Icon of a robot head with a gear inside.

Towards a Unified Understanding of Robot Manipulation: A Comprehensive Survey

Shuanghao Bai1† Wenxuan Song2* Jiayi Chen2* Yuheng Ji3* Zhide Zhong2* Jin Yang1* Han Zhao4,5* Wanqi Zhou1* Wei Zhao4,5* Zhe Li6* Pengxiang Ding4,5 Cheng Chi7 Haoang Li2 Chang Xu6 Xiaolong Zheng3 Donglin Wang4 Shanghang Zhang7,8✉ Badong Chen1✉

1 Xi’an Jiaotong University, 2 Hong Kong University of Science and Technology (Guangzhou), 3 Chinese Academy of Sciences,

4 Westlake University, 5 Zhejiang University, 6 University of Sydney, 7 BAAI, 8 Peking University

† Project Lead * Core Contributors ✉ Corresponding Authors

chenbd@mail.xjtu.edu.cn Awesome-Robotics-Manipulation

Abstract | Embodied intelligence has witnessed remarkable progress in recent years, driven by advances in computer vision, natural language processing, and the rise of large-scale multimodal models. Among its core challenges, robot manipulation stands out as a fundamental yet intricate problem, requiring the seamless integration of perception, planning, and control to enable interaction within diverse and unstructured environments. This survey presents a comprehensive overview of robotic manipulation, encompassing foundational background, task-organized benchmarks and datasets, and a unified taxonomy of existing methods. We extend the classical division between high-level planning and low-level control by broadening high-level planning to include language, code, motion, affordance, and 3D representations, while introducing a new taxonomy of low-level learning-based control grounded in training paradigms such as input modeling, latent learning, and policy learning. Furthermore, we provide the first dedicated taxonomy of key bottlenecks, focusing on data collection, utilization, and generalization, and conclude with an extensive review of real-world applications. Compared with prior surveys, our work offers both a broader scope and deeper insight, serving as an accessible roadmap for newcomers and a structured reference for experienced researchers.

Figure 1: Overview of the survey. The diagram is a complex flowchart organized into several horizontal layers. The top layer, ‘Task Type § 4’, is divided into three categories: ‘simple tasks’ (Grasping, Basic Manipulation), ‘with more complex hands, objects’ (Dexterous Manipulation, Soft Robotic Manipulation, Deformable Object Manipulation), and ‘with complex mobile platforms’ (Mobile Manipulation, Quadrupedal Manipulation, Humanoid Manipulation). Below this, the ‘Simulators, Benchmarks and Datasets § 3’ section shows a flow from ‘Environment’ to ‘Datasets’ to ‘Simulators’. The ‘Robot Type § 2.1’ section shows icons for various robot types. The central ‘Control Paradigms’ section is split into ‘Thinking’ (High-level Planner § 5) and ‘Controller’ (Low-level Controller), which further branches into ‘Non-Learning-based’ and ‘Learning-based § 6’. The ‘Learning Paradigms § 6.1’ section details Reinforcement Learning, Imitation Learning, and Auxiliary Tasks, with a sub-diagram showing the flow from Vision, Language, Touch, and Audio inputs through ‘VS, VLA, TLA…’ models to ‘Pretrained Latent & Latent Action Learning’, which then branches into ‘MIP-based’ (ACT, Autoregressive, Flow Matching) and ‘Policy Learning § 6.4’. The ‘Input Modeling § 6.2’ section lists ‘What and how to Input’. The ‘Bottlenecks § 7’ section covers ‘Data § 7.1’ (Data Collection, Data Utilization) and ‘Generalization § 7.2’ (Task Generalization, Environment Generalization, Cross-Embodiment Generalization). The bottom ‘Application § 8’ section lists Household, Agriculture, Industry, AI4Science, Art, and Sports.

Figure 1 | Overview of the survey. We provide a broad introduction to benchmarks, datasets, and manipulation tasks, followed by an extensive review of methods with a particular focus on learning-based control. We further highlight two central bottlenecks—data and generalization—and conclude with a discussion of their wide-ranging applications.

Contents

  • 1 Introduction** 5
    • 1.1 Survey Scope and Key Research Questions … . . 5
    • 1.2 Comparison with Previous Surveys and Contributions … . . 6
  • 2 Background** 6
    • 2.1 Hardware Platforms for Manipulation … . . 7
    • 2.2 Non-Learning vs. Learning-based Control Paradigms for Robotic Manipulation … . . 8
      • 2.2.1 Non-Learning-based Control … . . 8
      • 2.2.2 Learning-based Control … . . 9
    • 2.3 Robotics Models … . . 10
    • 2.4 Evaluation … . . 11
  • 3 Simulators, Benchmarks and Datasets** 12
    • 3.1 Grasping Datasets … . . 12
    • 3.2 Single-Embodiment Manipulation Simulators and Benchmarks … . . 13
    • 3.3 Cross-Embodiment Manipulation Simulators and Benchmarks … . . 15
    • 3.4 Trajectory Datasets … . . 15
    • 3.5 Embodied QA and Affordance Datasets … . . 16
  • 4 Manipulation Tasks** 16
    • 4.1 Grasping … . . 17
    • 4.2 Basic Manipulation … . . 19
    • 4.3 Dexterous Manipulation … . . 19
    • 4.4 Soft Robotic Manipulation … . . 21
    • 4.5 Deformable Object Manipulation … . . 22
    • 4.6 Mobile Manipulation … . . 23
    • 4.7 Quadrupedal Manipulation … . . 24
    • 4.8 Humanoid Manipulation … . . 26
  • 5 High-level Planner** 27
    • 5.1 LLM-based Task Planning … . . 28
    • 5.2 MLLM-based Task Planning … . . 29
    • 5.3 Code Generation … . . 30
    • 5.4 Motion Planning … . . 30
    • 5.5 Affordance as Planner … . . 31
    • 5.6 3D Representation as Planner … . . 32
  • 6 Low-level Learning-based Control** 33
    • 6.1 Learning Strategy … . . 33
      • 6.1.1 Reinforcement Learning … . . 33

Robot icon

  • 6.1.2 Imitation Learning … . . 36
    • 6.1.3 Bridging Reinforcement and Imitation Learning … . . 40
    • 6.1.4 Learning with Auxiliary Tasks … . . 41
  • 6.2 Input Modeling … . . 47
    • 6.2.1 Vison Action Models … . . 48
    • 6.2.2 Vision-Language-Action Models … . . 48
    • 6.2.3 Tactile-based Action Models … . . 53
    • 6.2.4 Extra Modalities as Input … . . 54
  • 6.3 Latent Learning … . . 55
    • 6.3.1 Pretrained Latent Learning … . . 55
    • 6.3.2 Latent Action Learning … . . 57
  • 6.4 Policy Learning … . . 58
    • 6.4.1 MLP-based Policy … . . 58
    • 6.4.2 Transformer-based Policy … . . 59
    • 6.4.3 Diffusion Policy … . . 60
    • 6.4.4 Flow Matching Policy … . . 61
    • 6.4.5 SSM-based Policy … . . 62
    • 6.4.6 SNN-based Policy … . . 63
    • 6.4.7 Frequency-based Policy … . . 63

7 Approaches to the Key Bottlenecks … . . 63

  • 7.1 Data Collection and Utilization … . . 64
    • 7.1.1 Data Collection … . . 64
    • 7.1.2 Data Utilization … . . 68
  • 7.2 Generalization … . . 70
    • 7.2.1 Environment Generalization … . . 70
    • 7.2.2 Task Generalization … . . 72
    • 7.2.3 Cross-Embodiment Generalization … . . 74

8 Applications … . . 75

  • 8.1 Household Assistance … . . 76
  • 8.2 Agriculture … . . 76
  • 8.3 Industry … . . 77
  • 8.4 AI4Science … . . 77
  • 8.5 Art … . . 77
  • 8.6 Sports … . . 78

9 Prospective Future Research Directions … . . 78

  • 9.1 Building a True Robot Brain … . . 78
  • 9.2 Data Bottleneck and Sim-to-Real Gap … . . 79
  • 9.3 Multimodal Physical Interaction … . . 80

Logo of the survey paper

9.4 Safety and Collaboration … . . 80

10 Conclusion … . . 81

Author Contributions … . . 82

A Appendix of Simulators, Benchmarks, and Datasets … . . 173

    A.1 Details of Grasping Datasets … . . 173

    A.2 Details of Single-Embodiment Manipulation Simulator and Benchmarks … . . 173

    A.3 Details of Cross-Embodiment Manipulation Simulator and Benchmarks … . . 177

    A.4 Details of Trajectory Datasets … . . 179

    A.5 Details of Embodied QA and Affordance Datasets … . . 181

A small icon of a robot head.

1. Introduction

In recent years, embodied intelligence has attracted increasing attention, largely driven by advances in computer vision and natural language processing, particularly the success of large-scale models. These developments have not only showcased remarkable machine intelligence but also offered a glimpse of artificial general intelligence (AGI). Leveraging this progress, large-scale language and multimodal models [1–3] have accelerated the deployment of robotics by enhancing perceptual and semantic understanding, enabling operation in unstructured environments, and supporting natural language task specifications. Their zero- and few-shot generalization capabilities empower robotic systems, while multimodal interaction improves usability, collectively enhancing adaptability and reducing deployment barriers in real-world scenarios.

Robot manipulation is a core and extensively studied task in embodied intelligence, defined as a robot’s ability to perceive, plan, and control its effectors to physically interact with and modify the environment, such as grasping, moving, or using objects. Its evolution spans from classical rule-based and non-learning control methods [4–7] in the late 20th century through the 2010s, to deep learning-based approaches [8, 9], followed by the widespread adoption of imitation learning (IL) and reinforcement learning (RL) [10, 11], and most recently the integration of large language and vision-language models into IL and RL frameworks [12, 13]. In this survey, most non-learning methods are introduced only as background, while the majority of discussion focuses on data-driven, learning-based approaches.

1.1. Survey Scope and Key Research Questions

In this survey, we aim to provide beginners with a concise roadmap of the development and methods of robot manipulation for quick entry into the field, while offering experienced readers a fresh perspective and a more comprehensive index of knowledge to facilitate deeper understanding. To this end, we organize our discussion around the following questions:

1. What benchmarks and task categories define robot manipulation today? We review the current landscape of benchmarks (Section 3) and manipulation tasks (Section 4).

2. What methods have been proposed to address these manipulation tasks? Beyond basic manipulation, Section 4 reviews representative approaches for dexterous, deformable, mobile, quadrupedal, and humanoid manipulation. For these categories, we briefly cover non-learning-based methods and place greater emphasis on learning-based approaches, including RL, IL, VLA frameworks, and strategy-augmented methods, while highlighting the key challenges in each domain.

Basic manipulation, in contrast, is the most extensively studied task, supported by a rich body of literature. We therefore provide a dedicated analysis in Section 5 and Section 6, examining methods at two levels: high-level planners that structure task execution and low-level learning-based control strategies that enable precise actions. While this taxonomy is developed in the context of basic manipulation, it is equally applicable to other manipulation tasks.

3. What are the current bottlenecks in robot manipulation? We identify data collection and utilization, as well as generalization, as the central challenges. Section 7.1 reviews the evolution of data collection methods and strategies for efficient and effective data utilization in training, while Section 7.2 analyzes the diverse generalization tasks in robot manipulation and the corresponding solution strategies.

4. What are the practical applications of manipulation techniques beyond research? We survey how advances in manipulation are being deployed across industries (Section 8).

A small icon of a robot head.

1.2. Comparison with Previous Surveys and Contributions

First, compared with prior surveys that are limited in scope, our work offers a comprehensive and systematic overview of robot manipulation. Existing surveys typically adopt narrower perspectives. Some focus on specific task domains, such as Dexterous Manipulation [14, 15], Deformable Object Manipulation [16], Mobile Manipulation [17], or Humanoid Manipulation [18]. Others highlight common methodological paradigms across tasks, for example Vision-Language-Action (VLA) models [19–22], diffusion models [23], or generative approaches [24]. Still others emphasize sub-concepts, such as language-conditioned learning [25] or object-centric representations [26]. A few works cover a broad range of topics but treat manipulation only as a subsection, providing insufficient depth for a systematic understanding of the field [27, 28].

Second, our survey introduces a novel taxonomy that spans robot manipulation more extensively than existing categorizations. It offers an accessible blueprint for beginners while providing new perspectives for experienced researchers.

Specifically, we provide a more fundamental background (Section 2) covering hardware, control paradigms, and robotic models. We introduce comprehensive benchmarks and datasets (Section 3) organized by task categories, present a systematic overview of manipulation tasks, and develop a refined framework for methods (Section 5 and Section 6). While prior surveys also differentiate between high-level planners and low-level controllers, we broaden the scope of high-level planning (Section 5) to encompass language, code, motion, affordances, and 3D representations. For low-level learning-based control (Section 6), we propose a novel taxonomy grounded in training paradigms, further decomposed into learning strategy, input modeling, latent learning, and policy learning.

In addition, we provide a detailed discussion of current bottlenecks in robot manipulation (Section 7) and, for the first time, introduce a dedicated taxonomy of data collection and utilization as well as generalization. Finally, we conclude with a more comprehensive summary of applications (Section 8) than previous surveys.

Finally, based on these contributions and the latest developments in the field, we identify emerging research trends and outline four promising directions for future work. The first concerns building a true robot brain, that is, developing a genuinely general-purpose architecture together with broad cognitive and control capabilities. The second addresses the data bottleneck, as current robot learning still falls short of a true scaling law due to the high cost of data acquisition and the limitations of simulation. The third highlights the perception challenge, particularly the need for richer multimodal sensing and reliable interaction with deformable or otherwise complex objects. The fourth emphasizes the safety of human-robot coexistence, which is essential for ensuring the real-world applicability of robotic systems.

2. Background

In this section, we first introduce the hardware types commonly used in robotic manipulation (Section 2.1). We then outline the main categories of control strategies, namely non-learning-based and learning-based approaches (Section 2.2). Next, we review the robotic models widely adopted for learning-based control (Section 2.3) and discuss the evaluation protocols used to assess the robotic models within these frameworks (Section 2.4).

Logo of the survey paper

Figure 2: Overview of hardware platforms. A hierarchical diagram showing the complexity of robotic hardware platforms. The vertical axis on the left is labeled ‘Complexity’ and has three downward-pointing arrows: ‘hand’, ’+ arm’, and ’+ mobile platform’. The diagram is organized into three rows. The top row shows ‘Parallel-Jaw Gripper’ (Robotiq 2F-85), ‘Dexterous Hands’ (Allegro Hand, Shadow Hand, D’Kitty and D’Claw), and ‘Bimanual Arms’ (RBO Hand 3, SpiRobs). The middle row shows ‘Single Arm’ (Franka Pandas, UR5, Kinova Gen3, xArm, WindowX) and ‘Bimanual Arms’ (ALOHA, ABB YuMi). The bottom row shows ‘Mobile Robots’ (COBOT Magic, Hello Stretch, Google Robot), ‘Quadruped Robots’ (Unitree Go2, Boston Dynamics Spot), and ‘Humanoid Robots’ (Unitree G1, Figure 02).

Figure 2 | Overview of hardware platforms.

2.1. Hardware Platforms for Manipulation

Before introducing manipulation tasks and their corresponding methodologies, it is important to first understand the hardware systems that enable these operations. Robotic manipulation can be achieved through various embodiments composed of fundamental components such as hands, arms, and mobile platforms. Different combinations of these components define specific embodiments and their functional capabilities. For example, pairing a parallel-jaw gripper with a Franka Panda arm enables basic manipulation tasks such as pick-and-place or insertion, while integrating a Unitree G1 humanoid platform with a dexterous hand allows for humanoid-level manipulation that demands greater dexterity and coordination. We summarize the commonly used robotic hardware types in current research in Figure 2.

Single Arm. Commonly used 6-DoF or 7-DoF single-arm robots include the KUKA LBR iiwa1, Franka Emika Panda [29]2, UR5/UR103, Kinova Gen34, and xArm6/xArm75. These are typically equipped with 2-DoF grippers such as the Robotiq 2F6. There are also some specialized 2-DoF grippers like the DexWrist [30]. Recently, there has been a growing interest in compact robotic arms to facilitate academic research, with platforms such as LeRobot7 gaining popularity for their accessibility and ease of use.

Bimanual Arms. Common bimanual robotic systems primarily include the Franka Panda Dual Arm2, ALOHA [31], and ABB YuMi8. These systems enable coordinated dual-arm manipulation, making them suitable for complex tasks such as bi-manual assembly, handovers, and tool usage that require greater dexterity than single-arm setups.

Dexterous Hands. Dexterous hands commonly used in robotic manipulation research include the Robotiq Dexterous Gripper, Allegro Hand9, Shadow Hand10, D’Kitty and D’Claw [32], and others [33, 34]. These robotic hands vary in complexity and degrees of freedom, enabling a range of manipulation tasks from simple grasping to highly intricate dexterous operations.

Soft Hands. Soft hands commonly studied in robotic manipulation research include the RBO Hand 3 [35], Festo BionicSoft Hand11, and SpiRobs [36]. These soft robotic hands leverage compliant

A small icon of a robot head.

materials and innovative actuation mechanisms, such as pneumatic networks and tendon-driven designs, to achieve adaptable and safe grasping of diverse objects.

Mobile Robots. Mobile manipulators, which combine a mobile base with an articulated arm, are widely adopted in research as versatile testbeds for real-world robotics. Representative platforms include the Hello Robot Stretch 312, PR213, and TIAGO14. By integrating mobility with manipulation, these robots can operate in unstructured environments and carry out complex tasks, such as navigation, object fetching, and human-robot interaction.

Quadruped Robots. Representative quadruped robots commonly used in research include the Unitree GO2, B1, and Aliengo15, as well as the Boston Dynamics Spot16. These platforms offer agile locomotion and can be equipped with robotic arms, enabling them to perform mobile manipulation tasks in unstructured or dynamic environments.

Humanoid Robots. Representative humanoid robots include Optimus Gen 217, Atlas16, Figure 0218, Neo19, and Unitree G115. These platforms are designed with bipedal locomotion and human-like morphology, aiming to perform complex tasks in environments originally built for humans.

2.2. Non-Learning vs. Learning-based Control Paradigms for Robotic Manipulation

Similar to how humans rely on explicit rules (e.g., stopping at red lights) or acquire adaptive skills through repeated practice (e.g., learning to ride a bicycle), robotic control paradigms span from classical, non-learning, model-based planning to learning-based policies. The former offers interpretability and safety in well-defined settings, while the latter provides flexible generalization in complex or uncertain environments.

2.2.1. Non-Learning-based Control

Non-learning-based control methods generate robot motions using classical control and optimization techniques without relying on data-driven or learning algorithms. We include them here for completeness, as some studies employ such methods for low-level control within deep learning frameworks. However, they are not the focus of our method section.

Interpolation-based Planning. Classical manipulators often employ interpolation-based planning [37, 38], where smooth joint-space trajectories are generated, typically offline, by fitting polynomial curves (e.g., cubic splines) between predefined start and goal states. These methods are computationally lightweight and straightforward to deploy, which makes them prevalent in repetitive, well-structured industrial tasks. However, they provide limited adaptability to dynamic or uncertain environments, constraining their applicability in unstructured settings.

Sampling-based Planning. Sampling-based planners [39–42] construct feasible paths by sampling the configuration space and incrementally building a graph or tree of collision-free states, rather than explicitly computing the free space or solving large global optimizations. Canonical algorithms include Rapidly-exploring Random Trees (RRT) [40, 42] and Probabilistic Roadmaps (PRM) [41], with asymptotically optimal variants such as RRT*. They scale well to high-dimensional problems, but often yield suboptimal or non-smooth paths that require post-processing.

Optimization-based Planning. Optimization-based planners cast manipulation as a constrained optimization problem over trajectories or control sequences, minimizing a task-specific cost while enforcing dynamics, kinematics, and collision-avoidance constraints.

Offline optimization-based planners solve the trajectory planning problem prior to execution. They optimize the entire motion path as a batch process, often using gradient-based or stochastic optimization

A small icon of a robot head.

tion techniques. Representative methods include CHOMP (Covariant Hamiltonian Optimization for Motion Planning) [43], TrajOpt (Trajectory Optimization) [44], and STOMP (Stochastic Trajectory Optimization for Motion Planning) [7]. These approaches generate smooth, collision-free trajectories, but typically require substantial computation time and do not adapt to unexpected changes during execution.

Online optimization-based planners, such as Model Predictive Control (MPC) [45, 46], repeatedly solve a finite-horizon optimization problem at each control step using the current state as the initial condition. MPC leverages predictive models to anticipate future states and compute optimal control actions in a receding horizon manner. This real-time re-optimization enables adaptation to disturbances and dynamic environments, making MPC a popular choice for robust and precise robot manipulation control.

2.2.2. Learning-based Control

The motion of robotic manipulators is typically formulated as a Markov Decision Process (MDP), a formal framework that models sequential decision-making under uncertainty. An MDP is typically formulated as a five-tuple:

where

  • : state space, the set of all possible environment states;
  • : action space, the set of all possible actions available to the agent;
  • : state transition probability, the probability of moving to state when the agent takes action in state ;
  • : reward function, the expected immediate reward obtained by executing action in state ;
  • : discount factor, which trades off short-term and long-term rewards.

This formulation enables the design and evaluation of control policies that map states to actions with the objective of maximizing expected cumulative rewards. It serves as the foundation for a wide range of learning-based approaches in robot manipulation, including reinforcement learning and imitation learning.

Reinforcement Learning (RL). The goal of reinforcement learning is to learn an optimal policy that maximizes the expected cumulative discounted reward (also known as return) [47]:

This formalism provides the theoretical foundation for reinforcement learning and serves as a unifying framework for various algorithms, including Q-learning [48, 49], policy gradient methods [50, 51], and actor-critic approaches [52, 53]. Unlike supervised learning/behavioral cloning in imitation learning, RL methods can be categorized based on data sources into: Offline RL [54, 55], which is trained entirely on pre-collected static datasets; Online RL [53, 56], which requires continuous interaction with the environment to explore new data distributions; and Offline-to-Online approaches [57, 58] that combine both paradigms.

Imitation Learning (IL). Imitation Learning is typically divided into three categories: Behavior Cloning (BC), Inverse Reinforcement Learning (IRL), and Generative Adversarial Imitation Learning (GAIL).

A small icon of a robot head with a gear inside, representing the survey’s theme.

BC can be formulated as the MDP framework, which is often defined without an explicitly specified reward function, to model sequential action mapping/generation problems [59, 60]. The concept of rewards is replaced with supervised learning, and the agent learns by mimicking expert actions. Formally, denotes the overall system state at timestep , which generally comprises the robot’s proprioceptive state and, optionally, visual observations and language instructions. The policy maps a sequence of states to an action. The optimization process can be formulated as:

where is expert trajectory dataset and is action labels. In vanilla BC, is typically the cross-entropy (CE) for discrete action spaces, and either mean squared error (MSE) or loss for continuous action spaces.

IRL aims to recover the underlying reward function that explains the expert’s behavior, rather than directly mimicking actions. By inferring this reward function, the agent can learn a policy that generalizes better to unseen states and tasks [61, 62]. Formally, IRL assumes the expert acts optimally with respect to an unknown reward function within the MDP framework. Given expert demonstrations , the goal is to find a reward function such that the expert policy maximizes the expected cumulative reward:

where is the policy induced by the learned reward , and is the discount factor. After estimating , the agent solves a reinforcement learning problem to find the optimal policy that maximizes the expected return under . This two-step process allows the agent to infer intentions behind expert behaviors, potentially improving robustness and adaptability in complex manipulation tasks.

GAIL frames imitation as distribution matching between the learner’s and the expert’s discounted occupancy measures, thereby bypassing explicit reward modeling. Define the discounted occupancy measure (i.e., the discounted state-action visitation distribution) induced by a policy as

where is the discount factor; denotes the MDP transition kernel ; denotes probability under the trajectory distribution induced by ; and the prefactor normalizes on the infinite horizon. Then, a standard adversarial objective is

where is a discriminator over state-action pairs, and are the learner’s and expert’s discounted occupancy measures, is the policy entropy, and its weight. At the discriminator optimum, Eq. (6) amounts to minimizing the divergence between and . In practice, is optimized by policy-gradient updates using a discriminator-induced pseudo-reward, i.e., without relying on an environment-defined task reward.

2.3. Robotics Models

Vision Models. To perceive the environment, robotic models typically incorporate vision models to extract informative visual features. Common choices for visual encoders include models trained purely

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on visual data, such as the ResNet family [63], Vision Transformers (ViT) [64], and self-supervised models like DINO [65]. For 3D perception tasks, point cloud-based encoders such as PointNet [66] and PointTransformer [67] are widely used. Additionally, vision-language pre-trained encoders, such as the image encoders of CLIP [68] or SigLIP [69], are employed to obtain semantically enriched representations that align visual observations with linguistic inputs. Some models leverage additional visual information, including object detection results (such as bounding boxes) [70], visual tracking outputs [71], to improve perception and support downstream tasks more effectively.

Language Models. In recent years, especially since around 2020, language has emerged as a more natural and human-friendly modality, leading to a growing integration of language models into robotics. To understand human instructions, language embedding models are commonly employed for extracting textual features, such as BERT [72] and the language encoder of CLIP. With the leap from autoregressive models like GPT-2 [73] to GPT-3 [1], large language models (LLMs) have demonstrated remarkable advances in text understanding and generalization. To further leverage the powerful generalization capabilities of LLMs [2, 74], many recent robotic models adopt LLMs as backbones, where textual inputs are processed through tokenization.

Text-conditioned Vision Models and Vision-Language Models (VLMs). Robotic models also adopt VLMs such as LLaVA [3], PaLM-E [75], and Prism [76] as backbones, building upon their architectures to enhance multimodal understanding and control. In addition, some works leverage text-conditioned image editing [77] and video generation models [78] to guide action generation through visual imagination and goal specification.

Vision-Action Models and Vision-Language-Action Models. Early approaches relied on visual servoing for control [6] and gradually incorporated RL or IL methods that map states or images to actions [79, 80], giving rise to vision-action (VA) models. Over time, VA architectures have evolved from simple MLPs to more advanced diffusion-based frameworks [80], accompanied by diverse policy designs. The concept of VLA models was introduced by RT-2 [12]. In the narrow sense, VLAs refer to models that are fine-tuned from foundation VLMs using robotic trajectory data, enabling them to take human instructions and visual observations as input and directly generate robot actions in an end-to-end manner. In a broader sense, any model that takes both visual and language inputs and outputs robot actions through an end-to-end pipeline can be considered a VLA model.

2.4. Evaluation

Evaluation Metrics. The most commonly used metric for evaluating robotic performance is the success rate, which measures whether a given task is completed successfully. For long-horizon tasks [81], this has been extended to metrics such as average success length, which captures the average number of consecutive tasks completed within a sequence of up to tasks. Beyond success-based measures, efficiency metrics such as task completion time and action frequency are also employed to assess how quickly and effectively a robot accomplishes a task. In RL settings, return is also widely used as an overall measure of performance.

Model Selection. Evaluation strategies vary depending on the experimental setting. A common approach is to evaluate the model every epochs and select the checkpoint with the highest success rate. Alternatively, for more stable comparisons, one can average the results of the top- checkpoints from the final training phase. These strategies are frequently employed in single-task settings. In contrast, multi-task settings often adopt a simpler approach by reporting performance at the final training epoch or step, which enables more straightforward and consistent cross-task comparisons. Another widely used strategy is to select the checkpoint that achieves the highest validation performance for subsequent testing.

Logo of the survey paper

The figure is organized into three horizontal panels. The top panel, ‘Grasping Datasets’, shows six datasets: Cornell, GraspNet-1Billion, DexNet, Graspanything, Give me the eraser, and Graspanything-6D. The middle panel, ‘Single-Embodiment Manipulation Simulators and Benchmarks’, shows 15 simulators and benchmarks: MetaWorld1, RLBench1, CALVIN1, Robomimic1, VIMA-Bench3, COLOSEUM2, SimplerEnv1, GenSim2, RoboEval2, LIBERO3, ARNOLD3, VLABench1, RoboTwin2.02, SoftGym5, HomeRobot5, BEHAVIOR-1K4, BiGym5, and HumanoidGen5. The bottom panel, ‘Cross-Embodiment Manipulation Simulators and Benchmarks’, shows five simulators and benchmarks: Maniskill3, RoboCasa, VIKI-Bench, and Robosuite.

Figure 3: Overview of simulators and benchmarks. The figure is divided into three main sections: Grasping Datasets, Single-Embodiment Manipulation Simulators and Benchmarks, and Cross-Embodiment Manipulation Simulators and Benchmarks. Each section contains a grid of images representing different datasets or simulators.

Figure 3 | Overview of simulators and benchmarks. 1Basic Manipulation with Single Arm, 2Basic Manipulation with Bimanual Arms, 3Deformable Object Manipulation, 4Mobile Manipulation, 5Humanoid Manipulation.

Table 1 | Summary of grasping datasets.

DatasetYearGrasp TypeSceneobjectsDomainSizeVisual Modalityw/ Language
Cornell [82]ICRA 2011rect.single object240real1035 images, 8019 graspsRGB-D×
Jacquard [83]IROS 2018rect.single object11ksim54k images, 1.1M graspsRGB-D×
GraspNet [84]CVPR 20206-DoFcluttered88real97,280 images, ~1.2B graspsRGB-D×
ACRONYM [85]ICRA 20216-DoFmulti-object8872sim17.7M graspsRGB-D×
Regrad [86]RA-L 2022rect. & 6-DoFmulti-object50Ksim1.02k images, 100M graspsRGB-D×
MetaGraspNet [87]CASE 20226-DoFclutteredsim + real217k (sim) + 2.3k (real) imagesRGB-D×
Dexgraspnet [88]ICRA 20236-DoFsingle-object5355sim1.32M grasps×
MetaGraspNet-V2 [89]TASBE 20236-DoFclutteredsim + real296k (sim) + 3.2k (real) imagesRGB-D×
Grasp-Anything [90]ICRA 2024rect.multi-object3Msyn1M images, ~600M graspsRGB
Grasp-Anything++ [91]CVPR 2024rect.multi-object3Msyn1M images, 10M graspsRGB
Grasp-Anything-6D [92]ECCV 20246-DoFmulti-object3Msyn1M images, 200M graspsRGB-D
Dex1B [93]RSS 2025dexteroussingle object1Bsim1B graspsPC×
GraspClutter6D [92]20256-DoFcluttered200real52k images, 9.3B graspsRGB-D×

3. Simulators, Benchmarks and Datasets

Simulators, Benchmarks, and Datasets provide the empirical foundation for advancing robotic manipulation, enabling standardized evaluation, reproducibility, and fair comparison across methods. They are crucial for assessing generalization, robustness, and scalability in data-driven models. This section reviews key resources across five major areas: grasping datasets that support perception–action learning, single-embodiment manipulation simulators and benchmarks that focus on a single type of robotic embodiment, cross-embodiment simulators and benchmarks that evaluate generalization across morphologies, trajectory datasets capturing multimodal interaction sequences, and embodied QA and affordance datasets that connect perception with functional understanding.

3.1. Grasping Datasets

This paper primarily focuses on grasp detection and generation tasks, where the goal is to predict viable grasp configurations directly from sensory inputs. While some works explore grasping as a downstream outcome of broader manipulation objectives, our discussion is centered on methods that explicitly target grasp prediction rather than those that infer grasps from manipulation trajectories or task goals. Data annotations are typically categorized into two formats: rectangle-based and 6-DoF-based.

A small icon of a robot head.

The rectangle-based format labels each grasp using a 5-dimensional grasp rectangle representation, defined by the center position , the gripper’s width and height, and the orientation angle relative to the horizontal axis. In contrast, the 6-DoF format directly annotates the end-effector’s six-degree-of-freedom pose, including position , orientation (e.g., Euler angles or quaternions), and may also include additional information such as the approach direction and a grasp quality score. We provide a comprehensive summary of existing grasping datasets in Table 1.

Grasping datasets have undergone significant evolution along several dimensions, each contributing to the advancement of the field. First, annotation has shifted from manual labeling to model-based automation, greatly reducing human effort and enabling scalable data generation. Second, the amount of annotated data has increased from small to large-scale datasets, allowing for more robust and data-driven learning. Third, grasp representations have evolved from simple 2D rectangles [82, 83, 86, 90, 91] to full 6-DoF [84, 85, 87, 89, 92] and dexterous hand [88, 93] poses, enabling a more accurate modeling of the complexity inherent in real-world grasping. Fourth, task settings have expanded from single-object scenarios to multi-object and cluttered environments, offering more realistic and challenging conditions. Lastly, the input modalities have progressed from purely vision-based inputs to language-conditioned instructions, facilitating more flexible and semantically rich manipulation. These changes collectively support the development of generalizable and intelligent grasping systems.

3.2. Single-Embodiment Manipulation Simulators and Benchmarks

Single-embodiment manipulation benchmarks focus on a specific type of robotic platform, typically represented by single-arm manipulators or humanoids equipped with manipulators. For consistency in categorization, we group single-arm and dual-arm systems under the same embodiment type. Building on the task taxonomy introduced in Section 4, we provide a comprehensive overview of existing single-embodiment manipulation simulators and benchmarks in Table 2.

Basic Manipulation Benchmarks. These benchmarks primarily focus on relatively simple tabletop tasks performed using single- or dual-arm manipulators, such as pick-and-place, sorting, pushing, inserting, opening, closing, and pouring. Early benchmarks primarily focused on learning trajectories for single-task settings using RL or IL [94, 95]. More recent efforts have shifted toward evaluating models under increasingly complex scenarios. These include supporting long-horizon tasks that require robots to complete multi-step operations sequentially [81, 112], incorporating language prompts to guide trajectory generation [99, 101, 103], testing generalization under visual distractions [105, 108], or unseen tasks [116], proposing fairer evaluation protocols tailored to VLAs [106, 112], and expanding from single-arm to more capable dual-arm manipulation settings [109, 114, 130]. Recent benchmarks have also started placing greater emphasis on tactile feedback to enhance policy learning in contact-rich manipulation scenarios [117, 118, 131].

Dexterous Manipulation Benchmarks. Benchmarks for dexterous manipulation advance both algorithmic methods and hardware platforms. On the algorithmic side, learning frameworks that integrate deep reinforcement learning with demonstrations enable high-dimensional hands to acquire complex skills more efficiently [111]. On the hardware side, open-source platforms such as TriFinger provide low-cost, reproducible, and community-driven testbeds for dexterity research [119]. Together, these benchmarks facilitate systematic evaluation and have accelerated progress in learning-based dexterous manipulation.

Deformable Object Manipulation Benchmarks. Benchmarks for deformable object manipulation provide structured environments for evaluating robotic systems on tasks involving non-rigid objects such as cloth, rope, and fluids [120, 121]. They are essential for developing algorithms capable of reasoning over high-dimensional, continuous, and underactuated dynamics. By offering reproducible

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Table 2 | Summary of robot manipulation simulators and benchmarks. All benchmarks provide proprioceptive or pose observations by default, and most include additional modalities.

