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BAKU: AnEfficientTransformerfor Multi-TaskPolicyLearning

Neural Information Processing Systems

Inthiswork,wepresentBAKU,asimple transformer architecture that enables efficient learning of multi-task robot policies.BAKU builds upon recent advancements in offline imitation learning and meticulously combines observation trunks, action chunking, multi-sensory observations, and action heads tosubstantially improveupon prior work.



SAM2Grasp: Resolve Multi-modal Grasping via Prompt-conditioned Temporal Action Prediction

Wu, Shengkai, Yang, Jinrong, Luo, Wenqiu, Gao, Linfeng, Shang, Chaohui, Zhi, Meiyu, Sun, Mingshan, Yang, Fangping, Ren, Liangliang, Zhao, Yong

arXiv.org Artificial Intelligence

Imitation learning for robotic grasping is often plagued by the multimodal problem: when a scene contains multiple valid targets, demonstrations of grasping different objects create conflicting training signals. Standard imitation learning policies fail by averaging these distinct actions into a single, invalid action. In this paper, we introduce SAM2Grasp, a novel framework that resolves this issue by reformulating the task as a uni-modal, prompt-conditioned prediction problem. Our method leverages the frozen SAM2 model to use its powerful visual temporal tracking capability and introduces a lightweight, trainable action head that operates in parallel with its native segmentation head. This design allows for training only the small action head on pre-computed temporal-visual features from SAM2. During inference, an initial prompt, such as a bounding box provided by an upstream object detection model, designates the specific object to be grasped. This prompt conditions the action head to predict a unique, unambiguous grasp trajectory for that object alone. In all subsequent video frames, SAM2's built-in temporal tracking capability automatically maintains stable tracking of the selected object, enabling our model to continuously predict the grasp trajectory from the video stream without further external guidance. This temporal-prompted approach effectively eliminates ambiguity from the visuomotor policy. We demonstrate through extensive experiments that SAM2Grasp achieves state-of-the-art performance in cluttered, multi-object grasping tasks.


Decoupled Action Head: Confining Task Knowledge to Conditioning Layers

Zhou, Jian, Lin, Sihao, Fu, Shuai, WU, Qi

arXiv.org Artificial Intelligence

Behavior Cloning (BC) is a data-driven supervised learning approach that has gained increasing attention with the success of scaling laws in language and vision domains. Among its implementations in robotic manipulation, Diffusion Policy (DP), with its two variants DP-CNN (DP-C) and DP-Transformer (DP-T), is one of the most effective and widely adopted models, demonstrating the advantages of predicting continuous action sequences. However, both DP and other BC methods remain constrained by the scarcity of paired training data, and the internal mechanisms underlying DP's effectiveness remain insufficiently understood, leading to limited generalization and a lack of principled design in model development. In this work, we propose a decoupled training recipe that leverages nearly cost-free kinematics-generated trajectories as observation-free data to pretrain a general action head (action generator). The pretrained action head is then frozen and adapted to novel tasks through feature modulation. Our experiments demonstrate the feasibility of this approach in both in-distribution and out-of-distribution scenarios. As an additional benefit, decoupling improves training efficiency; for instance, DP-C achieves up to a 41% speedup. Furthermore, the confinement of task-specific knowledge to the conditioning components under decoupling, combined with the near-identical performance of DP-C in both normal and decoupled training, indicates that the action generation backbone plays a limited role in robotic manipulation. Motivated by this observation, we introduce DP-MLP, which replaces the 244M-parameter U-Net backbone of DP-C with only 4M parameters of simple MLP blocks, achieving a 83.9% faster training speed under normal training and 89.1% under decoupling.




VOTE: Vision-Language-Action Optimization with Trajectory Ensemble Voting

Lin, Juyi, Taherin, Amir, Akbari, Arash, Akbari, Arman, Lu, Lei, Chen, Guangyu, Padir, Taskin, Yang, Xiaomeng, Chen, Weiwei, Li, Yiqian, Lin, Xue, Kaeli, David, Zhao, Pu, Wang, Yanzhi

arXiv.org Artificial Intelligence

Recent large-scale Vision Language Action (VLA) models have shown superior performance in robotic manipulation tasks guided by natural language. However, current VLA models suffer from two drawbacks: (i) generation of massive tokens leading to high inference latency and increased training cost, and (ii) insufficient utilization of generated actions resulting in potential performance loss. To address these issues, we develop a training framework to finetune VLA models for generating significantly fewer action tokens with high parallelism, effectively reducing inference latency and training cost. Furthermore, we introduce an inference optimization technique with a novel voting-based ensemble strategy to combine current and previous action predictions, improving the utilization of generated actions and overall performance. Our results demonstrate that we achieve superior performance compared with state-of-the-art VLA models, achieving significantly higher success rates and 39$\times$ faster inference than OpenVLA with 46 Hz throughput on edge platforms, demonstrating practical deployability. The code is available at https://github.com/LukeLIN-web/VOTE.


A Ablations

Neural Information Processing Systems

We find that past play greatly stabilizes the emergence of reciprocity in IPD. In cells containing another agent, we include the RUSP observations in these channels. In Figure 11 we show results when training with RUSP in these environments. Consistent with past work, the greedy baseline fails to reach a solution with high collective return. We use a distributed computing infrastructure used in Berner et al.


TacticCraft: Natural Language-Driven Tactical Adaptation for StarCraft II

Ma, Weiyu, Jiang, Jiwen, Fu, Haobo, Zhang, Haifeng

arXiv.org Artificial Intelligence

We present an adapter-based approach for tactical conditioning of StarCraft II AI agents. Current agents, while powerful, lack the ability to adapt their strategies based on high-level tactical directives. Our method freezes a pre-trained policy network (DI-Star) and attaches lightweight adapter modules to each action head, conditioned on a tactical tensor that encodes strategic preferences. By training these adapters with KL divergence constraints, we ensure the policy maintains core competencies while exhibiting tactical variations. Experimental results show our approach successfully modulates agent behavior across tactical dimensions including aggression, expansion patterns, and technology preferences, while maintaining competitive performance. Our method enables flexible tactical control with minimal computational overhead, offering practical strategy customization for complex real-time strategy games.


VLA-OS: Structuring and Dissecting Planning Representations and Paradigms in Vision-Language-Action Models

Gao, Chongkai, Liu, Zixuan, Chi, Zhenghao, Huang, Junshan, Fei, Xin, Hou, Yiwen, Zhang, Yuxuan, Lin, Yudi, Fang, Zhirui, Jiang, Zeyu, Shao, Lin

arXiv.org Artificial Intelligence

Recent studies on Vision-Language-Action (VLA) models have shifted from the end-to-end action-generation paradigm toward a pipeline involving task planning followed by action generation, demonstrating improved performance on various complex, long-horizon manipulation tasks. However, existing approaches vary significantly in terms of network architectures, planning paradigms, representations, and training data sources, making it challenging for researchers to identify the precise sources of performance gains and components to be further improved. To systematically investigate the impacts of different planning paradigms and representations isolating from network architectures and training data, in this paper, we introduce VLA-OS, a unified VLA architecture series capable of various task planning paradigms, and design a comprehensive suite of controlled experiments across diverse object categories (rigid and deformable), visual modalities (2D and 3D), environments (simulation and real-world), and end-effectors (grippers and dexterous hands). Our results demonstrate that: 1) visually grounded planning representations are generally better than language planning representations; 2) the Hierarchical-VLA paradigm generally achieves superior or comparable performance than other paradigms on task performance, pretraining, generalization ability, scalability, and continual learning ability, albeit at the cost of slower training and inference speeds.