Abstract:Multimodal large language models (MLLMs) have achieved strong multimodal reasoning capabilities, but their efficiency is limited by the large number of visual tokens, which introduces substantial computational overhead. Visual token pruning offers a natural solution, yet existing methods are imperfect: attention-based criteria tend to retain redundant tokens, while diversity-based criteria are often agnostic to user instructions. Even methods that combine multiple criteria still lack a principled formulation of the intrinsic objective of token pruning. In this paper, we revisit visual token pruning from a first-principles perspective and formulate it as constructing Token Optimal Preservation Sets. Through a top-down information-theoretic analysis, we identify three fundamental principles for effective token selection: Task Relevance, Information Coverage, and Semantic Diversity. Based on these principles, we propose TOPS, a training-free and model-agnostic pruning module that can be applied to various MLLMs. Extensive experiments on 7 MLLM backbones and 14 benchmarks demonstrate that TOPS outperforms prior methods under diverse pruning settings. Notably, on LLaVA-NeXT, TOPS removes 77.8% of visual tokens while preserving 100.0% and 100.6% performance on its 7B and 13B models, respectively, suggesting that pruning redundant visual tokens can sometimes mitigate hallucination and inspire future lightweight MLLM design.
Abstract:Vision-Language-Action (VLA) models are often constrained by the imitation ceiling imposed by sub-optimal data. While Reinforcement Learning (RL) fine-tuning can surpass this limit, it is notoriously sample inefficient. This challenge arises from two core issues: (1) catastrophic initial unlearning due to an unstable Q-function and (2) inefficient policy updates caused by low-quality exploration data, often forcing a reliance on costly human interventions. We introduce FORCE, a 3-stage framework that stabilizes fine-tuning by tackling both issues. FORCE first incorporates a Value-Calibrated Warm-Up phase, utilizing on-policy rollouts to mitigate the distributional shift of the Q-function. Subsequently, during the online stage, this calibrated Q-function acts as a filter for both the policy's own action proposals and expert data, ensuring only high-value actions are used for the policy update. We evaluate FORCE on various simulation and real-world tasks, and the result shows that FORCE achieves a 79% absolute improvement in success rates and outperform prior RL methods by 10%, while accelerating training by 32.5%. Critically, it mitigates the common success rate drop and achieves this robust performance without human intervention, marking a significant step towards deploying capable and autonomous robotic agents.
Abstract:Human-hand demonstrations provide a direct and scalable source of physical interaction data for robot learning. While manual retargeting is indispensable for establishing kinematic action correspondence across different morphologies, robust transfer requires going beyond geometry to address the underlying alignment of physical dynamics between human and robot manipulation. To address this, we introduce LaST-HD, a novel human-to-robot action learning paradigm that extends reasoning-before-acting VLA by aligning human-hand and robot demonstrations in a shared latent reasoning space. Rather than mimicking human kinematics, LaST-HD trains an auxiliary action-conditioned world model on unpaired human-hand and robot trajectories to synthesize unified latent targets. After aligning cross-embodiment representations in this shared forward-dynamics space, these targets supervise LaST-HD's latent reasoning process, enabling it to internalize shared physical dynamics and drive efficient human-hand action learning. Moreover, we develop Out-of-Lab (OOL) Glove, a low-cost motion-capture glove tailored to LaST-HD for human-hand data collection. The captured human data provide precise keypoints and serve as universal action supervision across grippers and dexterous hands. Armed with the aligned latent space and high-fidelity human-hand data, we develop a progressive mixed-to-human training recipe comprising mixed human-robot co-training and human-hand online correction post-training. Through mixed co-training, LaST-HD improves generalization to novel objects, scenes, and positions using only human-hand demonstrations. With online correction, LaST-HD further adapts to novel environments and achieves over 90\% accuracy using only 20 minutes of OOL glove data.
