Abstract:Tool-augmented vision-language models increasingly "think with images": they call crop, zoom, or code tools and reason over the returned pixels. However, recent work using blind tests, gain decompositions, and attention analyses has shown that returned images contribute little, raising the question: if pixels do not carry the gain, what does? We hypothesize that the load-bearing signal is the structured text emitted before any returned pixel arrives: tool name, coordinates, target description, and intent. This textual scaffold encodes where to look and what to find. We introduce TextCall (call-but-no-return) to test this: it keeps the scaffold but replaces returned images with the text placeholder [Image output skipped]. Three studies support the hypothesis. (i) Non-necessity of returned pixels: across LoRA, full fine-tuning, and RL, TextCall matches or exceeds full thinking-with-images; under RL it preserves tool use at the reported checkpoint, avoiding the failure mode where, under matched settings, seeing the returned image causes the model to stop calling tools and answer directly. (ii) Sufficiency of the scaffold: on matched training queries, scaffold-only input yields equivalent accuracy to returned-image input. (iii) Component specificity: decomposing the scaffold into reasoning text and spatial code shows both components contribute, with the dominant one varying by task. Together these results support the Tool-Call Scaffold Hypothesis: in current thinking-with-images distributions, the active signal is the structured text emitted at tool-call time; the returned image is a redundant carrier. TextCall preserves accuracy while reducing latency by 29-46% and eliminating tool-execution API calls. Our claims hold for current thinking-with-images benchmarks; constructing tasks where pixels are genuinely load-bearing remains an open direction.
Abstract:The advent of video-action models offers a promising path for robot control. Nevertheless, we argue that repurposing video generative models designed for digital content creation is inherently inadequate for physical environments. To bridge this gap, we present LingBot-VA 2.0, a video-action foundation model built from the ground up for embodiment. Four core design principles showcase its evolution from LingBot-VA. (1) Departing from traditional reconstruction-focused VAEs, we introduce a semantic visual-action tokenizer, which aligns visual representations with both semantics and actions, improving instruction following and action precision in subsequent policy learning. (2) Given the strictly causal nature of temporal dynamics, we adopt a causal pretraining paradigm, training from scratch to circumvent the catastrophic forgetting that frequently occurs when adapting bidirectional architectures. (3) To meet the demands of high-frequency inference, our model employs a sparse MoE backbone, expanding model capacity without compromising efficiency. (4) Real-time closed-loop control is realized through an enhanced asynchronous inference scheme, which predicts future latents in parallel with action execution while re-grounding each rollout on the latest observation via learned forward dynamics. Real-world deployment validates LingBot-VA 2.0 as a robust foundation model, as evidenced by its few-shot generalization across complex manipulation tasks.
Abstract:We present LingBot-World 2.0 (also known as LingBot-World-Infinity), an advanced iteration of LingBot-World featuring four distinct upgrades. (1) Our model achieves an unbounded interaction horizon while maintaining consistent output quality, benefiting from a carefully crafted causal pretraining paradigm. (2) Through distilling a real-time variant from the base model, our system guarantees rapid response time, sufficient to drive 720p video streams at 60 fps. (3) Compared to the previous version, this update introduces highly diverse interactive elements, comprising a broader spectrum of actions (e.g., attacking, archery, spell-casting, and shooting) alongside a richer variety of text-driven events. (4) We pioneer the integration of an agentic harness within the domain of world modeling, wherein a pilot agent is tasked with planning and executing character behaviors, while a director agent is responsible for synthesizing novel environmental elements as the scene progresses. Additionally, to facilitate a shared experience, we develop an interface that permits multiple players to simultaneously immerse themselves in this vivid world simulator. We pair our primary 14B model with a lightweight 1.3B counterpart, which supports effortless deployment on a single GPU.
