Teaser video assets/videos/hero.mp4 · 16:9 · muted loop

Grounded Action Model:
3D grounding as a foundation for robotics

Gehao Zhang1, Weikai Huang2, Shailesh Shailesh3, Yiyan Peng1, Jiafei Duan3,†, Ranjay Krishna2,4,†

1Northwestern University 2University of Washington 3National University of Singapore 4Microsoft † Equal advising.

Abstract

Manipulation policies must know which objects matter and where they are, yet the pretrained backbones that current robot foundation models build on, from language in vision-language-action models (VLAs) to video generation in world-action models (WAMs), do not directly require this metric grounding, leaving it to be learned implicitly from robot demonstrations. We propose Grounded Action Models (GAMs), a new paradigm of robot foundation models built with 3D grounding. GAM can be conditioned using language, points, or box prompts, which are first transformed into a shared object-centric representation of the selected objects. This representation captures target-focused visual features and metric object geometry, which is mixed with robot state history through a multi-stream transformer to predict action chunks. Although GAMs can be run autonomously, they can also serve as a low-level controller that a high-level planner controls using its various input modalities, allowing for long-horizon and memory-dependent manipulation. On RoboTwin 2.0, GAM achieves an average success rate of 55.3% across 50 tasks (vs. 52.0% for Spatial Forcing), including 47.6% under scene randomization (vs. 30.4% for Abot-M0), with its action policy trained only on clean-scene demonstrations. On LIBERO-PRO, it achieves a state-of-the-art average success rate of 61% (vs. 53% for π0.5) across 16 perturbation settings, with the largest gains when targets are relocated or newly designated. On two real robots, GAM retains 17/20 successes under visual shift on a bimanual YAM versus 4/20 for π0.5, while its composition with a Molmo2 planner on a Franka achieves 64.7% ID and 49.8% OOD step completion on long-horizon and memory-dependent tasks.

Left: the same policy prompted by a 2D box, by text, and by a point. Centre: a 3D grounding backbone turns each prompt into image tokens and detection tokens feeding an action head. Right: rollouts in domain and out of domain.
3D grounding as a foundation for robot action learning. A language instruction, a 2D point or a 2D box is resolved by a pretrained 3D grounding model into object-centric visual features and metric geometry, encoded as image and detection tokens for action prediction. The same policy runs in domain and out of domain.

GAM in action

The same policy on two real robots, prompted by a click, a 2D box, or a Molmo2 planner, in distribution and under visual shift.

Simulation
Real robot
55.3% RoboTwin 2.0, 50 tasks
47.6% RoboTwin 2.0, under scene randomisation
0.61 LIBERO-PRO, 16 settings
17/20 Bimanual YAM, under visual shift
49.8% Franka long-horizon and memory, out of distribution

GAM rollouts on Franka

Part I · How it works
Architecture

From prompt, to detections, to two streams of tokens

At time t the frozen grounding backbone (WildDet3D) receives the RGB image and the task specification, and returns, for each of the N task objects, a 2D detection box and a metric 3D box, plus a dense metric depth map and its own dense visual features. Everything the action head sees is built from those.

GAM architecture diagram: a text tokenizer, 2D box and point prompts feed a 3D grounding model producing 2D boxes, DINO features, 3D boxes and monocular depth; an image adapter and a detection adapter turn these into image and detection tokens, fused with a state history token and fed to an MM-DiT that outputs an action chunk.
One observation, three prompts

What gets grounded is what the policy sees

The backbone accepts a language instruction, a 2D point, or a 2D box, and all three land in the same place: a set of detected objects with metric geometry. Language is one way to name a target, not the only one, which matters when several objects share a description, or when a planner has already decided which one it means.

Three robot scenes: a target selected by a yellow 2D box, by the instruction 'put veggie in pan', and by a point on the object.
The same policy, three ways of saying which object. Pick one to see what the backbone receives.

All three give the same output: a 2D box, a metric 3D box and depth for each object.

Part II · What GAM does
Q1 Generalisation to randomised scenes

RoboTwin 2.0: the gap opens where the scene is randomised

Fifty bimanual tasks, each evaluated clean (Easy) and randomised (Hard). GAM trains one policy per task on the 50 clean demonstrations the benchmark provides, and 100 rollouts are evaluated per task in each setting. No method is trained on the randomised setting. Clean success is crowded: ten of the seventeen entries clear 60%. Hard success is where the methods separate, and it separates by what the observation contains.

Clean success vs. randomised success

Each point is one leaderboard entry. A method on the dashed line keeps all of its clean performance under randomisation; every entry sits below it.

Action policies VLAs WAMs GAM (ours)
Q2 Beyond the memorised layout

LIBERO-PRO: which perturbations actually break a policy

LIBERO-PRO keeps the LIBERO training data, where every task has one fixed object layout, and perturbs the tasks at test time along four axes. Obj (appearance and size) and Sem (phrasing) leave the layout and the goal intact. Pos moves the target; Task replaces the instruction with one naming a different object in the same scene. The split between those two pairs is the whole story.

Success rate across 16 settings

Rows ordered by average, as in the paper. Hover a cell for its setting.

0.001.00 success rate
Q3 Two embodiments, two interfaces

Real robots: a click, and a planner that clicks for you

On a bimanual YAM, a human designates the target directly, by a click or a box for GAM and language for π0.5. On a single-arm Franka, a Molmo2 planner picks targets through the same point interface and language supplies only the operation, so the action policy never changes across sub-tasks.

Bimanual YAM: the same task, shifted visually

π0.5 language interface

In distribution19/20
Under visual shift4/20
Retention21%

GAM click or 2D box

In distribution19/20
Under visual shift17/20
Retention89%

Franka: long-horizon and memory-dependent tasks

Step completion rate

Completed steps ÷ total steps, over 20 ID and 10 OOD trials per task. OOD changes backgrounds, lighting, object instances and colours, and adds distractors.

MolmoAct2 π0.5 GAM + Molmo2 planner
Retention under shift (OOD ÷ ID, average) 77% GAM 57% π0.5 48% MolmoAct2

Where the attention goes

Raw image
π0.5
MolmoAct2
GAM
Attention heatmaps over a tabletop scene for three methods, in distribution.
Q4 Where the gain comes from

Both filters matter, and so does having both streams

Ten RoboTwin 2.0 tasks, 20 rollouts each in Easy and Hard, with backbone, action head, training data and schedule held fixed. Whole-scene point clouds keep the same point budget. Every variant shares the same frozen backbone, so nothing here comes from stronger perception.

Observation ablations

Easy Hard
Cite

BibTeX

@misc{zhang2026groundedactionmodel3d,
  title         = {Grounded Action Model: 3D Grounding as a Foundation for Robotics},
  author        = {Gehao Zhang and Weikai Huang and Shailesh Shailesh and Yiyan Peng and Jiafei Duan and Ranjay Krishna},
  year          = {2026},
  eprint        = {2609.23863},
  archivePrefix = {arXiv},
  primaryClass  = {cs.RO},
  url           = {https://arxiv.org/abs/2609.23863}
}