NameYearSimulatorobjectstasksdemosObservationRobot TypeMani. Type
MetaWorld [94]CoRL 2019MujoCo8050-PoseSawyerBa, Uni
Franka Kitchen [95]CoRL 2020MujoCo107513PoseFranka PandaBa, Uni
RLBench [96]RA-L 2020CoppeliasSim28100-RGB, D, SFranka PandaBa, Uni
CAIMIN [81]RA-L 2021Pybullet283440MRGB, DFranka PandaBa, Uni
RoboMimic [97]CoRL 2021MujoCo1586KRGB, DFranka PandaBa, Uni
Mansikill [98]NeurIPS 2021SAPIEN100+430K+RGB, DFranka PandaBa, Uni
VLMBench [99]NeurIPS 2022CoppeliasSim/[96]2286K+RGB, D, SFranka PandaBa, Uni
Mansikill2 [100]ICLR 2023SAPIEN21442030K+RGB, D, SURSBa, Mo, Uni, Bi
VIMA-bench [101]ICML 2023Pybullet/Ravens100+17600K+RGB, D, SFranka PandaBa, Uni
ARNOLD [102]ICCV 2023Isaac Sim40810K+RGB, D, SFranka PandaBa, Uni
LIBERO [103]NeurIPS 2023MujoCo/[104]671306.5KRGB, DFranka PandaBa, Uni
COLOSSEUM [105]RSS 2024CoppeliasSim/[96]-202KRGB, DFranka PandaBa, Uni
SimplerEnv [106]CoRL 2024SAPIEN-10Bridge v2RGB, DGoogle Robot, WidowXBa, Uni
GemSim2 [107]CoRL 2024SAPIEN200100-RGB, DFranka PandaBa, Uni
GemBench [108]ICRA 2025CoppeliasSim20+60-RGB, DFranka PandaBa, Uni
RoboTwin [109]CVPR 2025SAPIEN/[110]10+-320RGB, D, SAloha-AgileXBa, Bi
GENMANIP [111]CVPR 2025Isaac Sim10200-RGB, D, SFranka PandaBa, Uni
VLABench [112]2024MujoCo2000+1005KRGB, DFranka PandaBa, Uni
AGNOSTOS [113]2025CoppeliasSim/[96]413.6K-RGB, D, SFranka PandaBa, Uni
RoboTwin 2 [114]2025SAPIEN/[110]73150100KRGB, D, SAloha, URS, Franka, ARXXSBa, Uni, Bi
ROBOEVAL [115]2025--83K+RGB, DFranka PandaBa, Bi
INT-ACT [116]2025SAPIEN/[106]-50Bridge v2RGB, DFranka PandaBa, Uni
TacSL [117]T-RO 2025Isaac Gym-3-RGB, D, TFranka PandaBa, Uni
ManiFinger [118]2025Isaac Gym/[117]-6-RGB, D, TFranka PandaBa, Uni
[11]RSS 2018MujoCo-4100RGB, D, TADROIT HandDex, Uni
TriFinger [119]CoRL 2021Pybullet-2-RGB3-DoF HandDex, Uni
PlasticineLab [120]ICLR 2021Taichi + DiffTaichi110-RGB, D, PRigid End-EffectorDe
SoftGym [121]CoRL 2021NVIDIA Flex410-RGB, D, PSawyer, FrankaDe, Uni
DaXBench [122]ICLR 2023DaX49-RGB, D, P-De
ManipulaTHOR [123]CVPR 2021Unity/A12-THOR2.6K+--RGB, D, NKinova Gen3 on Mobile BaseMo, Uni
HomeRobot [124]CoRL 2023AI Habitat7892--RGB, DHello Robot StretchMo, Uni
BEHAVIOR-1K [125]CoRL 2023OmniGibson52151K-RGB, DMobile ManipulatorMo, Uni
ODYSSEY [126]2025Isaac Sim10512-RGB3-DoF HandQuad, Uni
BiGym [127]CoRL 2024MujoCo10+402KRGB, DUniree H1Hu, Bi
HumanoidBench [128]2024MujoCo1527-RGB, LiDARUniree H1 + Shadow-HandHu, Bi, Dex
HumanoidGen [129]2025SAPIEN-20-RGB, DUnireeHu, Bi, Dex

D = depth, S = segmentation, T = tactile sensing, P = particle-based state representations, N = normals
Ba = basic, De = deformable object, Dex = dexterous, Mo = mobile, Quad = quadrupedal, Hu = humanoid manipulation
Uni = single arm, Bi = bimanual arms

settings, diverse tasks, and well-defined evaluation metrics, these benchmarks enable systematic comparison of methods and foster progress in visuo-tactile perception, planning, and control under complex physical interactions.

Mobile Manipulation Benchmarks. Mobile manipulation benchmarks evaluate systems that integrate locomotion and manipulation [123–125]. Typical tasks involve coordinating a mobile base (wheeled or legged) with an onboard manipulator to transport objects, navigate to target locations, and interact within cluttered or spatially extended environments. These benchmarks are critical for studying perception, planning, and control challenges faced by embodied agents operating in dynamic and unstructured settings.

Quadrupedal Manipulation Benchmarks. Wang et al. introduced ODYSSEY [126], a benchmark and framework for open-world quadruped robots that unifies exploration and manipulation in long-horizon tasks. By integrating vision-language planning with whole-body control, ODYSSEY addresses key challenges in instruction decomposition, locomotion–manipulation coordination, and generalization across diverse open-world scenarios, with validation in both simulation and the real world.

Humanoid Manipulation Benchmarks. Humanoid manipulation benchmarks evaluate the capabilities of robots with human-like body structures such as arms, hands, and legs [127–129]. Tasks

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Table 3 | Summary of cross-embodiment Robotic manipulation benchmarks. S = segmentation, T = tactile sensing, and A = audio.

NameYearSimulatorobjectstasksdemosObservationrobotManip. Type
RoboSuite [104]2020MujoCo209 tasks-RGB, D10Ba, Mo, Hu, Quad, Uni, Bi, Dex
CortexBench [132]NeurIPS 2023Multiple-17 tasks850+RGB, D6Ba, Mo, Uni
RoboHive [133]NeurIPS 2023Multiple-17 tasks850+RGB, D10+Ba, Mo, Quad, Hu, Uni, Bi, Dex
ORBIT/Isaac Lab [135]RA-L 2023Isaac Sim-5 types-RGB, D, S16Ba, Mo, Hu, Uni, Bi, Dex
RoboCasa [136]RSS 2024MujoCo/1042509100 tasks100K+RGB, D4+Ba, Mo, Hu, Quad, Uni, Bi, Dex
Genesis [137]2024Genesis Engine---RGB, D, T, A6Ba, Mo, Hu, Uni, Bi, Dex
ManiSkill3 [110]RSS 2025SAPIEN10K+12 types1M framesRGB, D, S20+Ba, Mo, Hu, Uni, Bi, Dex
AgentWorld [138]CoRL 2025Isaac Sim9K-1000+RGB, D4Mo, Hu, Uni, Bi, Dex
RoboVerse [134]2025MetaSim5.5K276 tasks500KRGB, D5Ba, Mo, Hu, Uni, Bi, Dex
VIKI-Bench [139]2025[110, 136]-23,737 tasks-RGB, D6Ba, Mo, Hu, Uni, Bi, Dex

Table 4 | Summary of trajectory datasets.

DatasetYearDomaindemosverbRobot TypeObservation
MINI [140]CoRL 2018real8.3k20Baxter RobotRGB, D
BridgeData [141]2021real7.2k4WidowX250RGB, D
BC-Z [142]CoRL 2021real26k3Google RobotRGB
RT-1 [143]RSS 2023real130k2Google RobotRGB, D
RH20T [144]RSSW 2023real110k33Flexiv, UR5, FrankaRGB, D, T
BridgeData V2 [145]CoRL 2023real60.1k24WidowX 250RGB, D
RoboSet [146]ICRA 2024real98.5k11Franka PandaRGB, D
Open X-Embodiment [147]ICRA 2024real1.4M21722 EmbodimentsRGB, D
DROID [148]RSS 2024real76k86Franka PandaRGB, D
Agibot World Dataset [149]IROS 2025real1M+87AgibotRGB, D, T
ARIO [150]2024real + sim3M20AgileX, UR5, Cloud Ginger XR-1RGB, D, T, A
RoboMind [151]2024real107k38Franka Panda, Tien Kung, AgileX, UR5RGB, D
RoboFAC [152]2025sim (SAPIEN/ManiSkill)9.44k12Franka PandaRGB, D

typically involve upper-body operations including grasping, lifting, assembling, or tool use, and may also extend to full-body motions such as bending or balancing. These benchmarks aim to assess dexterity, stability, and coordination in executing human-relevant manipulation tasks across structured and unstructured environments.

3.3. Cross-Embodiment Manipulation Simulators and Benchmarks

Cross-embodiment manipulation benchmarks support a diverse range of robotic platforms, including single-arm, dual-arm, mobile, quadrupedal, and humanoid robots. These settings are designed to evaluate whether a single model can consistently perform similar tasks across robots with varying morphologies, degrees of freedom, and control constraints. Some benchmarks integrate multiple embodiment-specific benchmarks, each with different simulator backends and without a unified interface [132]. Others consolidate various simulator backends and provide a unified API for consistent interaction [133, 134]. Additionally, there are benchmarks that rely on a single simulator backend, within which different embodiments are supported through carefully designed environments [104, 110, 135–138]. We present a comprehensive overview of existing cross-embodiment simulators and benchmarks in Table 3.

3.4. Trajectory Datasets

Trajectory datasets are structured collections of time-ordered data that capture the sequential states, actions, and sensory observations of an agent interacting with an environment. In the context of robotics and embodied AI, these datasets typically include robot joint states, end-effector poses, control inputs, and multimodal observations (e.g., RGB images, depth maps, force-torque readings) collected during the execution of specific tasks. In addition to trajectory datasets included in benchmarks, some works focus on building dedicated datasets that vary in scale, quality, and diversity. These datasets

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Table 5 | Summary of embodied QA and affordance datasets.

DatasetYearDomainSizeVisual Perception TasksSpatial Reasoning TasksFunctional and Commonsense Reasoning Tasks
OpenEQA [153]CVPR 2024real1.6KObject, Attribute and Object State RecognitionObject Localization, Spatial ReasoningFunctional Reasoning, World Knowledge
ManipVQA [154]IROS 2024real + sim84KPhysically Grounded UnderstandingObject Detection
RefSpatial [155]NeurIPS 2025real20MObject Location, Orientation and Topological Reasoning
ManipBench [156]2025real + sim12K+Keypoint Selection, Trajectory UnderstandingFabric Manipulation, Tool & Drawer Contact
PointArena [157]2025real982PointingPointing
Robo2VLM [158]2025real684K+Scene Understanding, Multiple ViewObject State, Spatial RelationshipGoal-conditioned Reasoning, Interaction Reasoning
PAC Bench [159]2025real + sim30K+PropertiesConstraintsAffordance

range from small collections to large-scale repositories with millions of samples, and from low-fidelity teleoperated data to high-quality expert demonstrations. They also differ in embodiment types, control modes, and data sources such as human teleoperation, scripted agents, or learned policies. Many high-quality datasets include semantic labels, task definitions, and multimodal observations, making them valuable for learning general manipulation policies across tasks and robot types. We provide a comprehensive summary of existing trajectory datasets in Table 4.

3.5. Embodied QA and Affordance Datasets

While EQA and affordance understanding both require visual-semantic and spatial reasoning, EQA emphasizes high-level question answering based on environmental context, whereas affordance understanding targets low-level functional interaction with objects, such as grasping or tool use. These datasets empower robotic models with the ability to perceive and understand the physical world, and we categorize their capabilities into three core task types. First, Visual Perception Tasks focus on the static recognition of visual information, enabling robots to identify what an object is, what color or material it has, and what state it is in (e.g., open or closed). This includes object recognition, attribute recognition, object state recognition [153], and keypoint selection to determine actionable locations for manipulation [156]. Second, Spatial Reasoning Tasks involve understanding object positions, spatial relationships, and reachability. They encompass 2D/3D object detection [154], object localization [153], and reasoning about spatial relations between the robot and its environment [155, 158], such as determining the relative direction between a gripper and a target object. Finally, Functional and Commonsense Reasoning Tasks address the robot’s understanding of affordances [159] and functional uses [153] of objects—for instance, recognizing that a dish wand is used for cleaning utensils or that a knife should be grasped by its handle. These tasks bridge perception with actionable, context-aware behavior grounded in physical interaction knowledge. Table 5 offers detailed descriptions of representative datasets.

4. Manipulation Tasks

Early grasping methods primarily focused on identifying stable grasp configurations through geometric analysis, force closure conditions, or task-specific heuristics. Candidate grasp poses were analytically

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Table 6 | Comparison between non-learning and learning-based methods for grasping and manipulation. Here, grasping specifically refers to grasp detection and generation.

Mani. TypeControl TypePose GenerationTrajectory GenerationGeneralizationInterpretability & Stability
GraspingNon-learningAnalytical: geometric rules, force-closure analysisIK + motion planningLowHigh
LearningLearned from dataIK + motion planningHighLow
ManipulationNon-learningTask-specific or predefined goal poseIK + motion planningLowHigh
LearningLearned implicitly via RL or ILLearned policies via RL or ILHighLow

generated from object geometry, contact normals, or predefined grasp templates, and then executed using inverse kinematics (IK) and motion planning. Building on such established grasps, early approaches to dexterous, deformable, mobile, quadrupedal, and humanoid manipulation typically assumed a known target pose or a task-specific goal. The emphasis was on optimizing motion trajectories or control commands to achieve these goals under physical and kinematic constraints, rather than learning end-to-end action generation from raw sensory input as in modern RL or IL methods. The comparison is summarized in Table 6.

Among these, basic manipulation is by far the most extensively studied, supported by a rich body of literature that enables fine-grained categorization of methods. We therefore dedicate Sections 5 and 6 to a detailed discussion of high-level planners and low-level learning-based control in the context of basic manipulation, while for other task categories we summarize representative methods within their respective subsections. Beyond the tasks covered in this survey, niche domains such as aerial manipulation [160–162] and underwater manipulation [163–165] will be incorporated in future updates.

4.1. Grasping

In the narrow sense considered in this work, grasping specifically refers to the tasks of grasp detection and grasp generation. These tasks involve identifying feasible grasp configurations from sensor inputs such as images or point clouds, allowing robotic end-effectors to securely pick up objects. The primary focus is on predicting the position and orientation of the gripper to ensure stable and reliable grasps, even in the presence of diverse object shapes, varying poses, and cluttered environments.

Non-Learning-based Grasp. Early methods generate grasp poses by explicitly analyzing object geometry [166], performing contact-driven force analysis [167], or applying task-specific rules [168], in combination with the gripper model. However, due to their limited generalization ability in handling complex shapes, occlusions, and unseen objects, these approaches have gradually been replaced by data-driven, learning-based methods, as discussed below. The taxonomy of learning-based grasping approaches is illustrated in Figure 4.

Rectangle-based Grasp. Grasping rectangles were first introduced by Jiang et al. [82]. While they are visually similar to bounding boxes, their representational semantics are fundamentally different. A grasping rectangle is defined as a 5-dimensional representation, as previously described in Section 3.1. Subsequent methods have progressively incorporated deep learning techniques, ranging from basic convolutional neural networks (CNNs) [169–171] to more advanced architectures such as ResNet [70], GR-ConvNet [172] and Transformer [173], and further to CLIP-based models that integrate textual information through feature fusion methods [174]. More recently, diffusion models have also been employed [91]. Over time, the models have evolved from simple to complex, and the modalities have

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Figure 4: Comparison of different grasping methods. (a) Vision-only-based Methods: Input image is processed by a Mapping or Generative Model to produce a grasp pose. (b) Multimodal Feature Fusion: Input image and text (e.g., ‘Pick up the lemon/pan’) are encoded and fused to produce a grasp pose. (c) High-level Planner-Guided Modular Pipeline: Input image is processed by a Grasp Model to produce a grasp pose, which is then filtered by a High-level Planner (e.g., LLMs, VLMs, or 3D representations) to produce the final grasp pose. (d) End-to-end Foundation Model: Input image and text are processed by a Grasp Foundation Model to produce a grasp pose.

Figure 4 | Comparison of different grasping methods. (a) Vision-only approaches, which map visual inputs to grasp poses using CNNs or spatial transformers, or generate poses via VAEs or diffusion models. With the introduction of language, three main categories emerge: (b) fusion of language and visual features through mechanisms such as cross-attention; (c) generation of multiple grasp candidates using pretrained grasp models, followed by selection with high-level planners (e.g., LLMs, VLMs, or 3D representations); and (d) end-to-end fine-tuning of grasp foundation models on large-scale grasping datasets. Figure adapted from [175].

shifted from unimodal to increasingly multimodal.

6-DoF Grasp. Two-dimensional rectangle-based representations, which typically assume parallel-jaw grippers executing top-down grasps, are limited to 2 or 3 degrees of freedom (DoF). This restricts the gripper’s orientation and reduces applicability in unstructured or complex environments. To address these limitations, researchers have proposed 6-DoF grasp representations [176] that define a grasp as a complete 6-dimensional pose in 3D space. This formulation enables the robot to grasp objects from arbitrary orientations, significantly improving flexibility and robustness. The 6-DoF representation is especially beneficial in cluttered scenes, non-planar object poses, and scenarios involving complex geometries.

Apart from a few early 2D-based approaches [177], the majority of recent methods adopt 3D representations. In particular, methods based on point cloud inputs have explored a wide range of architectures, ranging from mapping convolutional networks [178] and transformer-based models [179], to generative autoencoders [176], variational autoencoders [180, 181], and UNet-style frameworks [182]. To improve efficiency, various methods have been proposed, including applying instance segmentation or heatmap to focus on task-relevant manipulation regions [183, 184], reducing the grasp search space by representing grasp poses with contact points on the object surface [185], incorporating graph neural networks for geometric reasoning on point cloud data [186], and adopting an economic supervision paradigm that selects key annotations and leverages focal representation to reduce training cost and improve performance [187]. Some works further address structural distortions commonly found in real-world point cloud data by introducing completion or denoising modules to convert the input into a clean and consistent style [188, 189]. Several methods also address the -equivariance problem [190, 191] by modeling grasp generation as a continuous normalizing flow over with equivariant vector fields, or by predicting per-point grasp quality over the orientation sphere using spherical harmonic basis functions. Meanwhile, several methods

A small decorative icon of a robot head.

also leverage 3D representations such as SDF [192–194], NeRF [195, 196], and 3DGS [197–199] to extract geometric features or to sample grasp points for downstream prediction.

Language-driven Grasp. In recent years, language-driven grasping has gained increasing attention, aiming to achieve object-specific and instruction-guided manipulation. Existing approaches can be broadly categorized into three groups. The first adopts multimodal feature fusion [200, 201], where textual and visual modalities are jointly encoded, often via cross-attention mechanisms. The second leverages existing grasp models to generate large numbers of grasp candidates, followed by ranking or scoring with LLMs or VLMs to select the most confident grasps. For instance, LLMs can generate task-specific descriptions [202], while VLMs are used for visual grounding to compute grasp confidence scores [203, 204]. Representative methods include VL-Grasp, which employs VLMs to attend to the target object and generate grasps [205]; OWG, which leverages VLM-based semantic priors for planning under occlusion [206]; and Reasoning-Grasping, which integrates visual-linguistic inference for improved object-level understanding [207]. Other efforts adapt MLLMs for environment-aware error correction [208], or learn object-centric attributes to enable rapid grasp adaptation across tasks [209]. Affordance-driven approaches also ground grasp generation in language and vision cues [210–212]. The third line of work directly fine-tunes MLLMs on grasp foundation models with large-scale grasp datasets [213].

Challenges. Firstly, the aforementioned grasp detection and generation methods were originally designed for 2-DoF parallel-jaw grippers. However, with the increasing use of dexterous hands, research has shifted toward dexterous grasping, which requires more complex annotations such as hand joint angles and contact force maps. To handle the high dimensionality of this task, various generative approaches—including diffusion-based models—have been proposed [214–216]. Some approaches represent grasp configurations via contact points or maps [217], or leverage interaction-based representations like [218] to infer grasps from geometric relationships. Second, traditional grasping strategies typically rely on a single end-effector (e.g., suction or parallel grippers), which limits adaptability to diverse object geometries. To address this, several works have explored bimanual grasping using dual-arm or dual-gripper configurations [219, 220]. Lastly, grasping transparent objects also remains a significant challenge, as depth sensors often fail to detect or localize such materials accurately. Recent efforts address this limitation by incorporating alternative modalities, such as LiDAR [221] or 3D reconstruction [222–224], to infer the geometry of transparent or reflective objects.

4.2. Basic Manipulation

Basic manipulation refers to relatively simple tabletop tasks performed by single- or dual-arm manipulators, such as pick-and-place, sorting, pushing, inserting, opening, closing, and pouring. Most current research remains focused on this category, as illustrated in Figure 11 and further discussed in Sections 5–6, where the majority of methods and benchmarks are developed around object-centric interactions in structured environments. While these sections classify approaches within the scope of basic manipulation, the proposed taxonomy is general in nature and can be readily extended to other categories of manipulation tasks.

4.3. Dexterous Manipulation

Dexterous manipulation refers to the capability of robotic systems equipped with multi-fingered or anthropomorphic hands to achieve precise and coordinated object control through complex contact interactions. It involves in-hand reorientation, fine force modulation, and multi-point contact, enabling actions such as twisting, grasping, and rotating, as illustrated in Figure 5. This capability is critical for

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Table 7 | Representative methods across manipulation types and learning paradigms.

Mani. TypeRLILRL+ILVLA
BasicSee Table 8See Figure 14See Table 9See Figure 16
DexterousPDDM [225], [11], [226]DexHandDiff [227], CordViP [228]REBOOT [229], ViViDex [230], SS-ILKC [237]OFA [231], LBM [232]
Soft Robotics[233], [234]Soft DAgger [235], KineSoft [236]
Deformable Object[238]DeformerNet [239], DexDeform [240]DMFD [241]
Mobile[242], MoMa [243]MOMA-Force [244], Skill Transformer [245][246]MoManipVLA [247]
QuadrupedalVBC [248], GAMMA [249]Human2LocoMan [250][251], WildLMa [252]QUAR-VLA [253], GeRM [254]
Humanoid[255], FLAM [256]OmniH2O [257], iDP3 [258][259]GROOT N1 [260], Humanoid-VLA [261]

tasks requiring high precision and adaptability, such as tool use, assembly, and manipulation of small or irregular objects. Human hand models typically include 20–25 DoF, with each finger modeled by 4 DoF, the thumb by 4–5 DoF, and additional DoF from the palm and wrist for enhanced realism [262].

Non-Learning-based Methods. Early work on dexterous manipulation predominantly employed non-learning approaches, including optimization- and control-based techniques such as heuristic search and constrained optimization [266]. These methods typically assume access to known dynamics and object models, and focus on trajectory planning under physical constraints.

Learning-based Methods. With the advent of RL, both model-based and model-free paradigms have been applied to dexterous manipulation. Model-based methods such as PDDM [225] exploit learned dynamics for efficient planning and control, while model-free approaches directly optimize policies from interaction [11], sometimes enhanced with few-shot imitation to accelerate learning on real hands [226]. More recently, human-in-the-loop frameworks such as HIL-SERL [267] combine demonstrations, online corrections, and reinforcement learning to achieve sample-efficient training of precise and dexterous skills directly on real robots. IL has gained attention for its data efficiency, exemplified by DexMV [268], which employs kinematic retargeting from human videos to robot hands. Extensions incorporate auxiliary tasks such as contact prediction [227, 228] and inverse dynamics modeling [269], enabling better generalization and action consistency. Hybrid IL–RL approaches aim to combine these strengths, typically using IL for policy initialization followed by RL refinement [270, 271]. Integration can vary: DexMV applies IL first and fine-tunes with RL, whereas ViViDex [230] performs RL in a privileged state space before distilling policies via IL.

Recent advances in VLA models further expand generalization. DexGraspVLA [272] integrates semantic reasoning with diffusion-based policies for grasping in cluttered scenes, while OFA [231], LBM [232], and Being-HO [273] leverage multimodal prompts and human videos to generate dexterous motions and follow language instructions.

Human guidance provides another supervision source: Chen et al. [274] use object and wrist trajectories from videos to guide RL, and Mandi et al. [275] introduce functional retargeting to

Figure 5: Tasks in dexterous manipulation. The figure shows a grid of images illustrating various manipulation tasks: ‘Rotate’ (a robot arm rotating a cube), ‘Spin & Roll’ (a robot arm spinning a cube), ‘Insert’ (a robot arm inserting a cube into a hole), ‘Grasp’ (a robot arm grasping a cube), ‘Open’ (a robot arm opening a box), and ‘Pour’ (a robot arm pouring liquid from a bottle).

Figure 5 | Tasks in dexterous manipulation, figure adapted from [225, 226, 263–265].

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transition from demonstrations to autonomous control. Affordance reasoning further supports grasp-specific strategies [276, 277], guiding object selection under semantic constraints. Finally, recent works emphasize robustness and autonomy. Task decomposition reduces complexity by structuring subtasks [278], while recovery mechanisms such as REBOOT [229] introduce IL-trained reset policies to handle failures in long-horizon settings.

Challenges. Beyond high-dimensional control and contact dynamics, dexterous manipulation faces broader challenges. First, many real-world tasks are long-horizon and compositional, requiring sequential execution of fine-grained skills. Chen et al. [264] address this by decomposing tasks into discrete skills trained with RL and linking them via a high-level policy. Second, sim-to-real transfer remains a bottleneck due to discrepancies in perception, dynamics, and actuation. CyberDemo [265] mitigates this through data augmentation, improving robustness under domain shift. Third, accurate perception is difficult in cluttered or partially observed scenes, where occlusion hampers object tracking. DexPoint [263] leverages point cloud completion to recover missing geometry and enhance spatial awareness.

4.4. Soft Robotic Manipulation

Soft manipulators, built with compliant materials or structures, are well-suited for human-robot collaboration, operation in uncertain environments, and safe, adaptive grasping, as illustrated in Figure 6. They overcome the limitations of rigid manipulators when handling delicate or deformable objects [279]. To this end, a wide range of designs have been developed to support diverse applications [35, 36, 280–282].

Non-Learning-based Methods. For soft manipulator control, analytical kinematic models based on the constant-curvature assumption map shape parameters to end-effector poses via virtual rigid-link chains and Denavit–Hartenberg transformations [284]. Similarly, three-dimensional continuum manipulators can be approximated as rigid-jointed robots, with computed-torque control achieving closed-loop dynamics [285]. Other approaches employ model predictive control with Koopman operators [286, 287], or rely on accurate Lagrangian models combined with adaptive dynamic sliding mode control to enhance robustness [288]. Hybrid schemes also integrate learning into non-learning frameworks: forward dynamics can be approximated with machine learning and combined with trajectory optimization for open-loop control [289], while feedback-driven strategies exploit learned models to stabilize and restore system states [281].

Learning-based Methods. RL and IL have been widely applied to soft manipulator control. Model-free RL avoids explicit physical modeling by training policies in simulation for closed-loop endpoint control [283]. Forward dynamics learned with recurrent networks can be integrated into trajectory optimization to generate samples and train predictive controllers [233], while LSTM-based dynamics models enable feedback policy learning [290]. Domain randomization combined with incremental offline training has improved task-space accuracy and adaptability [234], and wavelet-based dynamics approximations paired with LSTM and TD3 controllers further enhance generalization under variability [291]. IL approaches include Soft DAgger [235], which employs dynamic behavior mapping for online expert-like action generation, and KineSoft [236], which integrates kinesthetic

Figure 6: A collage of images showing various tasks performed by a soft robotic manipulator. The tasks include: Move (a red soft arm moving a grid), Pick & Insert (a soft arm picking a block), Grasp (a soft arm grasping a bottle), Grasp Fabric (a soft arm grasping a piece of fabric), Flick Lid (a soft arm flicking a lid), and Unscrew (a soft arm unscrewing a cap).

Figure 6 | Tasks in soft robotic manipulation, figure adapted from [36, 236, 283].

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teaching with diffusion-based policy learning. Hybrid methods also emerge, such as SS-ILKC [237], which combines multi-objective RL with adversarial IL to learn goal-directed control strategies in sensor space, supported by sim-to-real pre-calibration for zero-shot transfer.

Challenges. Soft-hand-based manipulation faces several challenges, including modeling highly nonlinear and underactuated dynamics, achieving precise force and pose control with deformable or fragile objects, ensuring robustness under environmental uncertainty and sensor noise, and lowering sample efficiency. Soft DAgger [235] enables online imitation learning from limited demonstrations through dynamic behavior mapping. To reduce hardware complexity in teleoperation, Liu et al. [282] propose a flexible bimodal sensory interface that combines vision-based perception with wearable sensors, enabling intuitive and low-cost control without bulky equipment.

4.5. Deformable Object Manipulation

Deformable object manipulation (DOM) requires robots to perceive and control non-rigid objects whose shapes vary under applied forces. Unlike rigid-body manipulation, it demands reasoning over high-dimensional, continuous state spaces, coping with uncertain deformation dynamics, and interpreting subtle visual or tactile cues. As illustrated in Figure 7, tasks such as cloth folding, rope and cable tying, and food handling involve diverse deformations—including tension, compression, and bending—making DOM a complex yet crucial challenge in robotic manipulation [16, 296, 297].

Non-Learning-based Methods. Traditional approaches to DOM, such as path planning [298] and model-based control [299], often rely on simplified physical models or analytical solutions. However, these methods typically struggle with generalization and real-time adaptability in complex environments, leading to a shift toward data-driven techniques such as RL, IL, and hybrid learning-control frameworks.

Learning-based Methods. Jan et al. [238] propose a deep RL method based on a modified DDPG algorithm that learns from visual and robot state inputs and achieves zero-shot sim-to-real transfer via domain randomization. In contrast, IL methods directly exploit demonstrations: DexDeform [240] extracts latent skills from human demonstrations and fine-tunes them with limited robot data, DefGoalNet [300] predicts goal configurations from few-shot demonstrations conditioned on state and context, and MPD [301] generates movement primitives with diffusion models. To combine both paradigms, DMfD [241] incorporates expert data into RL through advantage-weighted BC loss, expert-initialized replay buffers, and reset-to-state initialization, achieving stable and efficient policy optimization.

Beyond learning paradigms, DOM has explored diverse strategies spanning geometric modeling, affordance prediction, and structure-aware perception. DeformGS [302] represents deformable objects with canonical Gaussians and learns a time-conditioned deformation field for temporally consistent 3D pose tracking. Affordance-based approaches include DeformerNet [239], which predicts end-effector displacements from partial point clouds, Foresightful Affordance [303], which integrates dense per-pixel affordances with long-horizon value estimation, and APS-Net [295], which ranks standardized

Figure 7: Tasks in deformable object manipulation. The figure shows a grid of images illustrating various tasks: ‘Untie the Knotted Cable’ (a robot arm working on a cable), ‘Shape the Plasticine’ (a robot arm shaping a piece of clay), ‘Open the Bag’ (a robot arm opening a bag), and ‘Folding Clothes’ (a robot arm folding a piece of clothing).

Figure 7 | Tasks in deformable object manipulation, figure adapted from [292–295].

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folding and flattening trajectories guided by affordance heatmaps. Language-conditioned affordance prediction has also been explored [304]. Finally, estimating object-specific physical properties has emerged as a complementary direction [305, 306]. GenDOM [306] learns a parameter-conditioned policy and leverages a single human demonstration with differentiable simulation to infer unseen object properties, enabling generalization to novel deformable instances.

Challenges. Deformable objects lack a fixed pose, and key deformation regions are often occluded during manipulation. To improve visibility and perception, recent work jointly optimizes camera and manipulator motion, guided by structure-of-interest cues [294]. Deformation dynamics also exhibit delayed responses, complicating real-time control; this is addressed by encoding states into latent spaces and predicting their dynamics. For example, DeformNet [307] encodes object geometry with PointNet and a conditional NeRF, and models temporal evolution with a recurrent state-space model for latent-level MPC. An even greater challenge is modeling topological changes. DoughNet [308] extends latent-space modeling to jointly capture geometric and topological variations from point clouds, enabling long-horizon planning with CEM for tool selection and manipulation.

4.6. Mobile Manipulation

Mobile manipulation is a robotic paradigm that combines navigation and manipulation capabilities within a single system. It allows robots to physically interact with objects beyond a fixed workspace by actively navigating the environment. This integration poses significant challenges in perception, planning, and control, as it requires coordinating whole-body motion, handling long-horizon tasks, and dealing with dynamic, partially observable scenes. Several studies have focused on designing robots specifically for mobile manipulation [31, 311, 312]. As illustrated in Figure 8, mobile manipulation is critical for real-world applications such as household assistance, warehouse automation, and service robotics [17].

Figure 8: A collage of 10 images showing various mobile manipulation tasks performed by a robot. The tasks include: Open Fridge, Wipe Countertop, Take-out Trash, Load Dishwasher, Crack Shrimp, Clean the room, Push Chairs, Open Cabinet, Rotate Tap, and Open washer. Each image shows the robot interacting with objects in a kitchen or household environment.

Figure 8 | Tasks in mobile manipulation, figure adapted from [31, 244, 309, 310].

Non-Learning-based Methods. Traditionally, mobile manipulation is decomposed into two separate problems: navigation and manipulation. Navigation is typically handled by classic path planners, such as grid-based methods (e.g., Dijkstra) and sampling-based planners (e.g., RRT). Manipulation is often addressed using grasp models, motion primitives, or trajectory planning based on point clouds. Some control methods perform joint optimization of navigation and manipulation. For example, Berenson et al. [313] optimize full-body configurations and grasp poses simultaneously, then plan motions via sampling. Chitta et al. [314] coordinate base-arm planning with ROS-based navigation and point cloud grasping. Others embed manipulation goals directly into MPC cost functions [315].

Learning-based Methods. These methods have emerged to learn policies for whole-body control. For RL, Wang et al. [316] use RGB-D inputs to estimate object pose and train a policy that jointly predicts base velocity, arm trajectories, and gripper actions. HarmonicMM [317] extends this by integrating visual and pose information into a unified RL framework, while Wu et al. [242] propose spatial Q-value learning at the map level for navigation guidance. To improve reward signals, Honerkamp et al. [318] design dense rewards based on end-effector reachability, and Causal MoMa [243] introduces causality-aware modeling of control-reward relations to stabilize policy optimization. For IL, MOMA-Force [244] learns motion and force policies from visual-force demonstrations, while HoMeR [310]

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decomposes tasks into global keypose prediction and local refinement to map end-effector targets to whole-body actions. Wang et al. [319] leverage SAM2-based perception for object-centric IL, and Skill Transformer [245] treats manipulation as a skill prediction problem, learning both skill categories and corresponding low-level actions. Hybrid methods combine IL with RL to enhance generalization. For example, Xiong et al. [246] initialize policies via behavior cloning and refine them through online RL to handle unseen articulated objects.

Beyond learning paradigms, recent work integrates high-level reasoning and multimodal representations. VLA-based methods such as MoManipVLA [247] process multimodal instructions to predict end-effector waypoints while delegating base motion to a trajectory optimizer. LLM-driven frameworks, including MoMa-LLM [320] and SayPlan [321], combine open-vocabulary language, scene graphs, and reasoning for object search and high-level task planning. Complementary efforts in 3D scene modeling guide manipulation through active perception: ActPerMoMa [322] optimizes viewpoint selection and grasp reachability via incremental TSDF mapping, while TaMMa [323] employs sparse Gaussian localization and depth completion to generate accurate target poses.

Challenges. In addition to perception–action coordination, dynamic obstacles, and long-horizon decision-making, mobile manipulation faces several additional challenges. A first challenge is enabling effective human–robot collaboration. Ciocarlie et al. [324] developed an assistive system that combines user interfaces, shared control, and autonomy to transform a PR2 robot into an in-home assistant. Extending this line of work, Robi Butler [325] introduces a closed-loop household control framework that supports multimodal interaction, where high-level planners such as LLMs and VLMs enable natural language and gesture-based commands for intuitive and remote collaboration. A second challenge is real-time manipulation during navigation, where robots must coordinate mobility and manipulation under environmental constraints. Whole-body motion control frameworks [326, 327] address this problem by enabling reactive planning and execution for on-the-move manipulation.

4.7. Quadrupedal Manipulation

Quadrupedal manipulation is an emerging paradigm that combines the agile mobility of quadruped robots with the ability to physically interact with objects. Unlike traditional manipulators or mobile bases, quadrupeds can traverse complex and unstructured terrains while maintaining dynamic stability, making them particularly suitable for applications such as search and rescue, field robotics, and autonomous exploration. Representative tasks are illustrated in Figure 8. Manipulation can be realized through several embodiments: whole-body locomanipulation [253, 254, 332–335]; leg-as-manipulator designs that repurpose one or more legs for interaction [251, 329, 336]; back-mounted arms [248, 249, 328, 330, 331, 337–345]; and grippers integrated into front legs for simultaneous locomotion and manipulation [346]. Each embodiment introduces unique challenges in whole-body coordination, dynamic control, and perception-driven planning.

Figure 9: A 2x3 grid of images showing various quadrupedal manipulation tasks. Top row: ‘Pick & Place’ (robot picking a bottle), ‘Write’ (robot writing ‘SUSTech’ on a board), ‘Press Button’ (robot pressing a button on a wall). Bottom row: ‘Wave Ribbon’ (robot waving a ribbon), ‘Push’ (robot pushing a box), ‘Press Switch’ (robot pressing a switch on a wall).

Figure 9 | Tasks in quadrupedal manipulation, figure adapted from [126, 328–331].

Non-Learning-based Methods. Recent advances in quadrupedal manipulation have explored diverse control strategies, ranging from model-based optimization to learning-based approaches. Optimization-based methods provide interpretable and physically grounded control with strong task generalization. For example, Arcari et al. [339] combine MPC with Bayesian multi-task error

A small decorative icon of a robot head.

learning for real-time dynamics adaptation. Wolfslag et al. [337] incorporate SUF stability metrics and contact constraints into a quadratic programming framework for robust, support-leg-aware planning, a concept further extended by RoLoMa [340] to improve trajectory robustness. LocoMan [346] demonstrates a hardware-control co-design approach, equipping quadrupeds with lightweight front-leg manipulators and employing unified WBC to achieve agile locomotion and precise manipulation.

