Abstract:Bridging the sim-to-real gap is a core challenge in deploying learned manipulation policies. Sim-to-real learning is attractive because it can replace expensive real robot demonstrations with scalable synthetic data, yet world-action models have not previously been shown to transfer from simulation to real robotic manipulation. We study whether a world-action model can be trained from synthetic priors and deployed zero-shot in the real world. To this end, we build upon Cosmos Policy, a video diffusion model adapted for visuomotor control. We construct simulation environments with extensive domain randomization and generate demonstrations using the AnyTask motion planning pipeline. We evaluate our approach across object lifting, drawer opening, and pick-and-place tasks using ${\sim}800$ synthetic demonstrations per task and no real demonstrations. When deployed zero-shot on a Franka Robot, our policy attains a 35\% average success rate. To our knowledge, this represents the first successful sim-to-real transfer of a world-action model for robotic manipulation.
Abstract:Many robotic tasks require short-term memory, whether it's retrieving an object that's no longer visible or turning off an appliance after a set period. Yet, most visuomotor policies trained via imitation learning rely only on immediate sensory input without using past experiences to guide decisions. We present PRISM, a transformer-based architecture for visuomotor policies to effectively use short-term memory via two key components: (i) gated attention, which filters retrieved information to suppress irrelevant details, improving performance by reducing the spurious correlations between the history and current action prediction, (ii) a hierarchical architecture that first compresses local information into compact tokens and then integrates them to capture temporally extended dependencies, improving its compute and memory footprint. Together, these mechanisms enable us to scale short-term memory in visuomotor policies for up to two minutes. To systematically evaluate memory in visuomotor control, we introduce ReMemBench -- a benchmark of eight diverse household manipulation tasks spanning four categories of short-term memory -- designed to foster general memory mechanisms rather than siloed, task-specific solutions. PRISM consistently outperforms prior works, including recurrent architectures, transformers, and their variants -- achieving an absolute improvement of 5%--12% over the strongest baseline. On the RoboCasa and LIBERO benchmarks, it achieves absolute improvements of 11%--15% over its no-memory variant and fine-tuned Vision-Language-Action baselines such as GR00T-N1-3B and OpenVLA, despite not leveraging any large-scale pretraining. Together, PRISM and ReMemBench establish a foundation for developing and evaluating short-term memory-augmented visuomotor policies that scale to long-horizon tasks. Additional materials are available at https://shahrutav.github.io/short-term-memory
Abstract:Behavior Cloning (BC) has emerged as a highly effective paradigm for robot learning. However, BC lacks a self-guided mechanism for online improvement after demonstrations have been collected. Existing offline-to-online learning methods often cause policies to replace previously learned good actions due to a distribution mismatch between offline data and online learning. In this work, we propose Q2RL, Q-Estimation and Q-Gating from BC for Reinforcement Learning, an algorithm for efficient offline-to-online learning. Our method consists of two parts: (1) Q-Estimation extracts a Q-function from a BC policy using a few interaction steps with the environment, followed by online RL with (2) Q-Gating, which switches between BC and RL policy actions based on their respective Q-values to collect samples for RL policy training. Across manipulation tasks from D4RL and robomimic benchmarks, Q2RL outperforms SOTA offline-to-online learning baselines on success rate and time to convergence. Q2RL is efficient enough to be applied in an on-robot RL setting, learning robust policies for contact-rich and high precision manipulation tasks such as pipe assembly and kitting, in 1-2 hours of online interaction, achieving success rates of up to 100% and up to 3.75x improvement against the original BC policy. Code and video are available at https://pages.rai-inst.com/q2rl_website/
Abstract:Vision-language models (VLMs) have shown impressive capabilities across diverse tasks, motivating efforts to leverage these models to supervise robot learning. However, when used as evaluators in reinforcement learning (RL), today's strongest models often fail under partial observability and distribution shift, enabling policies to exploit perceptual errors rather than solve the task. To address this limitation, we introduce SOLE-R1 (Self-Observing LEarner), a video-language reasoning model explicitly designed to serve as the sole reward signal for online RL. Given only raw video observations and a natural-language goal, SOLE-R1 performs per-timestep spatiotemporal chain-of-thought (CoT) reasoning and produces dense estimates of task progress that can be used directly as rewards. To train SOLE-R1, we develop a large-scale video trajectory and reasoning synthesis pipeline that generates temporally grounded CoT traces aligned with continuous progress supervision. This data is combined with foundational spatial and multi-frame temporal reasoning, and used to train the model with a hybrid framework that couples supervised fine-tuning with RL from verifiable rewards. Across four different simulation environments and a real-robot setting, SOLE-R1 enables zero-shot online RL from random initialization: robots learn previously unseen manipulation tasks without ground-truth rewards, success indicators, demonstrations, or task-specific tuning. SOLE-R1 succeeds on 24 unseen tasks and substantially outperforms strong vision-language rewarders, including GPT-5 and Gemini-3-Pro, while exhibiting markedly greater robustness to reward hacking.
