnvGen: Generating and Adapting Environments via LLMs for Training Embodied Agents
Recent SOTA approaches for embodied learning via interaction directly employ large language models (LLMs) as agents to determine the next steps in an environment. Due to their world knowledge and reasoning capabilities, LLM agents achieve stronger performance than previous smaller agents based on reinforcement learning (RL); however, frequently calling LLMs is slow and expensive. Instead of directly employing LLMs as agents, can we use LLMs' reasoning capabilities to adaptively create training environments to help smaller embodied RL agents learn useful skills that they are weak at? We propose EnvGen, a novel framework to address this question. First, we prompt an LLM to generate training environments that allow agents to quickly learn different tasks in parallel. Concretely, the LLM is given the task description and simulator objectives that the agents should learn and is then asked to generate a set of environment configurations (e.g., different terrains, items given to agents, etc.). Next, we train a small RL agent in a mixture of the original and LLM-generated environments. Then, we enable the LLM to continuously adapt the generated environments to progressively improve the skills that the agent is weak at, by providing feedback to the LLM in the form of the agent's performance. We demonstrate the usefulness of EnvGen with comprehensive experiments in Crafter and Heist environments. We find that a small RL agent trained with EnvGen can outperform SOTA methods, including a GPT-4 agent, and learns long-horizon tasks significantly faster. We show qualitatively how the LLM adapts training environments to help improve RL agents' weaker skills over time. Additionally, EnvGen is substantially more efficient as it only uses a small number of LLM calls (e.g., 4 in total), whereas LLM agents require thousands of LLM calls. Lastly, we present detailed ablation studies for our design choices.
Habitat 3.0: A Co-Habitat for Humans, Avatars and Robots
We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.
ROCKET-2: Steering Visuomotor Policy via Cross-View Goal Alignment
We aim to develop a goal specification method that is semantically clear, spatially sensitive, and intuitive for human users to guide agent interactions in embodied environments. Specifically, we propose a novel cross-view goal alignment framework that allows users to specify target objects using segmentation masks from their own camera views rather than the agent's observations. We highlight that behavior cloning alone fails to align the agent's behavior with human intent when the human and agent camera views differ significantly. To address this, we introduce two auxiliary objectives: cross-view consistency loss and target visibility loss, which explicitly enhance the agent's spatial reasoning ability. According to this, we develop ROCKET-2, a state-of-the-art agent trained in Minecraft, achieving an improvement in the efficiency of inference 3x to 6x. We show ROCKET-2 can directly interpret goals from human camera views for the first time, paving the way for better human-agent interaction.
MuMA-ToM: Multi-modal Multi-Agent Theory of Mind
Understanding people's social interactions in complex real-world scenarios often relies on intricate mental reasoning. To truly understand how and why people interact with one another, we must infer the underlying mental states that give rise to the social interactions, i.e., Theory of Mind reasoning in multi-agent interactions. Additionally, social interactions are often multi-modal -- we can watch people's actions, hear their conversations, and/or read about their past behaviors. For AI systems to successfully and safely interact with people in real-world environments, they also need to understand people's mental states as well as their inferences about each other's mental states based on multi-modal information about their interactions. For this, we introduce MuMA-ToM, a Multi-modal Multi-Agent Theory of Mind benchmark. MuMA-ToM is the first multi-modal Theory of Mind benchmark that evaluates mental reasoning in embodied multi-agent interactions. In MuMA-ToM, we provide video and text descriptions of people's multi-modal behavior in realistic household environments. Based on the context, we then ask questions about people's goals, beliefs, and beliefs about others' goals. We validated MuMA-ToM in a human experiment and provided a human baseline. We also proposed a novel multi-modal, multi-agent ToM model, LIMP (Language model-based Inverse Multi-agent Planning). Our experimental results show that LIMP significantly outperforms state-of-the-art methods, including large multi-modal models (e.g., GPT-4o, Gemini-1.5 Pro) and a recent multi-modal ToM model, BIP-ALM.
Embodied Web Agents: Bridging Physical-Digital Realms for Integrated Agent Intelligence
AI agents today are mostly siloed - they either retrieve and reason over vast amount of digital information and knowledge obtained online; or interact with the physical world through embodied perception, planning and action - but rarely both. This separation limits their ability to solve tasks that require integrated physical and digital intelligence, such as cooking from online recipes, navigating with dynamic map data, or interpreting real-world landmarks using web knowledge. We introduce Embodied Web Agents, a novel paradigm for AI agents that fluidly bridge embodiment and web-scale reasoning. To operationalize this concept, we first develop the Embodied Web Agents task environments, a unified simulation platform that tightly integrates realistic 3D indoor and outdoor environments with functional web interfaces. Building upon this platform, we construct and release the Embodied Web Agents Benchmark, which encompasses a diverse suite of tasks including cooking, navigation, shopping, tourism, and geolocation - all requiring coordinated reasoning across physical and digital realms for systematic assessment of cross-domain intelligence. Experimental results reveal significant performance gaps between state-of-the-art AI systems and human capabilities, establishing both challenges and opportunities at the intersection of embodied cognition and web-scale knowledge access. All datasets, codes and websites are publicly available at our project page https://embodied-web-agent.github.io/.
EmpathyAgent: Can Embodied Agents Conduct Empathetic Actions?
Empathy is fundamental to human interactions, yet it remains unclear whether embodied agents can provide human-like empathetic support. Existing works have studied agents' tasks solving and social interactions abilities, but whether agents can understand empathetic needs and conduct empathetic behaviors remains overlooked. To address this, we introduce EmpathyAgent, the first benchmark to evaluate and enhance agents' empathetic actions across diverse scenarios. EmpathyAgent contains 10,000 multimodal samples with corresponding empathetic task plans and three different challenges. To systematically evaluate the agents' empathetic actions, we propose an empathy-specific evaluation suite that evaluates the agents' empathy process. We benchmark current models and found that exhibiting empathetic actions remains a significant challenge. Meanwhile, we train Llama3-8B using EmpathyAgent and find it can potentially enhance empathetic behavior. By establishing a standard benchmark for evaluating empathetic actions, we hope to advance research in empathetic embodied agents. Our code and data are publicly available at https://github.com/xinyan-cxy/EmpathyAgent.
Unified Human-Scene Interaction via Prompted Chain-of-Contacts
Human-Scene Interaction (HSI) is a vital component of fields like embodied AI and virtual reality. Despite advancements in motion quality and physical plausibility, two pivotal factors, versatile interaction control and the development of a user-friendly interface, require further exploration before the practical application of HSI. This paper presents a unified HSI framework, UniHSI, which supports unified control of diverse interactions through language commands. This framework is built upon the definition of interaction as Chain of Contacts (CoC): steps of human joint-object part pairs, which is inspired by the strong correlation between interaction types and human-object contact regions. Based on the definition, UniHSI constitutes a Large Language Model (LLM) Planner to translate language prompts into task plans in the form of CoC, and a Unified Controller that turns CoC into uniform task execution. To facilitate training and evaluation, we collect a new dataset named ScenePlan that encompasses thousands of task plans generated by LLMs based on diverse scenarios. Comprehensive experiments demonstrate the effectiveness of our framework in versatile task execution and generalizability to real scanned scenes. The project page is at https://github.com/OpenRobotLab/UniHSI .
Embodied Agents Meet Personalization: Exploring Memory Utilization for Personalized Assistance
Embodied agents empowered by large language models (LLMs) have shown strong performance in household object rearrangement tasks. However, these tasks primarily focus on single-turn interactions with simplified instructions, which do not truly reflect the challenges of providing meaningful assistance to users. To provide personalized assistance, embodied agents must understand the unique semantics that users assign to the physical world (e.g., favorite cup, breakfast routine) by leveraging prior interaction history to interpret dynamic, real-world instructions. Yet, the effectiveness of embodied agents in utilizing memory for personalized assistance remains largely underexplored. To address this gap, we present MEMENTO, a personalized embodied agent evaluation framework designed to comprehensively assess memory utilization capabilities to provide personalized assistance. Our framework consists of a two-stage memory evaluation process design that enables quantifying the impact of memory utilization on task performance. This process enables the evaluation of agents' understanding of personalized knowledge in object rearrangement tasks by focusing on its role in goal interpretation: (1) the ability to identify target objects based on personal meaning (object semantics), and (2) the ability to infer object-location configurations from consistent user patterns, such as routines (user patterns). Our experiments across various LLMs reveal significant limitations in memory utilization, with even frontier models like GPT-4o experiencing a 30.5% performance drop when required to reference multiple memories, particularly in tasks involving user patterns. These findings, along with our detailed analyses and case studies, provide valuable insights for future research in developing more effective personalized embodied agents. Project website: https://connoriginal.github.io/MEMENTO
Enabling Intelligent Interactions between an Agent and an LLM: A Reinforcement Learning Approach
Large language models (LLMs) encode a vast amount of world knowledge acquired from massive text datasets. Recent studies have demonstrated that LLMs can assist an embodied agent in solving complex sequential decision making tasks by providing high-level instructions. However, interactions with LLMs can be time-consuming. In many practical scenarios, they require a significant amount of storage space that can only be deployed on remote cloud server nodes. Additionally, using commercial LLMs can be costly since they may charge based on usage frequency. In this paper, we explore how to enable intelligent cost-effective interactions between the agent and an LLM. We propose When2Ask, a reinforcement learning based approach that learns when it is necessary to query LLMs for high-level instructions to accomplish a target task. Experiments on MiniGrid and Habitat environments that entail planning sub-goals demonstrate that When2Ask learns to solve target tasks with only a few necessary interactions with an LLM, and significantly reduces interaction costs in testing environments compared with baseline methods. Experiment results also suggest that by learning a mediator model to interact with the LLM, the agent's performance becomes more robust against partial observability of the environment. Our code is available at https://github.com/ZJLAB-AMMI/LLM4RL.
Simulating User Agents for Embodied Conversational-AI
Embodied agents designed to assist users with tasks must engage in natural language interactions, interpret instructions, execute actions, and communicate effectively to resolve issues. However, collecting large-scale, diverse datasets of situated human-robot dialogues to train and evaluate such agents is expensive, labor-intensive, and time-consuming. To address this challenge, we propose building a large language model (LLM)-based user agent that can simulate user behavior during interactions with an embodied agent in a virtual environment. Given a user goal (e.g., make breakfast), at each time step, the user agent may observe" the robot actions or speak" to either intervene with the robot or answer questions. Such a user agent assists in improving the scalability and efficiency of embodied dialogues dataset generation and is critical for enhancing and evaluating the robot's interaction and task completion ability, as well as for research in reinforcement learning using AI feedback. We evaluate our user agent's ability to generate human-like behaviors by comparing its simulated dialogues with the TEACh dataset. We perform three experiments: zero-shot prompting to predict dialogue acts, few-shot prompting, and fine-tuning on the TEACh training subset. Results show the LLM-based user agent achieves an F-measure of 42% with zero-shot prompting and 43.4% with few-shot prompting in mimicking human speaking behavior. Through fine-tuning, performance in deciding when to speak remained stable, while deciding what to say improved from 51.1% to 62.5%. These findings showcase the feasibility of the proposed approach for assessing and enhancing the effectiveness of robot task completion through natural language communication.
Building Open-Ended Embodied Agent via Language-Policy Bidirectional Adaptation
Building open-ended learning agents involves challenges in pre-trained language model (LLM) and reinforcement learning (RL) approaches. LLMs struggle with context-specific real-time interactions, while RL methods face efficiency issues for exploration. To this end, we propose OpenContra, a co-training framework that cooperates LLMs and GRL to construct an open-ended agent capable of comprehending arbitrary human instructions. The implementation comprises two stages: (1) fine-tuning an LLM to translate human instructions into structured goals, and curriculum training a goal-conditioned RL policy to execute arbitrary goals; (2) collaborative training to make the LLM and RL policy learn to adapt each, achieving open-endedness on instruction space. We conduct experiments on Contra, a battle royale FPS game with a complex and vast goal space. The results show that an agent trained with OpenContra comprehends arbitrary human instructions and completes goals with a high completion ratio, which proves that OpenContra may be the first practical solution for constructing open-ended embodied agents.
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>.
Embodied-Reasoner: Synergizing Visual Search, Reasoning, and Action for Embodied Interactive Tasks
Recent advances in deep thinking models have demonstrated remarkable reasoning capabilities on mathematical and coding tasks. However, their effectiveness in embodied domains which require continuous interaction with environments through image action interleaved trajectories remains largely -unexplored. We present Embodied Reasoner, a model that extends o1 style reasoning to interactive embodied search tasks. Unlike mathematical reasoning that relies primarily on logical deduction, embodied scenarios demand spatial understanding, temporal reasoning, and ongoing self-reflection based on interaction history. To address these challenges, we synthesize 9.3k coherent Observation-Thought-Action trajectories containing 64k interactive images and 90k diverse thinking processes (analysis, spatial reasoning, reflection, planning, and verification). We develop a three-stage training pipeline that progressively enhances the model's capabilities through imitation learning, self-exploration via rejection sampling, and self-correction through reflection tuning. The evaluation shows that our model significantly outperforms those advanced visual reasoning models, e.g., it exceeds OpenAI o1, o3-mini, and Claude-3.7 by +9\%, 24\%, and +13\%. Analysis reveals our model exhibits fewer repeated searches and logical inconsistencies, with particular advantages in complex long-horizon tasks. Real-world environments also show our superiority while exhibiting fewer repeated searches and logical inconsistency cases.
SELU: Self-Learning Embodied MLLMs in Unknown Environments
Recently, multimodal large language models (MLLMs) have demonstrated strong visual understanding and decision-making capabilities, enabling the exploration of autonomously improving MLLMs in unknown environments. However, external feedback like human or environmental feedback is not always available. To address this challenge, existing methods primarily focus on enhancing the decision-making capabilities of MLLMs through voting and scoring mechanisms, while little effort has been paid to improving the environmental comprehension of MLLMs in unknown environments. To fully unleash the self-learning potential of MLLMs, we propose a novel actor-critic self-learning paradigm, dubbed SELU, inspired by the actor-critic paradigm in reinforcement learning. The critic employs self-asking and hindsight relabeling to extract knowledge from interaction trajectories collected by the actor, thereby augmenting its environmental comprehension. Simultaneously, the actor is improved by the self-feedback provided by the critic, enhancing its decision-making. We evaluate our method in the AI2-THOR and VirtualHome environments, and SELU achieves critic improvements of approximately 28% and 30%, and actor improvements of about 20% and 24% via self-learning.
Embodied Instruction Following in Unknown Environments
Enabling embodied agents to complete complex human instructions from natural language is crucial to autonomous systems in household services. Conventional methods can only accomplish human instructions in the known environment where all interactive objects are provided to the embodied agent, and directly deploying the existing approaches for the unknown environment usually generates infeasible plans that manipulate non-existing objects. On the contrary, we propose an embodied instruction following (EIF) method for complex tasks in the unknown environment, where the agent efficiently explores the unknown environment to generate feasible plans with existing objects to accomplish abstract instructions. Specifically, we build a hierarchical embodied instruction following framework including the high-level task planner and the low-level exploration controller with multimodal large language models. We then construct a semantic representation map of the scene with dynamic region attention to demonstrate the known visual clues, where the goal of task planning and scene exploration is aligned for human instruction. For the task planner, we generate the feasible step-by-step plans for human goal accomplishment according to the task completion process and the known visual clues. For the exploration controller, the optimal navigation or object interaction policy is predicted based on the generated step-wise plans and the known visual clues. The experimental results demonstrate that our method can achieve 45.09% success rate in 204 complex human instructions such as making breakfast and tidying rooms in large house-level scenes. Code and supplementary are available at https://gary3410.github.io/eif_unknown.
Embodied Executable Policy Learning with Language-based Scene Summarization
Large Language models (LLMs) have shown remarkable success in assisting robot learning tasks, i.e., complex household planning. However, the performance of pretrained LLMs heavily relies on domain-specific templated text data, which may be infeasible in real-world robot learning tasks with image-based observations. Moreover, existing LLMs with text inputs lack the capability to evolve with non-expert interactions with environments. In this work, we introduce a novel learning paradigm that generates robots' executable actions in the form of text, derived solely from visual observations, using language-based summarization of these observations as the connecting bridge between both domains. Our proposed paradigm stands apart from previous works, which utilized either language instructions or a combination of language and visual data as inputs. Moreover, our method does not require oracle text summarization of the scene, eliminating the need for human involvement in the learning loop, which makes it more practical for real-world robot learning tasks. Our proposed paradigm consists of two modules: the SUM module, which interprets the environment using visual observations and produces a text summary of the scene, and the APM module, which generates executable action policies based on the natural language descriptions provided by the SUM module. We demonstrate that our proposed method can employ two fine-tuning strategies, including imitation learning and reinforcement learning approaches, to adapt to the target test tasks effectively. We conduct extensive experiments involving various SUM/APM model selections, environments, and tasks across 7 house layouts in the VirtualHome environment. Our experimental results demonstrate that our method surpasses existing baselines, confirming the effectiveness of this novel learning paradigm.
ROCKET-1: Master Open-World Interaction with Visual-Temporal Context Prompting
Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. A key issue is the difficulty in smoothly connecting individual entities in low-level observations with abstract concepts required for planning. A common approach to address this problem is through the use of hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language and imagined observations. However, language often fails to effectively convey spatial information, while generating future images with sufficient accuracy remains challenging. To address these limitations, we propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from both past and present observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, with real-time object tracking provided by SAM-2. Our method unlocks the full potential of VLMs visual-language reasoning abilities, enabling them to solve complex creative tasks, especially those heavily reliant on spatial understanding. Experiments in Minecraft demonstrate that our approach allows agents to accomplish previously unattainable tasks, highlighting the effectiveness of visual-temporal context prompting in embodied decision-making. Codes and demos will be available on the project page: https://craftjarvis.github.io/ROCKET-1.
Agent AI: Surveying the Horizons of Multimodal Interaction
Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.
Context-Aware Planning and Environment-Aware Memory for Instruction Following Embodied Agents
Accomplishing household tasks requires to plan step-by-step actions considering the consequences of previous actions. However, the state-of-the-art embodied agents often make mistakes in navigating the environment and interacting with proper objects due to imperfect learning by imitating experts or algorithmic planners without such knowledge. To improve both visual navigation and object interaction, we propose to consider the consequence of taken actions by CAPEAM (Context-Aware Planning and Environment-Aware Memory) that incorporates semantic context (e.g., appropriate objects to interact with) in a sequence of actions, and the changed spatial arrangement and states of interacted objects (e.g., location that the object has been moved to) in inferring the subsequent actions. We empirically show that the agent with the proposed CAPEAM achieves state-of-the-art performance in various metrics using a challenging interactive instruction following benchmark in both seen and unseen environments by large margins (up to +10.70% in unseen env.).
TEACh: Task-driven Embodied Agents that Chat
Robots operating in human spaces must be able to engage in natural language interaction with people, both understanding and executing instructions, and using conversation to resolve ambiguity and recover from mistakes. To study this, we introduce TEACh, a dataset of over 3,000 human--human, interactive dialogues to complete household tasks in simulation. A Commander with access to oracle information about a task communicates in natural language with a Follower. The Follower navigates through and interacts with the environment to complete tasks varying in complexity from "Make Coffee" to "Prepare Breakfast", asking questions and getting additional information from the Commander. We propose three benchmarks using TEACh to study embodied intelligence challenges, and we evaluate initial models' abilities in dialogue understanding, language grounding, and task execution.
Safety Control of Service Robots with LLMs and Embodied Knowledge Graphs
Safety limitations in service robotics across various industries have raised significant concerns about the need for robust mechanisms ensuring that robots adhere to safe practices, thereby preventing actions that might harm humans or cause property damage. Despite advances, including the integration of Knowledge Graphs (KGs) with Large Language Models (LLMs), challenges in ensuring consistent safety in autonomous robot actions persist. In this paper, we propose a novel integration of Large Language Models with Embodied Robotic Control Prompts (ERCPs) and Embodied Knowledge Graphs (EKGs) to enhance the safety framework for service robots. ERCPs are designed as predefined instructions that ensure LLMs generate safe and precise responses. These responses are subsequently validated by EKGs, which provide a comprehensive knowledge base ensuring that the actions of the robot are continuously aligned with safety protocols, thereby promoting safer operational practices in varied contexts. Our experimental setup involved diverse real-world tasks, where robots equipped with our framework demonstrated significantly higher compliance with safety standards compared to traditional methods. This integration fosters secure human-robot interactions and positions our methodology at the forefront of AI-driven safety innovations in service robotics.
RoboFactory: Exploring Embodied Agent Collaboration with Compositional Constraints
Designing effective embodied multi-agent systems is critical for solving complex real-world tasks across domains. Due to the complexity of multi-agent embodied systems, existing methods fail to automatically generate safe and efficient training data for such systems. To this end, we propose the concept of compositional constraints for embodied multi-agent systems, addressing the challenges arising from collaboration among embodied agents. We design various interfaces tailored to different types of constraints, enabling seamless interaction with the physical world. Leveraging compositional constraints and specifically designed interfaces, we develop an automated data collection framework for embodied multi-agent systems and introduce the first benchmark for embodied multi-agent manipulation, RoboFactory. Based on RoboFactory benchmark, we adapt and evaluate the method of imitation learning and analyzed its performance in different difficulty agent tasks. Furthermore, we explore the architectures and training strategies for multi-agent imitation learning, aiming to build safe and efficient embodied multi-agent systems.
