waypoint
Zero-Shot Trajectory Planning for Signal Temporal Logic Tasks
Signal Temporal Logic (STL) is a powerful specification language for describing complex temporal behaviors of continuous signals, making it well-suited for highlevel robotic task descriptions. However, generating executable plans for STL tasks is challenging, as it requires consideration of the coupling between the task specification and the system dynamics. Existing approaches either follow a modelbased setting that explicitly requires knowledge of the system dynamics or adopt a task-oriented data-driven approach to learn plans for specific tasks. In this work, we address the problem of generating executable STL plans for systems with unknown dynamics. We propose a hierarchical planning framework that enables zero-shot generalization to new STL tasks by leveraging only task-agnostic trajectory data during offline training. The framework consists of three key components: (i) decomposing the STL specification into several progresses and time constraints, (ii) searching for timed waypoints that satisfy all progresses under time constraints, and (iii) generating trajectory segments using a pre-trained diffusion model and stitching them into complete trajectories. We formally prove that our method guarantees STL satisfaction, and simulation results demonstrate its effectiveness in generating dynamically feasible trajectories across diverse long-horizon STL tasks.
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,
Scaffolding Dexterous Manipulation with Vision-Language Models
Dexterous robotic hands are essential for performing complex manipulation tasks, yet remain difficult to train due to the challenges of demonstration collection and high-dimensional control. While reinforcement learning (RL) can alleviate the data bottleneck by generating experience in simulation, it typically relies on carefully designed, task-specific reward functions, which hinder scalability and generalization. Thus, contemporary works in dexterous manipulation have often bootstrapped from reference trajectories. These trajectories specify target hand poses that guide the exploration of RL policies and object poses that enable dense, task-agnostic rewards. However, sourcing suitable trajectories--particularly for dexterous hands--remains a significant challenge. Yet, the precise details in explicit reference trajectories are often unnecessary, as RL ultimately refines the motion.
PIVOT-R: Primitive-Driven Waypoint-Aware World Model for Robotic Manipulation
Language-guided robotic manipulation is a challenging task that requires an embodied agent to follow abstract user instructions to accomplish various complex manipulation tasks. Previous work generally maps instructions and visual perceptions directly to low-level executable actions, neglecting the modeling of critical waypoints (e.g., key states of "close to/grab/move up" in action trajectories) in manipulation tasks.To address this issue, we propose a PImitive-driVen waypOinT-aware world model for Robotic manipulation (PIVOT-R) that focuses solely on the prediction of task-relevant waypoints. Specifically, PIVOT-R consists of a Waypoint-aware World Model (WAWM) and a lightweight action prediction module. The former performs primitive action parsing and primitive-driven waypoint prediction, while the latter focuses on decoding low-level actions. Additionally, we also design an asynchronous hierarchical executor (AHE) for PIVOT-R, which can use different execution frequencies for different modules of the model, thereby helping the model reduce computational redundancy and improve model execution efficiency. Our PIVOT-R outperforms state-of-the-art (SoTA) open-source models on the SeaWave benchmark, achieving an average relative improvement of 19.45% across four levels of instruction tasks. Moreover, compared to the synchronously executed PIVOT-R, the execution efficiency of PIVOT-R with AHE is increased by 28-fold, with only a 2.9% drop in performance. These results provide compelling evidence that our PIVOT-R can significantly improve both the performance and efficiency of robotic manipulation.
Appendixfor " Weakly-SupervisedMulti-GranularityMapLearningfor Vision-and-LanguageNavigation "
In our experiments, the fine-grained map, global semantic map, and multi-granularity map are of different sizes (asshowninFigure A)forsaving GPU memory. Object categories predicted by hallucination module. We use an Adam optimizer with a learning rate of 2.5e-4. Specifically,we consider the 10% area with 2 the highest probability in 2D distributionP and ˆP (as described in Section 3.3) as ground-truth andpredicted locations. From Table 1,this variant performs worse than our agent.