Abstract:Recent World-Action (WA) models demonstrate strong generalization ability and data efficiency, but they typically rely on expert trajectories for training. This reliance limits their ability to acquire fine-grained manipulation skills beyond the demonstration distribution and prevents them from continuously improving through real-world interaction. To address these limitations, we propose WAM-RL, a reinforcement learning framework that enables joint optimization of the world model and the action model through online interaction with the environment. By allowing the two components to co-evolve, our approach enhances fine-grained control and adaptability. Specifically, a WA model consists of a world model and an actor. We design a tailored reinforcement learning method with hierarchical optimization to coordinate their improvement. On the methodological side, we systematically investigate the effects of applying reinforcement learning to the action model, as well as online training of the world model within an RL setting. Our experiments reveal a key insight: optimizing only the actor yields improvements on short-horizon tasks, but fails to provide significant gains on long-horizon tasks. In contrast, jointly optimizing both the world model and the actor is critical for achieving strong performance in long-horizon settings. Our work is the first to introduce reinforcement learning into the World-Action paradigm, and provides insights into how online optimization of both the action head and the world model impacts overall performance.
Abstract:World action models (WAMs) have recently shown promise in jointly modeling future observations and executable robot actions. However, most existing WAMs still operate in 2D video or latent spaces, where visually plausible rollouts miss the 3D spatial constraints and occluded contact geometry required for precise manipulation. While geometric foundation models offer strong priors for recovering dense 3D structure and motion from visual observations, forcing WAMs to predict the dense 4D representation introduces costly geometric decoding and slows down causal action generation. To address the trade-off, we present WAM4D, a fast 4D world action model that uses lightweight spatial register tokens as training-time future-depth readouts to transfer pretrained geometric priors into a causal video-action transformer, then removes the register branch for lightweight action inference. To prevent non-causal shortcuts, we further design causal mixture attention for the Mixture-of-Transformers (MoT) WAM backbone, defining modality-specific visibility among video, action, and geometry tokens. Comprehensive experiments on RoboTwin 2.0 and challenging real-world manipulation tasks show that WAM4D improves spatial consistency and achieves competitive action prediction while maintaining efficient inference.
Abstract:Remote sensing vector mapping aims to generate structured maps of geospatial entities, such as buildings, roads, and water bodies, from remote sensing imagery. In practice, vector maps usually contain multiple category layers and heterogeneous entity structures, requiring a unified model for diverse mapping needs. However, existing methods typically represent vector objects as polygons or graphs, making them suitable only for specific categories: polygons poorly capture topological relations, while graphs often blur instance boundaries. We observe that language, as a natural medium for human communication, offers a flexible and expressive representation that can accommodate heterogeneous map elements, including geometry, semantics, and topolog. Motivated by this insight, we propose Vector Map as Language (VecLang), a unified paradigm that reformulates multiclass vector mapping as structured text generation. VecLang encodes the common elements of different geospatial entities into a GeoJSON-like vector language, enabling cross-category modeling within a shared textual format. To generate this language reliably, we design a progressive vision-language mapping framework that first localizes vectorization units and then generates structured map elements. We further introduce Hierarchical Vector Language Optimization, which uses reinforcement learning to improve syntax validity, content fidelity, and map executability. We also build VecMap-Bench with 54K images and 800K instances, supporting training and evaluation across standard and generalization settings. Extensive experiments demonstrate that VecLang handles both single-class and multiclass vector mapping while achieving strong cross-dataset and open-vocabulary generalization. The model and dataset are publicly available at https://github.com/yyyyll0ss/VecLang.
