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    <title>UT Austin Robot Perception and Learning Lab</title>
    <description>UTCS Homepage</description>
    <link>rpl.cs.utexas.edu</link>
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        <title>MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives</title>
        <description>&lt;p&gt;Despite transformative advances in generative motion synthesis, real-time interactive motion control remains dominated by traditional techniques. In this work, we identify two key challenges in bridging research and production: 1) Real-time scalability: Industry applications demand real-time generation of a vast repertoire of motion skills, while generative methods exhibit significant degradation in quality and scalability under real-time computation constraints, and 2) Integration: Industry applications demand fine-grained multi-modal control involving velocity commands, style selection, and precise keyframes, a need largely unmet by existing text- or tag-driven models. To overcome these limitations, we introduce MotionBricks: a large-scale, real-time generative framework with a two-fold solution. First, we propose a large-scale modular latent generative backbone tailored for robust real-time motion generation, effectively modeling a dataset of over 350,000 motion clips with a single model. Second, we introduce smart primitives that provide a unified, robust, and intuitive interface for authoring both navigation and object interaction. Applications can be designed in a plug-and-play manner like assembling bricks without expert animation knowledge. Quantitatively, we show that MotionBricks produces state-of-the-art motion quality on open-source and proprietary datasets of various scales, while also achieving a real-time throughput of 15,000 FPS with 2ms latency. We demonstrate the flexibility and robustness of MotionBricks in a complete production-level animation demo, covering navigation and object-scene interaction across various styles with a unified model. To showcase our framework’s application beyond animation, we deploy MotionBricks on the Unitree G1 humanoid robot to demonstrate its flexibility and generalization for real-time robotic control.&lt;/p&gt;
</description>
        <pubDate>Sun, 19 Jul 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/07/19/wang-siggraph26-motionbricks/</link>
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        <title>Pretrained Vision-Language-Action Models are Surprisingly Resistant to Forgetting in Continual Learning</title>
        <description>&lt;p&gt;Continual learning is a long-standing challenge in robot policy learning, where a policy must acquire new skills over time without catastrophically forgetting previously learned ones. While prior work has extensively studied continual learning in relatively small behavior cloning (BC) policy models trained from scratch, its behavior in modern large-scale pretrained Vision-Language-Action (VLA) models remains underexplored. In this work, we find that pretrained VLAs are remarkably resistant to forgetting compared with smaller policy models trained from scratch. Simple Experience Replay (ER) works surprisingly well on VLAs, sometimes achieving zero forgetting even with a small replay data size. Our analysis reveals that pretraining plays a critical role in downstream continual learning performance: large pretrained models mitigate forgetting with a small replay buffer size while maintaining strong forward learning capabilities. Furthermore, we find that VLAs can retain relevant knowledge from prior tasks despite performance degradation during learning new tasks. This knowledge retention enables rapid recovery of seemingly forgotten skills through finetuning. Together, these insights imply that large-scale pretraining fundamentally changes the dynamics of continual learning, enabling models to continually acquire new skills over time with simple replay.&lt;/p&gt;
</description>
        <pubDate>Sun, 19 Jul 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/07/19/liu-icml26-continual/</link>
        <guid isPermaLink="true">/publications/2026/07/19/liu-icml26-continual/</guid>
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        <title>A Mechanistic Analysis of Sim-and-Real Co-Training in Generative Robot Policies</title>
        <description>&lt;p&gt;Co-training, which combines limited in-domain real-world data with abundant surrogate data such as simulation or cross-embodiment robot data, is widely used for training generative robot policies. Despite its empirical success, the mechanisms that determine when and why co-training is effective remain poorly understood.&lt;/p&gt;

&lt;p&gt;We investigate the mechanism of sim-and-real co-training through theoretical analysis and empirical study, and identify two intrinsic effects governing performance. The first, “structured representation alignment”, reflects a balance between cross-domain representation alignment and domain discernibility, and plays a primary role in downstream performance. The second, the “importance reweighting effect”, arises from domain-dependent modulation of action weighting and operates at a secondary level.&lt;/p&gt;

&lt;p&gt;We validate these effects with controlled experiments on a toy model and extensive sim-and-sim and sim-and-real robot manipulation experiments. Our analysis offers a unified interpretation of recent co-training techniques and motivates a simple method that consistently improves upon prior approaches.&lt;/p&gt;

&lt;p&gt;More broadly, our aim is to examine the inner workings of co-training and to facilitate research in this direction.&lt;/p&gt;
</description>
        <pubDate>Sun, 19 Jul 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/07/19/lei-icml26-cotraining/</link>
        <guid isPermaLink="true">/publications/2026/07/19/lei-icml26-cotraining/</guid>
