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Robot benchmarks

Does a Higher Score Mean a Better Robot?

Foundation models now write, plan, and act inside robot systems. A POMDP view shows what each design asks the model to infer, and a benchmark should score that inference on hidden tasks and check its scores against real robots.

A · AGENT AS PRIOR Foundation model errors, critic code, goals, models, costs Prior generation and revision Policy π a program, planner, behavior tree, or MPC cameras, proprio actions Policy executes Environment cameras, proprioception B · HIERARCHICAL VLA Foundation model cameras, proprio subgoal Subgoal planning Policy π a vision-language- action model (VLA) cameras, proprio joint targets VLA executes Environment cameras, proprioception C · SKILLS AS TOOLS Foundation model is the policy π cameras, proprio tool feedback call, create, modify Tool use Tools VLA, gait policy, grasp(), and code it writes cameras, proprio joint targets Tool executes Environment cameras, proprioception D · AGENTIC CONTROL Foundation model is the policy π cameras, proprio controller targets Agent executes Environment cameras, proprioception
Figure 1. Four ways a foundation model enters a robot system, ordered by how close its output is to the motors. A. The model writes priors before execution, revises them after errors, and never acts on the environment. The priors range from the policy code itself (Code as Policies, RAPID, the KinDER coding agents)1, 2, 3 to goals, world models, costs, and rewards (RIR, POMDP Coder, VoxPoser, Eureka)4, 5, 6, 7, and the policy that uses them can be a program, a planner, a behavior tree, or MPC. B. The model sends subgoals to a vision-language-action (VLA) policy (SayCan, Hi Robot)8, 9. C. The model is the policy and sees the environment directly. Skills are shortcuts it calls, their feedback returns to it, and it can write new tools (Agent as Policy, ASPIRE, EmbodiedEvo)10, 11, 12. D. The model is the policy and outputs controller targets itself (VIA)13. Dashed arrows act between attempts.

Foundation models now enter robot systems in the four ways of Figure 1, and each way puts the model in charge of different parts of the system. Most benchmarks score all four with one success rate over a collection of test cases, and that number cannot say which part the model got right.

Where the agent enters

We formulate a task as a POMDP14

\[ \mathcal{M} = \langle \mathcal{S}, \mathcal{A}, \mathcal{O}, T, Z, G, b_0 \rangle \]

The robot knows \(\mathcal{A}\) and \(\mathcal{O}\). The rest of the notation is

The objective is

\[ \pi^\star = \arg\max_{\pi}\; \mathbb{E}_{\theta^* \sim p(\theta)}\, \Pr\nolimits_{\theta^*}\!\big(s_H \in G^* \mid \pi\big). \]

Since \(\theta^*\) is unknown, \(\pi^\star\) acts on the belief \(b_t(\theta) \propto p(\theta)\, p(h_t \mid \theta)\) and gathers information when that raises success, as in a Bayes-adaptive POMDP15.

The four designs of Figure 1 differ in how much of \(\mathcal{M}\) the foundation model \(f\) must specify itself. Two more symbols are needed.

Agent as prior. The agent must understand the whole problem and implement it. Before acting, \(f\) writes a model \(\hat{\mathcal{M}} = \langle \hat{\mathcal{S}}, \hat{\mathcal{A}}, \hat{\mathcal{O}}, \hat T, \hat Z, \hat G, \hat b_0 \rangle\), or a policy that implies one, complete enough for a program, planner, behavior tree, or MPC to act with no further help. This is the highest requirement of the four designs, and \(f\) sees the effect of its choices only between attempts, through \(h^{(1:e-1)}\). Many systems write only part of \(\hat{\mathcal{M}}\) and take the rest from hand-written code. RIR, for example, writes only the goal \(\hat G\)4. A vision-language model proposes candidate goals for a demonstration, a planner scores how well each goal explains the demonstrated motion, and RIR keeps refining the best candidates. This is the belief update above made explicit, with the model's proposals as the prior \(p(\theta)\), the planner's score as the likelihood \(p(h \mid \theta)\), and the kept candidates as the posterior.

Hierarchical VLA. Decoupling lowers the requirement. A learned policy \(\pi_{\mathrm{VLA}}(a \mid h_t, g)\) takes over \(T\) and \(Z\) at the level of motion, so \(f\) only chooses the next subgoal \(g\) and planning reduces to reasoning over subgoals. The decoupling is lossy, because choosing well requires the policy's ability boundary, the probability \(\rho(g \mid h_t)\) that \(\pi_{\mathrm{VLA}}\) reaches \(g\) from the current history, and nothing in the design shows \(\rho\) to \(f\). SayCan has to learn a value function for each skill to estimate it8.

