Abstract:Understanding the physical world, including object dynamics, material properties, and causal interactions, remains a core challenge in artificial intelligence. Although recent multi-modal large language models (MLLMs) have demonstrated impressive general reasoning capabilities, they still fall short of achieving human-level understanding of physical principles. Existing datasets for physical reasoning either rely on real-world videos, which incur high annotation costs, or on synthetic simulations, which suffer from limited realism and diversity. In this paper, we propose a novel paradigm that leverages glitches in gameplay videos, referring to visual anomalies that violate predefined physical laws, as a rich and scalable supervision source for physical world understanding. We introduce PhysGame, an meta information guided instruction-tuning dataset containing 140,057 glitch-centric question-answer pairs across five physical domains and sixteen fine-grained categories. To ensure data accuracy, we design a prompting strategy that utilizes gameplay metadata such as titles and descriptions to guide high-quality QA generation. Complementing PhysGame, we construct GameBench, an expert-annotated benchmark with 880 glitch-identified gameplay videos designed to evaluate physical reasoning capabilities. Extensive experiments show that PhysGame significantly enhances both Game2Real transferability, improving the real world physical reasoning performance of Qwen2.5VL by 2.5% on PhysBench, and Game2General transferability, yielding a 1.9% gain on the MVBench benchmark. Moreover, PhysGame-tuned models achieve a 3.7% absolute improvement on GameBench, demonstrating enhanced robustness in detecting physical implausibilities. These results indicate that learning from gameplay anomalies offers a scalable and effective pathway toward advancing physical world understanding in multimodal intelligence.
Abstract:Autonomous systems are increasingly deployed in open and dynamic environments -- from city streets to aerial and indoor spaces -- where perception models must remain reliable under sensor noise, environmental variation, and platform shifts. However, even state-of-the-art methods often degrade under unseen conditions, highlighting the need for robust and generalizable robot sensing. The RoboSense 2025 Challenge is designed to advance robustness and adaptability in robot perception across diverse sensing scenarios. It unifies five complementary research tracks spanning language-grounded decision making, socially compliant navigation, sensor configuration generalization, cross-view and cross-modal correspondence, and cross-platform 3D perception. Together, these tasks form a comprehensive benchmark for evaluating real-world sensing reliability under domain shifts, sensor failures, and platform discrepancies. RoboSense 2025 provides standardized datasets, baseline models, and unified evaluation protocols, enabling large-scale and reproducible comparison of robust perception methods. The challenge attracted 143 teams from 85 institutions across 16 countries, reflecting broad community engagement. By consolidating insights from 23 winning solutions, this report highlights emerging methodological trends, shared design principles, and open challenges across all tracks, marking a step toward building robots that can sense reliably, act robustly, and adapt across platforms in real-world environments.
Abstract:Group-relative reinforcement learning with verifiable rewards (RLVR) often wastes the most informative data it already has the failures. When all rollouts are wrong, gradients stall; when one happens to be correct, the update usually ignores why the others are close-but-wrong, and credit can be misassigned to spurious chains. We present CARE (Contrastive Anchored REflection), a failure-centric post-training framework for multimodal reasoning that turns errors into supervision. CARE combines: (i) an anchored-contrastive objective that forms a compact subgroup around the best rollout and a set of semantically proximate hard negatives, performs within-subgroup z-score normalization with negative-only scaling, and includes an all-negative rescue to prevent zero-signal batches; and (ii) Reflection-Guided Resampling (RGR), a one-shot structured self-repair that rewrites a representative failure and re-scores it with the same verifier, converting near-misses into usable positives without any test-time reflection. CARE improves accuracy and training smoothness while explicitly increasing the share of learning signal that comes from failures. On Qwen2.5-VL-7B, CARE lifts macro-averaged accuracy by 4.6 points over GRPO across six verifiable visual-reasoning benchmarks; with Qwen3-VL-8B it reaches competitive or state-of-the-art results on MathVista and MMMU-Pro under an identical evaluation protocol.