Visual Embodied Brain: Let Multimodal Large Language Models See, Think, and Control in Spaces
The remarkable progress of Multimodal Large Language Models (MLLMs) has attracted increasing attention to extend them to physical entities like legged robot. This typically requires MLLMs to not only grasp multimodal understanding abilities, but also integrate visual-spatial reasoning and physical interaction capabilities. Nevertheless,existing methods struggle to unify these capabilities due to their fundamental differences.In this paper, we present the Visual Embodied Brain (VeBrain), a unified framework for perception, reasoning, and control in real world. VeBrain reformulates robotic control into common text-based MLLM tasks in the 2D visual space, thus unifying the objectives and mapping spaces of different tasks. Then, a novel robotic adapter is proposed to convert textual control signals from MLLMs to motion policies of real robots. From the data perspective, we further introduce VeBrain-600k, a high-quality instruction dataset encompassing various capabilities of VeBrain. In VeBrain-600k, we take hundreds of hours to collect, curate and annotate the data, and adopt multimodal chain-of-thought(CoT) to mix the different capabilities into a single conversation. Extensive experiments on 13 multimodal benchmarks and 5 spatial intelligence benchmarks demonstrate the superior performance of VeBrain to existing MLLMs like Qwen2.5-VL. When deployed to legged robots and robotic arms, VeBrain shows strong adaptability, flexibility, and compositional capabilities compared to existing methods. For example, compared to Qwen2.5-VL, VeBrain not only achieves substantial gains on MMVet by +5.6%, but also excels in legged robot tasks with +50% average gains.
EmbRACE-3K: Embodied Reasoning and Action in Complex Environments
Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.
An Embodied Generalist Agent in 3D World
Leveraging massive knowledge and learning schemes from large language models (LLMs), recent machine learning models show notable successes in building generalist agents that exhibit the capability of general-purpose task solving in diverse domains, including natural language processing, computer vision, and robotics. However, a significant challenge remains as these models exhibit limited ability in understanding and interacting with the 3D world. We argue this limitation significantly hinders the current models from performing real-world tasks and further achieving general intelligence. To this end, we introduce an embodied multi-modal and multi-task generalist agent that excels in perceiving, grounding, reasoning, planning, and acting in the 3D world. Our proposed agent, referred to as LEO, is trained with shared LLM-based model architectures, objectives, and weights in two stages: (i) 3D vision-language alignment and (ii) 3D vision-language-action instruction tuning. To facilitate the training, we meticulously curate and generate an extensive dataset comprising object-level and scene-level multi-modal tasks with exceeding scale and complexity, necessitating a deep understanding of and interaction with the 3D world. Through rigorous experiments, we demonstrate LEO's remarkable proficiency across a wide spectrum of tasks, including 3D captioning, question answering, embodied reasoning, embodied navigation, and robotic manipulation. Our ablation results further provide valuable insights for the development of future embodied generalist agents.
Ella: Embodied Social Agents with Lifelong Memory
We introduce Ella, an embodied social agent capable of lifelong learning within a community in a 3D open world, where agents accumulate experiences and acquire knowledge through everyday visual observations and social interactions. At the core of Ella's capabilities is a structured, long-term multimodal memory system that stores, updates, and retrieves information effectively. It consists of a name-centric semantic memory for organizing acquired knowledge and a spatiotemporal episodic memory for capturing multimodal experiences. By integrating this lifelong memory system with foundation models, Ella retrieves relevant information for decision-making, plans daily activities, builds social relationships, and evolves autonomously while coexisting with other intelligent beings in the open world. We conduct capability-oriented evaluations in a dynamic 3D open world where 15 agents engage in social activities for days and are assessed with a suite of unseen controlled evaluations. Experimental results show that Ella can influence, lead, and cooperate with other agents well to achieve goals, showcasing its ability to learn effectively through observation and social interaction. Our findings highlight the transformative potential of combining structured memory systems with foundation models for advancing embodied intelligence. More videos can be found at https://umass-embodied-agi.github.io/Ella/.
Unleashing Embodied Task Planning Ability in LLMs via Reinforcement Learning
Large Language Models (LLMs) have demonstrated remarkable capabilities across various tasks, yet they face significant challenges in embodied task planning scenarios that require continuous environmental understanding and action generation. Existing approaches generate open-loop action scripts based on static knowledge, making it difficult to learn causal relationships between actions and environmental feedback, particularly in partially observable environments. We introduce Embodied Planner-R1, a novel outcome-driven reinforcement learning framework that enables LLMs to develop interactive capabilities through autonomous exploration with minimal supervision. Our framework incorporates three key innovations: (1) Without human annotations, we employ pure reinforcement learning with group rollout, incorporating in-environment interaction through parallel exploration; (2) completion-driven sparse reward; and (3) Interactive Policy Optimization (IPO) for efficient learning from grouped trajectories. Across two challenging text-based Embodied planning benchmarks, Embodied Planner-R1 achieves impressive completion rates of 97.78% on ALFWorld and 79.92% on ScienceWorld, surpassing prior methods by a large margin, and suffers only a -3.66% drop in previously unseen environments, evidencing strong generalization.
Towards Embodied Cognition in Robots via Spatially Grounded Synthetic Worlds
We present a conceptual framework for training Vision-Language Models (VLMs) to perform Visual Perspective Taking (VPT), a core capability for embodied cognition essential for Human-Robot Interaction (HRI). As a first step toward this goal, we introduce a synthetic dataset, generated in NVIDIA Omniverse, that enables supervised learning for spatial reasoning tasks. Each instance includes an RGB image, a natural language description, and a ground-truth 4X4 transformation matrix representing object pose. We focus on inferring Z-axis distance as a foundational skill, with future extensions targeting full 6 Degrees Of Freedom (DOFs) reasoning. The dataset is publicly available to support further research. This work serves as a foundational step toward embodied AI systems capable of spatial understanding in interactive human-robot scenarios.
Exploring Embodied Multimodal Large Models: Development, Datasets, and Future Directions
Embodied multimodal large models (EMLMs) have gained significant attention in recent years due to their potential to bridge the gap between perception, cognition, and action in complex, real-world environments. This comprehensive review explores the development of such models, including Large Language Models (LLMs), Large Vision Models (LVMs), and other models, while also examining other emerging architectures. We discuss the evolution of EMLMs, with a focus on embodied perception, navigation, interaction, and simulation. Furthermore, the review provides a detailed analysis of the datasets used for training and evaluating these models, highlighting the importance of diverse, high-quality data for effective learning. The paper also identifies key challenges faced by EMLMs, including issues of scalability, generalization, and real-time decision-making. Finally, we outline future directions, emphasizing the integration of multimodal sensing, reasoning, and action to advance the development of increasingly autonomous systems. By providing an in-depth analysis of state-of-the-art methods and identifying critical gaps, this paper aims to inspire future advancements in EMLMs and their applications across diverse domains.
Octopus: Embodied Vision-Language Programmer from Environmental Feedback
Large vision-language models (VLMs) have achieved substantial progress in multimodal perception and reasoning. Furthermore, when seamlessly integrated into an embodied agent, it signifies a crucial stride towards the creation of autonomous and context-aware systems capable of formulating plans and executing commands with precision. In this paper, we introduce Octopus, a novel VLM designed to proficiently decipher an agent's vision and textual task objectives and to formulate intricate action sequences and generate executable code. Our design allows the agent to adeptly handle a wide spectrum of tasks, ranging from mundane daily chores in simulators to sophisticated interactions in complex video games. Octopus is trained by leveraging GPT-4 to control an explorative agent to generate training data, i.e., action blueprints and the corresponding executable code, within our experimental environment called OctoVerse. We also collect the feedback that allows the enhanced training scheme of Reinforcement Learning with Environmental Feedback (RLEF). Through a series of experiments, we illuminate Octopus's functionality and present compelling results, and the proposed RLEF turns out to refine the agent's decision-making. By open-sourcing our model architecture, simulator, and dataset, we aspire to ignite further innovation and foster collaborative applications within the broader embodied AI community.
RoboOS: A Hierarchical Embodied Framework for Cross-Embodiment and Multi-Agent Collaboration
The dawn of embodied intelligence has ushered in an unprecedented imperative for resilient, cognition-enabled multi-agent collaboration across next-generation ecosystems, revolutionizing paradigms in autonomous manufacturing, adaptive service robotics, and cyber-physical production architectures. However, current robotic systems face significant limitations, such as limited cross-embodiment adaptability, inefficient task scheduling, and insufficient dynamic error correction. While End-to-end VLA models demonstrate inadequate long-horizon planning and task generalization, hierarchical VLA models suffer from a lack of cross-embodiment and multi-agent coordination capabilities. To address these challenges, we introduce RoboOS, the first open-source embodied system built on a Brain-Cerebellum hierarchical architecture, enabling a paradigm shift from single-agent to multi-agent intelligence. Specifically, RoboOS consists of three key components: (1) Embodied Brain Model (RoboBrain), a MLLM designed for global perception and high-level decision-making; (2) Cerebellum Skill Library, a modular, plug-and-play toolkit that facilitates seamless execution of multiple skills; and (3) Real-Time Shared Memory, a spatiotemporal synchronization mechanism for coordinating multi-agent states. By integrating hierarchical information flow, RoboOS bridges Embodied Brain and Cerebellum Skill Library, facilitating robust planning, scheduling, and error correction for long-horizon tasks, while ensuring efficient multi-agent collaboration through Real-Time Shared Memory. Furthermore, we enhance edge-cloud communication and cloud-based distributed inference to facilitate high-frequency interactions and enable scalable deployment. Extensive real-world experiments across various scenarios, demonstrate RoboOS's versatility in supporting heterogeneous embodiments. Project website: https://github.com/FlagOpen/RoboOS
EVA: An Embodied World Model for Future Video Anticipation
World models integrate raw data from various modalities, such as images and language to simulate comprehensive interactions in the world, thereby displaying crucial roles in fields like mixed reality and robotics. Yet, applying the world model for accurate video prediction is quite challenging due to the complex and dynamic intentions of the various scenes in practice. In this paper, inspired by the human rethinking process, we decompose the complex video prediction into four meta-tasks that enable the world model to handle this issue in a more fine-grained manner. Alongside these tasks, we introduce a new benchmark named Embodied Video Anticipation Benchmark (EVA-Bench) to provide a well-rounded evaluation. EVA-Bench focused on evaluating the video prediction ability of human and robot actions, presenting significant challenges for both the language model and the generation model. Targeting embodied video prediction, we propose the Embodied Video Anticipator (EVA), a unified framework aiming at video understanding and generation. EVA integrates a video generation model with a visual language model, effectively combining reasoning capabilities with high-quality generation. Moreover, to enhance the generalization of our framework, we tailor-designed a multi-stage pretraining paradigm that adaptatively ensembles LoRA to produce high-fidelity results. Extensive experiments on EVA-Bench highlight the potential of EVA to significantly improve performance in embodied scenes, paving the way for large-scale pre-trained models in real-world prediction tasks.
Human-in-the-loop Embodied Intelligence with Interactive Simulation Environment for Surgical Robot Learning
Surgical robot automation has attracted increasing research interest over the past decade, expecting its potential to benefit surgeons, nurses and patients. Recently, the learning paradigm of embodied intelligence has demonstrated promising ability to learn good control policies for various complex tasks, where embodied AI simulators play an essential role to facilitate relevant research. However, existing open-sourced simulators for surgical robot are still not sufficiently supporting human interactions through physical input devices, which further limits effective investigations on how the human demonstrations would affect policy learning. In this work, we study human-in-the-loop embodied intelligence with a new interactive simulation platform for surgical robot learning. Specifically, we establish our platform based on our previously released SurRoL simulator with several new features co-developed to allow high-quality human interaction via an input device. We showcase the improvement of our simulation environment with the designed new features, and validate effectiveness of incorporating human factors in embodied intelligence through the use of human demonstrations and reinforcement learning as a representative example. Promising results are obtained in terms of learning efficiency. Lastly, five new surgical robot training tasks are developed and released, with which we hope to pave the way for future research on surgical embodied intelligence. Our learning platform is publicly released and will be continuously updated in the website: https://med-air.github.io/SurRoL.
EmbodiedEval: Evaluate Multimodal LLMs as Embodied Agents
Multimodal Large Language Models (MLLMs) have shown significant advancements, providing a promising future for embodied agents. Existing benchmarks for evaluating MLLMs primarily utilize static images or videos, limiting assessments to non-interactive scenarios. Meanwhile, existing embodied AI benchmarks are task-specific and not diverse enough, which do not adequately evaluate the embodied capabilities of MLLMs. To address this, we propose EmbodiedEval, a comprehensive and interactive evaluation benchmark for MLLMs with embodied tasks. EmbodiedEval features 328 distinct tasks within 125 varied 3D scenes, each of which is rigorously selected and annotated. It covers a broad spectrum of existing embodied AI tasks with significantly enhanced diversity, all within a unified simulation and evaluation framework tailored for MLLMs. The tasks are organized into five categories: navigation, object interaction, social interaction, attribute question answering, and spatial question answering to assess different capabilities of the agents. We evaluated the state-of-the-art MLLMs on EmbodiedEval and found that they have a significant shortfall compared to human level on embodied tasks. Our analysis demonstrates the limitations of existing MLLMs in embodied capabilities, providing insights for their future development. We open-source all evaluation data and simulation framework at https://github.com/thunlp/EmbodiedEval.
Vinci: A Real-time Embodied Smart Assistant based on Egocentric Vision-Language Model
We introduce Vinci, a real-time embodied smart assistant built upon an egocentric vision-language model. Designed for deployment on portable devices such as smartphones and wearable cameras, Vinci operates in an "always on" mode, continuously observing the environment to deliver seamless interaction and assistance. Users can wake up the system and engage in natural conversations to ask questions or seek assistance, with responses delivered through audio for hands-free convenience. With its ability to process long video streams in real-time, Vinci can answer user queries about current observations and historical context while also providing task planning based on past interactions. To further enhance usability, Vinci integrates a video generation module that creates step-by-step visual demonstrations for tasks that require detailed guidance. We hope that Vinci can establish a robust framework for portable, real-time egocentric AI systems, empowering users with contextual and actionable insights. We release the complete implementation for the development of the device in conjunction with a demo web platform to test uploaded videos at https://github.com/OpenGVLab/vinci.
Uni-NaVid: A Video-based Vision-Language-Action Model for Unifying Embodied Navigation Tasks
A practical navigation agent must be capable of handling a wide range of interaction demands, such as following instructions, searching objects, answering questions, tracking people, and more. Existing models for embodied navigation fall short of serving as practical generalists in the real world, as they are often constrained by specific task configurations or pre-defined maps with discretized waypoints. In this work, we present Uni-NaVid, the first video-based vision-language-action (VLA) model designed to unify diverse embodied navigation tasks and enable seamless navigation for mixed long-horizon tasks in unseen real-world environments. Uni-NaVid achieves this by harmonizing the input and output data configurations for all commonly used embodied navigation tasks and thereby integrating all tasks in one model. For training Uni-NaVid, we collect 3.6 million navigation data samples in total from four essential navigation sub-tasks and foster synergy in learning across them. Extensive experiments on comprehensive navigation benchmarks clearly demonstrate the advantages of unification modeling in Uni-NaVid and show it achieves state-of-the-art performance. Additionally, real-world experiments confirm the model's effectiveness and efficiency, shedding light on its strong generalizability.
ERRA: An Embodied Representation and Reasoning Architecture for Long-horizon Language-conditioned Manipulation Tasks
This letter introduces ERRA, an embodied learning architecture that enables robots to jointly obtain three fundamental capabilities (reasoning, planning, and interaction) for solving long-horizon language-conditioned manipulation tasks. ERRA is based on tightly-coupled probabilistic inferences at two granularity levels. Coarse-resolution inference is formulated as sequence generation through a large language model, which infers action language from natural language instruction and environment state. The robot then zooms to the fine-resolution inference part to perform the concrete action corresponding to the action language. Fine-resolution inference is constructed as a Markov decision process, which takes action language and environmental sensing as observations and outputs the action. The results of action execution in environments provide feedback for subsequent coarse-resolution reasoning. Such coarse-to-fine inference allows the robot to decompose and achieve long-horizon tasks interactively. In extensive experiments, we show that ERRA can complete various long-horizon manipulation tasks specified by abstract language instructions. We also demonstrate successful generalization to the novel but similar natural language instructions.
Distilling Internet-Scale Vision-Language Models into Embodied Agents
Instruction-following agents must ground language into their observation and action spaces. Learning to ground language is challenging, typically requiring domain-specific engineering or large quantities of human interaction data. To address this challenge, we propose using pretrained vision-language models (VLMs) to supervise embodied agents. We combine ideas from model distillation and hindsight experience replay (HER), using a VLM to retroactively generate language describing the agent's behavior. Simple prompting allows us to control the supervision signal, teaching an agent to interact with novel objects based on their names (e.g., planes) or their features (e.g., colors) in a 3D rendered environment. Fewshot prompting lets us teach abstract category membership, including pre-existing categories (food vs toys) and ad-hoc ones (arbitrary preferences over objects). Our work outlines a new and effective way to use internet-scale VLMs, repurposing the generic language grounding acquired by such models to teach task-relevant groundings to embodied agents.
Exploiting Proximity-Aware Tasks for Embodied Social Navigation
Learning how to navigate among humans in an occluded and spatially constrained indoor environment, is a key ability required to embodied agent to be integrated into our society. In this paper, we propose an end-to-end architecture that exploits Proximity-Aware Tasks (referred as to Risk and Proximity Compass) to inject into a reinforcement learning navigation policy the ability to infer common-sense social behaviors. To this end, our tasks exploit the notion of immediate and future dangers of collision. Furthermore, we propose an evaluation protocol specifically designed for the Social Navigation Task in simulated environments. This is done to capture fine-grained features and characteristics of the policy by analyzing the minimal unit of human-robot spatial interaction, called Encounter. We validate our approach on Gibson4+ and Habitat-Matterport3D datasets.
Inner Monologue: Embodied Reasoning through Planning with Language Models
Recent works have shown how the reasoning capabilities of Large Language Models (LLMs) can be applied to domains beyond natural language processing, such as planning and interaction for robots. These embodied problems require an agent to understand many semantic aspects of the world: the repertoire of skills available, how these skills influence the world, and how changes to the world map back to the language. LLMs planning in embodied environments need to consider not just what skills to do, but also how and when to do them - answers that change over time in response to the agent's own choices. In this work, we investigate to what extent LLMs used in such embodied contexts can reason over sources of feedback provided through natural language, without any additional training. We propose that by leveraging environment feedback, LLMs are able to form an inner monologue that allows them to more richly process and plan in robotic control scenarios. We investigate a variety of sources of feedback, such as success detection, scene description, and human interaction. We find that closed-loop language feedback significantly improves high-level instruction completion on three domains, including simulated and real table top rearrangement tasks and long-horizon mobile manipulation tasks in a kitchen environment in the real world.
TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization
Synthesizing diverse and physically plausible Human-Scene Interactions (HSI) is pivotal for both computer animation and embodied AI. Despite encouraging progress, current methods mainly focus on developing separate controllers, each specialized for a specific interaction task. This significantly hinders the ability to tackle a wide variety of challenging HSI tasks that require the integration of multiple skills, e.g., sitting down while carrying an object. To address this issue, we present TokenHSI, a single, unified transformer-based policy capable of multi-skill unification and flexible adaptation. The key insight is to model the humanoid proprioception as a separate shared token and combine it with distinct task tokens via a masking mechanism. Such a unified policy enables effective knowledge sharing across skills, thereby facilitating the multi-task training. Moreover, our policy architecture supports variable length inputs, enabling flexible adaptation of learned skills to new scenarios. By training additional task tokenizers, we can not only modify the geometries of interaction targets but also coordinate multiple skills to address complex tasks. The experiments demonstrate that our approach can significantly improve versatility, adaptability, and extensibility in various HSI tasks. Website: https://liangpan99.github.io/TokenHSI/
Large Language Models as Generalizable Policies for Embodied Tasks
We show that large language models (LLMs) can be adapted to be generalizable policies for embodied visual tasks. Our approach, called Large LAnguage model Reinforcement Learning Policy (LLaRP), adapts a pre-trained frozen LLM to take as input text instructions and visual egocentric observations and output actions directly in the environment. Using reinforcement learning, we train LLaRP to see and act solely through environmental interactions. We show that LLaRP is robust to complex paraphrasings of task instructions and can generalize to new tasks that require novel optimal behavior. In particular, on 1,000 unseen tasks it achieves 42% success rate, 1.7x the success rate of other common learned baselines or zero-shot applications of LLMs. Finally, to aid the community in studying language conditioned, massively multi-task, embodied AI problems we release a novel benchmark, Language Rearrangement, consisting of 150,000 training and 1,000 testing tasks for language-conditioned rearrangement. Video examples of LLaRP in unseen Language Rearrangement instructions are at https://llm-rl.github.io.
EMAC+: Embodied Multimodal Agent for Collaborative Planning with VLM+LLM
Although LLMs demonstrate proficiency in several text-based reasoning and planning tasks, their implementation in robotics control is constrained by significant deficiencies: (1) LLM agents are designed to work mainly with textual inputs rather than visual conditions; (2) Current multimodal agents treat LLMs as static planners, which separates their reasoning from environment dynamics, resulting in actions that do not take domain-specific knowledge into account; and (3) LLMs are not designed to learn from visual interactions, which makes it harder for them to make better policies for specific domains. In this paper, we introduce EMAC+, an Embodied Multimodal Agent that collaboratively integrates LLM and VLM via a bidirectional training paradigm. Unlike existing methods, EMAC+ dynamically refines high-level textual plans generated by an LLM using real-time feedback from a VLM executing low-level visual control tasks. We address critical limitations of previous models by enabling the LLM to internalize visual environment dynamics directly through interactive experience, rather than relying solely on static symbolic mappings. Extensive experimental evaluations on ALFWorld and RT-1 benchmarks demonstrate that EMAC+ achieves superior task performance, robustness against noisy observations, and efficient learning. We also conduct thorough ablation studies and provide detailed analyses of success and failure cases.