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        <title>DreamDojo: A Generalist Robot World Model from Large-Scale Human Videos</title>
        <description>&lt;p&gt;Being able to simulate the outcomes of actions in varied environments will revolutionize the development of generalist agents at scale. However, modeling these world dynamics, especially for dexterous robotics tasks, poses significant challenges due to limited data coverage and scarce action labels. As an endeavor towards this end, we introduce DreamDojo, a foundation world model that learns diverse interactions and dexterous controls from 44k hours of egocentric human videos. Our data mixture represents the largest video dataset to date for world model pretraining, spanning a wide range of daily scenarios with diverse objects and skills. To address the scarcity of action labels, we introduce continuous latent actions as unified proxy actions, enhancing interaction knowledge transfer from unlabeled videos. After post-training on small-scale target robot data, DreamDojo demonstrates a strong understanding of physics and precise action controllability. We also devise a distillation pipeline that accelerates DreamDojo to a real-time speed of 10.81 FPS and further improves context consistency. Our work enables several important applications based on generative world models, including live teleoperation, policy evaluation, and model-based planning. Systematic evaluation on multiple challenging out-of-distribution (OOD) benchmarks verifies the significance of our method for simulating open-world, contact-rich tasks, paving the way for general-purpose robot world models.&lt;/p&gt;
</description>
        <pubDate>Sun, 19 Jul 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/07/19/gao-icml26-dreamdojo/</link>
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        <title>CaP-X: A Framework for Benchmarking and Improving Coding Agents for Robot Manipulation</title>
        <description>&lt;p&gt;“Code-as-Policy” considers how executable code can complement data-intensive Vision-Language-Action (VLA) methods, yet their effectiveness as autonomous controllers for embodied manipulation remains underexplored. We present CaP-X, an open-access framework for systematically studying Code-as-Policy agents in robot manipulation. At its core is CaP-Gym, an interactive environment in which agents control robots by synthesizing and executing programs that compose perception and control primitives. Building on this foundation, CaP-Bench evaluates frontier language and vision-language models across varying levels of abstraction, interaction, and perceptual grounding. Across 12 models, CaP-Bench reveals a consistent trend: performance improves with human-crafted abstractions but degrades as these priors are removed, exposing a dependence on designer scaffolding. At the same time, we observe that this gap can be mitigated through scaling agentic test-time computation–through multi-turn interaction, structured execution feedback, visual differencing, automatic skill synthesis, and ensembled reasoning–substantially improves robustness even when agents operate over low-level primitives. These findings allow us to derive CaP-Agent0, a training-free framework that recovers human-level reliability on several manipulation tasks in simulation and on real embodiments. We further introduce CaP-RL, showing reinforcement learning with verifiable rewards improves success rates and transfers from sim2real with minimal gap. Together, CaP-X provides a principled, open-access platform for advancing embodied coding agents.&lt;/p&gt;
</description>
        <pubDate>Sun, 19 Jul 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/07/19/fu-icml26-capx/</link>
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        <title>Opening the Sim-to-Real Door for Humanoid Pixel-to-Action Policy Transfer</title>
        <description>&lt;p&gt;Recent progress in GPU-accelerated, photorealistic simulation has opened a scalable data-generation path for robot learning, where massive physics and visual randomization allow policies to generalize beyond curated environments. Building on these advances, we develop a teacher-student-bootstrap learning framework for vision-based humanoid loco-manipulation, using articulated-object interaction as a representative high-difficulty benchmark. Our approach introduces a staged-reset exploration strategy that stabilizes long-horizon privileged-policy training, and a GRPO-based fine-tuning procedure that mitigates partial observability and improves closed-loop consistency in sim-to-real RL. Trained entirely on simulation data, the resulting policy achieves robust zero-shot performance across diverse door types and outperforms human teleoperators by up to 31.7% in task completion time under the same whole-body control stack. This represents the first humanoid sim-to-real policy capable of diverse articulated loco-manipulation using pure RGB perception.&lt;/p&gt;
</description>
        <pubDate>Sat, 06 Jun 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/06/06/xue-cvpr26-doorman/</link>
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        <title>NitroGen: An Open Foundation Model for Generalist Gaming Agents</title>
        <description>&lt;p&gt;We introduce NitroGen, a vision-action foundation model for generalist gaming agents trained on 40,000 hours of gameplay video across more than 1,000 games. We incorporate three key ingredients: 1) an internet-scale video-action dataset constructed by automatically extracting player actions from publicly available gameplay videos, 2) a multi-game benchmark environment that can measure cross-game generalization, and 3) a unified vision-action model trained with large-scale behavior cloning. NitroGen exhibits strong competence across diverse domains, including combat encounters in 3D action games, high-precision control in 2D platformers, and exploration in procedurally generated worlds. It transfers effectively to unseen games, achieving up to 52% relative improvement in task success rates over models trained from scratch. We release the dataset, evaluation suite, and model weights to advance research on generalist embodied agents.&lt;/p&gt;
