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 skill library


AERMANI-VLM: Structured Prompting and Reasoning for Aerial Manipulation with Vision Language Models

Mishra, Sarthak, Yadav, Rishabh Dev, Das, Avirup, Gupta, Saksham, Pan, Wei, Roy, Spandan

arXiv.org Artificial Intelligence

This reasoning-action loop continues until task completion, enabling the VLM to focus on semantic reasoning while delegating precise execution to robust controllers. The framework is evaluated in simulation and real-world experiments using a pretrained VLM, and comprehensive comparison and ablation studies are carried out to verify its performance. CLIPSeg [12] is used for prompt-based segmentation, maintaining a unified prompting pipeline from perception to reasoning. A. Additional Related W orks Aerial manipulation has progressed from vision-guided approaches relying on onboard cameras and artificial visual cues [13], to fully markerless grasping systems using onboard perception [14], and more recently end-effector-centric frameworks for versatile manipulation [15], yet all remain focused on execution rather than language-level reasoning. In parallel, VLAs [2]-[5] combine LLMbased planning [16], [17] with perceptual grounding from models such as CLIP [18], CLIPort [19], and LLaV A [20], but their end-to-end policies are data-intensive and prone to unsafe behaviors from ambiguous outputs, or adversarial prompts, motivating hybrid approaches where reasoning is decoupled from execution via modular skill primitives [21], [22]. For multirotors specifically, foundation model research has focused on mission planning [23], spatial reasoning [24], and direct control [25] which advances locomotion but does not extend to aerial manipulation, and it requires exploration coupled with grasping and placement [26]. In summary, control-focused aerial manipulation, reasoning-focused VLAs, and navigation-focused UA V -VLN each address parts of the problem, but none unify perception, reasoning, and execution for aerial manipulation. Together, these limitations motivate AERMANI-VLM, which unifies open-vocabulary perception, structured reasoning, and safe skill execution for aerial manipulation.


PolySkill: Learning Generalizable Skills Through Polymorphic Abstraction

Yu, Simon, Li, Gang, Shi, Weiyan, Qi, Peng

arXiv.org Artificial Intelligence

Large language models (LLMs) are moving beyond static uses and are now powering agents that learn continually during their interaction with external environments. For example, agents can learn reusable skills while navigating web pages or toggling new tools. However, existing methods for skill learning often create skills that are over-specialized to a single website and fail to generalize. We introduce PolySkill, a new framework that enables agents to learn generalizable and compositional skills. The core idea, inspired by polymorphism in software engineering, is to decouple a skill's abstract goal (what it accomplishes) and its concrete implementation (how it is executed). Experiments show that our method (1) improves skill reuse by 1.7x on seen websites and (2) boosts success rates by up to 9.4% on Mind2Web and 13.9% on unseen websites, while reducing steps by over 20%. (3) In self-exploration settings without specified tasks, our framework improves the quality of proposed tasks and enables agents to learn generalizable skills that work across different sites. By enabling the agent to identify and refine its own goals, the PolySkill enhances the agent's ability to learn a better curriculum, leading to the acquisition of more generalizable skills compared to baseline methods. This work provides a practical path toward building agents capable of continual learning in adaptive environments. Our findings show that separating a skill's goal from its execution is a crucial step toward developing autonomous agents that can learn and generalize across the open web continuously.


VistaWise: Building Cost-Effective Agent with Cross-Modal Knowledge Graph for Minecraft

Fu, Honghao, Ren, Junlong, Chai, Qi, Ye, Deheng, Cai, Yujun, Wang, Hao

arXiv.org Artificial Intelligence

Large language models (LLMs) have shown significant promise in embodied decision-making tasks within virtual open-world environments. Nonetheless, their performance is hindered by the absence of domain-specific knowledge. Methods that finetune on large-scale domain-specific data entail prohibitive development costs. This paper introduces VistaWise, a cost-effective agent framework that integrates cross-modal domain knowledge and finetunes a dedicated object detection model for visual analysis. It reduces the requirement for domain-specific training data from millions of samples to a few hundred. VistaWise integrates visual information and textual dependencies into a cross-modal knowledge graph (KG), enabling a comprehensive and accurate understanding of multimodal environments. We also equip the agent with a retrieval-based pooling strategy to extract task-related information from the KG, and a desktop-level skill library to support direct operation of the Minecraft desktop client via mouse and keyboard inputs. Experimental results demonstrate that VistaWise achieves state-of-the-art performance across various open-world tasks, highlighting its effectiveness in reducing development costs while enhancing agent performance.