WALL-E: Embodied Robotic WAiter Load Lifting with Large Language Model
Enabling robots to understand language instructions and react accordingly to visual perception has been a long-standing goal in the robotics research community. Achieving this goal requires cutting-edge advances in natural language processing, computer vision, and robotics engineering. Thus, this paper mainly investigates the potential of integrating the most recent Large Language Models (LLMs) and existing visual grounding and robotic grasping system to enhance the effectiveness of the human-robot interaction. We introduce the WALL-E (Embodied Robotic WAiter load lifting with Large Language model) as an example of this integration. The system utilizes the LLM of ChatGPT to summarize the preference object of the users as a target instruction via the multi-round interactive dialogue. The target instruction is then forwarded to a visual grounding system for object pose and size estimation, following which the robot grasps the object accordingly. We deploy this LLM-empowered system on the physical robot to provide a more user-friendly interface for the instruction-guided grasping task. The further experimental results on various real-world scenarios demonstrated the feasibility and efficacy of our proposed framework. See the project website at: https://star-uu-wang.github.io/WALL-E/
VidEgoThink: Assessing Egocentric Video Understanding Capabilities for Embodied AI
Recent advancements in Multi-modal Large Language Models (MLLMs) have opened new avenues for applications in Embodied AI. Building on previous work, EgoThink, we introduce VidEgoThink, a comprehensive benchmark for evaluating egocentric video understanding capabilities. To bridge the gap between MLLMs and low-level control in Embodied AI, we design four key interrelated tasks: video question-answering, hierarchy planning, visual grounding and reward modeling. To minimize manual annotation costs, we develop an automatic data generation pipeline based on the Ego4D dataset, leveraging the prior knowledge and multimodal capabilities of GPT-4o. Three human annotators then filter the generated data to ensure diversity and quality, resulting in the VidEgoThink benchmark. We conduct extensive experiments with three types of models: API-based MLLMs, open-source image-based MLLMs, and open-source video-based MLLMs. Experimental results indicate that all MLLMs, including GPT-4o, perform poorly across all tasks related to egocentric video understanding. These findings suggest that foundation models still require significant advancements to be effectively applied to first-person scenarios in Embodied AI. In conclusion, VidEgoThink reflects a research trend towards employing MLLMs for egocentric vision, akin to human capabilities, enabling active observation and interaction in the complex real-world environments.
HUMOTO: A 4D Dataset of Mocap Human Object Interactions
We present Human Motions with Objects (HUMOTO), a high-fidelity dataset of human-object interactions for motion generation, computer vision, and robotics applications. Featuring 736 sequences (7,875 seconds at 30 fps), HUMOTO captures interactions with 63 precisely modeled objects and 72 articulated parts. Our innovations include a scene-driven LLM scripting pipeline creating complete, purposeful tasks with natural progression, and a mocap-and-camera recording setup to effectively handle occlusions. Spanning diverse activities from cooking to outdoor picnics, HUMOTO preserves both physical accuracy and logical task flow. Professional artists rigorously clean and verify each sequence, minimizing foot sliding and object penetrations. We also provide benchmarks compared to other datasets. HUMOTO's comprehensive full-body motion and simultaneous multi-object interactions address key data-capturing challenges and provide opportunities to advance realistic human-object interaction modeling across research domains with practical applications in animation, robotics, and embodied AI systems. Project: https://jiaxin-lu.github.io/humoto/ .
P-RAG: Progressive Retrieval Augmented Generation For Planning on Embodied Everyday Task
Embodied Everyday Task is a popular task in the embodied AI community, requiring agents to make a sequence of actions based on natural language instructions and visual observations. Traditional learning-based approaches face two challenges. Firstly, natural language instructions often lack explicit task planning. Secondly, extensive training is required to equip models with knowledge of the task environment. Previous works based on Large Language Model (LLM) either suffer from poor performance due to the lack of task-specific knowledge or rely on ground truth as few-shot samples. To address the above limitations, we propose a novel approach called Progressive Retrieval Augmented Generation (P-RAG), which not only effectively leverages the powerful language processing capabilities of LLMs but also progressively accumulates task-specific knowledge without ground-truth. Compared to the conventional RAG methods, which retrieve relevant information from the database in a one-shot manner to assist generation, P-RAG introduces an iterative approach to progressively update the database. In each iteration, P-RAG retrieves the latest database and obtains historical information from the previous interaction as experiential references for the current interaction. Moreover, we also introduce a more granular retrieval scheme that not only retrieves similar tasks but also incorporates retrieval of similar situations to provide more valuable reference experiences. Extensive experiments reveal that P-RAG achieves competitive results without utilizing ground truth and can even further improve performance through self-iterations.
EmbodiedCity: A Benchmark Platform for Embodied Agent in Real-world City Environment
Embodied artificial intelligence emphasizes the role of an agent's body in generating human-like behaviors. The recent efforts on EmbodiedAI pay a lot of attention to building up machine learning models to possess perceiving, planning, and acting abilities, thereby enabling real-time interaction with the world. However, most works focus on bounded indoor environments, such as navigation in a room or manipulating a device, with limited exploration of embodying the agents in open-world scenarios. That is, embodied intelligence in the open and outdoor environment is less explored, for which one potential reason is the lack of high-quality simulators, benchmarks, and datasets. To address it, in this paper, we construct a benchmark platform for embodied intelligence evaluation in real-world city environments. Specifically, we first construct a highly realistic 3D simulation environment based on the real buildings, roads, and other elements in a real city. In this environment, we combine historically collected data and simulation algorithms to conduct simulations of pedestrian and vehicle flows with high fidelity. Further, we designed a set of evaluation tasks covering different EmbodiedAI abilities. Moreover, we provide a complete set of input and output interfaces for access, enabling embodied agents to easily take task requirements and current environmental observations as input and then make decisions and obtain performance evaluations. On the one hand, it expands the capability of existing embodied intelligence to higher levels. On the other hand, it has a higher practical value in the real world and can support more potential applications for artificial general intelligence. Based on this platform, we evaluate some popular large language models for embodied intelligence capabilities of different dimensions and difficulties.
Towards Efficient LLM Grounding for Embodied Multi-Agent Collaboration
Grounding the reasoning ability of large language models (LLMs) for embodied tasks is challenging due to the complexity of the physical world. Especially, LLM planning for multi-agent collaboration requires communication of agents or credit assignment as the feedback to re-adjust the proposed plans and achieve effective coordination. However, existing methods that overly rely on physical verification or self-reflection suffer from excessive and inefficient querying of LLMs. In this paper, we propose a novel framework for multi-agent collaboration that introduces Reinforced Advantage feedback (ReAd) for efficient self-refinement of plans. Specifically, we perform critic regression to learn a sequential advantage function from LLM-planned data, and then treat the LLM planner as an optimizer to generate actions that maximize the advantage function. It endows the LLM with the foresight to discern whether the action contributes to accomplishing the final task. We provide theoretical analysis by extending advantage-weighted regression in reinforcement learning to multi-agent systems. Experiments on Overcooked-AI and a difficult variant of RoCoBench show that ReAd surpasses baselines in success rate, and also significantly decreases the interaction steps of agents and query rounds of LLMs, demonstrating its high efficiency for grounding LLMs. More results are given at https://read-llm.github.io/.
MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World
Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.
Can Visual Context Improve Automatic Speech Recognition for an Embodied Agent?
The usage of automatic speech recognition (ASR) systems are becoming omnipresent ranging from personal assistant to chatbots, home, and industrial automation systems, etc. Modern robots are also equipped with ASR capabilities for interacting with humans as speech is the most natural interaction modality. However, ASR in robots faces additional challenges as compared to a personal assistant. Being an embodied agent, a robot must recognize the physical entities around it and therefore reliably recognize the speech containing the description of such entities. However, current ASR systems are often unable to do so due to limitations in ASR training, such as generic datasets and open-vocabulary modeling. Also, adverse conditions during inference, such as noise, accented, and far-field speech makes the transcription inaccurate. In this work, we present a method to incorporate a robot's visual information into an ASR system and improve the recognition of a spoken utterance containing a visible entity. Specifically, we propose a new decoder biasing technique to incorporate the visual context while ensuring the ASR output does not degrade for incorrect context. We achieve a 59% relative reduction in WER from an unmodified ASR system.
EmbodiedScan: A Holistic Multi-Modal 3D Perception Suite Towards Embodied AI
In the realm of computer vision and robotics, embodied agents are expected to explore their environment and carry out human instructions. This necessitates the ability to fully understand 3D scenes given their first-person observations and contextualize them into language for interaction. However, traditional research focuses more on scene-level input and output setups from a global view. To address the gap, we introduce EmbodiedScan, a multi-modal, ego-centric 3D perception dataset and benchmark for holistic 3D scene understanding. It encompasses over 5k scans encapsulating 1M ego-centric RGB-D views, 1M language prompts, 160k 3D-oriented boxes spanning over 760 categories, some of which partially align with LVIS, and dense semantic occupancy with 80 common categories. Building upon this database, we introduce a baseline framework named Embodied Perceptron. It is capable of processing an arbitrary number of multi-modal inputs and demonstrates remarkable 3D perception capabilities, both within the two series of benchmarks we set up, i.e., fundamental 3D perception tasks and language-grounded tasks, and in the wild. Codes, datasets, and benchmarks will be available at https://github.com/OpenRobotLab/EmbodiedScan.
Asking Before Action: Gather Information in Embodied Decision Making with Language Models
With strong capabilities of reasoning and a generic understanding of the world, Large Language Models (LLMs) have shown great potential in building versatile embodied decision making agents capable of performing diverse tasks. However, when deployed to unfamiliar environments, we show that LLM agents face challenges in efficiently gathering necessary information, leading to suboptimal performance. On the other hand, in unfamiliar scenarios, human individuals often seek additional information from their peers before taking action, leveraging external knowledge to avoid unnecessary trial and error. Building upon this intuition, we propose Asking Before Action (ABA), a method that empowers the agent to proactively query external sources for pertinent information using natural language during their interactions in the environment. In this way, the agent is able to enhance its efficiency and performance by mitigating wasteful steps and circumventing the difficulties associated with exploration in unfamiliar environments. We empirically evaluate our method on an embodied decision making benchmark, ALFWorld, and demonstrate that despite modest modifications in prompts, our method exceeds baseline LLM agents by more than 40%. Further experiments on two variants of ALFWorld illustrate that by imitation learning, ABA effectively retains and reuses queried and known information in subsequent tasks, mitigating the need for repetitive inquiries. Both qualitative and quantitative results exhibit remarkable performance on tasks that previous methods struggle to solve.
FindingDory: A Benchmark to Evaluate Memory in Embodied Agents
Large vision-language models have recently demonstrated impressive performance in planning and control tasks, driving interest in their application to real-world robotics. However, deploying these models for reasoning in embodied contexts is limited by their ability to incorporate long-term experience collected across multiple days and represented by vast collections of images. Current VLMs typically struggle to process more than a few hundred images concurrently, highlighting the need for more efficient mechanisms to handle long-term memory in embodied settings. To effectively evaluate these models for long-horizon control, a benchmark must specifically target scenarios where memory is crucial for success. Existing long-video QA benchmarks overlook embodied challenges like object manipulation and navigation, which demand low-level skills and fine-grained reasoning over past interactions. Moreover, effective memory integration in embodied agents involves both recalling relevant historical information and executing actions based on that information, making it essential to study these aspects together rather than in isolation. In this work, we introduce a new benchmark for long-range embodied tasks in the Habitat simulator. This benchmark evaluates memory-based capabilities across 60 tasks requiring sustained engagement and contextual awareness in an environment. The tasks can also be procedurally extended to longer and more challenging versions, enabling scalable evaluation of memory and reasoning. We also present baselines that integrate state-of-the-art VLMs with low level navigation policies, assessing their performance on these memory-intensive tasks and highlight areas for improvement.
Designing VR Simulation System for Clinical Communication Training with LLMs-Based Embodied Conversational Agents
VR simulation in Health Professions (HP) education demonstrates huge potential, but fixed learning content with little customization limits its application beyond lab environments. To address these limitations in the context of VR for patient communication training, we conducted a user-centered study involving semi-structured interviews with advanced HP students to understand their challenges in clinical communication training and perceptions of VR-based solutions. From this, we derived design insights emphasizing the importance of realistic scenarios, simple interactions, and unpredictable dialogues. Building on these insights, we developed the Virtual AI Patient Simulator (VAPS), a novel VR system powered by Large Language Models (LLMs) and Embodied Conversational Agents (ECAs), supporting dynamic and customizable patient interactions for immersive learning. We also provided an example of how clinical professors could use user-friendly design forms to create personalized scenarios that align with course objectives in VAPS and discuss future implications of integrating AI-driven technologies into VR education.
Grounding 3D Object Affordance from 2D Interactions in Images
Grounding 3D object affordance seeks to locate objects' ''action possibilities'' regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g. relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.
MLLM as Retriever: Interactively Learning Multimodal Retrieval for Embodied Agents
MLLM agents demonstrate potential for complex embodied tasks by retrieving multimodal task-relevant trajectory data. However, current retrieval methods primarily focus on surface-level similarities of textual or visual cues in trajectories, neglecting their effectiveness for the specific task at hand. To address this issue, we propose a novel method, MLLM as ReTriever (MART), which enhances the performance of embodied agents by utilizing interaction data to fine-tune an MLLM retriever based on preference learning, such that the retriever fully considers the effectiveness of trajectories and prioritize them for unseen tasks. We also introduce Trajectory Abstraction, a mechanism that leverages MLLMs' summarization capabilities to represent trajectories with fewer tokens while preserving key information, enabling agents to better comprehend milestones in the trajectory. Experimental results across various environments demonstrate our method significantly improves task success rates in unseen scenes compared to baseline methods. This work presents a new paradigm for multimodal retrieval in embodied agents, by fine-tuning a general-purpose MLLM as the retriever to assess trajectory effectiveness. All benchmark task sets and simulator code modifications for action and observation spaces will be released.
Alexa, play with robot: Introducing the First Alexa Prize SimBot Challenge on Embodied AI
The Alexa Prize program has empowered numerous university students to explore, experiment, and showcase their talents in building conversational agents through challenges like the SocialBot Grand Challenge and the TaskBot Challenge. As conversational agents increasingly appear in multimodal and embodied contexts, it is important to explore the affordances of conversational interaction augmented with computer vision and physical embodiment. This paper describes the SimBot Challenge, a new challenge in which university teams compete to build robot assistants that complete tasks in a simulated physical environment. This paper provides an overview of the SimBot Challenge, which included both online and offline challenge phases. We describe the infrastructure and support provided to the teams including Alexa Arena, the simulated environment, and the ML toolkit provided to teams to accelerate their building of vision and language models. We summarize the approaches the participating teams took to overcome research challenges and extract key lessons learned. Finally, we provide analysis of the performance of the competing SimBots during the competition.
MINDSTORES: Memory-Informed Neural Decision Synthesis for Task-Oriented Reinforcement in Embodied Systems
While large language models (LLMs) have shown promising capabilities as zero-shot planners for embodied agents, their inability to learn from experience and build persistent mental models limits their robustness in complex open-world environments like Minecraft. We introduce MINDSTORES, an experience-augmented planning framework that enables embodied agents to build and leverage mental models through natural interaction with their environment. Drawing inspiration from how humans construct and refine cognitive mental models, our approach extends existing zero-shot LLM planning by maintaining a database of past experiences that informs future planning iterations. The key innovation is representing accumulated experiences as natural language embeddings of (state, task, plan, outcome) tuples, which can then be efficiently retrieved and reasoned over by an LLM planner to generate insights and guide plan refinement for novel states and tasks. Through extensive experiments in the MineDojo environment, a simulation environment for agents in Minecraft that provides low-level controls for Minecraft, we find that MINDSTORES learns and applies its knowledge significantly better than existing memory-based LLM planners while maintaining the flexibility and generalization benefits of zero-shot approaches, representing an important step toward more capable embodied AI systems that can learn continuously through natural experience.
Modality Plug-and-Play: Elastic Modality Adaptation in Multimodal LLMs for Embodied AI
Large Language Models (LLMs) are capable of reasoning over diverse input data modalities through pre-trained encoders. However, the growing diversity of input data modalities prevents incorporating all modalities into LLMs, especially when LLMs are deployed on resource-constrained edge devices for embodied AI applications. Instead, a better option is to adaptively involve only the useful modalities at runtime, depending on the current environmental contexts and task requirements. For such modality adaptation, existing work adopts fixed connections between encoders and the LLM's input layer, leading to high training cost at runtime and ineffective cross-modal interaction. In this paper, we address these limitations by presenting mPnP-LLM, a new technique that allows fully elastic, automated and prompt runtime modality adaptation, by connecting unimodal encoders to a flexible set of last LLM blocks and making such latent connections fully trainable at runtime. Experiments over the nuScenes-QA dataset show that mPnP-LLM can achieve up to 3.7x FLOPs reduction and 30% GPU memory usage reduction, while retaining on-par accuracy with the existing schemes. Under the same compute budget, mPnP-LLM improves the task accuracy by up to 4% compared to the best existing scheme.
Tackling the Challenges in Scene Graph Generation with Local-to-Global Interactions
In this work, we seek new insights into the underlying challenges of the Scene Graph Generation (SGG) task. Quantitative and qualitative analysis of the Visual Genome dataset implies -- 1) Ambiguity: even if inter-object relationship contains the same object (or predicate), they may not be visually or semantically similar, 2) Asymmetry: despite the nature of the relationship that embodied the direction, it was not well addressed in previous studies, and 3) Higher-order contexts: leveraging the identities of certain graph elements can help to generate accurate scene graphs. Motivated by the analysis, we design a novel SGG framework, Local-to-Global Interaction Networks (LOGIN). Locally, interactions extract the essence between three instances of subject, object, and background, while baking direction awareness into the network by explicitly constraining the input order of subject and object. Globally, interactions encode the contexts between every graph component (i.e., nodes and edges). Finally, Attract & Repel loss is utilized to fine-tune the distribution of predicate embeddings. By design, our framework enables predicting the scene graph in a bottom-up manner, leveraging the possible complementariness. To quantify how much LOGIN is aware of relational direction, a new diagnostic task called Bidirectional Relationship Classification (BRC) is also proposed. Experimental results demonstrate that LOGIN can successfully distinguish relational direction than existing methods (in BRC task), while showing state-of-the-art results on the Visual Genome benchmark (in SGG task).
IGOR: Image-GOal Representations are the Atomic Control Units for Foundation Models in Embodied AI
We introduce Image-GOal Representations (IGOR), aiming to learn a unified, semantically consistent action space across human and various robots. Through this unified latent action space, IGOR enables knowledge transfer among large-scale robot and human activity data. We achieve this by compressing visual changes between an initial image and its goal state into latent actions. IGOR allows us to generate latent action labels for internet-scale video data. This unified latent action space enables the training of foundation policy and world models across a wide variety of tasks performed by both robots and humans. We demonstrate that: (1) IGOR learns a semantically consistent action space for both human and robots, characterizing various possible motions of objects representing the physical interaction knowledge; (2) IGOR can "migrate" the movements of the object in the one video to other videos, even across human and robots, by jointly using the latent action model and world model; (3) IGOR can learn to align latent actions with natural language through the foundation policy model, and integrate latent actions with a low-level policy model to achieve effective robot control. We believe IGOR opens new possibilities for human-to-robot knowledge transfer and control.
Agentic Robot: A Brain-Inspired Framework for Vision-Language-Action Models in Embodied Agents
Long-horizon robotic manipulation poses significant challenges for autonomous systems, requiring extended reasoning, precise execution, and robust error recovery across complex sequential tasks. Current approaches, whether based on static planning or end-to-end visuomotor policies, suffer from error accumulation and lack effective verification mechanisms during execution, limiting their reliability in real-world scenarios. We present Agentic Robot, a brain-inspired framework that addresses these limitations through Standardized Action Procedures (SAP)--a novel coordination protocol governing component interactions throughout manipulation tasks. Drawing inspiration from Standardized Operating Procedures (SOPs) in human organizations, SAP establishes structured workflows for planning, execution, and verification phases. Our architecture comprises three specialized components: (1) a large reasoning model that decomposes high-level instructions into semantically coherent subgoals, (2) a vision-language-action executor that generates continuous control commands from real-time visual inputs, and (3) a temporal verifier that enables autonomous progression and error recovery through introspective assessment. This SAP-driven closed-loop design supports dynamic self-verification without external supervision. On the LIBERO benchmark, Agentic Robot achieves state-of-the-art performance with an average success rate of 79.6\%, outperforming SpatialVLA by 6.1\% and OpenVLA by 7.4\% on long-horizon tasks. These results demonstrate that SAP-driven coordination between specialized components enhances both performance and interpretability in sequential manipulation, suggesting significant potential for reliable autonomous systems. Project Github: https://agentic-robot.github.io.
DriVLMe: Enhancing LLM-based Autonomous Driving Agents with Embodied and Social Experiences
Recent advancements in foundation models (FMs) have unlocked new prospects in autonomous driving, yet the experimental settings of these studies are preliminary, over-simplified, and fail to capture the complexity of real-world driving scenarios in human environments. It remains under-explored whether FM agents can handle long-horizon navigation tasks with free-from dialogue and deal with unexpected situations caused by environmental dynamics or task changes. To explore the capabilities and boundaries of FMs faced with the challenges above, we introduce DriVLMe, a video-language-model-based agent to facilitate natural and effective communication between humans and autonomous vehicles that perceive the environment and navigate. We develop DriVLMe from both embodied experiences in a simulated environment and social experiences from real human dialogue. While DriVLMe demonstrates competitive performance in both open-loop benchmarks and closed-loop human studies, we reveal several limitations and challenges, including unacceptable inference time, imbalanced training data, limited visual understanding, challenges with multi-turn interactions, simplified language generation from robotic experiences, and difficulties in handling on-the-fly unexpected situations like environmental dynamics and task changes.
