simulator
AI agents create virtual playgrounds to help robots get crucial training data
Robots walking down the street, surrounded by astounded onlookers, is an increasingly common sight. But these machines aren't yet the do-it-all assistants you'd want working in a kitchen or factory, and a major bottleneck is data. Much like humans, robots learn best by experience. The challenge is that it's labor-intensive and time-consuming to physically teach these machines so many actions across different settings. "One natural idea is to use simulation as a training ground. While there has been significant progress over the last few years in the physics engines that power robotics simulators, one of the remaining challenges has been creating sufficiently rich and diverse simulation content to capture the complexity of the real world," says Russ Tedrake, the Toyota Professor of Electrical Engineering and Computer Science (EECS), Aeronautics and Astronautics, and Mechanical Engineering at MIT, and a principal investigator at MIT's Computer Science and Artificial Intelligence Laboratory (CSAIL).
The American Art of Blowing Stuff Up
Fireworks by Grucci has been in the pyrotechnics business for six generations. For America's 250th, Grucci fired dozens of shows, including one that covered the entire three-and-a-half-mile Vegas Strip. A few days before the Fourth of July, I was on the rooftop of a casino in Las Vegas, where I ran into the head electrician of the Eisenhower Theatre at the John F. Kennedy Memorial Center for the Performing Arts, which is in Washington, D.C. The electrician, Thomas Benya, who is also a licensed pyrotechnician, had come to Vegas with a swarm of other pyrotechnicians, to set up, and set off, what was being billed as the nation's largest fireworks show. Back in D.C., President Donald Trump was claiming that show, around the National Mall, would be bigger, and that he would be giving a "really long" speech. Trump had been trying to muscle his name onto the Kennedy Center, and then, amid a series of staff departures and cancellations by performers, closed the place down for a "comprehensive revitalization project"; Benya, who enjoys "building art with people," and who has worked at the Kennedy Center for twenty years, since he was eighteen, told me, "It's been traumatic." Vegas seemed unlikely to offer respite. Three hundred and twenty-nine thousand visitors were in town, to celebrate America's two-hundred-and-fiftieth birthday, and all of them were on my elevator. It was a million degrees outside. On a different rooftop, on another day, a gloved woman whose T-shirt read " " paused while loading orange-strobe fireworks shells into three-inch mortars and told me, "When you've been around one hundred and twenty and above, this doesn't even feel like anything." The best sweaty person I saw in Vegas was an older woman with upswept black hair and bangs, wearing a lime-green fake chrysanthemum as plump as a grapefruit tucked behind her right ear, and carrying a Spanish fan. This was at a coffee shop in the Arts District, miles from the Strip. At the next table was a woman who also had black bangs, plus lip piercings and a tattoo on both wrists. She was engrossed in a book called "Fool's Errand," a fantasy novel about an assassin named FitzChivalry Farseer who, per a quick Google, has abandoned "self-imposed exile to rescue a missing prince and navigate perilous political waters." The woman wore an "Invader Zim" T-shirt: " " Belowground was the Vegas Loop--Elon Musk's idea.
Interactive World Simulator for Robot Policy Training and Evaluation
Imagine you want to teach a robot to push an object on a table. The standard recipe in robot learning is to collect hundreds of expert demonstrations on a real robot, train an imitation learning policy on that data, and then evaluate the policy by running it many times on the same real robot. Both stages (data collection and evaluation) are slow, expensive, and hard to reproduce: hardware breaks, lighting changes, objects drift out of place, and every new task means more hours in the lab. A natural question is whether we can replace some of this real-robot work with a simulator. Classical physics-based simulators are powerful, but building one for a new task means manually modeling geometries, contacts, friction, and deformation, and the resulting simulator often still does not match reality closely enough for policies trained inside it to transfer.
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SIMWORLD: An Open-ended Simulator for Agents in Physical and Social Worlds
While LLM/VLM-powered AI agents have advanced rapidly in math, coding, and computer use, their applications in complex physical and social environments remain challenging. Building agents that can survive and thrive in the real world (e.g., by autonomously earning income) requires massive-scale interaction, reasoning, training, and evaluation across diverse scenarios. However, existing world simulators for such development fall short: they often rely on limited hand-crafted environments, simulate simplified game-like physics and social rules, and lack native support for LLM/VLM agents. We introduce SIMWORLD, a new simulator built on Unreal Engine 5, designed for developing and evaluating LLM/VLM agents in rich, real-world-like settings. SIMWORLD offers three core capabilities: social (1) dynamics realistic, and open-ended language-dri world ven simulation procedural, en including vironment accurate generation; physical (2) ric and h interface for LLM/VLM agents, with multi-modal world inputs/feedback and openvocabulary action outputs at varying levels of abstraction; and (3) diverse physical and social reasoning scenarios that are easily customizable by users. We demonstrate SIMWORLD by deploying frontier LLM agents (e.g., Gemini-2.5-Flash,
DEAL: Diffusion Evolution Adversarial Learning for Sim-to-Real Transfer
Training Reinforcement Learning (RL) controllers in simulation offers costefficiency and safety advantages. However, the resultant policies often suffer significant performance degradation during real-world deployment due to the reality gap. Previous works like System Identification (Sys-Id) have attempted to bridge this discrepancy by improving simulator fidelity, but encounter challenges including the collapse of high-dimensional parameter identification, low identification accuracy, and unstable convergence dynamics. To address these challenges, we propose a novel Sys-Id framework that combines Diffusion Evolution with Adversarial Learning (DEAL) to iteratively infer physical parameters with limited real-world data, which makes the state transitions between simulation and reality as similar as possible. Specifically, our method iteratively refines physical parameters through a dual mechanism: a discriminator network evaluates the similarity of state transitions between parameterized simulations and target environment as fitness guidance, while diffusion evolution adaptively modulates noise prediction and denoising processes to optimize parameter distributions.
