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PHYSICAL_AI / TEXTBOOK ── REV.2026.06.21

Physical AITextbook

Learn VLA, imitation learning, camera calibration, and Sim2Real through the tidy-up robot "The Tidy-Up Ghost" ("Shimatte-AI").

Subject / AWS Summit Japan 2026 Builders Fair Audience / Undergraduate level (only ML basics assumed) Contents / 8 chapters + glossary + appendix
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Pref.

AI has stepped into the physical worldIntroduction ── Why Physical AI now, and why on AWS

After AI that generates text and images, what the world is now grappling with is AI that sees, thinks, and physically moves ——— Physical AI. NVIDIA's Jensen Huang said "every industrial company will become a robotics company." It may sound like an overstatement. But for Amazon, this is not a prophecy about the future—it is a daily reality.

What is happening now ── the era of Physical AI

Over the past year or two, AI has been shifting from "creating text and images inside a screen" toward "seeing reality, thinking, and moving a body." What supports this is the emergence of foundation models such as VLA (Vision-Language-Action)—the star of this book—and world models that predict how the world behaves. "Give an instruction in words, and the robot moves even in an environment it has never seen"—that kind of generalization is becoming real. This is why people say a "ChatGPT moment for robotics" is near.

Why Amazon is serious ── the world's largest "real-world operator"

It is surprisingly little known, but Amazon is one of the companies that moves the physical world at the largest scale on Earth. Since welcoming a warehouse-robotics company in 2012, it has developed in-house autonomous mobile robots, item picking, and even a robot with a "sense of touch" (Vulcan), and in 2025 its deployed robots surpassed a cumulative one million units (across more than 300 fulfillment sites).

And at the same time, it announced DeepFleet ——— a "generative AI foundation model for robots" that learns the movements of hundreds of thousands of robots and coordinates the entire fleet. It also invests in outside robotics and humanoid companies. In other words, for Amazon, Physical AI is not a research theme but a backbone directly tied to delivery speed and cost. It has bumped into—and solved—the difficulty of "running the real world with AI" every single day, and that know-how becomes the foundation for the next generation of AWS.

So AWS opens up that foundation

Physical AI is a massive new workload for the cloud. Huge amounts of data, heavy simulation, GPU training, real-time inference at the edge, and operating many-unit fleets—the work it generates maps directly onto AWS's strong areas. AWS has built dedicated information channels and reference architectures for Physical AI and collaborates deeply on GPU simulation infrastructure because it positions this as a first-class theme.

ValueWhat changes when you tackle it on AWS

Physical AI consists of a long loop: "data collection → simulation → training → Sim2Real → edge hardware → fleet operation." AWS's strength is that you can run this entire loop on a single foundation.

  • It takes over the heaviest part, "training": Making a robot smart with real hardware alone is slow, expensive, and dangerous. So you compress months of experience into hours with GPU simulation (→ §5 Sim2Real). The contest moves to compute infrastructure, and SageMaker strips away the non-essential heavy lifting of "babysitting infrastructure" (→ §3).
  • The simulation platform runs as-is: On GPU-equipped cloud you can run NVIDIA Isaac Sim / Isaac Lab and train thousands of robots in parallel (→ §5).
  • Edge and fleet: Distribute the trained brain to real hardware (Jetson), run local inference at low latency, and operate many units together (→ §6 Edge/Cloud design).
  • End to end: From research trial-and-error to production operation, you can build it on a single foundation from start to finish. This is what "doing Physical AI on AWS" means.
Where this book stands

The "Tidy-Up Ghost" in front of you is proof that this end-to-end flow is actually running—not just on slides. With an arm of about ¥40,000 (plus a separate inference Jetson Thor in the ¥500,000 range) × open foundation models × AWS, you can build a Physical AI that tidies up a room when you speak to it. This book unpacks what is inside, all in one volume. The next robot you bring to life can start right here. *shiver… shiver…*

§00

How to read this textbookREADME — who it is for, and what you will learn

0.1Who this is for

  • University undergraduate level. We assume you have heard of the basics of machine learning (supervised learning, the existence of neural networks).
  • No prior knowledge of robotics or Physical AI is required. Terms are explained as they appear.

0.2What you can learn from this textbook

  1. What a VLA (Vision-Language-Action) model is, and how the representative models (π0.5 / GR00T N1.5–N1.7 / SmolVLA / ACT) differ.
  2. What and how a robot learns (imitation learning).
  3. Camera calibration and the ChArUco board — why they are needed and how to measure them.
  4. Sim2Real — the technique of learning in simulation and running on real hardware, and its hard parts.
  5. Edge vs cloud — the design key to deciding which computation goes where.

0.3One-paragraph summary of the subject (The Tidy-Up Ghost)

A small robot arm (SO-101) sits in a miniature room. When a visitor speaks into a microphone—"put away the eraser"—the AI understands the words, moves the arm, and tidies up the scattered objects. The brain that drives the robot is the VLA model; teaching that VLA "how to move" is imitation learning; accurately measuring how the camera sees is camera calibration (ChArUco); and practicing in a virtual space instead of on real hardware is Sim2Real. This book is built around these four pillars, adding the overview (§1) and edge/cloud design (§6).

§01

The big pictureWhat does it mean for a robot to "move by words"?

1.1Old-style robot control vs learning-based control

For decades, industrial robots in factories were programmed move by move by humans. "Joint 1 to 30 degrees, joint 2 to −15 degrees, then grip"—coordinates and angles written in directly (teaching). This is accurate for handling fixed objects at fixed positions, but it has the following weaknesses.

  • It fails when the object's position shifts even slightly.
  • A human has to rewrite it for every new object or task.
  • It is helpless against situations that differ every time, like a "messy room."

In contrast, recent Physical AI aims to see with a camera, judge for itself, and move. Instead of a human specifying coordinates one by one, the robot itself decides how to move its joints from the verbal instruction "put away the eraser" and the camera images. The thing that handles this "see → judge → move" is the star of this book, the VLA model.

1.2The perception → judgment → action loop

A robot's motion runs in a loop, just like human reflexes.

control_loop.mmd
flowchart LR P["📷 See with camera (perception)"] --> D["🧠 AI decides the next move (judgment)"] D --> A["🦾 Arm moves a little (action)"] A -->|"repeats dozens of times per second"| P

The key is not "output the correct move all at once," but to repeat move a little, look, move a little more at high speed. That is why the speed of this loop (how small the latency is) is decisively important. In Chapter 6, "Edge vs Cloud," we explain why this loop must run on the computer at hand (the edge).

1.3The cast of the Tidy-Up Ghost

The division of roles between "smart but somewhat slow thinking (cloud)" and "fast reflexes (edge)" is the backbone of this system.

system_overview.mmd
flowchart LR V["Visitor
(voice command)"] --> CLOUD subgraph CLOUD["Cloud = smart thinking"] AGENT["Conversational agent
understands words, replies with lines"] end CLOUD -->|"command: pick eraser"| EDGE subgraph EDGE["Edge = on-site Jetson = fast reflexes"] VLA["VLA model
see → output joint angles"] end EDGE --> ARM["SO-101
arm"] CAM["Cameras
(overhead / wrist)"] --> VLA ARM --> CAM
§02

What is a VLA modelVision-Language-Action ── a brain that sees, listens, and moves

2.1From VLM to VLA

First, a review. Recent AI includes the VLM (Vision-Language Model). This is a model that can handle "images" and "language" at the same time—for example, show it a photo and ask "what is this?" and it answers "a cat." It is an image-understanding + language model (think of GPT-4V or Claude's image features).

