Abstract:Ask a pretrained biomedical language model whether "cortisol 28 ug/dL" and "stock-market volatility" are related, and it returns a cosine similarity of 0.83 on a scale where 1.0 means identical. The two share no mechanism. This is not a corner case: every off-the-shelf biomedical encoder we tested (BioBERT, PubMedBERT, BioM-ELECTRA) scores unrelated cross-domain pairs between 0.76 and 0.92 when the answer should be near zero. Accuracy on cross-domain discrimination is 0%. Retrieval systems survive this, because a language model downstream filters the noise. A Large Behavioural Model (LBM), a foundation model whose subject is a person rather than a sentence, does not: it reasons over a graph of a user's life and treats embedding proximity as evidence that two events are causally linked. False proximity writes a false causal edge, and everything downstream inherits the error. Here, embedding geometry is not a tuning knob; it is correctness. We report the fix. A contrastive pass over 72,034 pairs raises PubMedBERT BIOSSES correlation from 0.633 to 0.828 and within-vs-across-domain separation from 1.05x to 1.63x. A second pass, BODHI, mines hard negatives from edges absent in a biomedical knowledge graph and lifts separation to 2.30x and the discrimination gap to +0.392, at a 4.5% BIOSSES cost. On an Intel Xeon 6737P with AMX, OpenVINO cuts single-query latency from 1367 ms to 10 ms (133x) and reaches 555 sentences/sec. One finding contradicts standard advice: FP16 beats INT8 on this silicon at every serving batch size, and we explain why. The same model on a no-AMX Ice Lake instance runs 13-27x slower. We release the benchmark suite, training corpora, the BODHI generator, and the OpenVINO scripts.
Abstract:Human video datasets used for cotraining robot manipulation policies largely consist of curated demonstrations where motions are orchestrated to resemble robot behavior and 3D hand poses are captured with specialized hardware. A more plentiful source of data is everyday Internet video, but it is an open question what factors enable transfer from such videos to robots. We investigate this using a new dataset of 532 human videos with 28 hours of high-quality triangulated hand labels and natural motions. We find that hand pose quality affects transfer, but even with accurate hands, the inherent motion gap hinders transfer unless the vision and policy networks specialize to each embodiment. Our cotraining recipe yields consistent improvements, with an absolute success rate gain of $29.7\%$ in the low-robot-data regime across six manipulation tasks.
Abstract:Generating motion-controlled videos--where user-specified actions drive physically plausible scene dynamics under freely chosen viewpoints--demands two capabilities: (1) disentangled motion control, allowing users to separately control the object motion and adjust camera viewpoint; and (2) motion causality, ensuring that user-driven actions trigger coherent reactions from other objects rather than merely displacing pixels. Existing methods fall short on both fronts: they entangle camera and object motion into a single tracking signal and treat motion as kinematic displacement without modeling causal relationships between object motion. We introduce MoRight, a unified framework that addresses both limitations through disentangled motion modeling. Object motion is specified in a canonical static-view and transferred to an arbitrary target camera viewpoint via temporal cross-view attention, enabling disentangled camera and object control. We further decompose motion into active (user-driven) and passive (consequence) components, training the model to learn motion causality from data. At inference, users can either supply active motion and MoRight predicts consequences (forward reasoning), or specify desired passive outcomes and MoRight recovers plausible driving actions (inverse reasoning), all while freely adjusting the camera viewpoint. Experiments on three benchmarks demonstrate state-of-the-art performance in generation quality, motion controllability, and interaction awareness.
Abstract:Reliable loop closure detection remains a critical challenge in 3D LiDAR-based SLAM, especially under sensor noise, environmental ambiguity, and viewpoint variation conditions. RANSAC is often used in the context of loop closures for geometric model fitting in the presence of outliers. However, this approach may fail, leading to map inconsistency. We introduce a novel deterministic algorithm, CliReg, for loop closure validation that replaces RANSAC verification with a maximal clique search over a compatibility graph of feature correspondences. This formulation avoids random sampling and increases robustness in the presence of noise and outliers. We integrated our approach into a real- time pipeline employing binary 3D descriptors and a Hamming distance embedding binary search tree-based matching. We evaluated it on multiple real-world datasets featuring diverse LiDAR sensors. The results demonstrate that our proposed technique consistently achieves a lower pose error and more reliable loop closures than RANSAC, especially in sparse or ambiguous conditions. Additional experiments on 2D projection-based maps confirm its generality across spatial domains, making our approach a robust and efficient alternative for loop closure detection.
Abstract:Visual loco-manipulation of arbitrary objects in the wild with humanoid robots requires accurate end-effector (EE) control and a generalizable understanding of the scene via visual inputs (e.g., RGB-D images). Existing approaches are based on real-world imitation learning and exhibit limited generalization due to the difficulty in collecting large-scale training datasets. This paper presents a new paradigm, HERO, for object loco-manipulation with humanoid robots that combines the strong generalization and open-vocabulary understanding of large vision models with strong control performance from simulated training. We achieve this by designing an accurate residual-aware EE tracking policy. This EE tracking policy combines classical robotics with machine learning. It uses a) inverse kinematics to convert residual end-effector targets into reference trajectories, b) a learned neural forward model for accurate forward kinematics, c) goal adjustment, and d) replanning. Together, these innovations help us cut down the end-effector tracking error by 3.2x. We use this accurate end-effector tracker to build a modular system for loco-manipulation, where we use open-vocabulary large vision models for strong visual generalization. Our system is able to operate in diverse real-world environments, from offices to coffee shops, where the robot is able to reliably manipulate various everyday objects (e.g., mugs, apples, toys) on surfaces ranging from 43cm to 92cm in height. Systematic modular and end-to-end tests in simulation and the real world demonstrate the effectiveness of our proposed design. We believe the advances in this paper can open up new ways of training humanoid robots to interact with daily objects.
