LGMar 6, 2023
PaLM-E: An Embodied Multimodal Language ModelDanny Driess, Fei Xia, Mehdi S. M. Sajjadi et al. · deepmind
Large language models excel at a wide range of complex tasks. However, enabling general inference in the real world, e.g., for robotics problems, raises the challenge of grounding. We propose embodied language models to directly incorporate real-world continuous sensor modalities into language models and thereby establish the link between words and percepts. Input to our embodied language model are multi-modal sentences that interleave visual, continuous state estimation, and textual input encodings. We train these encodings end-to-end, in conjunction with a pre-trained large language model, for multiple embodied tasks including sequential robotic manipulation planning, visual question answering, and captioning. Our evaluations show that PaLM-E, a single large embodied multimodal model, can address a variety of embodied reasoning tasks, from a variety of observation modalities, on multiple embodiments, and further, exhibits positive transfer: the model benefits from diverse joint training across internet-scale language, vision, and visual-language domains. Our largest model, PaLM-E-562B with 562B parameters, in addition to being trained on robotics tasks, is a visual-language generalist with state-of-the-art performance on OK-VQA, and retains generalist language capabilities with increasing scale.
ROJul 12, 2023
VoxPoser: Composable 3D Value Maps for Robotic Manipulation with Language ModelsWenlong Huang, Chen Wang, Ruohan Zhang et al. · mit, stanford
Large language models (LLMs) are shown to possess a wealth of actionable knowledge that can be extracted for robot manipulation in the form of reasoning and planning. Despite the progress, most still rely on pre-defined motion primitives to carry out the physical interactions with the environment, which remains a major bottleneck. In this work, we aim to synthesize robot trajectories, i.e., a dense sequence of 6-DoF end-effector waypoints, for a large variety of manipulation tasks given an open-set of instructions and an open-set of objects. We achieve this by first observing that LLMs excel at inferring affordances and constraints given a free-form language instruction. More importantly, by leveraging their code-writing capabilities, they can interact with a vision-language model (VLM) to compose 3D value maps to ground the knowledge into the observation space of the agent. The composed value maps are then used in a model-based planning framework to zero-shot synthesize closed-loop robot trajectories with robustness to dynamic perturbations. We further demonstrate how the proposed framework can benefit from online experiences by efficiently learning a dynamics model for scenes that involve contact-rich interactions. We present a large-scale study of the proposed method in both simulated and real-robot environments, showcasing the ability to perform a large variety of everyday manipulation tasks specified in free-form natural language. Videos and code at https://voxposer.github.io
ROMar 1, 2023
Grounded Decoding: Guiding Text Generation with Grounded Models for Embodied AgentsWenlong Huang, Fei Xia, Dhruv Shah et al. · berkeley
Recent progress in large language models (LLMs) has demonstrated the ability to learn and leverage Internet-scale knowledge through pre-training with autoregressive models. Unfortunately, applying such models to settings with embodied agents, such as robots, is challenging due to their lack of experience with the physical world, inability to parse non-language observations, and ignorance of rewards or safety constraints that robots may require. On the other hand, language-conditioned robotic policies that learn from interaction data can provide the necessary grounding that allows the agent to be correctly situated in the real world, but such policies are limited by the lack of high-level semantic understanding due to the limited breadth of the interaction data available for training them. Thus, if we want to make use of the semantic knowledge in a language model while still situating it in an embodied setting, we must construct an action sequence that is both likely according to the language model and also realizable according to grounded models of the environment. We frame this as a problem similar to probabilistic filtering: decode a sequence that both has high probability under the language model and high probability under a set of grounded model objectives. We demonstrate how such grounded models can be obtained across three simulation and real-world domains, and that the proposed decoding strategy is able to solve complex, long-horizon embodiment tasks in a robotic setting by leveraging the knowledge of both models. The project's website can be found at grounded-decoding.github.io.
ROJul 12, 2022
Inner Monologue: Embodied Reasoning through Planning with Language ModelsWenlong Huang, Fei Xia, Ted Xiao et al.
Recent works have shown how the reasoning capabilities of Large Language Models (LLMs) can be applied to domains beyond natural language processing, such as planning and interaction for robots. These embodied problems require an agent to understand many semantic aspects of the world: the repertoire of skills available, how these skills influence the world, and how changes to the world map back to the language. LLMs planning in embodied environments need to consider not just what skills to do, but also how and when to do them - answers that change over time in response to the agent's own choices. In this work, we investigate to what extent LLMs used in such embodied contexts can reason over sources of feedback provided through natural language, without any additional training. We propose that by leveraging environment feedback, LLMs are able to form an inner monologue that allows them to more richly process and plan in robotic control scenarios. We investigate a variety of sources of feedback, such as success detection, scene description, and human interaction. We find that closed-loop language feedback significantly improves high-level instruction completion on three domains, including simulated and real table top rearrangement tasks and long-horizon mobile manipulation tasks in a kitchen environment in the real world.