A VLA (Vision-Language-Action) adds an "action" output to this VLM.

vlm_vs_vla
VLM:  image + language              ──→  language (description / answer)
VLA:  image + language + robot state  ──→  action (how to move the joints next)

In other words, a VLA is a model that "sees, understands the verbal instruction, and outputs how to actually move its body." It is the core technology of Physical AI.

2.2Inputs and outputs — what concretely goes in and out

Using the SO-101 arm that the Tidy-Up Ghost uses as an example, let us make the VLA's inputs and outputs concrete.

Input (observation)

  • Images: one overhead camera + one wrist camera (it sees multiple viewpoints at once).
  • Language instruction: "put away the eraser (pick eraser)."
  • Its own state (proprioception): the current angle of each joint. The SO-101 has six servos (a 5-DOF arm + gripper open/close), so six numbers.

Output (action)

  • The sequence of joint angles to take next. Not just "the next single step," but dozens of upcoming steps of joint angles all at once (the reason is in the next section).

2.3Why "Action Chunking"?

A VLA predicts not step by step, but predicts future actions together as a chunk. This is called Action Chunking. The reason is to avoid the compounding error.

If you predict step by step, even a tiny prediction error makes the next input that shifted state, which produces an even more shifted prediction, and so on—the error snowballs. On the other hand, if you output a whole chunk of actions at once, even if there is some wobble along the way, it is easier to keep the overall trajectory smooth. This idea was popularized by the research ACT (described later).

2.4How to generate continuous motion — Flow Matching / Diffusion

A language model picks "the next word" probabilistically, but a robot's joint angles are continuous values (30.5 degrees, 31.2 degrees…) and must connect smoothly. To generate this continuous action sequence, recent VLAs use methods called flow matching and diffusion.

Intuitively, it does the same thing that an image-generation AI (such as Stable Diffusion) does—gradually removing noise from a "noisy image" to create a clean picture—but applied to an "action sequence."

flow_matching
random noisy action sequence  ──(a few steps of "denoising")──→  smooth, meaningful action sequence
                                  ▲
                  the image and language instruction condition "what the action should be"

Picture "carving a clean motion out of noise." π0.5, SmolVLA, and GR00T all adopt methods of this lineage.

2.5System 1 / System 2 — fast reflexes and slow thinking

In VLA design, a two-layer structure modeled on human cognition often appears (NVIDIA GR00T makes it especially explicit). The phrasing "System 1 / System 2" was popularized by psychologist Daniel Kahneman's bestseller Thinking, Fast and Slow.

  • System 2 (slow thinking): the VLM part. From images and words, it semantically understands and plans "what should be done now." Heavy but smart.
  • System 1 (fast reflexes): the action-generation part (such as a DiT = Diffusion Transformer). Receiving System 2's understanding, it spits out smooth joint angles in real time. Light and fast.

This idea of separating a "smart but slow layer" from a "fast layer" maps neatly onto Chapter 6's division of roles between the cloud (smart thinking) and the edge (fast reflexes). Keep it in mind.

2.6The major VLA models — each with its own character

In the Tidy-Up Ghost project, multiple VLAs were compared in training and validated on real hardware. We trained π0.5, ACT, GR00T, and SmolVLA, and the live demo at the production booth ran ACT on three tasks (eraser, marker, die). Here we organize the characteristics of the four representative models.

VLA · 3 tasks in validation ★
π0.5
Physical Intelligence
strongest generalization / large
  • flow matching on top of the VLM PaliGemma (SigLIP + Gemma, a few B)
  • Co-trains by mixing multiple robots + web data
  • Hierarchical structure that predicts "what to do next" in language
  • Validated on 3 tasks on this demo's real hardware (Jetson Thor) (FT with 134 episodes). The production live demo used ACT
VLA · picked the red pen in hardware validation ★
GR00T N1.5 / N1.6 / N1.7
NVIDIA
clear System1/2
  • System 2 = VLM (N1.5 = Eagle / N1.6/N1.7 = Cosmos-Reason family) + System 1 = DiT family for motion generation
  • The action side references VLM embeddings and generates joint commands via "denoising"
  • Training data = synthetic (GR00T-Dreams) + human first-person video (EgoScale, N1.7)
  • For this demo, N1.7 was confirmed in hardware validation picking up (grasping) the red pen (generational differences in §2.7). The production live demo used ACT
VLA · lightweight/validation
SmolVLA
Hugging Face / LeRobot
lightweight ~450M / edge-capable
  • Small VLM SmolVLM2 + flow matching, made lighter by layer skipping
  • Asynchronous inference: separates thinking from execution → 30% faster response, 2× throughput
  • Trainable on a single GPU, runs on cheap hardware
  • For this demo, the SmolVLM2-500M backbone version was trained and validated (the production live demo used ACT)
Imitation learning · adopted for the production live demo ★
ACT
Stanford / ALOHA
lightweight / task-specific
  • Strictly speaking, no language conditioning. It mimics motion from demonstrations
  • CVAE + Transformer. The driving force that popularized Action Chunking
  • Weak at generalization and language understanding, but reliable with little data
  • For this demo, it was adopted for the live hardware at the production booth, running three tasks—eraser, marker, die (a single ACT trained jointly on three tasks / reacting to the scene). π0.5, GR00T, and SmolVLA were also validated on hardware)
// comparison of the 4 models
ModelDeveloperScaleLanguage instructionAction generationCharacteristicsRole in this demo
π0.5Physical Intelligencelarge (a few B)yesflow matchingstrongest generalization · web-data co-trainvalidation: 3 tasks
GR00T N1.5–N1.7NVIDIAlarge (3B)yesDiT/flowSystem1/2 two layers · human video/synthetichardware validation: picked the red pen
SmolVLAHugging Facesmall (~450M)yesflow matchinglightweight · async inference · edge-capabletraining · validation
ACTStanford(ALOHA)smallnoCVAE+Transformerlightweight · task-specific · birthplace of chunkingproduction live: 3 tasks
Why line up multiple models

We train and compare π0.5 / ACT / GR00T / SmolVLA in the cloud (SageMaker), searching while recording in MLflow "which one tidies up best." Training data uses two streams: teleoperation (a human demonstrating on real hardware) and Sim (synthesized in a virtual space). The trained models are deployed to the edge for inference and validation on real hardware (delivered via Systems Manager + S3; Greengrass auto-delivery is a future option). "The field uses something reliable; research explores broadly, including large models"—we run this cycle to compare, and for this booth we adopted ACT for the production live demo.

2.7GR00T version evolution (N1.5 → N1.6 → N1.7)

The Tidy-Up Ghost uses GR00T by FT-ing from one of the N1.5–N1.7 bases (the one that first reached picking the red pen on real hardware was N1.7). All three generations share the skeleton of "3B parameters, two layers of System 2 (VLM = thinking) + System 1 (action generation = reflexes)," but each generation evolves in its VLM head, action-generation scale, and training data.

