Abstract:In contact-rich manipulation, action multimodality and reactivity dominate different stages of a single episode. Before contact, multiple trajectories might be equally valid, making it important to preserve diverse action modes. After contact, geometric constraints and force limits narrow the solution space, while successful execution demands rapid responses to force feedback. However, standard diffusion policies use a fixed inference frequency and sampling steps throughout the episode, forcing a fundamental compromise: low-frequency, multi-step sampling better preserves pre-contact multimodality but responds slowly to force feedback, whereas high-frequency sampling improves reactivity but tends to collapse distinct pre-contact modes. To resolve this tradeoff, we present FA-RDP, a frequency-adaptive reactive diffusion policy. A shared multi-frequency visual-force Transformer predicts action chunks at both low and high frequencies, while a learned multimodality indicator dynamically selects multi-step low-frequency sampling before contact and one-step high-frequency sampling as action ambiguity decreases. We further introduce Manifold Consistency Distillation (MCD), which reparameterizes the diffusion network to predict actions on the robot action manifold while retaining DDPM-based residual supervision. Experiments on three contact-rich manipulation tasks show that FA-RDP achieves the highest success rate while preserving diverse pre-contact trajectory modes. Code and videos are available at https://fa-rdp.github.io.
Abstract:Bird's-eye-view (BEV) perception has emerged as a cornerstone of autonomous driving systems, providing a structured, ego-centric representation critical for downstream planning and control. However, real-world deployment faces challenges from sensor degradation and adversarial attacks, which can cause severe perceptual anomalies and ultimately compromise the safety of autonomous driving systems. To address this, we propose a resilient and plug-and-play BEV perception method, RESBev, which can be easily applied to existing BEV perception methods to enhance their robustness to diverse disturbances. Specifically, we reframe perception robustness as a latent semantic prediction problem. A latent world model is constructed to extract spatiotemporal correlations across sequential BEV observations, thereby learning the underlying BEV state transitions to predict clean BEV features for reconstructing corrupted observations. The proposed framework operates at the semantic feature level of the Lift-Splat-Shoot pipeline, enabling recovery that generalizes across both natural disturbances and adversarial attacks without modifying the underlying backbone. Extensive experiments on the nuScenes dataset demonstrate that, with few-shot fine-tuning, RESBev significantly improves the robustness of existing BEV perception models against various external disturbances and adversarial attacks.
Abstract:Humans learn by observing, interacting with environments, and internalizing physics and causality. Here, we aim to ask whether an agent can similarly acquire human-like reasoning from interaction and keep improving with more experience. We study this in a Game-to-Unseen (G2U) setting, curating 1,000+ heterogeneous games with diverse physical and causal mechanisms, and evaluate at three human-like levels: Survival, Curiosity, Utility, from primitive intuition to goal-driven reasoning. Our analysis reveals complementary failures: VLM/VLA agents reason but lack look-ahead in interactive settings, while world models imagine but imitate visual patterns rather than analyze physics and causality. We therefore propose IPR (Interactive Physical Reasoner), using world-model rollouts to score and reinforce a VLM's policy, and introduce PhysCode, a physics-centric action code aligning semantic intent with dynamics to provide a shared action space for prediction and reasoning. Pretrained on 1,000+ games, our IPR performs robustly on three levels, matches GPT-5 overall, and surpasses it on Curiosity. We find that performance improves with more training games and interaction steps, and that the model also zero-shot transfers to unseen games. These results support physics-centric interaction as a path to steadily improving physical reasoning.