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Plan in Sandbox, Navigate in Open Worlds: Learning Physics-Grounded Abstracted Experience for Embodied Navigation

Conference: ICML 2026
arXiv: 2605.10118
Code: Not released
Area: Embodied Navigation / VLM Reinforcement Learning / Sim2Real
Keywords: Physics Sandbox, Generative Experience, GRPO, Asymmetric Clipping, A-EQA, GOAT-Bench

TL;DR

This paper proposes SAGE: automatically synthesizing large-scale navigation tasks and IF-THEN experience rules within a physics-constrained semantic sandbox. These experiences are distilled into a VLM policy using GRPO with mixed-prompt sampling and asymmetric adaptive clipping, improving the LLM-Match success rate on A-EQA from 43.5% to 53.2% (2B) / 60.2% (4B), with successful zero-shot transfer to real indoor robots.

Background & Motivation

Background: VLMs (e.g., GPT-4o, Qwen3-VL) exhibit strong open-world perception and reasoning, catalyzing VLM-driven embodied navigation in two paradigms: object-oriented (ObjectNav, IIN) and QA-oriented (A-EQA, OpenEQA). RL methods (SenseAct) attempt end-to-end policy learning, while modular methods (3D-Mem, Explore-EQA) utilize VLMs as high-level planners.

Limitations of Prior Work: (1) "Vision-Robot control" data aligned with the real world is scarce; the modal gap between VLMs and continuous action spaces causes slow RL convergence and severe Sim2Real degradation. (2) Policies often rely on closed-source models like GPT-4o; open-source medium-scale VLMs show a significant performance gap in practice.

Key Challenge: VLMs possess rich priors but cannot continuously learn low-level control online, while RL has learning mechanisms but suffers from low sample efficiency; a bridge to combine their strengths is missing. Simulators that are either visually realistic but physically inconsistent, or vice versa, fail to address the core problem.

Goal: (1) Provide large-scale, diverse, and physically executable navigation experience for VLM policies without relying on real-world collection. (2) Design an RL algorithm to stably distill these experiences. (3) Enable policies learned in a sandbox to transfer zero-shot to the open world.

Key Insight: Humans rehearse in a "mental sandbox" before execution—abstract physical constraints and semantic scene graphs are sufficient, without the need for photorealistic rendering. Thus, a VLM can generate tasks, record successful paths, and extract IF-THEN rules in a "physically-constrained + semantically-abstracted" sandbox (HM3D/InteriorGS parsed into discrete semantic nodes + collision-constrained graphs).

Core Idea: Treat the sandbox as an "experience factory" to generate a structured task set \(\mathcal O\) and an experience rule library \(\mathcal K_{exp}\). Then, use GRPO combined with "asymmetric adaptive clipping" to "internalize" external retrieved experiences into a parameterized VLM policy.

Method

Overall Architecture

SAGE consists of three stages: (1) Genesis: Samples start/end points in a sandbox environment \(\mathcal E_S=(\mathcal S,\mathcal A,\mathcal P)\), performs A planning, and renders three-view observations \(\mathcal V_t=\{v_{t,0°},v_{t,+120°},v_{t,-120°}\}\) at keypoints. A VLM synthesizes natural language instructions \(I\) and answers \(a^*\) from the scene graph and goal descriptions to form tasks \(o=(I,\tau^*,a^*,\mathcal K)\). Simultaneously, the VLM encodes the rationale for view selection into "IF task X AND observation Y THEN priority path Z" rules stored in a vector library \(\mathcal D_{exp}\). (2) Evolution: Optimizes the policy \(\pi_\theta\) on \(\mathcal O\) using GRPO. Inputs are injected with retrieved experiences \(\mathcal K_{ret}\) based on Bernoulli probability \(\eta_t\). Advantages are calculated using homogeneous groups, and PPO clip bounds are determined by masks. (3) Navigation*: Deployment follows a "retrieved experience + VLM decision + geometric planner" pipeline, maintaining a Memory Buffer \(\mathcal M_t\) (seen objects) and a Frontier Buffer \(\mathcal F_t\) via RGB-D and dynamic 3D scene graphs. The VLM selects target nodes from \(\mathcal F_t\cup\mathcal M_t\) for execution by a Habitat-Sim/ROS planner.