// GR00T generation comparison
GenerationVLM (thinking)Action generation (reflexes)Highlight of training dataIn a word
N1.5Eagle 2.5 (frozen)16-layer DiT + 4-layer adapter / absolute joint anglesGR00T-Dreams (synthetic)first stable version
N1.6Cosmos-Reason-2B (variable resolution)32-layer DiT (2×) / adapter removed, top 4 VLM layers trained / relative actionsthousands of teleop hours added (bimanual, walking)improved accuracy for two hands / walking
N1.7Cosmos-Reason-2B (enhanced reasoning)Action Cascade (separates reasoning and control)EgoScale = ~20,000 hours of human first-person videoreasoning-enhanced "think then act" version
  • N1.5 → N1.6: swapped the head (VLM) from Eagle to Cosmos-Reason and doubled the action-generation DiT (16 → 32 layers). It also changed how actions are produced, from "absolute joint angles" to "relative changes from the current pose," and added a large amount of bimanual / walking teleop data to raise accuracy.
  • N1.6 → N1.7: the biggest highlight is EgoScale. In addition to robot teleop (thousands of hours), it learned from about 20,000 hours of video of humans handling objects from a first-person view. Exploiting the commonality that "both humans and robots have two hands and a first-person viewpoint," it acquires the "knack of how to handle objects" without showing every motion on real hardware. Furthermore, it structures tasks/subtasks for reasoning, making it less likely to get lost in long procedures ("Open Reasoning VLA"). It is drop-in replaceable from N1.6.
In the context of the Tidy-Up Ghost

The training scripts are built to FT from nvidia/GR00T-N1.5-3B / N1.6-3B as the base, and the one that first reached picking the red pen on real hardware was N1.7. The higher the generation, the more it tends to be "strong on unseen objects and procedures even with few demonstrations." After training and hardware-validating three models, we adopted ACT for this booth's production live demo (π0.5 and GR00T were also validated on hardware).

2.8The grand VLA catalog — who built them, and how open are theyOptional reading — skip if you like

This is a reading column slightly off the main path. If you are in a hurry, you can jump to §3 Imitation Learning and still follow the main thread (the relationship between these four models and the world's major VLAs is mapped out in §9 Appendix).

The π0.5, GR00T, SmolVLA, and ACT we have met so far differ in their makers, their philosophies, and "how much they have made public"—and those differences are themselves a microcosm of the VLA industry. Let us take a sweeping look at each model's background, history, and trivia, along with how open its code / weights / training data are.

The π family (π0 → π0.7) — Physical Intelligence

  • Maker: Physical Intelligence, a San Francisco startup founded in early 2024. Its co-founders include Sergey Levine (associate professor at UC Berkeley) and Chelsea Finn (Stanford), two giants of robot learning, plus former Googlers Karol Hausman and Brian Ichter and former Stripe's Lachy Groom. The initials PI of "Physical Intelligence" are likened to the Greek letter π (pi) for the model names.
  • Trivia: its investors are ultra-luxurious—Jeff Bezos, OpenAI, and Alphabet (CapitalG). Its valuation jumped from about $2.4B in 2024 to about $5.6B in 2025, and it was reported to be negotiating a raise at over $11B in 2026. It is the most-watched startup aiming for a "robot version of ChatGPT," but it is also said to have no clear revenue plan yet—a pure foundation-model player.
  • History: π0 (2024-10, the first generation; 50 Hz via flow matching, demonstrated laundry folding) → π0-FAST (2025-02, tokenized actions to make training about 5× faster) → π0.5 (2025-04, "open-world generalization" tidying a house it had never seen; validated in this demo) → π0.6 (2025-11, learns from experience) → π0.7 (2026-04, steerable, emergent abilities).
  • Openness: π0 / π0-FAST / π0.5 are published in openpi with "both code and weights" under Apache 2.0. However, the large-scale robot data used for training is not public. Furthermore, for the latest π0.6 / π0.7, papers are released but the weights are closed. That is, a "show the research, but keep the latest weights" style.

GR00T (N1 → N1.7) — NVIDIA

  • Maker: NVIDIA. A general-purpose foundation model for humanoids, with the two-layer structure of System 2 (VLM = thinking) + System 1 (diffusion = reflexes) (§2.5, §2.7).
  • Trivia: the name "GR00T" evokes the popular movie character, but its origin is said to be "Generalist Robot 00 Technology" (meaning the 0th technology of general-purpose robots). This demo's edge computer, the Jetson AGX Thor, is also made by NVIDIA, so both the brain and the hardware are NVIDIA.
  • History: N1 (2B) → N1.5 (3B) → N1.6 (renewed the VLM to the Cosmos-Reason family, doubled the action-generation DiT) → N1.7 (trained on EgoScale, ~20,000 hours of human first-person video; validated in this demo). Each generation evolves to be "stronger on unseen cases even with few demonstrations" (details in §2.7).
  • Openness: all generations from N1 to N1.7 publish weights (Hugging Face) + code (GitHub). The code is Apache 2.0, and the weights are under the NVIDIA Open Model License (commercial use allowed). It also publishes part of its training data, so it is "more open on data" than the π family. N1.7 is at the Early Access stage.

SmolVLA — Hugging Face (LeRobot)

  • Maker: the LeRobot team, Hugging Face's open robotics foundation. Released in June 2025. A small VLA of about 450M, with a backbone of HF's own small VLM SmolVLM2.
  • Philosophy / trivia: "a VLA that needs neither expensive GPUs nor proprietary large-scale data." It is so light that it trains on a single GPU and even runs on a CPU. Its biggest feature is that it learns from data shared by the community—it fights with "everyone's data" rather than a giant company's proprietary data. The paper reports that it surpasses ACT and large VLAs. With asynchronous inference that separates thinking from execution, it is 30% faster in response and 2× in throughput.
  • Openness: fully open under Apache 2.0, including code, weights, and training data (community data). Of the four models, it is the most open, all the way down to the data.

ACT — Stanford / ALOHA

  • Maker: Stanford's ALOHA project (2023, paper arXiv:2304.13705). The authors are Tony Z. Zhao, Vikash Kumar, Sergey Levine, and Chelsea Finn.
  • ★ The biggest trivia: this Levine and Finn founded Physical Intelligence (π0) the following year. In other words, ACT is the "ancestor" of the π family. The "Action Chunking (§2.3)" that ACT popularized is now a foundational technique that π0, π0.5, SmolVLA, and GR00T use as a matter of course.
  • Contents / history: CVAE + Transformer. Without language instruction, it succeeds at hard tasks 80–90% of the time from only about 10 minutes of demonstration, and became famous all at once together with the cheap bimanual hardware ALOHA. Lightweight and task-specific, it is strong at precise grasping.
  • Openness: the code is fully open under MIT (tonyzhaozh/act). However, ACT is an "algorithm" rather than a model—there are no huge pre-trained base weights like π0/GR00T, and you train it each time on your own demonstrations (so the notion of "published weights" is thin; you collect the data yourself too).
// openness of code, weights, and data
ModelMakerCodeWeightsTraining dataLicense
π0 / π0-FAST / π0.5Physical Intelligence✅ public✅ public❌ not publicApache 2.0
π0.6 / π0.7Physical Intelligencepaper only (weights closed)
GR00T N1–N1.7NVIDIA✅ public✅ public△ partially publiccode Apache 2.0 / weights NVIDIA Open Model License
SmolVLAHugging Face✅ public✅ public✅ public (community)Apache 2.0
ACTStanford (ALOHA)✅ public– (trained each time)– (self-collected)MIT
Highlights — the "kinship" and openness of the 4 models

The π0.5, GR00T, and ACT this demo runs on real hardware, plus the SmolVLA initially validated, are all openly obtainable (the only closed ones are the latest π0.6 / 0.7). This demo's claim that "you can build an enterprise-grade demo with a ¥40,000 arm × open foundation models" is backed by this fact (the inference edge computer Jetson Thor is separate, in the ¥500,000 range).