Rethinking Agent Design: From Top-Down Workflows to Bottom-Up Skill Evolution

Du, Jiawei, Wu, Jinlong, Chen, Yuzheng, Hu, Yucheng, Li, Bing, Zhou, Joey Tianyi

arXiv.org Artificial Intelligence

Most LLM-based agent frameworks adopt a top-down philosophy: humans decompose tasks, define workflows, and assign agents to execute each step. While effective on benchmark-style tasks, such systems rely on designer updates and overlook agents' potential to learn from experience. Recently, Silver and Sutton(2025) envision a shift into a new era, where agents could progress from a stream of experiences. In this paper, we instantiate this vision of experience-driven learning by introducing a bottom-up agent paradigm that mirrors the human learning process. Agents acquire competence through a trial-and-reasoning mechanism-exploring, reflecting on outcomes, and abstracting skills over time. Once acquired, skills can be rapidly shared and extended, enabling continual evolution rather than static replication. As more agents are deployed, their diverse experiences accelerate this collective process, making bottom-up design especially suited for open-ended environments. We evaluate this paradigm in Slay the Spire and Civilization V, where agents perceive through raw visual inputs and act via mouse outputs, the same as human players. Using a unified, game-agnostic codebase without any game-specific prompts or privileged APIs, our bottom-up agents acquire skills entirely through autonomous interaction, demonstrating the potential of the bottom-up paradigm in complex, real-world environments. Our code is available at https://github.com/AngusDujw/Bottom-Up-Agent.


Being-0: A Humanoid Robotic Agent with Vision-Language Models and Modular Skills

Yuan, Haoqi, Bai, Yu, Fu, Yuhui, Zhou, Bohan, Feng, Yicheng, Xu, Xinrun, Zhan, Yi, Karlsson, Börje F., Lu, Zongqing

arXiv.org Artificial Intelligence

Building autonomous robotic agents capable of achieving human-level performance in real-world embodied tasks is an ultimate goal in humanoid robot research. Recent advances have made significant progress in high-level cognition with Foundation Models (FMs) and low-level skill development for humanoid robots. However, directly combining these components often results in poor robustness and efficiency due to compounding errors in long-horizon tasks and the varied latency of different modules. We introduce Being-0, a hierarchical agent framework that integrates an FM with a modular skill library. The FM handles high-level cognitive tasks such as instruction understanding, task planning, and reasoning, while the skill library provides stable locomotion and dexterous manipulation for low-level control. To bridge the gap between these levels, we propose a novel Connector module, powered by a lightweight vision-language model (VLM). The Connector enhances the FM's embodied capabilities by translating language-based plans into actionable skill commands and dynamically coordinating locomotion and manipulation to improve task success. With all components, except the FM, deployable on low-cost onboard computation devices, Being-0 achieves efficient, real-time performance on a full-sized humanoid robot equipped with dexterous hands and active vision. Extensive experiments in large indoor environments demonstrate Being-0's effectiveness in solving complex, long-horizon tasks that require challenging navigation and manipulation subtasks. For further details and videos, visit https://beingbeyond.github.io/being-0.


SRSA: Skill Retrieval and Adaptation for Robotic Assembly Tasks

Guo, Yijie, Tang, Bingjie, Akinola, Iretiayo, Fox, Dieter, Gupta, Abhishek, Narang, Yashraj

arXiv.org Artificial Intelligence

Enabling robots to learn novel tasks in a data-efficient manner is a long-standing challenge. Common strategies involve carefully leveraging prior experiences, especially transition data collected on related tasks. Although much progress has been made for general pick-and-place manipulation, far fewer studies have investigated contact-rich assembly tasks, where precise control is essential. We introduce SRSA (Skill Retrieval and Skill Adaptation), a novel framework designed to address this problem by utilizing a pre-existing skill library containing policies for diverse assembly tasks. The challenge lies in identifying which skill from the library is most relevant for fine-tuning on a new task. Our key hypothesis is that skills showing higher zero-shot success rates on a new task are better suited for rapid and effective fine-tuning on that task. To this end, we propose to predict the transfer success for all skills in the skill library on a novel task, and then use this prediction to guide the skill retrieval process. We establish a framework that jointly captures features of object geometry, physical dynamics, and expert actions to represent the tasks, allowing us to efficiently learn the transfer success predictor. Extensive experiments demonstrate that SRSA significantly outperforms the leading baseline. When retrieving and fine-tuning skills on unseen tasks, SRSA achieves a 19% relative improvement in success rate, exhibits 2.6x lower standard deviation across random seeds, and requires 2.4x fewer transition samples to reach a satisfactory success rate, compared to the baseline. Furthermore, policies trained with SRSA in simulation achieve a 90% mean success rate when deployed in the real world. Please visit our project webpage https://srsa2024.github.io/.