A Framework for Integrating Gesture Generation Models into Interactive Conversational Agents
Embodied conversational agents (ECAs) benefit from non-verbal behavior for natural and efficient interaction with users. Gesticulation - hand and arm movements accompanying speech - is an essential part of non-verbal behavior. Gesture generation models have been developed for several decades: starting with rule-based and ending with mainly data-driven methods. To date, recent end-to-end gesture generation methods have not been evaluated in a real-time interaction with users. We present a proof-of-concept framework, which is intended to facilitate evaluation of modern gesture generation models in interaction. We demonstrate an extensible open-source framework that contains three components: 1) a 3D interactive agent; 2) a chatbot backend; 3) a gesticulating system. Each component can be replaced, making the proposed framework applicable for investigating the effect of different gesturing models in real-time interactions with different communication modalities, chatbot backends, or different agent appearances. The code and video are available at the project page https://nagyrajmund.github.io/project/gesturebot.
POSQA: Probe the World Models of LLMs with Size Comparisons
Embodied language comprehension emphasizes that language understanding is not solely a matter of mental processing in the brain but also involves interactions with the physical and social environment. With the explosive growth of Large Language Models (LLMs) and their already ubiquitous presence in our daily lives, it is becoming increasingly necessary to verify their real-world understanding. Inspired by cognitive theories, we propose POSQA: a Physical Object Size Question Answering dataset with simple size comparison questions to examine the extremity and analyze the potential mechanisms of the embodied comprehension of the latest LLMs. We show that even the largest LLMs today perform poorly under the zero-shot setting. We then push their limits with advanced prompting techniques and external knowledge augmentation. Furthermore, we investigate whether their real-world comprehension primarily derives from contextual information or internal weights and analyse the impact of prompt formats and report bias of different objects. Our results show that real-world understanding that LLMs shaped from textual data can be vulnerable to deception and confusion by the surface form of prompts, which makes it less aligned with human behaviours.
Large Language Models for Robotics: Opportunities, Challenges, and Perspectives
Large language models (LLMs) have undergone significant expansion and have been increasingly integrated across various domains. Notably, in the realm of robot task planning, LLMs harness their advanced reasoning and language comprehension capabilities to formulate precise and efficient action plans based on natural language instructions. However, for embodied tasks, where robots interact with complex environments, text-only LLMs often face challenges due to a lack of compatibility with robotic visual perception. This study provides a comprehensive overview of the emerging integration of LLMs and multimodal LLMs into various robotic tasks. Additionally, we propose a framework that utilizes multimodal GPT-4V to enhance embodied task planning through the combination of natural language instructions and robot visual perceptions. Our results, based on diverse datasets, indicate that GPT-4V effectively enhances robot performance in embodied tasks. This extensive survey and evaluation of LLMs and multimodal LLMs across a variety of robotic tasks enriches the understanding of LLM-centric embodied intelligence and provides forward-looking insights toward bridging the gap in Human-Robot-Environment interaction.
EOC-Bench: Can MLLMs Identify, Recall, and Forecast Objects in an Egocentric World?
The emergence of multimodal large language models (MLLMs) has driven breakthroughs in egocentric vision applications. These applications necessitate persistent, context-aware understanding of objects, as users interact with tools in dynamic and cluttered environments. However, existing embodied benchmarks primarily focus on static scene exploration, emphasizing object's appearance and spatial attributes while neglecting the assessment of dynamic changes arising from users' interactions. To address this gap, we introduce EOC-Bench, an innovative benchmark designed to systematically evaluate object-centric embodied cognition in dynamic egocentric scenarios. Specially, EOC-Bench features 3,277 meticulously annotated QA pairs categorized into three temporal categories: Past, Present, and Future, covering 11 fine-grained evaluation dimensions and 3 visual object referencing types. To ensure thorough assessment, we develop a mixed-format human-in-the-loop annotation framework with four types of questions and design a novel multi-scale temporal accuracy metric for open-ended temporal evaluation. Based on EOC-Bench, we conduct comprehensive evaluations of various proprietary, open-source, and object-level MLLMs. EOC-Bench serves as a crucial tool for advancing the embodied object cognitive capabilities of MLLMs, establishing a robust foundation for developing reliable core models for embodied systems.
Position Paper: Agent AI Towards a Holistic Intelligence
Recent advancements in large foundation models have remarkably enhanced our understanding of sensory information in open-world environments. In leveraging the power of foundation models, it is crucial for AI research to pivot away from excessive reductionism and toward an emphasis on systems that function as cohesive wholes. Specifically, we emphasize developing Agent AI -- an embodied system that integrates large foundation models into agent actions. The emerging field of Agent AI spans a wide range of existing embodied and agent-based multimodal interactions, including robotics, gaming, and healthcare systems, etc. In this paper, we propose a novel large action model to achieve embodied intelligent behavior, the Agent Foundation Model. On top of this idea, we discuss how agent AI exhibits remarkable capabilities across a variety of domains and tasks, challenging our understanding of learning and cognition. Furthermore, we discuss the potential of Agent AI from an interdisciplinary perspective, underscoring AI cognition and consciousness within scientific discourse. We believe that those discussions serve as a basis for future research directions and encourage broader societal engagement.
RoboBrain 2.0 Technical Report
We introduce RoboBrain 2.0, our latest generation of embodied vision-language foundation models, designed to unify perception, reasoning, and planning for complex embodied tasks in physical environments. It comes in two variants: a lightweight 7B model and a full-scale 32B model, featuring a heterogeneous architecture with a vision encoder and a language model. Despite its compact size, RoboBrain 2.0 achieves strong performance across a wide spectrum of embodied reasoning tasks. On both spatial and temporal benchmarks, the 32B variant achieves leading results, surpassing prior open-source and proprietary models. In particular, it supports key real-world embodied AI capabilities, including spatial understanding (e.g., affordance prediction, spatial referring, trajectory forecasting) and temporal decision-making (e.g., closed-loop interaction, multi-agent long-horizon planning, and scene graph updating). This report details the model architecture, data construction, multi-stage training strategies, infrastructure and practical applications. We hope RoboBrain 2.0 advances embodied AI research and serves as a practical step toward building generalist embodied agents. The code, checkpoint and benchmark are available at https://superrobobrain.github.io.
Retrieval Augmented Generation and Understanding in Vision: A Survey and New Outlook
Retrieval-augmented generation (RAG) has emerged as a pivotal technique in artificial intelligence (AI), particularly in enhancing the capabilities of large language models (LLMs) by enabling access to external, reliable, and up-to-date knowledge sources. In the context of AI-Generated Content (AIGC), RAG has proven invaluable by augmenting model outputs with supplementary, relevant information, thus improving their quality. Recently, the potential of RAG has extended beyond natural language processing, with emerging methods integrating retrieval-augmented strategies into the computer vision (CV) domain. These approaches aim to address the limitations of relying solely on internal model knowledge by incorporating authoritative external knowledge bases, thereby improving both the understanding and generation capabilities of vision models. This survey provides a comprehensive review of the current state of retrieval-augmented techniques in CV, focusing on two main areas: (I) visual understanding and (II) visual generation. In the realm of visual understanding, we systematically review tasks ranging from basic image recognition to complex applications such as medical report generation and multimodal question answering. For visual content generation, we examine the application of RAG in tasks related to image, video, and 3D generation. Furthermore, we explore recent advancements in RAG for embodied AI, with a particular focus on applications in planning, task execution, multimodal perception, interaction, and specialized domains. Given that the integration of retrieval-augmented techniques in CV is still in its early stages, we also highlight the key limitations of current approaches and propose future research directions to drive the development of this promising area.
Atlas3D: Physically Constrained Self-Supporting Text-to-3D for Simulation and Fabrication
Existing diffusion-based text-to-3D generation methods primarily focus on producing visually realistic shapes and appearances, often neglecting the physical constraints necessary for downstream tasks. Generated models frequently fail to maintain balance when placed in physics-based simulations or 3D printed. This balance is crucial for satisfying user design intentions in interactive gaming, embodied AI, and robotics, where stable models are needed for reliable interaction. Additionally, stable models ensure that 3D-printed objects, such as figurines for home decoration, can stand on their own without requiring additional supports. To fill this gap, we introduce Atlas3D, an automatic and easy-to-implement method that enhances existing Score Distillation Sampling (SDS)-based text-to-3D tools. Atlas3D ensures the generation of self-supporting 3D models that adhere to physical laws of stability under gravity, contact, and friction. Our approach combines a novel differentiable simulation-based loss function with physically inspired regularization, serving as either a refinement or a post-processing module for existing frameworks. We verify Atlas3D's efficacy through extensive generation tasks and validate the resulting 3D models in both simulated and real-world environments.
A Survey of Interactive Generative Video
Interactive Generative Video (IGV) has emerged as a crucial technology in response to the growing demand for high-quality, interactive video content across various domains. In this paper, we define IGV as a technology that combines generative capabilities to produce diverse high-quality video content with interactive features that enable user engagement through control signals and responsive feedback. We survey the current landscape of IGV applications, focusing on three major domains: 1) gaming, where IGV enables infinite exploration in virtual worlds; 2) embodied AI, where IGV serves as a physics-aware environment synthesizer for training agents in multimodal interaction with dynamically evolving scenes; and 3) autonomous driving, where IGV provides closed-loop simulation capabilities for safety-critical testing and validation. To guide future development, we propose a comprehensive framework that decomposes an ideal IGV system into five essential modules: Generation, Control, Memory, Dynamics, and Intelligence. Furthermore, we systematically analyze the technical challenges and future directions in realizing each component for an ideal IGV system, such as achieving real-time generation, enabling open-domain control, maintaining long-term coherence, simulating accurate physics, and integrating causal reasoning. We believe that this systematic analysis will facilitate future research and development in the field of IGV, ultimately advancing the technology toward more sophisticated and practical applications.
Reconstructing 4D Spatial Intelligence: A Survey
Reconstructing 4D spatial intelligence from visual observations has long been a central yet challenging task in computer vision, with broad real-world applications. These range from entertainment domains like movies, where the focus is often on reconstructing fundamental visual elements, to embodied AI, which emphasizes interaction modeling and physical realism. Fueled by rapid advances in 3D representations and deep learning architectures, the field has evolved quickly, outpacing the scope of previous surveys. Additionally, existing surveys rarely offer a comprehensive analysis of the hierarchical structure of 4D scene reconstruction. To address this gap, we present a new perspective that organizes existing methods into five progressive levels of 4D spatial intelligence: (1) Level 1 -- reconstruction of low-level 3D attributes (e.g., depth, pose, and point maps); (2) Level 2 -- reconstruction of 3D scene components (e.g., objects, humans, structures); (3) Level 3 -- reconstruction of 4D dynamic scenes; (4) Level 4 -- modeling of interactions among scene components; and (5) Level 5 -- incorporation of physical laws and constraints. We conclude the survey by discussing the key challenges at each level and highlighting promising directions for advancing toward even richer levels of 4D spatial intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/yukangcao/Awesome-4D-Spatial-Intelligence.
GRUtopia: Dream General Robots in a City at Scale
Recent works have been exploring the scaling laws in the field of Embodied AI. Given the prohibitive costs of collecting real-world data, we believe the Simulation-to-Real (Sim2Real) paradigm is a crucial step for scaling the learning of embodied models. This paper introduces project GRUtopia, the first simulated interactive 3D society designed for various robots. It features several advancements: (a) The scene dataset, GRScenes, includes 100k interactive, finely annotated scenes, which can be freely combined into city-scale environments. In contrast to previous works mainly focusing on home, GRScenes covers 89 diverse scene categories, bridging the gap of service-oriented environments where general robots would be initially deployed. (b) GRResidents, a Large Language Model (LLM) driven Non-Player Character (NPC) system that is responsible for social interaction, task generation, and task assignment, thus simulating social scenarios for embodied AI applications. (c) The benchmark, GRBench, supports various robots but focuses on legged robots as primary agents and poses moderately challenging tasks involving Object Loco-Navigation, Social Loco-Navigation, and Loco-Manipulation. We hope that this work can alleviate the scarcity of high-quality data in this field and provide a more comprehensive assessment of Embodied AI research. The project is available at https://github.com/OpenRobotLab/GRUtopia.
LLaVA-$φ$: Efficient Multi-Modal Assistant with Small Language Model
In this paper, we introduce LLaVA-phi (LLaVA-Phi), an efficient multi-modal assistant that harnesses the power of the recently advanced small language model, Phi-2, to facilitate multi-modal dialogues. LLaVA-Phi marks a notable advancement in the realm of compact multi-modal models. It demonstrates that even smaller language models, with as few as 2.7B parameters, can effectively engage in intricate dialogues that integrate both textual and visual elements, provided they are trained with high-quality corpora. Our model delivers commendable performance on publicly available benchmarks that encompass visual comprehension, reasoning, and knowledge-based perception. Beyond its remarkable performance in multi-modal dialogue tasks, our model opens new avenues for applications in time-sensitive environments and systems that require real-time interaction, such as embodied agents. It highlights the potential of smaller language models to achieve sophisticated levels of understanding and interaction, while maintaining greater resource efficiency.The project is available at {https://github.com/zhuyiche/llava-phi}.
VisualAgentBench: Towards Large Multimodal Models as Visual Foundation Agents
Large Multimodal Models (LMMs) have ushered in a new era in artificial intelligence, merging capabilities in both language and vision to form highly capable Visual Foundation Agents. These agents are postulated to excel across a myriad of tasks, potentially approaching general artificial intelligence. However, existing benchmarks fail to sufficiently challenge or showcase the full potential of LMMs in complex, real-world environments. To address this gap, we introduce VisualAgentBench (VAB), a comprehensive and pioneering benchmark specifically designed to train and evaluate LMMs as visual foundation agents across diverse scenarios, including Embodied, Graphical User Interface, and Visual Design, with tasks formulated to probe the depth of LMMs' understanding and interaction capabilities. Through rigorous testing across nine proprietary LMM APIs and eight open models, we demonstrate the considerable yet still developing agent capabilities of these models. Additionally, VAB constructs a trajectory training set constructed through hybrid methods including Program-based Solvers, LMM Agent Bootstrapping, and Human Demonstrations, promoting substantial performance improvements in LMMs through behavior cloning. Our work not only aims to benchmark existing models but also provides a solid foundation for future development into visual foundation agents. Code, train \& test data, and part of fine-tuned open LMMs are available at https://github.com/THUDM/VisualAgentBench.
3D-VLA: A 3D Vision-Language-Action Generative World Model
Recent vision-language-action (VLA) models rely on 2D inputs, lacking integration with the broader realm of the 3D physical world. Furthermore, they perform action prediction by learning a direct mapping from perception to action, neglecting the vast dynamics of the world and the relations between actions and dynamics. In contrast, human beings are endowed with world models that depict imagination about future scenarios to plan actions accordingly. To this end, we propose 3D-VLA by introducing a new family of embodied foundation models that seamlessly link 3D perception, reasoning, and action through a generative world model. Specifically, 3D-VLA is built on top of a 3D-based large language model (LLM), and a set of interaction tokens is introduced to engage with the embodied environment. Furthermore, to inject generation abilities into the model, we train a series of embodied diffusion models and align them into the LLM for predicting the goal images and point clouds. To train our 3D-VLA, we curate a large-scale 3D embodied instruction dataset by extracting vast 3D-related information from existing robotics datasets. Our experiments on held-in datasets demonstrate that 3D-VLA significantly improves the reasoning, multimodal generation, and planning capabilities in embodied environments, showcasing its potential in real-world applications.
Can Language Models Understand Physical Concepts?
Language models~(LMs) gradually become general-purpose interfaces in the interactive and embodied world, where the understanding of physical concepts is an essential prerequisite. However, it is not yet clear whether LMs can understand physical concepts in the human world. To investigate this, we design a benchmark VEC that covers the tasks of (i) Visual concepts, such as the shape and material of objects, and (ii) Embodied Concepts, learned from the interaction with the world such as the temperature of objects. Our zero (few)-shot prompting results show that the understanding of certain visual concepts emerges as scaling up LMs, but there are still basic concepts to which the scaling law does not apply. For example, OPT-175B performs close to humans with a zero-shot accuracy of 85\% on the material concept, yet behaves like random guessing on the mass concept. Instead, vision-augmented LMs such as CLIP and BLIP achieve a human-level understanding of embodied concepts. Analysis indicates that the rich semantics in visual representation can serve as a valuable source of embodied knowledge. Inspired by this, we propose a distillation method to transfer embodied knowledge from VLMs to LMs, achieving performance gain comparable with that by scaling up the parameters of LMs 134x. Our dataset is available at https://github.com/TobiasLee/VEC
VISA: Reasoning Video Object Segmentation via Large Language Models
Existing Video Object Segmentation (VOS) relies on explicit user instructions, such as categories, masks, or short phrases, restricting their ability to perform complex video segmentation requiring reasoning with world knowledge. In this paper, we introduce a new task, Reasoning Video Object Segmentation (ReasonVOS). This task aims to generate a sequence of segmentation masks in response to implicit text queries that require complex reasoning abilities based on world knowledge and video contexts, which is crucial for structured environment understanding and object-centric interactions, pivotal in the development of embodied AI. To tackle ReasonVOS, we introduce VISA (Video-based large language Instructed Segmentation Assistant), to leverage the world knowledge reasoning capabilities of multi-modal LLMs while possessing the ability to segment and track objects in videos with a mask decoder. Moreover, we establish a comprehensive benchmark consisting of 35,074 instruction-mask sequence pairs from 1,042 diverse videos, which incorporates complex world knowledge reasoning into segmentation tasks for instruction-tuning and evaluation purposes of ReasonVOS models. Experiments conducted on 8 datasets demonstrate the effectiveness of VISA in tackling complex reasoning segmentation and vanilla referring segmentation in both video and image domains. The code and dataset are available at https://github.com/cilinyan/VISA.
DanceTogether! Identity-Preserving Multi-Person Interactive Video Generation
Controllable video generation (CVG) has advanced rapidly, yet current systems falter when more than one actor must move, interact, and exchange positions under noisy control signals. We address this gap with DanceTogether, the first end-to-end diffusion framework that turns a single reference image plus independent pose-mask streams into long, photorealistic videos while strictly preserving every identity. A novel MaskPoseAdapter binds "who" and "how" at every denoising step by fusing robust tracking masks with semantically rich-but noisy-pose heat-maps, eliminating the identity drift and appearance bleeding that plague frame-wise pipelines. To train and evaluate at scale, we introduce (i) PairFS-4K, 26 hours of dual-skater footage with 7,000+ distinct IDs, (ii) HumanRob-300, a one-hour humanoid-robot interaction set for rapid cross-domain transfer, and (iii) TogetherVideoBench, a three-track benchmark centered on the DanceTogEval-100 test suite covering dance, boxing, wrestling, yoga, and figure skating. On TogetherVideoBench, DanceTogether outperforms the prior arts by a significant margin. Moreover, we show that a one-hour fine-tune yields convincing human-robot videos, underscoring broad generalization to embodied-AI and HRI tasks. Extensive ablations confirm that persistent identity-action binding is critical to these gains. Together, our model, datasets, and benchmark lift CVG from single-subject choreography to compositionally controllable, multi-actor interaction, opening new avenues for digital production, simulation, and embodied intelligence. Our video demos and code are available at https://DanceTog.github.io/.
A call for embodied AI
We propose Embodied AI as the next fundamental step in the pursuit of Artificial General Intelligence, juxtaposing it against current AI advancements, particularly Large Language Models. We traverse the evolution of the embodiment concept across diverse fields - philosophy, psychology, neuroscience, and robotics - to highlight how EAI distinguishes itself from the classical paradigm of static learning. By broadening the scope of Embodied AI, we introduce a theoretical framework based on cognitive architectures, emphasizing perception, action, memory, and learning as essential components of an embodied agent. This framework is aligned with Friston's active inference principle, offering a comprehensive approach to EAI development. Despite the progress made in the field of AI, substantial challenges, such as the formulation of a novel AI learning theory and the innovation of advanced hardware, persist. Our discussion lays down a foundational guideline for future Embodied AI research. Highlighting the importance of creating Embodied AI agents capable of seamless communication, collaboration, and coexistence with humans and other intelligent entities within real-world environments, we aim to steer the AI community towards addressing the multifaceted challenges and seizing the opportunities that lie ahead in the quest for AGI.
Generative Multi-Agent Collaboration in Embodied AI: A Systematic Review
Embodied multi-agent systems (EMAS) have attracted growing attention for their potential to address complex, real-world challenges in areas such as logistics and robotics. Recent advances in foundation models pave the way for generative agents capable of richer communication and adaptive problem-solving. This survey provides a systematic examination of how EMAS can benefit from these generative capabilities. We propose a taxonomy that categorizes EMAS by system architectures and embodiment modalities, emphasizing how collaboration spans both physical and virtual contexts. Central building blocks, perception, planning, communication, and feedback, are then analyzed to illustrate how generative techniques bolster system robustness and flexibility. Through concrete examples, we demonstrate the transformative effects of integrating foundation models into embodied, multi-agent frameworks. Finally, we discuss challenges and future directions, underlining the significant promise of EMAS to reshape the landscape of AI-driven collaboration.
OPEx: A Component-Wise Analysis of LLM-Centric Agents in Embodied Instruction Following
Embodied Instruction Following (EIF) is a crucial task in embodied learning, requiring agents to interact with their environment through egocentric observations to fulfill natural language instructions. Recent advancements have seen a surge in employing large language models (LLMs) within a framework-centric approach to enhance performance in embodied learning tasks, including EIF. Despite these efforts, there exists a lack of a unified understanding regarding the impact of various components-ranging from visual perception to action execution-on task performance. To address this gap, we introduce OPEx, a comprehensive framework that delineates the core components essential for solving embodied learning tasks: Observer, Planner, and Executor. Through extensive evaluations, we provide a deep analysis of how each component influences EIF task performance. Furthermore, we innovate within this space by deploying a multi-agent dialogue strategy on a TextWorld counterpart, further enhancing task performance. Our findings reveal that LLM-centric design markedly improves EIF outcomes, identify visual perception and low-level action execution as critical bottlenecks, and demonstrate that augmenting LLMs with a multi-agent framework further elevates performance.