Skills as tools. A tighter connection between the two levels addresses this. Each skill call returns its outcome to \(f\), so its history \(\bar h_t\) records where each skill in \(\Pi\) succeeds and fails, and \(f\) can create, modify, or redescribe skills to match. Keeping what it learns pays off. ASPIRE writes, repairs, and stores skills across tasks, and its library reaches 31% success on unseen long-horizon LIBERO-Pro tasks, against 4% for earlier methods11.

Agentic control. As \(f\) learns what its skills can do, their abilities merge into \(f\) itself, until \(\Pi\) shrinks to the low-level controller and \(f\) sends actions in \(\mathcal{A}\) directly. How far this works today depends on the interface. Claude Plays Robotics found that a model's score "depends as much on the robot body and the control interface as on the model itself", and with direct arm control on LIBERO tasks its models completed 0% to 5.5%17. With VIA's interface for setting gripper targets, the strongest agents reached 85% and 100% on six simulated tasks and 24 of 25 real episodes13. On RoboARCade, though, VIA adds only 1.5 to 6.8 points over raw multi-view RGB-D for the two strongest agents, at 1.7 to 2.3 times the cost18.

Benchmarks

Table 1 lists the test classes of five benchmarks, what the robot receives, and example tasks.

BenchmarkRobot receivesClassExample tasks
LIBEROimages, proprioception, instructionLIBERO-Spatial"pick up the black bowl next to the ramekin and place it on the plate", "pick up the black bowl on the stove and place it on the plate"
LIBERO-Object"pick up the ketchup and place it in the basket", "pick up the milk and place it in the basket"
LIBERO-Goal"open the middle drawer of the cabinet", "put the wine bottle on the rack"
LIBERO-Long"turn on the stove and put the moka pot on it", "put the black bowl in the bottom drawer of the cabinet and close it"
ManiSkill3state or images, no instructionControlMS-CartpoleBalance
Table-Top 2 Finger GripperPickCube, PegInsertionSide, PushT
QuadrupedAnymalC-Reach, AnymalC-Spin
HumanoidUnitreeG1PlaceAppleInBowl, UnitreeG1TransportBox
Mobile ManipulationOpenCabinetDrawer
Dextrous HandRotateValveLevel1, RotateSingleObjectInHandLevel3
Digital TwinsPutCarrotOnPlateInScene, PutEggplantInBasketScene
DrawingDrawTriangle, DrawSVG
RoboDojothree RGB-D cameras, proprioception, instructionGeneralization (12)stack_bowls, fold_clothes, arrange_largest_number
Memory (6)cover_blocks, imitate_sorting_sequence
Precision (8)insert_tubes, plug_in_charger, deposit_coin
Long-Horizon (8)organize_table, play_tic_tac_toe
Open (8)solve_equation, classify_objects_by_language
KinDERobject-centric state, a fixed goal, skills, predicates, operators, samplersBasic Spatial RelationsMotion2D, Table3D, Rearrange3D
Combinatorial Geometric ConstraintsObstruction2D, ClutteredStorage2D, Packing3D
Dynamic ConstraintsTossing3D, BalanceBeam3D
Nonprehensile Multi-Object ManipulationDynObstruction2D, SortClutteredBlocks3D
Tool UseStickButton2D, PushPullHook2D, ScoopPour3D
RoboARCademulti-view RGB-D images or the VIA interface, gripper pose, instructionPrecise ManipulationBeam placement, Set Up PCR Run
MemoryShell game
PlanningLights Out
Bimanual ControlHandover Dominos, Cup Pyramid
Table 1. Test classes of five benchmarks, as each benchmark names them, with example tasks19, 20, 21, 22, 18. Click an example to play a short clip from the LIBERO demonstrations, the ManiSkill3 documentation, the RoboDojo website, the KinDER website, or RoboARCade's GPT-6 Astra rollouts.

LIBERO, ManiSkill3, and RoboDojo are collections of test cases, and their classes describe tasks rather than abilities. LIBERO's first three suites each vary one factor, the layout, the object, or the goal, but its policies train and test on the same tasks, so a suite tests recall rather than inference23. ManiSkill3 groups tasks by robot and setting, gives no instruction, and fixes each task's success condition. RoboDojo's classes group very different tasks. Its generalization class includes arranging number tiles into the largest possible number, and its long-horizon class puts tic-tac-toe next to tidying a desk.