Abstract:Despite the recent promise in robot control, video generative models suffer from a domain mismatch due to their primary focus on content creation. For example, their design inherently prioritizes visual fidelity and creativity over computational efficiency and physical realism. In this work, we present LingBot-Video, a DiT-based video pretraining paradigm specifically tailored for embodied intelligence. From the architecture perspective, we adopt the Mixture-of-Experts (MoE), instead of dense, framework to achieve a better trade-off between modeling capacity and inference efficiency, and manage to scale it up from scratch. From the data perspective, we construct a data profiling engine that augments standard internet videos with extensive robot-oriented footage, encompassing manipulation, navigation, and egocentric perspectives, to equip the base model with an intrinsic understanding of actions and world dynamics. From the training perspective, we develop a multi-dimensional reward system to enforce the alignment regarding physical rationality and task completion, going beyond standard criteria such as aesthetics, prompt-following, and motion consistency. Comprehensive evaluations validate its performance and efficiency as a video foundation model. We contribute LingBot-Video as the inaugural large-scale, open-source MoE video foundation model to the community, in a pioneering effort to bridge digital creativity and physical actuation.
Abstract:Embodied navigation aims to build agents that interpret multimodal goals, reason in 3D space, and reach target destinations reliably in the real world. However, progress remains constrained by the lack of scalable, high-fidelity, and physically grounded interactive environments. Although real-world scanned datasets offer visual realism, they are limited by scale. In contrast, synthetic simulators scale more easily but often exhibit large sim-to-real gaps. We introduce Image2Sim, a real-time neural simulation framework that constructs high-quality interactive environments from posed RGB-D image sequences. The central idea is to decouple 3D spatial anchoring from photorealistic observation synthesis. For scene construction, Image2Sim uses a feed-forward feature Gaussian model that lifts posed RGB-D observations into a 3D feature-Gaussian representation in a single pass. For rendering, we propose a Geometry-Aware One-Step Pixel Flow model that transforms sparse and noisy Gaussian projections into high-quality panoramic RGB-D observations. Image2Sim also serves as a fully automated embodied data engine that generates high-fidelity observations, executable actions, and diverse navigation instructions at scale. It converts large collections of videos and images into nearly 20K interactive scenes and synthesizes more than 10 million navigation training samples. Navigation models trained entirely in these neural environments achieve strong improvements on major benchmarks and transfer effectively to real-world zero-shot settings. These results suggest that scalable neural simulation can serve as a practical training substrate for embodied navigation at scale.
Abstract:Dense spatial perception is essential for physical intelligence, where visual systems are expected to recover structured, metric, and actionable representations from pixel observations. Modern visual foundation models tend to prioritize semantic invariance, often at the expense of detailed spatial understanding. In this work, we study vision pretraining through a boundary-centric lens, motivated by the premise that boundaries and shape discontinuities offer essential cues for perceiving geometric properties. Concretely, we propose masked boundary modeling, a self-supervised paradigm that dynamically learns sub-pixel boundary representations and subsequently leverages the discovered boundary-bearing tokens as masked targets to facilitate dense visual token learning. By scaling this framework, we develop LingBot-Vision and demonstrate its efficacy across a diverse set of downstream vision tasks with DINOv3 as a strong baseline. Remarkably, LingBot-Vision drives the progression from LingBot-Depth 1.0 to LingBot-Depth 2.0 for depth completion, and thereby yields enhanced depth estimation, a key pillar for embodied artificial intelligence. Our findings reveal that boundary modeling goes beyond simple line segments and instead serves as a scalable pretraining principle for learning spatially structured visual representations.
Abstract:This work presents RepWAM, a representation-centric world action model (WAM) built on representation visual-action tokenizers. Existing WAMs typically inherit reconstruction-oriented video tokenizers from pretrained video generation models. Although these tokenizers preserve visual fidelity, pixel reconstruction alone provides limited guidance for learning instruction-following dynamics that connect future prediction with robot control. To address this, we explore a semantic visual-action latent space for representation-centric world action modeling. Specifically, we train a representation visual-action tokenizer that maps visual inputs into aligned visual and latent action tokens. We then pretrain our WAM to jointly model future visual states and the latent actions that connect them under language instructions, followed by adaptation to real robot trajectories for closed-loop manipulation. Experiments on real-world manipulation tasks and simulation benchmarks show that RepWAM delivers strong performance across diverse manipulation settings, while ablations highlight the value of semantic visual-action tokenization over reconstruction-oriented alternatives. These results establish representation visual-action tokenization as a promising foundation for world action models and a step toward generalist robot policies. Code and weights will be available at https://github.com/wdrink/RepWAM.
