#01Aug 13, 2026
cs.RO
ContactGuard: Pre-Contact Execution Monitoring with Action-Conditioned Latent World Models
Gehan Zheng, Matthew Johnson-Roberson, Weiming Zhi
Contact-rich manipulation failures are often detected only after the robot has committed to contact. This is especially limiting in wrist-camera setups: close gripper--object views help observe contact, but a poor approach may already push, miss, slip, or disturb the object before conventional detectors react. We introduce \emph{ContactGuard}, a pre-contact execution monitor for chunked visuomotor policies. Given the policy's planned action chunk, ContactGuard predicts its short-horizon consequence in latent visual space and aborts if the predicted future latent indicates likely failure. Its latent world model is trained from unlabelled robot trajectories to predict compact multi-view visual embeddings under planned actions, avoiding pixel-level video prediction. A lightweight failure probe is then trained from a small labelled set of pre-contact clips. At deployment, ContactGuard anchors prediction before an imminent contact event, rolls the model forward under the policy's own actions, and verifies the predicted post-contact latent. Across real-world contact-rich manipulation tasks, ContactGuard predicts failure more accurately than direct and corrupted-action ablations, and transfers to live robot as a pre-contact abort signal without modifying the underlying policy.
#02Aug 13, 2026
cs.CV
UniTexture: Cross-Task Universal Adversarial Textures for Vision-Language-Action Models
Yukun Dai, Mingzhe Dai, Tianshi Wang and 3 more
Vision-Language-Action (VLA) models have emerged as generalist robotic policies capable of following diverse language instructions and performing a wide range of manipulation tasks. However, their direct control over embodied agents also exposes them to adversarial interference that may cause unsafe physical behaviors. Existing attacks on robotic policies are typically optimized for a single task or instruction, leaving the cross-task vulnerabilities of multitask VLAs largely unexplored. We introduce UniTexture, a cross-task universal adversarial texture attack that uses a single textured 3D object to induce targeted deviations in VLA action predictions across multiple tasks. UniTexture backpropagates gradients from the policy's action outputs to surface texture parameters through a differentiable renderer. It jointly optimizes the shared texture over a distribution of tasks, instructions, states, and viewpoints using a targeted action-space objective, steering predicted actions toward attacker-defined targets without optimizing a separate texture for each task. We evaluate UniTexture on OpenVLA and $π_{0.5}$ across diverse manipulation tasks and multiple evaluation settings. UniTexture reduces the mean task success rate from 90.0% under benign conditions to 48.4% under attack, induces target-aligned action shifts, and further exhibits cross-suite and cross-model transfer without re-optimization. Together, these findings reveal shared cross-task vulnerabilities in multitask VLAs that can be systematically exploited through a single adversarial surface texture.
#03Aug 13, 2026
cs.CV
StreamTTT: Reconciling Real-Time Perception and Long-Term Memory in Streaming VLMs
Joya Chen, Zeyun Zhong, Mike Zheng Shou
Humans effortlessly perceive the present while remembering the past, yet streaming VLMs often trade off real-time perception against long-term memory. Prior work shows that shortening the context can sharpen current-scene perception at the expense of long-range recall. To reconcile these abilities, we introduce StreamTTT, which writes long-range history into online-updated fast weights outside the attention context. This leaves a short sliding key-value cache dedicated to recent evidence, mitigating attention dilution. We train StreamTTT jointly on offline long-video QA and a newly constructed real-time QA corpus. On OVO-Bench, StreamTTT-4B outperforms SimpleStream-4B by 1.4 points in real-time perception and 3.7 points in backward tracing. It also remains competitive with the larger SimpleStream-8B on the Real-Time Visual Understanding (RTVU) subset of StreamingBench. Our code will be released.
#04Aug 13, 2026
cs.CV
PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives
Kaixin Ding, Xi Chen, Minghong Cai and 9 more
Video world models simulate future states conditioned on current observations and user actions. Recent systems have demonstrated impressive video consistency and action controllability over long sequences. However, fairly comparing these interactive models remains challenging. In practice, a human player typically evaluates a world model by pursuing long-horizon objectives through interaction. For example, a user may turn around 360 degrees to see whether the environment remains consistent, or walk into the water and inspect whether realistic water ripples are generated. The action sequence required to achieve the same objective may vary substantially between models, making fixed action-conditioned evaluation unsuitable for cross-model comparison. To address this, we employ multi-modal Agent Players to interact with world models toward specified long-horizon objectives. Building on this paradigm, we introduce PlayWorld, a benchmark providing 171 scenarios, each with a specified objective. To evaluate performance thoroughly, we assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution. In addition, we incorporate basic ability metrics for video quality and controllability. Experiments across nine state-of-the-art world models reveal that current models remain unreliable on long-horizon interactive objectives, particularly in maintaining spatial consistency and persistent state evolution. Code and data are available at https://github.com/kxding/PlayWorld.
#05Aug 13, 2026
cs.CV
SNM-VFI: Symmetric Nonlinear Motion-Guided Generative Video Frame Interpolation
Jisoo Jeong, Hong Cai, Jamie Menjay Lin and 5 more
We propose Symmetric Nonlinear Motion-guided Generative Video Frame Interpolation (SNM-VFI), a training-free framework for motion-controllable generative video frame interpolation with pre-trained optical flow and video diffusion models. Unlike conventional diffusion-based VFI methods that synthesize intermediate frames from random noise, SNM-VFI guides the generative process with correspondence-aware frames produced by a symmetric nonlinear motion model. Specifically, we first utilize a pre-trained optical flow model to construct multi-frame nonlinear flow-based intermediate frames and confidence maps. These flow-guided frames are then encoded as latent priors to initialize and iteratively guide a pre-trained Video Diffusion model, enabling the diffusion model to preserve dense motion correspondence while improving perceptual realism. To further enhance output quality, we employ confidence maps to fuse structurally reliable flow-based predictions with diffusion-generated details in uncertain regions such as occlusions and object boundaries. Extensive evaluations on challenging benchmarks, including DAVIS, Sintel, and KITTI, demonstrate that SNM-VFI achieves strong perceptual quality, competitive reconstruction accuracy, and robust temporal coherence across diverse motion scenarios.