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  3. UCAG-P: One VLA Policy for Every Robot (98.3% LIBERO)
aivlacross-embodimentcamera-centricqwen3-vlliberomanipulationpre-traininghumanoidlerobot

UCAG-P: One VLA Policy for Every Robot (98.3% LIBERO)

Xiaomi's UCAG-P uses camera-centric action geometry to pre-train a single VLA policy for robot arms, humanoids, and human hands — achieving 98.3% on LIBERO with one checkpoint, no fine-tuning.

Nguyễn Anh TuấnAugust 30, 202610 min read
UCAG-P: One VLA Policy for Every Robot (98.3% LIBERO)

Imagine training an AI that can control a single-arm robot, a bimanual humanoid, and even a human hand — all from one single checkpoint, with no per-embodiment fine-tuning required. That's the problem UCAG-P solves.

On August 26, 2026, the Xiaomi Embodied Intelligence Team and University of Macau released "One Policy, Many Embodiments: Unified Camera-Centric Action Geometry Pre-training for Heterogeneous Embodied Manipulation" — a VLA framework achieving 98.3% on LIBERO and 89.2% on RoboTwin Hard using a single unified checkpoint without any benchmark-specific fine-tuning.

Tool recommendations

VLA train/deploy stack

Train on cloud/workstation, then deploy optimized models to Jetson or the robot computer.

Cloud GPU for VLA / policy training Use for imitation learning, diffusion policies, RL, and robotics model fine-tuning. View cloud GPU → NVIDIA Jetson Orin NX / Orin Nano Edge deployment hardware for perception, logging, and optimized inference. View Jetson → Hugging Face / robotics dataset hosting Host datasets, checkpoints, and model cards for cleaner LeRobot/VLA workflows. View platform →

The Problem: Why Is Cross-Embodiment Hard?

Before diving into UCAG-P, it's worth understanding why training a single policy for multiple robot types is fundamentally difficult.

Each robot type has a completely different action space:

  • Single-arm robots: actions are 6–7 joint angles or Cartesian velocity values
  • Bimanual humanoids: two arms with 12–14 degrees of freedom each, plus hands
  • Dexterous hands: tens of degrees of freedom across all fingers

When you try to merge data from all these embodiments, the fundamental question is: which action space serves as the common language? If you use a robot arm's joint angles, a human hand doesn't have those joints. If you use Cartesian coordinates, you still need a different mapping for each embodiment — and these mappings are far from trivial.

Most prior approaches solve this by:

  1. Training separate models for each embodiment → wastes resources, no transfer learning
  2. Using a fake "common" action space (e.g., residual actions) → loses embodiment-specific information
  3. Training only on robot data → ignores the massive corpus of human hand video demonstrations

UCAG-P proposes a fundamentally different answer: instead of finding a common action space, find a common geometric space that the camera can observe.

Core Idea: If the Camera Can See It, Use It

Regardless of whether it's a robot arm, a humanoid, or a human hand, a wrist-mounted or head-mounted camera will always observe the motion of the wrist tip and fingertip. This is exactly what UCAG-P exploits.

UCAG-P intro — camera-centric action representation
UCAG-P intro — camera-centric action representation
Figure 1: UCAG-P unifies robot arms, humanoids, and human hands through camera-centric anchor motion — source: UCAG-P project page

Instead of predicting joint angles or Cartesian velocity, UCAG-P predicts the motion of two anchor points in camera space:

  • p₀: The wrist point or end-effector tip
  • p₁: The gripper center or grasp center

These two points are always observable from the camera, whether it's a robot arm, a humanoid, or a human hand. A separate translator module then converts this geometric motion into embodiment-specific control commands.

This is a simple but powerful insight: camera-observable geometry serves as the bridge between embodiments.

UCAG-P Architecture: Three Components

UCAG-P consists of three main components:

UCAG-P architecture with three components
UCAG-P architecture with three components
Figure 2: The three components of UCAG-P: VLM backbone, Shared Motion Head, and Geometry-Conditioned Action Translator — source: UCAG-P project page

1. Vision-Language Backbone (Qwen3-VL-4B-Instruct)

UCAG-P uses Qwen3-VL-4B-Instruct as its backbone to encode multi-view RGB observations and language instructions. A key addition is learnable action-query tokens that extract compact features for action prediction, keeping the backbone from attending to the full visual context on every step.

The backbone processes:

  • Multi-view RGB images from wrist and head cameras
  • Language instructions as text tokens
  • Outputs: hidden states + action-query features

2. Shared Camera-Centric Motion Head

This is the heart of UCAG-P — a shared motion head that predicts geometric action chunks for all embodiments.