Moreover, the four models have "kinship." The lineage runs ACT (Stanford) → its authors Levine and Finn founded Physical Intelligence → π0. And flow matching (generating continuous motion) and Action Chunking (predicting actions as chunks) have become DNA shared by nearly all the models.

Lining up openness in a row—SmolVLA (code + weights + data, all) > π0.5 and GR00T (code + weights) > ACT (code only = a method) > π0.6 / 0.7 (paper only). There is a tendency for the cutting edge to hold weights close, but what is interesting is that robot foundation models have an even more deeply rooted "open culture" than LLMs.

Column — will a "GPT moment" come for VLA?

In natural language processing (NLP), every time a new invention appeared, "generality" leapt up in stages. There was word2vec, which turned words into meaning vectors; the Transformer, a general-purpose architecture that captures context as a whole; BERT, which pre-trains in advance on large amounts of text; and GPT, which pushed that toward generation and enormous scale. With GPT-3 in particular, a single model could handle translation, summarization, question answering, and more just by "being shown an instruction or examples," without rebuilding the model. This "turning point at which task-specific designs become unnecessary and a general-purpose model can do anything from instructions alone" is metaphorically called the "GPT moment" (the same phrasing as the "ImageNet moment" that refers to 2012, when deep learning transformed image recognition).

This frame partly applies to VLA too. The Transformer and pre-trained vision-language models (VLMs) are borrowed wholesale by VLA—that is, VLA has already acquired the foundation corresponding to word2vec and the Transformer. In fact, π0.5 and GR00T are entering the stage of "handling multiple tasks if instructed in words," which can be called a small "sign of GPT."

So why is it said that "VLA's GPT moment has not arrived yet"? NLP's true fuel was not the Transformer alone, but internet-scale text (nearly free, learnable in a self-supervised way). Yet robot action data is not lying around on the net—it can only be collected by hand via teleoperation (this "scarcity of data" is detailed in the column at the start of the next section, §3). There is infinite video, but it does not come with the answer of "which joint was moved and how"—and the absence of a mechanism to "convert abundant video into a teaching signal a robot can use" is said to be the biggest wall right now.

What is therefore seen as promising is a data engine that learns at scale from human video and virtual spaces (simulation) (GR00T N1.7's EgoScale is one example), and a World Model that acquires physical common sense by predicting "what the world will become next." The latter is drawing attention with the idea that "VLA's next GPT might be the world model." In summary—the architectural "GPT moment" is mostly achieved for VLA too. What remains is a breakthrough in "data" and "world-model-style learning," and that is "coming, but not yet fully here"—that is where we stand in 2026.

§03

Imitation learningWhat, and how, does a robot learn?

The "brain" called a VLA does not know how to tidy up from the start. It learns by mimicking human examples. This is called imitation learning, and the most basic method in particular is called behavior cloning.

Column — why does an LLM work from a prompt, but a VLA needs training?

"An LLM can do all sorts of things from just an instruction (a prompt), so why does a VLA need extra training?"—a reasonable question. But the two are not different mechanisms. The reason an LLM can work "from just a prompt" is the result of pre-training on internet-scale text; the prompt merely calls up that knowledge. A VLA, too, is instructed in words at inference time—"put the marker in the basket" (= equivalent to a prompt). The point that one model handles multiple tasks without retraining per command is the same as well.

The difference comes from two asymmetries. ① Scarcity of data: text is virtually infinite on the net, but "robot action data" can only be collected by hand via teleoperation and is orders of magnitude scarcer ("internet-scale robot motion" does not exist). ② Grounding in a body (embodiment): an LLM's output is the same "token" everywhere, but a VLA's output is a motor command tied to this SO-101, this camera, this physics. Even the same "tidy up" has to be fitted to one's own body. So the process of "practicing on this body, in this field"—fine-tuning—is still needed for now.

By analogy, an LLM is a person who got smart by reading a huge number of books (the reading material is infinite). A VLA is a person who cannot use a new tool without practicing with their own hands; reading the manual alone will not move their fingers. Fine-tuning corresponds to that "practice with one's own body." Note that this gap is shrinking—π0.5 aims for generalization to "houses it has never seen," and GR00T aims for transfer between robots with minimal extra training—VLA is at the stage of following the path the LLM trod.

3.1A review of supervised learning

The basics of machine learning, "supervised learning," show a large number of input-and-answer pairs to learn the input→answer correspondence. Example: show many "photos + correct labels (cat/dog)" so it can guess the animal in a new photo. Imitation learning applies this to robot actions:

supervised_mapping
input (observation) = camera image + language instruction + current joint angles
answer (teacher)    = the action the human took at that moment (how the joints were moved)

You collect a large number of these pairs to learn "in this situation, move like this."

3.2Teleoperation — how to collect examples

So how do we record "the correct action the human took"? This is where teleoperation (remote operation) comes in. The SO-101 has two kinds of arms.

  • Leader arm: for operation, held and moved by a human.
  • Follower arm: for work, moving by exactly mimicking the leader's motion.

When a human moves the leader arm to demonstrate "put the eraser in the basket," the follower performs the same motion. At this time, three things are recorded at each time step:

episode_frame[t]
one frame at time t:
  ├─ camera images (overhead + wrist)        ←  observation
  ├─ joint angles at that moment             ←  observation (self-state)
  └─ joint angles the human moved to next (= action)   ←  teaching signal (answer)

Lining up these frames from the start to the end of the motion gives one episode (one example run). You repeat this tens to hundreds of times to build a dataset. The Tidy-Up Ghost accumulates it in the dataset format of LeRobot (Hugging Face's robot-learning library).

Teleoperation demo 1: a person operates the leader arm while the follower tracks its motion and demonstrates the tidying-up action (no audio).
Teleoperation demo 2: collecting examples in the same way. This single run is accumulated as "one episode" in the LeRobot format (no audio).

3.3Observation space and action space

  • Observation space: the set of inputs the model receives. For the Tidy-Up Ghost, "2 images + 6 joint angles + the language instruction."
  • Action space: the set of actions the model outputs. For the SO-101, "the target angle (or its change) of each of the 6 joints."

Training a VLA, in the end, is nothing other than approximating with a neural network the "correspondence function from observation space → action space (called a policy)."

3.4What learning is — the "guess the next action chunk" problem

Roughly, training a VLA that uses flow matching goes like this:

  1. Take "some observation" and "the action chunk the human took at that moment (the answer)" from the data.
  2. Deliberately add noise to the correct action chunk.
  3. Show the model the "observation" and the "noisy action," and have it predict "how to remove the noise to get back to the answer."
  4. Update the model's weights little by little so that the gap (error) between the prediction and the answer shrinks.

Repeat this millions of times, and the model learns "given this observation, here is how to carve the action out of noise." At inference time, it starts from pure noise and generates a smooth action by the learned procedure (§2.4).

Why practice "deliberately break it, then restore it"?

In production (inference), the model has no correct action at hand—only the image and the instruction. So it has no choice but to create the action from "blank noise" (§2.4). But guessing the finished form straight from noise is hard, so during training we make a large number of samples that break the answer at various strengths and have it learn "an arrow that steps one move back toward the answer from any degree of brokenness." In production it follows that arrow over and over to carve the action out of noise.