%%{init: {'flowchart': {'rankSpacing': 24, 'nodeSpacing': 28, 'padding': 6, 'wrappingWidth': 400, 'subGraphTitleMargin': {'top': 8, 'bottom': 16}}}}%%
flowchart TD
    subgraph G["Physics Sandbox Experience Generation (Genesis)"]
        direction TB
        A["HM3D / InteriorGS<br/>Parsed into Semantic State Graphs"] --> B["A* Start/End Sampling<br/>Keypoint Rendering for Tri-view Obs"]
        B --> C["VLM Synthesizes Instructions+Answers<br/>Extracts IF-THEN Experience Rules"]
    end
    C --> D["Task Set O + Experience Library D_exp"]
    subgraph E["Distilling Experience via GRPO (Evolution)"]
        direction TB
        F["Homogeneous Group Advantage Estimation<br/>Injecting Retrieved Exp via η_t·Independent Normalization"] --> H["Asymmetric Adaptive Clipping (AAC)<br/>Relaxed Upper Bound for Good Exp·Conservative Lower Bound"]
    end
    D --> F
    H --> I["Navigation Policy π_θ"]
    subgraph N["Open-World Deployment (Navigation)"]
        direction TB
        J["RGB-D + Dynamic 3D Scene Graph<br/>Maintain Memory / Frontier Buffer"] --> K["VLM Selects Goal from Nodes"]
        K --> L["Geometric Planner Execution"]
    end
    I --> J

Key Designs

1. Physics Sandbox Experience Generation (Genesis): Sandbox as a VLM "Experience Factory"

Photorealistic simulators are discarded due to high rendering costs and Sim2Real degradation; realistic rendering is not essential for VLM navigation decisions. SAGE parses HM3D/InteriorGS into "semantic state graphs" where rooms are split into discrete navigable nodes, and state transitions strictly follow traversability constraints. Task synthesis follows a pipeline of A* + keypoint rendering + VLM captioning, using the forward view \(v_{t,0°}\) as the optimal answer \(a^*\). Meanwhile, the VLM articulates "why this view was chosen" into IF-THEN rules, stored in \(\mathcal D_{exp}\). Physical constraints + semantic abstraction are not only cost-effective but also align naturally with the "3D scene graph + buffer" representation during real deployment, reducing distribution shift.

2. Homogeneous Group Advantage Estimation: Preventing Bias from Experience-Augmented Samples

In GRPO training, mixing "augmented samples with retrieved experience prompts" and "standard samples without prompts" to calculate advantages creates issues: augmented samples naturally have higher rewards. Mixing them during \(\mu,\sigma\) calculation suppresses the advantages of standard samples, misclassifying good behavior as bad. SAGE isolates these distributions using homogeneous groups—sampling \(G\) rollouts per input \(x_i\), but forcing the mask \(m_i\) to be consistent within a group: \(x_t=[I_t,v_t,\mathcal K_{ret}]\) (\(m=1\)) or \([I_t,v_t]\) (\(m=0\)). Advantages \(A_{i,j}=(r_\phi(x_i,a_{i,j})-\mu)/(\sigma+\epsilon)\) are normalized within the group. The injection probability is dynamic:

\[\eta_t=\max\Big(\eta_{\min},\ \eta_{init}\cdot\big(1-\min(R_{val}^{(t)},R_{target})/R_{target}\big)\Big)\]

As validation rewards increase, \(\eta_t\) decreases, transitioning the policy from "imitating retrieval" to "autonomous exploration" in a curriculum.

3. Asymmetric Adaptive Clipping (AAC): Relaxing Upper Bounds for Experience Absorption

Standard PPO/GRPO symmetric clipping implies that "even good behavior should not update too much," which contradicts the need to rapidly absorb high-quality experience. AAC utilizes a mask-adaptive upper bound and a uniformly conservative lower bound. Defining the importance ratio \(\rho_{i,t}(\theta)=\pi_\theta(a_{i,t}\mid x_{i,t})/\pi_{\theta_{old}}(a_{i,t}\mid x_{i,t})\), the upper bound is \(\epsilon_{up}(m_i)=\epsilon_{exp}\) (augmented) or \(\epsilon_{std}\) (standard), where \(\epsilon_{exp}\gg\epsilon_{std}\), while the lower bound remains \(1-\epsilon_{std}\) for all:

\[L_{i,t}^{CLIP}=\min\big(\rho_{i,t}A_{i,t},\ \text{clip}(\rho_{i,t},1-\epsilon_{std},1+\epsilon_{up}(m_i))A_{i,t}\big)\]

The objective includes a KL constraint \(J_\phi(\theta)=\mathbb E[L^{CLIP}-\beta\mathbb D_{KL}(\pi_\theta\|\pi_{ref})]\). Enlarging the upper bound allows the policy to boldly absorb high-reward augmented samples while keeping the lower bound conservative to prevent policy collapse from mislabeled golden samples.

Loss & Training

Reward \(r_\phi(s_t,a_t)=w_f\mathbb I_f+w_{acc}(\mathbb I_m(1+\text{sim}(a_t,a_t^*))-\mathcal P_{err})\), including format compliance, correct image selection, text similarity, and error penalties. The optimizer is a GRPO variant with KL regularization and AAC. Training data: 14,526 synthesized trajectories (7,988 HM3D + 6,538 InteriorGS), with \(\eta_{init}=0.8, \eta_{min}=0, R_{target}=1.5, \epsilon_{exp}=1.0\).

