Alex Zook

AI
h-index25
7papers
50citations
Novelty56%
AI Score51

7 Papers

ROApr 14
RoboLab: A High-Fidelity Simulation Benchmark for Analysis of Task Generalist Policies

Xuning Yang, Rishit Dagli, Alex Zook et al. · nvidia

The pursuit of general-purpose robotics has yielded impressive foundation models, yet simulation-based benchmarking remains a bottleneck due to rapid performance saturation and a lack of true generalization testing. Existing benchmarks often exhibit significant domain overlap between training and evaluation, trivializing success rates and obscuring insights into robustness. We introduce RoboLab, a simulation benchmarking framework designed to address these challenges. Concretely, our framework is designed to answer two questions: (1) to what extent can we understand the performance of a real-world policy by analyzing its behavior in simulation, and (2) which external factors most strongly affect that behavior under controlled perturbations. First, RoboLab enables human-authored and LLM-enabled generation of scenes and tasks in a robot- and policy-agnostic manner within a physically realistic and photorealistic simulation. With this, we propose the RoboLab-120 benchmark, consisting of 120 tasks categorized into three competency axes: visual, procedural, relational competency, across three difficulty levels. Second, we introduce a systematic analysis of real-world policies that quantify both their performance and the sensitivity of their behavior to controlled perturbations, indicating that high-fidelity simulation can serve as a proxy for analyzing performance and its dependence on external factors. Evaluation with RoboLab exposes significant performance gap in current state-of-the-art models. By providing granular metrics and a scalable toolset, RoboLab offers a scalable framework for evaluating the true generalization capabilities of task-generalist robotic policies.

LGMay 28
MōLe-Λ: Learning the Coupled-Cluster Response State for Energies, Gradients, and Properties

Andreas Burger, Luca Thiede, Abdulrahman Aldossary et al.

Coupled-cluster (CC) theory is often considered the gold standard of quantum chemistry, but its high computational cost limits routine access to accurate energies, forces and response properties. While the right-hand $T$-amplitudes determine the correlated wavefunction, many practically important observables additionally require the left-hand $Λ$-amplitudes. We introduce MōLe-$Λ$, an extension of Molecular Orbital Learning (MōLe) that predicts the full ground-state coupled-cluster singles and doubles (CCSD) response state by jointly learning right-hand amplitudes $(T_1,T_2)$ and left-hand amplitudes $(Λ_1,Λ_2)$ from localized Hartree--Fock molecular orbitals. Architecturally, MōLe-$Λ$ extends MōLe with $Λ_1$ and $Λ_2$ readouts that mirror the symmetry constraints of the $T_1$ and $T_2$ heads, while preserving the original equivariant orbital encoder, odd sign-equivariant decoding, locality and size-extensivity. The resulting model yields accurate CC-quality energies and forces, while simultaneously recovering dipoles, quadrupoles, polarizabilities, the electron density, and 2-electron observables such as the pair density. We show that MōLe-$Λ$ further extends the speed advantage of MōLe over full CCSD while substantially expanding the accessible properties, providing a route to wavefunction-level surrogate models for correlated quantum chemistry.

AISep 26, 2024
FactorSim: Generative Simulation via Factorized Representation

Fan-Yun Sun, S. I. Harini, Angela Yi et al.

Generating simulations to train intelligent agents in game-playing and robotics from natural language input, from user input or task documentation, remains an open-ended challenge. Existing approaches focus on parts of this challenge, such as generating reward functions or task hyperparameters. Unlike previous work, we introduce FACTORSIM that generates full simulations in code from language input that can be used to train agents. Exploiting the structural modularity specific to coded simulations, we propose to use a factored partially observable Markov decision process representation that allows us to reduce context dependence during each step of the generation. For evaluation, we introduce a generative simulation benchmark that assesses the generated simulation code's accuracy and effectiveness in facilitating zero-shot transfers in reinforcement learning settings. We show that FACTORSIM outperforms existing methods in generating simulations regarding prompt alignment (e.g., accuracy), zero-shot transfer abilities, and human evaluation. We also demonstrate its effectiveness in generating robotic tasks.

ROOct 20, 2024
GRS: Generating Robotic Simulation Tasks from Real-World Images

Alex Zook, Fan-Yun Sun, Josef Spjut et al.