Learning-based Methods. In the realm of RL, recent research has focused on developing structured and informative control representations. Jeon et al. [332] introduce a hierarchical RL framework that encodes interaction experience, robot morphology, and action history into latent representations to facilitate effective policy learning. Fu et al. [338] decouple leg and arm rewards in the policy gradient formulation to enhance coordination between locomotion and manipulation, while Zhi et al. [345] present a unified force-position controller that estimates forces from perception instead of sensors. Hou et al. [330] incorporate explicit arm kinematics and feasibility-based rewards to promote physically plausible behaviors. Two-stage training schemes have also been explored: RoboDuet [344] sequentially trains locomotion and arm policies with reward adaptation for coordination. GAMMA [249] improves grasp precision by conditioning policies on grasp poses, while Wang et al. [331] propose GORM, a metric for grasp reachability under varying base poses, guiding base movements for optimal grasping. Teacher-student frameworks have further advanced base-arm coordination, as in VBC [248] and Jiang et al. [328], where visual or pose-tracking guidance is distilled into student policies. Other works combine hierarchical and hybrid designs, such as HiLMA-Res [333], which uses high-level RL to control Bézier parameters and base motion while relying on hybrid CPG-Bézier controllers for leg movements, and Pedipulate [329], which demonstrates end-to-end RL for single-foot manipulation. In the IL domain, Human2LocoMan [250] enables cross-embodiment transfer from XR-driven human demonstrations using a modular Transformer policy, effectively transferring human manipulation skills to quadrupeds. Hybrid IL-RL frameworks further improve efficiency and generalization. He et al. [251] employ BC to train a high-level planner for grasp trajectories, while a low-level RL controller coordinates leg and single-leg manipulation. WildLMa [252] builds an IL-based skill library from VR demonstrations, sequencing and composing tasks under LLM guidance.

VLA-based frameworks have also emerged for high-level semantic reasoning. QUAR-VLA [253] pioneers the application of VLA models to quadrupeds, while GeRM [254] and MoRE [335] integrate mixture-of-experts architectures with offline RL to learn generalist visuomotor policies and Q-functions with enhanced generalization and decision quality. QUART-Online [347] advances this line by introducing action-chunk discretization and semantic alignment training, enabling latency-free inference for quadrupedal VLA tasks.

Finally, advances in 3D semantic perception and high-level planning extend quadrupedal capabilities. GeFF [342] performs real-time NeRF-based reconstruction with semantic relevance fields to guide locomotion, while manipulation is executed via learned grasp models. At the task level, LLMs have been combined with policy libraries: Ouyang et al. [334] propose a hierarchical framework where LLMs parse long-horizon, multi-skill instructions into structured subgoals executed by RL-based skills, bridging symbolic reasoning and continuous control.

Challenges. In addition to common challenges such as balance-manipulation coupling, terrain adaptability, and perception delays, real-world deployment remains difficult due to the sim-to-real gap caused by modeling inaccuracies and sensor noise. To mitigate this, fully autonomous RL pipelines have been developed. Mendonca et al. [343] propose a framework that integrates on-policy data collection with continuous training, while ASC [341] addresses long-horizon tasks by decomposing them into modular skills trained via RL, coordinating them through a skill-switching policy jointly trained with IL and RL, and introducing a corrective policy to improve robustness during deployment.

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Long-horizon task execution itself poses another significant challenge. Cheng et al. [336] propose a stage-wise RL framework that independently learns locomotion and single-leg manipulation skills, which are later composed via a behavior tree to accomplish temporally extended tasks.

4.8. Humanoid Manipulation

Humanoid manipulation involves robotic platforms with human-like morphology, typically including a torso, two arms, and either simplified 2-DoF or fully dexterous hands, with the lower body implemented as either a mobile base or bipedal legs. These systems are designed to perform object interaction tasks in human environments. These systems seek to replicate or extend human manipulation capabilities, enabling actions such as grasping, lifting, tool use, and coordinated bimanual operations, as illustrated in Figure 10. While the humanoid form offers natural compatibility with tools and environments built for humans, it also introduces challenges in balance control, whole-body coordination, and fine motor skills, making humanoid manipulation a central research focus in robotics and embodied intelligence.

Non-Learning-based Methods. Early humanoid control primarily relied on traditional approaches such as rule-based and analytical controllers [352, 353]. Some works also explored the integration of learning-based models into control frameworks. For example, OKAMI [354] leverages 3D human pose estimation from a single human video to infer joint positions and derive executable actions for humanoid robots via inverse kinematics.

Learning-based Methods. The recent trend in humanoid manipulation has shifted from hand-tuned controllers toward fully learning-based models. As highlighted in [18], the field remains underexplored, with existing methods falling broadly into RL, IL, and VLA frameworks.

For RL-based approaches, FLAM [256] leverages a pre-trained human motion foundation model to score the stability of humanoid poses, using this score as an auxiliary reward to encourage balanced behaviors. Xie et al. [255] combine diffusion-based motion generation with reinforcement learning to achieve whole-body humanoid manipulation. In the domain of IL, TRILL [355] directly maps RGB images to pose commands, while OmniH2O [257] abstracts unified motion goals from diverse modalities (e.g., language, RGB, MoCap, VR) using a diffusion policy. iDP3 [258] adapts the classic DP3 diffusion policy from third-person to egocentric views, enabling teleoperation of the head, torso, and arms. Qiu et al. [350] leverage large-scale egocentric demonstrations to align human and robot actions in a shared representation space, and TACT [356] incorporates tactile feedback to improve manipulation robustness. Hybrid RL+IL strategies have also been proposed. For example, André et al. [259] decouple locomotion and manipulation by training a mid-level trajectory generator with IL to specify motion goals, while using RL to optimize a low-level tracking policy for accurate execution.

Finally, VLA methods aim to develop end-to-end language-conditioned policies for joint locomotion and manipulation. HumanVLA [357] encodes images and language separately, concatenates features,

Figure 10: Tasks in humanoid manipulation. (a) Manipulation: Pick, Pick & Place, Play Piano, Water Plants. (b) Navi-Manipulation: four images showing a humanoid robot navigating and manipulating objects. (c) Loco-Manipulation: Box Loco-Manipulation, Play Ping Pong, Squat & Pick & Place.

Figure 10 | Tasks in humanoid manipulation, categorized into manipulation [255, 258, 348], navi-manipulation [349], and loco-manipulation [348, 350, 351].

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graph TD
    HLP[High-level Planner § 5] -- generate --> TP[Task Plan]
    HLP -- generate --> C[Code]
    HLP -- generate --> MP[Motion Plan]
    TP --> A[Affordance]
    MP --> R[3D Representations]
    TP -- guide --> LHC[Low-level Controller]
    C -- guide --> LHC
    MP -- guide --> LHC
    LHC --> NLB[Non-Learning-Based]
    LHC --> LB[Learning-Based § 6]
    NLB -- actuator --> A1[actuator  
e.g., PD controller]
    A1 -- action --> A2[action]
    LB --> V[Visual Input]
  

Figure 11: Method taxonomy for basic manipulation. The diagram shows a hierarchical flow from a High-level Planner (§ 5) to a Low-level Controller. The High-level Planner generates a Task Plan, Code, and Motion Plan, which are further processed by Affordance and 3D Representations. These outputs guide the Low-level Controller, which is divided into Non-Learning-Based and Learning-Based (§ 6) components. The Non-Learning-Based component uses an actuator (e.g., PD controller) to perform an action, while the Learning-Based component uses a visual input (e.g., a robot arm) to perform an action.

Figure 11 | Method taxonomy for basic manipulation, which provides a unified framework that can be extended to other manipulation tasks.

and decodes actions through an MLP. GROOT N1 [260] further integrates visual and tokenized language features via a VLM before feeding them into a diffusion-based head. Humanoid-VLA [261] aligns language and action spaces using cross-attention to fuse visual features, while TrajBooster [351] introduces a loco-manipulation VLA trained with retargeted data from real-world to simulation.

Challenges. In addition to challenges such as multimodal perception, balance–manipulation coupling, and high degrees of freedom, humanoid manipulation also struggles with enabling multi-agent collaboration. For instance, CooHOI [358] exploits object dynamics as an implicit communication channel to achieve coordinated manipulation across multiple agents. To further address the sim-to-real gap, Lin et al. [359] introduce a generalizable reward formulation and a decoupled RL architecture, which improve sample efficiency through staged training.

5. High-level Planner

High-level planning in robot manipulation provides structured guidance for low-level execution by deciding what actions to perform, in which order, and which parts of the environment to attend to. LLMs and multimodal LLMs (MLLMs) are increasingly used for task planning, code generation, and even motion planning, enabling task decomposition, skill sequencing, and adaptive reasoning grounded in both language and perception. Meanwhile, affordance learning and 3D scene representations contribute actionable mid-level cues that highlight relevant regions and guide decision-making. Together, these approaches establish high-level planning as a flexible guidance layer that integrates reasoning, attention, and scene understanding to support reliable execution across diverse manipulation tasks. We summarize this taxonomy in Figure 12 and provide a visualization in Figure 13.

Robot icon

Figure 12: Taxonomy of high-level planner approaches. The diagram is a tree structure starting with 'High-level Planner (§ 5)' on the left. It branches into four main categories: 'LLM-based Task Planning 5.1', 'MLLM-based Task Planning 5.2', 'Code Generation 5.3', and 'Motion Planning 5.4'. 'LLM-based Task Planning 5.1' branches into 'Planning & Skill Selection' (with sub-items: SayCan [360], Grounded Decoding [361], LLM-Planner [362]) and 'Enhanced Capabilities' (with sub-items: LLM+P [363], REFLECT [364], MALMM [365], Polaris [366]). 'MLLM-based Task Planning 5.2' branches into 'End-to-end MLLMs' (with sub-item: PaLM-E [75], VILA [367], PG-InstructBLIP [368]) and 'Reasoning & Cooperation' (with sub-items: EmbodiedGPT [369], Robobrain [370], Gemini Robotics [371]). 'Code Generation 5.3' branches into 'Language-to-Code' (with sub-item: Code as Policies [372], ProgPrompt [373]) and 'Demo-to-Code' (with sub-items: Demo2Code [374], SHOWTELL [375], Statler [376]). 'Motion Planning 5.4' branches into 'Model-guided Planning' (with sub-item: VoxPoser [377], CoPa [378], ManipLLM [379]) and 'Constraint-based Planning' (with sub-items: ReKep [380], GeoManip [381], DiffusionSeeder [382]). Below these, 'Affordance Learning 5.5' branches into 'Geometric' (with sub-item: Ditto [383], GAPartNet [384], CPM [385]), 'Visual' (with sub-items: Transporter Networks [386], VAPO [387]), 'Semantic' (with sub-item: Early affordance learning [388]), and 'Multimodal' (with sub-items: CLIPort [389], RoboPoint [390], MOKA [391]). Finally, '3D Representations as Planner 5.6' branches into 'Gaussian Splatting' (with sub-item: MSGField [392], RoboSplat [393]), 'Implicit or Descriptor Fields' (with sub-items: NDF [394], F3RM [395], D²Fields [396]), 'Generative World Models' (with sub-item: Imagination Policy [397]), and 'Structured Scene Graphs' (with sub-item: RoboEXP [398]).

Figure 12: Taxonomy of high-level planner approaches. The diagram is a tree structure starting with ‘High-level Planner (§ 5)’ on the left. It branches into four main categories: ‘LLM-based Task Planning 5.1’, ‘MLLM-based Task Planning 5.2’, ‘Code Generation 5.3’, and ‘Motion Planning 5.4’. ‘LLM-based Task Planning 5.1’ branches into ‘Planning & Skill Selection’ (with sub-items: SayCan [360], Grounded Decoding [361], LLM-Planner [362]) and ‘Enhanced Capabilities’ (with sub-items: LLM+P [363], REFLECT [364], MALMM [365], Polaris [366]). ‘MLLM-based Task Planning 5.2’ branches into ‘End-to-end MLLMs’ (with sub-item: PaLM-E [75], VILA [367], PG-InstructBLIP [368]) and ‘Reasoning & Cooperation’ (with sub-items: EmbodiedGPT [369], Robobrain [370], Gemini Robotics [371]). ‘Code Generation 5.3’ branches into ‘Language-to-Code’ (with sub-item: Code as Policies [372], ProgPrompt [373]) and ‘Demo-to-Code’ (with sub-items: Demo2Code [374], SHOWTELL [375], Statler [376]). ‘Motion Planning 5.4’ branches into ‘Model-guided Planning’ (with sub-item: VoxPoser [377], CoPa [378], ManipLLM [379]) and ‘Constraint-based Planning’ (with sub-items: ReKep [380], GeoManip [381], DiffusionSeeder [382]). Below these, ‘Affordance Learning 5.5’ branches into ‘Geometric’ (with sub-item: Ditto [383], GAPartNet [384], CPM [385]), ‘Visual’ (with sub-items: Transporter Networks [386], VAPO [387]), ‘Semantic’ (with sub-item: Early affordance learning [388]), and ‘Multimodal’ (with sub-items: CLIPort [389], RoboPoint [390], MOKA [391]). Finally, ‘3D Representations as Planner 5.6’ branches into ‘Gaussian Splatting’ (with sub-item: MSGField [392], RoboSplat [393]), ‘Implicit or Descriptor Fields’ (with sub-items: NDF [394], F3RM [395], D²Fields [396]), ‘Generative World Models’ (with sub-item: Imagination Policy [397]), and ‘Structured Scene Graphs’ (with sub-item: RoboEXP [398]).

Figure 12 | Taxonomy of high-level planner approaches, organized by main directions (LLM-based and MLLM-based task planning, code generation, and motion planning) and supporting capabilities (affordance learning and 3D Representations).

5.1. LLM-based Task Planning

Early work adopted a symbolic planning and grounding paradigm, where neural networks mapped demonstrations and observations into symbolic states and goals represented as predicate truth values [399]. With the advent of LLMs, this approach has largely been supplanted. SayCan [360] pioneered the use of LLMs as global planners by combining a learnable affordance function, estimating skill success probabilities, with language-model-based task relevance, thereby selecting the most promising skill for execution. Grounded Decoding [361] further removes the fixed skill set, enabling token-level joint decoding between the LLM and grounding model to support open-vocabulary planning. A remaining limitation of both methods is the absence of feedback. To address this, Inner Monologue [400] introduces a closed-loop framework that incorporates real-time feedback from task success, scene descriptions, and human interaction into the LLM reasoning process, allowing dynamic plan adjustment in unstructured environments. Similar feedback-driven planning has also been explored in LLM-Planner [362]. In addition, several studies address broader limitations of using LLMs as planners. LLM+P [363] enhances long-horizon reasoning and planning capabilities. REFLECT [364] introduces a failure-aware mechanism that reviews unsuccessful interactions and generates corrective plans. MALMM [365] explores multi-LLM collaboration to improve decision-making. Polaris [366] and Matcha [401] tackle more open-ended task interactions, while RoCo [402] extends LLM planning to multi-robot collaboration, further contributing RoCoBench, a benchmark specifically designed for multi-robot manipulation tasks.

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The diagram illustrates the taxonomy of high-level planners for robot manipulation, centered around a brain icon representing the planner. Six core components are highlighted in dashed boxes, each with a corresponding sub-diagram:

  • Affordance:** Shows two green boxes representing affordance learning. The top box shows a green object being grasped, and the bottom box shows a green object being placed.
  • Code Generation:** Shows a “Large Language Model” and “Perception APIs” interacting with a “Policy Code” block. The code is for stacking blocks on a table. A small image shows a robot arm stacking blocks.
  • LLM-based Planners:** Shows an “LLM Planner” generating a “High-level Plan” based on “Instruction” and “Observation”. The plan includes steps like “Cook a potato and put it into the recycle bin” and “Navigation points: Pick up potato. PutObject potato recyclebin”. The planner also handles “Navigation ambiguities” like “I cannot find a potato, but I saw a fridge” or “I cannot find a recycle bin, but I saw a garage can”.
  • Motion Planning:** Shows a “Vision Language Model” and a “Large Language Model” interacting with a “Cam #1” and “Cam #2”. The code is for opening a top drawer. A small image shows a robot arm opening a drawer.
  • MLLM-based Planners:** Shows a “Video” of a robot arm performing a task. The model generates a “Summary” and a “Human” description of the video. The summary mentions a red cylinder, a red ring, and a blue cylinder. The human description asks for a detailed plan for the task.
  • 3D Representations:** Shows a “3D Feature Field” and a “3D Representations” box. The 3D feature field shows a robot arm in a kitchen environment. The 3D representations box shows a 3D model of a kitchen with a robot arm.

Figure 13: Overview of the taxonomy of high-level planners. The diagram shows six core components: Affordance, Code Generation, LLM-based Planners, Motion Planning, MLLM-based Planners, and 3D Representations, all centered around a brain icon representing the planner. Arrows indicate interactions between these components and the central planner.

Figure 13 | Overview of the taxonomy of high-level planners, highlighting six core components: LLM-based task planning, MLLM-based task planning, code generation, motion planning, affordance learning, and 3D scene representations. Figure adapted from [362, 369, 372, 377, 383, 395].

5.2. MLLM-based Task Planning

Traditional LLMs are inherently unimodal, processing only textual information. Other modalities, such as visual inputs, are typically handled by separate models, with their outputs converted into text before MLLMs [3, 76, 403], an increasing number of studies now leverage these models to enhance robot manipulation, aiming to improve performance while reducing system complexity.

Among the most influential works, PaLM-E [75] fine-tunes a visual-language model on a curated embodiment dataset and co-trains it with traditional vision-language tasks to preserve PaLM’s [74] general capabilities. This enables PaLM-E to act as an end-to-end decision maker, though at the cost of massive data requirements and high computational demand. In contrast, VILA [367] directly employs GPT-4V without fine-tuning, leveraging its strong visual grounding and language reasoning to achieve state-of-the-art results. A more lightweight approach is PG-InstructBLIP [404], which

A small icon of a robot head.

fine-tunes InstructBLIP [368] on an object-centric dataset annotated with physical concepts, thereby enhancing the model’s physical reasoning capabilities for robotic control.

Beyond model design, several works investigate techniques to further boost MLLM-based planning. EmbodiedGPT [369] adapts chain-of-thought (CoT) reasoning [405] to robotics by prefix fine-tuning BLIP-2 [403] on EgoCOT and EgoVQA datasets, while Zhang et al. [406] introduce fine-grained reward-guided CoT. Scene graph integration is also explored, as in SoFar [407] and EmbodiedVSR [408], to improve spatial reasoning. Multi-agent collaboration is pursued in Socratic Models [409] and Socratic Planner [410], enabling zero-shot control through coordinated LLM/MLLM agents. Other works target failure handling, such as AHA [411], which improves planning by teaching VLMs to detect and explain failures.

Finally, specialized MLLMs have been developed to meet the specific requirements of robotics. Models such as RoboBrain [370], RoboBrain 2 [412], Gemini Robotics [371], and RynnEC [413] are trained on large-scale, robot-centric datasets and provide dedicated benchmarks, consistently surpassing general-purpose MLLMs in manipulation planning. These models exhibit strong capabilities in reasoning, task planning, and affordance recognition, and can also be discussed in the context of affordance learning.

5.3. Code Generation

Although employing LLMs or MLLMs for task decomposition has shown strong potential in robot manipulation, these approaches may still face limitations in providing sufficiently fine-grained control for diverse environments. To complement task planning, recent studies explore directly generating code via LLMs and MLLMs, offering a more flexible mechanism for bridging high-level reasoning and low-level execution. Venkatesh et al. [414] may be one of the earliest works to map natural language instructions into programming code, though without leveraging modern foundation models. Code as Policies [372] extends this idea by introducing perception and control programming interfaces as prompts for an LLM, enabling the direct generation of executable code to govern robot behavior. ProgPrompt [373] presents a similar approach, demonstrating the flexibility of code-driven control in manipulation. In addition, Vemprala et al. [415] propose a reusable engineering pipeline that integrates ChatGPT into robotic systems for online code-based control. Collectively, these studies highlight code generation as a promising complement to task planning, enabling finer-grained and more adaptive control.

Building on these studies, a variety of code-driven policies have been proposed for robot manipulation. Instruct2Act [416] improves multimodal instruction following and zero-shot generalization by leveraging state-of-the-art visual foundation models such as SAM and CLIP. Demo2Code [374] extends the chain-of-thought framework by summarizing long-horizon demonstrations into executable code, while SHOWTELL [375] directly translates raw visual demonstrations into policy code without relying on textual intermediates. Statler [376] addresses the context-length limitation of LLMs by maintaining an explicit world state, significantly outperforming Code as Policies [372]. To enhance robustness in closed-loop control, HyCodePolicy [417] integrates symbolic logs with perceptual feedback from vision-language models, enabling more reliable execution in dynamic environments.

5.4. Motion Planning

In contrast to previous research, another line of work aims to leverage LLMs and VLMs to directly plan robot motion trajectories. As a representative study, VoxPoser [377] introduces a 3D value map, based on both the VLM and LLM, to guide the motion of the robot’s end-effector. This 3D value map is then used as the target function for the motion planner, generating a smooth and dense motion trajectory

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for the controller. CoPa [378] proposes leveraging more concrete knowledge from the VLM to assist the planner in generating physically feasible motion trajectories. Building on a similar perspective, ManipLLM [379] introduces an object-centric manipulation framework that interacts with various objects at the most appropriate contact points. It creates a contact-rich manipulation dataset to fine-tune an adapter for the VLM, thereby optimizing performance. Moreover, ReKep [380] introduces relational keypoint constraints to enhance the spatial feasibility of motion planning. This method autonomously generates the optimized trajectory using only the LLM and VLM, without requiring any human annotations. GeoManip [381] also presents an approach that leverages geometric constraints to generate motion trajectories with improved interpretability. Particularly, in addition to the use of LLMs and VLMs, there are studies that explore the application of visual-based foundation models or diffusion models for motion planning, as seen in [382, 418].

5.5. Affordance as Planner

A unified understanding of robot manipulation requires moving beyond asking what things are to discerning what can be done with them. The concept of affordance, originating from psychologist J.J. Gibson, provides a powerful framework for this shift [419]. In robotics, an affordance represents the potential for interaction an object or environment offers relative to an agent’s capabilities—a door affords opening, a surface affords placing. By intrinsically linking perception to action, affordances serve as a foundational bridge for building more general and intelligent manipulation systems.

The study of affordances has evolved from early model-based geometric reasoning to modern data-driven paradigms. The rise of deep learning, in particular, now enables robots to learn functional properties directly from raw sensory data, often through self-supervised interaction or by leveraging the vast knowledge embedded in foundation models. This chapter explores the central role of affordance in this modern context, dissecting the concept from four critical perspectives based on the primary source of information: geometric, visual, semantic, and multimodal.

Geometric Affordance. Geometric affordance theory holds that an object’s functional possibilities are determined by its three-dimensional shape, structure, and kinematics. Research in this area often focuses on inferring kinematic models, including parts, joints, and movement constraints, directly from geometry [383, 384, 420]. For instance, Ditto [383] acquires articulation models by physically probing objects and observing their responses. A central principle for generalizing geometric affordances is compositionality, which interprets the function of a complex object as the combination of its functional parts [384, 385, 420]. GAPartNet [384] established cross-category part taxonomies that enable policies to generalize skills across object instances, such as learning to manipulate “any handle” rather than only “a specific mug’s handle.” Building on this idea, CPM [385] represents complex actions as structured compositions of geometric constraints between object parts rather than as monolithic skills.

Visual Affordance. Visual affordance focuses on directly learning interaction possibilities from 2D visual data, such as RGB or RGB-D images. This paradigm typically formulates manipulation as a visual correspondence problem, learning to produce dense, pixel-wise affordance maps that indicate where an action can be performed [386, 387, 421–423]. The seminal Transporter Networks [386] established this approach by using a spatially equivariant architecture to predict pick-and-place heatmaps via feature matching. This powerful “where” pathway grounds manipulation directly in the pixel space without needing explicit object models. The scalability of this idea was later enhanced by methods like VAPO [387], which demonstrated that such visual affordance maps could be learned in a self-supervised manner from unstructured “play” data, significantly reducing the reliance on expert demonstrations.

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Semantic Affordance. Semantic affordance investigates the relationship between high-level symbolic concepts and robotic actions. Prior to the advent of modern foundation models, research in this area primarily examined how human-defined semantic labels, such as object categories or part names, could inform robot behavior. This perspective marked an early attempt to connect symbolic reasoning with physical interaction, laying the groundwork for today’s multimodal approaches. For instance, early work on affordance-based imitation learning [388] explored how robots could acquire manipulation skills by associating semantic properties with observed human actions. By linking object parts such as “handles” or “lids” to specific manipulation trajectories, robots were able to generalize learned behaviors to novel objects with similar semantic attributes. Although constrained by the reliance on pre-defined semantic categories, this line of research demonstrated the value of abstract, human-interpretable knowledge as a strong prior for guiding robot learning.

Multimodal Affordance. The frontier of affordance learning is shifting toward multimodal fusion, powered by the reasoning and grounding capabilities of MLLMs. By jointly leveraging visual appearance, linguistic instruction, spatial context, and geometric structure, these approaches move beyond unimodal cues to build a holistic understanding of interaction potential. A major line of work combines language with vision to ground high-level instructions in scenes. CLIPort [389], for example, introduced a two-stream architecture with a semantic “what” pathway for interpreting language and a spatial “where” pathway for action localization, a principle later extended to object parts [424, 425]. Another direction focuses on explicit 3D spatial reasoning, enabling models to capture metric properties such as distance, orientation, and layout [390, 426–428]; RoboPoint [390], for instance, translates spatial language into concrete pixel-level affordance points. At the same time, interaction is evolving into multimodal dialogue, where visual prompting [391] and interactive correction frameworks [429] allow models to disambiguate intent and recover from failure. Finally, a key goal is to learn unified and transferable affordance representations across object types and tasks [430–432], advancing toward general-purpose affordance reasoning for robust manipulation in open-world environments.

5.6. 3D Representation as Planner

Although 3D representations such as Gaussian Splatting and Neural Descriptor Fields do not directly generate control signals, they act as mid-level planning modules by producing structured action proposals (e.g., 6-DoF grasps, relational rearrangements, or optimization costs). In this sense, they bridge perception and action, and are therefore included under the category of high-level planning. Recent research on manipulation has increasingly converged on 3D scene representations that transform perception into actionable proposals rather than complete task plans. Two main trends drive this direction: (1) editable, real-time Gaussian Splatting (GS) variants that integrate geometry with semantics and motion to enable scene editing, and (2) implicit or descriptor fields that distill features from 2D foundation models into 3D for correspondence and language grounding.

Gaussian-splatting Scene Representations and Editing. Splat-MOVER builds a modular stack (ASK/SEE/Grasp-Splat) for open-vocabulary manipulation by distilling semantics or affordances into a 3DGS “digital twin”, then proposing grasp candidates for planning [433]. Object-Aware GS adds object-centric, 30 Hz dynamic reconstruction with semantics [434]. Physically Embodied GS couples particles (physics) to 3DGS (vision) for a real-time, visually-correctable world model [435]. MSGField uses 2DGS with attached motion/semantic attributes for language-guided manipulation in dynamic scenes [392]. RoboSplat directly edits 3DGS reconstructions to synthesize diverse demonstrations (objects, poses, views, lighting, embodiments), substantially boosting one-shot visuomotor policy generalization [393].

Implicit or Descriptor Fields. NDF learns SE(3)-equivariant descriptors for few-shot pose trans-

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for [394]; R-NDF extends to relational rearrangement across objects [436]; F3RM distills CLIP features into 3D fields for few-shot, language-conditioned grasp and place [395]; Fields builds dynamic 3D descriptor fields that support zero-shot rearrangement via image-specified goals [396].

Generative World Models. Imagination Policy “imagines” target point clouds and converts them to keyframe actions via rigid registration, effectively casting action inference as a local generative task and achieving strong results on real robots [397].

Structured Scene Graphs. RoboEXP incrementally constructs an action-conditioned scene graph via interactive exploration, enriching the state with action-relevant relations for downstream manipulation [398].

6. Low-level Learning-based Control

Low-level learning-based control focuses on how robots transform perception into executable actions, serving as the foundation that grounds high-level planning into physical execution. While high-level planning determines what to do and in what order, such as task decomposition, skill sequencing, or goal reasoning, low-level control determines how to act by learning precise visuomotor mappings that enable robust manipulation in dynamic environments. The two are inherently complementary: high-level planners provide structured intent and semantic context, whereas low-level controllers translate these plans into continuous, dynamically stable motor commands. Within this framework, learning strategies such as imitation and reinforcement learning define the overarching paradigm of how to learn. Building on this foundation, we propose a new taxonomy that decomposes low-level learning-based control into three core and interdependent components: input modeling, which determines what sensory modalities to use and how to encode them; latent learning, which focuses on how to represent perception into compact and transferable embeddings; and policy learning, which defines how to decode latent representations into executable actions. Together, this new perspective provides a unified view of low-level control, integrating perception, representation, and decision-making, and bridging high-level reasoning with real-world robotic execution.

6.1. Learning Strategy

6.1.1. Reinforcement Learning

In robotic manipulation, reinforcement learning (RL) has emerged as a central paradigm for acquiring complex skills. By leveraging high-dimensional perceptual inputs (e.g., vision or proprioception) and reward signals as feedback, RL enables agents to learn control policies through trial-and-error interaction with the environment. This section reviews RL methods for robotic manipulation from both theoretical and application perspectives. We categorize existing approaches into two main classes: model-free and model-based algorithms, depending on whether the agent exploits an explicit or learned dynamics model to guide the learning process. Representative methods across these categories are summarized in Table 8.

i) Model-free Methods

In robotic manipulation, model-free methods refer to RL algorithms that do not rely on explicit models of the environment dynamics. Instead, they learn policies directly through trial-and-error interactions with the environment, guided by perceptual inputs and reward signals. The main advantage of model-free approaches is their ability to handle high-dimensional, nonlinear tasks without requiring accurate system modeling, making them well suited for complex manipulation scenarios. However, these methods typically suffer from low sample efficiency and high data requirements,

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Table 8 | Representative RL methods for manipulation tasks.

CategorySubcategoryRepresentative Methods
Model-Free RLPre-TrainingQT-Opt [437], PTR [438], V-PTR [439]
Fine-TuningResidual RL [440], RLDG [441], V-GPS [442], PA-RL [443]
VLA-RLiRe-VLA [444], RIPT [445], VLA-RL [446], PA-RL [447]
Model-Based RLImagination Trajectory GenerationDreamer [448], MWM [449]
PlanningGPS [450], TD-MPC [451]
Differentiable RLSAPO [452], SAM-RL [453], DiffTORI [454]

which has motivated research on pre-training, imitation learning, and hybrid paradigms to improve their scalability and practicality. We categorize these methods into three groups.

RL in Pre-Training. Benefiting from advances in foundation model research, the pre-training paradigm has also demonstrated significant potential in the field of robotic reinforcement learning, offering new solutions to overcome the limitations of traditional RL methods in terms of sample efficiency [438, 455, 456], generalization [457, 458], and scalability [437, 439, 459]. QT-Opt [437] provides a scalable self-supervised reinforcement learning framework for vision-based robotic grasping. PTR [438] introduces a framework that enables robots to quickly adapt to unseen environments and tasks with a small number of new demonstrations by leveraging offline RL pre-training on a large-scale dataset. V-PTR [439] goes a step further by taking advantage of a massive scale of human demonstration data available on the internet. Trains a value function to extract robust, manipulation-relevant visual representations, which are then fine-tuned for downstream tasks. Beyond pretraining strategies and value functions, training speed on new tasks can also be accelerated by pretraining reward functions. ReWiND [456] pretrains a language-conditioned reward function on a small number of demonstrations and a subset of the Open-X dataset [147] through automated augmentation of language and video data, which is then used to optimize the policy further. Overall, RL-based pre-training frameworks can substantially enhance both the generalization capability and learning efficiency of robots deployed in real-world environments. These approaches also aim to scale up various components of the RL algorithm from multiple dimensions.

RL in Fine-Tuning. Building on the strengths of pre-training, efficient fine-tuning for downstream tasks has become a critical research direction. Recent studies aim to design versatile post-training frameworks that offer plug-and-play compatibility across diverse pre-trained policy architectures. Residual RL [440, 460, 461] learns a residual policy whose outputs are added to those of the base policy to form the final actions. RLDG [441] introduces policy distillation, using specialist single-task policies to generate high-quality data for training generalist policies. V-GPS [442] provides a non-invasive approach that requires neither fine-tuning nor access to policy weights; instead, it re-ranks action candidates during inference with a learned value network. Similarly, PA-RL [443] generalizes across policy architectures by sampling multiple candidate actions from a base policy, applying Q-function-based global re-ranking, and refining individual actions through local gradient ascent.

RL for VLA Models. VLA, as a special class of generalist models, has attracted significant research attention in the field, with numerous studies focusing on designing efficient reinforcement learning post-training schemes for VLA models [444–447, 462–466]. iRe-VLA [444] proposed a robust post-training pipeline that iteratively executes online RL for efficient exploration and IL on both expert and collected online data. RIPT [445] introduces a simple and critic-free VLA-RL framework that extends the Leave-One-Out PPO (LOOP [467]) algorithm to estimate advantage functions for each sampled trajectory, allowing significant performance improvements over supervised fine-tuning with minimal demonstrations through online RL. ConRFT [447] proposes a comprehensive post-training

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pipeline that employs a unified consistency-based training objective that combines RL and IL in both the offline and online phases.

ii) Model-based Methods

In robotic manipulation, model-based methods refer to RL approaches that exploit explicit or learned models of environment dynamics to facilitate policy learning. By predicting state transitions and rewards, these methods enable planning, sample-efficient policy optimization, and reasoning over long-horizon tasks. Compared to model-free approaches, model-based methods often achieve higher data efficiency and better interpretability, but their performance is limited by the accuracy of the dynamics model, which can be difficult to obtain in high-dimensional or contact-rich manipulation scenarios. We also categorize these methods into three groups.

Imagination Trajectory Generation. In model-based RL algorithms, the most straightforward approach is the Dyna-style method [468], which utilizes the model to generate additional transition data for training model-free RL algorithms. Several recent related research approaches [449, 469–472] are largely built upon the theoretical framework of the Dreamer series [448, 473, 474], which learns task-relevant visual representations by training a latent-space world model through supervised learning with data, and generates virtual data by performing imaginary rollouts in the latent space, which is then added to the RL training data pool. DayDreamer [470] extends this algorithm to real-world robotic training scenarios, achieving human-level performance in both UR5 multi-object visual pick-and-place and XArm visual pick-and-place tasks in under 10 hours of autonomous learning in wall-clock time. MWM [449] employs a masked autoencoder [475] paradigm to train more robust visual representations, demonstrating significantly improved training efficiency compared to the Dreamer baseline on both the Meta-World and RL-Bench benchmarks for simulated robotic manipulation tasks.

Planning. Sample efficiency in RL can also be improved by utilizing it in a planning capacity, where the policy leverages a model to generate improved trajectories and foster policy improvement. The GPS series [8, 450, 476–478] parameterizes a linearized local model and employs algorithms such as the iterative linear quadratic regulator (iLQR) to derive an analytical solution for actions, which serves as the target for supervised learning on the policy. TD-MPC series [451, 479] learns an RL policy, a value function, and a dynamics model simultaneously. It uses trajectories generated by the RL policy as starting points and optimizes cumulative rewards through the cross-entropy method. VLAPS [480] uses VLA-derived action priors and uses Monte Carlo tree search (MCTS) to select the action sequence executed in the simulator.

Differentiable RL. Differentiable RL applies when environmental dynamics and reward functions are differentiable, allowing policy parameters to be optimized directly through the differentiable expected return. While real-world data lacks this property, it can be realized using differentiable physics simulators or neural network-based dynamics models for trajectory generation. Consequently, differentiable RL can be viewed as a generalized variant of model-based algorithms. SAPO [452] is an RL algorithm based on analytic simulation gradients, integrated with a self-developed differentiable physics simulation platform, enabling efficient policy optimization in a variety of dexterous manipulation tasks. Compared to non-differentiable RL methods, this framework demonstrates significant improvements in sample efficiency. SAM-RL [453] leverages differentiable simulation and rendering to automatically update the real-to-sim model through rendered-real image comparison and generate policies, and efficiently learns the policy in simulation. DiffTORI [454] enhances TD-MPC by incorporating first-order model-based optimization to refine the actions generated by the RL policy through gradient guidance.