Multimodal Embodied Interactive Agent for Cafe Scene
With the surge in the development of large language models, embodied intelligence has attracted increasing attention. Nevertheless, prior works on embodied intelligence typically encode scene or historical memory in an unimodal manner, either visual or linguistic, which complicates the alignment of the model's action planning with embodied control. To overcome this limitation, we introduce the Multimodal Embodied Interactive Agent (MEIA), capable of translating high-level tasks expressed in natural language into a sequence of executable actions. Specifically, we propose a novel Multimodal Environment Memory (MEM) module, facilitating the integration of embodied control with large models through the visual-language memory of scenes. This capability enables MEIA to generate executable action plans based on diverse requirements and the robot's capabilities. We conduct experiments in a dynamic virtual cafe environment, utilizing multiple large models through zero-shot learning, and carefully design scenarios for various situations. The experimental results showcase the promising performance of our MEIA in various embodied interactive tasks.
EmbodiedGPT: Vision-Language Pre-Training via Embodied Chain of Thought
Embodied AI is a crucial frontier in robotics, capable of planning and executing action sequences for robots to accomplish long-horizon tasks in physical environments. In this work, we introduce EmbodiedGPT, an end-to-end multi-modal foundation model for embodied AI, empowering embodied agents with multi-modal understanding and execution capabilities. To achieve this, we have made the following efforts: (i) We craft a large-scale embodied planning dataset, termed EgoCOT. The dataset consists of carefully selected videos from the Ego4D dataset, along with corresponding high-quality language instructions. Specifically, we generate a sequence of sub-goals with the "Chain of Thoughts" mode for effective embodied planning. (ii) We introduce an efficient training approach to EmbodiedGPT for high-quality plan generation, by adapting a 7B large language model (LLM) to the EgoCOT dataset via prefix tuning. (iii) We introduce a paradigm for extracting task-related features from LLM-generated planning queries to form a closed loop between high-level planning and low-level control. Extensive experiments show the effectiveness of EmbodiedGPT on embodied tasks, including embodied planning, embodied control, visual captioning, and visual question answering. Notably, EmbodiedGPT significantly enhances the success rate of the embodied control task by extracting more effective features. It has achieved a remarkable 1.6 times increase in success rate on the Franka Kitchen benchmark and a 1.3 times increase on the Meta-World benchmark, compared to the BLIP-2 baseline fine-tuned with the Ego4D dataset.
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.
A Survey on Robotics with Foundation Models: toward Embodied AI
While the exploration for embodied AI has spanned multiple decades, it remains a persistent challenge to endow agents with human-level intelligence, including perception, learning, reasoning, decision-making, control, and generalization capabilities, so that they can perform general-purpose tasks in open, unstructured, and dynamic environments. Recent advances in computer vision, natural language processing, and multi-modality learning have shown that the foundation models have superhuman capabilities for specific tasks. They not only provide a solid cornerstone for integrating basic modules into embodied AI systems but also shed light on how to scale up robot learning from a methodological perspective. This survey aims to provide a comprehensive and up-to-date overview of foundation models in robotics, focusing on autonomous manipulation and encompassing high-level planning and low-level control. Moreover, we showcase their commonly used datasets, simulators, and benchmarks. Importantly, we emphasize the critical challenges intrinsic to this field and delineate potential avenues for future research, contributing to advancing the frontier of academic and industrial discourse.
Digital Life Project: Autonomous 3D Characters with Social Intelligence
In this work, we present Digital Life Project, a framework utilizing language as the universal medium to build autonomous 3D characters, who are capable of engaging in social interactions and expressing with articulated body motions, thereby simulating life in a digital environment. Our framework comprises two primary components: 1) SocioMind: a meticulously crafted digital brain that models personalities with systematic few-shot exemplars, incorporates a reflection process based on psychology principles, and emulates autonomy by initiating dialogue topics; 2) MoMat-MoGen: a text-driven motion synthesis paradigm for controlling the character's digital body. It integrates motion matching, a proven industry technique to ensure motion quality, with cutting-edge advancements in motion generation for diversity. Extensive experiments demonstrate that each module achieves state-of-the-art performance in its respective domain. Collectively, they enable virtual characters to initiate and sustain dialogues autonomously, while evolving their socio-psychological states. Concurrently, these characters can perform contextually relevant bodily movements. Additionally, a motion captioning module further allows the virtual character to recognize and appropriately respond to human players' actions. Homepage: https://digital-life-project.com/
Embodied Agent Interface: Benchmarking LLMs for Embodied Decision Making
We aim to evaluate Large Language Models (LLMs) for embodied decision making. While a significant body of work has been leveraging LLMs for decision making in embodied environments, we still lack a systematic understanding of their performance because they are usually applied in different domains, for different purposes, and built based on different inputs and outputs. Furthermore, existing evaluations tend to rely solely on a final success rate, making it difficult to pinpoint what ability is missing in LLMs and where the problem lies, which in turn blocks embodied agents from leveraging LLMs effectively and selectively. To address these limitations, we propose a generalized interface (Embodied Agent Interface) that supports the formalization of various types of tasks and input-output specifications of LLM-based modules. Specifically, it allows us to unify 1) a broad set of embodied decision-making tasks involving both state and temporally extended goals, 2) four commonly-used LLM-based modules for decision making: goal interpretation, subgoal decomposition, action sequencing, and transition modeling, and 3) a collection of fine-grained metrics which break down evaluation into various types of errors, such as hallucination errors, affordance errors, various types of planning errors, etc. Overall, our benchmark offers a comprehensive assessment of LLMs' performance for different subtasks, pinpointing the strengths and weaknesses in LLM-powered embodied AI systems, and providing insights for effective and selective use of LLMs in embodied decision making.
EmbodiedBench: Comprehensive Benchmarking Multi-modal Large Language Models for Vision-Driven Embodied Agents
Leveraging Multi-modal Large Language Models (MLLMs) to create embodied agents offers a promising avenue for tackling real-world tasks. While language-centric embodied agents have garnered substantial attention, MLLM-based embodied agents remain underexplored due to the lack of comprehensive evaluation frameworks. To bridge this gap, we introduce EmbodiedBench, an extensive benchmark designed to evaluate vision-driven embodied agents. EmbodiedBench features: (1) a diverse set of 1,128 testing tasks across four environments, ranging from high-level semantic tasks (e.g., household) to low-level tasks involving atomic actions (e.g., navigation and manipulation); and (2) six meticulously curated subsets evaluating essential agent capabilities like commonsense reasoning, complex instruction understanding, spatial awareness, visual perception, and long-term planning. Through extensive experiments, we evaluated 13 leading proprietary and open-source MLLMs within EmbodiedBench. Our findings reveal that: MLLMs excel at high-level tasks but struggle with low-level manipulation, with the best model, GPT-4o, scoring only 28.9% on average. EmbodiedBench provides a multifaceted standardized evaluation platform that not only highlights existing challenges but also offers valuable insights to advance MLLM-based embodied agents. Our code is available at https://embodiedbench.github.io.
RoboBERT: An End-to-end Multimodal Robotic Manipulation Model
Embodied intelligence integrates multiple modalities, enabling agents to understand images, language, and actions simultaneously. However, existing models always depend on additional datasets or extensive pre-training to maximize performance improvements, consuming abundant training time and expensive hardware cost. To tackle this issue, we present RoboBERT, a novel end-to-end robotic manipulation model integrated with a unique training strategy. This model utilizes a CNN-based diffusion policy, enhancing and stabilizing the effectiveness of this model by separating training processes for different modalities. It also underscores the importance of data augmentation, verifying various techniques to significantly boost performance. Unlike models that depend on extra data or large foundation models, RoboBERT achieves a highly competitive success rate while using only language-labeled expert demonstrations and maintaining a relatively smaller model size. Specifically, RoboBERT achieves an average length of 4.52 on the CALVIN benchmark for \(ABCD \rightarrow D\) task, setting a new state-of-the-art (SOTA) record. Furthermore, when tested on a real robot, the model demonstrates superior performance, achieving a higher success rate than other methods trained with the same data. We propose that these concepts and methodologies of RoboBERT demonstrate extensive versatility and compatibility, contributing significantly to the development of lightweight multimodal robotic models. The code can be accessed on https://github.com/PeterWangsicheng/RoboBERT
Multimodal Grounding for Embodied AI via Augmented Reality Headsets for Natural Language Driven Task Planning
Recent advances in generative modeling have spurred a resurgence in the field of Embodied Artificial Intelligence (EAI). EAI systems typically deploy large language models to physical systems capable of interacting with their environment. In our exploration of EAI for industrial domains, we successfully demonstrate the feasibility of co-located, human-robot teaming. Specifically, we construct an experiment where an Augmented Reality (AR) headset mediates information exchange between an EAI agent and human operator for a variety of inspection tasks. To our knowledge the use of an AR headset for multimodal grounding and the application of EAI to industrial tasks are novel contributions within Embodied AI research. In addition, we highlight potential pitfalls in EAI's construction by providing quantitative and qualitative analysis on prompt robustness.
DualTHOR: A Dual-Arm Humanoid Simulation Platform for Contingency-Aware Planning
Developing embodied agents capable of performing complex interactive tasks in real-world scenarios remains a fundamental challenge in embodied AI. Although recent advances in simulation platforms have greatly enhanced task diversity to train embodied Vision Language Models (VLMs), most platforms rely on simplified robot morphologies and bypass the stochastic nature of low-level execution, which limits their transferability to real-world robots. To address these issues, we present a physics-based simulation platform DualTHOR for complex dual-arm humanoid robots, built upon an extended version of AI2-THOR. Our simulator includes real-world robot assets, a task suite for dual-arm collaboration, and inverse kinematics solvers for humanoid robots. We also introduce a contingency mechanism that incorporates potential failures through physics-based low-level execution, bridging the gap to real-world scenarios. Our simulator enables a more comprehensive evaluation of the robustness and generalization of VLMs in household environments. Extensive evaluations reveal that current VLMs struggle with dual-arm coordination and exhibit limited robustness in realistic environments with contingencies, highlighting the importance of using our simulator to develop more capable VLMs for embodied tasks. The code is available at https://github.com/ds199895/DualTHOR.git.
Exploring Spatial Schema Intuitions in Large Language and Vision Models
Despite the ubiquity of large language models (LLMs) in AI research, the question of embodiment in LLMs remains underexplored, distinguishing them from embodied systems in robotics where sensory perception directly informs physical action. Our investigation navigates the intriguing terrain of whether LLMs, despite their non-embodied nature, effectively capture implicit human intuitions about fundamental, spatial building blocks of language. We employ insights from spatial cognitive foundations developed through early sensorimotor experiences, guiding our exploration through the reproduction of three psycholinguistic experiments. Surprisingly, correlations between model outputs and human responses emerge, revealing adaptability without a tangible connection to embodied experiences. Notable distinctions include polarized language model responses and reduced correlations in vision language models. This research contributes to a nuanced understanding of the interplay between language, spatial experiences, and the computations made by large language models. More at https://cisnlp.github.io/Spatial_Schemas/
Don't Copy the Teacher: Data and Model Challenges in Embodied Dialogue
Embodied dialogue instruction following requires an agent to complete a complex sequence of tasks from a natural language exchange. The recent introduction of benchmarks (Padmakumar et al., 2022) raises the question of how best to train and evaluate models for this multi-turn, multi-agent, long-horizon task. This paper contributes to that conversation, by arguing that imitation learning (IL) and related low-level metrics are actually misleading and do not align with the goals of embodied dialogue research and may hinder progress. We provide empirical comparisons of metrics, analysis of three models, and make suggestions for how the field might best progress. First, we observe that models trained with IL take spurious actions during evaluation. Second, we find that existing models fail to ground query utterances, which are essential for task completion. Third, we argue evaluation should focus on higher-level semantic goals.
Building Cooperative Embodied Agents Modularly with Large Language Models
Large Language Models (LLMs) have demonstrated impressive planning abilities in single-agent embodied tasks across various domains. However, their capacity for planning and communication in multi-agent cooperation remains unclear, even though these are crucial skills for intelligent embodied agents. In this paper, we present a novel framework that utilizes LLMs for multi-agent cooperation and tests it in various embodied environments. Our framework enables embodied agents to plan, communicate, and cooperate with other embodied agents or humans to accomplish long-horizon tasks efficiently. We demonstrate that recent LLMs, such as GPT-4, can surpass strong planning-based methods and exhibit emergent effective communication using our framework without requiring fine-tuning or few-shot prompting. We also discover that LLM-based agents that communicate in natural language can earn more trust and cooperate more effectively with humans. Our research underscores the potential of LLMs for embodied AI and lays the foundation for future research in multi-agent cooperation. Videos can be found on the project website https://vis-www.cs.umass.edu/Co-LLM-Agents/.
A Survey on Vision-Language-Action Models for Embodied AI
Embodied AI is widely recognized as a key element of artificial general intelligence because it involves controlling embodied agents to perform tasks in the physical world. Building on the success of large language models and vision-language models, a new category of multimodal models -- referred to as vision-language-action models (VLAs) -- has emerged to address language-conditioned robotic tasks in embodied AI by leveraging their distinct ability to generate actions. In recent years, a myriad of VLAs have been developed, making it imperative to capture the rapidly evolving landscape through a comprehensive survey. To this end, we present the first survey on VLAs for embodied AI. This work provides a detailed taxonomy of VLAs, organized into three major lines of research. The first line focuses on individual components of VLAs. The second line is dedicated to developing control policies adept at predicting low-level actions. The third line comprises high-level task planners capable of decomposing long-horizon tasks into a sequence of subtasks, thereby guiding VLAs to follow more general user instructions. Furthermore, we provide an extensive summary of relevant resources, including datasets, simulators, and benchmarks. Finally, we discuss the challenges faced by VLAs and outline promising future directions in embodied AI. We have created a project associated with this survey, which is available at https://github.com/yueen-ma/Awesome-VLA.
FILM: Following Instructions in Language with Modular Methods
Recent methods for embodied instruction following are typically trained end-to-end using imitation learning. This often requires the use of expert trajectories and low-level language instructions. Such approaches assume that neural states will integrate multimodal semantics to perform state tracking, building spatial memory, exploration, and long-term planning. In contrast, we propose a modular method with structured representations that (1) builds a semantic map of the scene and (2) performs exploration with a semantic search policy, to achieve the natural language goal. Our modular method achieves SOTA performance (24.46 %) with a substantial (8.17 % absolute) gap from previous work while using less data by eschewing both expert trajectories and low-level instructions. Leveraging low-level language, however, can further increase our performance (26.49 %). Our findings suggest that an explicit spatial memory and a semantic search policy can provide a stronger and more general representation for state-tracking and guidance, even in the absence of expert trajectories or low-level instructions.
LangSuitE: Planning, Controlling and Interacting with Large Language Models in Embodied Text Environments
Recent advances in Large Language Models (LLMs) have shown inspiring achievements in constructing autonomous agents that rely on language descriptions as inputs. However, it remains unclear how well LLMs can function as few-shot or zero-shot embodied agents in dynamic interactive environments. To address this gap, we introduce LangSuitE, a versatile and simulation-free testbed featuring 6 representative embodied tasks in textual embodied worlds. Compared with previous LLM-based testbeds, LangSuitE (i) offers adaptability to diverse environments without multiple simulation engines, (ii) evaluates agents' capacity to develop ``internalized world knowledge'' with embodied observations, and (iii) allows easy customization of communication and action strategies. To address the embodiment challenge, we devise a novel chain-of-thought (CoT) schema, EmMem, which summarizes embodied states w.r.t. history information. Comprehensive benchmark results illustrate challenges and insights of embodied planning. LangSuitE represents a significant step toward building embodied generalists in the context of language models.
Toward Embodied AGI: A Review of Embodied AI and the Road Ahead
Artificial General Intelligence (AGI) is often envisioned as inherently embodied. With recent advances in robotics and foundational AI models, we stand at the threshold of a new era-one marked by increasingly generalized embodied AI systems. This paper contributes to the discourse by introducing a systematic taxonomy of Embodied AGI spanning five levels (L1-L5). We review existing research and challenges at the foundational stages (L1-L2) and outline the key components required to achieve higher-level capabilities (L3-L5). Building on these insights and existing technologies, we propose a conceptual framework for an L3+ robotic brain, offering both a technical outlook and a foundation for future exploration.
LEGENT: Open Platform for Embodied Agents
Despite advancements in Large Language Models (LLMs) and Large Multimodal Models (LMMs), their integration into language-grounded, human-like embodied agents remains incomplete, hindering complex real-life task performance in physical environments. Existing integrations often feature limited open sourcing, challenging collective progress in this field. We introduce LEGENT, an open, scalable platform for developing embodied agents using LLMs and LMMs. LEGENT offers a dual approach: a rich, interactive 3D environment with communicable and actionable agents, paired with a user-friendly interface, and a sophisticated data generation pipeline utilizing advanced algorithms to exploit supervision from simulated worlds at scale. In our experiments, an embryonic vision-language-action model trained on LEGENT-generated data surpasses GPT-4V in embodied tasks, showcasing promising generalization capabilities.
Teaching Embodied Reinforcement Learning Agents: Informativeness and Diversity of Language Use
In real-world scenarios, it is desirable for embodied agents to have the ability to leverage human language to gain explicit or implicit knowledge for learning tasks. Despite recent progress, most previous approaches adopt simple low-level instructions as language inputs, which may not reflect natural human communication. It's not clear how to incorporate rich language use to facilitate task learning. To address this question, this paper studies different types of language inputs in facilitating reinforcement learning (RL) embodied agents. More specifically, we examine how different levels of language informativeness (i.e., feedback on past behaviors and future guidance) and diversity (i.e., variation of language expressions) impact agent learning and inference. Our empirical results based on four RL benchmarks demonstrate that agents trained with diverse and informative language feedback can achieve enhanced generalization and fast adaptation to new tasks. These findings highlight the pivotal role of language use in teaching embodied agents new tasks in an open world. Project website: https://github.com/sled-group/Teachable_RL
Holistic Interaction Transformer Network for Action Detection
Actions are about how we interact with the environment, including other people, objects, and ourselves. In this paper, we propose a novel multi-modal Holistic Interaction Transformer Network (HIT) that leverages the largely ignored, but critical hand and pose information essential to most human actions. The proposed "HIT" network is a comprehensive bi-modal framework that comprises an RGB stream and a pose stream. Each of them separately models person, object, and hand interactions. Within each sub-network, an Intra-Modality Aggregation module (IMA) is introduced that selectively merges individual interaction units. The resulting features from each modality are then glued using an Attentive Fusion Mechanism (AFM). Finally, we extract cues from the temporal context to better classify the occurring actions using cached memory. Our method significantly outperforms previous approaches on the J-HMDB, UCF101-24, and MultiSports datasets. We also achieve competitive results on AVA. The code will be available at https://github.com/joslefaure/HIT.
Large Language Models for Robotics: A Survey
The human ability to learn, generalize, and control complex manipulation tasks through multi-modality feedback suggests a unique capability, which we refer to as dexterity intelligence. Understanding and assessing this intelligence is a complex task. Amidst the swift progress and extensive proliferation of large language models (LLMs), their applications in the field of robotics have garnered increasing attention. LLMs possess the ability to process and generate natural language, facilitating efficient interaction and collaboration with robots. Researchers and engineers in the field of robotics have recognized the immense potential of LLMs in enhancing robot intelligence, human-robot interaction, and autonomy. Therefore, this comprehensive review aims to summarize the applications of LLMs in robotics, delving into their impact and contributions to key areas such as robot control, perception, decision-making, and path planning. We first provide an overview of the background and development of LLMs for robotics, followed by a description of the benefits of LLMs for robotics and recent advancements in robotics models based on LLMs. We then delve into the various techniques used in the model, including those employed in perception, decision-making, control, and interaction. Finally, we explore the applications of LLMs in robotics and some potential challenges they may face in the near future. Embodied intelligence is the future of intelligent science, and LLMs-based robotics is one of the promising but challenging paths to achieve this.
CLEA: Closed-Loop Embodied Agent for Enhancing Task Execution in Dynamic Environments
Large Language Models (LLMs) exhibit remarkable capabilities in the hierarchical decomposition of complex tasks through semantic reasoning. However, their application in embodied systems faces challenges in ensuring reliable execution of subtask sequences and achieving one-shot success in long-term task completion. To address these limitations in dynamic environments, we propose Closed-Loop Embodied Agent (CLEA) -- a novel architecture incorporating four specialized open-source LLMs with functional decoupling for closed-loop task management. The framework features two core innovations: (1) Interactive task planner that dynamically generates executable subtasks based on the environmental memory, and (2) Multimodal execution critic employing an evaluation framework to conduct a probabilistic assessment of action feasibility, triggering hierarchical re-planning mechanisms when environmental perturbations exceed preset thresholds. To validate CLEA's effectiveness, we conduct experiments in a real environment with manipulable objects, using two heterogeneous robots for object search, manipulation, and search-manipulation integration tasks. Across 12 task trials, CLEA outperforms the baseline model, achieving a 67.3% improvement in success rate and a 52.8% increase in task completion rate. These results demonstrate that CLEA significantly enhances the robustness of task planning and execution in dynamic environments.