We introduce GRS (Generating Robotic Simulation tasks), a system addressing real-to-sim for robotic simulations. GRS creates digital twin simulations from single RGB-D observations with solvable tasks for virtual agent training. Using vision-language models (VLMs), our pipeline operates in three stages: 1) scene comprehension with SAM2 for segmentation and object description, 2) matching objects with simulation-ready assets, and 3) generating appropriate tasks. We ensure simulation-task alignment through generated test suites and introduce a router that iteratively refines both simulation and test code. Experiments demonstrate our system's effectiveness in object correspondence and task environment generation through our novel router mechanism.

AIJul 16, 2025
Fly, Fail, Fix: Iterative Game Repair with Reinforcement Learning and Large Multimodal Models

Alex Zook, Josef Spjut, Jonathan Tremblay

Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design iteration framework that closes this gap by pairing a reinforcement learning (RL) agent, which playtests the game, with a large multimodal model (LMM), which revises the game based on what the agent does. In each loop the RL player completes several episodes, producing (i) numerical play metrics and/or (ii) a compact image strip summarising recent video frames. The LMM designer receives a gameplay goal and the current game configuration, analyses the play traces, and edits the configuration to steer future behaviour toward the goal. We demonstrate results that LMMs can reason over behavioral traces supplied by RL agents to iteratively refine game mechanics, pointing toward practical, scalable tools for AI-assisted game design.

GRJul 9, 2025
3D-Generalist: Self-Improving Vision-Language-Action Models for Crafting 3D Worlds

Fan-Yun Sun, Shengguang Wu, Christian Jacobsen et al. · nvidia

Despite large-scale pretraining endowing models with language and vision reasoning capabilities, improving their spatial reasoning capability remains challenging due to the lack of data grounded in the 3D world. While it is possible for humans to manually create immersive and interactive worlds through 3D graphics, as seen in applications such as VR, gaming, and robotics, this process remains highly labor-intensive. In this paper, we propose a scalable method for generating high-quality 3D environments that can serve as training data for foundation models. We recast 3D environment building as a sequential decision-making problem, employing Vision-Language-Models (VLMs) as policies that output actions to jointly craft a 3D environment's layout, materials, lighting, and assets. Our proposed framework, 3D-Generalist, trains VLMs to generate more prompt-aligned 3D environments via self-improvement fine-tuning. We demonstrate the effectiveness of 3D-Generalist and the proposed training strategy in generating simulation-ready 3D environments. Furthermore, we demonstrate its quality and scalability in synthetic data generation by pretraining a vision foundation model on the generated data. After fine-tuning the pre-trained model on downstream tasks, we show that it surpasses models pre-trained on meticulously human-crafted synthetic data and approaches results achieved with real data orders of magnitude larger.

CVDec 17, 2021
PeopleSansPeople: A Synthetic Data Generator for Human-Centric Computer Vision

Salehe Erfanian Ebadi, You-Cyuan Jhang, Alex Zook et al.

In recent years, person detection and human pose estimation have made great strides, helped by large-scale labeled datasets. However, these datasets had no guarantees or analysis of human activities, poses, or context diversity. Additionally, privacy, legal, safety, and ethical concerns may limit the ability to collect more human data. An emerging alternative to real-world data that alleviates some of these issues is synthetic data. However, creation of synthetic data generators is incredibly challenging and prevents researchers from exploring their usefulness. Therefore, we release a human-centric synthetic data generator PeopleSansPeople which contains simulation-ready 3D human assets, a parameterized lighting and camera system, and generates 2D and 3D bounding box, instance and semantic segmentation, and COCO pose labels. Using PeopleSansPeople, we performed benchmark synthetic data training using a Detectron2 Keypoint R-CNN variant [1]. We found that pre-training a network using synthetic data and fine-tuning on various sizes of real-world data resulted in a keypoint AP increase of $+38.03$ ($44.43 \pm 0.17$ vs. $6.40$) for few-shot transfer (limited subsets of COCO-person train [2]), and an increase of $+1.47$ ($63.47 \pm 0.19$ vs. $62.00$) for abundant real data regimes, outperforming models trained with the same real data alone. We also found that our models outperformed those pre-trained with ImageNet with a keypoint AP increase of $+22.53$ ($44.43 \pm 0.17$ vs. $21.90$) for few-shot transfer and $+1.07$ ($63.47 \pm 0.19$ vs. $62.40$) for abundant real data regimes. This freely-available data generator should enable a wide range of research into the emerging field of simulation to real transfer learning in the critical area of human-centric computer vision.