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Imitation Learning Methods (§ 6.1.2)Imitation Learn from ActionAction-level ILBC from Actione.g., [482], Data Scaling Laws [483], BC-Z [142], Most of VA/VLA/TVLA, Diffusion Policies, etc
BC from Posee.g., PoseInsert [484], ZeroMimic [485], RIEMann [486]
MP-based ILe.g., [487], [488], [489], [490], [491], [492], [493]
Search-based ILe.g., [494], [495], [496], [497], SAILOR [498]
Optimization-based ILe.g., [499], [500], Leto [501], NODE-IL [502], SCDs [503]
Reward-based ILInverse Reinforcement Learninge.g., Inverse KKT [504], SPRINQL [505], [506]
Adversarial Imitation Learninge.g., GAIL [507], Option-GAIL [508], LAPAL [509], DRail [510], OLLIE [511], C-LAHO [512]
Latent Learning for ILe.g., [513], [514], TRAIL [515], MCNN [516], BC-IB [60]
Representation Learning for ILIn-Context Imitation Learninge.g., [517], [518], ICRT [519], Instant Policy [520], Robust Instant Policy [521]
Interactive IL[522], IWR [523], TIPS [524], Sirius [525], LILAC [526], HITL-TAMP [527], Ghg-dagger [528]
Robustness and EfficiencyRobustnesse.g., Dart [529], [530], [531], Counter-BC [532], ADC [533], CCIL [534], CREST [535], RAIL [536], FAIL-Detect [537]
Efficiencye.g., [538], TEDA [539], SRIL [540], DemoSpeedup [541], SAIL [542]
Imitation from ObservationReward or Occupancy Recovery from ObservationHOLD [543], ADS [544], DIPO [545]
State or Representation Alignment and Matching[546], [547], SILO [548], VGS-IL [549], WHIRL [550], ZeST [551], [552], VIP [553], LIV [554], [555]
Model- and Physics-Grounded LfO[556], Diff-LfD [557], MimicFunc [558]
BC from Observation and Goal-driven LfOCNet [559], [560], [561], [562], [563], Point Policy[564]

A structured taxonomy of IL methods. The diagram is a tree structure starting with ‘Imitation Learning Methods (§ 6.1.2)’ at the root. It branches into two main categories: ‘Imitation Learn from Action’ and ‘Imitation from Observation’. ‘Imitation Learn from Action’ further branches into ‘Action-level IL’, ‘Reward-based IL’, ‘Representation Learning for IL’, ‘Interactive IL’, and ‘Robustness and Efficiency’. ‘Action-level IL’ branches into ‘BC from Action’, ‘BC from Pose’, ‘MP-based IL’, ‘Search-based IL’, and ‘Optimization-based IL’. ‘Reward-based IL’ branches into ‘Inverse Reinforcement Learning’, ‘Adversarial Imitation Learning’, and ‘Latent Learning for IL’. ‘Representation Learning for IL’ branches into ‘In-Context Imitation Learning’. ‘Interactive IL’ branches into ‘Robustness’ and ‘Efficiency’. ‘Imitation from Observation’ branches into ‘Reward or Occupancy Recovery from Observation’, ‘State or Representation Alignment and Matching’, ‘Model- and Physics-Grounded LfO’, and ‘BC from Observation and Goal-driven LfO’. Each leaf node contains a list of references.

Figure 14 | A structured taxonomy of IL methods.

6.1.2. Imitation Learning

In 1999, Schaal et al. [481] proposed imitation learning (IL) as a key pathway for enabling robots to acquire efficient motor skills, visuomotor coordination, and modular control. Since then, IL has evolved into a central paradigm for learning complex manipulation behaviors. Compared to RL, IL avoids the need for costly reward design and extensive environment interaction.

Early studies were grounded in control-theoretic formulations with limited perception–action integration. Over time, the field has embraced deep architectures such as ResNets and Transformers, later incorporating large-scale visual and multimodal pretraining, and most recently integrating large language and vision models. Current advances emphasize multimodal fusion, efficient and robust policy learning, scalable data utilization, and generative modeling. Looking forward, promising directions include: foundation-model-driven IL that combines VLA models and LLMs with robotics; causal IL grounded in do-calculus and counterfactual reasoning; generalization and transfer across tasks and embodiments; safe and reliable deployment through certification and runtime monitoring; and more efficient human–robot interaction to reduce dependence on human feedback during learning. In this subsection, we primarily focus on state-based and visual imitation learning, as summarized in Figure 14. For a discussion of language-related approaches, readers may refer to Section 6.2.2.

i) Imitation from Action

Imitation Learning from Action assumes access to expert demonstrations in the form of state-action

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pairs, where both the sensory states (e.g., robot configurations and environment observations) and the corresponding expert control commands (e.g., end-effector actions and poses) are available.

Action-level IL. Action-level IL focuses on directly learning control policies from expert demonstrations at the action or trajectory level. Rather than inferring high-level goals or task abstractions, these methods map observed states to executable actions, poses, or motion primitives, thereby emphasizing precise motor control, trajectory generation, and stability in manipulation.

  • Behavior Cloning (BC). BC from Action learns a direct mapping from states to low-level control commands based on expert state-action pairs. Early studies relied on non-parametric or regression-based methods [565], later expanding into hierarchical architectures [482, 566, 567], multimodal generalization [568], stability-constrained training [536, 569], cross-embodiment transfer, human-robot collaboration [570], and the integration of structural priors [571–574]. More recently, efficient Transformer-based multi-task policies have improved scalability and reusability under limited data conditions [575]. Additional studies investigate fine-tuning strategies for model components [576], architectural comparisons [577], and scaling laws [483], while others propose end-to-end frameworks encompassing data collection, training, and deployment [578, 579]. Overall, BC from action has evolved beyond supervised imitation into a paradigm emphasizing efficiency, robustness, structural priors, and adaptability, with growing emphasis on language-integrated interaction that advances action-level supervision toward general-purpose manipulation.

BC from Pose abstracts away low-level control by predicting end-effector poses in , leaving tracking to IK or force controllers. This geometry-aware formulation improves precision, transferability, and robustness. Representative works include PoseInsert [484], which leverages relative as a core representation to learn pose-guided policies for sub-millimeter insertion, optionally fusing RGB-D cues; ZeroMimic [485], which distills skills from in-the-wild human videos into deployable, image-goal-conditioned policies via pose and geometry alignment; and RiEMann [486], which develops an -equivariant pipeline to predict 6-DoF target poses in real time without explicit segmentation. Collectively, these approaches highlight the strengths of pose-level cloning for high-precision tasks and generalization across scenes and embodiments.

  • MP-based IL. Movement primitives (MPs) encode demonstrations as parameterized trajectories or dynamical systems, providing a compact and generalizable skill representation. Dynamic Movement Primitives (DMPs) introduced the idea of using stable attractor systems to reproduce and adapt demonstrated motions [487, 488]. This was later extended to Probabilistic Movement Primitives (ProMPs), which model a distribution over trajectories for uncertainty handling and skill blending [489]. To further capture temporal variability, Hidden Semi-Markov Models (HSMMs) were incorporated for segmenting and sequencing skills [490]. Beyond trajectory modeling, MPs have been integrated with task constraints for safe and flexible execution [491], and extended to hybrid force or motion primitives to support compliant manipulation [492]. More recent efforts adapt MPs to broader contexts, such as dynamical system-based IL for visual servoing [493]. Overall, MP-based IL has evolved from trajectory reproduction toward probabilistic, temporal, constraint-aware, and task-specific extensions, demonstrating its versatility in robotic manipulation.

  • Search-based IL. It views imitation learning as a search problem in the space of trajectories or policies. Early works pioneered imitation learning by modeling it as a search for optimal strategies [494]. This approach was subsequently formalized within the Learning to Search (L2S) framework, utilizing functional gradient optimization [495] or incorporating world models [498]. Building on this foundation, planner-in-the-loop methods use task-and-motion planning (TAMP) for subgoal sequences and trajectories and then distill planner rollouts into hierarchical policies [496]—closing a “learn-to-search” loop in which the learned policy also accelerates or prunes subsequent planning [497]. Overall, Search-based IL has evolved from early search heuristics toward principled

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optimization frameworks and structured prediction, highlighting its role in mitigating covariate shift and improving long-horizon policy learning.

  • Optimization-based IL. It formulates imitation learning as an optimization problem, typically integrating trajectory optimization, constraint satisfaction, or differentiable planning. Policies are obtained by optimizing an objective that combines imitation loss with task-specific constraints. Early works combined IL with task constraints and control optimization [499], followed by methods that incorporate temporal logic to ensure safe and interpretable execution [500]. More recent efforts leverage differentiable trajectory optimization for end-to-end visuomotor policy learning [501], and continuous-time dynamical formulations such as Neural ODEs for long-horizon, multi-skill manipulation [502]. The latest advances further highlight stability and robustness, exemplified by contractive dynamical policies that guarantee efficient recovery in out-of-distribution scenarios [503]. Overall, Optimization-based IL has evolved from trajectory optimization to differentiable, constraint-aware, and stability-driven formulations, underscoring its potential for reliable and scalable robotic imitation.

Reward-based IL. Reward-based IL aims to recover an underlying reward or cost function that explains expert demonstrations and subsequently optimize a policy under this learned objective. Unlike direct behavior cloning, which fits action mappings in a supervised manner, reward-based IL infers why an expert acts optimally—enabling more generalizable, interpretable, and adaptable policies through reinforcement-based optimization.

  • Inverse Reinforcement Learning (IRL). It seeks a reward or cost under which expert trajectories are nearly optimal, then derives a policy by planning or RL on the learned objective. In manipulation, Inverse KKT instantiates IRL as inverse optimal control by enforcing the KKT conditions on offline demonstrations to recover task costs and active constraints, and then plans with the recovered objective, a formulation well suited to contact-rich skills [504]. SPRINQL adopts a Q-function formulation, solving an inverse soft Q objective offline on mixed-quality demonstrations to up-weight expert data while avoiding adversarial training and online interaction [505]. A divergence-minimization perspective further unifies BC, GAIL, AIRL, and related methods as instances of f-divergence minimization and introduces f-MAX as a generalization of AIRL, providing a rationale based on state-marginal matching for why IRL often outperforms pure behavior cloning [506].

  • Adversarial Imitation Learning (AIL). has progressed from GAN-based occupancy measure matching to more sample-efficient, vision-robust, and scalable formulations. The paradigm was established by GAIL [507]. Subsequent work improves perception and representation robustness by learning contrastive or world model latent spaces for video-only and cross-domain observations [512, 580]. Research on reward modeling and discriminator design replaces brittle discriminators with smoother and more informative surrogates such as diffusion-based objectives and integrates human preference signals [510, 581]. Efficiency is increased through offline pretraining followed by lightweight online finetuning, discriminator-guided model-based offline learning, and trajectory-level augmentation with correction [511, 582, 583]. Structured policies and latent spaces address long-horizon and high-dimensional control by introducing options and hierarchical organization and by optimizing in low-dimensional latent action spaces [508, 509]. Exploration and stability are strengthened with auxiliary task scheduling and differentiable reward actor-critic formulations, while large-scale empirical audits systematize effective design choices [584–586]. The methods mentioned above are categorized as IL, since they do not incorporate an inner loop of RL policy optimization during training, whereas those that do are classified under RL+IL.

Representation Learning for IL. Representation learning for IL focuses on extracting structured, task-relevant, and generalizable representations from demonstrations to improve policy efficiency, robustness, and adaptability. Rather than directly fitting input–action mappings, these approaches aim to uncover latent factors, temporal dependencies, and contextual cues that underlie expert behavior,

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enabling more scalable and transferable manipulation learning.

  • Latent Learning for IL. Recent advances on latent structure and generalization in imitation learning for manipulation coalesce into three strands. First, latent representation shaping reduces redundancy and enforces task relevance [60, 515]: an information-bottleneck view of behavior cloning compresses inputs to task-sufficient latents, task-relevant adversarial IL constrains the discriminator to avoid spurious cues, multi-intention models capture behavioral multimodality, and Riemannian formulations provide geometry-aware representations for poses and orientations. Second, distribution-level generalization is clarified by information-theoretic and PAC-Bayes analyses that yield explicit generalization bounds and training guidance, while system studies on contact-rich bimanual manipulation highlight the value of force or torque signals for robustness under disturbances and multi-contact regimes [513, 514, 587–589]. Third, temporal and memory augmentation improves stability from limited demonstrations [516, 590, 591]: demonstration-policy and single-view vision pipelines broaden supervision sources, and memory-consistent neural networks impose hard constraints around prototypical memories to mitigate compounding error with provable sub-optimality bounds.
  • In-Context Imitation Learning (ICIL). replaces parameter updates with demonstration-as-prompt execution: a policy reads a few demonstrations at inference and acts immediately. Current systems instantiate this idea via graph-structured generation that conditions on demonstration graphs to generalize across tasks [520], autoregressive next-token prediction over sensorimotor streams that runs zero-shot on real robots [517, 519], and implicit graph alignment that recovers task-relevant object relations from a handful of examples [518]. Robustness is improved by Student’s-t-based aggregation of multiple candidate trajectories to suppress outliers from instant policies [521]. Together these works move ICIL from a simple “prompt-and-act” heuristic toward graph-aware, sequence-model, and robust aggregation formulations that execute new manipulation tasks without finetuning.

Interactive Imitation Learning (IIL). IIL in manipulation has coalesced around three themes. First, human-in-the-loop corrections delivered via visual teleoperation or language improve data efficiency and robustness, while LLM-based teachers begin to substitute costly human supervision by generating and critiquing policies during training [522–524, 526, 527, 592–594]. Second, intervention budgeting and control switching reduce supervision load by querying at novel or risky states, minimizing context switches, coordinating human-policy collaboration after failures, and shifting guidance to state-space feedback [528, 595–597]. Third, deployment-time learning and safety close the loop between autonomy and oversight. Sirius couples human-robot division of labor with weighted behavioral cloning for continual improvement, and model-based runtime monitoring anticipates failures and triggers interaction for safe execution [525, 598]. Together, these directions move IIL from lab-style episodic teaching toward low-burden, on-the-job learning with safety guards, while opening the door to AI-in-the-loop supervision at scale.

Robustness and Efficiency. Robustness and efficiency in IL address two critical requirements for deploying manipulation policies in real-world environments: reliability under uncertainty and scalability under resource constraints. Robustness focuses on ensuring safe and stable execution in the presence of imperfect data, sensor noise, and distribution shifts, while efficiency emphasizes accelerating learning and inference to achieve real-time performance and practical deployment.

  • Robustness. Recent work on robust and safe imitation learning for manipulation consolidates three threads. First, robustness to imperfect data is advanced along three lines. Methods either clean and reweight demonstrations via counterfactual consistency and uncertainty-aware handling of label conflicts [530, 532], augment and stress-test policies through adversarial human-in-the-loop collection [533], continuity-based corrective augmentation [534], and Bayesian or classical noise injection [529, 531], or exploit causal interventions [535] to isolate task-relevant state variables.

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Second, safety and constraints are enforced via reachability-based safety filters that wrap IL policies and provably reduce collisions without sacrificing task success [536]. Third, failure handling under distribution shift combines object-centric inverse-policy recovery to drive states back toward the training manifold and failure detection without failure data via sequential OOD tests with uncertainty quantification and conformal guarantees [537, 599]. Collectively, these advances move IL toward data-efficient, safety-aware, and deployment-ready manipulation.

  • Efficiency. A recent line of work pushes imitation learning for manipulation toward faster execution and practical deployment. Current techniques chiefly accelerate training and inference through accelerated or resampled demonstrations, model slimming via parameter reduction, quantization, pruning and distillation, action scheduling, and asynchronous parallelism, thereby improving both throughput and latency [538–542].

ii) Imitation from Observation

Imitation Learning from Observation (LfO) assumes access to expert demonstrations only in the form of state or visual trajectories, without the corresponding expert action labels. In this setting, the robot must infer a policy solely from observed state transitions (e.g., videos, motion capture), often without knowing what control commands were executed.

Reward or Occupancy Recovery from Observation. LfO methods in this line infer a reward, soft-Q, or occupancy measure directly from video or state trajectories, then optimize a policy with RL or planning. This avoids action labels, tolerates temporal misalignment and sub-optimal demonstrations, and supports cross-domain transfer. Representative works include automatic discount scheduling for observation-only IRL [543], human-video-based reward learning for manipulation [544], diffusion-based adversarial LfO, and hindsight GAN formulations [545].

State or Representation Alignment and Matching. A second strand dispenses with explicit rewards and instead matches states or latent representations across viewpoints and embodiments, often leveraging value or semantic pretraining or structural cues [546–555, 600]. Examples include dual formulations for offline LfO [555], value-implicit and language-image pretraining that supply transferable visual priors [551, 553, 554], interaction-field templates for object manipulation [552], selective or ergodic matching that filters what to imitate [548, 600], graph-structured visual imitation [547], and large-scale in-the-wild alignment studies [550].

Model- and Physics-Grounded LfO. This line ties visual demonstrations to dynamics and contact via differentiable simulators or model identification, projecting videos into physically consistent trajectories before control optimization. Differentiable-physics LfO and contact-aware learning from visual demonstration exemplify how physics priors improve sample efficiency and reliability in contact-rich manipulation [556, 557].

BC from Observation and Goal-driven LfO. Policies are derived directly from videos by extracting keypoints, poses, goals, or command sequences and training or conditioning an executable controller without action labels [559]. Recent systems unify observations and actions via keypoints [564], use eye-in-hand human videos for generalizable control [563], perform zero-shot manipulation from passive human videos [562], learn sensorimotor primitives from visual sequences [561], and reason over goals to issue commands from vision [560].

6.1.3. Bridging Reinforcement and Imitation Learning

The integration of reinforcement learning (RL) and imitation learning (IL) for robotic manipulation can be systematically organized into six categories, as summarized in Table 9. First, unified frameworks establish a shared optimization substrate that allows principled switching and combination of super-

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Table 9 | Representative methods combining RL and IL for manipulation tasks.

CategoryRepresentative Methods
Methods support for RL and ILFrame Mining [601], Dual RL [629]
IL Pre-training + RL Fine-tuning[602], SkILd [603], FERM [604], Q-attention [605], CSIL [606], PLANRL [607], HIL-SERL [267], Sketch-to-Skill [608]
RL Pre-training + IL Fine-tuningMoPA-PD [609], [610]
Reward Shaping from ILMaxEnt IOC [611], [612], [614], LbW [615], [616], [617], RoboCLIP [618], IRIS [619], ORIL [620], [621], ResiP [622], ORCA [623], Concept2Robot [630]
Joint Optimization[624], AW-Opt [625], [626], IN-RL [627]
In-Context RLDCRL [628]

vision sources [555, 601]. Second, pretraining followed by finetuning accelerates learning in both directions: IL pretraining followed by RL finetuning enables rapid policy initialization and surpasses demonstrator performance [267, 602–608], while RL pretraining followed by IL finetuning aligns general skills with specific downstream tasks or real-world robots [609, 610]. Third, reward and goal shaping from IL transforms demonstrations or videos into optimizable objectives, including rewards inferred through inverse optimal control or preference learning [611, 612], perceptual or semantic signals obtained via representation matching or goal proximity [613–618], and implicit rewards or values derived from demonstrations and unlabeled experiences [619–621]. IL-derived objectives can also initialize RL refinement pipelines for fine-grained or temporally misaligned settings [622, 623]. Fourth, joint optimization of RL and IL integrates imitation losses as regularizers within RL training or alternates them during optimization, improving both sample efficiency and stability [624–627]. Finally, in-context RL treats demonstrations as contextual inputs while optimizing purely for return, enabling strong few-shot generalization without explicit imitation loss [628]. This six-category taxonomy eliminates redundancy and clarifies dominant methodological trends, providing a coherent framework for analyzing and organizing representative works in RL–IL integration.

6.1.4. Learning with Auxiliary Tasks

Learning with auxiliary tasks refers to training paradigms that enhance policy learning by introducing additional self-supervised or weakly supervised objectives beyond the primary manipulation goal. These auxiliary objectives encourage the model to capture structured representations of the environment, actions, and goals, thereby improving sample efficiency, generalization, and robustness. As illustrated in Figure 15, we summarize the most commonly used auxiliary tasks in current robotic learning frameworks.

i) World Model

World models (WMs) have become a central paradigm in robotic manipulation, supporting predictive planning, policy generalization, and data-efficient control. Formally, a WM learns an internal representation of environment dynamics, typically parameterizing the conditional distribution , where denotes the state (or observation) at time and the agent’s action. By modeling such transitions, WMs enable agents to anticipate the outcomes of actions and perform rollouts in latent space, thereby reducing reliance on costly real-world interaction. This capability is especially critical in robotic manipulation, where physical contact, safety constraints, and limited data render direct trial-and-error learning impractical. Beyond the following research directions, WM-related approaches also overlap with the model-based RL methods discussed in Section 6.1.1.

Generative Visual WMs. Generative visual world models learn to represent environment dynamics

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by synthesizing future visual observations conditioned on past states and actions. By treating video or image generators as interactive environments, such models enable rollouts in visual or latent space that can be queried for planning and policy learning. Recent advances span video-action diffusion pretraining on large robotic datasets [631, 632], transforming generic video diffusion into interactive predictive models [633], leveraging world models for trajectory generation in one-shot imitation [634], and compositional imagination for skill generalization [635]. VLMPc further demonstrates how action-conditioned video prediction can be integrated with vision-language constraints and model-predictive control to enable closed-loop manipulation [636]. Structured WMs from human videos also highlight how large-scale visual modeling can support manipulation via transfer and representation learning [637]. Collectively, these works establish generative visual WMs as a promising route toward scalable, data-driven predictive control.

3D or Physics-consistent WMs. Unlike purely visual world models, 3D or physics-consistent approaches explicitly embed geometry and dynamics into the predictive process, thereby enabling physically plausible simulation and control. A central line of work builds upon Gaussian-based representations, where dynamic Gaussian splatting is extended from rendering to manipulation: Physically Embodied Gaussian Splatting introduces real-time correctable geometry with physical grounding [435], ManiGaussian generalizes this to multi-task robotic manipulation [638], and ManiGaussian++ further scales to bimanual settings via hierarchical modeling [639]. Similarly, GWM formulates a scalable Gaussian world model for complex manipulation tasks [471]. Beyond Gaussians, other paradigms incorporate particle- and flow-based dynamics. ParticleFormer leverages a transformer over 3D point clouds to capture interactions across multiple objects and materials [640], while GAF encodes actions as continuous Gaussian fields to model object dynamics [641]. 3DFlowAction introduces a flow-based world model to support cross-embodiment manipulation transfer [642]. Collectively, these methods highlight a trend toward unifying explicit geometry with learnable dynamics, aiming to bridge the gap between visual prediction and physically consistent control.

Policy Learning with WMs. World models not only serve as predictive environments but also provide structured interfaces for policy learning and long-horizon control. A key direction lies in offline-to-online adaptation, where methods such as MOTO and FOWM pretrain on large offline datasets and then finetune policies in the real world [643, 644]. Diffusion-policy adaptation has also been integrated into world models, as in DiWA, enabling efficient policy transfer across tasks [645]. Robustness to language variation and viewpoint shifts is pursued in works such as LUMOS and ReViWo [646, 647]. Another line of research focuses on generalist pretraining or multi-stage learning pipelines that couple reward, policy, and world model optimization [648–652]. Beyond architecture, several methods exploit the latent dynamics of world models: Coupled distillation approaches design stable online imitation rewards directly in the latent space [653], while WoMAP explicitly models and a reward predictor, using rollouts with MPC to guide latent-space action selection [654]. Residual Plan further refines this by searching for corrective residuals within latent rollouts [498]. Together, these approaches demonstrate how structured WM interfaces can transform policy learning from raw trial-and-error into efficient, robust, and generalizable control.

Systemization and Deployment. Beyond single-robot settings, recent efforts focus on scaling world models to fleet- and platform-level deployments, making them more practical and accessible in real-world robotics. Sirius-Fleet demonstrates multi-task fleet learning with shared visual world models across distributed robots [655], highlighting collaborative scalability. Cosmos proposes a foundation platform for physical AI, integrating modular world models to support diverse robotic systems [656]. Similarly, Genie Envioner introduces a unified world foundation platform for robotic manipulation, aiming at standardized pretraining and deployment pipelines [657]. Together, these system-level initiatives emphasize robustness, interoperability, and scalability, pushing WMs beyond isolated benchmarks toward large-scale embodied AI platforms.

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ii) Image or Video Prediction

Pure image or video prediction methods for robotics synthesize future visual signals or goal imagery without learning explicit action-conditioned forward dynamics. At deployment, generators may serve as control surrogates by providing visual plans, subgoals, or trajectories that controllers or inverse dynamics can follow, or as data and representation engines for pretraining, augmentation, and evaluation. Recent work includes video-as-policy and latent video planning [367, 658, 659], foundation-model pretraining with generative video [660–662], human-to-robot transfer through generated demonstrations [567, 663–665], policy or inverse-dynamics learning from predictive visual representations [666–668], controllable editing and goal imagery for data and goal synthesis [669, 670], visual planning for robust control with goal-expressive plans and subgoal filtering [671–674], self-improving or interpolation-based video supervision [675, 676], and mining implicit dynamics in diffusion generators to support manipulation [677]. Collectively, these approaches use generative models as visual surrogates or data engines rather than explicit world models, yet they improve generalization and sample efficiency by providing structured goals, broad visual coverage, and reusable predictive representations.

iii) Vision-Grounded Goal Extraction

Vision-grounded goal extraction refers to deriving task-relevant information directly from visual inputs to support manipulation tasks. Examples include object detection and segmentation, visual tracking, and optical flow, all of which provide structured cues that guide the robot’s actions.

Detection and Segmentation. These methods transform raw pixels into goal-bearing symbols, such as sparse object proposals that indicate what or where to act, and dense masks that capture precise geometry. Proposal-centric policies [692] leverage pre-trained object proposals and transformer reasoning to focus control on task-relevant entities. Segmentation-centric approaches ground actions with language-conditioned masks or incorporate fine-grained semantic cues through diffusion, enabling precise localization of task-critical regions even in cluttered scenes [693, 694]. For open-world generalization, open-vocabulary detectors (e.g., Grounding-DINO [695]) and promptable segmenters (e.g., SAM [696]) provide zero- or few-shot category grounding, which can be seamlessly integrated into policy learning pipelines.

Gaze. Human gaze, either measured or predicted, serves as a compact attention prior with little supervision that tells policies what to look at and when. First, foveated perception crops or reweights features around fixations to enable high precision control and better sample efficiency in manipulation [684, 697]. Second, gaze acts as a robustness and few-shot prior, suppressing distractors and improving generalization under limited demonstrations [698, 699]. When eye trackers are unavailable, video-based gaze prediction can supply similar priors during learning or inference [700]. Beyond attention shaping, gaze also structures behavior, revealing subtask boundaries and reusable skill bottlenecks that facilitate modular policies [701, 702]. Related hand and eye action spaces offer spatial invariance that complements gaze-driven attention [703]. Recent systems further integrate gaze with foveated and vision transformers, scaling these benefits to cluttered scenes with improved data and compute efficiency [684, 704].

Keypoint. Keypoint-based goal extraction encodes task-relevant landmarks in image or 3D space into compact, object-relative representations that policies can consume directly. Compared with raw pixels, keypoints provide geometric structure, interpretability, and improved generalization across viewpoints and scenes. Recent work falls into several directions: supervised or semantic keypoints that align with task semantics and affordances, enabling data-efficient manipulation and even bimanual settings [705–707]; automatic discovery or task-driven selection that chooses a small set of informative landmarks for robot policy learning [708]; large model-guided abstraction that infers object-relative

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The diagram illustrates the taxonomy of methods for learning with auxiliary tasks, organized into six main components:

  • World Model:**
    • World Model w/ modeling of action:** Shows a hierarchical model with nodes for state, action, and reward, leading to Generative Visual WMs and 3D WMs.
    • Image or Video Prediction w/o modeling of action:** Shows a sequence of images being processed by a Blender and Decoder to produce Image Prediction and Video Prediction. A text prompt “put the black marker in the world jar” is shown.
  • Vision-Grounded Goal Extraction:**
    • Detection:** Shows General object proposals and Object-centric representation.
    • Segmentation:** Shows Segmentation and Heatmap.
    • Keypoint:** Shows Keypoint and Heatmap.
    • Key-Patch:** Shows Key-Patch and Gaze.
    • Visual Track:** Shows Visual Track and Visual Trace.
    • Waypoint:** Shows Waypoint and Optical Flow.
  • Contrastive Learning:** Shows a flowchart of Contrastive Learning methods, including Contrastive Loss and Contrastive Learning.
  • Reconstruction:**
    • 2D Masked Reconstruction:** Shows 2D Masked Reconstruction methods.
    • 3D Generative Reconstruction:** Shows 3D Generative Reconstruction methods.
  • Text-Grounded Goal Extraction:**
    • Actor (Language-guided Visuomotor Policy):** Shows Actor and Supervisor (Vision-Language Model).
    • Supervisor (Vision-Language Model):** Shows Supervisor and Human Intervention (optional).
    • Human Intervention (optional):** Shows Human Intervention and Goal Change.

Figure 15: Overview of the taxonomy of methods for learning with auxiliary tasks. The diagram is divided into six main components: World Model, Image or Video Prediction, Vision-Grounded Goal Extraction, Contrastive Learning, Reconstruction, and Text-Grounded Goal Extraction. Each component is shown in a dashed box with sub-diagrams illustrating the methods.

Figure 15 | Overview of the taxonomy of methods for learning with auxiliary tasks, highlighting six core components: world models [637, 638], image or video prediction [667, 669], contrastive learning [678, 679], masking reconstruction [680, 681], text-Grounded goal extraction [369, 682], and vision-grounded goal extraction [683–691].

frames and stable anchors from language and vision [685]; tokenizing actions through keypoint sequences to enable in-context imitation and rapid adaptation [709]; and hierarchical or open-world frameworks that use keypoints as an interface for composing reusable skills [710]. Knowledge-guided pipelines further stabilize keypoint definitions under distribution shifts by injecting priors about parts, constraints, and contact patterns [711]. In practice, keypoints serve as inputs, conditioning variables, or attention anchors for predicting poses, waypoints, and action parameters, offering a clean bridge from perception to control.

Key-Patch. CALAMARI [686] formulates action as contact itself by predicting language-conditioned contact formation maps in the image plane, so the policy decides where on a surface to make contact

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rather than selecting a single point. The architecture factorizes perception and control at the natural boundary of contact. A multimodal spatial action module aligns per-pixel action predictions with observations, and a low-level controller then optimizes motion to maintain contact while avoiding penetration. By leveraging visual language pretraining for spatial features, CALAMARI improves grounding and sim to real transfer and demonstrates strong performance on contact-rich tasks such as sweeping, wiping, and erasing, providing a clean key patch interface from instruction to control.

Keypose. Keypose-based goal extraction selects a small set of anchor states that summarize task progress and provide precise geometric targets for control. Compared with pixel features or sparse keypoints, keyposes carry subgoal semantics, mark completion events, and reduce compounding error in multi-stage manipulation. Two representative directions illustrate this interface. KOI accelerates online imitation by deriving hybrid key states from demonstrations, where semantic key states from a vision language pipeline describe what to do and motion key states from optical flow describe how to do it, yielding task-aware rewards that improve exploration efficiency in simulation and real-world settings [712]. BiKC targets bimanual manipulation with a hierarchical policy in which a high-level keypose predictor segments stages and conditions a low-level consistency model that generates trajectories with fast inference and improved success and efficiency [687].

Waypoint. Waypoint-based goal extraction summarizes manipulation into a short sequence of executable subgoals in task space, typically a handful of poses that bridge perception and control. By decoupling “what to achieve” from “how to move,” waypoints reduce covariate shift, ease long-horizon planning, and provide a stable interface to motion controllers and consistency policies. Two representative lines illustrate this interface. AWE learns to predict object-centric pick and place waypoints directly from demonstrations, then delegates time parameterization and smoothing to a low-level controller, yielding strong sample efficiency and robustness in cluttered scenes [688]. VIEW further systematizes the perception to waypoint pipeline with object relative frames and consistency regularization so that the predicted subgoals remain geometrically coherent across views and instances, improving generalization while retaining simple downstream control [713].

Visual Trace. Visual trace methods encode human intent as drawable primitives such as sketches, contours, and reticles that are aligned to the scene and consumed by policies as lightweight goal carriers. Compared with keypoints or discrete waypoints, traces provide higher bandwidth semantic guidance at low annotation cost and can act both as training time auxiliary supervision and as inference time conditioning. Two complementary patterns have emerged. First, sketch-guided path specification maps freehand drawings to object-relative motion plans so that the policy follows user-specified shapes or routes, improving controllability and sample efficiency [689]. Second, minimal visual cues introduce simple reticles or marks that bias attention and spatial priors in clutter, yielding robust gains without redesigning the policy backbone and working with off-the-shelf visuomotor stacks [714].

Visual Track. Visual track methods encode identity-consistent trajectories of scene points across time and use them as an action or guidance space that bridges perception and control with low supervision cost. Tracks can directly serve as actions for cross-embodiment transfer from human videos, with 2D motion tracks predicted from multiple views and then lifted to 6 DoF robot trajectories, yielding strong few-shot performance in the real world [715]. Web videos can supervise track prediction to produce an open-loop plan that is subsequently refined by a residual closed-loop policy, improving generalization to novel objects and scenes [716]. Pre-training a trajectory model to predict future paths of arbitrary points further supplies dense correspondence priors that boost visuomotor learning with minimal action labels and enable transfer across morphologies [690]. Diffusion-generated trajectories can guide policy optimization at the sequence level, reducing compounding error in long-horizon tasks [717]. Complementary work prescribes a small set of semantically meaningful

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points and propagates them through data with off-the-shelf vision models, creating stable anchors that improve out-of-distribution generalization and can be tracked to condition policies [718].

Flow. Flow-based goal extraction treats motion fields as the interface between perception and control, specifying how objects should move rather than only where they are. Under this lens, it is useful to separate four flavors. Optical flow uses dense 2D correspondences from videos without action labels to supervise policies or provide priors for planning and control, exemplified by the action-from-video pipeline [719, 720]. Action flow encodes policy- or task-conditioned motion fields in time and space, which can be fused with memory or generated by diffusion to coordinate multi-arm behaviors and improve precision, as in ActionSink [721] and VLM-SFD [722]. Object-centric flow defines motion on manipulated objects or parts, enabling cross-embodiment transfer and even reward shaping [691, 723, 724], for example, Im2Flow2Act’s object-flow interface [691] and GenFlowRL’s generative object-centric flow [724]. 3D flow lifts signals to scene flow, voxels, or point clouds and often augments them with semantics, serving as pose-aware priors or world-model latents; representative systems include G3Flow [725], 3DFlowAction [642], and ManiTrend [726], while VIP [727] uses sparse point flows during pre-training and ToolFlowNet [728] predicts per-point tool flow to ground contact-rich skills.

iv) Text-Grounded Goal Extraction

Recent advances in text-grounded goal extraction highlight the shift from simple language conditioning toward explicitly parsing instructions into actionable goals, recovery strategies, or reasoning steps. RACER introduces rich language-guided recovery policies that allow imitation learning agents to adapt when failures occur, demonstrating how natural language can serve as a corrective signal rather than only a task specifier [682]. EmbodiedGPT extends this idea to large-scale pretraining by incorporating embodied chain-of-thought, enabling policies to follow multi-step reasoning trajectories derived from textual instructions [369]. Along similar lines, CoTPC formulates chain-of-thought predictive control, translating instructions into structured predictive sub-goals that can be optimized in control loops [729]. Complementing these reasoning-oriented approaches, OCI leverages object-centric instruction augmentation to link linguistic references more directly to specific entities in the environment, thereby reducing ambiguity and improving manipulation precision [730]. Together, these works demonstrate that grounding language into structured goals—whether through recovery cues, reasoning chains, or object-level references—substantially improves robustness, generalization, and interpretability in robotic manipulation.

v) Contrastive Learning

The integration of contrastive learning into robotic manipulation can be organized into five categories. First, universal representation learning employs large-scale contrastive pretraining on internet or egocentric videos to obtain transferable embeddings that accelerate downstream robot learning. R3M demonstrates how time-contrastive objectives yield general-purpose features for control and language grounding [678]. Second, language-conditioned alignment applies contrastive objectives to couple visual states, natural language instructions, and robot actions. This line includes BC-Z [142] and HULC [731], which align multimodal representations for zero-shot task generalization and robust imitation over unstructured datasets. Third, video-to-action alignment maps human demonstration videos to robot policies via cross-modal contrastive learning. Vid2Robot [732] leverages cross-attention transformers with video-conditioned contrastive losses to bridge video-to-robot execution. Fourth, contrastive imitation learning directly integrates contrastive losses into imitation pipelines, supervising alignment of embeddings with action trajectories or policy heads. -agent [679] exemplifies this by combining contrastive imitation with multi-task, language-guided manipulation. Finally, action-sequence contrastive supervision contrasts correct and incorrect action trajectories to shape representations tailored for policy optimization, as in CLASS [733]. This

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five-category taxonomy disentangles overlapping use cases—representation pretraining, multimodal alignment, video-conditioned imitation, contrastive IL, and trajectory-level supervision—providing a clear structure for surveying contrastive methods in manipulation.

vi) Reconstruction

Reconstruction has emerged as a powerful self-supervised pretraining strategy for robot manipulation, encompassing both masked modeling and generative reconstruction paradigms. The central idea is to recover or predict missing or novel observations such as masked pixels, tokens, or 3D representations from partial inputs. By compelling the model to infer the underlying structure of the environment and action space, reconstruction-based pretraining promotes the learning of rich and structured representations. These representations can then be transferred to downstream imitation or reinforcement learning tasks, improving sample efficiency, robustness, and cross-task generalization. Existing works can be broadly categorized into two groups: (1) 2D masked reconstruction, which focuses on reconstructing intentionally occluded or masked inputs, and (2) 3D reconstruction, which encompasses both 3D masked reconstruction and generative reconstruction approaches that predict unseen views, 3D feature fields, or future observations.

2D Masked Reconstruction. Early methods focused on reconstructing masked pixels or spatiotemporal tokens from egocentric robot data. MVP introduced masked visual pretraining for real-world robotic control, showing strong transfer across manipulation tasks [734]. STP extended this to spatiotemporal predictive pretraining for motor control [735], while sensorimotor pretraining methods coupled visual masking with proprioceptive prediction to learn multimodal embeddings [736]. MUTEX [737] and Voltron [681] further demonstrated how masked reconstruction can be combined with multimodal task specifications and language grounding.