By analogy, think of sculpting. Someone who knows the finished form repeatedly practices "where to carve next to get closer to completion" on stones deliberately roughened in various ways, and in production carves a statue from a single block of stone with the learned hand movements—that is the image.

3.5Fine-tuning — why does it work with 20 episodes?

This is the heart of the modern VLA. π0.5 and SmolVLA are distributed as pre-trained foundation models. They are already in a state where they have learned general-purpose body movements—"grasp, carry, place"—from vast robot data around the world.

What the Tidy-Up Ghost does is to additionally train this foundation model a little, to fit its own task, camera placement, and arm. This is called fine-tuning (FT).

  • Learning from scratch would take tens of thousands of episodes, but the foundation model already knows how to "grasp," so it works if you teach it just "this eraser, into this basket, with this camera" for 20–300 episodes.
  • By analogy, it is like teaching a person who can already ride a bike (the foundation model) just "how to get up this slope" (FT).

3.6The real numbers of training (the Tidy-Up Ghost's settings)

// training config
ItemValueNote
Modelπ0.5 / ACT / SmolVLA / GR00T trained and hardware-validatedThe production live demo used ACT
Number of episodes20–300e.g., 300 episodes at ≈30 s each is about 3 hours of collection
Number of epochs50passes over the whole dataset 50 times
Training machineg6.2xlarge / g6e.2xlargeAWS GPUs. About 6 hours for 20 episodes
Experiment managementSageMaker + MLflowrecords and compares which settings have the highest success rate

3.7Raising "robustness" with variation in the data

The lighting at the actual venue is always different from when the data was collected. So that the model does not malfunction with lighting changes, we deliberately collect data while varying the lighting patterns (partial lighting, full lighting, full darkness, etc.). In this way it acquires the robustness to "move the same way even when the appearance changes somewhat." This idea of "deliberately injecting variation into the training data" is the same spirit as domain randomization in the next chapter, Sim2Real.

Isn't this reinforcement learning (RL)?

When you hear "robot learning," you might picture reinforcement learning (RL), where the robot maximizes a reward through trial and error. But the VLAs that serve as Shimatte-AI's brain (π0.5, GR00T, ACT, SmolVLA) are all imitation-learning-based. Why not RL?

  • Reward design is hard: it is difficult to express "the room is tidy" as a numeric reward. Showing examples is far easier.
  • Trial and error on real hardware is costly and risky: repeating tens of thousands of failures drives up time, wear, and safety-management cost.
  • Collecting demonstration data has scaled: with teleoperation we can gather plenty of examples, and imitation learning now reaches sufficient performance.

On the other hand, for locomotion and balance control (standing and running on legs), the reward is easy to specify and simulation is fast, so RL is still mainstream. In other words there is a division of labor: "manipulation that picks things up → imitation-learning side / walking and balance → reinforcement-learning side." Shimatte-AI is arm manipulation, so it sits on the imitation-learning side.

Recently the combination of "build the base with imitation learning, then polish with reinforcement learning" is also growing (similar in spirit to the "pretraining + RLHF" of large language models). Shimatte-AI likewise keeps reinforcement learning in view as room for future extension.

§04

Camera calibration and ChArUcoMeasuring the camera's "quirks" in numbers

A VLA moves by relying on camera images. But a camera is not an "honest eye." Its lens has distortion, and the same object is captured differently depending on the model and settings. The work of accurately measuring these "camera quirks" is camera calibration, and its standard tool is the ChArUco board.

4.1Why calibration is needed

If the way the camera used to train the VLA captures images differs from the camera used for inference, the training goes to waste. Furthermore, in Chapter 5's Sim2Real, the "virtual camera in simulation" must be made to capture images the same way as the "real camera." To do that, we must know in numbers "what quirks the real camera has." Calibration is the work of finding these numbers.

4.2The pinhole camera model and intrinsic parameters

A camera is mathematically approximated as a pinhole camera. The correspondence that determines where a 3D point lands on the 2D image after passing through the lens is the intrinsic parameters (intrinsics). The intrinsics consist of two parts: ① the camera matrix K and ② the distortion coefficients (the distortion coefficients are a separate part, not part of K's contents).

① Camera matrix K … a 3×3 matrix representing the camera's basic performance. Its contents are the following two kinds:

  • Focal length fx, fy: the lens's "zoom level." The larger it is, the more telephoto (the narrower the field of view).
  • Principal point cx, cy: the pixel coordinates of the image center (the point where the optical axis hits the image).

② Distortion coefficientsseparate from K. Coefficients that correct lens distortion (e.g., straight lines bending into a barrel shape with a wide-angle lens).

intrinsics
       3D point (X, Y, Z)
              │  passes through the lens (pinhole)
              ▼
   pixel on the image (u, v)   ←  K and the distortion coefficients determine this correspondence

   ┌ fx  0  cx ┐
   │  0 fy  cy │  ← this is the camera matrix K (3×3)
   └  0  0   1 ┘     distortion coefficients (k1,k2,p1,p2,…) are held separately, outside K

The purpose of calibration is to find this K and the distortion coefficients by measurement.

4.3Classic chessboard calibration

Traditionally, a chessboard (checkerboard pattern) is used. The corners of the black-and-white grid can be detected with very high precision by image processing. You photograph a grid of known size from various angles, gather many correspondences between "the corner's position in the real world" and "the corner's position on the image," and back-calculate K and distortion.

Weakness: if part of the board goes outside the frame or is hidden by a hand, you can no longer tell which corner is which, and calibration fails. This is because all the chessboard corners look alike and cannot be distinguished.

4.4ArUco markers — landmarks with IDs

An ArUco marker is a black-and-white square marker, like a simplified QR code. Each has a unique ID (number) and has the following strengths.

  • Easy to detect even when partly hidden or at an angle
  • Once detected, it can be uniquely identified as "this is marker number 7"

Its weakness is that the corner position accuracy is not as high as a chessboard.

Trivia: the name ArUco comes from "Augmented Reality University of Córdoba" (the University of Córdoba in Spain, its developer). It is a bona fide academic tool proposed in a 2014 paper.

4.5ChArUco = chessboard × ArUco (the best of both)

ChArUco is, as the name suggests, Chessboard + ArUco. It is a board with ArUco markers embedded in the white squares of a chessboard grid.

charuco_board
┌─┬─┬─┬─┐
│ ││ │ = ArUco marker (has an ID → strong at partial detection)
├─┼─┼─┼─┤    + = chessboard corner (high precision)
││ ││ │
├─┼─┼─┼─┤
│ ││ ││
└─┴─┴─┴─┘

This combines the strengths of both:

  • ArUco's ID → even when the board is only partly visible, you can tell "which-numbered corner is in view now" (strong at partial detection).
  • Chessboard corners → positions can be measured with sub-pixel precision (high precision).

As a result, you can calibrate stably and with high precision even when the board is slightly hidden by a hand or arm, or at an angle. It is well suited to calibration in a "place where things move around," such as a robot's workspace.

4.6The calibration procedure

  1. Print the ChArUco board and know its size accurately.
  2. With the camera, take dozens of shots of the board from various angles and distances.
  3. In each image, detect the ArUco to identify the ID → detect the corresponding chessboard corners at sub-pixel precision.
  4. Gather the correspondences between "the real-world corner positions" and "the positions on the image" across all images, and estimate K and the distortion coefficients by optimization.
  5. Save the results (intrinsics.yaml).
Why does K come out just from "taking photos"?