Abstract:Learning generalizable and robust behavior cloning policies requires large volumes of high-quality robotics data. While human demonstrations (e.g., through teleoperation) serve as the standard source for expert behaviors, acquiring such data at scale in the real world is prohibitively expensive. This paper introduces ExpertGen, a framework that automates expert policy learning in simulation to enable scalable sim-to-real transfer. ExpertGen first initializes a behavior prior using a diffusion policy trained on imperfect demonstrations, which may be synthesized by large language models or provided by humans. Reinforcement learning is then used to steer this prior toward high task success by optimizing the diffusion model's initial noise while keep original policy frozen. By keeping the pretrained diffusion policy frozen, ExpertGen regularizes exploration to remain within safe, human-like behavior manifolds, while also enabling effective learning with only sparse rewards. Empirical evaluations on challenging manipulation benchmarks demonstrate that ExpertGen reliably produces high-quality expert policies with no reward engineering. On industrial assembly tasks, ExpertGen achieves a 90.5% overall success rate, while on long-horizon manipulation tasks it attains 85% overall success, outperforming all baseline methods. The resulting policies exhibit dexterous control and remain robust across diverse initial configurations and failure states. To validate sim-to-real transfer, the learned state-based expert policies are further distilled into visuomotor policies via DAgger and successfully deployed on real robotic hardware.
Abstract:What happens when a pretrained generative robot policy is provided a constant initial noise as input, rather than repeatedly sampling it from a Gaussian? We demonstrate that the performance of a pretrained, frozen diffusion or flow matching policy can be improved with respect to a downstream reward by swapping the sampling of initial noise from the prior distribution (typically isotropic Gaussian) with a well-chosen, constant initial noise input -- a golden ticket. We propose a search method to find golden tickets using Monte-Carlo policy evaluation that keeps the pretrained policy frozen, does not train any new networks, and is applicable to all diffusion/flow matching policies (and therefore many VLAs). Our approach to policy improvement makes no assumptions beyond being able to inject initial noise into the policy and calculate (sparse) task rewards of episode rollouts, making it deployable with no additional infrastructure or models. Our method improves the performance of policies in 38 out of 43 tasks across simulated and real-world robot manipulation benchmarks, with relative improvements in success rate by up to 58% for some simulated tasks, and 60% within 50 search episodes for real-world tasks. We also show unique benefits of golden tickets for multi-task settings: the diversity of behaviors from different tickets naturally defines a Pareto frontier for balancing different objectives (e.g., speed, success rates); in VLAs, we find that a golden ticket optimized for one task can also boost performance in other related tasks. We release a codebase with pretrained policies and golden tickets for simulation benchmarks using VLAs, diffusion policies, and flow matching policies.