3D Reconstruction. Beyond pixel masking, 3D reconstruction approaches leverage multiview images, point clouds, or implicit feature fields to learn spatially consistent representations, often in SE(3)-equivariant forms [638, 680, 738–746]. 3D-MVP performed masked multiview pretraining for robust manipulation policies [742], while SPA introduced spatial-awareness masking to enhance embodied representations [741]. Lift3D demonstrated how to “lift” 2D pretrained models into 3D spaces [743], and CL3R combined 3D reconstruction with contrastive learning for enhanced manipulation features [745]. Perceiver-actor models such as PerAct [747], M2T2 [748], and RVT-2 [749] integrate masked pretraining into transformer-based architectures for multi-task pick-and-place. Recent generative 3D methods extend this trend: GNFactor [680] employs neural feature fields for volumetric reconstruction, while NeRF-style formulations explore corrective augmentation and novel-view synthesis for manipulation [750].

Reconstruction thus serves as a unifying self-supervised scaffold across modalities. 2D masked methods emphasize scalable pretraining from large-scale egocentric video and multimodal signals, while 3D reconstruction approaches—whether masked or generative—focus on spatial consistency, equivariance, and viewpoint robustness. Together, these methods establish reconstruction-based pretraining as a key enabler of sample-efficient and generalizable manipulation policies.

6.2. Input Modeling

Input modeling defines how robots perceive and represent the world through various sensory modalities, determining what inputs are used and how they are processed before being fed into control or policy models. It encompasses the selection and encoding of multimodal observations—such as vision, language, touch, force, or audio—and the transformation of these raw signals into structured representations suitable for learning and decision-making. Effective input modeling ensures that sensory data are aligned, fused, and abstracted in a way that preserves essential spatial, temporal,

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and semantic information, thereby enabling robust perception, reasoning, and control across diverse manipulation tasks.

6.2.1. Vision Action Models

Vision Action Models aim to directly couple visual perception with action generation, enabling agents to reason about complex environments and execute goal-directed behaviors. Recent advances in deep learning have significantly pushed this area forward, from early convolution-based architectures to modern transformer-based frameworks that integrate multimodal information. In this section, we review representative approaches, highlighting their design principles, strengths, and limitations, with a particular focus on how they bridge the gap between visual understanding and action execution.

2D Vision as Input. The development of Vision Action models is largely centered on using 2D visual data [79, 80, 751–757], often from multi-view RGB cameras, as the foundational perceptual input. Model architectures in this domain can be broadly categorized into three paradigms: Conv-based, Transformer-based, and Diffusion-based. Vi-PROm [79] employs ResNet-50 [63] as the backbone to extract visual features for guiding robot manipulation, though it does not address the gap between simulation and reality. HDP [751] introduces a hierarchical structure for efficient visual manipulation, achieving state-of-the-art performance and underscoring the importance of kinematic awareness, but its effectiveness diminishes in long-horizon tasks. HPT [752] adopts a Transformer backbone and proposes an alignment framework that integrates proprioception and vision across different embodiments. Diffusion Policy [80] represents a landmark shift by modeling visuomotor control as a conditional denoising diffusion process for robot behavior generation. Despite their dominance, 2D visual-action models remain fundamentally constrained by the absence of 3D grounding, limiting their physical reasoning and generalization compared to emerging 3D-aware models that explicitly align actions with the geometric structure of the world.

3D Vision as Input. To improve the 3D awareness of models, more and more Vision Action models focus on the 3D visual information of the real world [749, 758–767]. By leveraging multi-view transformations, RVT [758] and RVT-2 [749] explicitly enhanced task execution efficiency and generalization, thereby improving performance in real-world applications. GenDP [759] significantly improved success rates on unseen instances and enables category-level generalization by addressing the generalization limitations of diffusion policies through 3D semantic fields derived from multi-view RGBD observations. DP3 [760] injected 3D point cloud representation and robot states into the diffusion model as a condition, efficiently executed complex manipulations of deformable objects using the Allegro hand. 3D-FDP [761] leveraged scene-level 3D flow as a structured intermediate representation to capture fine-grained local motion cues. However, while these models provide 3D-aware capabilities lacking in 2D Vision-Action models, their absence of textual semantic information ultimately limits their generalization and robustness in the real world.

6.2.2. Vision-Language-Action Models

Recent progress in Vision-Language-Action (VLA) models has created a unified paradigm for mapping multimodal perception into executable robotic behaviors. Compared with earlier vision-only or language-conditioned controllers, VLAs integrate semantic grounding, spatial reasoning, and sequential action generation within a single architecture. To provide a systematic overview, we summarize the landscape in a taxonomy (Figure 16) that organizes existing work by input modality (2D and 3D) and by methodological orientation, distinguishing model-oriented approaches (architectural innovations) from model-agnostic ones (inference, training, or efficiency enhancements). This taxonomy clarifies technical differences, shared design trade-offs, and the evolution of VLAs toward scalable, robust, and general-purpose robotic intelligence.

Logo of the survey paper


    graph LR
        Root[Vision-Language-Action Models § 6.2.2] --> 2D[2D Vision as Input]
        Root --> 3D[3D Vision as Input]
        
        2D --> 2D_ModelOriented[Model-oriented]
        2D --> 2D_ModelAgnostic[Model-agnostic]
        
        2D_ModelOriented --> 2D_MO_1[Non-LLM-based VLA]
        2D_ModelOriented --> 2D_MO_2[LLM/VLM-based VLA]
        2D_ModelOriented --> 2D_MO_3[Latent Learning for VLA]
        2D_ModelOriented --> 2D_MO_4[Hierarchical VLA]
        2D_ModelOriented --> 2D_MO_5[Dual-/Multi-system VLA]
        
        2D_ModelAgnostic --> 2D_MA_1[Inference-time Optimization]
        2D_ModelAgnostic --> 2D_MA_2[Reinforcement Learning and Post-training]
        2D_ModelAgnostic --> 2D_MA_3[Learning with Auxiliary Tasks]
        2D_ModelAgnostic --> 2D_MA_4[Efficiency]
        2D_ModelAgnostic --> 2D_MA_5[Robustness]
        2D_ModelAgnostic --> 2D_MA_6[Long-horizon and Complex Tasks]
        2D_ModelAgnostic --> 2D_MA_7[3D Embedding and Fusion]
        
        3D --> 3D_ModelOriented[Model-oriented]
        3D --> 3D_ModelAgnostic[Model-agnostic]
        
        3D_ModelOriented --> 3D_MO_1[Spatial Alignment and Multi-view Guidance]
        3D_ModelOriented --> 3D_MO_2[3D World Models and Prediction]
        
        3D_ModelAgnostic --> 3D_MA_1[Task-aware view planning (e.g., TAVP [881])]
    

2D Vision as Input

  • Model-oriented**
    • Non-LLM-based VLA: e.g., RT-1 [143], Octo [768], VIMA [101], HULC [731], HULC++ [769], SEM [770], Bi-LAT [771], RoboBERT [772], Dita [773], OTTER [774], RoboGround [775], BAKU [776], MDT [777], STEER [778], MRest [779], LISA [780], GR-1 [660]
    • LLM/VLM-based VLA: e.g., RT-2 [12], OpenVLA [13], OpenVLA-OFT [781], 0 [782], 0.5 [783], RoboFlamingo [784], ObjectVLA [785], UniVLA [786], ChatVLA [787], Interleave-VLA [788], HybridVLA [789], GR-3 [790], DevXLA [791], CogAct [792], RoboVLMs [793], Magma [794], Diffusion-VLA [795], RoboMamba [796]
    • Latent Learning for VLA: e.g., MemoryVLA [797], UniVLA [786], Villa-x [798], VQ-VLA [799], QueST [800], DeerVLA [801]
    • Hierarchical VLA: e.g., HiRobot [802], HiBerNAC [803], PIVOT-R [804], RT-H [805]
    • Dual-/Multi-system VLA: e.g., DPVLA [806], HiRT [807], RationalVLA [808], ThVLA [809], GO [810], Fast-in-Slow [811], Hume [465], OpenHelix [812], RoboDual [813], LCB [814]
  • Model-agnostic**
    • Inference-time Optimization: e.g., VOTE [815], RoboMonkey [816], GronusVLA [817], OC-VLA [818], AMS [819], AR-VRM [820], VLPs [480], MoIRA [821], RICL [822], PD-VLA [823], CEED-VLA [824]
    • Reinforcement Learning and Post-training: e.g., VLA-RL [446], RIPTVLA [445], ConRFT [447], ThinkAct [825], TGRPO [464], ManipLVM-R1 [826], CO-RFT [827], RLDG [441], V-GPS [828], RLRC [829], VLA-RFT [830]
    • Learning with Auxiliary Tasks: e.g., ECot [831], CoTVLA [792], TraceVLA [832], Seer [668], DreamVLA [833], ReconVLA [834], FlowVLA [720], 0.5 [783], OneTwoVLA [835], GraspVLA [836], DIARC [837], RAD [838], UPVLA [839], Emma-X [840], RT-H [805], VLA-OS [841], ControlVLA [842], CrayonRobo [843], A0 [844], Seer [668], LLARVA [845], MOO [846], GO-1 [149]
    • Efficiency: e.g., VLA-Adapter [847], CogVLA [848], TTF-VLA [849], Spec-VLA [850], EdgeVLA [851], BitVLA [852], SmolVLA [853], FlashVLA [854], SQIL [855], NORIA [856], TinyVLA [857], BEAST [858], EfficientVLA [859], MoLe-VLA [860], PD-VLA [823], VLA-Cache [861], Flower [862], TAIL [863], CEED-VLA [824], SP-VLA [864]
    • Robustness: e.g., SAFE [865], SwitchVLA [866], BadVLA [867], RACER [682], FAIL-Detect [537], BYOVLA [868]
    • Long-horizon and Complex Tasks: e.g., LongVLA [869], LoHoVLA [870], AgenticRobot [871]
    • 3D Embedding and Fusion: e.g., SpatialVLA [872], 3D-CAVLA [873], GeoVLA [874], FP3 [875], VoxAct-B [876], VIHE [877], OG-VLA [878], RoboMM [879]

3D Vision as Input

  • Model-oriented**
    • Spatial Alignment and Multi-view Guidance: e.g., BridgeVLA [880], Learning to See and Act [881]
    • 3D World Models and Prediction: e.g., Evo-0 [882], GraphCoTVLA [883], ChainedDiffuser [884], SGR [885]
  • Model-agnostic**
    • Task-aware view planning (e.g., TAVP [881])

A structured taxonomy of VLA models organized by input modality (2D vs. 3D) and methodological orientation (model-oriented architectures vs. model-agnostic strategies).

Figure 16 | A structured taxonomy of VLA models organized by input modality (2D vs. 3D) and methodological orientation (model-oriented architectures vs. model-agnostic strategies). The figure highlights representative approaches in each category, showcasing both architectural innovations and training or inference enhancements.

i) 2D Vision as Input

Most VLAs rely on 2D images from RGB cameras, sometimes with multi-view setups, as the primary perceptual stream. Within this setting, a diverse set of methods has emerged, which can

A small decorative icon of a robot head.

be broadly divided into model-oriented approaches that redesign the policy architecture itself, and model-agnostic strategies that improve inference or training without altering the core model.

Model-oriented Approaches. Model-oriented approaches focus on advancing the architecture and internal structure of VLA models to improve their representation learning, reasoning ability, and task adaptability. Instead of modifying training schemes or inference strategies, these methods emphasize redesigning the policy backbone, integrating multimodal modules, and structuring control hierarchies to better align perception, reasoning, and action.

  • Non-LLM-based VLA. Early approaches directly mapped visual observations and textual commands into low-level actions through sequence modeling or language-conditioned policies. RT-1 [143] pioneered the transformer-based discretized action policy that scaled to thousands of demonstrations, enabling diverse manipulation skills at scale. Follow-ups such as VIMA [101] and HULC [731] extended this paradigm to more compositional instructions and multimodal imitation learning, showing that language-conditioned policies can indeed ground symbolic input in low-level control. These methods, however, were limited by the lack of large-scale semantic priors, leading to poor cross-domain transfer and limited generalization. Overall, non-LLM-based VLAs highlight the feasibility of end-to-end training from paired robot data, but also motivate the need for stronger priors to handle open-world instructions.
  • LLM/VLM-based VLA. With the rise of LLMs and VLMs, researchers began embedding them into robotic control pipelines. RT-2 [12] co-trained on web-scale vision-language data and robot trajectories, showcasing cross-embodiment generalization and zero-shot skill transfer. RoboFlamingo [784] and OpenVLA [13] demonstrated that frozen or lightly tuned VLMs could serve as perceptual front-ends, while lightweight policy heads were sufficient to generate actions. [782] and [783] pushed this paradigm further by introducing flow-matching action decoders and scaling prompting strategies, showing robust generalization across unseen objects and tasks. Together, these works highlight the benefits of leveraging broad web-scale priors for robotic learning, but they also expose alignment gaps between symbolic reasoning (text/vision grounding) and continuous motor execution. Thus, while powerful, LLM/VLM-based VLAs require additional mechanisms to bridge the semantic-to-motor gap.
  • Latent Learning for VLA. Another line of work compresses trajectories into latent variables or discrete tokens, thereby reducing action-space complexity and stabilizing policy training. For instance, VQ-VLA [799] introduced quantized codebooks of motor primitives, while QueST [800] and Deer-VLA [801] employed memory or latent slots to preserve temporal dependencies. These latent action spaces act as interfaces between high-level instructions and continuous execution, enabling data-efficient learning and policy transfer across robots. The main challenge, however, lies in preventing codebook collapse and ensuring that the latent tokens remain semantically meaningful. Overall, latent representation learning offers a promising route for scalable training by decoupling symbolic intent from motor details.
  • Hierarchical VLA. Long-horizon and compositional tasks motivated hierarchical designs, where control is explicitly structured into primitives, waypoints, or higher-level skills. Examples include HiRobot [802], HiBerNAC [803], and PIVOT-R [804], which factor task execution into interpretable layers, and RT-H [805], which extended transformer-based policies with hierarchical abstractions. Such designs increase interpretability, support modular reuse, and mitigate compounding errors in long sequences. However, they also introduce the difficulty of subgoal specification and arbitration, as errors in high-level planning can cascade into downstream failures. Thus, hierarchical VLAs embody the trade-off between interpretability and the complexity of learning consistent task abstractions.
  • Dual- and Multi-System VLA. Inspired by cognitive theories of fast and slow systems, several works propose dual-process VLAs. Typically, it includes a fast system (System 1) and a slow system

A small icon of a robot head.

(System 2). System 2 is slow, deliberate, effortful, and conscious, analogous to the human brain. It is typically represented by a large vision-language model capable of performing complex multimodal understanding and reasoning. On the other hand, System 1 is fast, automatic, intuitive, and unconscious, analogous to the human cerebellum. It is usually represented by a policy with fewer parameters but strong action modeling capabilities. LCB [814], DP-VLA [806], HIRT [807], RationalVLA [808], and OpenHelix [812] allocate reactive control to a fast stream while reserving deliberative planning and memory management for a slower stream. TriVLA [809] and Galaxea [810] extend this further into multi-system coordination, where multiple modules jointly arbitrate between precision, safety, and long-horizon reasoning. These hybrid designs demonstrate robustness under uncertainty and enable flexible decision-making, but also introduce new challenges in arbitration, credit assignment, and maintaining memory consistency across systems. Overall, dual-/multi-system approaches signal a shift toward architectures that explicitly model cognitive diversity within robotic agents.

Model-agnostic Strategies. Model-agnostic strategies aim to enhance the performance, reliability, and efficiency of VLA models without modifying their underlying architecture. Rather than redesigning model structures, these approaches operate at the inference, training, or auxiliary supervision level to improve decision quality, generalization, and deployment practicality.

  • Inference-Time Optimization. Methods such as VOTE [815], RoboMonkey [816], and CronusVLA [817] refine action selection at inference through strategies like voting, sampling, or calibration. These approaches are particularly appealing as they enhance robustness without requiring retraining and can be seamlessly integrated with diverse model backbones.
  • Reinforcement Learning and Post-training. Approaches such as SimpleVLA-RL [886], VLA-RL [446], RIPT-VLA [445], and RFT variants [447, 464, 825, 826, 830] adapt pretrained VLAs through interactive fine-tuning. By leveraging feedback from simulated or real-world rollouts, these methods enhance robustness under distribution shift and align pretrained models with task-specific execution requirements.
  • Learning with Auxiliary Tasks. Auxiliary tasks provide additional supervision to enrich reasoning. Examples include chain-of-thought modules (ECoT [831], CoT-VLA [792]), goal extraction from demonstrations (TraceVLA [832], Seer [668]), and reconstruction or world priors (DreamVLA [833], Reconvla [834]). These designs extend the reasoning horizon and enhance transparency in intermediate decision steps, thereby improving the interpretability of execution.
  • Efficiency. Recent studies have devoted increasing attention to improving the computational efficiency of VLA models by reducing both inference cost and memory footprint. A dominant trend is to compress visual and action representations, for example, through lightweight architectures such as SmolVLA [853], TinyVLA [857], and BitVLA [852], which demonstrate that compact models can sustain competitive performance while enabling deployment on resource-constrained devices. Another line of work focuses on adaptive computation: methods such as VLA-Cache [861], MoLeVLA [860], and FlashVLA [854] exploit token reuse, dynamic layer skipping, or information-guided pruning to cut redundant operations while preserving task success. Parallel decoding and architectural refinements, as in EfficientVLA [859], RACER [682], and CEED-VLA [824], further shorten decision horizons and accelerate inference. In addition, action compression techniques such as BEAST [858] or Flower [862] reformulate trajectories into more compact tokenized forms, reducing autoregressive steps. Collectively, these approaches demonstrate that multi-level compression—spanning model design, representation, and action space—can substantially lower FLOPs and latency, bringing real-time VLA deployment closer to practice.
  • Robustness. Beyond efficiency, robustness has emerged as a central requirement for safe and reliable deployment of VLAs. Safety-aligned objectives such as SAFE [865] integrate constraints into

Robot icon

policy learning, yielding measurable improvements in safe execution across tasks. Failure detection is another key theme: FAIL-Detect [537] introduces sequence-level out-of-distribution detection without requiring explicit failure data, while auxiliary monitoring modules as in SwitchVLA [866] provide dynamic adjustment under task transitions. Complementary approaches like BYOVLA [868] enhance resilience to environmental clutter by suppressing spurious visual cues at test time. Meanwhile, adversarial analysis such as BadVLA [867] exposes the susceptibility of current models to backdoor triggers, underscoring the importance of defense strategies. Together, these efforts highlight that robustness encompasses safety constraints, failure awareness, environmental resilience, and adversarial resistance. Although progress has been made, existing VLAs remain vulnerable to distribution shift and noise, suggesting that robustness is a crucial frontier for advancing embodied intelligence.

  • Long-horizon Generalization. Methods designed for long-horizon and complex tasks (e.g., Long-VLA [869], AgenticRobot [871]) focus on enhancing stability and memory to support reasoning over extended sequences. These studies underscore that the primary challenge for practical deployment lies not in achieving single-step success, but in sustaining reliable task execution over long durations.

Together, the 2D VLA landscape illustrates a clear trajectory: starting from direct end-to-end policies, evolving into architectures that leverage semantic priors from LLMs/VLMs, and further into modular, hierarchical, or multi-system designs. Complemented by model-agnostic techniques for optimization, reinforcement, and robustness, these developments collectively point toward a new generation of VLAs that balance efficiency, interpretability, and scalability.

ii) 3D Vision as Input

Compared with 2D inputs, 3D representations provide richer spatial grounding for contact-rich manipulation and long-horizon planning. However, because most VLM backbones are pre-trained on 2D image-text data, they lack intrinsic 3D understanding. This has motivated research into how VLAs can incorporate explicit 3D perception, which can be broadly divided into Model-oriented approaches that redesign architectures to integrate 3D information, and Model-agnostic strategies that introduce auxiliary mechanisms without altering the backbone.

Model-oriented Approaches. 3D model-oriented approaches extend VLA architectures by incorporating explicit 3D perception, spatial reasoning, and predictive modeling to bridge the gap between visual understanding and physical interaction. Unlike 2D vision-language policies that operate on planar or image-based inputs, these methods embed geometry-aware representations such as point clouds, voxels, and depth features to capture fine-grained spatial structures essential for manipulation.

  • 3D Embedding and Fusion. A key direction is to fuse 3D perception (e.g., point clouds, depth, voxels) with 2D vision-language features. SpatialVLA [872] proposes 3D position encodings and adaptive action grids to capture transferable spatial knowledge. 3D-CAVLA [873] leverages depth and 3D context to generalize to unseen tasks, while GeoVLA [874] introduces point-based geometric embeddings to enhance manipulation precision. Other works expand representation forms: VoxAct-B [876] employs voxel-based encoding for bimanual control, VIHE [877] uses in-hand eye transformers for fine-grained geometry, OG-VLA [878] generates orthographic projections for spatial reasoning, FP3 [875] provides a foundation policy trained with large-scale 3D data, and RoboMM [879] integrates multimodal pretraining with 3D inputs. These approaches collectively demonstrate that richer 3D embeddings improve spatial awareness and robustness, albeit with higher data and computational costs.

  • Spatial Alignment and Multi-View Guidance. Another line addresses occlusion and viewpoint ambiguity by explicit spatial alignment. BridgeVLA [880] aligns point clouds across views by predicting heatmaps from different perspectives, while Learning to See and Act [881] optimizes task-aware

A small icon of a robot head.

view planning. By reasoning over viewpoints, these approaches reduce pose ambiguity and improve grounding, though they highlight the trade-off between accuracy and efficiency in viewpoint selection.

  • 3D World Models and Prediction.** Some works integrate predictive modeling into 3D VLAs to support long-horizon reasoning. 3D-VLA [887] employs point-cloud diffusion guided by language to forecast future states, while Evo-0 [882] performs implicit spatial rollouts to anticipate feasible actions. GraphCoT-VLA [883] combines graph-based reasoning with chain-of-thought in 3D, linking intermediate spatial states to action generation. Earlier works such as ChainedDiffuser [884] and SGR [885] demonstrate that generative 3D world models can amortize planning into predictive priors. These methods show how world modeling reduces error accumulation in extended horizons.

Model-agnostic Strategies. Unlike their 2D counterparts, model-agnostic enhancements for 3D VLAs remain limited. Existing explorations focus primarily on task-aware view planning during inference (e.g., Learning to See and Act [881]) or feasibility checks on candidate actions. However, systematic advances in areas such as calibration, consensus decoding, caching, or lightweight reasoning for 3D settings are still scarce. This gap underscores both the challenges and opportunities: while 3D inputs provide essential spatial grounding, efficient inference-time and post-training strategies remain largely underexplored.

Across both 2D and 3D modalities, VLA research shows converging trends. Model-oriented approaches aim to strengthen representational capacity by incorporating LLM and VLM priors, latent structures, and hierarchical reasoning in 2D, and by leveraging embeddings, alignment mechanisms, and world models in 3D. Complementing these, model-agnostic strategies emphasize improving inference robustness and efficiency with minimal retraining. Looking ahead, key directions include the standardization of 3D representations in VLAs, the development of hybrid frameworks that integrate reactive control with deliberative planning through safety-aware dual systems, and co-training across 2D and 3D modalities to couple large-scale priors with spatial grounding. Together, these advances move beyond scaling backbone models toward architectures that explicitly integrate perception, memory, planning, and control, evaluated under long-horizon, cross-embodiment, and real-world deployment challenges.

6.2.3. Tactile-based Action Models

Tactile sensing is a critical channel for enabling robots to interact with the physical world, providing fine-grained perception capabilities similar to those of humans, such as recognizing an object’s shape and material. With recent advances, an increasing number of action models have begun to incorporate tactile information to enhance the accuracy and robustness of manipulation.

Tactile Latent Learning. CLTP [888] introduces contrastive language-tactile pretraining to align tactile geometry with natural language for 3D contact understanding. Sparsh [889] learns self-supervised tactile representations from large-scale visuotactile data to improve generalizable touch perception.

Tactile-Action Models. Feel the Force [890] leverages tactile glove demonstrations capturing human contact forces to train transferable tactile-aware manipulation policies. Seq2Seq Imitation [891] formulates tactile feedback as sequential input in a Seq2Seq model to guide manipulation under partial observability. RoboPack [892] integrates tactile feedback into dynamics models for MPC, enabling precise control in dense packing tasks. MimicTouch [893] uses multimodal human tactile demonstrations to teach robots contact-rich manipulation strategies.

Tactile-Vision-Action Models. T-DEX [894] pre-trains tactile representations with robot play to support dexterous manipulation learning. RotateIt [895] combines vision and touch to generalize

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Figure 17: A structured overview of tactile-based action models. The diagram shows five categories of models branching from a central 'Tactile-based Action Models' node. The categories and their associated works are: 1. Tactile Latent Learning: CLTP [888], Sparsch [889]. 2. Tactile-Action Models: Feel the Force [890], Seq2Seq Imitation [891], RoboPack [892], MimicTouch [893]. 3. Tactile-Vision-Action Models: T-DEX [894], RotateIt [895], Multimodal-SeeThrough [896], VTTB [897], VTaL [898], Match Lighting [899], ViTacFormer [900], Gelfusion [901], Reactive Diffusion Policy [902]. 4. Tactile-Language-Action Models: TLA [903], Octopi [904]. 5. Tactile-Vision-Language-Action Models: VLA-Touch [905], Tactile-VLA [906], Robotic Perception [907], VTLA [908], Touch Begins [909], Medicine Bottles [910], Tactile Beyond Pixels [911].

Figure 17: A structured overview of tactile-based action models. The diagram shows five categories of models branching from a central ‘Tactile-based Action Models’ node. The categories and their associated works are: 1. Tactile Latent Learning: CLTP [888], Sparsch [889]. 2. Tactile-Action Models: Feel the Force [890], Seq2Seq Imitation [891], RoboPack [892], MimicTouch [893]. 3. Tactile-Vision-Action Models: T-DEX [894], RotateIt [895], Multimodal-SeeThrough [896], VTTB [897], VTaL [898], Match Lighting [899], ViTacFormer [900], Gelfusion [901], Reactive Diffusion Policy [902]. 4. Tactile-Language-Action Models: TLA [903], Octopi [904]. 5. Tactile-Vision-Language-Action Models: VLA-Touch [905], Tactile-VLA [906], Robotic Perception [907], VTLA [908], Touch Begins [909], Medicine Bottles [910], Tactile Beyond Pixels [911].

Figure 17 | A structured overview of tactile-based action models.

in-hand object rotation policies. Multimodal-SeeThrough [896] employs a transparent visuotactile sensor with force-matched demonstrations to improve imitation learning. VTTB [897] integrates tactile and visual sensing for adaptive robot-assisted bed bathing. VTaL [898] introduces visuo-tactile pretraining to improve both tactile-based and vision-only manipulation policies. Match Lighting [899] demonstrates the necessity of tactile sensing for imitation learning in fine-grained contact tasks. ViTacFormer [900] employs cross-modal Transformers to fuse visual and tactile signals for dexterous control with tactile prediction. Gelfusion [901] combines high-resolution tactile images with vision to enhance manipulation under visual occlusion. Reactive Diffusion Policy [902] fuses tactile and vision in a slow-fast diffusion policy to improve responsiveness in contact-rich tasks.

Tactile-Language-Action Models. TLA [903] aligns tactile sequences with language to learn tactile-language-action mappings for contact-rich tasks. Octopi [904] leverages tactile signals with large tactile-language models to reason about object physical properties.

Tactile-Vision-Language-Action Models. VLA-Touch [905] enhances VLA models with dual-level tactile feedback for high-level planning and low-level execution. Tactile-VLA [906] integrates tactile sensing into VLA models to enable tactile generalization in physical tasks. Robotic Perception [907] develops a large tactile-vision-language model to infer object physical properties from tactile interactions. VTLA [908] fuses tactile and vision with language-action preference learning to achieve robust insertion manipulation. Touch Begins [909] proposes a two-stage policy that localizes with vision-language models and executes with tactile-guided strategies. Medicine Bottles [910] integrates tactile force and pose from human demonstrations to enable robots to learn compliant force tasks like opening safety bottles. Tactile Beyond Pixels [911] learns multisensory tactile representations beyond pixels, combining force, motion, and sound for richer manipulation.

6.2.4. Extra Modalities as Input

Additional modalities such as audio, haptics, and thermal sensing can be integrated with vision and language to provide robots with richer and more comprehensive perception for downstream tasks.

Force. Early research investigated incorporating haptic information into imitation learning for force-sensitive manipulation. For instance, AR-Haptic [912] jointly learned positional and force profiles from kinesthetic and haptic demonstrations, enabling robots to reproduce tasks requiring fine-grained force control. Bilateral [913] leveraged bilateral control to capture position and force simultaneously, achieving precise imitation of human manipulation. More recent efforts have extended these ideas: Wang et al. [914] combined trajectory demonstrations with force profiles for contact-sensitive assembly; ImmersiveDemo [915] showed that immersive demonstrations with force feedback

A small decorative icon of a robot head.

provide higher-quality training data and safer manipulation policies; and FoAR [916] introduced a force-aware reactive policy that fuses real-time force sensing with vision for adaptive control in contact-rich scenarios. Building on these directions, ForceVLA [917] integrates force sensing into VLA models, enabling manipulation that is more physically grounded, precise, and stable.

Audio. Play It By Ear [918] attaches a microphone to the robot’s gripper to capture audio feedback from contact events during imitation learning, enabling the robot to detect interactions through sound and succeed in tasks where visual-only policies fail due to occlusion. See, Hear, and Feel [919] fuses visual, tactile, and auditory signals with a self-attention model, where the audio channel provides immediate feedback on otherwise hidden events, such as the sound of liquid pouring, thereby complementing vision and touch. ManiWAV [920] leverages in-the-wild audio-visual demonstrations to train manipulation policies, allowing robots to integrate contact sound feedback with visual cues for contact-rich tasks. MS-Bot [921] incorporates auditory input alongside vision and touch, adopting a stage-guided fusion strategy that dynamically adjusts the contribution of sound cues at different sub-goals to improve task performance. Finally, VLAS [922] directly integrates speech recognition into the policy model, enabling robots to understand spoken commands through inner speech-text alignment and execute corresponding actions to accomplish the task.

6.3. Latent Learning

Latent learning investigates how robots acquire and leverage compact, structured, and transferable representations that bridge perception and control. It focuses on discovering intermediate representations that capture task-relevant semantics, dynamics, and affordances, thereby improving generalization and sample efficiency. Existing approaches can be broadly categorized into two complementary directions. Pretrained latent learning aims to learn general-purpose visual or multimodal representations through large-scale pre-training, typically using self-supervised or multimodal objectives to distill task-relevant structure from human egocentric videos or robotic demonstrations. These pretrained encoders provide robust perceptual embeddings that serve as transferable inputs for downstream control across diverse tasks and embodiments. Latent action learning, in contrast, goes beyond representation acquisition to explore how latent spaces can be effectively utilized for control. It jointly models latent representations and their temporal or causal mappings to actions, often through quantized tokens, continuous latent dynamics, or implicit world models. In this paradigm, the latent space not only encodes environmental and task information but also serves as an internal interface for reasoning, planning, and action generation, offering a unified perspective on representation and policy learning. We summarize these two paradigms in Figure 18.

6.3.1. Pretrained Latent Learning

Learning encoder-grounded, generalizable visual representations, referred to as robotic representations, is essential for real-world visuomotor control. Pre-training such representations on large-scale, domain-relevant data has emerged as a promising strategy for robotics, inspired by the success of pre-training in computer vision [475] and natural language processing [72]. Depending on the source of training data, robotic representations can be broadly categorized into three types: those trained on general-purpose datasets (e.g., ImageNet [923]), human egocentric datasets (e.g., Ego4D [924]), and robotic datasets (e.g., BridgeV2 [145]).

Training on General Datasets. [925] introduces a variant of MoCo-v2 that fuses features from multiple convolutional layers of a pre-trained vision model to form a unified pre-trained visual representation (PVR) optimized for control. Through multi-layer feature fusion, PVR achieves representation quality comparable to or surpassing ground-truth state features across diverse robotic

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Figure 18: Overview of Latent Learning. The diagram is divided into three main sections. The top-left section, ‘Pretrained Latent Learning’, shows three input categories: ‘General Datasets’ (ImageNet), ‘Robotic Datasets’, and ‘Human Egocentric Datasets’. These feed into a ‘Pretrained Robotic Encoder’ which outputs a ‘Latent Feature’ (represented by five pink squares). This feature is then processed by a ‘Policy’ block. The bottom-left section, ‘Latent Action Learning’, shows a ‘System 2 (High-level)’ outputting a ‘Latent Feature’ to a ‘System 1 (Low-level)’ which generates an action. This is part of a ‘Latent in Dual System’. The right section, ‘Latent action learning is conducted through discretized (yellow) or continuous latents (pink)’, is further divided into three columns: ‘Discretization and Vector Quantization’ (showing VQ Encoder/Decoder and IDM), ‘Latent of Dynamics’ (showing Transformer FDM/IDM), and ‘Diffusion-based Methods’ (showing Diffusion and Encoder). Below these are ‘Koopman Operator Methods’ (IDM, Koopman Operator, Encoder), ‘Implicit World Modeling’ (DIT Layers), and ‘Instruction-conditioned Policies’ (Transformer Decoder/Encoder, VLA Model/Policy).

Figure 18 | Overview of Latent Learning. Left Top: Robotic encoders are pretrained on general datasets, human egocentric datasets, and robotic datasets to produce latents for policies. Left Bottom: In the dual system, system 2 outputs latent to guide system 1 to generate action. Right: Latent action learning is conducted through discretized (yellow) or continuous latents (pink).

control tasks, demonstrating that well-adapted visual pre-training can rival hand-crafted state inputs. Theia [926] further advances this direction by proposing a distillation-based vision model for robotics that integrates knowledge from multiple vision foundation models, each trained on distinct vision tasks, into a single compact representation. By consolidating the “skills” of different pre-trained models, Theia generates rich, high-entropy feature embeddings that significantly enhance robot learning, outperforming both its individual teacher models and prior robotic vision backbones, while requiring less training data and a smaller model footprint.

Training on Human Egocentric Datasets. [734] introduces Masked Visual Pre-training for motor control, leveraging a masked autoencoder trained on large-scale egocentric images and freezing the encoder for downstream policy learning. It achieves significant visuomotor gains, approaching oracle state-based performance on several manipulation tasks. VC-1 [132], a large-scale masked autoencoder trained on 4,000+ hours of egocentric video and ImageNet, establishes a general visual backbone for Embodied AI, outperforming prior pre-trained models on CortexBench and narrowing the gap to task-specific policies with fine-tuning. R3M [678] pre-trains on Ego4D using time-contrastive learning, video-language alignment, and sparsity constraints to produce a robust universal encoder, enabling few-shot real-robot learning. Voltron [681] advances language-driven representation learning by jointly training on language-conditioned visual reconstruction and visually grounded language generation, capturing both low-level patterns and high-level semantics. Vi-PROm [79] combines contrastive self-supervised and supervised learning, and builds the EgoNet dataset of human-object interactions, leading to improved manipulation performance. MPI [927] models interaction dynamics by predicting intermediate transitions and active objects from goal keyframes and instructions, grounding manipulation in causal structure. HRP [928] injects affordance priors mined from human videos, such as hand positions and contact points, to improve generalization across views and robot morphologies. VIP [553] frames representation learning as goal-conditioned value pre-training, yielding dense, transferable reward signals that enable zero-shot policy learning without task-specific reward engineering. Together, these approaches illustrate how large-scale self-supervised and multimodal pre-training can endow robots with transferable visual representations that support efficient, robust

Robot icon

manipulation.

Training on Robotic Datasets. With the growth of large-scale open-source robot datasets, several approaches pre-train directly on robotic data, endowing models with prior knowledge of robotic actions. RPT [929] is a sensorimotor pre-training framework that trains transformers on full robot trajectories by masking segments of visual observations, proprioceptive states, and actions, and predicting the missing portions. Leveraging over 20,000 real-world trajectories, RPT learns a transferable world model that generalizes effectively to downstream tasks. Premier-TACO [930] advances temporal action contrastive learning for multitask representation learning, introducing a novel negative sampling strategy that improves pre-training efficiency and significantly boosts few-shot policy learning with minimal expert data across continuous control tasks. Jiang et al. [931] further propose manipulation centricity, a metric measuring the alignment between pre-trained visual representations and manipulation performance, and introduce Manipulation-Centric Representation (MCR), which enhances this alignment through large-scale robotic pre-training.