The action vector has 30 dimensions per timestep:

  • Left manipulator motion (10D): 3D displacement of p₀, 3D displacement of p₁, in-plane rotation, gripper state
  • Right manipulator motion (10D): same structure
  • Camera motion (10D): ego-motion of the camera

All displacements are measured relative to the first frame in the camera coordinate system — this ensures consistent representation across embodiments.

The motion head is trained with geometric supervision whenever camera-centric labels are available. Crucially, both robot data and human hand data can provide these labels — robots via forward kinematics, human hands via hand keypoint detection.

3. Geometry-Conditioned Action Translator

This is the "translation" module from geometric motion to embodiment-specific control commands. The translator receives:

  • Predicted camera-frame motion (from the motion head)
  • Camera-to-base transforms (from calibration)
  • Local Jacobians (robot-specific kinematics)
  • Geometry tokens: vectors encoding the embodiment structure

Geometry tokens tell the translator whether it's working with a robot arm, a humanoid, or a human hand. For robot arms, the translator applies Jacobian-based inverse kinematics to convert Cartesian motion to joint velocity. For humanoids, it processes both arms simultaneously.

Shared camera-centric action space
Shared camera-centric action space
Figure 3: Shared camera-centric action space — robot arms, humanoids, and human hands all represented in the same geometric space — source: UCAG-P project page

Three-Stage Training Pipeline

UCAG-P doesn't train end-to-end in one shot. It follows a carefully ordered three-stage pipeline:

Stage 1: Camera-Centric Specialization

Train the VLM backbone + motion head on all data with geometric supervision. The goal: teach the model to predict camera-centric anchor motion accurately, regardless of embodiment.

At this stage, the translator is not involved — the model only learns "observe scene + instruction → predict p₀, p₁ motion in camera space."

Stage 2: Geometry-Conditioned Translation

Train the translator using ground-truth camera trajectories and executable command labels. This stage isolates the learning of the mapping from geometric motion to embodiment-specific commands.

The translator learns: "given this geometric motion and this robot's Jacobian → these joint velocities."

Stage 3: Joint Optimization

Jointly train the motion head + translator on mixed robot-human data. This mirrors inference-time conditions — the motion head predicts, the translator converts, and both are updated together.

The three-stage design matters: training everything from scratch simultaneously would allow gradients from the translator to corrupt the geometric representation being learned by the motion head.

Training Data: 6,373 Hours from 11 Datasets

The scale of UCAG-P's training data is impressive:

Type Hours Proportion Sources
Real robot 266.3h 4.2% RoboChallenge, RoboCoin, DROID
Simulation 3,767.5h 59.1% RoboCasa GR-1, LIBERO, RoboTwin 2.0, InternData
Human hand 2,339.7h 36.7% VITRA, EgoDex, EgoVerse
Total 6,373.6h 100% 11 datasets, 9 embodiments

The standout number is 36.7% from human hand data — not robot data at all. This is the key advantage of the camera-centric approach: egocentric hand videos from EgoVerse, EgoDex, and VITRA can be incorporated directly without teleoperation or complex annotation.

In the UCAG-P framework, human hands are treated as just another embodiment within the same geometric space. Human wrist keypoint → p₀, thumb-index midpoint → p₁. Their motion in camera frame is used identically to robot data.

Benchmark Results: State of the Art Across All Tests

UCAG-P benchmark results vs baselines
UCAG-P benchmark results vs baselines
Figure 4: UCAG-P achieves top results on LIBERO, RoboTwin, and RoboCasa with a single checkpoint — source: UCAG-P project page

Single checkpoint, no benchmark-specific fine-tuning:

LIBERO (98.3% average):

Subset Score
LIBERO-Spatial 98.8%
LIBERO-Object 98.6%
LIBERO-Goal 99.2%
LIBERO-Long 96.4%
LIBERO Average 98.3%

Other benchmarks:

Benchmark Score
RoboTwin Easy 88.7%
RoboTwin Hard 89.2%
LIBERO-Plus (zero-shot) 82.0%
RoboCasa GR-1 62.0%

The most notable number is 82.0% zero-shot on LIBERO-Plus — a benchmark testing generalization with distractor objects and modified backgrounds. UCAG-P was never trained on LIBERO-Plus yet achieves 82%, demonstrating that camera-centric representation learns genuine geometric understanding, not just memorization.

On RoboTwin Hard (dual-arm manipulation with randomized distractor objects), UCAG-P achieves 89.2% — significantly higher than generalist baselines using native action spaces.