The key is that the board's dimensions, squares, and marker IDs are "exactly known." In other words, the board is a ruler with known graduations. With just one shot, the answer is not determined (e.g., you cannot tell "a large board far away" from "a small board up close" = insufficient clues). But take dozens of shots while varying the angle and distance, and the only thing that changes each time is the board's position and orientation, while the camera's own quirks (K and distortion) are common to all shots. Because you narrow down to one set of "K and distortion that can explain all the photos at once" by optimization, it is found precisely. In short, it is a matter of "one shot = too few clues, many shots = an over-determined system you solve simultaneously."

4.7The real numbers in the Tidy-Up Ghost

From the contents of the calibration repository camera_calibration, here are this demo's concrete values:

// calibration spec
ItemValue
ChArUco boardA4 size, 7×10 squares, 26.0 mm per square
Overhead camera (OBR-WEBCAM200)field of view (FOV) about 49.9°
Wrist camera (InnoMaker U20CAM-1080P)field of view (FOV) about 72.5°
Output 1intrinsics.yaml (camera matrix K + distortion coefficients)
Output 2isaac_camera.yaml (camera settings for the simulator Isaac Sim)

The overhead camera sees the whole room, so its field of view is kept narrower (49.9°), while the wrist camera sees nearby areas widely, so it is wide-angle (72.5°). This second output, isaac_camera.yaml, is the bridge to the next chapter, Sim2Real—a file for transplanting the "real camera's quirks" measured in calibration directly onto the simulator's virtual camera.

Note: this demo has only these two cameras. The wrist camera is the "eye" attached to the wrist of the SO-101 arm, and the overhead camera is fixed at a distance to see the whole room. The SO-101 does not have a separate built-in camera (the same two cameras as "one overhead + one wrist" in §2.2).

§05

Sim2RealLearn in simulation, run on real hardware

5.1Why use simulation

As we saw in Chapter 3, training a VLA requires a large amount of demonstration data. But collecting data on real hardware is hard:

  • Slow: one episode is 30 seconds, and 300 of them means a human operating for many hours.
  • Costly / wear: arms and motors wear out with use.
  • Dangerous / irreversible: things break, the arm collides.
  • Cannot be parallelized: real hardware can only run one at a time.

This is where simulation (a virtual space) comes in. If you recreate a room and a robot inside a computer, you gain advantages like fast and parallel (you can run hundreds of virtual robots at once), safe and unlimited (if it breaks, just restart), and the exact answer is known (you obtain the precise positions of objects from a "god's-eye view").

Doing this—"learn in simulation → run on real hardware"—is called Sim2Real (Simulation to Reality). The Tidy-Up Ghost uses NVIDIA's Isaac Sim (a robot simulator with physical simulation + photorealistic rendering).

Trivia: NVIDIA's robot foundation brand "Isaac" is named after Isaac Asimov, the SF writer who gave us the Three Laws of Robotics. This book's Isaac Sim, and GR00T's formal name "Isaac GR00T," are both part of this Isaac family (= the Asimov mark) (note: the edge computer Jetson is a separate brand).

Isn't the Sim a place for reinforcement learning?

In general the image of "simulation = where you do reinforcement learning" is strong (training walking robots, for example, really is running RL inside the Sim). But Shimatte-AI's Sim is used not as a place for reinforcement learning, but as a data factory for imitation learning.

The key point is that in the Sim you can produce demonstration data without a human operating anything. In the virtual space you can obtain the exact position of objects from a "god's-eye view," and generate optimal trajectories automatically, in parallel, and faster than reality at large scale. This is mixed into the real-hardware teleoperation data for training (the synthetic data generation of §5.4).

In short, Shimatte-AI's Sim has three roles: (1) automatic generation of demonstration data, (2) accumulating data faster by running in parallel with real-hardware collection, and (3) safe pre-validation before trying on real hardware. None of these is "trial and error driven by reward (RL)"; they are all ways to support imitation learning. That is why this demo achieves Sim2Real without using reinforcement learning.

5.2The biggest hard part — the domain gap

The core problem of Sim2Real is the domain gap: because the virtual space and reality never match perfectly, a model that worked well in simulation fails on real hardware. The gap is mainly of three kinds:

  1. Visual gap: the texture, color, shadows, and lighting of the rendering differ from the real thing. The camera's field of view and distortion differ.
  2. Dynamics gap: friction, mass, motor response, and softness of objects differ between simulator and reality.
  3. Latency gap: real hardware has sensor-acquisition and communication delays, but in the simulator these tend to be zero.

Because a VLA moves by looking at camera images, the "visual gap" is especially fatal. If the training images (Sim) and the inference images (real hardware) are captured differently, the hard-won training is useless.

5.3Two strategies to close the gap

(A) Match the configuration exactly to the real hardware

In the Tidy-Up Ghost, we recreate the same SO-101 arm as the real hardware inside Isaac Sim, and match the geometry by swapping the standard arm's wrist camera, mount, and gripper for the same ones as the real hardware. And the decisive part is applying Chapter 4's calibration results (isaac_camera.yaml) to the virtual camera.

calibration → sim2real
calibrate the real camera with ChArUco
        │  measure K, distortion, FOV (49.9°/72.5°)
        ▼
   isaac_camera.yaml
        │  set those numbers on the virtual camera
        ▼
Isaac Sim's virtual camera captures images the same "way" as the real hardware
        └─→ the visual gap shrinks → a VLA learned in Sim is more likely to work on real hardware

This is the answer to "why camera calibration is the key to Sim2Real." If you do not match the field of view and distortion, the Sim training images and the real-hardware inference images become systematically misaligned.

(B) Domain randomization

The other classic strategy. In simulation, deliberately scatter conditions at random: train while making lighting color and intensity, object texture and color, background, friction, and mass different every time. Then it accumulates the experience that "the colors and light differ every time, but in each case I could put the eraser in the basket," and the model learns the essential motion that does not depend on fine details of appearance. As a result, it adapts more easily to unknown reality (which the model regards as just one more pattern of the randomization). This is the same spirit as collecting data with varied lighting in §3.7.

5.4Various ways to use Sim2Real

  • Synthetic data generation: auto-generate a large number of demonstrations in Sim and mix them with real-hardware data for training (GR00T's DreamGen and the like follow this idea).
  • Parallel data collection: advance real-hardware teleop and in-Sim data collection in parallel to accumulate data quickly.
  • Pre-validation: before trying on real hardware, safely evaluate the policy in Sim and surface dangerous failures.
The current status of the Tidy-Up Ghost (2026/06)

We have reached the stage of building an SO-101 environment equivalent to the real hardware on Isaac Sim and matching the cameras with calibration values. In the production demo, we plan to show on the training dashboard that "we also train in Sim." Sim2Real is positioned to be expanded further going forward.

§06

Edge vs CloudWhich computation goes where ── the design key

Finally, the most practically important point in system design. We organize "should this computation be done at hand (edge), or sent to the cloud" using the Tidy-Up Ghost as an example. This connects directly to the "loop speed is everything" story in §1.2 at the start.

