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SubscribeManiWAV: Learning Robot Manipulation from In-the-Wild Audio-Visual Data
Audio signals provide rich information for the robot interaction and object properties through contact. This information can surprisingly ease the learning of contact-rich robot manipulation skills, especially when the visual information alone is ambiguous or incomplete. However, the usage of audio data in robot manipulation has been constrained to teleoperated demonstrations collected by either attaching a microphone to the robot or object, which significantly limits its usage in robot learning pipelines. In this work, we introduce ManiWAV: an 'ear-in-hand' data collection device to collect in-the-wild human demonstrations with synchronous audio and visual feedback, and a corresponding policy interface to learn robot manipulation policy directly from the demonstrations. We demonstrate the capabilities of our system through four contact-rich manipulation tasks that require either passively sensing the contact events and modes, or actively sensing the object surface materials and states. In addition, we show that our system can generalize to unseen in-the-wild environments by learning from diverse in-the-wild human demonstrations.
HiconAgent: History Context-aware Policy Optimization for GUI Agents
Graphical User Interface (GUI) agents require effective use of historical context to perform sequential navigation tasks. While incorporating past actions and observations can improve decision making, naive use of full history leads to excessive computational overhead and distraction from irrelevant information. To address this, we introduce HiconAgent, a GUI agent trained with History Context-aware Policy Optimization (HCPO) for efficient and effective utilization of historical information. HCPO optimizes history usage in both sampling and policy updates through two complementary components: (1) Dynamic Context Sampling (DCS) presents the agent with variable length histories during sampling, enabling adaptive use of the most relevant context; (2) Anchor-guided History Compression (AHC) refines the policy update phase with a dual branch strategy where the compressed branch removes history observations while keeping history actions as information flow anchors. The compressed and uncompressed branches are coupled through a history-enhanced alignment loss to enforce consistent history usage while maintaining efficiency. Experiments on mainstream GUI navigation benchmarks demonstrate strong performance. Despite being smaller, HiconAgent-3B outperforms GUI-R1-7B by +8.46 percent grounding accuracy and +11.32 percent step success rate on GUI-Odyssey, while achieving comparable results on AndroidControl and AITW with up to 2.47x computational speedup and 60 percent FLOPs reduction.
NaviMaster: Learning a Unified Policy for GUI and Embodied Navigation Tasks
Recent advances in Graphical User Interface (GUI) and embodied navigation have driven significant progress, yet these domains have largely evolved in isolation, with disparate datasets and training paradigms. In this paper, we observe that both tasks can be formulated as Markov Decision Processes (MDP), suggesting a foundational principle for their unification. Hence, we present NaviMaster, the first unified agent capable of seamlessly integrating GUI navigation and embodied navigation within a single framework. Specifically, NaviMaster (i) proposes a visual-target trajectory collection pipeline that generates trajectories for both GUI and embodied tasks in one formulation. (ii) employs a unified reinforcement learning framework on the mix data for better generalization. (iii) designs a novel distance-aware reward to ensure efficient learning from the trajectories. Through extensive experiments on out-of-domain benchmarks, NaviMaster is shown to outperform state-of-the-art agents in GUI navigation, spatial affordance prediction, and embodied navigation. Ablation studies further confirm the efficacy of our unified training strategy, data mixing strategy, and reward design.
Reinforcement Learning on Web Interfaces Using Workflow-Guided Exploration
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to perform web-based tasks, such as booking flights or replying to emails, where a single mistake can ruin the entire sequence of actions. A common remedy is to "warm-start" the agent by pre-training it to mimic expert demonstrations, but this is prone to overfitting. Instead, we propose to constrain exploration using demonstrations. From each demonstration, we induce high-level "workflows" which constrain the allowable actions at each time step to be similar to those in the demonstration (e.g., "Step 1: click on a textbox; Step 2: enter some text"). Our exploration policy then learns to identify successful workflows and samples actions that satisfy these workflows. Workflows prune out bad exploration directions and accelerate the agent's ability to discover rewards. We use our approach to train a novel neural policy designed to handle the semi-structured nature of websites, and evaluate on a suite of web tasks, including the recent World of Bits benchmark. We achieve new state-of-the-art results, and show that workflow-guided exploration improves sample efficiency over behavioral cloning by more than 100x.