Real-World Results on Piper Robots

The authors also evaluate on physical Piper robots across three tasks:

Real-world results on Piper robot
Real-world results on Piper robot
Figure 5: UCAG-P on physical Piper robots — bread grasping, drawer opening, bowl stacking — source: UCAG-P project page

Task Success Rate
Bread grasping 60%
Drawer opening 90%
Bowl stacking 75%

Drawer opening at 90% is particularly impressive — this task requires precise contact and force management, which is harder than picking up free objects. This validates that the geometric representation is accurate enough to handle contact-rich manipulation.

Cross-Embodiment Transfer

One of the most important tests: train on ALOHA, test zero-shot on ARX robot.

ALOHA and ARX are two bimanual robots with different kinematics — different workspace, different joint limits, different mechanical design. UCAG-P achieves 35% zero-shot success on ARX after training only on ALOHA data.

35% might sound low, but this is zero-shot — no ARX data in training whatsoever. A baseline using ALOHA's native joint angles would fail completely since the joints are incompatible. This demonstrates that camera-centric representation genuinely learns transferable manipulation geometry.

Human-to-robot transfer also works: UCAG-P can learn from human hand videos and transfer to a robot arm at 2× the data efficiency compared to using only robot demonstrations.

Limitations and Future Directions

The authors honestly acknowledge several limitations:

  1. Camera calibration dependency: The geometry translator requires accurate camera-to-base transforms. If calibration is off, the translation is off too. This is a significant practical concern for deployment.

  2. Hand keypoint detection quality: For human data, accurate wrist and finger keypoint detection is required. Dark videos or bad viewing angles cause keypoint failures → incorrect labels.

  3. Extreme morphology mismatch: While the geometry translator helps, robots with very different kinematics (e.g., delta robots vs SCARA) remain challenging. 35% zero-shot is good but not yet production-ready.

  4. Code not yet released: At the time of writing, code, model weights, and training scripts are not yet available. The authors have committed to releasing them at GitHub.

Comparison with Other Cross-Embodiment Approaches

UCAG-P isn't the first cross-embodiment approach. A quick comparison:

Approach Action Space Human Data Cross-embodiment Scope
DyPeS Latent + Dynamics Prior ❌ Robot-to-robot
X-VLA Embodiment token ❌ Robot-to-robot
HEX-VLA Whole-body joint Partial Humanoid
UCAG-P Camera-centric geometric ✅ (36.7% of data) Robot + Human + Humanoid

UCAG-P's biggest advantage is leveraging human hand data — a massive corpus that almost every other cross-embodiment approach ignores. With 2,339 hours of EgoDex, EgoVerse, and VITRA, the model learns manipulation geometry from everyday egocentric videos without any teleoperation.

Preparing to Use UCAG-P

Code isn't released yet, but here's what to prepare:

Minimum hardware:

  • GPU with 24GB+ VRAM for fine-tuning (RTX 3090/4090 or A100)
  • Wrist camera at minimum 640×480 resolution
  • Calibration setup to obtain accurate camera-to-base transforms

Data pipeline (4 steps):

  1. Episode indexing: Index all episodes by embodiment type
  2. Visual/language standardization: Normalize image formats, tokenize instructions
  3. Geometric alignment: Compute camera-centric anchor trajectories (p₀, p₁)
  4. Temporal windowing: Sliding window with masking for unavailable labels

Check out this guide on fine-tuning VLAs on LIBERO to get familiar with the training infrastructure before UCAG-P code drops.

Conclusion

UCAG-P represents an important paradigm shift in robot learning: instead of trying to align action spaces (which are hardware-specific), align through geometric observation (which the camera always provides).

The results — 98.3% LIBERO, 89.2% RoboTwin Hard, 82.0% zero-shot LIBERO-Plus from a single checkpoint — validate that camera-centric geometric representation is the right inductive bias for generalist robot policies.

But the most exciting insight isn't the benchmark numbers. It's the design philosophy: a human hand is just another embodiment. Once you erase that boundary, you unlock the ability to use millions of hours of ordinary egocentric video to train robots. That's a data leverage no other current cross-embodiment method has.

Paper: arXiv 2608.26058 — Project page: public-bots.github.io/UCAG-P


Related Posts

  • DyPeS: Cross-Embodiment VLA with Dynamics Prior and MoE
  • HEX-VLA: Cross-Embodiment Policy for Humanoid Whole-Body Control
  • Fine-tuning VLA on LIBERO with Embodied-R1.5
NT

Nguyễn Anh Tuấn

Robotics & AI Engineer. Building VnRobo — sharing knowledge about robot learning, VLA models, and automation.

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