EMMOE: A Comprehensive Benchmark for Embodied Mobile Manipulation in Open Environments
Developing autonomous home robots controlled by natural language has long been a pursuit of human. While advancements in large language models (LLMs) and embodied intelligence make this goal closer, several challenges persist: the lack of a unified benchmark for more complex robot tasks, limited evaluation methods and metrics, data incompatibility between LLMs and mobile manipulation trajectories. To address these issues, we introduce Embodied Mobile Manipulation in Open Environments (EMMOE), which requires agents to interpret user instructions and execute long-horizon everyday tasks in continuous space. EMMOE seamlessly integrates high-level and low-level embodied tasks into a unified framework, along with three new metrics for more diverse assessment. Additionally, we collect EMMOE-100, which features in various task attributes, detailed process annotations, re-plans after failures, and two sub-datasets for LLM training. Furthermore, we design HomieBot, a sophisticated agent system consists of LLM with Direct Preference Optimization (DPO), light weighted navigation and manipulation models, and multiple error detection mechanisms. Finally, we demonstrate HomieBot's performance and the evaluation of different models and policies.
Embodied-R: Collaborative Framework for Activating Embodied Spatial Reasoning in Foundation Models via Reinforcement Learning
Humans can perceive and reason about spatial relationships from sequential visual observations, such as egocentric video streams. However, how pretrained models acquire such abilities, especially high-level reasoning, remains unclear. This paper introduces Embodied-R, a collaborative framework combining large-scale Vision-Language Models (VLMs) for perception and small-scale Language Models (LMs) for reasoning. Using Reinforcement Learning (RL) with a novel reward system considering think-answer logical consistency, the model achieves slow-thinking capabilities with limited computational resources. After training on only 5k embodied video samples, Embodied-R with a 3B LM matches state-of-the-art multimodal reasoning models (OpenAI-o1, Gemini-2.5-pro) on both in-distribution and out-of-distribution embodied spatial reasoning tasks. Embodied-R also exhibits emergent thinking patterns such as systematic analysis and contextual integration. We further explore research questions including response length, training on VLM, strategies for reward design, and differences in model generalization after SFT (Supervised Fine-Tuning) and RL training.
Full-Body Articulated Human-Object Interaction
Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.
Interactive Natural Language Processing
Interactive Natural Language Processing (iNLP) has emerged as a novel paradigm within the field of NLP, aimed at addressing limitations in existing frameworks while aligning with the ultimate goals of artificial intelligence. This paradigm considers language models as agents capable of observing, acting, and receiving feedback iteratively from external entities. Specifically, language models in this context can: (1) interact with humans for better understanding and addressing user needs, personalizing responses, aligning with human values, and improving the overall user experience; (2) interact with knowledge bases for enriching language representations with factual knowledge, enhancing the contextual relevance of responses, and dynamically leveraging external information to generate more accurate and informed responses; (3) interact with models and tools for effectively decomposing and addressing complex tasks, leveraging specialized expertise for specific subtasks, and fostering the simulation of social behaviors; and (4) interact with environments for learning grounded representations of language, and effectively tackling embodied tasks such as reasoning, planning, and decision-making in response to environmental observations. This paper offers a comprehensive survey of iNLP, starting by proposing a unified definition and framework of the concept. We then provide a systematic classification of iNLP, dissecting its various components, including interactive objects, interaction interfaces, and interaction methods. We proceed to delve into the evaluation methodologies used in the field, explore its diverse applications, scrutinize its ethical and safety issues, and discuss prospective research directions. This survey serves as an entry point for researchers who are interested in this rapidly evolving area and offers a broad view of the current landscape and future trajectory of iNLP.
VLMbench: A Compositional Benchmark for Vision-and-Language Manipulation
Benefiting from language flexibility and compositionality, humans naturally intend to use language to command an embodied agent for complex tasks such as navigation and object manipulation. In this work, we aim to fill the blank of the last mile of embodied agents -- object manipulation by following human guidance, e.g., "move the red mug next to the box while keeping it upright." To this end, we introduce an Automatic Manipulation Solver (AMSolver) system and build a Vision-and-Language Manipulation benchmark (VLMbench) based on it, containing various language instructions on categorized robotic manipulation tasks. Specifically, modular rule-based task templates are created to automatically generate robot demonstrations with language instructions, consisting of diverse object shapes and appearances, action types, and motion constraints. We also develop a keypoint-based model 6D-CLIPort to deal with multi-view observations and language input and output a sequence of 6 degrees of freedom (DoF) actions. We hope the new simulator and benchmark will facilitate future research on language-guided robotic manipulation.
Grounded Decoding: Guiding Text Generation with Grounded Models for Robot Control
Recent progress in large language models (LLMs) has demonstrated the ability to learn and leverage Internet-scale knowledge through pre-training with autoregressive models. Unfortunately, applying such models to settings with embodied agents, such as robots, is challenging due to their lack of experience with the physical world, inability to parse non-language observations, and ignorance of rewards or safety constraints that robots may require. On the other hand, language-conditioned robotic policies that learn from interaction data can provide the necessary grounding that allows the agent to be correctly situated in the real world, but such policies are limited by the lack of high-level semantic understanding due to the limited breadth of the interaction data available for training them. Thus, if we want to make use of the semantic knowledge in a language model while still situating it in an embodied setting, we must construct an action sequence that is both likely according to the language model and also realizable according to grounded models of the environment. We frame this as a problem similar to probabilistic filtering: decode a sequence that both has high probability under the language model and high probability under a set of grounded model objectives. We demonstrate this guided decoding strategy is able to solve complex, long-horizon embodiment tasks in a robotic setting by leveraging the knowledge of both models. The project's website can be found at grounded-decoding.github.io.
Embodied-RAG: General non-parametric Embodied Memory for Retrieval and Generation
There is no limit to how much a robot might explore and learn, but all of that knowledge needs to be searchable and actionable. Within language research, retrieval augmented generation (RAG) has become the workhouse of large-scale non-parametric knowledge, however existing techniques do not directly transfer to the embodied domain, which is multimodal, data is highly correlated, and perception requires abstraction. To address these challenges, we introduce Embodied-RAG, a framework that enhances the foundational model of an embodied agent with a non-parametric memory system capable of autonomously constructing hierarchical knowledge for both navigation and language generation. Embodied-RAG handles a full range of spatial and semantic resolutions across diverse environments and query types, whether for a specific object or a holistic description of ambiance. At its core, Embodied-RAG's memory is structured as a semantic forest, storing language descriptions at varying levels of detail. This hierarchical organization allows the system to efficiently generate context-sensitive outputs across different robotic platforms. We demonstrate that Embodied-RAG effectively bridges RAG to the robotics domain, successfully handling over 200 explanation and navigation queries across 19 environments, highlighting its promise for general-purpose non-parametric system for embodied agents.
SmartAgent: Chain-of-User-Thought for Embodied Personalized Agent in Cyber World
Recent advances in embodied agents with multimodal perception and reasoning capabilities based on large vision-language models (LVLMs), excel in autonomously interacting either real or cyber worlds, helping people make intelligent decisions in complex environments. However, the current works are normally optimized by golden action trajectories or ideal task-oriented solutions toward a definitive goal. This paradigm considers limited user-oriented factors, which could be the reason for their performance reduction in a wide range of personal assistant applications. To address this, we propose Chain-of-User-Thought (COUT), a novel embodied reasoning paradigm that takes a chain of thought from basic action thinking to explicit and implicit personalized preference thought to incorporate personalized factors into autonomous agent learning. To target COUT, we introduce SmartAgent, an agent framework perceiving cyber environments and reasoning personalized requirements as 1) interacting with GUI to access an item pool, 2) generating users' explicit requirements implied by previous actions, and 3) recommending items to fulfill users' implicit requirements. To demonstrate SmartAgent's capabilities, we also create a brand-new dataset SmartSpot that offers a full-stage personalized action-involved environment. To our best knowledge, our work is the first to formulate the COUT process, serving as a preliminary attempt towards embodied personalized agent learning. Our extensive experiments on SmartSpot illuminate SmartAgent's functionality among a series of embodied and personalized sub-tasks. We will release code and data upon paper notification at https://github.com/tsinghua-fib-lab/SmartAgent.
Neural Brain: A Neuroscience-inspired Framework for Embodied Agents
The rapid evolution of artificial intelligence (AI) has shifted from static, data-driven models to dynamic systems capable of perceiving and interacting with real-world environments. Despite advancements in pattern recognition and symbolic reasoning, current AI systems, such as large language models, remain disembodied, unable to physically engage with the world. This limitation has driven the rise of embodied AI, where autonomous agents, such as humanoid robots, must navigate and manipulate unstructured environments with human-like adaptability. At the core of this challenge lies the concept of Neural Brain, a central intelligence system designed to drive embodied agents with human-like adaptability. A Neural Brain must seamlessly integrate multimodal sensing and perception with cognitive capabilities. Achieving this also requires an adaptive memory system and energy-efficient hardware-software co-design, enabling real-time action in dynamic environments. This paper introduces a unified framework for the Neural Brain of embodied agents, addressing two fundamental challenges: (1) defining the core components of Neural Brain and (2) bridging the gap between static AI models and the dynamic adaptability required for real-world deployment. To this end, we propose a biologically inspired architecture that integrates multimodal active sensing, perception-cognition-action function, neuroplasticity-based memory storage and updating, and neuromorphic hardware/software optimization. Furthermore, we also review the latest research on embodied agents across these four aspects and analyze the gap between current AI systems and human intelligence. By synthesizing insights from neuroscience, we outline a roadmap towards the development of generalizable, autonomous agents capable of human-level intelligence in real-world scenarios.
Multitask Multimodal Prompted Training for Interactive Embodied Task Completion
Interactive and embodied tasks pose at least two fundamental challenges to existing Vision & Language (VL) models, including 1) grounding language in trajectories of actions and observations, and 2) referential disambiguation. To tackle these challenges, we propose an Embodied MultiModal Agent (EMMA): a unified encoder-decoder model that reasons over images and trajectories, and casts action prediction as multimodal text generation. By unifying all tasks as text generation, EMMA learns a language of actions which facilitates transfer across tasks. Different to previous modular approaches with independently trained components, we use a single multitask model where each task contributes to goal completion. EMMA performs on par with similar models on several VL benchmarks and sets a new state-of-the-art performance (36.81% success rate) on the Dialog-guided Task Completion (DTC), a benchmark to evaluate dialog-guided agents in the Alexa Arena
3DGraphLLM: Combining Semantic Graphs and Large Language Models for 3D Scene Understanding
A 3D scene graph represents a compact scene model, storing information about the objects and the semantic relationships between them, making its use promising for robotic tasks. When interacting with a user, an embodied intelligent agent should be capable of responding to various queries about the scene formulated in natural language. Large Language Models (LLMs) are beneficial solutions for user-robot interaction due to their natural language understanding and reasoning abilities. Recent methods for creating learnable representations of 3D scenes have demonstrated the potential to improve the quality of LLMs responses by adapting to the 3D world. However, the existing methods do not explicitly utilize information about the semantic relationships between objects, limiting themselves to information about their coordinates. In this work, we propose a method 3DGraphLLM for constructing a learnable representation of a 3D scene graph. The learnable representation is used as input for LLMs to perform 3D vision-language tasks. In our experiments on popular ScanRefer, RIORefer, Multi3DRefer, ScanQA, Sqa3D, and Scan2cap datasets, we demonstrate the advantage of this approach over baseline methods that do not use information about the semantic relationships between objects. The code is publicly available at https://github.com/CognitiveAISystems/3DGraphLLM.
Carbon and Silicon, Coexist or Compete? A Survey on Human-AI Interactions in Agent-based Modeling and Simulation
Recent interest in human-AI interactions in agent-based modeling and simulation (ABMS) has grown rapidly due to the widespread utilization of large language models (LLMs). ABMS is an intelligent approach that simulates autonomous agents' behaviors within a defined environment to research emergent phenomena. Integrating LLMs into ABMS enables natural language interaction between humans and models. Meanwhile, it introduces new challenges that rely on human interaction to address. Human involvement can assist ABMS in adapting to flexible and complex research demands. However, systematic reviews of interactions that examine how humans and AI interact in ABMS are lacking. In this paper, we investigate existing works and propose a novel taxonomy to categorize the interactions derived from them. Specifically, human users refer to researchers who utilize ABMS tools to conduct their studies in our survey. We decompose interactions into five dimensions: the goals that users want to achieve (Why), the phases that users are involved (When), the components of the system (What), the roles of users (Who), and the means of interactions (How). Our analysis summarizes the findings that reveal existing interaction patterns. They provide researchers who develop interactions with comprehensive guidance on how humans and AI interact. We further discuss the unexplored interactions and suggest future research directions.
tagE: Enabling an Embodied Agent to Understand Human Instructions
Natural language serves as the primary mode of communication when an intelligent agent with a physical presence engages with human beings. While a plethora of research focuses on natural language understanding (NLU), encompassing endeavors such as sentiment analysis, intent prediction, question answering, and summarization, the scope of NLU directed at situations necessitating tangible actions by an embodied agent remains limited. The inherent ambiguity and incompleteness inherent in natural language present challenges for intelligent agents striving to decipher human intention. To tackle this predicament head-on, we introduce a novel system known as task and argument grounding for Embodied agents (tagE). At its core, our system employs an inventive neural network model designed to extract a series of tasks from complex task instructions expressed in natural language. Our proposed model adopts an encoder-decoder framework enriched with nested decoding to effectively extract tasks and their corresponding arguments from these intricate instructions. These extracted tasks are then mapped (or grounded) to the robot's established collection of skills, while the arguments find grounding in objects present within the environment. To facilitate the training and evaluation of our system, we have curated a dataset featuring complex instructions. The results of our experiments underscore the prowess of our approach, as it outperforms robust baseline models.
AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose
How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.
JARVIS: A Neuro-Symbolic Commonsense Reasoning Framework for Conversational Embodied Agents
Building a conversational embodied agent to execute real-life tasks has been a long-standing yet quite challenging research goal, as it requires effective human-agent communication, multi-modal understanding, long-range sequential decision making, etc. Traditional symbolic methods have scaling and generalization issues, while end-to-end deep learning models suffer from data scarcity and high task complexity, and are often hard to explain. To benefit from both worlds, we propose JARVIS, a neuro-symbolic commonsense reasoning framework for modular, generalizable, and interpretable conversational embodied agents. First, it acquires symbolic representations by prompting large language models (LLMs) for language understanding and sub-goal planning, and by constructing semantic maps from visual observations. Then the symbolic module reasons for sub-goal planning and action generation based on task- and action-level common sense. Extensive experiments on the TEACh dataset validate the efficacy and efficiency of our JARVIS framework, which achieves state-of-the-art (SOTA) results on all three dialog-based embodied tasks, including Execution from Dialog History (EDH), Trajectory from Dialog (TfD), and Two-Agent Task Completion (TATC) (e.g., our method boosts the unseen Success Rate on EDH from 6.1\% to 15.8\%). Moreover, we systematically analyze the essential factors that affect the task performance and also demonstrate the superiority of our method in few-shot settings. Our JARVIS model ranks first in the Alexa Prize SimBot Public Benchmark Challenge.
Retrospectives on the Embodied AI Workshop
We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.
The Development of LLMs for Embodied Navigation
In recent years, the rapid advancement of Large Language Models (LLMs) such as the Generative Pre-trained Transformer (GPT) has attracted increasing attention due to their potential in a variety of practical applications. The application of LLMs with Embodied Intelligence has emerged as a significant area of focus. Among the myriad applications of LLMs, navigation tasks are particularly noteworthy because they demand a deep understanding of the environment and quick, accurate decision-making. LLMs can augment embodied intelligence systems with sophisticated environmental perception and decision-making support, leveraging their robust language and image-processing capabilities. This article offers an exhaustive summary of the symbiosis between LLMs and embodied intelligence with a focus on navigation. It reviews state-of-the-art models, research methodologies, and assesses the advantages and disadvantages of existing embodied navigation models and datasets. Finally, the article elucidates the role of LLMs in embodied intelligence, based on current research, and forecasts future directions in the field. A comprehensive list of studies in this survey is available at https://github.com/Rongtao-Xu/Awesome-LLM-EN
PaLM-E: An Embodied Multimodal Language Model
Large language models excel at a wide range of complex tasks. However, enabling general inference in the real world, e.g., for robotics problems, raises the challenge of grounding. We propose embodied language models to directly incorporate real-world continuous sensor modalities into language models and thereby establish the link between words and percepts. Input to our embodied language model are multi-modal sentences that interleave visual, continuous state estimation, and textual input encodings. We train these encodings end-to-end, in conjunction with a pre-trained large language model, for multiple embodied tasks including sequential robotic manipulation planning, visual question answering, and captioning. Our evaluations show that PaLM-E, a single large embodied multimodal model, can address a variety of embodied reasoning tasks, from a variety of observation modalities, on multiple embodiments, and further, exhibits positive transfer: the model benefits from diverse joint training across internet-scale language, vision, and visual-language domains. Our largest model, PaLM-E-562B with 562B parameters, in addition to being trained on robotics tasks, is a visual-language generalist with state-of-the-art performance on OK-VQA, and retains generalist language capabilities with increasing scale.
From LLMs to Actions: Latent Codes as Bridges in Hierarchical Robot Control
Hierarchical control for robotics has long been plagued by the need to have a well defined interface layer to communicate between high-level task planners and low-level policies. With the advent of LLMs, language has been emerging as a prospective interface layer. However, this has several limitations. Not all tasks can be decomposed into steps that are easily expressible in natural language (e.g. performing a dance routine). Further, it makes end-to-end finetuning on embodied data challenging due to domain shift and catastrophic forgetting. We introduce our method -- Learnable Latent Codes as Bridges (LCB) -- as an alternate architecture to overcome these limitations. \method~uses a learnable latent code to act as a bridge between LLMs and low-level policies. This enables LLMs to flexibly communicate goals in the task plan without being entirely constrained by language limitations. Additionally, it enables end-to-end finetuning without destroying the embedding space of word tokens learned during pre-training. Through experiments on Language Table and Calvin, two common language based benchmarks for embodied agents, we find that \method~outperforms baselines (including those w/ GPT-4V) that leverage pure language as the interface layer on tasks that require reasoning and multi-step behaviors.
You Only Teach Once: Learn One-Shot Bimanual Robotic Manipulation from Video Demonstrations
Bimanual robotic manipulation is a long-standing challenge of embodied intelligence due to its characteristics of dual-arm spatial-temporal coordination and high-dimensional action spaces. Previous studies rely on pre-defined action taxonomies or direct teleoperation to alleviate or circumvent these issues, often making them lack simplicity, versatility and scalability. Differently, we believe that the most effective and efficient way for teaching bimanual manipulation is learning from human demonstrated videos, where rich features such as spatial-temporal positions, dynamic postures, interaction states and dexterous transitions are available almost for free. In this work, we propose the YOTO (You Only Teach Once), which can extract and then inject patterns of bimanual actions from as few as a single binocular observation of hand movements, and teach dual robot arms various complex tasks. Furthermore, based on keyframes-based motion trajectories, we devise a subtle solution for rapidly generating training demonstrations with diverse variations of manipulated objects and their locations. These data can then be used to learn a customized bimanual diffusion policy (BiDP) across diverse scenes. In experiments, YOTO achieves impressive performance in mimicking 5 intricate long-horizon bimanual tasks, possesses strong generalization under different visual and spatial conditions, and outperforms existing visuomotor imitation learning methods in accuracy and efficiency. Our project link is https://hnuzhy.github.io/projects/YOTO.
Multimodal Procedural Planning via Dual Text-Image Prompting
Embodied agents have achieved prominent performance in following human instructions to complete tasks. However, the potential of providing instructions informed by texts and images to assist humans in completing tasks remains underexplored. To uncover this capability, we present the multimodal procedural planning (MPP) task, in which models are given a high-level goal and generate plans of paired text-image steps, providing more complementary and informative guidance than unimodal plans. The key challenges of MPP are to ensure the informativeness, temporal coherence,and accuracy of plans across modalities. To tackle this, we propose Text-Image Prompting (TIP), a dual-modality prompting method that jointly leverages zero-shot reasoning ability in large language models (LLMs) and compelling text-to-image generation ability from diffusion-based models. TIP improves the interaction in the dual modalities using Text-to-Image Bridge and Image-to-Text Bridge, allowing LLMs to guide the textual-grounded image plan generation and leveraging the descriptions of image plans to ground the textual plan reversely. To address the lack of relevant datasets, we collect WIKIPLAN and RECIPEPLAN as a testbed for MPP. Our results show compelling human preferences and automatic scores against unimodal and multimodal baselines on WIKIPLAN and RECIPEPLAN in terms of informativeness, temporal coherence, and plan accuracy. Our code and data: https://github.com/YujieLu10/MPP.
Mastering Robot Manipulation with Multimodal Prompts through Pretraining and Multi-task Fine-tuning
Prompt-based learning has been demonstrated as a compelling paradigm contributing to large language models' tremendous success (LLMs). Inspired by their success in language tasks, existing research has leveraged LLMs in embodied instruction following and task planning. However, not much attention has been paid to embodied tasks with multimodal prompts, combining vision signals with text descriptions. This type of task poses a major challenge to robots' capability to understand the interconnection and complementarity between vision and language signals. In this work, we introduce an effective framework that learns a policy to perform robot manipulation with multimodal prompts from multi-task expert trajectories. Our methods consist of a two-stage training pipeline that performs inverse dynamics pretraining and multi-task finetuning. To facilitate multimodal understanding, we design our multimodal prompt encoder by augmenting a pretrained LM with a residual connection to the visual input and model the dependencies among action dimensions. Empirically, we evaluate the efficacy of our method on the VIMA-BENCH and establish a new state-of-the-art (10% improvement in success rate). Moreover, we demonstrate that our model exhibits remarkable in-context learning ability.