ROSep 3, 2024
ReKep: Spatio-Temporal Reasoning of Relational Keypoint Constraints for Robotic ManipulationWenlong Huang, Chen Wang, Yunzhu Li et al.
Representing robotic manipulation tasks as constraints that associate the robot and the environment is a promising way to encode desired robot behaviors. However, it remains unclear how to formulate the constraints such that they are 1) versatile to diverse tasks, 2) free of manual labeling, and 3) optimizable by off-the-shelf solvers to produce robot actions in real-time. In this work, we introduce Relational Keypoint Constraints (ReKep), a visually-grounded representation for constraints in robotic manipulation. Specifically, ReKep is expressed as Python functions mapping a set of 3D keypoints in the environment to a numerical cost. We demonstrate that by representing a manipulation task as a sequence of Relational Keypoint Constraints, we can employ a hierarchical optimization procedure to solve for robot actions (represented by a sequence of end-effector poses in SE(3)) with a perception-action loop at a real-time frequency. Furthermore, in order to circumvent the need for manual specification of ReKep for each new task, we devise an automated procedure that leverages large vision models and vision-language models to produce ReKep from free-form language instructions and RGB-D observations. We present system implementations on a wheeled single-arm platform and a stationary dual-arm platform that can perform a large variety of manipulation tasks, featuring multi-stage, in-the-wild, bimanual, and reactive behaviors, all without task-specific data or environment models. Website at https://rekep-robot.github.io/.
ROJan 7
PointWorld: Scaling 3D World Models for In-The-Wild Robotic ManipulationWenlong Huang, Yu-Wei Chao, Arsalan Mousavian et al.
Humans anticipate, from a glance and a contemplated action of their bodies, how the 3D world will respond, a capability that is equally vital for robotic manipulation. We introduce PointWorld, a large pre-trained 3D world model that unifies state and action in a shared 3D space as 3D point flows: given one or few RGB-D images and a sequence of low-level robot action commands, PointWorld forecasts per-pixel displacements in 3D that respond to the given actions. By representing actions as 3D point flows instead of embodiment-specific action spaces (e.g., joint positions), this formulation directly conditions on physical geometries of robots while seamlessly integrating learning across embodiments. To train our 3D world model, we curate a large-scale dataset spanning real and simulated robotic manipulation in open-world environments, enabled by recent advances in 3D vision and simulated environments, totaling about 2M trajectories and 500 hours across a single-arm Franka and a bimanual humanoid. Through rigorous, large-scale empirical studies of backbones, action representations, learning objectives, partial observability, data mixtures, domain transfers, and scaling, we distill design principles for large-scale 3D world modeling. With a real-time (0.1s) inference speed, PointWorld can be efficiently integrated in the model-predictive control (MPC) framework for manipulation. We demonstrate that a single pre-trained checkpoint enables a real-world Franka robot to perform rigid-body pushing, deformable and articulated object manipulation, and tool use, without requiring any demonstrations or post-training and all from a single image captured in-the-wild. Project website at https://point-world.github.io/.
RODec 31, 2025
Dream2Flow: Bridging Video Generation and Open-World Manipulation with 3D Object FlowKarthik Dharmarajan, Wenlong Huang, Jiajun Wu et al.
Generative video modeling has emerged as a compelling tool to zero-shot reason about plausible physical interactions for open-world manipulation. Yet, it remains a challenge to translate such human-led motions into the low-level actions demanded by robotic systems. We observe that given an initial image and task instruction, these models excel at synthesizing sensible object motions. Thus, we introduce Dream2Flow, a framework that bridges video generation and robotic control through 3D object flow as an intermediate representation. Our method reconstructs 3D object motions from generated videos and formulates manipulation as object trajectory tracking. By separating the state changes from the actuators that realize those changes, Dream2Flow overcomes the embodiment gap and enables zero-shot guidance from pre-trained video models to manipulate objects of diverse categories-including rigid, articulated, deformable, and granular. Through trajectory optimization or reinforcement learning, Dream2Flow converts reconstructed 3D object flow into executable low-level commands without task-specific demonstrations. Simulation and real-world experiments highlight 3D object flow as a general and scalable interface for adapting video generation models to open-world robotic manipulation. Videos and visualizations are available at https://dream2flow.github.io/.
AINov 26, 2025
ENACT: Evaluating Embodied Cognition with World Modeling of Egocentric InteractionQineng Wang, Wenlong Huang, Yu Zhou et al.