6.3.2. Latent Action Learning

Recent advances in latent action learning have introduced diverse paradigms that connect video representation, world modeling, and policy generation, allowing robots to acquire action abstractions beyond explicit supervision. In addition to the methods discussed in Section 6.1.2 on latent learning and in Section 6.2.2 on dual-/multi-system VLA with intermediate latent structures, latent learning for VLAs can also be grouped under this category. Broadly, latent actions can be categorized into two forms: discrete representations, often obtained through quantization, and continuous vector representations. The following sections review these two classes in detail.

i) Discretization and Vector Quantization

Discretization and vector quantization map continuous action or representation spaces into a finite set of discrete tokens, providing compact, reusable action primitives that simplify policy learning. ILPO [932] pioneered the idea of latent action variables to imitate policies from observation-only demonstrations, LAPO [933] reconstructed action space structure from unlabeled videos using a latent inverse dynamics model, Behavior Generation with Latent Actions [934] discretized continuous control into latent tokens via VQ for efficient generative policies, Discrete Policy [935] disentangled latent action codes to scale multi-task visuomotor control, STAR [936] introduced rotation-augmented VQ to learn orientation-invariant skill abstractions, and MOTO [937] formulated motion tokens as a language to pre-train policies on large-scale video. LAPA [938] first learns latent action representations by predicting transitions between current and future frames, then pretrains a VLM to infer such representations from visual inputs. The VLM is subsequently fine-tuned on action-labeled data, where its predicted latent actions are mapped to executable robot controls. DreamGen [939] extends the paradigm of LAPA to large-scale robotic datasets. It constructs a data flywheel that generates synthetic robotic data from video world models and leverages an inverse dynamics model to obtain the corresponding action labels.

ii) Continuous Latent Action Representations

Continuous latent action representations encode actions as vectors in a continuous space, allowing robots to capture fine-grained variations in motion and enabling smooth interpolation and generalization across behaviors.

Latent of Dynamics. Some methods represent variations in robot observations as latent variables, embedding dynamics information into the latent space to guide action generation. MimicPlay [940] learned long-horizon imitation by conditioning latent actions on goal images from human play.

A small icon of a robot head.

CLAM [941] inferred continuous latent actions grounded to motor commands for learning from unlabeled demonstrations, while CoMo [328] scaled continuous latent motion embeddings from internet videos to achieve robust cross-domain generalization.

Implicit World Modeling. Some methods exploit the predictive ability of world models by using intermediate latent states in forward rollouts to guide action prediction. VPP [667] first fine-tunes a video foundation model into a text-guided video prediction model using manipulation data, then aggregates its representations via Video-Former to guide a diffusion policy for action generation. FLARE [942] aligned future latent predictions with implicit world models to improve generalization from human video demonstrations. Genie Envisioner [657] aligns latent space features in the video diffusion model with action features in diffusion policies to maintain layer-wise features.

Diffusion-based Methods. Some approaches encode visual observations into robotic latent variables, which are then input into diffusion policies. LAD [943] trained a diffusion policy in a shared latent action space to enable cross-embodiment skill transfer, and KOAP [944] combined diffusion planners with Koopman-based controllers to compose limited latent actions with stable long-horizon planning. LaDi-WM [945] trains a latent diffusion world model to predict latent semantics and geometric dynamics, which serve as conditions for diffusion policies to generate refined actions.

Koopman Operator Methods. Some methods leverage Koopman operators to transform robot observations into latent dynamics representations. KoDex [946] investigated the utility of Koopman theory for modeling dexterous manipulation dynamics, and KOROL [947] learned visualizable object features via Koopman rollouts to support interpretable latent dynamics.

Goal- or Instruction-conditioned Policies. Some methods jointly encode instructions and visual inputs into latent variables that correspond to specific task representations. Procedure Cloning [948] incorporated chain-of-thought style latent procedures to improve long-horizon task reasoning. GRIF [949] introduced a semi-supervised latent goal space aligning language and visual goals, IGOR [950] developed atomic control units as a unified latent action space to bridge vision-language models with robot control. By deriving task-centric latent actions in an unsupervised manner, UniVLA [786] can leverage data from arbitrary embodiments and perspectives without action labels. UniVLA learns task-centric latent actions from cross-embodiments and different perspectives in an unsupervised manner. Then, a VLA is trained to predict the latent action tokens.

6.4. Policy Learning

Policy learning defines how a robot transforms internal representations, such as latent features or encoded observations, into executable actions that interact with the physical world. It focuses on decoding perceptual and latent information into control outputs (for example, end-effector poses) through learned mappings rather than manually designed rules. In essence, policy learning establishes the computational mechanism that connects perception and decision-making with motor execution. We summarize these methods in Figure 19.

6.4.1. MLP-based Policy

In the early stage, MLP-based policies [132, 678, 929, 951, 952] play a basic role as visuomotor control models, relying on multilayer perceptrons to directly map observations to actions. They provide simplicity and efficiency but depend on latent actions or other discriminative representations.

Logo of the survey paper


graph LR
    PL[Policy Learning (§ 6.4)] --> MLP[MLP-based Policy 6.4.1]
    PL --> TBP[Transformer-based Policy 6.4.2]
    PL --> DP[Diffusion Policy 6.4.3]
    PL --> FMP[Flow Matching Policy 6.4.4]
    PL --> SSM[SSM-based Policy 6.4.5]
    PL --> SNN[SNN-based Policy 6.4.6]
    PL --> FP[Frequency-based Policy 6.4.7]

    MLP --- MLP_R[R3M \[678\], VC-1 \[132\], RPT \[929\], RoboAct-Clip \[951\], DyWA \[952\]]

    TBP --> ABP[ACT-based Policy]
    TBP --> APP[Autoregressive Policy]

    ABP --- ABP_R[ACT \[953\], RoboAgent \[146\], Bi-ACT \[706\], BAKU \[776\], InterACT \[954\], Haptic-ACT \[955\], ALOHA Unleashed \[956\], Chain-of-Action \[957\], Bi-LAT \[771\], Q-chunking \[958\]]

    APP --- APP_R[Act3D \[762\], ICRT \[519\], CARP \[753\], Dense Policy \[959\], HAT \[350\], RVT \[758\], DP3 \[960\], iDP3 \[960\], 3D-MVP \[961\]]

    DP --- DP_R[Diffusion Policy \[80\], DP3 \[760\], SDP \[962\], ManiCM \[765\], DPPO \[963\], EquiBot \[964\], EDP \[965\], MBA \[966\], OneDP \[967\], G3Flow \[725\], Consistency Policy \[755\], RoboDual \[813\], DP-Attacker \[968\], HDP \[751\], DP4 \[969\], H3DP \[970\], Past-Token Prediction \[971\], UVA \[972\], UWM \[631\], RDP \[902\]]

    FMP --- FMP_R[AdaFlow \[973\], Affordance FM \[974\], PointFlowMatch \[975\], X-IL \[976\], FlowPolicy \[977\], FLOWER \[862\], Streaming Flow Policy \[978\], RTC \[979\], FlowRAM \[980\], MP1 \[981\], H-RDT \[982\], VFP \[983\], GenFlowRL \[724\], 3D FlowMatch Actor \[642\]]

    SSM --- SSM_R[MaIL \[984\], RoboMamba \[796\], FlowRAM \[980\], MTIL \[985\], Mamba as Motion Encoder \[986\]]

    SNN --- SNN_R[SDP \[987\], STMDP \[988\], Multimodal SNN \[989\], Fully Spiking A2C \[990\]]

    FP --- FP_R[Fourier Transporter \[991\], FreqPolicy \[992\], Wavelet Policy \[993\]]
  

A structured overview of policy learning for visuomotor control, organized by modeling paradigm. The diagram is a tree structure starting with ‘Policy Learning (§ 6.4)’ on the left. It branches into several categories: ‘MLP-based Policy 6.4.1’, ‘Transformer-based Policy 6.4.2’, ‘Diffusion Policy 6.4.3’, ‘Flow Matching Policy 6.4.4’, ‘SSM-based Policy 6.4.5’, ‘SNN-based Policy 6.4.6’, and ‘Frequency-based Policy 6.4.7’. The ‘Transformer-based Policy 6.4.2’ branch further splits into ‘ACT-based Policy’ and ‘Autoregressive Policy’. Each category is linked to a box containing a list of relevant research papers with their IDs in brackets.

Figure 19 | A structured overview of policy learning for visuomotor control, organized by modeling paradigm.

6.4.2. Transformer-based Policy

Transformer-based policies use attention to adaptively weight information across tokens from observation and action histories. Causal self-attention models temporal dependencies without a fixed receptive field, and cross-attention conditions action generation on goals, language, or perceptual tokens. This design supports variable-length context, multimodal fusion, and sequence-to-sequence control, which has proven effective in visuomotor manipulation and longer tasks where past context matters.

ACT-based Policy. The Action Chunking Transformer (ACT) [953] first demonstrated that predicting short sequences of actions with a CVAE-based Transformer can mitigate error accumulation and enable fine-grained bimanual manipulation on low-cost hardware. Building on this, RoboAgent [146] incorporated semantic augmentations and a multi-task ACT to acquire diverse skills and generalize effectively to unseen tasks. Bi-ACT [994] extended the framework by integrating bilateral force-feedback into action chunking for more robust teleoperated imitation. BAKU [776] further advanced the architecture with an efficient multi-task Transformer that fuses multi-modal inputs and predicts chunked actions at scale. InterACT [954] enhanced bimanual manipulation through hierarchical-attention Transformers that capture interdependencies across arms and decode synchronized action chunks. Haptic-ACT [955] introduced immersive VR with haptic feedback to collect higher-quality demonstrations and train compliant policies. ALOHA Unleashed [956] validated that combining large-scale bimanual teleoperation with diffusion policies provides a simple yet effective recipe for dexterity. Bi-LAT [771] added natural language conditioning to bilateral action chunking, enabling nuanced control of contact forces. Chain-of-Action [957] framed trajectory prediction as autoregres-

A small decorative icon of a robot head.

sive modeling that reasons backward from goals to ensure consistent action plans. Q-chunking [958] embedded action chunking into reinforcement learning by extending the action space, thereby improving exploration and efficiency in sparse-reward settings. Most recently, Causal-ACT addressed causal confusion in observations by modeling true causal relationships, leading to stronger generalization across environments.

Autoregressive Policy. Act3D [762] introduces a policy Transformer that builds an adaptive-resolution 3D feature field from multi-view 2D features and uses coarse-to-fine relative attention on sampled 3D points. ICRT [519] develops a robot foundation Transformer that treats demonstrations as prompts and learns to predict next action tokens in context, enabling few-shot imitation learning. CARP [753] proposes a two-stage approach where an action autoencoder learns multi-scale action embeddings and a GPT-style Transformer then refines the sequence from coarse to fine. Dense Policy [959] proposes a bidirectional autoregressive learning paradigm using a BERT-style encoder-only model to unfold an action sequence from a single start frame in a coarse-to-fine iterative manner. HAT [350] leverages egocentric human demonstration data to train a Human-Action Transformer that shares a unified state-action space for human and humanoid. Robotic View Transformer (RVT) [758] re-projects the input RGB-D image to alternative image views, featurizes those, and lifts the predictions to 3D to infer 3D locations for the robot’s end-effector. RoboAct-CLIP [951] pre-trains a vision-language model for robotics by segmenting raw robot videos into single atomic-action clips and fine-tuning CLIP with a temporal-decoupling strategy that disentangles action dynamics from object features. FACTR [995] integrates force sensing into policy learning via a curriculum that gradually removes visual input noise during training, preventing a transformer policy from overfitting vision and forcing it to attend to force feedback. 3D-MVP [961] first pretrains a multiview 3D Transformer using masked autoencoder on multiview RGB-D images and then uses this encoder to generate high-quality feature for action generation. BEHAVIOR Robot Suite (BRS) [996] provides an integrated whole-body manipulation framework coupling a custom bimanual mobile robot with an intuitive teleoperation interface and a new visuomotor learning algorithm, enabling robots to master bimanual coordination, stable navigation, and extended reach in complex household tasks.

6.4.3. Diffusion Policy

Diffusion Policies (DP) [80] reformulate action generation as a denoising process, enabling multimodal trajectory sampling and demonstrating strong generalization across diverse manipulation tasks. Specifically, DP firstly formulates robot visuomotor control as a denoising diffusion process and learns action-score gradients via stochastic Langevin dynamics, enabling robust handling of multimodal actions and introducing receding-horizon control, visual conditioning, and a time-series diffusion transformer to achieve strong gains on robot manipulation tasks.

3D DP. To overcome the limitations of 2D observations, some methods extend DP to the 3D dimension. DP3 [760] incorporates compact 3D point-cloud representations into a diffusion policy, allowing imitation learning of complex skills with very few demos. iDP3 [960] extends DP3 with egocentric visual input to deploy in the wild. G3Flow [725] augments diffusion policies with real-time semantic 3D flow by combining reconstruction and foundation models to maintain a dynamic object-centric field. CordViP [228] explicitly builds spatial correspondences between a dexterous hand and the object by leveraging 6-DoF pose estimation. DP4 [969] incorporates explicit 3D spatial and 4D temporal awareness into a diffusion policy by leveraging a dynamic Gaussian world model. H3DP [970] fuses vision and action across three hierarchies – depth-layered inputs, multi-scale visual features, and coarse-to-fine diffusion-based actions.

Accelerated DP. To overcome the latency introduced by the iterative denoising process, some methods focus on improving the efficiency of DP. OneDP [967] distills a full diffusion policy into a single-step

A small icon of a robot head.

model by minimizing KL divergence across the diffusion chain, preserving policy expressiveness while improving inference speed. Consistency Policy [755] enforces self-consistency across diffusion trajectories to distill a one-step policy with minimal performance drop and significantly faster inference. ManiCM [765] achieves one-step action generation by imposing a consistency constraint on the diffusion process, running 10× faster than standard diffusion policies while maintaining comparable success in manipulation tasks.

MoE DP. Some methods extend the multitask learning capability of DP through Mixture-of-Experts structures. SDP [962] utilizes a Mixture-of-Experts within a Transformer-based diffusion policy to sparsely activate task-specific experts, enabling multitask learning with minimal extra parameters and preventing forgetting. MoDE [997] introduces a diffusion-policy architecture with sparse expert denoisers and noise-conditioned routing.

Equivariant DP. Some methods investigate the application of equivariance in DP. EquiBot [964] integrates SIM(3)-equivariant networks into diffusion policy learning to ensure actions are invariant to scale, rotation, and translation, improving generalization and sample efficiency. EDP [965] leverages SO(2)/SE(3) symmetry in the policy network to boost sample efficiency and generalization in 6-DoF manipulation.

DP with Video Prediction. Some methods jointly learn video generation tasks and action tasks. UniPi [998] formulates planning as text-conditioned video generation, where future task execution is imagined via video models and parsed into actions. UVA [972] jointly optimizes video prediction and action generation via a shared latent space and decoupled decoding. UWM [631] enables pretraining on large unlabeled videos plus action datasets, yielding more general and robust policies than imitation learning alone and even learning from action-free videos to further improve performance after fine-tuning.

DP with Other Techniques. Other methods explore the integration of adversarial robustness, hierarchical design, reinforcement learning, low-level perception, tactile sensing, and historical information into DP. DP-Attacker [968] crafts adversarial examples that exploit the iterative denoising process of diffusion policies, significantly degrading manipulation performance. HDP [751] decomposes control into a high-level key-pose planner and a low-level diffusion policy for trajectory generation. DPPO [963] presents a reinforcement learning fine-tuning framework for diffusion policies, showing that policy gradients can effectively adapt pretrained diffusion models to outperform other RL methods. FTL-IGM [999] enables few-shot imitation by backpropagating through a pretrained invertible generative diffusion model, allowing rapid task adaptation without weight updates. MBA [966] cascades two diffusion stages: one for object motion prediction, and another for robot action generation conditioned on predicted motion. Past-Token Prediction [971] regularizes long-horizon diffusion policies by having the model predict past action tokens along with future ones, forcing it to retain historical context. RDP [902] is a slow-fast visual-tactile imitation learner, a high-level latent diffusion policy generates coarse action chunks at low frequency, while a fast low-level controller uses asymmetrically encoded tactile feedback at high frequency for instant reaction. YOTO [1000] learns bimanual coordination from a single human video, synthesizes diverse demonstrations, and trains a custom bimanual diffusion policy that executes long-horizon two-arm tasks with state-of-the-art accuracy and efficiency.

6.4.4. Flow Matching Policy

Flow matching (FM) policies extend diffusion-based approaches by directly learning continuous trajectories through flow-based dynamics. Unlike diffusion models that rely on iterative denoising, FM learns deterministic transport mappings between data and noise distributions, offering improved

A small icon of a robot head.

training stability, faster inference, and smoother trajectory generation. This makes FM a promising and scalable direction for efficient robot policy learning.

2D FM Policy. X-IL [976] systematically explored the design space of imitation learning, comparing architectures, feature encodings in diffusion and flow matching policies, and providing guidelines for building effective flow-based policies. FLOWER [862] combined vision and language inputs in a compact 1-billion-parameter Vision-Language-Action flow policy, achieving state-of-the-art multi-task manipulation performance with far less training data and compute than prior giant VLA models. Streaming Flow Policy [978] reframed the flow policy paradigm by treating the action sequence itself as a continuous flow trajectory, allowing actions to be generated iteratively and streamed in real time, reducing distribution shift by starting each generated trajectory near the last executed action. Real-Time Action Chunking (RTC) [979] introduced an “action inpainting” approach for flow-based policies, which predicts upcoming actions while the robot is executing current ones, enabling overlapping of planning and execution that yields smoother, faster task completion. H-RDT [982] leveraged human demonstration data by pre-training a large diffusion transformer on egocentric human manipulation videos and then fine-tuning with flow matching, successfully transferring complex bimanual skills from human to robot while modeling the multimodal action distribution. VFP [983] introduced a variational flow-matching approach for multi-modal robot manipulation, enabling a single policy to adapt its generated trajectories flexibly across diverse tasks and scenarios. GenFlowRL [724] bridged generative modeling and reinforcement learning by training an object-centric flow generator (using easily collected cross-embodiment data) to imagine plausible motion trajectories, and then using these generated flows as adaptive reward signals to greatly accelerate visual task learning. VITA [1001] introduces a vision-to-action flow matching framework that learns a direct latent mapping from visual observations to actions via an MLP, achieving state-of-the-art bimanual manipulation performance with reduced inference latency.

3D FM Policy. FlowPolicy [977] proposed a consistency-based flow matching framework conditioned on 3D point cloud input, enabling faster and more robust policy generation in complex manipulation tasks. PointFlowMatch [975] leveraged 3D point cloud observations (encoded by a PointNet) and proprioceptive state to condition a flow-matching model for end-to-end learning of manipulation trajectories. FlowRAM [980] grounded flow-matching policies in region-aware 3D perception, using an efficient Mamba architecture to encode RGB-D scene regions and a dynamic radius scheduling mechanism to handle occlusions, ultimately improving multi-task manipulation success rates. MP1 [981] applied a Mean Flow technique to 3D point cloud conditioned policies, collapsing the multi-step generative process into a single network evaluation (1-NFE) that produces an entire action trajectory in one shot. 3D FlowMatch Actor [642] leverages flow matching with pretrained 3D scene representations to unify single- and dual-arm manipulation. AdaFlow [973] introduced a flow-based imitation learning policy using state-conditioned ODE integration that adapts its inference steps to achieve fast multi-modal action generation. Subsequently, Affordance-based Flow Matching [974] integrated visual affordance cues from RGB-D observations – via prompt-tuned vision transformers – with flow matching to learn robot action trajectories for multi-task daily living scenarios.

6.4.5. SSM-based Policy

SSM-based policies leverage state space models such as Mamba to efficiently capture long-range dependencies, combining recurrent dynamics with scalability to balance expressiveness and computational efficiency. MaIL [984] demonstrates the benefits of integrating Mamba into imitation learning by exploiting its long-sequence modeling capability, yielding superior policy performance compared to conventional sequence models. For multimodal reasoning, RoboMamba [796] unifies vision, language, and proprioceptive inputs within a single Mamba framework, achieving efficient

A small icon of a robot head.

fusion for manipulation and decision-making. In vision-based manipulation, FlowRAM [980] integrates flow-matching with a region-aware Mamba to process RGB-D inputs, improving generalization across multi-task scenarios. As a motion encoder, Mamba modules have been shown to replace Transformers for more efficient temporal representation learning in imitation settings. Extending this line, MTIL [985] introduces a Mamba-based architecture that encodes complete observation histories to capture long-term dependencies, significantly enhancing policy performance on temporally complex tasks.

6.4.6. SNN-based Policy

SNN-based policies leverage spiking neural networks inspired by brain-like computation, aiming to achieve energy-efficient, temporally precise, and biologically plausible control in robotic manipulation. SDP [987] introduces a spiking diffusion policy with learnable channel-wise membrane thresholds, enabling adaptive spiking behavior across modalities and tasks, which improves both sample efficiency and generalization. STM DP [988] combines spiking computation with a transformer-based diffusion policy, yielding biologically plausible temporal dynamics while preserving the generative capacity of diffusion. Extending this paradigm to space robotics, the Multimodal Spiking Neural Network [989] integrates visual, proprioceptive, and task-specific inputs into a unified spiking framework, demonstrating robustness in high-redundancy action spaces. Fully Spiking Actor-Critic [990] further advances this line by introducing an end-to-end spiking neural architecture for continuous control, leveraging spike-based computation to achieve energy-efficient reinforcement learning.

6.4.7. Frequency-based Policy

Frequency-based policies represent actions in the frequency domain, leveraging Fourier, wavelet, or spectral consistency methods to capture long-horizon dynamics and improve the efficiency of policy learning. Fourier Transporter [991] introduces a bi-equivariant manipulation framework that encodes object interactions in the Fourier domain, enhancing generalization and equivariance in 3D robotic manipulation. FreqPolicy [992] employs frequency consistency to constrain action trajectories in the spectral space, improving efficiency and robustness in continuous manipulation, while its autoregressive variant models visuomotor policies with continuous tokens in the frequency domain, enabling smooth long-term action prediction. Wavelet Policy [993] further explores hierarchical signal representation through wavelet decomposition, providing stable and scalable learning for long-horizon robotic tasks.

7. Approaches to the Key Bottlenecks

Despite the remarkable progress of robot manipulation in recent years, achieving general-purpose, real-world deployment in unstructured environments remains constrained by fundamental bottlenecks. Among these, two stand out as the most critical. The first lies in data, since the quality, diversity, and utilization of data directly determine the scalability of imitation and reinforcement learning methods. The second is generalization, which is essential for transferring skills across unseen environments, novel tasks, and diverse embodiments. Addressing these two dimensions—data and generalization—represents a central challenge for advancing robot manipulation toward robust and adaptable real-world performance.

A small icon of a robot head.

7.1. Data Collection and Utilization

Data serves as the cornerstone of learning-based and data-driven approaches in embodied intelligence, as its quality, diversity, and scale fundamentally determine the effectiveness and generalization of learned policies. Unlike conventional machine learning, robotic learning depends on data that capture both perception and action within specific embodiments, making data simultaneously the most critical resource and the principal bottleneck for progress in the field. This section focuses on two key dimensions. Data collection addresses how demonstrations and interaction experiences are acquired, encompassing human teleoperation, human-in-the-loop refinement, synthetic generation, and crowdsourced acquisition. Data utilization examines how collected data are exploited through selection, retrieval, augmentation, expansion, and reweighting to improve robustness and efficiency. Together, these two dimensions form the foundation for training, evaluating, and scaling imitation learning toward real-world embodied intelligence. We summarize representative data collection paradigms in Figure 20 and illustrate their specific forms in Figure 21.

7.1.1. Data Collection

Data collection for robot learning spans multiple paradigms that differ in cost, scalability, embodiment alignment, and reliance on humans. Broadly, existing approaches can be grouped into four categories. First, human teleoperation and demonstration systems provide direct supervision through diverse interfaces. Second, human-in-the-loop methods allow selective correction or guidance to improve efficiency and robustness. Third, synthetic or automatic data generation leverages models or simulation to scale beyond human effort. Finally, crowdsourcing frameworks distribute the collection process across a wide base of contributors, lowering cost and broadening coverage. The following paragraphs summarize representative efforts within each category.

i) Human Teleoperation and Demonstration

Human teleoperation remains the most direct and widely used paradigm for robot data collection. Existing systems can be broadly categorized by their interface design and embodiment alignment, each offering different trade-offs in scalability, fidelity, and ease of deployment.

Cost-Effective and Scalable Teleoperation. Several systems [1002–1006] target low cost and ease of deployment to scale data collection across platforms. Young et al. [1002] use everyday reacher-grabber tools to build a simple interface that acquires large visual imitation datasets and transfers to real robots. AnyTeleop [1003] offers a unified, modular vision-based stack that supports diverse robots, hands, and cameras in simulation and the real world. GELLO [1004] provides a low-cost replica-arm framework that makes human control intuitive and scalable. UMI [1005] supplies a portable framework that collects dexterous bimanual demonstrations and unifies data collection with policy learning for cross-platform deployment. OPEN TEACH [1006] further leverages consumer VR headsets to gather natural hand-gesture demonstrations across morphologies.

Feedback-Rich Teleoperation for Contact and Dexterity. Other work [902, 1007–1009] augments interfaces with force, tactile, or haptics to capture contact-rich behavior. M2R [1007] introduces a master-to-robot controller with force or torque sensing so that demonstrations encode interaction forces without expensive bilateral rigs. ALPHA-BIACT [1008] combines bilateral force and position control for richer bimanual data. RDP [902] integrates tactile-feedback teleoperation with slow-fast policy learning to improve contact-heavy manipulation. Bunny-VisionPro [1009] adds real-time VR hand tracking with low-cost haptics to enable fine dexterous demonstrations.

Egocentric and XR Interfaces Aligning Viewpoints. XR and egocentric capture align human and robot observations to reduce the sim-to-human gap. Zhang et al. [1010] use consumer VR with

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graph LR
    Root[DATA (§ 7.1)] --> Collection
    Root --> Utilization
    Collection --> C1[Human Teleoperation and Demonstration]
    Collection --> C2[Huma-in-the-Loop Enhancement]
    Collection --> C3[Synthetic/Automatic Data Generation]
    Collection --> C4[Crowdsourcing-based Data Collection]
    Collection --> C5[Data Selection]
    Collection --> C6[Data Retrieval]
    Utilization --> U1[Data Augmentation]
    Utilization --> U2[Data Expansion]
    Utilization --> U3[Data Reweighting]

    C1 --> C1_1[Cost-Effective and calable Teleoperation]
    C1 --> C1_2[Feedback-Rich Teleoperation for Contact and Dexterity]
    C1 --> C1_3[Egocentric and XR Interfaces Aligning Viewpoints]
    C1 --> C1_4[Embodiment Alignment via Exoskeletons and Replica Arms]

    C1_1 --> C1_1_refs[Young et al. [1002], AnyTeleop [1003], GELLO [1004], UMI [1005], OPEN TEACH [1006]]
    C1_2 --> C1_2_refs[M2R [1007], ALPHA-BIACT [1008], RDP [902], Bunny-VisionPro [1009]]
    C1_3 --> C1_3_refs[Zhang et al. [1010], EgoMimic [1011], ARCap [1012], Dhouioui et al. [1013], AV-ALOHA [1014]]
    C1_4 --> C1_4_refs[AirExo [1015], DexUMI [1016], Tilde [1017], TeleMoMa [1018]]

    C2 --> C2_refs[RoboCat [1019], DexCap [1020], IntervenGen [1021], CR-Dagger [1022]]

    C3 --> C3_1[Leverage LLM/VLM for Generation]
    C3 --> C3_2[Synthetic Sub-Trajectory Generation]

    C3_1 --> C3_1_refs[DIAL [1023], Ha et al. [1024], SPRINT [1025], Manipulate-Anything [1026], SOAR [1027], NILS [1028], SEIL [1029]]
    C3_2 --> C3_2_refs[SkillMimicGen [1030], DexMimicGen [1031], DemoGen [1032], MimicGen [1033], IntervenGen [1021]]

    C4 --> C4_refs[RoboTurk [1034], David et al. [1035], MART [1036], AR2-D2 [1037], EgoZero [1038], Chung et al. [1039]]

    C5 --> C5_refs[EAD [1040], EIL [1041], DC-IL [1042], UVP [1043], L2D [1044], ILID [1045], Re-Mix [1046], MimicLabs [1047]]

    C6 --> C6_refs[VINN [1048], SAILOR [1049], Behavior Retrieval [1050], Di Palo & Johns [1051], DINOBot [1052], RAFA [1053], GSR [1054], FlowRetrieval [1055], STRAP [1056], COLLAGLE [1057]]

    U1 --> U1_1[Label and Trajectory Relabeling]
    U1 --> U1_2[Physics- and Geometry-consistent Augmentation]

    U1_1 --> U1_1_refs[DAAG [1058], S2I [1059], GoalGAIL [1060], OILCA [1061]]
    U1_2 --> U1_2_refs[Mitrano & Berenson [1062], Wang et al. [1063]]

    U2 --> U2_1[Generative Visual, Viewpoint, and Embodiment Augmentation]
    U2 --> U2_2[Synthesis and Imagined Rollouts]
    U2 --> U2_3[Reuse and Corrective Expansion]

    U2_1 --> U2_1_refs[GenAug [1064], RoVi-Aug [1065], RoboPearls [1066], ROSIE [1053], DMD [1067], VISTA [1068], DABI [1069]]
    U2_2 --> U2_2_refs[Generative Predecessor Models [1070], SAFARI [1071], TASTE-Rob [1072], Self-Imitation by Planning [1073], Category-Level Manipulation [1074]]
    U2_3 --> U2_3_refs[Scalable Multi-Task IL [1075], JUICER [1076], Diff-Dagger [1077]]

    U3 --> U3_refs[Beliaev et al. [1078], FABCO [1079], PLARE [1080]]
  

Figure 20: Overview of robot learning data taxonomy. A hierarchical tree diagram showing the classification of robot learning data into Collection and Utilization phases.

Figure 20 | Overview of robot learning data taxonomy.

motion controllers to place operators in the robot observation–action space on PR2. EgoMimic [1011] records egocentric AR video and hand motion for viewpoint–aligned teleoperation. ARCap [1012] overlays AR guidance and haptics so non–experts can record robot–feasible demonstrations. Dhouioui et al. [1013] apply immersive VR to collect expert–quality demonstrations for molecular manipulation tasks. In addition, active perception has been used to improve visibility in cluttered scenes, exemplified by AV-ALOHA [1014], which adds an auxiliary camera arm to reduce occlusion and yield cleaner demonstrations.

Embodiment Alignment via Exoskeletons and Replica Arms. A complementary line aligns human kinematics with robot embodiment to simplify mapping and increase precision. AirExo [1015]

A small icon of a robot head.

presents an affordable dual-arm exoskeleton that bridges human-robot kinematic differences and travels easily for in-the-wild collection. DexUMI [1016] combines a wearable exoskeleton for motion alignment with a software pipeline for visual domain adaptation, yielding high-fidelity dexterous data. Tilde [1017] introduces a TeleHand-DeltaHand pair for precise one-to-one in-hand teleoperation and data capture. TeleMoMa [1018] extends to whole-body mobile manipulation with a modular multimodal teleoperation stack.

Together, these teleoperation systems illustrate a spectrum of design choices that balance scalability, fidelity, and embodiment alignment, forming the foundation for large-scale robot data collection.

ii) Human-in-the-Loop Enhancement

Human-in-the-loop approaches introduce targeted interventions and multi-round checks. By allowing humans to retrospectively verify outcomes or correct trajectories in real time, these methods improve data reliability. RoboCat [1019] introduces a self-improving generalist agent that finetunes on a small set of human demonstrations and then self-generates new trajectories, which are retrospectively labeled for success by humans, enabling automated evaluation and continual learning with minimal direct supervision. DexCap[1020] introduces a human-in-the-loop motion correction mechanism that combines residual correction and teleoperation, allowing real-time human intervention during policy execution. IntervenGen[1021] introduces a novel data generation system that can autonomously produce a large set of corrective interventions with rich coverage of the state space from a small number of human interventions. CR-Dagger[1022] introduces a compliant intervention interface and residual policy design that enable efficient use of minimal human corrections.

iii) Synthetic and Automatic Data Generation

Human demonstrations are costly and limited in coverage. Synthetic and automatic methods address this by reducing annotation effort and scaling data diversity through multi-round generation.

Leverage LLM/VLM for Generation. A recent branch of research [1023–1029] attempts to leverage LLMs for task decomposition, followed by planning or reinforcement learning to parse subtasks and generate demonstrations. DIAL [1023] augments unlabeled demonstrations with automatically generated language instructions from pretrained vision-language models, enabling efficient training of language-conditioned policies and generalization without costly annotation. Ha et al. [1024] use LLM-guided planning and sampling to scale language-annotated data generation, then distill it into a robust multitask visuomotor policy with language-conditioned diffusion models, supporting retry-aware learning. SPRINT [1025] relabels and composes instructions with large language models and applies language-conditioned offline reinforcement learning to chain skills across trajectories, improving downstream efficiency. Manipulate-Anything [1026] generates self-correcting demonstrations with vision-language models without privileged information or hand-crafted skills, enabling zero-shot execution and robust policy training. Other work advances autonomous improvement with foundation models (SOAR [1027]), zero-shot natural-language annotation of long-horizon videos (NILS [1028]), and symmetry-aware augmentation that mixes expert trajectories with simulated transitions (SEIL [1029]).

Synthetic Sub-Trajectory Generation. Another research direction is represented by MimicGen [1033] and its extensions[1021, 1030, 1031, 1031]. MimicGen[1033] adapts a set of human-collected source demonstrations to novel object configurations by synthesizing corresponding execution plans. In principle, this approach is applicable to a wide range of manipulation skills and object types. For example, DexMimicGen [1031] extends the MimicGen strategy to support bimanual platforms equipped with dexterous hand end-effectors. However, the execution plans generated by MimicGen and its extensions [1021, 1030, 1031] rely on costly physical robot deployments. To address this, DemoGen [1032] replaces expensive robot-collected demonstrations with an efficient, fully synthetic

Logo of the survey paper

Figure 21: Overview of Data Collection. This diagram illustrates five main methods for robot manipulation data collection, all centered around a ‘Data Collection’ hub. 1. Human Teleoperation and Demonstration: Uses ‘Replica Arms’ and ‘XR Interfaces’ (AR Headset, Controller, Mimic glove). It shows ‘Record Actions’ (Instruct, Record, Xitend) and ‘Record Observations’ (Vision Sensor, Tactile Sensor). 2. Human-in-the-Loop Enhancement: Uses ‘Human-in-the-Loop’ interfaces. It includes ‘Data采掘ing’ (Data mining) and ‘Human-in-the-loop correction’ (Policy correction). 3. Automation Generation: Uses ‘Automation Generation’ interfaces. It shows ‘Robot Vision Data’ processing through ‘Object Detection’ and ‘Pose Estimation’ to generate ‘Natural Language Instructions’. 4. Synthetic and Automatic Data Generation: Uses ‘Crowdsourcing’ and ‘Synthetic Generation’ interfaces. It shows ‘Panel source demonstrations into segments’ and a ‘Pipeline for generating new trajectories’. 5. Crowdsourcing: Uses ‘Crowdsourcing’ interfaces. It shows ‘Current Users’, ‘Current Servers’, ‘Live Video Stream & Web Browser’, and ‘Teleoperation Server’. It includes components like ‘Coordination Server’, ‘Teleoperation Server’, ‘Phone Motion Control’, and ‘Cloud Storage’.

Figure 21 | Overview of Data Collection. DEXUMI [1016] employs Replica arms, and ARCAP [1012] uses XR Interfaces to represent the data collection methods for Human Teleoperation and Demonstration. DexCap [1020] stands for Human-in-the-Loop Enhancement, NILS [1028] represents Automatic Data Generation, MimicGen [1033] refers to Synthetic Data Generation, and RoboTur represents Crowdsourcing-based Data Collection.

generation process, which leverages TAMP-based trajectory adaptation and 3D point cloud editing to produce diverse demonstrations.

iv) Crowdsourcing-based Data Collection

Crowdsourcing reduces the cost and expertise barriers of robot demonstration collection, enabling large-scale and diverse data acquisition beyond what expert operators alone can provide. A growing line of work leverages crowdsourcing to scale robot demonstration collection and reduce cost [1034–1039]. RoboTurk [1034] builds a smartphone teleoperation platform with a cloud backend. The design lowers entry barriers for remote workers, standardizes task setup and logging, and supports rapid collection of diverse manipulation trajectories at scale. David et al. [1035] extend crowdsourced teleoperation from simulation to physical robots. The system addresses latency, safety, and reset logistics so that large numbers of real-robot demonstrations can be collected remotely across varied tasks. AR2-D2 [1037] removes the need for real robots during collection by using an iOS AR application to capture human–object interactions and scene geometry, which are later retargeted to robots to reduce hardware and supervision requirements. Other work established the feasibility of platform-based collection [1039], scaled to multi-arm settings by assigning one arm per worker [1036], and enabled in-the-wild egocentric demonstrations with lightweight smart glasses [1038].