DexUMI: Using Human Hand as the Universal Manipulation Interface for Dexterous Manipulation
We present DexUMI - a data collection and policy learning framework that uses the human hand as the natural interface to transfer dexterous manipulation skills to various robot hands. DexUMI includes hardware and software adaptations to minimize the embodiment gap between the human hand and various robot hands. The hardware adaptation bridges the kinematics gap using a wearable hand exoskeleton. It allows direct haptic feedback in manipulation data collection and adapts human motion to feasible robot hand motion. The software adaptation bridges the visual gap by replacing the human hand in video data with high-fidelity robot hand inpainting. We demonstrate DexUMI's capabilities through comprehensive real-world experiments on two different dexterous robot hand hardware platforms, achieving an average task success rate of 86%.
Goal Representations for Instruction Following: A Semi-Supervised Language Interface to Control
Our goal is for robots to follow natural language instructions like "put the towel next to the microwave." But getting large amounts of labeled data, i.e. data that contains demonstrations of tasks labeled with the language instruction, is prohibitive. In contrast, obtaining policies that respond to image goals is much easier, because any autonomous trial or demonstration can be labeled in hindsight with its final state as the goal. In this work, we contribute a method that taps into joint image- and goal- conditioned policies with language using only a small amount of language data. Prior work has made progress on this using vision-language models or by jointly training language-goal-conditioned policies, but so far neither method has scaled effectively to real-world robot tasks without significant human annotation. Our method achieves robust performance in the real world by learning an embedding from the labeled data that aligns language not to the goal image, but rather to the desired change between the start and goal images that the instruction corresponds to. We then train a policy on this embedding: the policy benefits from all the unlabeled data, but the aligned embedding provides an interface for language to steer the policy. We show instruction following across a variety of manipulation tasks in different scenes, with generalization to language instructions outside of the labeled data. Videos and code for our approach can be found on our website: http://tiny.cc/grif .
ARPO:End-to-End Policy Optimization for GUI Agents with Experience Replay
Training large language models (LLMs) as interactive agents for controlling graphical user interfaces (GUIs) presents a unique challenge to optimize long-horizon action sequences with multimodal feedback from complex environments. While recent works have advanced multi-turn reinforcement learning (RL) for reasoning and tool-using capabilities in LLMs, their application to GUI-based agents remains relatively underexplored due to the difficulty of sparse rewards, delayed feedback, and high rollout costs. In this paper, we investigate end-to-end policy optimization for vision-language-based GUI agents with the aim of improving performance on complex, long-horizon computer tasks. We propose Agentic Replay Policy Optimization (ARPO), an end-to-end RL approach that augments Group Relative Policy Optimization (GRPO) with a replay buffer to reuse the successful experience across training iterations. To further stabilize the training process, we propose a task selection strategy that filters tasks based on baseline agent performance, allowing the agent to focus on learning from informative interactions. Additionally, we compare ARPO with offline preference optimization approaches, highlighting the advantages of policy-based methods in GUI environments. Experiments on the OSWorld benchmark demonstrate that ARPO achieves competitive results, establishing a new performance baseline for LLM-based GUI agents trained via reinforcement learning. Our findings underscore the effectiveness of reinforcement learning for training multi-turn, vision-language GUI agents capable of managing complex real-world UI interactions. Codes and models:https://github.com/dvlab-research/ARPO.git.
