Abstract:Understanding dynamic sound sources requires jointly determining what produces a sound, where the source is located, and how it moves over time. Yet existing audio-language models often represent clips as global acoustic events, while vision-language models lack the spatial audio cues needed to localize and track individual sources. To evaluate this missing capability, we introduce ST-OmniQA, a spatio-temporal audio-visual question-answering benchmark built from panoramic videos paired with synchronized first-order Ambisonics (FOA) audio of moving sound sources. It contains 40K videos and 400K question-answer pairs organized into four capability levels covering sound-event recognition, direction of arrival, source distance, motion trajectories, and temporally grounded audio-visual reasoning. Building on this benchmark, we propose ST-Omni-R1, which integrates FOA-derived semantic and trajectory representations with panoramic visual context and is trained through progressive curriculum learning and reasoning-tree reinforcement learning. ST-Omni-R1 achieves 77.83\% average semantic accuracy across the four levels, compared with 37.28\% for the best evaluated baseline. Results on three public spatial-audio benchmarks further indicate that its learned spatial and motion representations transfer beyond ST-OmniQA.
Abstract:Robot manipulation policies are typically tied to specific robotic hand embodiments, limiting the transfer of learned behaviors across platforms with different kinematic structures. In this work, we propose the Unified Hand Action Space (UHAS), a sphere-based unified action representation for cross-embodiment dexterous manipulation. UHAS represents robotic hand actions as geometric deformations of a canonical sphere and uses a Cascade Inverse Kinematics (CIK) algorithm to map the shared representation to embodiment-specific joint configurations. Using reinforcement learning, we train dexterous manipulation policies directly in the proposed action space for in-hand cube reorientation tasks. We evaluate our method in both simulation and real-world experiments across multiple robotic hands, including the Allegro Hand, LEAP Hand, Shadow Hand, and MANO Human Hand. Experimental results demonstrate effective dexterous manipulation, zero-shot transfer to unseen hands, rapid finetuning across embodiments, and successful real-world deployment. Our experiments show that the proposed UHAS representation enables stable dexterous control and cross-embodiment policy transfer across robotic hands.
Abstract:Vision-language-action (VLA) models rely on discrete action tokenizers to bridge continuous robot control and autoregressive sequence modeling, yet existing tokenizers often trade off between compression, latency, and downstream performance. We revisit this design through the lens of neural audio codecs-convolutional encoder-decoder architectures with residual vector quantization that serve as the standard front end for audio foundation models. Motivated by their success, we introduce the Neural Action Codec (NAC), which treats short robot action trajectories as multi-channel 1D signals and compresses them using a multi-scale RVQGAN architecture. We observe that audio-specific mel-spectrogram objectives are ill-suited for kinematic signals; however, by replacing them with simple time-domain and non-mel spectral reconstruction losses, audio-codec-style models can autoencode actions with high fidelity without substantial architectural changes. NAC provides a compact, ordered token space via offset codebooks, enabling standard autoregressive policies to operate over short, structured sequences. Meanwhile, a Vocos-style decoder with an ISTFT head and adversarial discriminators recovers smooth, detailed trajectories. Across LIBERO-10, RoboMimic, and a suite of real-world manipulation tasks, NAC achieves lower reconstruction error and higher success rates than binning, FAST, and prior VQ-based tokenizers at comparable or better compression rates. These results demonstrate that repurposed neural audio codecs offer a strong, practical backbone for learned action tokenization in modern VLAs.
Abstract:Vision-Language-Action (VLA) models have shown strong promise for general-purpose robotic manipulation, but their real-world evaluation remains limited by a lack of accessible, reproducible, and consistent benchmarks. Simulation benchmarks fail to capture real-world complexity, while existing real-world benchmarks often require expensive hardware, centralized evaluation, or are limited in task diversity. We introduce VLA-REPLICA, a low-cost, easily reproducible real-world benchmark for evaluating VLA models. Built from off-the-shelf components, our system can be quickly assembled and replicated across laboratories, providing a consistent environment for policy evaluation anywhere in the world. VLA-REPLICA includes a diverse suite of manipulation tasks and a small-scale demonstration dataset for target-domain adaptation, with real-world evaluation protocols for both in-distribution and out-of-distribution settings. Experiments with imitation learning and state-of-the-art VLA models reveal model strengths and limitations, while consistent results across independently constructed setups demonstrate the reproducibility of our benchmark.
Abstract:Masked diffusion language models (MDMs) have recently emerged as a promising alternative to standard autoregressive large language models (AR-LLMs), yet their optimization can be substantially less stable. We study blockwise MDMs and compare them with AR-LLMs on three controlled tasks that stress different aspects of structured generation: in-context linear regression, graph path-finding, and Sudoku solving. We find that standard random-masking MDMs fail to reliably learn linear regression, exhibit high variance training dynamics on graph path-finding, while outperforming AR-LLMs on Sudoku. To mitigate these instabilities, we propose two locality aware blockwise models, namely Jigsaw and Scatter, that inject left-to-right inductive bias by enforcing autoregressive locality within blocks while preserving iterative refinement at the block level. Empirically, Jigsaw matches AR-LLM stability on linear regression and remains strong on Sudoku, while Scatter retains diffusion's planning advantage on path-finding. Our results indicate that standard random-masking MDMs, even with blockwise variants, may be a suboptimal instantiation of diffusion LMs for ordered generation, motivating models beyond random masking.