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7.1.2. Data Utilization

Effectively utilizing existing data is essential for improving robot policy performance, especially under constraints of limited data collection budgets. Recent research has explored various strategies for selecting, retrieving, augmenting, expanding, and reweighting data to maximize its utility in training generalizable and robust manipulation policies.

i) Data Selection

Raw robot datasets often contain noise, redundancy, or domain imbalance. To address this issue, recent work [1040–1047] studies how to select, filter, and adjust data for robot learning, including trajectory filtering, preference-based pruning, domain-mixture curation, and the choice of pretraining sources. EIL [1041] filters extraneous segments by learning action-conditioned embeddings with temporal cycle consistency and applying an unsupervised voting-based alignment procedure. This yields cleaner demonstration sets that better match task intent. L2D [1044] evaluates heterogeneous human demonstrations with latent trajectory representations and preference learning, then selects higher-quality examples for offline imitation learning, improving robustness under mixed-quality data. Re-Mix [1046] formulates dataset curation as minimax reweighting over domain mixtures using excess behavior-cloning loss, automatically upweighting helpful domains while downweighting harmful ones to boost generalist policy performance. Other work, EAD [1040] elicits aligned demonstrations via compatibility signals; DC-IL [1042] defines action divergence and transition diversity as data-quality metrics to curb distribution shift; UVP [1043] shows pretraining image distribution can matter more than dataset size; ILID [1045] selects state-action pairs by scoring resultant states with a state-only discriminator; and MimicLabs [1047] finds composition and retrieval that prioritize camera-pose and spatial diversity can outperform full-dataset training.

ii) Data Retrieval

Retrieval-based approaches address the data bottleneck in robot learning by mining task-relevant demonstrations or sub-trajectories from large prior corpora, thereby reducing sample complexity and improving transferability [1048–1057].

A first line of work couples representation learning with non-parametric retrieval. VINN [1048] learns a self-supervised visual encoder and performs nearest-neighbor search in the latent space, yielding a strong policy without gradient-based fine-tuning. SAILOR [1049] organizes prior experience into a latent space of short-horizon skills and retrieves high-similarity sub-trajectories as reusable motion primitives, accelerating few-shot adaptation. Behavior Retrieval [1050] further introduces a variational encoder to score state-action similarity, seeding queries with limited expert rollouts and jointly training on both expert and retrieved data to reduce reliance on labeled trajectories.

Beyond representation-driven methods, more recent studies emphasize adaptation and integration. Di Palo and Johns [1051] retrieve and replay demonstrations through a three-stage decide-align-execute framework. DINOBot [1052] adapts demonstrations to novel objects via pixel-level alignment on DINO-ViT features. RAEA [1053] integrates trajectories from a multimodal memory directly into action prediction. GSR [1054] organizes prior interactions as a graph over pretrained embeddings to imitate high-value behaviors identified by search. FlowRetrieval [1055] leverages optical flow to mine cross-task motion segments, while STRAP [1056] retrieves sub-trajectories with visual foundation models and time-invariant alignment. COLLAGE [1057] fuses multiple similarity signals with adaptive weighting to curate high-quality training subsets from large datasets. Together, these approaches demonstrate that effective retrieval, whether through robust representation spaces or advanced adaptation mechanisms, can serve as a powerful alternative or complement to direct policy learning, enabling efficient few-shot learning and improved generalization across tasks.

A small decorative icon of a robot head.

iii) Data Augmentation

We categorize augmentation strategies into three families: label and trajectory relabeling, physics- and geometry-consistent augmentation, and generative augmentation across visuals, viewpoints, and embodiments. These categories capture complementary aspects of how demonstrations can be reinterpreted, physically transformed, or perceptually diversified to improve learning.

Label and Trajectory Relabeling. This family focuses on reinterpreting existing demonstrations by modifying goals, segmenting sequences, or generating counterfactuals. DAAG [1058] relabels trajectories in a temporally and geometrically consistent way using diffusion models, aligning them with new instructions to improve sample efficiency and transfer. S2I [1059] segments demonstrations, applies contrastive selection, and optimizes trajectories to better leverage mixed-quality data. Related efforts include goal relabeling in GoalGAIL [1060] and counterfactual sample generation with variational inference in OILCA [1061].

Physics- and Geometry-consistent Augmentation. This emphasis is on creating physically valid demonstrations through transformations consistent with real-world dynamics. Mitrano and Berenson [1062] treat augmentation as an optimization problem, applying rigid-body transformations to generate diverse but valid manipulation examples. Wang et al. [1063] first isolate high-quality rollouts, then exploit environmental symmetries to construct principled augmentations.

Generative Visual, Viewpoint, and Embodiment Augmentation. This category uses generative models to expand perceptual diversity and embodiment coverage. GenAug [1064] applies pretrained generative models for semantic scene edits that preserve behavior while enhancing visual variation. RoVi-Aug [1065] employs diffusion-based image-to-image translation to synthesize demonstrations across robots and camera viewpoints, enabling zero-shot transfer to unseen embodiments. Robo-Pearls [1066] leverages 3D Gaussian Splatting to create editable, photorealistic reconstructions for language-guided demonstration synthesis. Additional efforts include text-guided masking in ROSIE [1053], deformable-eye novel view synthesis in DMD [1067], single-image 3D-aware view generation in VISTA [1068], and multi-rate sensory alignment in DABI [1069].

iv) Data Expansion

We categorize expansion methods into two complementary families. The first focuses on synthesis and imagination, where generative models, planners, or simulators create new experiences beyond the collected data. The second emphasizes reuse and correction, where existing demonstrations are transformed, recombined, or augmented with targeted corrective data to enrich training.

Synthesis and Imagined Rollouts. Generative Predecessor Models [1070] learn distributions over predecessor states and sample synthetic state-action pairs that converge into expert trajectories, thereby densifying the space of successful behaviors and improving reachability. Self-Imitation by Planning [1073] leverages planners to produce higher-quality rollouts from the same tasks and appends them to the dataset, forming an iterative improve-add-imitate loop that bootstraps policy performance. Category-Level Manipulation [1074] applies adversarial self-imitation to generate novel category-level trajectories, augmenting raw demonstrations and strengthening generalization across object categories. SAFARI [1071] synthesizes imagined rollouts that respect safety constraints and corrective intent, creating counterfactual demonstrations that are otherwise costly or infeasible to collect. TASTE-Rob [1072] produces task-oriented hand-object interaction videos as demonstrations, enriching both visual and interaction diversity without requiring privileged labels.

Reuse and Corrective Expansion. Scalable Multi-Task Imitation Learning [1075] relabels collected trajectories across tasks so that each demonstration supervises multiple goals, enabling large-scale cross-task reuse. JUICER [1076] decomposes demonstrations into reusable motion segments and

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recomposes them into new task sequences, achieving combinatorial growth of training data from a limited skill library. Diff-DAGger [1077] estimates policy uncertainty with diffusion models and selectively collects or synthesizes corrective demonstrations only in uncertain regions, focusing supervision where failures are most likely.

v) Data Reweighting

Data reweighting methods assign different importance to demonstrations based on quality, feasibility, or preference signals, rather than treating all data equally. This strategy mitigates the negative impact of suboptimal or inconsistent demonstrations and enhances policy learning by emphasizing high-value samples. Beliaev [1078] et al. propose an imitation learning approach that estimates each demonstrator’s expertise and uses it to weight the demonstration data. FABCO [1079] presents a feasibility-aware imitation learning framework that assesses each human demonstration’s feasibility via the robot’s dynamics models and uses the estimated feasibility as a weight during policy learning. PLARE [1080] introduces a method that dispenses with explicit reward modeling by querying a large vision-language model for preference labels on pairs of trajectory segments and then training the policy directly on these preference signals using a contrastive learning objective. Together, these methods highlight how reweighting demonstrations based on expertise, feasibility, or preference signals can enhance policy learning by emphasizing high-quality data and mitigating the impact of suboptimal examples.

7.2. Generalization

Robotic manipulation generalization can be broadly categorized into three dimensions: environment generalization, task generalization, and cross-embodiment generalization. Environment generalization concerns robustness to variations in conditions such as Sim2Real transfer, spatial transformations, lighting, and background or distractor changes. Task generalization emphasizes maintaining performance across different task configurations, including long-horizon tasks, few-shot or meta-learning, continual learning, and skill composition. Cross-embodiment generalization focuses on transferring skills across robots with diverse morphologies, kinematics, dynamics, or sensing modalities, which is crucial for building general-purpose embodied agents. In what follows, we structure our survey along these three perspectives.

7.2.1. Environment Generalization

Environment generalization in robotic manipulation refers to the ability of policies trained under specific conditions to maintain performance across varying environments, scenes, and physical settings. It addresses the discrepancy between simulated and real-world domains, as well as variations in geometry, viewpoint, lighting, and context that often degrade policy transferability.

i) Sim2Real and Real2Sim2Real Generalization

Simulation offers a scalable alternative for training and evaluating manipulation policies, alleviating the high cost, operational risks, and safety concerns of large-scale real-world data collection. However, discrepancies in dynamics, sensing, and environmental complexity often result in poor transferability, commonly referred to as the sim-to-real gap [1088]. We categorize existing approaches into three paradigms based on how simulation and real-world data are leveraged to improve policy generalization: Simulation-Only Training, Real-World Adaptation, and Sim-Real Interaction.

Simulation-Only Training. This paradigm assumes that policies trained with sufficient variability in simulation can directly transfer to the real world without further tuning. A common technique is domain randomization, where physical parameters (e.g., mass, friction, damping) [1089] and percep-

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Environment Generalization

    1. Sim2Real and Real2Sim2Real**: Diagram showing the flow between Real2Sim, Sim2Real, and Real2Sim2Real.
    1. SE(3) and SIM(3)-Equivariance**: Diagram showing training scenarios (press button, open drawer) and deployment (zero-shot generalization).
    1. Others**: Diagram showing background, distractor, and lighting variations.

Task Generalization

    1. Long-Horizon Tasks**: Diagram showing task decomposition.
    1. Compositional Generalization**: Diagram showing tasks like ‘Spoon on Short Table’ and ‘Fork on Medium Table’ leading to ‘Spoon on Medium Table’.
    1. Few-shot Learning**: Diagram showing ‘few demos’ leading to ‘complete’.
    1. Meta Learning**: Diagram showing ‘Train’ and ‘Adaptation’ for ‘press button’ and ‘drawer open’.
    1. Lifelong and Incremental Learning**: Diagram showing ‘Basic Task Stage’ and ‘Lifelong Task Stage’.

Cross-Embodiment Generalization

    1. Latent Alignment**: Diagram showing alignment between different robot embodiments.
    1. Skill Extension**: Diagram showing skill extension from one robot to another.
    1. Hierarchical Skill Library**: Diagram showing a library of skills for different robots.
    1. Other Strategies**: Text mentioning RL, data augmentation, SE(3)-equivariant control, etc.

Figure 22: Overview of generalization in robot manipulation. The figure is divided into three main columns: Environment Generalization, Task Generalization, and Cross-Embodiment Generalization. Each column contains several sub-sections with diagrams illustrating the concepts.

Figure 22 | Overview of generalization. The figure is adapted from representative studies in environment generalization [836, 1081, 1082], task generalization [1083, 1084], and cross-embodiment generalization [1085–1087].

tual cues (e.g., textures [1090], lighting [1091], object pose [1092]) are systematically perturbed to promote robustness. Peng et al. [1093] showed that randomized dynamics improve sim-to-real transfer, while more recent efforts such as DexScale [1094] scale up augmentation and randomization to further boost generalization. However, these approaches rely on the assumption that simulated variability adequately captures real-world complexity, which often fails for tasks requiring fine-grained sensing or multimodal interaction.

Real-World Adaptation. This paradigm refines simulation-trained policies using real-world data, typically through fine-tuning, imitation, or online reinforcement learning. For instance, Josifovski et al. [1095] introduced safe continual adaptation under deployment constraints, whereas alternative methods employ pseudo-labeling or distillation to exploit real sensory streams with minimal annotation. Such methods offer greater robustness than simulation-only approaches but are limited by the cost and risk of real-world interaction, which constrains scalability in high-stakes domains.

Sim–Real Interaction. Rather than treating adaptation as a post hoc correction, this paradigm reconstructs simulation directly from real-world data to close the sim-to-real loop [1096–1098]. Advances such as 3D scanning enable the creation of high-fidelity digital twins. For example, RialTo [1096] builds task-specific scenes from minimal sensing and uses inverse distillation to learn transferable policies. Although requiring more infrastructure, this approach combines realism and scalability, enabling safer and more efficient learning in complex tasks where direct trial-and-error in the real world is impractical.

ii) SE(3) and SIM(3)-Equivariance Generalization

A complementary strategy for environment generalization is to embed geometric equivariance into policy architectures. These methods enforce SE(3) or SIM(3)-equivariance so that representations stay

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consistent under viewpoint, pose, or scale changes. By doing so, policies can adapt to new perspectives and scene layouts without large amounts of retraining. Representative works include EquiBot [1082] and ET-SEED [1099], which design equivariant diffusion policies for robust manipulation. Adapt3R [767] extends this idea with adaptive 3D scene representations. Recent work on active viewpoint control [1100] also shows that imitation learning with neck motion can push manipulation beyond the initial field of view. Together, these works highlight geometric equivariance as a powerful inductive bias that complements sim2real pipelines.

iii) Others

Lighting, background, and distractor variations also present fundamental challenges for visual generalization in robotic manipulation, as policies often overfit to training conditions. Recent work tackles this issue through augmentation, representation learning, and context-robust imitation. Physically-based augmentation methods explicitly perturb lighting to improve robustness under illumination shifts [1101]. Object-centric and factorized representations aim to disentangle task-relevant features from background clutter, thereby narrowing the generalization gap [1102, 1103]. Other approaches emphasize cross-context imitation, either by regularizing position-invariant features [1104] or by learning from demonstrations collected under inconsistent or varying contexts [1105, 1106]. At scale, foundation-model-based policies such as SwitchVLA [866] and Diffusion-VLA [795] demonstrate improved resilience to distractors by leveraging large multimodal priors. Collectively, these studies highlight that addressing visual shifts is crucial for bridging the gap between controlled training settings and deployment in cluttered, dynamic environments.

7.2.2. Task Generalization

Task generalization in robotic manipulation refers to the ability of learned policies to adapt to new, complex, or unseen tasks without extensive retraining. It encompasses the generalization of learned skills, structures, and adaptation mechanisms across variations in task composition, semantics, and temporal scope. Robust task generalization requires policies not only to execute individual skills but also to compose, transfer, and refine them under new configurations and objectives.

i) Generalization for Long-horizon Tasks

Long-horizon robotic manipulation represents a core challenge for embodied intelligence. Unlike short-horizon tasks that typically involve single-skill execution, long-horizon problems demand the coordination of multiple sub-skills, hierarchical reasoning, and temporally abstract decision-making. Robust generalization requires agents not only to plan and execute extended action sequences but also to adapt across variations in task structure, object arrangement, and dynamic environments. Recent advances approach this challenge along three interconnected axes: skill compositionality, semantic task decomposition, and structure-aware representation learning.

Skill Compositionality. At the foundation lies the ability to compose and reuse modular skills [1107–1113]. STAP [1111] addresses sequencing by optimizing the feasibility of action chains. Generative frameworks such as BOSS [1112] and BLADE [1113] leverage large language models to autonomously expand skill libraries and incorporate semantic grounding into action spaces, thereby enabling flexible skill reuse and extension.

Semantic Task Decomposition. Beyond static skill composition, multimodal semantics have been introduced to parse and decompose tasks into modular components [1114–1119]. PALO [1115] employs vision-language models to translate high-level task descriptions into reusable sub-tasks, enabling rapid adaptation with minimal supervision. ManipGen [1116] integrates local policies that encode invariances in pose, skill order, and scene layout, combining them with foundational models

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in vision and motion planning to generalize across unseen long-horizon sequences.

Structure-aware Representation Learning. A finer level of generalization is achieved through task-level abstraction and representation learning [1120–1125]. TBBF [1123] decomposes complex tasks into primitive therbligs, facilitating efficient action-object mappings and trajectory synthesis. RoboHorizon [1124] formalizes a Recognize-Sense-Plan-Act pipeline by fusing LLMs with multi-view world models, addressing sparse reward supervision and perceptual complexity. HD-Space [1125] identifies atomic sub-task boundaries from demonstrations, improving sample efficiency and policy robustness with limited data.

ii) Compositional Generalization

Compositional generalization in robotic manipulation emphasizes the ability to solve novel tasks by systematically recombining known skills, objects, and instructions. Recent research explores diverse strategies to achieve this capability. One line of work focuses on data-driven efficiency, where targeted data collection strategies are designed to maximize coverage of compositional variations with minimal demonstrations, enabling scalable policy training [1083]. Another approach grounds policies in programmatic or symbolic structures, allowing robots to leverage modular task representations for systematic recomposition and generalization to unseen task combinations [1126]. Complementary efforts investigate policy architectures that explicitly factorize control into entities or modules, facilitating the recombination of learned components to improve adaptability in complex environments [1127]. Together, these methods illustrate a growing effort to move beyond rote memorization of tasks toward systematic generalization, enabling robots to flexibly adapt to combinatorial task spaces.

iii) Few-shot Learning

Few-shot learning enables robots to acquire skills from only a handful of demonstrations [1128–1132], alleviating the high cost of large-scale data collection. Research in this area can be broadly grouped into two directions: embedding structured priors and leveraging semantic transfer. One line of work embeds structured inductive biases into perception and control to maximize the utility of limited demonstrations. Domain-invariant constraints, including spatial equivariance, 3D geometry, or action continuity, are incorporated to reduce data requirements and improve generalization. For example, Ren et al. [1133] combine point cloud representations with a diffusion-based policy, achieving robust generalization from as few as ten demonstrations. A complementary line of research emphasizes semantic transfer and compositional generalization. These methods extract transferable knowledge from alternative sources, such as human demonstrations or previously solved tasks, and adapt it to new objectives. For instance, YOTO [1000] maps human hand motions from video to dual-arm robotic skills, while TOPIC [1134] constructs task prompts and a dynamic relation graph to systematically reuse prior experience for new policy learning.

iv) Meta Learning

While closely related to few-shot learning, meta learning distinguishes itself by focusing on the ability to amortize task adaptation. Instead of relying directly on structural priors or semantic transfer to generalize from a handful of demonstrations, meta learning trains over a distribution of tasks so that the model acquires a generic adaptation procedure. This paradigm equips robots with rapid adaptability to unseen tasks, even under extremely limited supervision [10, 1135–1140].

Task-Conditioned Meta-Representations. One direction focuses on learning task-conditioned embeddings that serve as meta-representations. Early approaches such as Duan et al. [10] and TecNets [1135] encode demonstrations into low-dimensional vectors for policy conditioning. Later works extend this idea with relational graph networks [1136] or invariance-based objectives [1137], enforcing

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structural consistency across tasks. These embedding-based approaches highlight the importance of compact task representations in accelerating policy adaptation.

Cross-Modal and Instruction-Driven Adaptation. Another direction emphasizes the integration of additional modalities and task instructions into the adaptation process. MILLION [1138] incorporates natural language into the meta-learning loop, enabling semantically guided adaptation. FISH [1139] demonstrates versatile skill acquisition from just one minute of demonstrations, while interaction-warping [1140] aligns novel trajectories with past interaction structures to facilitate transfer. Collectively, these works establish meta learning as a principled framework for scalable and data-efficient generalization.

v) Lifelong, Continual and Incremental Learning

Endowing robots with the ability to learn continuously is a key milestone toward building adaptive and autonomous embodied agents. This capability requires retaining previously acquired skills without forgetting while avoiding the need for complete retraining. In robotic manipulation, two closely related paradigms have emerged to address this challenge: lifelong learning (continual learning) and incremental learning. Although they differ in focus, both aim to support sustained performance in real-world scenarios.

Lifelong and Continual Learning. This paradigm emphasizes the retention and reuse of knowledge across sequential tasks [1141–1144]. For instance, PPL [1141] encodes reusable motion primitives as prompts, while DMPEL [1144] employs a modular ensemble of experts with coefficient replay. These approaches show that structured modularity, through either prompt-based reuse or expert specialization, facilitates forward transfer of knowledge while alleviating catastrophic forgetting.

Incremental Learning. In contrast, incremental learning addresses settings where robots acquire new atomic skills one task at a time. iManip [1145] formalizes this problem with a benchmark built on RLBench [96] and introduces an extendable PerceiverIO model that adapts action prompts for new primitives. By combining incremental model expansion with replay-based training, it supports effective skill accumulation while avoiding catastrophic forgetting. This paradigm underscores the importance of modular architectures and continual update mechanisms in enabling long-term learning for robotic manipulation.

7.2.3. Cross-Embodiment Generalization

Cross-embodiment generalization refers to the ability of robotic policies or representations to transfer across embodiments with different morphologies, kinematics, dynamics, or sensing modalities. This capability is critical for developing general-purpose embodied agents that operate seamlessly across diverse platforms, including arms, mobile manipulators, and humanoid robots.

Latent Alignment. The latent alignment paradigm aims to achieve cross-embodiment generalization by mapping heterogeneous robot morphologies into a shared latent representation space, enabling policy transfer without explicit correspondence in state or action dimensions. Early work such as XSkill [1146] introduces an unsupervised framework that discovers embodiment-agnostic skills by disentangling latent motion factors, enabling reusable skill primitives across robots. Wang et al. [1147] extend this idea via latent space alignment, jointly optimizing a shared embedding to preserve action equivalence between morphologies and support transfer under mismatched kinematics. Latent Action Diffusion [943] advances this direction by employing diffusion-based generative modeling to interpolate and align latent actions across embodiments, achieving smooth and consistent transfer in high-dimensional manipulation tasks. Large-scale frameworks such as OmniMimic [1085] and CrossFormer [1148] demonstrate that training on diverse embodiments within a unified latent

A small decorative icon of a robot head.

action space produces scalable, general-purpose controllers capable of zero-shot transfer across manipulation, navigation, and locomotion. Similarly, HPT [752] integrates heterogeneous pre-trained visual and proprioceptive Transformers into a shared latent fusion module, improving robustness and coordination across embodiments. Together, these works position latent alignment as a scalable and principled foundation for bridging morphology-specific policies toward unified embodied intelligence.

Skill Extension. The skill extension paradigm focuses on scaling and transferring manipulation abilities across embodiments, such as adapting single-arm policies to bimanual coordination or transferring skills between morphologically distinct manipulators. AnyBimanual [1149] enables unimanual-to-bimanual transfer through shared latent representations and motion consistency constraints, decomposing dual-arm actions into coordinated single-arm primitives for flexible adaptation. Modularity through Attention [1086] employs an attention-based modular policy architecture that learns composable, language-conditioned skill representations, supporting efficient reuse across embodiments and tasks. These works collectively show that modular and structured representations provide a scalable foundation for skill extension and cross-embodiment transfer.

Hierarchical Skill Library. The hierarchical skill library paradigm focuses on scalable frameworks that organize and coordinate manipulation skills across diverse embodiments through structured abstraction and modular design. RoboOS [1087] introduces a hierarchical embodied framework that unifies cross-embodiment and multi-agent collaboration within an operating system-like architecture, abstracting perception, control, and communication into standardized APIs for shared skill reuse and adaptability. By integrating high-level task orchestration with low-level motion primitives, this hierarchical organization bridges engineering infrastructure and embodied intelligence, enabling large-scale, interoperable skill reuse across diverse robotic platforms.

Other Strategies. Recent research on cross-embodiment learning explores complementary paradigms such as data augmentation, reinforcement learning, and SE(3)-equivariant control to address distinct transfer challenges. Mirage [1150] uses cross-painting to re-render source observations for zero-shot transfer between robots. In RL, Human2Sim2Robot [1151] bridges the human-robot gap with a single demonstration, while X-Sim [1097] reconstructs high-fidelity simulations for real-to-sim-to-real policy reuse. LEGATO [1152] introduces an SE(3)-equivariant imitation framework that unifies perception and control using a shared grasping tool, enabling consistent transfer across morphologies. Collectively, these approaches advance robust cross-embodiment generalization through perceptual adaptation, RL-based alignment, and geometric consistency.

8. Applications

Robotics research plays a central role in advancing intelligent systems with tangible real-world impact. Over the past decades, robots have evolved from rigid, hard-coded tools executing predefined routines into perceptive agents capable of interpreting and interacting with their environments, with vision as a primary modality. Today, empowered by large language models and multimodal foundation models, the field is rapidly progressing toward embodied intelligence, where robots integrate perception, planning, and control to accomplish complex tasks in dynamic and uncertain settings [1153, 1154]. This paradigm shift requires not only precise mechanical design but also robust and generalizable decision-making that enables robots to adapt flexibly across diverse tasks and user instructions. These advances are fueling applications in domestic, healthcare, industrial, and scientific domains. To illustrate these developments, Figure 23 presents representative application domains and typical tasks across sectors. The remainder of this section focuses on these application scenarios, outlining how robots are being deployed in practice across different fields.

Logo of the conference or journal

The figure is a grid of images categorized into six domains, each enclosed in a dashed box:

  • Household Assistance:** Includes images for Dressing, Cooking, Feeding, Object Rearrangement, and Tool Use.
  • Agriculture:** Includes images for Pepper Harvesting, Fruit Harvesting, and Cornstalk Sensing.
  • Industry:** Includes images for Object Unfolding and Part Picking and Delivery.
  • AI4Science:** Includes images for Surgery, Endoscopy Capsule Manipulation, Liquid Handling, Solution Mixing, and Aerospace.
  • Art:** Includes images for Piano Performance, Calligraphy, and Drawing.
  • Sports:** Includes images for Table Tennis and Badminton.

Figure 23: Overview of robotic manipulation applications across diverse domains. The figure is a grid of images categorized into six domains: Household Assistance, Agriculture, Industry, AI4Science, Art, and Sports. Each domain has a dashed box containing representative images and labels for specific tasks.

Figure 23 | Overview of robotic manipulation applications across diverse domains. The figure is adapted from representative works in household assistance [422, 1155–1159], agriculture [1160–1162], industry [1163–1165], AI4Science [1166–1169], art [1170–1172], and sports [1173, 1174].

8.1. Household Assistance

Robotic manipulation in household environments targets essential daily activities such as dressing, cooking, feeding, assisting, stowing, object rearrangement, and tool use. Dressing assistance has been studied through bimanual strategies and safe human-robot interaction with deformable garments [1155, 1156, 1175]. Cooking and feeding tasks emphasize contact-rich manipulation and adaptive policies for varied food types and configurations [1157, 1176, 1177]. Assistive care applications explore shared control and soft manipulators for elderly support [280, 1178]. Stowing and object rearrangement tasks leverage behavior primitives, language-guided planning, and vision-language models to enable flexible scene organization [1158, 1159, 1179–1181]. Finally, tool manipulation has emerged as a critical subdomain, where function-centric imitation, language grounding, and generative design support skill transfer across diverse household tasks [422, 1182–1184].

8.2. Agriculture

Agriculture is an important yet highly challenging application domain for robotic manipulation, where robots must operate in unstructured environments characterized by dense canopies, variable lighting, irregular crop shapes, and the need for delicate handling. Recent works demonstrate progress across multiple crop types and farming conditions. For instance, robotic systems have been deployed for fruit and pepper harvesting in outdoor fields, showing the feasibility of autonomous harvesting

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under occlusion and cluttered backgrounds [1160, 1161, 1185, 1186]. Other efforts address the safe manipulation of fragile bio-products, such as irregular poultry carcasses, by integrating customized grippers with learned control strategies [1187]. Beyond harvesting, new controllers have been designed for navigating dense plant canopies and adapting to complex interactions with foliage [1188]. Together, these studies highlight the potential of robotics to enhance productivity, safety, and precision in agriculture, paving the way toward scalable automation in one of the most labor-intensive sectors.

8.3. Industry

In industrial contexts, robotic manipulation plays a crucial role in automating complex and large-scale processes such as assembly, logistics, and material handling. Early efforts emphasized enabling autonomous mobile manipulation in structured factory settings, laying the foundation for robots to navigate and interact in dynamic production environments [1164]. To support system design and deployment, modeling frameworks such as RobotML have been developed for simulating and validating industrial manipulation scenarios [1189]. More recent advances demonstrate how intelligent systems can enhance manufacturing flexibility, with reinforcement learning enabling adaptive assembly strategies that improve efficiency and reduce manual intervention [1190]. At the same time, specialized applications have emerged to address challenging settings, such as vision-based manipulation of transparent plastic bags, which are common in industrial packaging and logistics but difficult for traditional perception systems [1163]. Collectively, these applications illustrate how robotic manipulation is transitioning from fixed, rigid automation pipelines toward more adaptive, perception-driven systems capable of handling diverse tasks in real-world industrial environments. It should be noted, however, that most learning-driven approaches are still evaluated in simulation or laboratory setups rather than on fully deployed factory lines, as industrial deployment demands strict reliability and safety, where rule-based systems remain the prevailing choice.

8.4. AI4Science

Robotic manipulation is increasingly being applied as a powerful enabler for scientific discovery, where precision, repeatability, and autonomy are critical. In medical science, robotic systems are advancing surgical assistance and minimally invasive procedures, ranging from autonomous intubation [1191], capsule robot navigation [1167], and robotic spinal fixation [1166], to language-conditioned surgical planning [1192, 1193] and high-fidelity training simulators such as SonoGym for ultrasound-guided surgery [1194]. Beyond medicine, robotics also supports biology and life sciences, with platforms like RoboCulture [1168] enabling automated biological experimentation and robotic micromanipulation systems providing real-time spatiotemporal assistance in microscopy [1195]. In chemistry, the recently proposed robotic AI chemist [1196] demonstrates how multi-agent robotic systems can autonomously conduct chemical experiments on demand, accelerating discovery by integrating automation with intelligent decision-making. In aerospace, manipulation technologies extend to high-stakes environments, such as space assembly and in-orbit trajectory learning for robotic arms [1169, 1197]. More broadly, simulation frameworks like LabUtopia [1198] establish standardized environments for training and benchmarking embodied scientific agents. Collectively, these applications highlight how robotics is becoming an essential tool in AI4Science, accelerating progress in medicine, biology, aerospace, and beyond.

8.5. Art

Robotic manipulation has also found applications in the artistic domain, where tasks such as music performance, calligraphy, drawing, and co-creative design showcase the expressive and demonstrative

A small decorative icon of a robot head.

potential of embodied agents. In music, RP1M provides a large-scale motion dataset enabling robots to perform piano playing with bi-manual dexterous hands, highlighting how robotic systems can be trained to execute highly coordinated and nuanced actions beyond traditional industrial tasks [1199]. In visual art, robotic calligraphy demonstrates how imitation learning can support the reproduction of culturally significant practices by planning precise brush trajectories in three-dimensional space [1170, 1200], while RoboCoDraw integrates GAN-based style transfer with time-efficient path optimization to allow robots to generate stylized portrait drawings [1172]. Beyond performance, robotics has also been integrated into design and architecture through co-intelligent processes, where robots learn to translate design intent into executable construction paths, expanding their role as creative collaborators [1165]. Together, these studies illustrate how robotics can extend from functional manipulation to artistic expression, providing both a testbed for fine-grained motor control and a platform for human–robot collaboration in creative fields.

8.6. Sports

Robotic manipulation has also entered the domain of sports, where dynamic, high-speed interactions demand precise perception–action coordination. Recent advances demonstrate robots learning to perform complex athletic skills, such as legged manipulators executing coordinated badminton movements that couple locomotion with dexterous striking [1173]. In table tennis, robots have been trained to handle fast-paced rallies, from early efforts in sample-efficient reinforcement learning for controlled ball exchanges [1201] to more recent systems like SpikePingpong, which leverages spike-based vision sensors for real-time, high-frequency striking with enhanced precision [1174]. These applications not only showcase robotics as a platform for pushing the limits of real-time control and multimodal perception but also offer new opportunities for human–robot interaction, training, and performance augmentation in competitive sports.

9. Prospective Future Research Directions

To advance robotic manipulation from controlled laboratory settings to open, dynamic, real-world environments, our ultimate goal is to construct agent-centric robotic systems. Such systems must possess the capacity for autonomous perception, understanding, decision-making, and execution, capable of learning and growing through continuous interaction with the environment. To realize this grand vision, we must confront and overcome a series of profound challenges across the dimensions of data, models, physical interaction, and system safety.

9.1. Building a True Robot Brain

Core Challenge 1: Building a Foundation Model for “One Brain, Multiple Embodiments.”

The field of robotics is currently shifting from the paradigm of “one model per task” towards the creation of a unified, general-purpose foundation model. This concept, often termed “One Brain, Multiple Embodiments,” aims to develop a single “brain” capable of driving a wide array of robots. This includes seamlessly controlling diverse morphologies, from desktop manipulators to mobile manipulation platforms such as wheeled or bipedal robots, enabling them to perform a variety of tasks in larger, more complex spaces. The realization of this vision hinges on breakthroughs in several core areas.

General-Purpose Architecture and Continual Learning. A universal robotic model must be capable of operating across heterogeneous observation and action spaces, ranging from vision sensors with

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different resolutions to embodiments with or without tactile feedback, and from joint-level control in a 7-DOF manipulator to whole-body balance control in bipedal systems. Addressing this diversity requires architectures with exceptional flexibility, scalability, and adaptability.

Active Exploration and Lifelong Learning. Equally critical is the capacity for continual learning. Beyond avoiding catastrophic forgetting when acquiring new skills (for example, transitioning from “opening a door” to “unscrewing a cap”), robots should achieve positive forward transfer, where mastering a new capability deepens physical understanding and enhances performance on previously learned tasks. Realizing this vision necessitates advances in dynamic network architectures, memory and replay mechanisms, and efficient representation learning. Moreover, policies should continue to evolve after deployment, actively exploring and accumulating experience from the environment. Strategies such as active learning, large-scale parallel exploration, and autonomous skill discovery will be key to enabling robots that continuously adapt and improve over time.

Robustness in Long-Horizon Tasks. Everyday activities, such as “making a cup of coffee,” may span dozens of steps and unfold over several minutes, during which minor execution errors can accumulate into unrecoverable failures. To succeed in such settings, policies must go beyond generating action sequences and instead actively maintain execution within a feasible “funnel of success.” This requires a causal understanding of tasks, the ability to anticipate long-term consequences of current actions, and proactive micro-adjustments to correct deviations. Achieving this robustness will likely depend on tighter integration between high-level planning, such as task decomposition guided by large language models, and low-level closed-loop feedback control.

Stable and Smooth Motion Control. The quality of motion generation directly determines both effectiveness and safety in robotic manipulation. Rather than producing stiff or discrete commands, advanced models should generate smooth, dynamically consistent trajectories that support stable and compliant interaction. Control-theoretic strategies, such as impedance control, allow robots to function as programmable spring-damper systems, exerting appropriate forces while safely yielding to unexpected contact. Such capabilities not only improve the precision required for delicate tasks such as polishing or wiping but also form a fundamental prerequisite for ensuring physical safety in human-robot collaboration.

9.2. Data Bottleneck and Sim-to-Real Gap

Core Challenge 2: Overcoming the Data Bottleneck and the Sim-to-Real Gap.

Data and simulation are the two cornerstones of the modern robot learning paradigm, yet they are also its most fragile components. Building an efficient “data flywheel” and bridging the simulation-to-reality gap are urgent priorities.

The Multi-Faceted Challenge of Real-World Data. We face a multi-faceted “data dilemma”: a lack of standardization prevents the integration of data from different sources, creating data silos; data quality is inconsistent, with vast amounts of low-efficiency or erroneous data (e.g., failed exploratory trajectories) contaminating datasets, and we still lack effective, automated evaluation metrics; the growth in data quantity pales in comparison to the trillions of tokens required by large-scale models. Future research must focus on establishing a virtuous “data flywheel”: using existing models to drive robots to perform large-scale autonomous exploration and data collection, then using this new data to train more capable models. The critical link in this cycle is the development of efficient mechanisms for data filtering, annotation, and value assessment, ensuring that models can distill high-value signals from massive, noisy, self-collected datasets.

High-Fidelity and Differentiable Simulation. Simulation is a vital pathway to mitigating data

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scarcity, but the “fidelity gap” severely hinders its application. In robotic manipulation especially, current simulators offer crude approximations of contact physics, failing to accurately model critical phenomena like friction, collision, and deformation. This causes policies that excel in simulation to fail catastrophically in the real world. One future direction is the development of higher-fidelity simulators, particularly for scenarios involving deformable objects and complex multi-body interactions. A more revolutionary direction is Differentiable Simulation. By rendering the entire physics simulation as a differentiable computational graph, it allows gradients to be backpropagated from a task objective (e.g., “move the block to the target”) directly to the control policy. Compared to the thousands of trial-and-error episodes in reinforcement learning, this method promises to increase the efficiency of policy optimization by several orders of magnitude.

9.3. Multimodal Physical Interaction

Core Challenge 3: Towards Multimodal Deep Physical Interaction.

Robots interact with the world through a complete perception-action loop encompassing vision, hearing, touch, and proprioception. To endow robots with true physical intelligence, we must equip them with similarly rich, multimodal sensory and interactive capabilities.

Fusing a Broader Spectrum of Sensory Modalities. The current vision-centric paradigm is approaching its limits. Consider how a human can find a key and unlock a door in complete darkness using only touch. Future robots urgently need to incorporate more modalities beyond vision to deepen their understanding of the physical world. High-resolution electronic skin (tactile sensing) can allow robots to perceive texture, hardness, temperature, and slip; microphones (audition) can enable them to judge if a part is correctly assembled by its sound or to detect equipment anomalies; inertial measurement units (proprioception) provide an intrinsic sense of their own posture and motion. The true challenge lies in designing neural architectures that can effectively fuse these heterogeneous, asynchronous, and multi-rate signals into a unified, cross-modal representation that serves action-making.