6.1Terms: edge and cloud

  • Edge: the computer at hand on site. In the Tidy-Up Ghost, the NVIDIA Jetson AGX Thor (a small GPU machine placed right next to the robot).
  • Cloud: the powerful group of computers in a data center. In the Tidy-Up Ghost, AWS (Bedrock's large AI, SageMaker's GPUs, etc.).

The edge is close and fast but weak; the cloud is distant and has latency but is powerful. This contrast is the starting point of the design.

6.2Never confuse the two kinds of "inference"

The Tidy-Up Ghost involves two inferences with completely different natures. Separating these is the biggest knack.

① Real-time control loop② Post-action success judgment
What it doesoutputs joint angles from camera images dozens of times per secondevaluates "is it tidied?" from an image just once
In chargeVLA modelVLM (semantic judgment of the image)
Latency toleranceextremely strict a delay breaks controlloose 1–2 s is OK
Conclusion: where to placemust be the edgethe cloud is fine

6.3Why ① the control loop must be at the edge

The control loop (camera → VLA → joint angles) needs to close dozens of times per second. If you send this to the cloud:

  • Round-trip latency: sending the image to the cloud, inferring, and receiving the result takes a round trip of hundreds of ms to seconds. If this enters every loop, the motion becomes jerky and control does not hold.
  • Stops on a network drop: the robot freezes the instant the connection is cut even for a moment. On site, this is not acceptable.

So VLA inference is run locally on the Jetson Thor. Running π0.5, ACT, and GR00T at the edge is precisely to "spin the loop fast at the edge" (§2.6). This high-frequency control is exactly the System 1 (fast reflexes) side in the System 1/2 analogy (§2.5).

6.4Why ② success judgment is fine in the cloud

On the other hand, the judgment "did the eraser go into the basket?" is a one-shot affair after the motion ends, and can wait 1–2 seconds. In fact, there are positive reasons to put it in the cloud:

  • Smartness of judgment: open-vocabulary semantic judgment like "did it go into the basket" is overwhelmingly the forte of a large VLM (Bedrock's Claude / Nova family). The VLA running at the edge is a model that outputs actions, not a general-purpose YES/NO judge.
  • Edge judgment competes for resources: if you judge at the edge, you need to load yet another judgment VLM onto the Jetson separate from the VLA, and they fight over the limited VRAM.
  • The conversational agent is already in the cloud: the conversational AI (AgentCore + Claude) that crafts lines of joy on success or apology on failure is in the cloud. If the judgment is in the same place, "see the image → judge → generate a line" flows end to end.
  • Communication is light: all you send is one image for judgment (a JPEG of tens of KB). It is not continuous transmission like the control loop.

This "smart but not urgent judgment" corresponds to the System 2 (smart thinking) side in the System 1/2 analogy (the precise correspondence is supplemented in §6.6).

6.5The trade-off of edge judgment vs cloud judgment

Judge at the edgeJudge in the cloud (adopted approach)
Latencyminimal1–2 s (within tolerance)
Smartness of judgmentdisadvantaged—only small models fitadvantaged with a large VLM
Network dependencenone (works offline)yes
Extra costconsumes the Jetson's VRAMAPI call cost
Simplicity of implementationcomplex—the VLA and judge coexistsimple—coexists with the conversational AI

6.6The general principle — fast reflexes at the edge, smart thinking in the cloud

edge_cloud_principle
fast reflexes (high frequency, low latency is everything)  →  edge (Jetson)   … VLA control loop      = System 1
smart thinking (occasional, smartness is everything)     →  cloud (Bedrock) … VLM success judgment / conversation  = System 2

The two-layer System 1 / System 2 structure of the VLA touched on at the start (§2.5) forms a close analogue of the edge/cloud division of roles. But this is only a metaphor—the System 2 (VLM = thinking) inside GR00T is part of the VLA running at the edge, and is a different thing from the success-judgment VLM we place in the cloud here. Take it to mean that the design key "fast reflexes at the edge, smart thinking in the cloud" is easier to see when likened to System 1/2.

An answer to "isn't success judgment edge inference?"

As an intuition about the control loop, that is correct, and indeed VLA control runs at the edge. But limited to "one-shot success judgment," for the reasons above a cloud VLM is appropriate—that is this demo's design decision.

The implementation status (2026/06)

① Control loop = implemented at the edge. ② Success judgment = planned on a cloud premise but not yet coded (voice → Claude conversation → MQTT → edge works). For details, see the system overview document.

§07

GlossaryGLOSSARY ── 30 terms

TermReading / full nameRough meaning
Physical AIPhysical AIAn umbrella term for the field of AI that perceives reality through cameras and the like and moves a body such as a robot.
VLAVision-Language-ActionA model that takes an image + a language instruction + self-state and outputs an action (joint angles). The star of this book.
VLMVision-Language ModelA model that handles images and language (does not output actions). Used as the "brain" part of a VLA.
Imitation learningImitation LearningA framework for learning a policy by mimicking human examples.
Behavior cloningBehavior CloningThe most basic form of imitation learning. Supervised learning of "observation → human action."
TeleopTeleoperationA person operates the leader arm, and that motion is recorded as the correct-answer data.
EpisodeepisodeThe data for one example run (from start to finish).
Observation spaceobservation spaceThe set of inputs to the model (images, joint angles, language instruction, etc.).
Action spaceaction spaceThe set of actions the model outputs (target angle of each joint, etc.).
PolicypolicyThe observation → action correspondence function. What a VLA approximates.
Action ChunkingAction ChunkingA method that predicts future actions as a chunk rather than one step at a time. Prevents error accumulation.
flow matchingflow matchingA method that generates smooth continuous actions from noise. A relative of the diffusion model.
diffusion / DiTdiffusion model / Diffusion TransformerA method that generates the target output by repeated denoising / its Transformer implementation.
Fine-tuningfine-tuningAdditionally training a pre-trained model on a small amount of data for one's own task.
cross-embodimentcross-embodimentThe property of being able to load a single foundation model onto multiple robots of different shapes (humanoid, arm, etc.). GR00T is originally for humanoids, but this lets it be repurposed for this demo's SO-101 arm.
EpochepochOne pass over the entire training dataset. 50 epochs = 50 passes.
System 1 / 2Two layers of fast reflexes (1) and slow thinking (2). A common motif in VLA and edge/cloud design.
Camera calibrationcamera calibrationMeasuring a camera's intrinsic parameters (focal length, principal point, distortion).
intrinsicsintrinsic parametersFocal length fx,fy / principal point cx,cy / distortion coefficients. Determine the 3D point → image pixel correspondence.
ChArUcoChArUcoA calibration board combining a chessboard (high precision) + ArUco (IDs, partial detection).
ArUcoArUcoA black-and-white square marker with an ID. Can be detected and identified even when partly hidden.
Sim2RealSim2RealThe technique of learning in simulation and running on real hardware.
Domain gapdomain gapThe difference between Sim and reality (appearance, physics, latency). The biggest hard part of Sim2Real.
Domain randomizationA method that randomly varies conditions in Sim to learn motion independent of appearance.
Isaac SimIsaac SimNVIDIA's robot simulator (physics + photorealistic rendering).
EdgeedgeThe on-site computer at hand. In this demo, the Jetson AGX Thor.
OTAOver-The-AirDelivering and updating a trained model to edge devices over the network.
MQTTA lightweight messaging protocol. Used for command delivery between cloud ↔ edge.
§08