Abstract:Autoregressive video generation has emerged as a powerful paradigm for World Action Models (WAMs). However, existing approaches suffer from slow training convergence and limited converged accuracy, particularly at high frame rates, as the training supervision is confined to the current chunk without explicit signals about future dynamics; they also suffer from slow inference due to iterative video denoising. In this paper, we present Next Forcing, a multi-chunk prediction (MCP) framework for causal world modeling that enables faster training, higher accuracy, and accelerated inference. Inspired by multi-token prediction in large language models, Next Forcing introduces an MCP training objective that augments the main model with lightweight auxiliary MCP modules to simultaneously denoise video chunks at multiple future temporal horizons (next$^1$, next$^2$, next$^3$ chunks). These MCP modules form a causal chain across prediction depths, where intermediate features fused from multiple layers of the main model are leveraged to predict future dynamics, allowing near-future predictions to inform farther-future ones and providing dense multi-scale temporal supervision back to the main model. During training, the MCP modules significantly accelerate convergence and improve converged accuracy, especially at high frame rates: at 50 fps, Next Forcing achieves a 93.1% relative improvement over LingBot-VA at 5k training steps and 2.3x faster convergence, and establishes new state-of-the-art results on the RoboTwin benchmark (94.1/93.5% on Clean/Random). At inference, the MCP modules can be retained to predict the next video chunk in parallel with the current one, achieving 2x inference acceleration. Next Forcing also demonstrates significant improvements on PhyWorld, a benchmark evaluating adherence to physical laws in video generation, and over 50% FVD reduction on general video pretraining.
Abstract:Despite significant progress in Vision-Language Navigation (VLN), existing approaches still rely on dense RGB videos that produce excessive patch tokens and lack explicit spatial structure, resulting in substantial computational overhead and limited spatial reasoning. To address these issues, we introduce the Geometry-Aware BEV (GA-BEV) - a compact, 3D-grounded feature representation that integrates both explicit and implicit geometric cues into multimodal large language model (MLLM) - based navigation systems. We construct BEV spatial maps from RGB-D inputs by projecting visual features into 3D space and aggregating them into an agent-centric layout that preserves geometric consistency while reducing token redundancy. To further enrich geometric understanding, we incorporate features from a pretrained 3D foundation model into the BEV space, injecting structural priors learned from large-scale 3D reconstruction tasks. Together, these complementary cues - explicit depth-based projection and implicit learned priors - yield compact yet spatially expressive representations that substantially improve navigation efficiency and performance. Experiments show that our method achieves state-of-the-art results using only navigation data, without DAgger augmentation or mixed VQA training, demonstrating the robustness and data efficiency of the proposed GA-VLN framework.
Abstract:Articulated objects used in simulation and embodied AI are typically specified by geometry and kinematic structure, but lack the fine-grained dynamical effects that govern realistic mechanical behavior, such as frictional holding, detents, soft closing, and snap latching. Existing approaches either ignore the detailed structure of dynamics entirely, or use simple models with limited expressiveness. We introduce JODA, a framework for generating joint-level dynamics as a structured three-channel field over the joint degree of freedom, capturing conservative forces, dry friction, and damping. Instantiated using shape-constrained piecewise cubic interpolation (PCHIP), this formulation defines a compact and expressive function space that is both interpretable and compatible with differentiable simulation. Building on this representation, we develop methods for inferring and refining joint dynamics from multimodal inputs. Given visual observations and joint context, a vision-language model proposes structured dynamical primitives, which are composed into a unified dynamics field. The resulting representation supports both direct manipulation and gradient-based refinement. We demonstrate that JODA enables plausible and controllable modeling of diverse joint behaviors, providing a unified interface for inference, editing, and optimization. Code and example assets with their generated profiles will be released upon publication.