Abstract:Generalist robot learning remains constrained by data: large-scale, diverse, and high-quality interaction data are expensive to collect in the real world. While simulation has become a promising way for scaling up data collection, the related tasks, including simulation task design, task-aware scene generation, expert demonstration synthesis, and sim-to-real transfer, still demand substantial human effort. We present AnyTask, an automated framework that pairs massively parallel GPU simulation with foundation models to design diverse manipulation tasks and synthesize robot data. We introduce three AnyTask agents for generating expert demonstrations aiming to solve as many tasks as possible: 1) ViPR, a novel task and motion planning agent with VLM-in-the-loop Parallel Refinement; 2) ViPR-Eureka, a reinforcement learning agent with generated dense rewards and LLM-guided contact sampling; 3) ViPR-RL, a hybrid planning and learning approach that jointly produces high-quality demonstrations with only sparse rewards. We train behavior cloning policies on generated data, validate them in simulation, and deploy them directly on real robot hardware. The policies generalize to novel object poses, achieving 44% average success across a suite of real-world pick-and-place, drawer opening, contact-rich pushing, and long-horizon manipulation tasks. Our project website is at https://anytask.rai-inst.com .
Abstract:Synthetic 3D scenes are essential for developing Physical AI and generative models. Existing procedural generation methods often have low output throughput, creating a significant bottleneck in scaling up dataset creation. In this work, we introduce Sceniris, a highly efficient procedural scene generation framework for rapidly generating large-scale, collision-free scene variations. Sceniris also provides an optional robot reachability check, providing manipulation-feasible scenes for robot tasks. Sceniris is designed for maximum efficiency by addressing the primary performance limitations of the prior method, Scene Synthesizer. Leveraging batch sampling and faster collision checking in cuRobo, Sceniris achieves at least 234x speed-up over Scene Synthesizer. Sceniris also expands the object-wise spatial relationships available in prior work to support diverse scene requirements. Our code is available at https://github.com/rai-inst/sceniris
Abstract:Recent advancements in behavior cloning have enabled robots to perform complex manipulation tasks. However, accurately assessing training performance remains challenging, particularly for real-world applications, as behavior cloning losses often correlate poorly with actual task success. Consequently, researchers resort to success rate metrics derived from costly and time-consuming real-world evaluations, making the identification of optimal policies and detection of overfitting or underfitting impractical. To address these issues, we propose real-is-sim, a novel behavior cloning framework that incorporates a dynamic digital twin (based on Embodied Gaussians) throughout the entire policy development pipeline: data collection, training, and deployment. By continuously aligning the simulated world with the physical world, demonstrations can be collected in the real world with states extracted from the simulator. The simulator enables flexible state representations by rendering image inputs from any viewpoint or extracting low-level state information from objects embodied within the scene. During training, policies can be directly evaluated within the simulator in an offline and highly parallelizable manner. Finally, during deployment, policies are run within the simulator where the real robot directly tracks the simulated robot's joints, effectively decoupling policy execution from real hardware and mitigating traditional domain-transfer challenges. We validate real-is-sim on the PushT manipulation task, demonstrating strong correlation between success rates obtained in the simulator and real-world evaluations. Videos of our system can be found at https://realissim.rai-inst.com.
Abstract:Reinforcement Learning (RL) has the potential to enable robots to learn from their own actions in the real world. Unfortunately, RL can be prohibitively expensive, in terms of on-robot runtime, due to inefficient exploration when learning from a sparse reward signal. Designing dense reward functions is labour-intensive and requires domain expertise. In our work, we propose GCR (Goal-Contrastive Rewards), a dense reward function learning method that can be trained on passive video demonstrations. By using videos without actions, our method is easier to scale, as we can use arbitrary videos. GCR combines two loss functions, an implicit value loss function that models how the reward increases when traversing a successful trajectory, and a goal-contrastive loss that discriminates between successful and failed trajectories. We perform experiments in simulated manipulation environments across RoboMimic and MimicGen tasks, as well as in the real world using a Franka arm and a Spot quadruped. We find that GCR leads to a more-sample efficient RL, enabling model-free RL to solve about twice as many tasks as our baseline reward learning methods. We also demonstrate positive cross-embodiment transfer from videos of people and of other robots performing a task. Appendix: \url{https://tinyurl.com/gcr-appendix-2}.