Embodied cognition argues that intelligence arises from sensorimotor interaction rather than passive observation. It raises an intriguing question: do modern vision-language models (VLMs), trained largely in a disembodied manner, exhibit signs of embodied cognition? We introduce ENACT, a benchmark that casts evaluation of embodied cognition as world modeling from egocentric interaction in a visual question answering (VQA) format. Framed as a partially observable Markov decision process (POMDP) whose actions are scene graph changes, ENACT comprises two complementary sequence reordering tasks: forward world modeling (reorder shuffled observations given actions) and inverse world modeling (reorder shuffled actions given observations). While conceptually simple, solving these tasks implicitly demands capabilities central to embodied cognition-affordance recognition, action-effect reasoning, embodied awareness, and interactive, long-horizon memory from partially observable egocentric input, while avoiding low-level image synthesis that could confound the evaluation. We provide a scalable pipeline that synthesizes QA pairs from robotics simulation (BEHAVIOR) and evaluates models on 8,972 QA pairs spanning long-horizon home-scale activities. Experiments reveal a performance gap between frontier VLMs and humans that widens with interaction horizon. Models consistently perform better on the inverse task than the forward one and exhibit anthropocentric biases, including a preference for right-handed actions and degradation when camera intrinsics or viewpoints deviate from human vision. Website at https://enact-embodied-cognition.github.io/.
50.3ROMar 21
ROI-Driven Foveated Attention for Unified Egocentric Representations in Vision-Language-Action SystemsXinhai Sun, Xiang Shi, Menglin Zou et al.
The development of embodied AI systems is increasingly constrained by the availability and structure of physical interaction data. Despite recent advances in vision-language-action (VLA) models, current pipelines suffer from high data collection cost, limited cross-embodiment alignment, and poor transfer from internet-scale visual data to robot control. We propose a region-of-interest (ROI) driven engineering workflow that introduces an egocentric, geometry-grounded data representation. By projecting end-effector poses via forward kinematics (FK) into a single external camera, we derive movement-aligned hand-centric ROIs without requiring wrist-mounted cameras or multi-view systems. Unlike directly downsampling the full frame, ROI is cropped from the original image before resizing, preserving high local information density for contact-critical regions while retaining global context. We present a reproducible pipeline covering calibration, synchronization, ROI generation, deterministic boundary handling, and metadata governance. The resulting representation is embodiment-aligned and viewpoint-normalized, enabling data reuse across heterogeneous robots. We argue that egocentric ROI serves as a practical data abstraction for scalable collection and cross-embodiment learning, bridging internet-scale perception and robot-specific control.
ROJun 10, 2025
UAD: Unsupervised Affordance Distillation for Generalization in Robotic ManipulationYihe Tang, Wenlong Huang, Yingke Wang et al.
Understanding fine-grained object affordances is imperative for robots to manipulate objects in unstructured environments given open-ended task instructions. However, existing methods of visual affordance predictions often rely on manually annotated data or conditions only on a predefined set of tasks. We introduce UAD (Unsupervised Affordance Distillation), a method for distilling affordance knowledge from foundation models into a task-conditioned affordance model without any manual annotations. By leveraging the complementary strengths of large vision models and vision-language models, UAD automatically annotates a large-scale dataset with detailed $<$instruction, visual affordance$>$ pairs. Training only a lightweight task-conditioned decoder atop frozen features, UAD exhibits notable generalization to in-the-wild robotic scenes and to various human activities, despite only being trained on rendered objects in simulation. Using affordance provided by UAD as the observation space, we show an imitation learning policy that demonstrates promising generalization to unseen object instances, object categories, and even variations in task instructions after training on as few as 10 demonstrations. Project website: https://unsup-affordance.github.io/
64.1ROMar 9
SaiVLA-0: Cerebrum--Pons--Cerebellum Tripartite Architecture for Compute-Aware Vision-Language-ActionXiang Shi, Wenlong Huang, Menglin Zou et al.
We revisit Vision-Language-Action through a neuroscience-inspired triad. Biologically, the Cerebrum provides stable high-level multimodal priors and remains frozen; the Pons Adapter integrates these cortical features with real-time proprioceptive inputs and compiles intent into execution-ready tokens; and the Cerebellum (ParaCAT) performs fast, parallel categorical decoding for online control, with hysteresis/EMA/temperature/entropy for stability. A fixed-ratio schedule and two-stage feature caching make the system compute-aware and reproducible. Inspired by active, foveated vision, our wrist ROIs are geometrically tied to the end-effector via calibrated projection, providing a movement-stabilized, high-resolution view that is sensitive to fine-grained pose changes and complements the global context of the main view. The design is modular: upgrading the Cerebrum only retrains the Pons; changing robots only trains the Cerebellum; cerebellum-only RL can further refine control without touching high-level semantics. As a concept-and-protocol paper with preliminary evidence, we outline a timing protocol under matched conditions (GPU, resolution, batch) to verify anticipated efficiency gains. We also report preliminary LIBERO evidence showing that split feature caching reduces training time (7.5h to 4.5h) and improves average success (86.5% to 92.5%) under official N1.5 head-only training, and that SaiVLA0 reaches 99.0% mean success.