Abstract:Scaling data and models has played a pivotal role in the remarkable progress of computer vision and language. Inspired by these domains, recent efforts in robotics have similarly focused on scaling both data and model size to develop more generalizable and robust policies. However, unlike vision and language, robotics lacks access to internet-scale demonstrations across diverse robotic tasks and environments. As a result, the scale of existing datasets typically suffers from the need for manual data collection and curation. To address this problem, here we propose BLAZER, a framework that learns manipulation policies from automatically generated training data. We build on the zero-shot capabilities of LLM planners and automatically generate demonstrations for diverse manipulation tasks in simulation. Successful examples are then used to finetune an LLM and to improve its planning capabilities without human supervision. Notably, while BLAZER training requires access to the simulator's state, we demonstrate direct transfer of acquired skills to sensor-based manipulation. Through extensive experiments, we show BLAZER to significantly improve zero-shot manipulation in both simulated and real environments. Moreover, BLAZER improves on tasks outside of its training pool and enables downscaling of LLM models. Our code and data will be made publicly available on the project page.
Abstract:While vision-language models (VLMs) have demonstrated promising capabilities in reasoning and planning for embodied agents, their ability to comprehend physical phenomena, particularly within structured 3D environments, remains severely limited. To close this gap, we introduce PhyBlock, a progressive benchmark designed to assess VLMs on physical understanding and planning through robotic 3D block assembly tasks. PhyBlock integrates a novel four-level cognitive hierarchy assembly task alongside targeted Visual Question Answering (VQA) samples, collectively aimed at evaluating progressive spatial reasoning and fundamental physical comprehension, including object properties, spatial relationships, and holistic scene understanding. PhyBlock includes 2600 block tasks (400 assembly tasks, 2200 VQA tasks) and evaluates models across three key dimensions: partial completion, failure diagnosis, and planning robustness. We benchmark 21 state-of-the-art VLMs, highlighting their strengths and limitations in physically grounded, multi-step planning. Our empirical findings indicate that the performance of VLMs exhibits pronounced limitations in high-level planning and reasoning capabilities, leading to a notable decline in performance for the growing complexity of the tasks. Error analysis reveals persistent difficulties in spatial orientation and dependency reasoning. Surprisingly, chain-of-thought prompting offers minimal improvements, suggesting spatial tasks heavily rely on intuitive model comprehension. We position PhyBlock as a unified testbed to advance embodied reasoning, bridging vision-language understanding and real-world physical problem-solving.
Abstract:Embodied navigation demands comprehensive scene understanding and precise spatial reasoning. While image-text models excel at interpreting pixel-level color and lighting cues, 3D-text models capture volumetric structure and spatial relationships. However, unified fusion approaches that jointly fuse 2D images, 3D point clouds, and textual instructions face challenges in limited availability of triple-modality data and difficulty resolving conflicting beliefs among modalities. In this work, we introduce CoNav, a collaborative cross-modal reasoning framework where a pretrained 3D-text model explicitly guides an image-text navigation agent by providing structured spatial-semantic knowledge to resolve ambiguities during navigation. Specifically, we introduce Cross-Modal Belief Alignment, which operationalizes this cross-modal guidance by simply sharing textual hypotheses from the 3D-text model to the navigation agent. Through lightweight fine-tuning on a small 2D-3D-text corpus, the navigation agent learns to integrate visual cues with spatial-semantic knowledge derived from the 3D-text model, enabling effective reasoning in embodied navigation. CoNav achieves significant improvements on four standard embodied navigation benchmarks (R2R, CVDN, REVERIE, SOON) and two spatial reasoning benchmarks (ScanQA, SQA3D). Moreover, under close navigation Success Rate, CoNav often generates shorter paths compared to other methods (as measured by SPL), showcasing the potential and challenges of fusing data from different modalities in embodied navigation. Project Page: https://oceanhao.github.io/CoNav/
Abstract:Vision-and-Language Navigation (VLN) suffers from the limited diversity and scale of training data, primarily constrained by the manual curation of existing simulators. To address this, we introduce RoomTour3D, a video-instruction dataset derived from web-based room tour videos that capture real-world indoor spaces and human walking demonstrations. Unlike existing VLN datasets, RoomTour3D leverages the scale and diversity of online videos to generate open-ended human walking trajectories and open-world navigable instructions. To compensate for the lack of navigation data in online videos, we perform 3D reconstruction and obtain 3D trajectories of walking paths augmented with additional information on the room types, object locations and 3D shape of surrounding scenes. Our dataset includes $\sim$100K open-ended description-enriched trajectories with $\sim$200K instructions, and 17K action-enriched trajectories from 1847 room tour environments. We demonstrate experimentally that RoomTour3D enables significant improvements across multiple VLN tasks including CVDN, SOON, R2R, and REVERIE. Moreover, RoomTour3D facilitates the development of trainable zero-shot VLN agents, showcasing the potential and challenges of advancing towards open-world navigation.




