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EmbodiedGen V2 represents a significant advancement in simulation infrastructure by automating the creation of policy-ready 3D environments, directly addressing bottlenecks that previously hindered scalable closed-loop learning for embodied AI. The system's ability to generate multi-room scenes with high collision success rates and enable direct transfer from simulated policies to real robots demonstrates its utility as essential training ground technology rather than a consumer product or peripheral tool.
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EmbodiedGen V2: An Agentic, Simulation-Ready 3D World Engine for Embodied AI

arXiv2 min read

arXiv:2607.07459v3 Announce Type: replace Abstract: We present EmbodiedGen V2, a generative 3D world engine for building executable policy-ready environments for embodied intelligence. Sim-ready 3D asset generation has advanced rapidly, yet assembling such assets into policy-ready task environments remains largely manual, limiting scalable closed-loop learning. EmbodiedGen V2 addresses this gap through a unified sim-ready representation that connects cross-simulator assets, interaction affordances, task-driven worlds, large-scale multi-room scenes, and stateful Vibe Coding into a generative, editable, and reusable simulation pipeline. The generated environments support manipulation, navigation, mobile manipulation, cross-simulator deployment, and embodied policy training. In evaluation, the asset pipeline achieves 96.5% human acceptance and 98.6% collision success, and 83.3% of task-driven worlds are directly usable for downstream simulation without manual modification. Online reinforcement learning with generated environments further improves simulation success from 9.7% to 79.8%, and transfers to real robots with task success increasing from 21.7% to 75.0%. These results establish EmbodiedGen V2 as scalable simulation infrastructure for training, evaluating, and deploying embodied policies.

Abstract:We present EmbodiedGen V2, a generative 3D world engine for building executable policy-ready environments for embodied intelligence. Sim-ready 3D asset generation has advanced rapidly, yet assembling such assets into policy-ready task environments remains largely manual, limiting scalable closed-loop learning. EmbodiedGen V2 addresses this gap through a unified sim-ready representation that connects cross-simulator assets, interaction affordances, task-driven worlds, large-scale multi-room scenes, and stateful Vibe Coding into a generative, editable, and reusable simulation pipeline. The generated environments support manipulation, navigation, mobile manipulation, cross-simulator deployment, and embodied policy training. In evaluation, the asset pipeline achieves 96.5% human acceptance and 98.6% collision success, and 83.3% of task-driven worlds are directly usable for downstream simulation without manual modification. Online reinforcement learning with generated environments further improves simulation success from 9.7% to 79.8%, and transfers to real robots with task success increasing from 21.7% to 75.0%. These results establish EmbodiedGen V2 as scalable simulation infrastructure for training, evaluating, and deploying embodied policies.

Robotics (cs.RO); Computer Vision and Pattern Recognition (cs.CV)

arXiv:2607.07459 [cs.RO]

(or arXiv:2607.07459v3 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2607.07459 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 253 words

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