ROFeb 12, 2025
A Real-to-Sim-to-Real Approach to Robotic Manipulation with VLM-Generated Iterative Keypoint RewardsShivansh Patel, Xinchen Yin, Wenlong Huang et al.
Task specification for robotic manipulation in open-world environments is challenging, requiring flexible and adaptive objectives that align with human intentions and can evolve through iterative feedback. We introduce Iterative Keypoint Reward (IKER), a visually grounded, Python-based reward function that serves as a dynamic task specification. Our framework leverages VLMs to generate and refine these reward functions for multi-step manipulation tasks. Given RGB-D observations and free-form language instructions, we sample keypoints in the scene and generate a reward function conditioned on these keypoints. IKER operates on the spatial relationships between keypoints, leveraging commonsense priors about the desired behaviors, and enabling precise SE(3) control. We reconstruct real-world scenes in simulation and use the generated rewards to train reinforcement learning (RL) policies, which are then deployed into the real world-forming a real-to-sim-to-real loop. Our approach demonstrates notable capabilities across diverse scenarios, including both prehensile and non-prehensile tasks, showcasing multi-step task execution, spontaneous error recovery, and on-the-fly strategy adjustments. The results highlight IKER's effectiveness in enabling robots to perform multi-step tasks in dynamic environments through iterative reward shaping.
LGJan 18, 2022
Language Models as Zero-Shot Planners: Extracting Actionable Knowledge for Embodied AgentsWenlong Huang, Pieter Abbeel, Deepak Pathak et al.
Can world knowledge learned by large language models (LLMs) be used to act in interactive environments? In this paper, we investigate the possibility of grounding high-level tasks, expressed in natural language (e.g. "make breakfast"), to a chosen set of actionable steps (e.g. "open fridge"). While prior work focused on learning from explicit step-by-step examples of how to act, we surprisingly find that if pre-trained LMs are large enough and prompted appropriately, they can effectively decompose high-level tasks into mid-level plans without any further training. However, the plans produced naively by LLMs often cannot map precisely to admissible actions. We propose a procedure that conditions on existing demonstrations and semantically translates the plans to admissible actions. Our evaluation in the recent VirtualHome environment shows that the resulting method substantially improves executability over the LLM baseline. The conducted human evaluation reveals a trade-off between executability and correctness but shows a promising sign towards extracting actionable knowledge from language models. Website at https://huangwl18.github.io/language-planner
RONov 4, 2021
Generalization in Dexterous Manipulation via Geometry-Aware Multi-Task LearningWenlong Huang, Igor Mordatch, Pieter Abbeel et al.
Dexterous manipulation of arbitrary objects, a fundamental daily task for humans, has been a grand challenge for autonomous robotic systems. Although data-driven approaches using reinforcement learning can develop specialist policies that discover behaviors to control a single object, they often exhibit poor generalization to unseen ones. In this work, we show that policies learned by existing reinforcement learning algorithms can in fact be generalist when combined with multi-task learning and a well-chosen object representation. We show that a single generalist policy can perform in-hand manipulation of over 100 geometrically-diverse real-world objects and generalize to new objects with unseen shape or size. Interestingly, we find that multi-task learning with object point cloud representations not only generalizes better but even outperforms the single-object specialist policies on both training as well as held-out test objects. Video results at https://huangwl18.github.io/geometry-dex
LGJul 9, 2020
One Policy to Control Them All: Shared Modular Policies for Agent-Agnostic ControlWenlong Huang, Igor Mordatch, Deepak Pathak
Reinforcement learning is typically concerned with learning control policies tailored to a particular agent. We investigate whether there exists a single global policy that can generalize to control a wide variety of agent morphologies -- ones in which even dimensionality of state and action spaces changes. We propose to express this global policy as a collection of identical modular neural networks, dubbed as Shared Modular Policies (SMP), that correspond to each of the agent's actuators. Every module is only responsible for controlling its corresponding actuator and receives information from only its local sensors. In addition, messages are passed between modules, propagating information between distant modules. We show that a single modular policy can successfully generate locomotion behaviors for several planar agents with different skeletal structures such as monopod hoppers, quadrupeds, bipeds, and generalize to variants not seen during training -- a process that would normally require training and manual hyperparameter tuning for each morphology. We observe that a wide variety of drastically diverse locomotion styles across morphologies as well as centralized coordination emerges via message passing between decentralized modules purely from the reinforcement learning objective. Videos and code at https://huangwl18.github.io/modular-rl/