Real2Edit2Real: Generating Robotic Demonstrations via a 3D Control Interface
Recent progress in robot learning has been driven by large-scale datasets and powerful visuomotor policy architectures, yet policy robustness remains limited by the substantial cost of collecting diverse demonstrations, particularly for spatial generalization in manipulation tasks. To reduce repetitive data collection, we present Real2Edit2Real, a framework that generates new demonstrations by bridging 3D editability with 2D visual data through a 3D control interface. Our approach first reconstructs scene geometry from multi-view RGB observations with a metric-scale 3D reconstruction model. Based on the reconstructed geometry, we perform depth-reliable 3D editing on point clouds to generate new manipulation trajectories while geometrically correcting the robot poses to recover physically consistent depth, which serves as a reliable condition for synthesizing new demonstrations. Finally, we propose a multi-conditional video generation model guided by depth as the primary control signal, together with action, edge, and ray maps, to synthesize spatially augmented multi-view manipulation videos. Experiments on four real-world manipulation tasks demonstrate that policies trained on data generated from only 1-5 source demonstrations can match or outperform those trained on 50 real-world demonstrations, improving data efficiency by up to 10-50x. Moreover, experimental results on height and texture editing demonstrate the framework's flexibility and extensibility, indicating its potential to serve as a unified data generation framework.
GeoManip: Geometric Constraints as General Interfaces for Robot Manipulation
We present GeoManip, a framework to enable generalist robots to leverage essential conditions derived from object and part relationships, as geometric constraints, for robot manipulation. For example, cutting the carrot requires adhering to a geometric constraint: the blade of the knife should be perpendicular to the carrot's direction. By interpreting these constraints through symbolic language representations and translating them into low-level actions, GeoManip bridges the gap between natural language and robotic execution, enabling greater generalizability across diverse even unseen tasks, objects, and scenarios. Unlike vision-language-action models that require extensive training, operates training-free by utilizing large foundational models: a constraint generation module that predicts stage-specific geometric constraints and a geometry parser that identifies object parts involved in these constraints. A solver then optimizes trajectories to satisfy inferred constraints from task descriptions and the scene. Furthermore, GeoManip learns in-context and provides five appealing human-robot interaction features: on-the-fly policy adaptation, learning from human demonstrations, learning from failure cases, long-horizon action planning, and efficient data collection for imitation learning. Extensive evaluations on both simulations and real-world scenarios demonstrate GeoManip's state-of-the-art performance, with superior out-of-distribution generalization while avoiding costly model training.
InfiGUI-G1: Advancing GUI Grounding with Adaptive Exploration Policy Optimization
The emergence of Multimodal Large Language Models (MLLMs) has propelled the development of autonomous agents that operate on Graphical User Interfaces (GUIs) using pure visual input. A fundamental challenge is robustly grounding natural language instructions. This requires a precise spatial alignment, which accurately locates the coordinates of each element, and, more critically, a correct semantic alignment, which matches the instructions to the functionally appropriate UI element. Although Reinforcement Learning with Verifiable Rewards (RLVR) has proven to be effective at improving spatial alignment for these MLLMs, we find that inefficient exploration bottlenecks semantic alignment, which prevent models from learning difficult semantic associations. To address this exploration problem, we present Adaptive Exploration Policy Optimization (AEPO), a new policy optimization framework. AEPO employs a multi-answer generation strategy to enforce broader exploration, which is then guided by a theoretically grounded Adaptive Exploration Reward (AER) function derived from first principles of efficiency eta=U/C. Our AEPO-trained models, InfiGUI-G1-3B and InfiGUI-G1-7B, establish new state-of-the-art results across multiple challenging GUI grounding benchmarks, achieving significant relative improvements of up to 9.0% against the naive RLVR baseline on benchmarks designed to test generalization and semantic understanding. Resources are available at https://github.com/InfiXAI/InfiGUI-G1.
Fast-UMI: A Scalable and Hardware-Independent Universal Manipulation Interface
Collecting real-world manipulation trajectory data involving robotic arms is essential for developing general-purpose action policies in robotic manipulation, yet such data remains scarce. Existing methods face limitations such as high costs, labor intensity, hardware dependencies, and complex setup requirements involving SLAM algorithms. In this work, we introduce Fast-UMI, an interface-mediated manipulation system comprising two key components: a handheld device operated by humans for data collection and a robot-mounted device used during policy inference. Our approach employs a decoupled design compatible with a wide range of grippers while maintaining consistent observation perspectives, allowing models trained on handheld-collected data to be directly applied to real robots. By directly obtaining the end-effector pose using existing commercial hardware products, we eliminate the need for complex SLAM deployment and calibration, streamlining data processing. Fast-UMI provides supporting software tools for efficient robot learning data collection and conversion, facilitating rapid, plug-and-play functionality. This system offers an efficient and user-friendly tool for robotic learning data acquisition.
