Paper Overview
- Field: Computer Vision / Robotics
- Authors: Zhuo Lin, Sirui Xu, Liuyu Bian, Yu-Xiong Wang, Liang-Yan Gui
- Date: 2026-10-01
- arXiv: 2610.02196
- Hand-designed rewards leave most of the FB model's loco-manipulation capability dormant; InterEvolve's evolved programs unlock it, sometimes through entirely novel strategies.
- The method handles diverse tasks, complex scenes, and long-horizon compositions in simulation.
- Evolved skills run autonomously on a physical Unitree G1 based on first-person onboard perception.
Summary
The paper studies test-time evolution for humanoid loco-manipulation: solving tasks a controller was never trained for by repurposing its existing skills, improving from its own attempts, and retaining what it learns — all without retraining.
Key insight: a broad controller already holds much of the competence a new task needs. This competence becomes accessible through an interface between planning and control that is expressive enough to specify contact-rich, multi-stage interactions, yet executable and measurable enough that execution feedback can guide planning from experience.
InterEvolve realizes this interface with two components:
1. Object-aware forward-backward (FB) behavioral foundation model — object residuals act on a frozen body prior, so that new rewards about the body or an object can be turned into loco-manipulation behavior at test time. 2. Reward programs — tasks are specified as staged rewards with completion conditions and tunable constants. An LLM agent revises program structure in context using execution feedback and a library of verified skill programs, while a numerical optimizer tunes the constants. Each candidate is validated in parallel simulation, so programs evolve new ways to induce, reuse, and combine the controller's existing locomotion competences.
Findings
*Auto-collected on 2026-10-04.*