Chapter close: the whole picture on one pageSYNTHESIS ── the map where everything connects

full_map.mmd
flowchart TB subgraph LEARN["Learning phase (cloud / Sim)"] TELEOP["collect examples via teleop
〈Ch.3 Imitation Learning〉"] SIM["parallel collection & generalization in Isaac Sim
〈Ch.5 Sim2Real〉"] TRAIN["FT-train the VLA
π0.5 / SmolVLA / GR00T / ACT
〈Ch.2 VLA〉"] TELEOP --> TRAIN SIM --> TRAIN end CALIB["camera calibration with ChArUco
〈Ch.4〉"] CALIB -->|"shrink the visual gap
via isaac_camera.yaml"| SIM CALIB -->|"match the real camera's quirks"| DEPLOY TRAIN -->|"OTA delivery"| DEPLOY subgraph RUN["Production (on site)"] DEPLOY["run the VLA on the edge (Jetson)
= control loop 〈Ch.6 Edge〉"] JUDGE["success judgment by cloud VLM
= smart thinking 〈Ch.6 Cloud, planned〉"] DEPLOY -->|"one image after the motion"| JUDGE end
  • Ch.2 VLA is the brain, Ch.3 Imitation Learning is how to teach it, Ch.4 ChArUco is the calibration of the eyes (cameras), Ch.5 Sim2Real is the practice ground, and Ch.6 Edge/Cloud is the design of where to run the brain.
  • The intersection of this picture is that camera calibration (Ch.4) is effective for both "matching Sim's appearance (Ch.5)" and "inference on real hardware (Ch.6)."
A word from the ghost

…Phew. If you have read this far, you can already see through what is inside "the Tidy-Up Ghost." Now go watch the real tidying-up at the booth. *shiver… shiver…*

§09

Appendix: the VLA correlation mapAPPENDIX — where the 4 models of the main text sit on the broad VLA map

Reading / reference. We position the π0.5, GR00T, SmolVLA, and ACT covered in §2 of the main text by their relationships (lineage, openness, scale, use) to the major VLAs in the world. Numbers and public scope are as published as of June 2026 (sources at the end).

A.1Lineage — who created the field, and where the 4 main-text models came from

The term "VLA" itself was coined in July 2023 when Google DeepMind's RT-2 added "action" output to a VLM. In other words, all four main-text models stand on the arena that RT-2 defined.

The direct ancestor of the main-text models is ACT (main text, Stanford, 2023). The Action Chunking (predicting actions as a chunk) that ACT popularized is now a standard technique for all VLAs, and the direct bloodline runs its authors Levine and Finn founded Physical Intelligence the next year → π0 → the main text's π0.5 (see the "kinship" in §2.8). Furthermore, continuous action generation by flow matching / diffusion is "DNA" common not only to π0.5, GR00T, and SmolVLA but also to OpenVLA and RDT-1B described below.

vla_lineage
2023.7  RT-2 (Google) ── named & established "VLA" ──┐
                                              ├─▶ the arena of the whole field
2023    ACT (main text / Stanford) ── invented Action Chunking
            │  authors Levine/Finn founded
            ▼
2024-25 π0 → π0.5 (main text / Physical Intelligence)
            + shared flow matching ──▶ GR00T/SmolVLA (main text) / OpenVLA / RDT-1B

A.2The openness axis — all 4 main-text models are on the "obtainable" side

VLA has an even more deeply rooted "open culture" than LLMs. It splits broadly into three layers, and all four main-text models are on the "obtainable" side. The more cutting-edge the humanoid players, the more they hold their weights close.

  • Fully open (code + weights + data): SmolVLA (main text), OpenVLA, Octo, RDT-1B
  • Open weights (code + weights): GR00T (main text), π0 / π0.5 (main text)
  • Closed frontier: Gemini Robotics (Google), Helix (Figure), π0.6 / 0.7, Tesla Optimus, 1X

A.3The scale axis — the main text leans "small to medium"

Because this demo runs on a ¥40,000 arm and edge (Jetson), it leans small to medium. The frontier's giant models are at the right end of this figure.

vla_scale
small ◀─────────────────────────────────────────▶ large
 Octo     SmolVLA    GR00T/π0.5    OpenVLA    RT-2     PaLM-E
 ~93M     ~450M(main)  ~3B(main)       7B         55B      562B
          └────── the 4 main-text models are around here ──────┘
(ACT is ~80M, a lightweight, no-language-conditioning method, even further left)

A.4The use axis — arm manipulation vs full-body humanoid

  • Tabletop arm manipulation (the same arena as this demo): ACT, π0.5, SmolVLA (main text), OpenVLA, Octo, RDT-1B. GR00T (main text) is originally a humanoid foundation, but because it is cross-embodiment (= the property of loading a single foundation model onto multiple bodies of different shapes), this demo loads it onto an arm rather than a humanoid.
  • Full-body humanoid control (an area the main text does not enter): Helix (Figure), LBM (Toyota + Boston Dynamics), Gemini Robotics. Here, for now, proprietary players lead.

A.5Summary — the "position" of the 4 main-text models in one line each

  • ACT … the progenitor from before VLA. Invented Action Chunking, the "ancestor" of the π family.
  • π0.5 … its descendant, the openly usable frontier (a rival to the closed Gemini Robotics and Helix).
  • GR00T … NVIDIA's open humanoid foundation (operated together with the Jetson).
  • SmolVLA … the smallest and most open end (a community slot alongside Octo).
// relationship between major VLAs and the 4 main-text models (as of 2026.06)
ModelDeveloperOpennessScaleRelationship to the 4 main-text models
RT-2Google DeepMindclosed~55Bthe source of the name "VLA." The conceptual parent of all 4 models
Gemini RoboticsGoogle DeepMindnot publicundisclosedthe closed rival of π0.5 and GR00T (full body too)
HelixFigure AInot public7B + 80Mthe same two-layer System1/2 philosophy as GR00T / humanoid version
OpenVLAStanford et al.fully open7Bthe standard open model SmolVLA uses as its performance benchmark
OctoUC Berkeleyfully open~93Mthe small, open neighbor alongside SmolVLA
RDT-1BTsinghua Universityopen1.2Bthe same diffusion family as π0.5 / bimanual-specialized
GO-1AgiBot (China)partially publicundisclosedthe Chinese player in general-purpose foundations like GR00T and π0.5
GR-2 / GR-3ByteDancelimitedundisclosedconfusingly named like GR00T, but a different thing
LBMToyota + Boston Dynamicsnot publicundisclosedon the full-body humanoid side, competing with GR00T
PaLM-EGoogleclosed562Ban ancestor from before VLA. A different lineage contemporaneous with ACT
In a word

The four main-text models share the commonality of being "small to medium models within reach openly, connected to the lineage that descends from ACT, on the arena RT-2 created." The frontier's Gemini Robotics, Helix, and LBM are larger and step into full-body control, but are closed—which is precisely why this demo makes an enterprise-grade demo work with "4 obtainable models × a ¥40,000 arm." That is its position on the overall map.

Sources: RT-2 (blog.google) / Gemini Robotics (deepmind.google) / Helix (figure.ai) / OpenVLA (arXiv 2406.09246) / Octo (arXiv 2405.12213) / RDT-1B (arXiv 2410.07864) / GO-1 (arXiv 2503.06669) / GR-3 (arXiv 2507.15493) / LBM (Toyota pressroom) / PaLM-E (arXiv 2303.03378). Scale and public scope are as published as of June 2026.