KinDER isolates physical reasoning from perception and language. The robot observes the object-centric state, and each environment fixes its goal. Many environments carry two or three of these tags, ScoopPour3D all of tool use, nonprehensile manipulation, and dynamic constraints, so a score on one class does not measure one ability. The coding-agent follow-up changes what is handed over, not what is tested. Its agents receive a task description and the simulator instead of KinDER's skills, predicates, operators, and samplers, so they must build these themselves3.

RoboARCade is built for agentic control (Figure 1D). The agent is the policy and sends every end-effector command itself, through either raw multi-view RGB-D or VIA's interface, so the two interfaces can be compared on the same tasks. Its 22 long-horizon tasks run on three robots. Most adapt scenes from earlier benchmarks such as LIBERO, OGBench, and RoboDojo with wider initial-state randomization, and its classes name abilities without tagging each task with one. The agent sees no object poses or success predicates, a rubric grades each subtask from the simulator state, and every failed subtask is labeled by the first step that went wrong, visual understanding, approach, or precision, along with any false claim of success18.

What the benchmarks show

Figure 2 shows which benchmarks are close to saturated.

BEST REPORTED SUCCESS BEST METHOD 90% LIBERO four suites QuoVLA, 99.6% averaged over the four suites 99.6% saturated QuoVLA MANISKILL3 cube tasks Diffusion Policy, 1,000 state demos. PickCube 100%, StackCube 99%, PushCube 96% 96–100% saturated Diffusion Policy peg insertion Diffusion Policy, 1,000 state demos. PegInsertionSide 66% 66% open Diffusion Policy ROBODOJO simulation EmbodiedEvo, a coding agent calling its own code skills, 38.95% (leaderboard, Oct 14, 2026) 39% open EmbodiedEvo (C) real robots OpenWAM-α, a world action model, 24.4% (leaderboard, Oct 14, 2026) 24% open OpenWAM-α KINDER all but Dynamic3D GPT-6 Astra coding agent. Kinematic2D 99%, Dynamic2D 97%, Kinematic3D 93% 93–99% saturated coding agents (A) Dynamic3D GPT-6 Astra coding agent. Dynamic3D 65% 65% open coding agents (A) ROBOARCADE all 22 tasks GPT-6 Astra with VIA, 49.8% of rubric subtasks completed 50% open GPT-6 Astra (D)
Figure 2. Best reported success rate on each benchmark. A split is saturated when its best method reaches 90%. Gray spans the range across tasks or families, and letters give the Figure 1 paradigm of agentic methods. LIBERO from QuoVLA24, ManiSkill3 from its Diffusion Policy baseline with 1,000 state demonstrations20, RoboDojo from its leaderboard of October 14, 202625, 12, KinDER by environment family from the best coding agent3, and RoboARCade from its paper, which counts completed subtasks18.

Table 2 lists what these results show.

FindingEvidence
Coding agents are the strongest method.All three coding agents beat hand-designed planners, one-shot program generation, and an LLM generalized planner, reaching 56% to 95% mean success against 47% for the planners, while using a tenth or less of their computation per instance3.
Agents that act directly fail at choosing and executing a manipulation, not at seeing the scene.Visual understanding is the final failure on only 2% to 6% of attempted subtasks. The remaining failures split between a wrong approach and imprecise execution18.
Agents often cannot tell when a subtask is done.Agents claim success on 24% (GPT-6 Astra) to 39% (Claude Opus 5) of attempted subtasks before the success criteria are met, and the false claims persist after a successful demonstration is added to the context18.
Transition models learned from demonstrations are the weak link of model-based control.The same MPC planner reaches 32% with the true simulator and 8% with a learned model22.
Bilevel planning gets slower and fails more often as objects are added.On StickButton2D, bilevel planning solves 99% of instances with one button, 26% with three, and none with ten, while planning time grows from 1.5 to 38 seconds22.
Contact-rich dynamics defeat every method.Bilevel planning solves 1% of DynPushPullHook2D, where a fine-tuned VLA solves 43%, and 3% of SweepIntoDrawer3D22. Coding agents fall to 45% and 65% on dynamic 3D tasks, against 90% or more on the other KinDER families3.
Table 2. Findings from the benchmarks above.

Read together, these results say where current methods break. Coding agents that build their own abstractions now beat every other method, and planning over hand-written abstractions slows and fails as objects multiply. No method handles contact-rich dynamics. The planner's hand-written abstraction leaves them out, models learned from demonstrations predict them poorly, and the coding agents' programs fail on the same dynamic 3D tasks. Agents that act directly rarely misread the scene. They choose a poor approach or execute it imprecisely, and they often declare success too early. Of the components below, transition and constraint extraction is the one current methods get wrong most consistently, and the one a benchmark most needs to isolate.