From Multimodal LLMs to Generalist Embodied Agents: Methods and Lessons
We examine the capability of Multimodal Large Language Models (MLLMs) to tackle diverse domains that extend beyond the traditional language and vision tasks these models are typically trained on. Specifically, our focus lies in areas such as Embodied AI, Games, UI Control, and Planning. To this end, we introduce a process of adapting an MLLM to a Generalist Embodied Agent (GEA). GEA is a single unified model capable of grounding itself across these varied domains through a multi-embodiment action tokenizer. GEA is trained with supervised learning on a large dataset of embodied experiences and with online RL in interactive simulators. We explore the data and algorithmic choices necessary to develop such a model. Our findings reveal the importance of training with cross-domain data and online RL for building generalist agents. The final GEA model achieves strong generalization performance to unseen tasks across diverse benchmarks compared to other generalist models and benchmark-specific approaches.
AgentAvatar: Disentangling Planning, Driving and Rendering for Photorealistic Avatar Agents
In this study, our goal is to create interactive avatar agents that can autonomously plan and animate nuanced facial movements realistically, from both visual and behavioral perspectives. Given high-level inputs about the environment and agent profile, our framework harnesses LLMs to produce a series of detailed text descriptions of the avatar agents' facial motions. These descriptions are then processed by our task-agnostic driving engine into motion token sequences, which are subsequently converted into continuous motion embeddings that are further consumed by our standalone neural-based renderer to generate the final photorealistic avatar animations. These streamlined processes allow our framework to adapt to a variety of non-verbal avatar interactions, both monadic and dyadic. Our extensive study, which includes experiments on both newly compiled and existing datasets featuring two types of agents -- one capable of monadic interaction with the environment, and the other designed for dyadic conversation -- validates the effectiveness and versatility of our approach. To our knowledge, we advanced a leap step by combining LLMs and neural rendering for generalized non-verbal prediction and photo-realistic rendering of avatar agents.
Generative Expressive Robot Behaviors using Large Language Models
People employ expressive behaviors to effectively communicate and coordinate their actions with others, such as nodding to acknowledge a person glancing at them or saying "excuse me" to pass people in a busy corridor. We would like robots to also demonstrate expressive behaviors in human-robot interaction. Prior work proposes rule-based methods that struggle to scale to new communication modalities or social situations, while data-driven methods require specialized datasets for each social situation the robot is used in. We propose to leverage the rich social context available from large language models (LLMs) and their ability to generate motion based on instructions or user preferences, to generate expressive robot motion that is adaptable and composable, building upon each other. Our approach utilizes few-shot chain-of-thought prompting to translate human language instructions into parametrized control code using the robot's available and learned skills. Through user studies and simulation experiments, we demonstrate that our approach produces behaviors that users found to be competent and easy to understand. Supplementary material can be found at https://generative-expressive-motion.github.io/.
MMInA: Benchmarking Multihop Multimodal Internet Agents
Autonomous embodied agents live on an Internet of multimedia websites. Can they hop around multimodal websites to complete complex user tasks? Existing benchmarks fail to assess them in a realistic, evolving environment for their embodiment across websites. To answer this question, we present MMInA, a multihop and multimodal benchmark to evaluate the embodied agents for compositional Internet tasks, with several appealing properties: 1) Evolving real-world multimodal websites. Our benchmark uniquely operates on evolving real-world websites, ensuring a high degree of realism and applicability to natural user tasks. Our data includes 1,050 human-written tasks covering various domains such as shopping and travel, with each task requiring the agent to autonomously extract multimodal information from web pages as observations; 2) Multihop web browsing. Our dataset features naturally compositional tasks that require information from or actions on multiple websites to solve, to assess long-range reasoning capabilities on web tasks; 3) Holistic evaluation. We propose a novel protocol for evaluating an agent's progress in completing multihop tasks. We experiment with both standalone (multimodal) language models and heuristic-based web agents. Extensive experiments demonstrate that while long-chain multihop web tasks are easy for humans, they remain challenging for state-of-the-art web agents. We identify that agents are more likely to fail on the early hops when solving tasks of more hops, which results in lower task success rates. To address this issue, we propose a simple memory augmentation approach replaying past action trajectories to reflect. Our method significantly improved both the single-hop and multihop web browsing abilities of agents. See our code and data at https://mmina.cliangyu.com
VLABench: A Large-Scale Benchmark for Language-Conditioned Robotics Manipulation with Long-Horizon Reasoning Tasks
General-purposed embodied agents are designed to understand the users' natural instructions or intentions and act precisely to complete universal tasks. Recently, methods based on foundation models especially Vision-Language-Action models (VLAs) have shown a substantial potential to solve language-conditioned manipulation (LCM) tasks well. However, existing benchmarks do not adequately meet the needs of VLAs and relative algorithms. To better define such general-purpose tasks in the context of LLMs and advance the research in VLAs, we present VLABench, an open-source benchmark for evaluating universal LCM task learning. VLABench provides 100 carefully designed categories of tasks, with strong randomization in each category of task and a total of 2000+ objects. VLABench stands out from previous benchmarks in four key aspects: 1) tasks requiring world knowledge and common sense transfer, 2) natural language instructions with implicit human intentions rather than templates, 3) long-horizon tasks demanding multi-step reasoning, and 4) evaluation of both action policies and language model capabilities. The benchmark assesses multiple competencies including understanding of mesh\&texture, spatial relationship, semantic instruction, physical laws, knowledge transfer and reasoning, etc. To support the downstream finetuning, we provide high-quality training data collected via an automated framework incorporating heuristic skills and prior information. The experimental results indicate that both the current state-of-the-art pretrained VLAs and the workflow based on VLMs face challenges in our tasks.
The Language of Motion: Unifying Verbal and Non-verbal Language of 3D Human Motion
Human communication is inherently multimodal, involving a combination of verbal and non-verbal cues such as speech, facial expressions, and body gestures. Modeling these behaviors is essential for understanding human interaction and for creating virtual characters that can communicate naturally in applications like games, films, and virtual reality. However, existing motion generation models are typically limited to specific input modalities -- either speech, text, or motion data -- and cannot fully leverage the diversity of available data. In this paper, we propose a novel framework that unifies verbal and non-verbal language using multimodal language models for human motion understanding and generation. This model is flexible in taking text, speech, and motion or any combination of them as input. Coupled with our novel pre-training strategy, our model not only achieves state-of-the-art performance on co-speech gesture generation but also requires much less data for training. Our model also unlocks an array of novel tasks such as editable gesture generation and emotion prediction from motion. We believe unifying the verbal and non-verbal language of human motion is essential for real-world applications, and language models offer a powerful approach to achieving this goal. Project page: languageofmotion.github.io.
Scaling Instructable Agents Across Many Simulated Worlds
Building embodied AI systems that can follow arbitrary language instructions in any 3D environment is a key challenge for creating general AI. Accomplishing this goal requires learning to ground language in perception and embodied actions, in order to accomplish complex tasks. The Scalable, Instructable, Multiworld Agent (SIMA) project tackles this by training agents to follow free-form instructions across a diverse range of virtual 3D environments, including curated research environments as well as open-ended, commercial video games. Our goal is to develop an instructable agent that can accomplish anything a human can do in any simulated 3D environment. Our approach focuses on language-driven generality while imposing minimal assumptions. Our agents interact with environments in real-time using a generic, human-like interface: the inputs are image observations and language instructions and the outputs are keyboard-and-mouse actions. This general approach is challenging, but it allows agents to ground language across many visually complex and semantically rich environments while also allowing us to readily run agents in new environments. In this paper we describe our motivation and goal, the initial progress we have made, and promising preliminary results on several diverse research environments and a variety of commercial video games.
GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues
Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.
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.
HAZARD Challenge: Embodied Decision Making in Dynamically Changing Environments
Recent advances in high-fidelity virtual environments serve as one of the major driving forces for building intelligent embodied agents to perceive, reason and interact with the physical world. Typically, these environments remain unchanged unless agents interact with them. However, in real-world scenarios, agents might also face dynamically changing environments characterized by unexpected events and need to rapidly take action accordingly. To remedy this gap, we propose a new simulated embodied benchmark, called HAZARD, specifically designed to assess the decision-making abilities of embodied agents in dynamic situations. HAZARD consists of three unexpected disaster scenarios, including fire, flood, and wind, and specifically supports the utilization of large language models (LLMs) to assist common sense reasoning and decision-making. This benchmark enables us to evaluate autonomous agents' decision-making capabilities across various pipelines, including reinforcement learning (RL), rule-based, and search-based methods in dynamically changing environments. As a first step toward addressing this challenge using large language models, we further develop an LLM-based agent and perform an in-depth analysis of its promise and challenge of solving these challenging tasks. HAZARD is available at https://vis-www.cs.umass.edu/hazard/.
Explore until Confident: Efficient Exploration for Embodied Question Answering
We consider the problem of Embodied Question Answering (EQA), which refers to settings where an embodied agent such as a robot needs to actively explore an environment to gather information until it is confident about the answer to a question. In this work, we leverage the strong semantic reasoning capabilities of large vision-language models (VLMs) to efficiently explore and answer such questions. However, there are two main challenges when using VLMs in EQA: they do not have an internal memory for mapping the scene to be able to plan how to explore over time, and their confidence can be miscalibrated and can cause the robot to prematurely stop exploration or over-explore. We propose a method that first builds a semantic map of the scene based on depth information and via visual prompting of a VLM - leveraging its vast knowledge of relevant regions of the scene for exploration. Next, we use conformal prediction to calibrate the VLM's question answering confidence, allowing the robot to know when to stop exploration - leading to a more calibrated and efficient exploration strategy. To test our framework in simulation, we also contribute a new EQA dataset with diverse, realistic human-robot scenarios and scenes built upon the Habitat-Matterport 3D Research Dataset (HM3D). Both simulated and real robot experiments show our proposed approach improves the performance and efficiency over baselines that do no leverage VLM for exploration or do not calibrate its confidence. Webpage with experiment videos and code: https://explore-eqa.github.io/
SayTap: Language to Quadrupedal Locomotion
Large language models (LLMs) have demonstrated the potential to perform high-level planning. Yet, it remains a challenge for LLMs to comprehend low-level commands, such as joint angle targets or motor torques. This paper proposes an approach to use foot contact patterns as an interface that bridges human commands in natural language and a locomotion controller that outputs these low-level commands. This results in an interactive system for quadrupedal robots that allows the users to craft diverse locomotion behaviors flexibly. We contribute an LLM prompt design, a reward function, and a method to expose the controller to the feasible distribution of contact patterns. The results are a controller capable of achieving diverse locomotion patterns that can be transferred to real robot hardware. Compared with other design choices, the proposed approach enjoys more than 50% success rate in predicting the correct contact patterns and can solve 10 more tasks out of a total of 30 tasks. Our project site is: https://saytap.github.io.
Online Continual Learning For Interactive Instruction Following Agents
In learning an embodied agent executing daily tasks via language directives, the literature largely assumes that the agent learns all training data at the beginning. We argue that such a learning scenario is less realistic since a robotic agent is supposed to learn the world continuously as it explores and perceives it. To take a step towards a more realistic embodied agent learning scenario, we propose two continual learning setups for embodied agents; learning new behaviors (Behavior Incremental Learning, Behavior-IL) and new environments (Environment Incremental Learning, Environment-IL) For the tasks, previous 'data prior' based continual learning methods maintain logits for the past tasks. However, the stored information is often insufficiently learned information and requires task boundary information, which might not always be available. Here, we propose to update them based on confidence scores without task boundary information during training (i.e., task-free) in a moving average fashion, named Confidence-Aware Moving Average (CAMA). In the proposed Behavior-IL and Environment-IL setups, our simple CAMA outperforms prior state of the art in our empirical validations by noticeable margins. The project page including codes is https://github.com/snumprlab/cl-alfred.
Goal Inference from Open-Ended Dialog
We present an online method for embodied agents to learn and accomplish diverse user goals. While offline methods like RLHF can represent various goals but require large datasets, our approach achieves similar flexibility with online efficiency. We extract natural language goal representations from conversations with Large Language Models (LLMs). We prompt an LLM to role play as a human with different goals and use the corresponding likelihoods to run Bayesian inference over potential goals. As a result, our method can represent uncertainty over complex goals based on unrestricted dialog. We evaluate our method in grocery shopping and home robot assistance domains using a text-based interface and AI2Thor simulation respectively. Results show our method outperforms ablation baselines that lack either explicit goal representation or probabilistic inference.
Multimodal foundation world models for generalist embodied agents
Learning generalist embodied agents, able to solve multitudes of tasks in different domains is a long-standing problem. Reinforcement learning (RL) is hard to scale up as it requires a complex reward design for each task. In contrast, language can specify tasks in a more natural way. Current foundation vision-language models (VLMs) generally require fine-tuning or other adaptations to be functional, due to the significant domain gap. However, the lack of multimodal data in such domains represents an obstacle toward developing foundation models for embodied applications. In this work, we overcome these problems by presenting multimodal foundation world models, able to connect and align the representation of foundation VLMs with the latent space of generative world models for RL, without any language annotations. The resulting agent learning framework, GenRL, allows one to specify tasks through vision and/or language prompts, ground them in the embodied domain's dynamics, and learns the corresponding behaviors in imagination. As assessed through large-scale multi-task benchmarking, GenRL exhibits strong multi-task generalization performance in several locomotion and manipulation domains. Furthermore, by introducing a data-free RL strategy, it lays the groundwork for foundation model-based RL for generalist embodied agents.
Reinforced Reasoning for Embodied Planning
Embodied planning requires agents to make coherent multi-step decisions based on dynamic visual observations and natural language goals. While recent vision-language models (VLMs) excel at static perception tasks, they struggle with the temporal reasoning, spatial understanding, and commonsense grounding needed for planning in interactive environments. In this work, we introduce a reinforcement fine-tuning framework that brings R1-style reasoning enhancement into embodied planning. We first distill a high-quality dataset from a powerful closed-source model and perform supervised fine-tuning (SFT) to equip the model with structured decision-making priors. We then design a rule-based reward function tailored to multi-step action quality and optimize the policy via Generalized Reinforced Preference Optimization (GRPO). Our approach is evaluated on Embench, a recent benchmark for interactive embodied tasks, covering both in-domain and out-of-domain scenarios. Experimental results show that our method significantly outperforms models of similar or larger scale, including GPT-4o-mini and 70B+ open-source baselines, and exhibits strong generalization to unseen environments. This work highlights the potential of reinforcement-driven reasoning to advance long-horizon planning in embodied AI.
ASSISTGUI: Task-Oriented Desktop Graphical User Interface Automation
Graphical User Interface (GUI) automation holds significant promise for assisting users with complex tasks, thereby boosting human productivity. Existing works leveraging Large Language Model (LLM) or LLM-based AI agents have shown capabilities in automating tasks on Android and Web platforms. However, these tasks are primarily aimed at simple device usage and entertainment operations. This paper presents a novel benchmark, AssistGUI, to evaluate whether models are capable of manipulating the mouse and keyboard on the Windows platform in response to user-requested tasks. We carefully collected a set of 100 tasks from nine widely-used software applications, such as, After Effects and MS Word, each accompanied by the necessary project files for better evaluation. Moreover, we propose an advanced Actor-Critic Embodied Agent framework, which incorporates a sophisticated GUI parser driven by an LLM-agent and an enhanced reasoning mechanism adept at handling lengthy procedural tasks. Our experimental results reveal that our GUI Parser and Reasoning mechanism outshine existing methods in performance. Nevertheless, the potential remains substantial, with the best model attaining only a 46% success rate on our benchmark. We conclude with a thorough analysis of the current methods' limitations, setting the stage for future breakthroughs in this domain.
Evaluating Gesture Recognition in Virtual Reality
Human-Robot Interaction (HRI) has become increasingly important as robots are being integrated into various aspects of daily life. One key aspect of HRI is gesture recognition, which allows robots to interpret and respond to human gestures in real-time. Gesture recognition plays an important role in non-verbal communication in HRI. To this aim, there is ongoing research on how such non-verbal communication can strengthen verbal communication and improve the system's overall efficiency, thereby enhancing the user experience with the robot. However, several challenges need to be addressed in gesture recognition systems, which include data generation, transferability, scalability, generalizability, standardization, and lack of benchmarking of the gestural systems. In this preliminary paper, we want to address the challenges of data generation using virtual reality simulations and standardization issues by presenting gestures to some commands that can be used as a standard in ground robots.
Being-0: A Humanoid Robotic Agent with Vision-Language Models and Modular Skills
Building autonomous robotic agents capable of achieving human-level performance in real-world embodied tasks is an ultimate goal in humanoid robot research. Recent advances have made significant progress in high-level cognition with Foundation Models (FMs) and low-level skill development for humanoid robots. However, directly combining these components often results in poor robustness and efficiency due to compounding errors in long-horizon tasks and the varied latency of different modules. We introduce Being-0, a hierarchical agent framework that integrates an FM with a modular skill library. The FM handles high-level cognitive tasks such as instruction understanding, task planning, and reasoning, while the skill library provides stable locomotion and dexterous manipulation for low-level control. To bridge the gap between these levels, we propose a novel Connector module, powered by a lightweight vision-language model (VLM). The Connector enhances the FM's embodied capabilities by translating language-based plans into actionable skill commands and dynamically coordinating locomotion and manipulation to improve task success. With all components, except the FM, deployable on low-cost onboard computation devices, Being-0 achieves efficient, real-time performance on a full-sized humanoid robot equipped with dexterous hands and active vision. Extensive experiments in large indoor environments demonstrate Being-0's effectiveness in solving complex, long-horizon tasks that require challenging navigation and manipulation subtasks. For further details and videos, visit https://beingbeyond.github.io/being-0.
Embodied Hands: Modeling and Capturing Hands and Bodies Together
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).
DANLI: Deliberative Agent for Following Natural Language Instructions
Recent years have seen an increasing amount of work on embodied AI agents that can perform tasks by following human language instructions. However, most of these agents are reactive, meaning that they simply learn and imitate behaviors encountered in the training data. These reactive agents are insufficient for long-horizon complex tasks. To address this limitation, we propose a neuro-symbolic deliberative agent that, while following language instructions, proactively applies reasoning and planning based on its neural and symbolic representations acquired from past experience (e.g., natural language and egocentric vision). We show that our deliberative agent achieves greater than 70% improvement over reactive baselines on the challenging TEACh benchmark. Moreover, the underlying reasoning and planning processes, together with our modular framework, offer impressive transparency and explainability to the behaviors of the agent. This enables an in-depth understanding of the agent's capabilities, which shed light on challenges and opportunities for future embodied agents for instruction following. The code is available at https://github.com/sled-group/DANLI.
Universal Actions for Enhanced Embodied Foundation Models
Training on diverse, internet-scale data is a key factor in the success of recent large foundation models. Yet, using the same recipe for building embodied agents has faced noticeable difficulties. Despite the availability of many crowd-sourced embodied datasets, their action spaces often exhibit significant heterogeneity due to distinct physical embodiment and control interfaces for different robots, causing substantial challenges in developing embodied foundation models using cross-domain data. In this paper, we introduce UniAct, a new embodied foundation modeling framework operating in a tokenized Universal Action Space. Our learned universal actions capture the generic atomic behaviors across diverse robots by exploiting their shared structural features, and enable enhanced cross-domain data utilization and cross-embodiment generalizations by eliminating the notorious heterogeneity. The universal actions can be efficiently translated back to heterogeneous actionable commands by simply adding embodiment-specific details, from which fast adaptation to new robots becomes simple and straightforward. Our 0.5B instantiation of UniAct outperforms 14X larger SOTA embodied foundation models in extensive evaluations on various real-world and simulation robots, showcasing exceptional cross-embodiment control and adaptation capability, highlighting the crucial benefit of adopting universal actions. Project page: https://github.com/2toinf/UniAct
TANGO: Training-free Embodied AI Agents for Open-world Tasks
Large Language Models (LLMs) have demonstrated excellent capabilities in composing various modules together to create programs that can perform complex reasoning tasks on images. In this paper, we propose TANGO, an approach that extends the program composition via LLMs already observed for images, aiming to integrate those capabilities into embodied agents capable of observing and acting in the world. Specifically, by employing a simple PointGoal Navigation model combined with a memory-based exploration policy as a foundational primitive for guiding an agent through the world, we show how a single model can address diverse tasks without additional training. We task an LLM with composing the provided primitives to solve a specific task, using only a few in-context examples in the prompt. We evaluate our approach on three key Embodied AI tasks: Open-Set ObjectGoal Navigation, Multi-Modal Lifelong Navigation, and Open Embodied Question Answering, achieving state-of-the-art results without any specific fine-tuning in challenging zero-shot scenarios.
EmbodiedVSR: Dynamic Scene Graph-Guided Chain-of-Thought Reasoning for Visual Spatial Tasks
While multimodal large language models (MLLMs) have made groundbreaking progress in embodied intelligence, they still face significant challenges in spatial reasoning for complex long-horizon tasks. To address this gap, we propose EmbodiedVSR (Embodied Visual Spatial Reasoning), a novel framework that integrates dynamic scene graph-guided Chain-of-Thought (CoT) reasoning to enhance spatial understanding for embodied agents. By explicitly constructing structured knowledge representations through dynamic scene graphs, our method enables zero-shot spatial reasoning without task-specific fine-tuning. This approach not only disentangles intricate spatial relationships but also aligns reasoning steps with actionable environmental dynamics. To rigorously evaluate performance, we introduce the eSpatial-Benchmark, a comprehensive dataset including real-world embodied scenarios with fine-grained spatial annotations and adaptive task difficulty levels. Experiments demonstrate that our framework significantly outperforms existing MLLM-based methods in accuracy and reasoning coherence, particularly in long-horizon tasks requiring iterative environment interaction. The results reveal the untapped potential of MLLMs for embodied intelligence when equipped with structured, explainable reasoning mechanisms, paving the way for more reliable deployment in real-world spatial applications. The codes and datasets will be released soon.