Parallelized Planning-Acting for Efficient LLM-based Multi-Agent Systems

Li, Yaoru, Liu, Shunyu, Zheng, Tongya, Song, Mingli

arXiv.org Artificial Intelligence

Recent advancements in Large Language Model(LLM)-based Multi-Agent Systems(MAS) have demonstrated remarkable potential for tackling complex decision-making tasks. However, existing frameworks inevitably rely on serialized execution paradigms, where agents must complete sequential LLM planning before taking action. This fundamental constraint severely limits real-time responsiveness and adaptation, which is crucial in dynamic environments with ever-changing scenarios. In this paper, we propose a novel parallelized planning-acting framework for LLM-based MAS, featuring a dual-thread architecture with interruptible execution to enable concurrent planning and acting. Specifically, our framework comprises two core threads:(1) a planning thread driven by a centralized memory system, maintaining synchronization of environmental states and agent communication to support dynamic decision-making; and (2) an acting thread equipped with a comprehensive skill library, enabling automated task execution through recursive decomposition. Extensive experiments on challenging Minecraft demonstrate the effectiveness of the proposed framework.


Cooperative Multi-Agent Planning with Adaptive Skill Synthesis

Li, Zhiyuan, Zhao, Wenshuai, Pajarinen, Joni

arXiv.org Artificial Intelligence

Despite much progress in training distributed artificial intelligence (AI), building cooperative multi-agent systems with multi-agent reinforcement learning (MARL) faces challenges in sample efficiency, interpretability, and transferability. Unlike traditional learning-based methods that require extensive interaction with the environment, large language models (LLMs) demonstrate remarkable capabilities in zero-shot planning and complex reasoning. However, existing LLM-based approaches heavily rely on text-based observations and struggle with the non-Markovian nature of multi-agent interactions under partial observability. We present COMPASS, a novel multi-agent architecture that integrates vision-language models (VLMs) with a dynamic skill library and structured communication for decentralized closed-loop decision-making. The skill library, bootstrapped from demonstrations, evolves via planner-guided tasks to enable adaptive strategies. COMPASS propagates entity information through multi-hop communication under partial observability. Evaluations on the improved StarCraft Multi-Agent Challenge (SMACv2) demonstrate COMPASS achieves up to 30\% higher win rates than state-of-the-art MARL algorithms in symmetric scenarios.


An Atomic Skill Library Construction Method for Data-Efficient Embodied Manipulation

Li, Dongjiang, Peng, Bo, Li, Chang, Qiao, Ning, Zheng, Qi, Sun, Lei, Qin, Yusen, Li, Bangguo, Luan, Yifeng, Wu, Bo, Zhan, Yibing, Sun, Mingang, Xu, Tong, Li, Lusong, Shen, Hui, He, Xiaodong

arXiv.org Artificial Intelligence

Embodied manipulation is a fundamental ability in the realm of embodied artificial intelligence. Although current embodied manipulation models show certain generalizations in specific settings, they struggle in new environments and tasks due to the complexity and diversity of real-world scenarios. The traditional end-to-end data collection and training manner leads to significant data demands. Decomposing end-to-end tasks into atomic skills helps reduce data requirements and improves the task success rate. However, existing methods are limited by predefined skill sets that cannot be dynamically updated. To address the issue, we introduce a three-wheeled data-driven method to build an atomic skill library. We divide tasks into subtasks using the Vision-Language-Planning (VLP). Then, atomic skill definitions are formed by abstracting the subtasks. Finally, an atomic skill library is constructed via data collection and Vision-Language-Action (VLA) fine-tuning. As the atomic skill library expands dynamically with the three-wheel update strategy, the range of tasks it can cover grows naturally. In this way, our method shifts focus from end-to-end tasks to atomic skills, significantly reducing data costs while maintaining high performance and enabling efficient adaptation to new tasks. Extensive experiments in real-world settings demonstrate the effectiveness and efficiency of our approach.


ReLEP: A Novel Framework for Real-world Long-horizon Embodied Planning

Liu, Siyuan, Du, Jiawei, Xiang, Sicheng, Wang, Zibo, Luo, Dingsheng

arXiv.org Artificial Intelligence

Real-world long-horizon embodied planning underpins embodied AI. To accomplish long-horizon tasks, agents need to decompose abstract instructions into detailed steps. Prior works mostly rely on GPT-4V for task decomposition into predefined actions, which limits task diversity due to GPT-4V's finite understanding of larger skillsets. Therefore, we present ReLEP, a groundbreaking framework for Real world Long-horizon Embodied Planning, which can accomplish a wide range of daily tasks. At its core lies a fine-tuned large vision language model that formulates plans as sequences of skill functions according to input instruction and scene image. These functions are selected from a carefully designed skill library. ReLEP is also equipped with a Memory module for plan and status recall, and a Robot Configuration module for versatility across robot types. In addition, we propose a semi-automatic data generation pipeline to tackle dataset scarcity. Real-world off-line experiments across eight daily embodied tasks demonstrate that ReLEP is able to accomplish long-horizon embodied tasks and outperforms other state-of-the-art baseline methods.