Abstract:World-Action Models (WAMs) have emerged as a promising paradigm for embodied control by coupling future visual prediction with action generation. However, most existing WAMs rely on photorealistic future prediction, which incurs high inference latency and makes real-time robot deployment difficult. This motivates a more efficient WAM design that preserves the control benefits of future visual prediction while reducing its inference cost. We introduce Efficient-WAM, a World-Action Model that reduces the cost of future imagination while preserving its control benefit. Efficient-WAM improves inference efficiency via a compact video expert transferred from WAN-2.2-5B, token-sparse video latents, and asymmetric video-action denoising that allocates fewer sampling steps to video than to actions. Instead of optimizing the future branch for visual fidelity, Efficient-WAM treats future video prediction as a compact guidance signal for action generation. Comprehensive experiments on RoboTwin 2.0 and real-world manipulation tasks show that Efficient-WAM maintains strong action performance despite visibly coarse future predictions. While maintaining competitive control capabilities, our 1B-parameter model can reduce per-chunk latency to around 100 ms during physical deployment, achieving a 30x speedup over existing WAMs.
Abstract:World action models inherit the predictive capability of world models, enabling action generation to be guided by anticipated future observations. However, they rely primarily on vision and often fail in contact-rich manipulation, where critical cues arise from physical interaction. In this paper, we propose Dream-Tac, a unified Tactile-World Action Model that jointly models actions, future visual observations, and tactile dynamics. Specifically, Dream-Tac introduces (i) contact-gated visuotactile fusion to selectively integrate tactile signals and (ii) a contact-aware attention bias to better regulate cross-modal interactions during manipulation. To support real-time deployment, we further design a dual-level acceleration strategy, reformulating the contact-aware bias to preserve the fused attention path during training and introducing cache-based diffusion acceleration at inference, achieving up to 2.9$\times$ faster training and 1.8$\times$ faster inference. Across six contact-rich manipulation tasks, Dream-Tac improves action accuracy by 31.7\% on average, demonstrating the effectiveness of unified visuotactile world modeling.Code is available at https://github.com/LYFCLOUDFAN/Dream-Tac.
Abstract:While 3D Gaussian Splatting has shown promising results in street scene reconstruction, existing methods require massive numbers of Gaussian primitives to capture fine details, leading to prohibitive storage costs and slow rendering speeds. We observe that dynamic objects (e.g., vehicles and pedestrians) demand high-fidelity representations to maintain temporal consistency, while static background regions often contain substantial redundancy. Motivated by this, we propose SparseStreet, a general compression framework specifically designed for street scenes. First, we introduce a node-based learnable pruning strategy that systematically removes low-contributing Gaussian primitives while preserving visually critical regions. Second, after the scene representation stabilizes, we apply background compression, further reducing redundancy in static regions. Our method effectively preserves the geometry and appearance of dynamic objects while significantly reducing the total number of Gaussian primitives. Extensive experiments on the Waymo and nuScenes demonstrate that SparseStreet achieves up to 80% compression ratio with minimal quality degradation, enabling resource-efficient, high-fidelity dynamic scene reconstruction. Project website: https://sparsestreet.github.io/.
Abstract:Robotic imitation learning is often treated as reproducing demonstrated actions, but actions are inherently embodiment-specific. When demonstrations come from humans or robots with different morphology, kinematics, or action spaces, this action-centric view requires shared action spaces, heuristic retargeting, or large-scale multi-embodiment co-training. We instead view demonstrations as implicit specifications of future goals: the target agent should infer what state the demonstrator is trying to realize, rather than how the demonstrator executes it. We propose Demo-JEPA, a cross-embodiment imitation framework that decouples demonstration intent from embodiment-specific execution. Built on a JEPA-based world model, Demo-JEPA translates source visual demonstrations into target-compatible future latent trajectories in a shared predictive representation space. The target agent then uses these latent trajectories as subgoals and realizes them through planning under its own learned forward dynamics. Because Demo-JEPA avoids action-level correspondence and requires only visual demonstrations plus the target agent's own interaction experience, it supports flexible imitation across heterogeneous embodiments. Experiments on RLBench and real-world manipulation tasks show that Demo-JEPA matches specialized in-domain planners and generalizes to unseen tasks and embodiment configurations where prior methods fail.