DataPlatter: Boosting Robotic Manipulation Generalization with Minimal Costly Data
The growing adoption of Vision-Language-Action (VLA) models in embodied AI intensifies the demand for diverse manipulation demonstrations. However, high costs associated with data collection often result in insufficient data coverage across all scenarios, which limits the performance of the models. It is observed that the spatial reasoning phase (SRP) in large workspace dominates the failure cases. Fortunately, this data can be collected with low cost, underscoring the potential of leveraging inexpensive data to improve model performance. In this paper, we introduce the DataPlatter method, a framework that decouples training trajectories into distinct task stages and leverages abundant easily collectible SRP data to enhance VLA model's generalization. Through analysis we demonstrate that sub-task-specific training with additional SRP data with proper proportion can act as a performance catalyst for robot manipulation, maximizing the utilization of costly physical interaction phase (PIP) data. Experiments show that through introducing large proportion of cost-effective SRP trajectories into a limited set of PIP data, we can achieve a maximum improvement of 41\% on success rate in zero-shot scenes, while with the ability to transfer manipulation skill to novel targets.
Simple Embodied Language Learning as a Byproduct of Meta-Reinforcement Learning
Whereas machine learning models typically learn language by directly training on language tasks (e.g., next-word prediction), language emerges in human children as a byproduct of solving non-language tasks (e.g., acquiring food). Motivated by this observation, we ask: can embodied reinforcement learning (RL) agents also indirectly learn language from non-language tasks? Learning to associate language with its meaning requires a dynamic environment with varied language. Therefore, we investigate this question in a multi-task environment with language that varies across the different tasks. Specifically, we design an office navigation environment, where the agent's goal is to find a particular office, and office locations differ in different buildings (i.e., tasks). Each building includes a floor plan with a simple language description of the goal office's location, which can be visually read as an RGB image when visited. We find RL agents indeed are able to indirectly learn language. Agents trained with current meta-RL algorithms successfully generalize to reading floor plans with held-out layouts and language phrases, and quickly navigate to the correct office, despite receiving no direct language supervision.
Game On: Towards Language Models as RL Experimenters
We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.
InterAct: Exploring the Potentials of ChatGPT as a Cooperative Agent
This research paper delves into the integration of OpenAI's ChatGPT into embodied agent systems, evaluating its influence on interactive decision-making benchmark. Drawing a parallel to the concept of people assuming roles according to their unique strengths, we introduce InterAct. In this approach, we feed ChatGPT with varied prompts, assigning it a numerous roles like a checker and a sorter, then integrating them with the original language model. Our research shows a remarkable success rate of 98% in AlfWorld, which consists of 6 different tasks in a simulated household environment, emphasizing the significance of proficient prompt engineering. The results highlight ChatGPT's competence in comprehending and performing intricate tasks effectively in real-world settings, thus paving the way for further advancements in task planning.
LoHoRavens: A Long-Horizon Language-Conditioned Benchmark for Robotic Tabletop Manipulation
The convergence of embodied agents and large language models (LLMs) has brought significant advancements to embodied instruction following. Particularly, the strong reasoning capabilities of LLMs make it possible for robots to perform long-horizon tasks without expensive annotated demonstrations. However, public benchmarks for testing the long-horizon reasoning capabilities of language-conditioned robots in various scenarios are still missing. To fill this gap, this work focuses on the tabletop manipulation task and releases a simulation benchmark, LoHoRavens, which covers various long-horizon reasoning aspects spanning color, size, space, arithmetics and reference. Furthermore, there is a key modality bridging problem for long-horizon manipulation tasks with LLMs: how to incorporate the observation feedback during robot execution for the LLM's closed-loop planning, which is however less studied by prior work. We investigate two methods of bridging the modality gap: caption generation and learnable interface for incorporating explicit and implicit observation feedback to the LLM, respectively. These methods serve as the two baselines for our proposed benchmark. Experiments show that both methods struggle to solve some tasks, indicating long-horizon manipulation tasks are still challenging for current popular models. We expect the proposed public benchmark and baselines can help the community develop better models for long-horizon tabletop manipulation tasks.
Do We Really Need a Complex Agent System? Distill Embodied Agent into a Single Model
With the power of large language models (LLMs), open-ended embodied agents can flexibly understand human instructions, generate interpretable guidance strategies, and output executable actions. Nowadays, Multi-modal Language Models~(MLMs) integrate multi-modal signals into LLMs, further bringing richer perception to entity agents and allowing embodied agents to perceive world-understanding tasks more delicately. However, existing works: 1) operate independently by agents, each containing multiple LLMs, from perception to action, resulting in gaps between complex tasks and execution; 2) train MLMs on static data, struggling with dynamics in open-ended scenarios; 3) input prior knowledge directly as prompts, suppressing application flexibility. We propose STEVE-2, a hierarchical knowledge distillation framework for open-ended embodied tasks, characterized by 1) a hierarchical system for multi-granular task division, 2) a mirrored distillation method for parallel simulation data, and 3) an extra expert model for bringing additional knowledge into parallel simulation. After distillation, embodied agents can complete complex, open-ended tasks without additional expert guidance, utilizing the performance and knowledge of a versatile MLM. Extensive evaluations on navigation and creation tasks highlight the superior performance of STEVE-2 in open-ended tasks, with 1.4 times - 7.3 times in performance.
Scaling Laws for Pre-training Agents and World Models
The performance of embodied agents has been shown to improve by increasing model parameters, dataset size, and compute. This has been demonstrated in domains from robotics to video games, when generative learning objectives on offline datasets (pre-training) are used to model an agent's behavior (imitation learning) or their environment (world modeling). This paper characterizes the role of scale in these tasks more precisely. Going beyond the simple intuition that `bigger is better', we show that the same types of power laws found in language modeling (e.g. between loss and optimal model size), also arise in world modeling and imitation learning. However, the coefficients of these laws are heavily influenced by the tokenizer, task \& architecture -- this has important implications on the optimal sizing of models and data.
EWMBench: Evaluating Scene, Motion, and Semantic Quality in Embodied World Models
Recent advances in creative AI have enabled the synthesis of high-fidelity images and videos conditioned on language instructions. Building on these developments, text-to-video diffusion models have evolved into embodied world models (EWMs) capable of generating physically plausible scenes from language commands, effectively bridging vision and action in embodied AI applications. This work addresses the critical challenge of evaluating EWMs beyond general perceptual metrics to ensure the generation of physically grounded and action-consistent behaviors. We propose the Embodied World Model Benchmark (EWMBench), a dedicated framework designed to evaluate EWMs based on three key aspects: visual scene consistency, motion correctness, and semantic alignment. Our approach leverages a meticulously curated dataset encompassing diverse scenes and motion patterns, alongside a comprehensive multi-dimensional evaluation toolkit, to assess and compare candidate models. The proposed benchmark not only identifies the limitations of existing video generation models in meeting the unique requirements of embodied tasks but also provides valuable insights to guide future advancements in the field. The dataset and evaluation tools are publicly available at https://github.com/AgibotTech/EWMBench.
ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions
To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.
Collaborating Action by Action: A Multi-agent LLM Framework for Embodied Reasoning
Collaboration is ubiquitous and essential in day-to-day life -- from exchanging ideas, to delegating tasks, to generating plans together. This work studies how LLMs can adaptively collaborate to perform complex embodied reasoning tasks. To this end we introduce MINDcraft, an easily extensible platform built to enable LLM agents to control characters in the open-world game of Minecraft; and MineCollab, a benchmark to test the different dimensions of embodied and collaborative reasoning. An experimental study finds that the primary bottleneck in collaborating effectively for current state-of-the-art agents is efficient natural language communication, with agent performance dropping as much as 15% when they are required to communicate detailed task completion plans. We conclude that existing LLM agents are ill-optimized for multi-agent collaboration, especially in embodied scenarios, and highlight the need to employ methods beyond in-context and imitation learning. Our website can be found here: https://mindcraft-minecollab.github.io/
Persistent-Transient Duality: A Multi-mechanism Approach for Modeling Human-Object Interaction
Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.
KARMA: Augmenting Embodied AI Agents with Long-and-short Term Memory Systems
Embodied AI agents responsible for executing interconnected, long-sequence household tasks often face difficulties with in-context memory, leading to inefficiencies and errors in task execution. To address this issue, we introduce KARMA, an innovative memory system that integrates long-term and short-term memory modules, enhancing large language models (LLMs) for planning in embodied agents through memory-augmented prompting. KARMA distinguishes between long-term and short-term memory, with long-term memory capturing comprehensive 3D scene graphs as representations of the environment, while short-term memory dynamically records changes in objects' positions and states. This dual-memory structure allows agents to retrieve relevant past scene experiences, thereby improving the accuracy and efficiency of task planning. Short-term memory employs strategies for effective and adaptive memory replacement, ensuring the retention of critical information while discarding less pertinent data. Compared to state-of-the-art embodied agents enhanced with memory, our memory-augmented embodied AI agent improves success rates by 1.3x and 2.3x in Composite Tasks and Complex Tasks within the AI2-THOR simulator, respectively, and enhances task execution efficiency by 3.4x and 62.7x. Furthermore, we demonstrate that KARMA's plug-and-play capability allows for seamless deployment on real-world robotic systems, such as mobile manipulation platforms.Through this plug-and-play memory system, KARMA significantly enhances the ability of embodied agents to generate coherent and contextually appropriate plans, making the execution of complex household tasks more efficient. The experimental videos from the work can be found at https://youtu.be/4BT7fnw9ehs. Our code is available at https://github.com/WZX0Swarm0Robotics/KARMA/tree/master.
EchoWrist: Continuous Hand Pose Tracking and Hand-Object Interaction Recognition Using Low-Power Active Acoustic Sensing On a Wristband
Our hands serve as a fundamental means of interaction with the world around us. Therefore, understanding hand poses and interaction context is critical for human-computer interaction. We present EchoWrist, a low-power wristband that continuously estimates 3D hand pose and recognizes hand-object interactions using active acoustic sensing. EchoWrist is equipped with two speakers emitting inaudible sound waves toward the hand. These sound waves interact with the hand and its surroundings through reflections and diffractions, carrying rich information about the hand's shape and the objects it interacts with. The information captured by the two microphones goes through a deep learning inference system that recovers hand poses and identifies various everyday hand activities. Results from the two 12-participant user studies show that EchoWrist is effective and efficient at tracking 3D hand poses and recognizing hand-object interactions. Operating at 57.9mW, EchoWrist is able to continuously reconstruct 20 3D hand joints with MJEDE of 4.81mm and recognize 12 naturalistic hand-object interactions with 97.6% accuracy.
EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence
Constructing a physically realistic and accurately scaled simulated 3D world is crucial for the training and evaluation of embodied intelligence tasks. The diversity, realism, low cost accessibility and affordability of 3D data assets are critical for achieving generalization and scalability in embodied AI. However, most current embodied intelligence tasks still rely heavily on traditional 3D computer graphics assets manually created and annotated, which suffer from high production costs and limited realism. These limitations significantly hinder the scalability of data driven approaches. We present EmbodiedGen, a foundational platform for interactive 3D world generation. It enables the scalable generation of high-quality, controllable and photorealistic 3D assets with accurate physical properties and real-world scale in the Unified Robotics Description Format (URDF) at low cost. These assets can be directly imported into various physics simulation engines for fine-grained physical control, supporting downstream tasks in training and evaluation. EmbodiedGen is an easy-to-use, full-featured toolkit composed of six key modules: Image-to-3D, Text-to-3D, Texture Generation, Articulated Object Generation, Scene Generation and Layout Generation. EmbodiedGen generates diverse and interactive 3D worlds composed of generative 3D assets, leveraging generative AI to address the challenges of generalization and evaluation to the needs of embodied intelligence related research. Code is available at https://horizonrobotics.github.io/robot_lab/embodied_gen/index.html.
ManipTrans: Efficient Dexterous Bimanual Manipulation Transfer via Residual Learning
Human hands play a central role in interacting, motivating increasing research in dexterous robotic manipulation. Data-driven embodied AI algorithms demand precise, large-scale, human-like manipulation sequences, which are challenging to obtain with conventional reinforcement learning or real-world teleoperation. To address this, we introduce ManipTrans, a novel two-stage method for efficiently transferring human bimanual skills to dexterous robotic hands in simulation. ManipTrans first pre-trains a generalist trajectory imitator to mimic hand motion, then fine-tunes a specific residual module under interaction constraints, enabling efficient learning and accurate execution of complex bimanual tasks. Experiments show that ManipTrans surpasses state-of-the-art methods in success rate, fidelity, and efficiency. Leveraging ManipTrans, we transfer multiple hand-object datasets to robotic hands, creating DexManipNet, a large-scale dataset featuring previously unexplored tasks like pen capping and bottle unscrewing. DexManipNet comprises 3.3K episodes of robotic manipulation and is easily extensible, facilitating further policy training for dexterous hands and enabling real-world deployments.
RHINO: Learning Real-Time Humanoid-Human-Object Interaction from Human Demonstrations
Humanoid robots have shown success in locomotion and manipulation. Despite these basic abilities, humanoids are still required to quickly understand human instructions and react based on human interaction signals to become valuable assistants in human daily life. Unfortunately, most existing works only focus on multi-stage interactions, treating each task separately, and neglecting real-time feedback. In this work, we aim to empower humanoid robots with real-time reaction abilities to achieve various tasks, allowing human to interrupt robots at any time, and making robots respond to humans immediately. To support such abilities, we propose a general humanoid-human-object interaction framework, named RHINO, i.e., Real-time Humanoid-human Interaction and Object manipulation. RHINO provides a unified view of reactive motion, instruction-based manipulation, and safety concerns, over multiple human signal modalities, such as languages, images, and motions. RHINO is a hierarchical learning framework, enabling humanoids to learn reaction skills from human-human-object demonstrations and teleoperation data. In particular, it decouples the interaction process into two levels: 1) a high-level planner inferring human intentions from real-time human behaviors; and 2) a low-level controller achieving reactive motion behaviors and object manipulation skills based on the predicted intentions. We evaluate the proposed framework on a real humanoid robot and demonstrate its effectiveness, flexibility, and safety in various scenarios.
VIKI-R: Coordinating Embodied Multi-Agent Cooperation via Reinforcement Learning
Coordinating multiple embodied agents in dynamic environments remains a core challenge in artificial intelligence, requiring both perception-driven reasoning and scalable cooperation strategies. While recent works have leveraged large language models (LLMs) for multi-agent planning, a few have begun to explore vision-language models (VLMs) for visual reasoning. However, these VLM-based approaches remain limited in their support for diverse embodiment types. In this work, we introduce VIKI-Bench, the first hierarchical benchmark tailored for embodied multi-agent cooperation, featuring three structured levels: agent activation, task planning, and trajectory perception. VIKI-Bench includes diverse robot embodiments, multi-view visual observations, and structured supervision signals to evaluate reasoning grounded in visual inputs. To demonstrate the utility of VIKI-Bench, we propose VIKI-R, a two-stage framework that fine-tunes a pretrained vision-language model (VLM) using Chain-of-Thought annotated demonstrations, followed by reinforcement learning under multi-level reward signals. Our extensive experiments show that VIKI-R significantly outperforms baselines method across all task levels. Furthermore, we show that reinforcement learning enables the emergence of compositional cooperation patterns among heterogeneous agents. Together, VIKI-Bench and VIKI-R offer a unified testbed and method for advancing multi-agent, visual-driven cooperation in embodied AI systems.
Re-HOLD: Video Hand Object Interaction Reenactment via adaptive Layout-instructed Diffusion Model
Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To tackle these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we design an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout adjustment strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.
KinMo: Kinematic-aware Human Motion Understanding and Generation
Controlling human motion based on text presents an important challenge in computer vision. Traditional approaches often rely on holistic action descriptions for motion synthesis, which struggle to capture subtle movements of local body parts. This limitation restricts the ability to isolate and manipulate specific movements. To address this, we propose a novel motion representation that decomposes motion into distinct body joint group movements and interactions from a kinematic perspective. We design an automatic dataset collection pipeline that enhances the existing text-motion benchmark by incorporating fine-grained local joint-group motion and interaction descriptions. To bridge the gap between text and motion domains, we introduce a hierarchical motion semantics approach that progressively fuses joint-level interaction information into the global action-level semantics for modality alignment. With this hierarchy, we introduce a coarse-to-fine motion synthesis procedure for various generation and editing downstream applications. Our quantitative and qualitative experiments demonstrate that the proposed formulation enhances text-motion retrieval by improving joint-spatial understanding, and enables more precise joint-motion generation and control. Project Page: {\smallhttps://andypinxinliu.github.io/KinMo/}
MP5: A Multi-modal Open-ended Embodied System in Minecraft via Active Perception
It is a long-lasting goal to design an embodied system that can solve long-horizon open-world tasks in human-like ways. However, existing approaches usually struggle with compound difficulties caused by the logic-aware decomposition and context-aware execution of these tasks. To this end, we introduce MP5, an open-ended multimodal embodied system built upon the challenging Minecraft simulator, which can decompose feasible sub-objectives, design sophisticated situation-aware plans, and perform embodied action control, with frequent communication with a goal-conditioned active perception scheme. Specifically, MP5 is developed on top of recent advances in Multimodal Large Language Models (MLLMs), and the system is modulated into functional modules that can be scheduled and collaborated to ultimately solve pre-defined context- and process-dependent tasks. Extensive experiments prove that MP5 can achieve a 22% success rate on difficult process-dependent tasks and a 91% success rate on tasks that heavily depend on the context. Moreover, MP5 exhibits a remarkable ability to address many open-ended tasks that are entirely novel.
Speaking Beyond Language: A Large-Scale Multimodal Dataset for Learning Nonverbal Cues from Video-Grounded Dialogues
Nonverbal communication is integral to human interaction, with gestures, facial expressions, and body language conveying critical aspects of intent and emotion. However, existing large language models (LLMs) fail to effectively incorporate these nonverbal elements, limiting their capacity to create fully immersive conversational experiences. We introduce MARS, a multimodal language model designed to understand and generate nonverbal cues alongside text, bridging this gap in conversational AI. Our key innovation is VENUS, a large-scale dataset comprising annotated videos with time-aligned text, facial expressions, and body language. Leveraging VENUS, we train MARS with a next-token prediction objective, combining text with vector-quantized nonverbal representations to achieve multimodal understanding and generation within a unified framework. Based on various analyses of the VENUS datasets, we validate its substantial scale and high effectiveness. Our quantitative and qualitative results demonstrate that MARS successfully generates text and nonverbal languages, corresponding to conversational input.
Learning Manipulation by Predicting Interaction
Representation learning approaches for robotic manipulation have boomed in recent years. Due to the scarcity of in-domain robot data, prevailing methodologies tend to leverage large-scale human video datasets to extract generalizable features for visuomotor policy learning. Despite the progress achieved, prior endeavors disregard the interactive dynamics that capture behavior patterns and physical interaction during the manipulation process, resulting in an inadequate understanding of the relationship between objects and the environment. To this end, we propose a general pre-training pipeline that learns Manipulation by Predicting the Interaction (MPI) and enhances the visual representation.Given a pair of keyframes representing the initial and final states, along with language instructions, our algorithm predicts the transition frame and detects the interaction object, respectively. These two learning objectives achieve superior comprehension towards "how-to-interact" and "where-to-interact". We conduct a comprehensive evaluation of several challenging robotic tasks.The experimental results demonstrate that MPI exhibits remarkable improvement by 10% to 64% compared with previous state-of-the-art in real-world robot platforms as well as simulation environments. Code and checkpoints are publicly shared at https://github.com/OpenDriveLab/MPI.
Towards Embodiment Scaling Laws in Robot Locomotion
Developing generalist agents that can operate across diverse tasks, environments, and physical embodiments is a grand challenge in robotics and artificial intelligence. In this work, we focus on the axis of embodiment and investigate embodiment scaling lawsx2013the hypothesis that increasing the number of training embodiments improves generalization to unseen ones. Using robot locomotion as a test bed, we procedurally generate a dataset of sim1,000 varied embodiments, spanning humanoids, quadrupeds, and hexapods, and train generalist policies capable of handling diverse observation and action spaces on random subsets. We find that increasing the number of training embodiments improves generalization to unseen ones, and scaling embodiments is more effective in enabling embodiment-level generalization than scaling data on small, fixed sets of embodiments. Notably, our best policy, trained on the full dataset, zero-shot transfers to novel embodiments in the real world, such as Unitree Go2 and H1. These results represent a step toward general embodied intelligence, with potential relevance to adaptive control for configurable robots, co-design of morphology and control, and beyond.
Redefining Robot Generalization Through Interactive Intelligence
Recent advances in large-scale machine learning have produced high-capacity foundation models capable of adapting to a broad array of downstream tasks. While such models hold great promise for robotics, the prevailing paradigm still portrays robots as single, autonomous decision-makers, performing tasks like manipulation and navigation, with limited human involvement. However, a large class of real-world robotic systems, including wearable robotics (e.g., prostheses, orthoses, exoskeletons), teleoperation, and neural interfaces, are semiautonomous, and require ongoing interactive coordination with human partners, challenging single-agent assumptions. In this position paper, we argue that robot foundation models must evolve to an interactive multi-agent perspective in order to handle the complexities of real-time human-robot co-adaptation. We propose a generalizable, neuroscience-inspired architecture encompassing four modules: (1) a multimodal sensing module informed by sensorimotor integration principles, (2) an ad-hoc teamwork model reminiscent of joint-action frameworks in cognitive science, (3) a predictive world belief model grounded in internal model theories of motor control, and (4) a memory/feedback mechanism that echoes concepts of Hebbian and reinforcement-based plasticity. Although illustrated through the lens of cyborg systems, where wearable devices and human physiology are inseparably intertwined, the proposed framework is broadly applicable to robots operating in semi-autonomous or interactive contexts. By moving beyond single-agent designs, our position emphasizes how foundation models in robotics can achieve a more robust, personalized, and anticipatory level of performance.