</description>
        <pubDate>Sat, 06 Jun 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/06/06/magne-cvpr26-nitrogen/</link>
        <guid isPermaLink="true">/publications/2026/06/06/magne-cvpr26-nitrogen/</guid>
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        <title>VIRAL: Visual Sim-to-Real at Scale for Humanoid Loco-Manipulation</title>
        <description>&lt;p&gt;A key barrier to the real-world deployment of humanoid robots is the lack of autonomous loco-manipulation skills. We introduce VIRAL, a visual sim-to-real framework that learns humanoid loco-manipulation entirely in simulation and deploys it zero-shot to real hardware. VIRAL follows a teacher-student design: a privileged RL teacher, operating on full state, learns long-horizon loco-manipulation using a delta action space and reference state initialization. A vision-based student policy is then distilled from the teacher via large-scale simulation with tiled rendering, trained with a mixture of online DAgger and behavior cloning. We find that compute scale is critical: scaling simulation to tens of GPUs (up to 64) makes both teacher and student training reliable, while low-compute regimes often fail. To bridge the sim-to-real gap, VIRAL combines large-scale visual domain randomization over lighting, materials, camera parameters, image quality, and sensor delays–with real-to-sim alignment of the dexterous hands and cameras. Deployed on a Unitree G1 humanoid, the resulting RGB-based policy performs continuous loco-manipulation for up to 54 cycles, generalizing to diverse spatial and appearance variations without any real-world fine-tuning, and approaching expert-level teleoperation performance. Extensive ablations dissect the key design choices required to make RGB-based humanoid loco-manipulation work in practice.&lt;/p&gt;
</description>
        <pubDate>Sat, 06 Jun 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/06/06/he-cvpr26-viral/</link>
        <guid isPermaLink="true">/publications/2026/06/06/he-cvpr26-viral/</guid>
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        <title>SCIZOR: Self-Supervised Data Curation for Imitation Learning</title>
        <description>&lt;p&gt;Imitation learning advances robot capabilities by enabling the acquisition of diverse behaviors from human demonstrations. However, large-scale datasets used for policy training often introduce substantial variability in quality, which can negatively impact performance. As a result, automatically curating datasets by filtering low-quality samples to improve quality becomes essential. Existing robotic curation approaches rely on costly manual annotations and perform curation at a coarse granularity, such as the dataset or trajectory level, failing to account for the quality of individual state-action pairs. To address this, we introduce SCIZOR, a self-supervised data curation framework that filters out low-quality state-action pairs to improve the performance of imitation learning policies. SCIZOR targets two complementary sources of low-quality data: suboptimal data, which hinders learning with undesirable actions, and redundant data, which dilutes training with repetitive patterns. SCIZOR leverages a self-supervised task progress predictor for suboptimal data to remove samples lacking task progression, and a deduplication module operating on joint state-action representation for samples with redundant patterns. Empirically, we show that SCIZOR enables imitation learning policies to achieve higher performance with less data, yielding an average improvement of 15.4% across multiple benchmarks. More information is available at: https://ut-austin-rpl.github.io/SCIZOR/&lt;/p&gt;
</description>
        <pubDate>Mon, 01 Jun 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/06/01/zhang-icra26-scizor/</link>
        <guid isPermaLink="true">/publications/2026/06/01/zhang-icra26-scizor/</guid>
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        <title>MimicDroid: In-Context Learning for Humanoid Robot Manipulation from Human Play Videos</title>
        <description>&lt;p&gt;We aim to enable humanoid robots to efficiently solve new manipulation tasks from a few video examples. In-context learning (ICL) is a promising framework for achieving this goal due to its test-time data efficiency and rapid adaptability. However, current ICL methods rely on labor-intensive teleoperated data for training, which restricts scalability. We propose using human play videos—continuous, unlabeled videos of people interacting freely with their environment—as a scalable and diverse training data source. We introduce MimicDroid, which enables humanoids to perform ICL using human play videos as the only training data MimicDroid extracts trajectory pairs with similar manipulation behaviors and trains the policy to predict the actions of one trajectory conditioned on the other. Through this process, the model acquired ICL capabilities for adapting to novel objects and environments at test time. To bridge the embodiment gap, MimicDroid first retargets human wrist poses estimated from RGB videos to the humanoid, leveraging kinematic similarity. It also applies random patch masking during training to reduce overfitting to human-specific cues and improve robustness to visual differences. To evaluate few-shot learning for humanoids, we introduce an open-source simulation benchmark with increasing levels of generalization difficulty. MimicDroid outperformed state-of-the-art methods and achieved nearly twofold higher success rates in the real world.&lt;/p&gt;
</description>
        <pubDate>Mon, 01 Jun 2026 00:00:00 -0700</pubDate>
        <link>/publications/2026/06/01/shah-icra26-mimicdroid/</link>
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