An Improved Algorithm for Adversarial Linear Contextual Bandits via Reduction
We present an efficient algorithm for linear contextual bandits with adversarial losses and stochastic action sets. Our approach reduces this setting to misspecification-robust adversarial linear bandits with fixed action sets. Without knowledge of the context distribution or access to a context simulator, the algorithm achieves eO(min{d2 T, p d3T logK})regret and runs in poly(d,C,T) time, where d is the feature dimension, C is an upper bound on the number of linear constraints defining the action set in each round, K is an upper bound on the number of actions in each round, and T is number of rounds. This resolves the open question by Liu et al. (2023) on whether one can obtain poly(d) T regret in polynomial time independent of the number of actions. For the important class of combinatorial bandits with adversarial losses and stochastic action sets where the action sets can be described by a polynomial number of linear constraints, our algorithm is the first to achieve poly(d) T regret in polynomial time, while no prior algorithm achieves even o(T) regret in polynomial time to our knowledge. When a simulator is available, the regret bound can be improved to eO(d L), where L is the cumulative loss of the best policy.
Effortless, Simulation-Efficient Bayesian Inference using Tabular Foundation Models
Simulation-based inference (SBI) offers a flexible and general approach to performing Bayesian inference: In SBI, a neural network is trained on synthetic data simulated from a model and used to rapidly infer posterior distributions for observed data. A key goal for SBI is to achieve accurate inference with as few simulations as possible, especially for expensive simulators. In this work, we address this challenge by repurposing recent probabilistic foundation models for tabular data: We show how tabular foundation models--specifically TabPFN--can be used as pre-trained autoregressive conditional density estimators for SBI. We propose Neural Posterior Estimation with Prior-data Fitted Networks (NPE-PFN) and show that it is competitive with current SBI approaches in terms of accuracy for both benchmark tasks and two complex scientific inverse problems. Crucially, it often substantially outperforms them in terms of simulation efficiency, sometimes requiring orders of magnitude fewer simulations. NPE-PFN eliminates the need for selecting and training an inference network and tuning its hyperparameters. We also show that it exhibits superior robustness to model misspecification and can be scaled to simulation budgets that exceed the context size limit of TabPFN. NPE-PFN provides a new direction for SBI, where training-free, general-purpose inference models offer efficient, easy-to-use, and flexible solutions for a wide range of stochastic inverse problems.
Multilevel neural simulation-based inference
Neural simulation-based inference (SBI) is a popular set of methods for Bayesian inference when models are only available in the form of a simulator. These methods are widely used in the sciences and engineering, where writing down a likelihood can be significantly more challenging than constructing a simulator. However, the performance of neural SBI can suffer when simulators are computationally expensive, thereby limiting the number of simulations that can be performed. In this paper, we propose a novel approach to neural SBI which leverages multilevel Monte Carlo techniques for settings where several simulators of varying cost and fidelity are available. We demonstrate through both theoretical analysis and extensive experiments that our method can significantly enhance the accuracy of SBI methods given a fixed computational budget.
SimWorld-Robotics: Synthesizing Photorealistic and Dynamic Urban Environments for Multimodal Robot Navigation and Collaboration
Recent advances in foundation models have shown promising results in developing generalist robotics that can perform diverse tasks in open-ended scenarios given multimodal inputs. However, current work has been mainly focused on indoor, household scenarios. In this work, we present SimWorldRobotics (SWR), a simulation platform for embodied AI in large-scale, photorealistic urban environments. Built on Unreal Engine 5, SWR procedurally generates unlimited photorealistic urban scenes populated with dynamic elements such as pedestrians and traffic systems, surpassing prior urban simulations in realism, complexity, and scalability. It also supports multi-robot control and communication. With these key features, we build two challenging robot benchmarks: (1) a multimodal instruction-following task, where a robot must follow vision-language navigation instructions to reach a destination in the presence of pedestrians and traffic; and (2) a multi-agent search task, where two robots must communicate to cooperatively locate and meet each other. Unlike existing benchmarks, these two new benchmarks comprehensively evaluate a wide range of critical robot capacities in realistic scenarios, including (1) multimodal instructions grounding, (2) 3D spatial reasoning in large environments, (3) safe, long-range navigation with people and traffic, (4) multi-robot collaboration, and (5) grounded communication. Our experimental results demonstrate that stateof-the-art models, including vision-language models (VLMs), struggle with our tasks, lacking robust perception, reasoning, and planning abilities necessary for urban environments.