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版本更新 · v3arXiv:2603.16861

MolmoB0T: Large-Scale Simulation Enables Zero-Shot Manipulation

Abhay Deshpande, Maya Guru, Rose Hendrix, Snehal Jauhri, Ainaz Eftekhar, Rohun Tripathi, Max Argus, Jordi Salvador 等 26 位作者

原文摘要

A prevailing view in robot learning is that simulation alone is not enough; effective sim-to-real transfer is widely believed to require at least some real-world data collection or task-specific fine-tuning to bridge the gap between simulated and physical environments. We challenge that assumption. With sufficiently large-scale and diverse simulated synthetic training data, we show that zero-shot transfer to the real world is not only possible, but effective for both static and mobile manipulation. We introduce MolmoBot-Engine, a fully open-source pipeline for procedural data generation across robots, tasks, and diverse simulated environments in MolmoSpaces. With it, we release MolmoBot-Data, a dataset of 1.7 million expert trajectories for articulated object manipulation and pick-and-place tasks. We train three policy classes: MolmoBot, a Molmo2-based multi-frame vision-language model with a flow-matching action head; MolmoBot-Pi0, which replicates the $π_0$ architecture to enable direct comparison; and MolmoBot-SPOC, a lightweight policy suitable for edge deployment and amenable to RL fine-tuning. We evaluate on two robotic platforms: the Franka FR3 for tabletop manipulation tasks and the Rainbow Robotics RB-Y1 mobile manipulator for door opening, drawer manipulation, cabinet interaction, and mobile pick-and-place. Without any real-world fine-tuning, our policies achieve zero-shot transfer to unseen objects and environments. On tabletop pick-and-place, MolmoBot achieves a success rate of 79.2% in real world evaluations across 4 settings, outperforming $π_{0.5}$ at 39.2%. Our results demonstrate that procedural environment generation combined with diverse articulated assets can produce robust manipulation policies that generalize broadly to the real world. Technical website: https://allenai.github.io/MolmoBot

cs.RO

新论文 · v1arXiv:2611.08286

交互式视觉健身房:在交互世界中用模拟用户评估视觉交互模型

Interactive Visual Gym: Evaluating Visual Interaction Models with Simulated Users in Interactive Worlds

Chenhao Zheng, Zixian Ma, Kai Li, Kanchana Ranasinghe, Jieyu Zhang, Artemis Panagopoulou, Weikai Huang, Jianxu Shangguan 等 14 位作者

AI 速读 基于摘要

提出闭环评估与训练框架 Interactive Visual Gym 及基准 IVG-Bench,通过联合模拟可执行任务环境与人格化用户来评测视觉交互模型。

cs.CV

查看原文摘要

Visual interaction models that support users during ongoing physical tasks require evaluation in closed loop, where assistant responses can change subsequent user behavior and task outcomes. Existing benchmarks largely rely on offline replay and therefore cannot capture these effects. We introduce Interactive Visual Gym, a framework for closed-loop evaluation and training of visual interaction models through joint simulation of executable task environments and human users. We contribute three simulators that recreate everyday tasks and human-aligned action spaces across cooking, household manipulation, and mobile-interface domains, together with a persona-conditioned user simulation harness that collaborates with the assistant while incorporating controlled execution errors and other out-of-plan behaviors. We instantiate the framework as IVG-Bench, a benchmark with 315 interaction scenarios. Evaluating state-of-the-art VLMs as visual interaction models reveals substantial limitations: the best-performing model, Gemini 4 Argon, completes only 53.4% of tasks within the time limit, exhibits significant weaknesses in factual grounding and actionable guidance, and is often too slow to prevent errors when response latency is considered. We verify our evaluation protocol with a human study which finds 78.5% agreement between our interaction-quality metric and participant preferences. We further show that the environments provide useful learning signals: in a proof-of-concept GRPO experiment, closed-loop training improves both task success and interaction quality for Qwen3.5-4B model in our cooking environment.

版本更新 · v2arXiv:2512.10821Google Research

Agile Deliberation: Concept Deliberation for Subjective Visual Classification

Leijie Wang, Otilia Stretcu, Wei Qiao, Thomas Denby, Krishnamurthy Viswanathan, Enming Luo, Chun-Ta Lu, Tushar Dogra 等 10 位作者

原文摘要

From content moderation to content curation, applications requiring vision classifiers for visual concepts are rapidly expanding. Existing human-in-the-loop approaches typically assume users begin with a clear, stable concept understanding to be able to provide high-quality supervision. In reality, users often start with a vague idea and must iteratively refine it through "concept deliberation", a practice we uncovered through structured interviews with content moderation experts. We operationalize the common strategies in deliberation used by real content moderators into a human-in-the-loop framework called "Agile Deliberation" that explicitly supports evolving and subjective concepts. The system supports users in defining the concept for themselves by exposing them to borderline cases. The system does this with two deliberation stages: (1) concept scoping, which decomposes the initial concept into a structured hierarchy of sub-concepts, and (2) concept iteration, which surfaces semantically borderline examples for user reflection and feedback to iteratively align an image classifier with the user's evolving intent. Since concept deliberation is inherently subjective and interactive, we painstakingly evaluate the framework through 18 user sessions, each 1.5h long, rather than standard benchmarking datasets. We find that Agile Deliberation achieves 7.5% higher F1 scores than automated decomposition baselines and more than 3% higher than manual deliberation, while participants reported clearer conceptual understanding and lower cognitive effort.

cs.AI · cs.CV · cs.HC · cs.LG