Abstract:Multimodal large language models (MLLMs) have achieved remarkable progress on various visual question answering and reasoning tasks leveraging instruction fine-tuning specific datasets. They can also learn from preference data annotated by human to enhance their reasoning ability and mitigate hallucinations. Most of preference data is generated from the model itself. However, existing methods require high-quality critical labels, which are costly and rely on human or proprietary models like GPT-4V. In this work, we propose Enhancing Alignment in MLLMs via Critical Observation (EACO), which aligns MLLMs by self-generated preference data using only 5k images economically. Our approach begins with collecting and refining a Scoring Evaluation Instruction-tuning dataset to train a critical evaluation model, termed the Critic. This Critic observes model responses across multiple dimensions, selecting preferred and non-preferred outputs for refined Direct Preference Optimization (DPO) tuning. To further enhance model performance, we employ an additional supervised fine-tuning stage after preference tuning. EACO reduces the overall hallucinations by 65.6% on HallusionBench and improves the reasoning ability by 21.8% on MME-Cognition. EACO achieves an 8.5% improvement over LLaVA-v1.6-Mistral-7B across multiple benchmarks. Remarkably, EACO also shows the potential critical ability in open-source MLLMs, demonstrating that EACO is a viable path to boost the competence of MLLMs.




Abstract:Large Language Models (LLMs) have demonstrated remarkable planning abilities across various domains, including robotics manipulation and navigation. While recent efforts in robotics have leveraged LLMs both for high-level and low-level planning, these approaches often face significant challenges, such as hallucinations in long-horizon tasks and limited adaptability due to the generation of plans in a single pass without real-time feedback. To address these limitations, we propose a novel multi-agent LLM framework, Multi-Agent Large Language Model for Manipulation (MALMM) that distributes high-level planning and low-level control code generation across specialized LLM agents, supervised by an additional agent that dynamically manages transitions. By incorporating observations from the environment after each step, our framework effectively handles intermediate failures and enables adaptive re-planning. Unlike existing methods, our approach does not rely on pre-trained skill policies or in-context learning examples and generalizes to a variety of new tasks. We evaluate our approach on nine RLBench tasks, including long-horizon tasks, and demonstrate its ability to solve robotics manipulation in a zero-shot setting, thereby overcoming key limitations of existing LLM-based manipulation methods.




Abstract:The advent of AI-Generated Content (AIGC) has spurred research into automated video generation to streamline conventional processes. However, automating storytelling video production, particularly for customized narratives, remains challenging due to the complexity of maintaining subject consistency across shots. While existing approaches like Mora and AesopAgent integrate multiple agents for Story-to-Video (S2V) generation, they fall short in preserving protagonist consistency and supporting Customized Storytelling Video Generation (CSVG). To address these limitations, we propose StoryAgent, a multi-agent framework designed for CSVG. StoryAgent decomposes CSVG into distinct subtasks assigned to specialized agents, mirroring the professional production process. Notably, our framework includes agents for story design, storyboard generation, video creation, agent coordination, and result evaluation. Leveraging the strengths of different models, StoryAgent enhances control over the generation process, significantly improving character consistency. Specifically, we introduce a customized Image-to-Video (I2V) method, LoRA-BE, to enhance intra-shot temporal consistency, while a novel storyboard generation pipeline is proposed to maintain subject consistency across shots. Extensive experiments demonstrate the effectiveness of our approach in synthesizing highly consistent storytelling videos, outperforming state-of-the-art methods. Our contributions include the introduction of StoryAgent, a versatile framework for video generation tasks, and novel techniques for preserving protagonist consistency.