QDNA-ID Quantum Device Native Authentication
QDNA-ID is a trust-chain framework that links physical quantum behavior to digitally verified records. The system first executes standard quantum circuits with random shot patterns across different devices to generate entropy profiles and measurement data that reveal device-specific behavior. A Bell or CHSH test is then used to confirm that correlations originate from genuine non classical processes rather than classical simulation. The verified outcomes are converted into statistical fingerprints using entropy, divergence, and bias features to characterize each device. These features and metadata for device, session, and random seed parameters are digitally signed and time stamped to ensure integrity and traceability. Authenticated artifacts are stored in a hierarchical index for reproducible retrieval and long term auditing. A visualization and analytics interface monitors drift, policy enforcement, and device behavior logs. A machine learning engine tracks entropy drift, detects anomalies, and classifies devices based on evolving patterns. An external verification API supports independent recomputation of hashes, signatures, and CHSH evidence. QDNA-ID operates as a continuous feedback loop that maintains a persistent chain of trust for quantum computing environments.
OpenThinkIMG: Learning to Think with Images via Visual Tool Reinforcement Learning
While humans can flexibly leverage interactive visual cognition for complex problem-solving, enabling Large Vision-Language Models (LVLMs) to learn similarly adaptive behaviors with visual tools remains challenging. A significant hurdle is the current lack of standardized infrastructure, which hinders integrating diverse tools, generating rich interaction data, and training robust agents effectively. To address these gaps, we introduce OpenThinkIMG, the first open-source, comprehensive end-to-end framework for tool-augmented LVLMs. It features standardized vision tool interfaces, scalable trajectory generation for policy initialization, and a flexible training environment. Furthermore, considering supervised fine-tuning (SFT) on static demonstrations offers limited policy generalization for dynamic tool invocation, we propose a novel reinforcement learning (RL) framework V-ToolRL to train LVLMs to learn adaptive policies for invoking external vision tools. V-ToolRL enables LVLMs to autonomously discover optimal tool-usage strategies by directly optimizing for task success using feedback from tool interactions. We empirically validate V-ToolRL on challenging chart reasoning tasks. Our RL-trained agent, built upon a Qwen2-VL-2B, significantly outperforms its SFT-initialized counterpart (+28.83 points) and surpasses established supervised tool-learning baselines like Taco and CogCom by an average of +12.7 points. Notably, it also surpasses prominent closed-source models like GPT-4.1 by +8.68 accuracy points. We hope OpenThinkIMG can serve as a foundational framework for advancing dynamic, tool-augmented visual reasoning, helping the community develop AI agents that can genuinely "think with images".
Godot Reinforcement Learning Agents
We present Godot Reinforcement Learning (RL) Agents, an open-source interface for developing environments and agents in the Godot Game Engine. The Godot RL Agents interface allows the design, creation and learning of agent behaviors in challenging 2D and 3D environments with various on-policy and off-policy Deep RL algorithms. We provide a standard Gym interface, with wrappers for learning in the Ray RLlib and Stable Baselines RL frameworks. This allows users access to over 20 state of the art on-policy, off-policy and multi-agent RL algorithms. The framework is a versatile tool that allows researchers and game designers the ability to create environments with discrete, continuous and mixed action spaces. The interface is relatively performant, with 12k interactions per second on a high end laptop computer, when parallized on 4 CPU cores. An overview video is available here: https://youtu.be/g1MlZSFqIj4
Ark: An Open-source Python-based Framework for Robot Learning
Robotics has made remarkable hardware strides-from DARPA's Urban and Robotics Challenges to the first humanoid-robot kickboxing tournament-yet commercial autonomy still lags behind progress in machine learning. A major bottleneck is software: current robot stacks demand steep learning curves, low-level C/C++ expertise, fragmented tooling, and intricate hardware integration, in stark contrast to the Python-centric, well-documented ecosystems that propelled modern AI. We introduce ARK, an open-source, Python-first robotics framework designed to close that gap. ARK presents a Gym-style environment interface that allows users to collect data, preprocess it, and train policies using state-of-the-art imitation-learning algorithms (e.g., ACT, Diffusion Policy) while seamlessly toggling between high-fidelity simulation and physical robots. A lightweight client-server architecture provides networked publisher-subscriber communication, and optional C/C++ bindings ensure real-time performance when needed. ARK ships with reusable modules for control, SLAM, motion planning, system identification, and visualization, along with native ROS interoperability. Comprehensive documentation and case studies-from manipulation to mobile navigation-demonstrate rapid prototyping, effortless hardware swapping, and end-to-end pipelines that rival the convenience of mainstream machine-learning workflows. By unifying robotics and AI practices under a common Python umbrella, ARK lowers entry barriers and accelerates research and commercial deployment of autonomous robots.