Abstract:Open-set test-time adaptation (OSTTA) addresses the challenge of adapting models to new environments where out-of-distribution (OOD) samples coexist with in-distribution (ID) samples affected by distribution shifts. In such settings, covariate shift-for example, changes in weather conditions such as snow-can alter ID samples, reducing model reliability. Consequently, models must not only correctly classify covariate-shifted ID (csID) samples but also effectively reject covariate-shifted OOD (csOOD) samples. Entropy minimization is a common strategy in test-time adaptation to maintain ID performance under distribution shifts, while entropy maximization is widely applied to enhance OOD detection. Several studies have sought to combine these objectives to tackle the challenges of OSTTA. However, the intrinsic conflict between entropy minimization and maximization inevitably leads to a trade-off between csID classification and csOOD detection. In this paper, we first analyze the limitations of entropy maximization in OSTTA and then introduce an angular loss to regulate feature norm magnitudes, along with a feature-norm loss to suppress csOOD logits, thereby improving OOD detection. These objectives form ROSETTA, a $\underline{r}$obust $\underline{o}$pen-$\underline{se}$t $\underline{t}$est-$\underline{t}$ime $\underline{a}$daptation. Our method achieves strong OOD detection while maintaining high ID classification performance on CIFAR-10-C, CIFAR-100-C, Tiny-ImageNet-C and ImageNet-C. Furthermore, experiments on the Cityscapes validate the method's effectiveness in real-world semantic segmentation, and results on the HAC dataset demonstrate its applicability across different open-set TTA setups.
Abstract:The precise fusion of computational fluid dynamic (CFD) data, wind tunnel tests data, and flight tests data in aerodynamic area is essential for obtaining comprehensive knowledge of both localized flow structures and global aerodynamic trends across the entire flight envelope. However, existing methodologies often struggle to balance high-resolution local fidelity with wide-range global dependency, leading to either a loss of sharp discontinuities or an inability to capture long-range topological correlations. We propose Local-Global Fusion Network (LGFNet) for multi-scale feature decomposition to extract this dual-natured aerodynamic knowledge. To this end, LGFNet combines a spatial perception layer that integrates a sliding window mechanism with a relational reasoning layer based on self-attention, simultaneously reinforcing the continuity of fine-grained local features (e.g., shock waves) and capturing long-range flow information. Furthermore, the fidelity gap delta learning (FGDL) strategy is proposed to treat CFD data as a "low-frequency carrier" to explicitly approximate nonlinear discrepancies. This approach prevents unphysical smoothing while inheriting the foundational physical trends from the simulation baseline. Experiments demonstrate that LGFNet achieves state-of-the-art (SOTA) performance in both accuracy and uncertainty reduction across diverse aerodynamic scenarios.
Abstract:Spatio-temporal scene graphs provide a principled representation for modeling evolving object interactions, yet existing methods remain fundamentally frame-centric: they reason only about currently visible objects, discard entities upon occlusion, and operate in 2D. To address this, we first introduce ActionGenome4D, a dataset that upgrades Action Genome videos into 4D scenes via feed-forward 3D reconstruction, world-frame oriented bounding boxes for every object involved in actions, and dense relationship annotations including for objects that are temporarily unobserved due to occlusion or camera motion. Building on this data, we formalize World Scene Graph Generation (WSGG), the task of constructing a world scene graph at each timestamp that encompasses all interacting objects in the scene, both observed and unobserved. We then propose three complementary methods, each exploring a different inductive bias for reasoning about unobserved objects: PWG (Persistent World Graph), which implements object permanence via a zero-order feature buffer; MWAE (Masked World Auto-Encoder), which reframes unobserved-object reasoning as masked completion with cross-view associative retrieval; and 4DST (4D Scene Transformer), which replaces the static buffer with differentiable per-object temporal attention enriched by 3D motion and camera-pose features. We further design and evaluate the performance of strong open-source Vision-Language Models on the WSGG task via a suite of Graph RAG-based approaches, establishing baselines for unlocalized relationship prediction. WSGG thus advances video scene understanding toward world-centric, temporally persistent, and interpretable scene reasoning.
Abstract:Dexterous manipulation enables robots to purposefully alter the physical world, transforming them from passive observers into active agents in unstructured environments. This capability is the cornerstone of physical artificial intelligence. Despite decades of advances in hardware, perception, control, and learning, progress toward general manipulation systems remains fragmented due to the absence of widely adopted standard benchmarks. The central challenge lies in reconciling the variability of the real world with the reproducibility and authenticity required for rigorous scientific evaluation. To address this, we introduce ManipulationNet, a global infrastructure that hosts real-world benchmark tasks for robotic manipulation. ManipulationNet delivers reproducible task setups through standardized hardware kits, and enables distributed performance evaluation via a unified software client that delivers real-time task instructions and collects benchmarking results. As a persistent and scalable infrastructure, ManipulationNet organizes benchmark tasks into two complementary tracks: 1) the Physical Skills Track, which evaluates low-level physical interaction skills, and 2) the Embodied Reasoning Track, which tests high-level reasoning and multimodal grounding abilities. This design fosters the systematic growth of an interconnected network of real-world abilities and skills, paving the path toward general robotic manipulation. By enabling comparable manipulation research in the real world at scale, this infrastructure establishes a sustainable foundation for measuring long-term scientific progress and identifying capabilities ready for real-world deployment.
Abstract:Detecting and segmenting novel object instances in open-world environments is a fundamental problem in robotic perception. Given only a small set of template images, a robot must locate and segment a specific object instance in a cluttered, previously unseen scene. Existing proposal-based approaches are highly sensitive to proposal quality and often fail under occlusion and background clutter. We propose L2G-Det, a local-to-global instance detection framework that bypasses explicit object proposals by leveraging dense patch-level matching between templates and the query image. Locally matched patches generate candidate points, which are refined through a candidate selection module to suppress false positives. The filtered points are then used to prompt an augmented Segment Anything Model (SAM) with instance-specific object tokens, enabling reliable reconstruction of complete instance masks. Experiments demonstrate improved performance over proposal-based methods in challenging open-world settings.