Abstract:This paper presents AlphaOne ($\alpha$1), a universal framework for modulating reasoning progress in large reasoning models (LRMs) at test time. $\alpha$1 first introduces $\alpha$ moment, which represents the scaled thinking phase with a universal parameter $\alpha$. Within this scaled pre-$\alpha$ moment phase, it dynamically schedules slow thinking transitions by modeling the insertion of reasoning transition tokens as a Bernoulli stochastic process. After the $\alpha$ moment, $\alpha$1 deterministically terminates slow thinking with the end-of-thinking token, thereby fostering fast reasoning and efficient answer generation. This approach unifies and generalizes existing monotonic scaling methods by enabling flexible and dense slow-to-fast reasoning modulation. Extensive empirical studies on various challenging benchmarks across mathematical, coding, and scientific domains demonstrate $\alpha$1's superior reasoning capability and efficiency. Project page: https://alphaone-project.github.io/




Abstract:We tackle the novel problem of predicting 3D hand motion and contact maps (or Interaction Trajectories) given a single RGB view, action text, and a 3D contact point on the object as input. Our approach consists of (1) Interaction Codebook: a VQVAE model to learn a latent codebook of hand poses and contact points, effectively tokenizing interaction trajectories, (2) Interaction Predictor: a transformer-decoder module to predict the interaction trajectory from test time inputs by using an indexer module to retrieve a latent affordance from the learned codebook. To train our model, we develop a data engine that extracts 3D hand poses and contact trajectories from the diverse HoloAssist dataset. We evaluate our model on a benchmark that is 2.5-10X larger than existing works, in terms of diversity of objects and interactions observed, and test for generalization of the model across object categories, action categories, tasks, and scenes. Experimental results show the effectiveness of our approach over transformer & diffusion baselines across all settings.
Abstract:This paper presents RFconstruct, a framework that enables 3D shape reconstruction using commercial off-the-shelf (COTS) mmWave radars for self-driving scenarios. RFconstruct overcomes radar limitations of low angular resolution, specularity, and sparsity in radar point clouds through a holistic system design that addresses hardware, data processing, and machine learning challenges. The first step is fusing data captured by two radar devices that image orthogonal planes, then performing odometry-aware temporal fusion to generate denser 3D point clouds. RFconstruct then reconstructs 3D shapes of objects using a customized encoder-decoder model that does not require prior knowledge of the object's bound box. The shape reconstruction performance of RFconstruct is compared against 3D models extracted from a depth camera equipped with a LiDAR. We show that RFconstruct can accurately generate 3D shapes of cars, bikes, and pedestrians.
Abstract:Envisioning physically plausible outcomes from a single image requires a deep understanding of the world's dynamics. To address this, we introduce PhysGen3D, a novel framework that transforms a single image into an amodal, camera-centric, interactive 3D scene. By combining advanced image-based geometric and semantic understanding with physics-based simulation, PhysGen3D creates an interactive 3D world from a static image, enabling us to "imagine" and simulate future scenarios based on user input. At its core, PhysGen3D estimates 3D shapes, poses, physical and lighting properties of objects, thereby capturing essential physical attributes that drive realistic object interactions. This framework allows users to specify precise initial conditions, such as object speed or material properties, for enhanced control over generated video outcomes. We evaluate PhysGen3D's performance against closed-source state-of-the-art (SOTA) image-to-video models, including Pika, Kling, and Gen-3, showing PhysGen3D's capacity to generate videos with realistic physics while offering greater flexibility and fine-grained control. Our results show that PhysGen3D achieves a unique balance of photorealism, physical plausibility, and user-driven interactivity, opening new possibilities for generating dynamic, physics-grounded video from an image.




Abstract:Robust and accurate localization and mapping of an environment using laser scanners, so-called LiDAR SLAM, is essential to many robotic applications. Early 3D LiDAR SLAM methods often exploited additional information from IMU or GNSS sensors to enhance localization accuracy and mitigate drift. Later, advanced systems further improved the estimation at the cost of a higher runtime and complexity. This paper explores the limits of what can be achieved with a LiDAR-only SLAM approach while following the "Keep It Small and Simple" (KISS) principle. By leveraging this minimalistic design principle, our system, KISS-SLAM, archives state-of-the-art performances in pose accuracy while requiring little to no parameter tuning for deployment across diverse environments, sensors, and motion profiles. We follow best practices in graph-based SLAM and build upon LiDAR odometry to compute the relative motion between scans and construct local maps of the environment. To correct drift, we match local maps and optimize the trajectory in a pose graph optimization step. The experimental results demonstrate that this design achieves competitive performance while reducing complexity and reliance on additional sensor modalities. By prioritizing simplicity, this work provides a new strong baseline for LiDAR-only SLAM and a high-performing starting point for future research. Further, our pipeline builds consistent maps that can be used directly for further downstream tasks like navigation. Our open-source system operates faster than the sensor frame rate in all presented datasets and is designed for real-world scenarios.