Unified Thinker: A General Reasoning Modular Core for Image Generation
Despite impressive progress in high-fidelity image synthesis, generative models still struggle with logic-intensive instruction following, exposing a persistent reasoning--execution gap. Meanwhile, closed-source systems (e.g., Nano Banana) have demonstrated strong reasoning-driven image generation, highlighting a substantial gap to current open-source models. We argue that closing this gap requires not merely better visual generators, but executable reasoning: decomposing high-level intents into grounded, verifiable plans that directly steer the generative process. To this end, we propose Unified Thinker, a task-agnostic reasoning architecture for general image generation, designed as a unified planning core that can plug into diverse generators and workflows. Unified Thinker decouples a dedicated Thinker from the image Generator, enabling modular upgrades of reasoning without retraining the entire generative model. We further introduce a two-stage training paradigm: we first build a structured planning interface for the Thinker, then apply reinforcement learning to ground its policy in pixel-level feedback, encouraging plans that optimize visual correctness over textual plausibility. Extensive experiments on text-to-image generation and image editing show that Unified Thinker substantially improves image reasoning and generation quality.
Test-Time Scaling with Reflective Generative Model
We introduce our first reflective generative model MetaStone-S1, which obtains OpenAI o3's performance via the self-supervised process reward model (SPRM). Through sharing the backbone network and using task-specific heads for next token prediction and process scoring respectively, SPRM successfully integrates the policy model and process reward model(PRM) into a unified interface without extra process annotation, reducing over 99% PRM parameters for efficient reasoning. Equipped with SPRM, MetaStone-S1 is naturally suitable for test time scaling (TTS), and we provide three reasoning effort modes (low, medium, and high), based on the controllable thinking length. Moreover, we empirically establish a scaling law that reveals the relationship between total thinking computation and TTS performance. Experiments demonstrate that our MetaStone-S1 achieves comparable performance to OpenAI-o3-mini's series with only 32B parameter size. To support the research community, we have open-sourced MetaStone-S1 at https://github.com/MetaStone-AI/MetaStone-S1.
MagiClaw: A Dual-Use, Vision-Based Soft Gripper for Bridging the Human Demonstration to Robotic Deployment Gap
The transfer of manipulation skills from human demonstration to robotic execution is often hindered by a "domain gap" in sensing and morphology. This paper introduces MagiClaw, a versatile two-finger end-effector designed to bridge this gap. MagiClaw functions interchangeably as both a handheld tool for intuitive data collection and a robotic end-effector for policy deployment, ensuring hardware consistency and reliability. Each finger incorporates a Soft Polyhedral Network (SPN) with an embedded camera, enabling vision-based estimation of 6-DoF forces and contact deformation. This proprioceptive data is fused with exteroceptive environmental sensing from an integrated iPhone, which provides 6D pose, RGB video, and LiDAR-based depth maps. Through a custom iOS application, MagiClaw streams synchronized, multi-modal data for real-time teleoperation, offline policy learning, and immersive control via mixed-reality interfaces. We demonstrate how this unified system architecture lowers the barrier to collecting high-fidelity, contact-rich datasets and accelerates the development of generalizable manipulation policies. Please refer to the iOS app at https://apps.apple.com/cn/app/magiclaw/id6661033548 for further details.