Key Experimental Results

Main Results

Evaluated on two benchmarks: A-EQA (184 QA-oriented questions, SR†/SPL† scored by Qwen3-235B) and GOAT-Bench (278 object-oriented subtasks).

Method A-EQA SR† A-EQA SPL† GOAT SR GOAT SPL
SenseAct-NN Skill Chain (RL) 24.7 13.3 29.5 11.3
Explore-EQA (GPT-4o) 46.9 23.4 55.0 37.9
3D-Mem (GPT-4o) 52.6 42.0 69.1 48.9
3D-Mem (Qwen3-2B) 44.3 19.4 46.4 20.3
SAGE (Qwen3-2B) 53.2 37.1 56.7 38.9
SAGE (Qwen3-4B) 60.2 47.2 64.8 44.9

SAGE-2B outperforms 3D-Mem (GPT-4o version) in A-EQA SR† while nearly doubling SPL compared to the Qwen3-2B baseline. SAGE-4B sets a new SOTA on A-EQA at 60.2%.

Ablation Study

Cumulative Ablation (Qwen3-VL-2B → SAGE Full):

Configuration A-EQA SR† A-EQA SPL† GOAT SR
Zero-shot VLM 43.51 27.53 49.17
+\(C_{ret}\) (Retrieval only) 46.47 30.72 50.58
+Task (Synthetic task training) 50.71 33.68 53.72
+Task+Exp (Exp. rules) 51.42 34.67 54.05
+Task+Exp+AAC 51.88 36.29 55.35
SAGE Full (plus \(C_{ret}\)) 53.21 37.07 56.69

Key Findings

  • Dynamic \(\eta_t\) significantly outperforms fixed values, confirming that "imitation before exploration" is a necessary curriculum.
  • \(\epsilon_{exp}\) sweet spot is at 1.0; updates are insufficient at 0.4 and collapse after 100 steps at 1.2, showing the upper bound must be calibrated.
  • Sandbox data scaling: Performance increases monotonically from 12.5% to 100% data, though marginal returns diminish. 12.5% already achieves 44.75% SR†.
  • Input frame count \(v_t\): Optimization from 2 to 4 frames shows significant gains, while 5 frames slightly degrade performance due to token dilution.
  • Sim2Real: Successful deployment on real indoor robots demonstrates that sandbox abstraction through discrete node selection effectively bridges the gap.

Highlights & Insights

  • Mental Rehearsal Analogy: Moving away from photorealistic simulators to abstract physics/semantic graphs as training grounds is cost-effective and aligns with deployment representations.
  • AAC as a Portable RLHF Modification: The "adaptive upper bound, conservative lower bound" approach is broadly applicable where prompt-based expert traces are introduced to RL.
  • Discrete Action Space via Buffers: Simplifying continuous control to "selecting from enumerable nodes" allows VLM token-level reasoning to serve as direct decision-making, avoiding the opacity of continuous actions.
  • Homogeneous Grouping: A critical detail for applying GRPO to mixed-distribution data, providing a clear template for future work.

Limitations & Future Work

  • Static Focus: Sandbox environments rely on static datasets; generalization to dynamic environments (moving people/objects) is not covered.
  • Real-world Metrics: Robot experiments are in the appendix; larger-scale deployment data and system-level metrics (e.g., battery, long-term reliability) are missing.
  • Reward Risks: Reliance on text similarity for rewards introduces potential "format hack" risks for abstract spatial tasks.
  • Rule Representation: Storing IF-THEN rules as strings may face scalability issues regarding retrieval precision and noise; more structured knowledge graphs might be required.
  • vs 3D-Mem (yang2025b): Both use scene memory, but 3D-Mem relies on GPT-4o frozen; SAGE trains medium-scale VLMs to surpass it.
  • vs SenseAct-NN (khanna2024): SAGE leverages VLM priors, which SenseAct lacks, leading to significantly better performance.
  • vs Explore-EQA (ren2024): Lacks an explicit experience library; SAGE deposits experience into a retrievable structure via the sandbox.
  • vs Vanilla GRPO: AAC and homogeneous grouping refine GRPO for scenarios combining priors with RL.

Rating

  • Novelty: ⭐⭐⭐⭐ (Physics/semantic abstraction + experience rules is a solid combination)
  • Experimental Thoroughness: ⭐⭐⭐⭐ (Comprehensive evaluation across A-EQA, GOAT, and real-world robots)
  • Writing Quality: ⭐⭐⭐⭐ (Clear narrative, though reward design details are slightly brief)
  • Value: ⭐⭐⭐⭐ (Provides a viable alternative to GPT-4o for embodied AI; AAC is a transferable RLHF insight)