Interaction with Deformable and Complex Objects. The manipulation of deformable objects (e.g., folding clothes, organizing cables) and complex materials like fluids or granular matter (e.g., pouring water, scooping rice) remains one of the most significant weaknesses of modern robotics. The fundamental difficulty is that the state space of these objects is effectively infinite-dimensional and cannot be described by a few simple parameters like a rigid body. Future research must explore new representations, such as using Graph Neural Networks (GNNs) to model a piece of cloth as a dynamic network of nodes and edges. This would allow the model to reason about force propagation, wrinkling, and folding. This not only places extreme demands on simulation technology but also requires models with powerful spatial reasoning and physics-informed inference capabilities.

9.4. Safety and Collaboration

Core Challenge 4: Ensuring Safety and Collaboration in Internal, Inter-Robot, and Human-Robot Coexistence.

As robots move beyond factory cages and into our homes, offices, and public spaces, safety and interaction transform from technical features into non-negotiable prerequisites.

Intrinsic Safety and Self-Constrained Control. Future robots must not only protect humans and the environment but also ensure their own operational safety. As robots become faster, stronger, and more dexterous, excessive joint velocities, abrupt accelerations, or unstable force outputs can lead

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to self-inflicted damage or emergency stops that disrupt task execution. Next-generation control architectures should therefore embed intrinsic safety constraints that regulate motion smoothness, energy output, and mechanical stress in real time. By continuously monitoring kinematic and dynamic limits, robots could adaptively modulate their movements to prevent excessive strain while maintaining task efficiency. Such self-regulating mechanisms will allow robots to operate more safely and autonomously in unstructured or long-duration deployments.

Inter-Robot Safety and Cooperative Coordination. As multi-robot systems become increasingly common in industrial, domestic, and service environments, ensuring safe and efficient collaboration among robots will be as critical as human-robot safety. Beyond avoiding physical collisions, future research must address behavioral coordination and task-level negotiation—how multiple robots share workspace, anticipate each other’s trajectories, and dynamically adjust their actions to prevent interference. This requires the development of shared safety protocols, predictive coordination frameworks, and communication mechanisms that enable mutual awareness and adaptive cooperation. Ultimately, achieving reliable inter-robot safety will be essential for large-scale, distributed robotic ecosystems where many agents act concurrently toward shared goals.

Natural and Efficient Human-Robot Interaction (HRI). The robot of the future should not be a passive tool awaiting commands but an active partner capable of understanding human intent and collaborating proactively. This requires us to build more natural and efficient Human-Robot Interaction interfaces. This goes far beyond simple voice commands to achieve true intent inference. For example, if a user picks up a screw and looks at a wooden board, the robot should infer the user’s intent to fasten the screw and proactively offer a screwdriver or help stabilize the board. This involves a holistic understanding of human posture, gaze, language, and even emotion, building a “Theory of Mind” for the robot. On this basis, we can achieve fluid Shared Autonomy, where humans and robots seamlessly collaborate on tasks, each contributing their unique strengths.

Autonomous Fault Detection and Recovery. Safety is the absolute baseline for any robotic application. Future robots must function like an organism with an “immune system,” capable of continuous self-monitoring. This includes detecting internal hardware faults (e.g., motor overheating, sensor failure), software anomalies (e.g., a planning module stuck in a loop), and unexpected external events (e.g., a person suddenly entering the workspace). Furthermore, the system must not only detect a fault but also autonomously execute a safe recovery policy—be it an emergency stop, a retreat to a safe position, or a request for human assistance. This requires the deep integration of technologies such as anomaly detection, causal inference, and robust planning.

Enhancing Safety with Non-Learning-Based Paradigms. Current learning-based models for robotic manipulation often achieve limited success rates, and in out-of-distribution scenarios their performance may even fall to zero. In contrast, non-learning-based approaches such as rule-based systems or classical control algorithms like MPC provide the stability and reliability required in safety-critical environments such as industrial settings. An important future direction is therefore the development of hybrid paradigms that integrate the adaptability of learning-based methods with the robustness of non-learning approaches, ensuring both generalization and stability for real-world deployment.

10. Conclusion

This survey provides a comprehensive and systematic overview of robot manipulation, covering fundamental background knowledge, task-specific benchmarks, representative methods, critical bottlenecks, and real-world applications. Despite substantial progress, robotic manipulation remains far from achieving human-level versatility. Major open challenges persist, including the development of a unified “robot brain,” the resolution of data and perception bottlenecks, and the assurance of

Robot icon

safety in human-robot collaboration. Bridging these gaps is essential for enabling learning-based robotic systems to move beyond controlled laboratory environments and into everyday life and diverse industries. We hope this survey will serve as both a roadmap for newcomers and a comprehensive reference for experienced researchers, fostering a unified understanding of robotic manipulation and inspiring future advances in embodied intelligence.

Acknowledgments

This work was supported by the National Natural Science Foundation of China (Grant No. U21A20485).

Author Contributions

The contributions of all participating authors are summarized below, indicating the primary author responsible for each section and the supporting contributors. The detailed roles of each author are as follows:

  • Corresponding Author: Shanghang Zhang, Badong Chen
  • Project Lead: Shuanghao Bai
  • Background: Shuanghao Bai, Han Zhao
  • Benchmarks and Datasets: Shuanghao Bai
  • Manipulation Tasks: Shuanghao Bai
  • High-level Planner: Zhide Zhong, Wei Zhao
  • Low-level Learning-based Control:
    • Learning Strategy:
      • ∗ Reinforcement Learning: Han Zhao
      • ∗ All other subsections: Shuanghao Bai
    • Input Learning:
      • ∗ Vision Action Models: Zhe Li
      • ∗ Vision-Language-Action Models: Yuheng Ji, Wenxuan Song, Jiayi Chen
      • ∗ Tactile-based Action Models: Wenxuan Song
    • Latent Learning: Wenxuan Song
    • Policy Learning: Wenxuan Song, Jiayi Chen
  • Challenges and Bottlenecks: Jiayi Chen, Jin Yang
  • Applications: Wanqi Zhou
  • Prospective Future Research Directions: Pengxiang Ding, Shuanghao Bai
  • Other Contributions:
    • Figures: Shuanghao Bai, Wenxuan Song, Jiayi Chen, Yuheng Ji, Zhide Zhong, Jin Yang, Wanqi Zhou
    • Review and Editing: Cheng Chi, Haoang Li, Chang Xu, Xiaolong Zheng, Donglin Wang, Shanghang Zhang, Badong Chen

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We also welcome the broader research community to provide constructive feedback and supervision, whose insights and suggestions will help us further improve this work and make it a more valuable resource for the field.

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A. Appendix of Simulators, Benchmarks, and Datasets

A.1. Details of Grasping Datasets

Cornell Grasping Dataset [82] consists of 885 RGB-D images capturing 240 different real-world objects, annotated with a total of 8,019 manually labeled grasp rectangles.

Jacquard Dataset [83] contains 54 thousand RGB-D images of 11 thousand unique objects, with over 1.1 million automatically generated grasp annotations. It leverages a simulation-based pipeline to render synthetic scenes from CAD models and generate ground-truth grasp labels.

GraspNet [84] consists of 97,280 RGB-D images captured from diverse viewpoints across more than 190 cluttered scenes. The dataset includes accurate 3D mesh models for all 88 objects. Each scene is densely annotated with both 6D object poses and corresponding grasp poses, resulting in over 1 billion grasp annotations in total.

ReGrad [86] is built upon the widely used ShapeNet dataset, encompassing 55 object categories and 50,000 distinct objects. It contains 1,020 RGB-D images and over 100 million annotated grasp poses.

ACRONYM [85] contains 17.7 million parallel-jaw grasps across 8,872 objects from 262 distinct categories, each annotated with grasp outcomes obtained from a physics-based simulator.

MetaGraspNet [87] consists of 217k RGB-D images spanning 82 distinct object categories. It provides comprehensive annotations for object detection, amodal perception, keypoint detection, manipulation order, and ambidextrous grasping using both parallel-jaw and vacuum grippers. In addition, it includes a real-world dataset of over 2.3k high-quality, fully annotated RGB-D images, categorized into five levels of difficulty along with an unseen object split to facilitate evaluation under diverse object and layout conditions. MetaGraspNet-V2 [89] extends the original MetaGraspNet by incorporating a larger number of samples and a broader set of grasp annotations.

Grasp-Anything [90] comprises over 1 million samples accompanied by text descriptions and more than 3 million distinct objects, with approximately 600 million automatically generated grasp rectangles. The dataset is constructed by first performing prompt engineering to create diverse scene descriptions, followed by the use of foundation models to synthesize corresponding images. Grasp poses are then automatically generated and evaluated through a simulation-based pipeline.

Grasp-Anything++ [91] extends the original Grasp-Anything dataset into a large-scale benchmark comprising 1 million images and 10 million grasp-related prompts, specifically designed for language-driven grasp detection tasks.

Grasp-Anything-6D [92] builds upon Grasp-Anything by providing 1 million point cloud scenes paired with rich language prompts and 200 million high-quality, densely annotated 6-DoF grasp poses. The dataset leverages depth estimation techniques to generate depth maps from RGB images, enabling the reconstruction of detailed 3D scenes for 6-DoF grasp generation.

GraspClutter6D [201] provides comprehensive coverage of 200 objects across 75 environmental configurations, including bins, shelves, and tables. The dataset is captured using four RGB-D cameras from multiple viewpoints, resulting in 52,000 RGB-D images. It includes rich annotations with 736,000 6D object poses and 9.3 billion feasible robotic grasps, offering a large-scale benchmark for 6-DoF grasping in cluttered scenes.

A.2. Details of Single-Embodiment Manipulation Simulator and Benchmarks

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A.2.1. Basic Manipulation Benchmarks

Meta-World [94] is a MuJoCo-based benchmark featuring a 7-DoF Sawyer arm and 50 diverse tabletop manipulation tasks. It is designed to evaluate meta-reinforcement learning and multi-task learning using low-dimensional proprioceptive inputs. Tasks include picking, opening, and other common single-arm operations.

Franka Kitchen [95] is a MuJoCo-based benchmark designed for goal-conditioned reinforcement learning in manipulation scenarios. It features a 7-DoF Franka Panda arm operating in a realistic kitchen environment with common household objects, including a microwave, kettle, overhead light, cabinets, and oven. The benchmark comprises 7 tasks, such as turning the oven knob and opening the sliding cabinet.

RLBench [96] features 100 unique, hand-designed tasks with varying difficulty, ranging from simple motions like reaching and door opening to long-horizon, multi-stage tasks such as opening an oven and placing a tray inside. It provides both proprioceptive and visual observations, including RGB, depth, and segmentation masks from an over-the-shoulder stereo camera and an eye-in-hand monocular camera.

CALVIN [81] is a PyBullet-based benchmark designed for long-horizon, language-conditioned manipulation. It features a 7-DoF Franka Panda arm operating in four structurally similar but visually distinct tabletop environments, each containing interactive elements such as a sliding door, drawer, button, and switch, along with three colored blocks. The benchmark emphasizes generalization across environment variations and collects 24 hours of demonstration data paired with natural language instructions for long-horizon manipulation tasks.

Robomimic [97] is a MuJoCo-based benchmark and framework designed to facilitate research in learning from demonstrations for robotic manipulation. It provides a suite of 8 manipulation tasks using a 7-DoF Franka Panda arm, along with over 6,000 human and robot-collected demonstrations across multiple data collection modalities.

ManiSkill [98] is a large-scale benchmark for learning manipulation skills from 3D visual inputs, featuring 4 tasks and 162 articulated objects with diverse geometries. Built on SAPIEN, it provides over 36,000 RGB-D and point cloud demonstrations and supports reinforcement learning in physically realistic environments. ManiSkill2 extends ManiSkill with 20 task families, 2,000+ objects, and 4M demonstrations across rigid/soft-body, single/dual-arm, and mobile settings. It adds multi-controller support, action space conversion, and real-time soft-body simulation, enabling efficient large-scale training for generalizable manipulation.

VIMA-Bench [101] is a multimodal robot learning benchmark based on the Ravens simulator, featuring 17 tasks with language, image, and segmentation prompts. It supports thousands of task variations across 6 categories, with RGB inputs from multiple views and ground-truth annotations. Actions are defined by parameterized primitives, and demonstrations are generated by scripted oracle agents.

ARNOLD [102] is a photo-realistic and physically-accurate simulation benchmark built on NVIDIA Isaac Sim. It features a 7-DoF Franka Panda arm, 20 diverse indoor scenes, and 40 objects, supporting rigid-body and fluid simulation with high-fidelity rendering via GPU ray tracing. The environment provides RGB-D inputs from five camera views and simulates fluid dynamics using position-based methods.

LIBERO [103] is a benchmark for lifelong robot learning, featuring four task suites: SPATIAL, OBJECT, GOAL (each with 10 tasks for disentangled knowledge transfer), and LIBERO-100 (100 tasks with entangled knowledge). Tasks test generalization over spatial relations, object types, and goals, with a focus on multi-task and long-horizon learning.

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THE COLOSSEUM [105] is a simulation benchmark built on RLBench, featuring 20 manipulation tasks with over 20,000 task instances. Each task includes 14 types of perturbations (e.g., lighting, object color) to induce covariate shifts for testing OOD generalization. Tasks vary in difficulty by horizon length, and actions are based on primitives like pick, place, and turn. The benchmark also supports real-world replication for selected tasks and includes a standardized challenge protocol.

SimplerEnv [106] is a suite of open-source simulated environments for evaluating manipulation policies in real-world setups, replicating RT-1 and BridgeData V2 benchmarks. Built with a standard Gym interface, it supports real-to-sim evaluation for policies like RT-1-X and Octo. SimplerEnv shows strong correlation with real-world performance and enables scalable, reproducible, and reliable benchmarking of generalist robot policies under distribution shifts.

GenSim2 [107] is a scalable framework for generating diverse, articulated, and long-horizon manipulation tasks and demonstrations. It uses multi-modal language models such as GPT-4V for task generation and verification, and a keypoint-based motion planner for solving contact-rich 6-DoF tasks.

GemBench [108] is a vision-and-language robotic manipulation benchmark built on RLBench to evaluate generalization across tasks and object variations. It includes 16 training tasks covering diverse action primitives and 44 testing tasks organized into four levels of generalization: novel placements, novel rigid objects, novel articulated objects, and novel long-horizon tasks.

RoboTwin [109] is a dual-arm robotic manipulation benchmark designed to evaluate coordination, dexterity, and efficiency across diverse tasks in simulation. It provides a flexible API for generating expert data under varying object placements and conditions, along with offline datasets for each task to support imitation learning and benchmarking. Real-world data is collected using the AgileX Cobot Magic 7 platform with dual arms and RGB-D cameras, offering synchronized multimodal data for both simulation and sim-to-real research. RoboTwin 2.0 [114] significantly improves upon RoboTwin 1 by expanding the scale, diversity, and generalization capabilities. It introduces 50 standardized tasks, 731 objects across 147 categories, and 100K expert demonstrations. It also supports multiple robot platforms (e.g., Aloha-AgileX, ARX-X5, Franka, UR5) and bimanual manipulation. The benchmark integrates multimodal LLM-driven task generation and strong domain randomization to better support generalization and sim-to-real transfer.

GENMANIP [111] is a large-scale tabletop simulation platform for evaluating generalist robots, featuring a structured, LLM-compatible task representation called the Task-oriented Scene Graph (ToSG). ToSG enables diverse task generation, controlled scene layout, and systematic success evaluation. Built on this, GENMANIP-BENCH provides 200 curated scenarios to benchmark generalization across object properties, spatial reasoning, common-sense knowledge, and long-horizon task execution.

VLABench [112] is a Mujoco-based open-source benchmark for evaluating foundation-model-driven, language-conditioned robotic manipulation. It features 100 tasks (60 primitive, 40 composite) across 2,000+ 3D assets and supports diverse skill assessment, including tool use, pouring, and long-horizon reasoning. Built with modular scenes and rich visual-linguistic prompts, it uses a 7-DoF Franka Panda robot and supports multiple embodiments. The benchmark emphasizes real-world relevance, generalization, and broad task diversity.

AGNOSTOS [113] is a benchmark on RLBench for evaluating zero-shot cross-task generalization of vision-language-action models. It includes 18 training tasks and 23 unseen test tasks with varying difficulty. Models are evaluated across foundation, human-video-pretrained, and in-domain types under a standardized protocol, enabling fair comparison of generalization capabilities beyond seen tasks.

ROBOEVAL [115] is a benchmark for bimanual manipulation across service, warehouse, and industrial

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tasks. It includes 8 tasks, 3,000+ human demonstrations with varied contexts, and offers fine-grained metrics to support imitation learning and demonstration-driven policy evaluation.

INT-ACT [116] builds upon the SimplerEnv benchmark, significantly expanding its scope from 4 to 50 tasks based on the BridgeV2 dataset. It introduces an additional metric to track policy intention and organizes tasks into three categories: object diversity, language complexity, and vision language reasoning. INT-ACT aims to comprehensively evaluate the generalization abilities of VLAs in simulation.

TacSL [94] is a GPU-accelerated tactile simulation module for visuotactile sensors, integrated into a general-purpose robotics simulator. It simulates physical interactions and computes tactile RGB images and force fields, both optimized via GPU parallelization for speed and stability. TacSL also includes tools to support efficient tactile policy learning and demonstrates effective sim-to-real transfer.

ManiFeel [94] is a scalable visuotactile simulation benchmark for supervised policy learning. It offers (1) a diverse suite of contact-rich tasks and human demonstrations to evaluate tactile feedback’s role in multimodal learning; (2) a modular policy architecture design that separates sensing, representation, and control for flexible experimentation; (3) comprehensive empirical analysis across simulation and real-world settings; and (4) validated sim-to-real consistency, supporting reproducible tactile policy research.

A.2.2. Deformable Object Manipulation Benchmarks

SoftGym [121] is a benchmark suite for manipulating deformable objects such as ropes, cloths, and fluids. It is divided into three components: SoftGym-Medium, SoftGym-Hard, and SoftGym-Robot. SoftGym-Medium and SoftGym-Hard feature tasks that utilize an abstract action space, with the latter offering four more challenging scenarios. In contrast, SoftGym-Robot includes tasks where actions are executed through a Sawyer or Franka robotic arm, enabling more realistic robot-based manipulation.

PlasticineLab [120] is a suite of challenging soft-body manipulation tasks built upon a differentiable physics simulator. In these tasks, agents are required to deform one or more 3D plasticine objects using rigid-body manipulators. The simulator enables the execution of complex soft-body operations such as pinching, rolling, chopping, molding, and carving, providing a rich and versatile environment for studying deformable object manipulation.

A.2.3. Mobile Manipulation Benchmarks

We provide a detailed introduction to these benchmarks as follows.

ManipulaTHOR [123] is an extension of the AI2-THOR framework that equips agents with a simplified 3-DoF robotic arm and a spherical gripper for low-level object manipulation. Built on Unity and NVIDIA’s PhysX, it supports realistic physics, diverse indoor scenes, and articulated objects. The arm can be controlled via forward or inverse kinematics, enabling actions such as wrist positioning, object picking, and releasing. The gripper abstracts grasping as sphere-object collisions to simplify manipulation research. ManipulaTHOR supports multi-modal sensing (RGB, depth, position) and achieves a simulation speed of 300 FPS, enabling efficient large-scale training.

HomeRobot [124] is introduced as a core task for in-home robotics, accompanied by the first reproducible benchmark for evaluating end-to-end mobile manipulation systems in both simulation and real-world settings. The benchmark features a mix of seen and unseen object categories and supports arbitrary object sets, allowing for deployment in diverse, real-world environments. In simulation, OVMM utilizes 200 human-authored interactive 3D scenes within AI Habitat. For real-world evaluation, it employs the Hello Robot Stretch platform in a controlled apartment setting. The

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benchmark is integrated with HomeRobot, a unified software framework offering consistent APIs across simulation and real-world platforms, supporting tasks such as manipulation, navigation, and continual learning.

BEHAVIOR-1K [125] is a large-scale benchmark featuring 1,000 everyday household activities within realistic, interactive environments. It consists of two main components: the BEHAVIOR-1K Dataset, which defines each activity using predicate logic and includes 50 richly annotated scenes and over 5,000 3D object models; and OMNIGIBSON, a physics-based simulation environment built on NVIDIA Omniverse and PhysX 5. OMNIGIBSON supports the simulation of rigid, deformable, and fluid objects, along with dynamic object states such as temperature, soakedness, and dirtiness. Together, these components enable diverse, high-fidelity activity simulations for advancing embodied AI research.

A.2.4. Humanoid Manipulation Benchmarks

BiGym [127] is a demonstration-driven benchmark for mobile bimanual manipulation using a humanoid robot embodiment. It includes 40 visually diverse tasks, ranging from simple object transport to interactions with articulated appliances such as dishwashers. Unlike prior humanoid benchmarks that rely on dense reward reinforcement learning, BiGym uses sparse rewards and provides 50 human-collected multimodal demonstrations per task, enabling evaluation of both imitation learning and reinforcement learning. It supports two action modes: a whole-body mode that includes locomotion and manipulation, and a bimanual mode that focuses on upper-body manipulation with a fixed lower body. Built on MuJoCo and based on the Unitree H1 robot equipped with Robotiq grippers, BiGym offers a realistic and flexible testbed for advancing research in mobile humanoid manipulation.

HumanoidBench [128] is a simulation benchmark designed to advance learning and control algorithms for humanoid robots, which face challenges in real-world deployment due to their complex form factors and hardware constraints. The benchmark includes 27 tasks: 12 focused on locomotion and 15 on whole-body manipulation. Locomotion tasks provide simpler settings for humanoid control, while manipulation tasks require full-body coordination to solve complex, practical scenarios such as truck unloading and shelf rearrangement. With up to 61 actuators per agent, HumanoidBench offers a rich testbed for evaluating high-dimensional control and coordination strategies in simulation.

HumanoidGen [129] is an LLM-driven framework for generating diverse humanoid manipulation tasks and collecting large-scale demonstrations. It uses an LLM planner to create environment setups and success conditions from language prompts and 3D assets. Tasks are decomposed into atomic hand operations with spatial constraints, which are translated into code-based constraints and solved via trajectory optimization. To handle complex long-horizon tasks, a Monte Carlo Tree Search (MCTS) module enhances test-time reasoning. Built on this framework, HGen-Bench introduces 20 bimanual manipulation tasks for the Unitree H1-2 robot with Inspire hands, using SAPIEN for simulation. Experimental results show MCTS improves constraint satisfaction and policy performance improves steadily with more demonstrations.

A.3. Details of Cross-Embodiment Manipulation Simulator and Benchmarks

RoboSuite [104] is a modular and extensible simulation framework built on MuJoCo, designed for robot learning. It supports over 10 robot models, 9 grippers, and various bases and controllers with realistic physical parameters. Its plug-and-play architecture allows flexible combinations of embodiments, and each robot instance manages its own initialization and control

CortexBench [132] is a comprehensive benchmark designed to evaluate pre-trained visual representations (PVRs) across diverse embodied AI (EAI) tasks. It includes 17 tasks from 7 established

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benchmarks, covering a range of domains such as dexterous and tabletop manipulation (Adroit [11], MetaWorld [94], TriFinger [119]). Each task uses standardized policy learning paradigms (e.g., IL and RL) to isolate the effect of visual representations. By unifying these tasks, CORTEXBENCH enables large-scale, systematic evaluation of PVRs toward building an artificial visual cortex for embodied intelligence.

ORBIT [135], later renamed Isaac Lab, is a unified and modular simulation framework for robot learning, built on NVIDIA Isaac Sim. It enables efficient creation of photorealistic environments with high-fidelity simulation of both rigid and deformable body dynamics. The framework offers a diverse suite of over 20 benchmark tasks, ranging from simple cabinet opening to complex multi-stage room reorganization. It includes 16 robotic platforms, 4 sensor modalities, and 10 motion generators, allowing flexible configurations for both fixed-base and mobile manipulators. Leveraging GPU-accelerated parallelization, Isaac Lab supports fast reinforcement learning and large-scale demonstration collection. It is designed to support reinforcement learning, imitation learning, representation learning, and task and motion planning, with modular components that promote extensibility and interdisciplinary research.

RoboCasa [136] is a large-scale simulation benchmark built on top of RoboSuite to support household manipulation tasks in room-scale environments. It features mobile manipulators, humanoid, and quadrupeds, and integrates photorealistic rendering via NVIDIA Omniverse. RoboCasa defines 25 atomic tasks based on eight core sensorimotor skills (e.g., pick-and-place, button press, navigation) and 75 composite tasks generated using LLMs, covering realistic household activities like cooking and cleaning. Demonstrations are collected via human teleoperation and scaled up using MimicGen, which synthesizes new trajectories by adapting object-centric segments.

Genesis [137] is a high-performance, general-purpose physics simulation platform for Robotics, Embodied AI, and Physical AI. It combines a re-engineered universal physics engine with ultra-fast simulation, photorealistic rendering, and modular generative data tools. Genesis supports diverse physics solvers (rigid, deformable, fluids, etc.), a wide range of material types, and various robot embodiments. It is cross-platform, highly extensible, differentiable, and designed for ease of use, aiming to unify physics simulation and automate data generation for scalable embodied intelligence research.

ManiSkill3 [110] significantly improves over ManiSkill2 by enabling high-speed GPU-parallelized simulation (30,000+ FPS) with low memory usage, expanding to 12 environment types and 20+ robot embodiments, and supporting heterogeneous simulations across parallel environments. It offers a unified, user-friendly API with rich tools for task creation, domain randomization, and trajectory replay. Additionally, it introduces a scalable pipeline to generate large datasets from few demonstrations using imitation learning, making it a more efficient and versatile platform for generalizable robot learning.

RoboVerse [134] is a unified simulation platform built on METASIM, which enables scalable robot learning through cross-simulator integration, hybrid simulation, and cross-embodiment transfer. By standardizing environment configuration, interfaces, and APIs, it allows seamless switching between simulators, combining their strengths (e.g., MuJoCo physics with Isaac Sim rendering), and reusing trajectories across different robot types, making it a flexible and powerful tool for general-purpose robotic benchmarks.

VIKI-Bench [139] is a large-scale benchmark for embodied multi-agent collaboration, featuring over 20,000 task instances across 100 diverse scenes built on RoboCasa and ManiSkill3. It includes six types of heterogeneous agents such as humanoid, wheeled arms, and quadrupeds, interacting with more than 1,000 unique object combinations. Tasks are organized into three levels: Agent

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Activation, Task Planning, and Trajectory Perception. Each scene provides both global and egocentric visual inputs to support perception and planning. The accompanying VIKI-R framework enhances reasoning capabilities through Chain-of-Thought prompting and reinforcement learning, showing strong performance across all task levels.

A.4. Details of Trajectory Datasets

MIME [140] is a human-robot demonstration dataset designed to enable learning of complex manipulation tasks that cannot be solved by self-supervision alone. It includes 8,260 kinesthetic demonstrations paired with corresponding human-performed videos, covering over 20 tasks from simple pushing to challenging object stacking. Demonstrations are collected from multiple trained human operators to ensure diversity and scalability, using both kinesthetic teaching and visual demonstration for richer supervision.

BridgeData [141] is a large-scale collection of 7,200 demonstrations across 71 kitchen-related tasks in 10 miniature kitchen environments, using a low-cost 6-DoF WidowX250s robot. Demonstrations are collected via human teleoperation using an Oculus Quest and multiple RGB or RGB-D cameras. The dataset features randomized environments and camera setups to improve diversity and generalization, aiming to support reproducible and accessible real-world robotic learning. BridgeData V2 [145] is a large-scale, multi-task robot manipulation dataset designed to support generalizable skill learning. It contains over 60,000 trajectories (50,365 expert and 9,731 scripted) spanning 13 diverse skills (e.g., pick-and-place, folding, door opening) across 24 environments with 100+ objects. Data was collected using low-cost hardware in varied, randomized scenes without per-trajectory resets or task labels. Task annotations were added via crowdsourcing. The dataset emphasizes task diversity, environmental variation, and includes both human and autonomous demonstrations for flexibility in training paradigms.

BC-Z [142] collects large-scale collection of 25,877 robot demonstrations across 100 diverse manipulation tasks, acquired using a shared autonomy setup where human operators can intervene during policy rollouts. Demonstrations were collected via Oculus-based teleoperation across 12 robots and 7 operators, combining expert-only and human-guided correction (HG-DAGger) phases. Additionally, 18,726 human videos of the same tasks were collected for cross-modal learning. The system enables zero-shot and few-shot generalization to unseen tasks and supports asynchronous closed-loop visuomotor control at 10Hz.

RT-1 [143] collects a large-scale robotic dataset and system designed to enable generalization across diverse manipulation tasks. Collected over 17 months using 13 mobile manipulators, it comprises 130k demonstrations covering 700+ language instructions across varied office kitchen environments. Each instruction is labeled with verb-noun phrases (e.g., “pick apple”) and grouped into skills. The data includes a wide range of tasks, objects, and scenes to support robust policy learning. The goal is to build a general robot policy that performs well on seen and unseen tasks, with strong transfer and generalization capabilities.

RH20T [144] is a large-scale, diverse, and multimodal robot manipulation dataset designed to support general-purpose manipulation learning. It contains over 110,000 robot trajectories and an equal number of human demonstrations, covering 147 tasks and 42 manipulation skills using 7 robot configurations (multiple arms, grippers, sensors). It features multi-sensor data (RGB, depth, force-torque, tactile, audio, proprioception), and supports dense human-robot pairing with a hierarchical data structure. Tasks include both atomic and compositional sequences, and data is collected via intuitive haptic teleoperation. RH20T emphasizes diversity, scale, multimodality, and semantic richness for complex contact-rich manipulations.

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RoboSet [146] is a compact yet diverse real-world robot manipulation dataset comprising 7,500 human-teleoperated trajectories across 12 core skills (e.g., wiping, sliding, opening/closing objects). Tasks are structured around meaningful household activities and instantiated in four kitchen scenes with varied objects and layouts, promoting compositionality and generalization. To enhance robustness to out-of-distribution scenarios, RoboSet introduces a fully automated semantic augmentation pipeline that generates diverse variations of each trajectory via frame-wise inpainting, guided by text prompts and masks from the Segment Anything model.

Open X-Embodiment [147] is a large-scale, unified robot manipulation dataset comprising over 1 million real-world trajectories across 22 robot embodiments, including single-arm robots, bi-manual systems, and quadrupeds. It aggregates 60 datasets from 34 research labs, standardized in the RLDS format (tfrecord), enabling compatibility with diverse action spaces and modalities (e.g., RGB, depth, point cloud) and efficient loading in major deep learning frameworks. The dataset features rich language annotations, enabling skill and object diversity analysis. While many tasks involve pick-and-place, the long-tail includes behaviors like wiping and assembling, covering a broad range of everyday household objects and scenes.

DROID [148] is a large-scale, diverse robot manipulation dataset featuring 76,000 successful trajectories collected across 13 institutions, 52 buildings, and 564 unique real-world scenes using a standardized mobile Franka Panda platform. It supports rich multimodal data (RGB, joint states, control actions, language) and was collected via teleoperation using Meta Quest 2 controllers, guided by a shared protocol to ensure consistency and diversity. DROID emphasizes diversity across tasks, objects, scenes, viewpoints, and interaction locations, enabling robust generalization. Each trajectory is annotated with natural language instructions, and the dataset includes post-hoc calibration and quality-checked camera parameters to support 3D perception and policy learning.

ARIO [150] is a large-scale multimodal dataset designed to support general-purpose embodied intelligence across diverse tasks, robots, and environments. It includes over 3 million episodes and 321,000 tasks, integrating data from real-world collection, simulation, and transformed open-source datasets. ARIO supports five sensory modalities—vision (2D/3D), sound, text, proprioception, and tactile—with temporally aligned recordings across modalities. Real-world data was collected using platforms like Cobot Magic and Cloud Ginger XR-1, featuring bimanual, contact-rich, deformable, and human-robot collaboration tasks, while simulation data comes from Habitat, MuJoCo, and SeaWave. Additionally, ARIO standardizes and unifies diverse datasets like Open X-Embodiment, RH20T, and ManiWAV, the latter introducing audio for multimodal reasoning. The dataset’s rich diversity in skills, scenes, robot morphologies, and modalities makes it a comprehensive resource for advancing cross-embodiment and generalizable robot learning.

RoboMIND [151] is a large-scale, standardized dataset designed for diverse and complex robot manipulation tasks across multiple embodiments, including single-arm, dual-arm, and humanoid robots. It features over 479 distinct tasks and supports long-horizon, coordinated, precision, and scene-understanding skills, collected via teleoperation using VR, 3D-printed interfaces, and motion capture suits. With more than 96 object categories across five real-world usage domains and fine-grained linguistic annotations, RoboMIND offers temporally aligned multimodal data (RGB-D, proprioception, tactile) in a unified H5 format. Its consistent data collection protocol and rich embodiment-task diversity make it ideal for training and evaluating generalizable, cross-embodiment robotic policies.

RoboFAC [152] is a failure-centric robotic manipulation dataset featuring 14 simulated and 6 real-world tasks, including 2 real-world-only tasks, designed to support both short- and long-horizon tasks in dynamic environments. It includes over 9,000 failure trajectories and 1,280 successful ones, with diverse camera viewpoints and backgrounds to enhance visual generalization. Failures are categorized across three hierarchical levels and annotated with rich textual descriptions. The dataset

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comprises 78K video QA samples across eight question types, enabling comprehensive evaluation of task understanding, failure analysis, and correction reasoning. Annotations combine manual inspection and GPT-4o-assisted generation for high-quality QA benchmarking.

A.5. Details of Embodied QA and Affordance Datasets

OpenEQA [153] is a large-scale open-vocabulary benchmark for Embodied Question Answering (EQA) that supports two settings: episodic-memory QA (EM-EQA) and active exploration QA (A-EQA). It contains over 1600 human-annotated questions across 180+ real-world environments using RGB-D videos and 3D scans from datasets like ScanNet and HM3D. Questions span seven categories, including object recognition, spatial reasoning, functional reasoning, and object localization. Unlike previous EQA benchmarks, OpenEQA features open-ended language, realistic scenes, and LLM-based evaluation, making it a challenging and practical benchmark for testing embodied agents and vision-language models.

ManipVQA [154] is a large-scale visual question answering benchmark designed to evaluate vision-language models on robotic manipulation tasks grounded in affordance understanding and physical reasoning. It includes over 80K samples spanning four task types: object-level visual reasoning, affordance recognition, affordance grounding, and physical concept understanding (e.g., liquid containment, transparency). ManipVQA integrates diverse data sources, including real-world and simulated datasets like HANDAL, PartAfford, PhysObjects, and PACO, and uses referring expression comprehension/generation (REC/REG) formats to localize or describe regions of interest. It emphasizes fine-grained functional perception critical for manipulation, making it a targeted benchmark for robotics-centric multimodal learning.

ManipBench [156] is a multiple-choice VQA benchmark for robotic manipulation, featuring 12,617 questions generated from three data sources: public robotic datasets, in-house fabric manipulation setups, and simulation environments. It focuses on evaluating visual language models (VLMs) through keypoint prediction and trajectory understanding across diverse manipulation tasks. Questions are constructed using image annotations, sampled interaction points, and task descriptions. The benchmark assesses model accuracy and generalization with both VLM and human evaluations, and further validates performance through real-world robot experiments on unseen tasks.

PointArena [157] is an evaluation suite for fine-grained spatial grounding, formulated as a language-conditioned pointing task. It includes three components: Point-Bench, a curated benchmark of 982 text-image pairs with pixel-level masks across five categories (spatial, affordance, counting, steerable, and reasoning); Point-Battle, a live human preference-based model comparison arena; and Point-Act, a real-world robotic pointing task. Unlike prior benchmarks that focus on classification or captioning, PointArena emphasizes precise localization from natural language, offering a unified framework to assess MLLMs’ ability to bridge language, vision, and physical action.

Robo2VLM [158] is a large-scale benchmark for manipulation-aware VQA, generated from real-world human-teleoperated robot trajectories in the Open X-Embodiment (OXE) dataset. It produces over 3 million multiple-choice VQA samples, covering 463 scenes, 3,396 manipulation tasks, and 149 manipulation skills. Questions are grounded in synchronized multi-modal data (e.g., RGB, depth, force, and gripper state) and span three reasoning categories: spatial reasoning, interaction reasoning, and goal-conditioned reasoning. By segmenting long-horizon trajectories into semantic phases (e.g., approach, contact, release), Robo2VLM enables precise and phase-aware question generation, offering a high-quality, scalable benchmark to evaluate vision-language models in real-world robot manipulation settings.

PAC Bench [159] is a diagnostic benchmark for assessing a VLM’s physical reasoning capabilities

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relevant to robotic manipulation. It focuses on three foundational aspects—Properties, Affordances, and Constraints—that collectively determine action feasibility. PAC Bench includes thousands of curated real and simulated scenes with fine-grained annotations, testing a model’s ability to infer material traits, actionable potentials, and physical limitations of objects. By targeting these core concepts, PAC Bench provides a rigorous and interpretable framework for evaluating manipulation-centric reasoning, without requiring access to a specific robot or environment.