The benchmark we need

A physical agent cannot improve itself by trial and error on the real robot, because real trials are too slow and too hard to reset for the many attempts self-improvement takes. Explicit reasoning therefore puts a simulator between the agent and the world (Figure 3). The agent first extracts the simulator from the real world, then builds its policy and skills from the simulator's feedback, and at inference chooses which of them to run on the robot, reading each real outcome as it goes. The simulator is any model that returns feedback for a proposed action. It can be a physics engine such as Isaac Sim, a planning domain, a program, or a markdown harness that describes the scene and its rules in text. Reasoning can also stay implicit inside \(f\), as in a VLA, but recursive self-improvement (RSI) needs feedback on each proposal, and only an explicit simulator gives it.

1 · ABSTRACTION 2 · REASONING 3 · INFERENCE Real world true task θ* cameras, instruction state extraction ŝ goal specification Ĝ transition and constraint extraction T̂ Simulator a physics engine, a planning domain, a program, or a markdown harness feedback Agent a foundation model builds skill grounding ρ̂ Policy and skills π and Π̂ tested in RSI deployed Policy and skills π and Π̂ Agent a foundation model chooses action reasoning skill grounding ρ̂ run on the robot real outcome
Figure 3. The simulator between the agent and the real world. Boxes are parts of the system, and the highlighted features beside each brace are what a benchmark tests at that step. 1. The agent abstracts camera images and the instruction into a simulator. 2. It builds a policy and skills and evolves them against the simulator's feedback, a loop of recursive self-improvement (RSI) that never touches the robot. 3. At inference it chooses which policy or skill to run on the real robot and reads the real outcome.

A benchmark can score the three parts separately. It scores abstraction by comparing the simulator an agent extracts with the true task, reasoning by giving the agent the true simulator and testing the skills it builds, and inference by giving it fixed skills and testing which ones it chooses. Together the parts cover the five things the formulation asks an agent to infer. State extraction, goal specification, and transition and constraint extraction belong to abstraction, skill grounding to both reasoning and inference, and action reasoning to inference.

No benchmark in Table 1 scores these components separately. Doing so takes three things, isolating each component, probing it, and making sure the score depends on it.

  1. Isolate one component. Give the robot the true value of every other component, so that a failure can only come from the one under test. To test goal specification, for example, give the robot the true state and a simulator and ask it only for the goal. KinDER does this for planning, since its planners all receive the true state, goal, skills, and models. Entries must also report everything they were given, because extra access can leak a component. Coding agents that could read KinDER's source code could read the goals in it3.
  2. Probe it with paired scenes. Make two scenes that differ in one property, and check that the robot's behavior changes exactly when the true task says it should. On one KinDER sorting task, an agent's program put cubes into bins by the order in which they appear in the state, not by their color. With four cubes this happened to work, and with twenty it failed every time3. A pair of scenes with the same order and different colors would have caught the error at once. Contrast sets and HANS test language models the same way26, 27. When the agent writes a component as code, such as RAPID's success tests, compare the code with the truth directly2.
  3. Make sure the score needs the component. A robot can pass a task without the component in two ways, by recall or by accident. Drawing test tasks from a generator that no one has seen rules out recall28. Running policies that do nothing or act at random measures accident. On KinDER's BalanceBeam3D, the goal checked only that the beam was level, which it already was at the start, so doing nothing passed until the goal was fixed29.

From score to the real robot

A simulated score says something about real robots only after its correlation with real-robot success has been measured. That takes a small set of real tasks, each with a simulated copy of the same scene. Evaluate the same systems on both, publish the rank correlation between simulated and real success with a confidence interval, and recompute it for every version of the benchmark. Such copies are getting cheaper. KinDER rebuilt a real shelf scene from an overhead camera22, and RAPID reconstructs a scene from a single RGB-D image2.

Published correlations are low or uncertain. RoboDojo reports only partial agreement between its simulated and real rankings, without a coefficient21. SIMPLER ranked six policies with a Pearson correlation of 0.92430, but with six policies the 95% confidence interval runs from about 0.45 to 0.99 (my calculation). The PolaRiS authors found LIBERO poorly correlated with real performance31. Prediction-powered inference can correct simulated estimates with a few paired real trials32.

A benchmark without a measured real-world correlation is a hypothesis about robots, not a measurement of them.

Open questions

Citation

If you found this perspective useful, please cite:

        @misc{higher-score-better-robot-blog,
          author    = {Hu Tianrun},
          title     = {Does a Higher Score Mean a Better Robot?},
          year      = {2026},
          publisher = {GitHub},
          url       = {https://h-tr.github.io/blog/posts/higher-score-better-robot.html}
        }

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